Shard Squad videos!
BABstacking and, later, DRstacking just in case you wanted to see how much awesome you're missing out on not getting the expansion.
Infinite failure in Ice Queen Palace.
Super Splodin' Shard Squad!
Was going to post in this in the Elite Bomber Thread, but Darkbrady suggested that I make a dedicated thread to the subject, instead. Yes, we have a million threads about shard bombs already, but here's one about (relatively) successful use of them. The hypothesis here is that, while shard bombs are poor on their own, it's strength lies in hybridization.
Today we did FSC, hybridizing shard bombs with eachother:
-Zeddy
Scintillating Sun Shards (not maxed)
Deadly Crystal Bomb
Shocking Salt Bomb
Full Volcanic
-Darkbrady
Scintillating Sun Shards
Deadly Crystal Bomb
Ionized Salt Bomb
Volcanic + Mad + 2x Boom module
-Tohlevi
Scintillating Sun Shards
Deadly Crystal Bomb
Shocking Salt Bomb
Full Volcanic?
At first we tried all spamming crystal bomb, but we found ourselves to be much more efficient when I switched to Sun Shards and kept the enemy perpetually stunned. Salt bombs were broken out mostly for slimes. Nothing was skipped: we did all rooms in the Charred Court, and anywhere we went, we did in unison. The result was that enemies were most of the completely harmless. The stronger stun on sun shards means enemies move slower than they would if we were using stagger storm, and it took us little effort to dodge their attacks despite the erratic knockback on the shards.
Sometimes the most efficient tactic would be to not plant any bombs at all, and rather wait until the enemies were gather so we could surround and keep them in place, continously hitting them with shards. Trojans were no trouble at all. One guy gets the aggro, while the other two just plant all the bombs they can at his back. They go down quick, though it's obviously nothing compared to blitzing them.
The biggest problem was fighting around large areas of spikes, fire or totems, as there would be a good chance of bombs pushing enemies into these areas where it's difficult to fight them. Kiting is key.
All in all, the run before Vanaduke took roughly 40 minutes, including discussions and the like. The run was a success until...
Don't bring nothing but shard bombs to Vanaduke. Just don't. Vanaduke moves around unpredictably a lot, so inflicting significant amounts of damage using nothing but shard bombs is a serious challenge. The constant explosions make the bullets during the mask phase hard to follow and if you're prone to lag during the vana fight the bombs will do nothing to help about the matter. I experienced some net issues during the battle, and as such I can't say if most of the trainwreck of that fight was due to shard bomb usage or poor Internet. Vanaduke was beaten after too many revives. Next time, we'll try stacking with something else. I have a feeling one shivermist would make a huge difference.
/approves of the title~
Aye, most of the threads about Shards thus far are complaints, requesting reversion, asking which ones to get or if they're worth getting at all etc. I figure that a dedicated thread to focussing on experimentation our having fun using them isn't something seen quite as often, and we have a good run to start us off with!
Also, I didn't want us to derail the Elite Bomber thread that's meant for more general bombing discussions, nor did I want this discussion to vanish in the midst of said general discussions.
This was a pure shard run to see how efficiently (and fun it could be) with extrapolation logic that if a run can be done successfully using pure shards, then surely they could be put into a real loadout and work effectively; the key is just finding what other weapon combos maximise their effectiveness thereafter. We all know that shards are seemingly next to useless to use solo with low damage and hit limits, but introduce a second shard bomber next to you and there's an enormous difference in the weapon, turning a few limp-wristed shards into a minefield of chaos that leaves the enemies fairly unable to react.
Trojans were easy in principle, but took longer than I'd have liked as their shield left them immune to much of the spread damage of the shards. The low damage, however, made taking aggro next to impossible which actually turned out to be a benefit as we could simply stand behind the Trojan without even needing to move and drop bombs, while the aggro target just ran back and forward (enough to keep the Trojan chasing, but not charging). I'm sure we could find faster ways to deal with these, but if nothing else the stun from SSS made them much less of a threat while we slowly dealt with them.
Throwing a few hazes and/or a vortex into the mix would transform what was already a fairly safe and fun experience into what should be a quite effective combo of damage-dishing. Hazes such as VT, VV or AoA (outside FSC, ofc) would allow the damage to flood in on the enemies while they get ping-ponged uselessly from side to side and should likely bring an otherwise "slow" experiment into average runspeeds. Vortexes would also be key in solving the problem of dealing with restricted floor space issues (spikes, fire, totems) that deny the constant, flightly movement required for this.
Also, after this run we discovered that vortexing targets to clump them together, followed by a quick shiver, forced a large group to be frozen into a "vortex shaped clump", which allowed incredibly easy sharding as the first explosions would only break the ice and the second ones KBing them into each other, and without the vortex explosion pushing them away again.
Vana, indeed, was a horror story. It did not work, in any sense of the word. It was just awful; the mask phases and phase five especially; the mask being incredibly resistant to all of our bombs while being able to avoid most of the damage from them. A good 90% of our deaths occurred on phase four alone. Phase five was far harder than three, not only because of the slags (that were not even worth killing, as he kept respawning them -it took us that long) but because the second ring of big hot balls outranged our shards and prevented the shards from spreading, which absolutely destroyed our DPS. We had to revert to dropping shards randomly across the whole floor and trying to bait him onto them, which was both dangerous and slow.
As glad as I am that we did manage to finish Vana, it was more for personal accomplishment, and not something I plan on doing again. Ever. Vana easily took as long to kill as it took us to complete the entire dungeon; and we stopped to discuss often.
However, we have some screenies for posterity!
It Begins! T'was terrifying, to be sure.
The Fun Phase~ To be fair, the first phase was a good laugh; he hadn't whipped out his big hot balls yet, so we could just stand next to him and shard!
The Mask Where it started to get bad. Really bad.
Nearly An Hour Later~ Honestly, I was shocked when he collapsed. I was expecting to be there another half hour!
We've got a few more runs planned next, including another full shard run (outside FSC) and the beginnings of mixed loadouts to start using shards to their full potential (we hope!) and can hopefully bring them up to competitive standards! Wish us luck :D