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Grinchlin Assault and You: %*(# You Should Know

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Wed, 12/11/2013 - 22:08
Retequizzle's picture
Retequizzle

If this is in the wrong forum, someone else can move it. Can't be bothered to do it myself, and after finishing up with most of my assignments for the end of the semester, I still felt like writing so here's what you get from me for the holidays.

So, considering how I'm usually not too keen on helping out here in General Discussion, feel free to take any suggestions here with a grain of salt. I'm only here to tell you one of (probably) several ideal ways to deal with the Grinchlin Assault on Mount Krampus without having to throw away your Knight's life savings to do so. The format's gonna be simple as *($# - I'll have a basic synopsis on what to expect in terms of themes/monsters/shenanigans for the run. I'm not doing approximate monster counts or how much you'll deal with in each arena, but I will provide suggestions on how to manage the (artificial) difficulty this mission does provide. Because what's better than OOO responding to requests for difficulty by slapping a few monster spawners in every arena and thinking, "Job well done"?

But all jokes aside, I do genuinely like this update overall, even if the mission itself does seem a little more annoying than it is rewarding. So cheers, OOO. Drinks are on me.

For readability purposes, I have a Table of Contents that you can use to quickly "Ctrl+F" to a particular section as opposed to swimming through the wall of text. It is as follows:

  • SYNOPSIS - provides a brief overview of what your knight will be faced with (does NOT provide specific details on arenas)
  • MONSTERS - lists the kinds of monsters that one can expect for the mission, for advanced preparation in order to cater your loadout to what you'll fight
  • STATUSES - statuses that one can expect for this mission; again, for advance prep
  • GEAR RECOMMENDATIONS - my take on what gear you should consider bringing if it is available to you (subsections are Swords, Guns, Bombs, and Armors)
  • Closing Notes - a general recap of some of the things I've stated throughout the thread, and a message to both newer players and experienced players.

SYNOPSIS

This mission's incredibly straight forward - clear out as many rooms as you deem possible with your knight's setup. Risk going further for the big bucks or lose it all should you run out of ways to revive yourself. That being said, it's pretty apparent that the mission is going to be designed to punish you for being greedy; I mean, the holidays are more about giving than receiving, so OOO saw fit to give everyone a big black eye for trying to fight to the top as soon as the event launched! Anyway, the basic expectation for this mission that everyone should go in with is that, simply put, the difficulty will scale exponentially in terms of arena design, the volume of monsters, and the expectation of the Knights in that fight. Many of the arenas are almost designed to negate the idea of having one Knight be able to solo the entire event from start to finish without dying. Or, at the very least, since I'm sure there's people out there who will claim to have and probably will end up attempting to solo it and not die, it will be next to impossible for your typical/average 5* Knight.

There, you're special now. Merry Christmas.

MONSTERS

The main monster families you can expect from the Grinchlin Assault are as follows: Gremlins, Constructs, Fiends, Slimes. Most of the saturation comes from the Gremlin family group, with virtually every common gremlin type making an appearance. Constructs are a fairly distant second, with Gunpuppies and Retrodes being the staple options, but also throwing in several Rocket Puppies and Lumbers throughout the mission arenas as well. Fiends are present with the Trojans and (respawning) Greavers being present, the latter being a part of virtually every arena battle in the run.

It's interesting to note that, even though the Grinchlins and the Greavers have different colorations than their non-Winterfest counterparts, they still act and function almost exactly the same. The only notable exception to this is that the Greavers in this mission don't shoot their secondary attack after the initial dash. They do still release their trademark haze to inflict Stun. So be careful to approach these monsters head-on if you have had issues with them in the past.

STATUSES TO EXPECT

For a replayable holiday-themed mission, they went above and beyond to make sure there was a diverse representation of status afflictions throughout the level.

Slow - The most notable status to mention is what I'm going to simply call the "Slow" status, which functions incredibly similarly to "Stun". The "Slow" status, which is inflicted primarily as an environmental hazard spread throughout both depths of this mission, does exactly what the name here implies - you'll move slower for the duration of the status affliction. Fortunately, since this status doesn't have any armor that can build resistance to it, it only affects your Knight for the two second minimum that the game seems to require. It is important to note that, as of the time of typing this up, the status does not have a disambiguation page on the Spiral Knights Wiki, so what else the "Slow" status doesn't appear to be documented.

You can avoid this status by not walking in the snow piles that are spread throughout the level. By breaking the cubes of snow that oftentimes block your path, you'll end up spreading the snow piles anyway, so keep this in mind as you proceed forward! Chances are, if you can walk around the pile of snow, you should attempt to do so - especially considering the presence of Wintersiege Wheels, which function similarly to the Siege Wheels that can be found in several depths of Firestorm Citadel.

Stun - Stun is primarily inflicted by the Greavers that are scattered throughout the mission, and is also a side-effect of being hit by the Trojan's sword swing as well as the Lumber's overhead punch. To my knowledge, there is little else that inflicts this status throughout the level.

Fire - The "Fire" status is inflicted mostly by the Gremlin Scorchers that are scattered through most of the arenas, but is also inflicted by various Fire tiles throughout the first floor, and primarily in the second arena. However, there are several water orbs that you can use to put out the fires spread throughout the level, and is required in order to proceed through the rest of the stage.

Freeze - A status that no one should be surprised by considering the theme of the event, it should be noted that this is probably the least represented status in the level. Many of the things that can inflict it are situational at best, with the only sources to my knowledge being the Retrode's laser beams, the Gunpuppy bullet, and the Ice Cube Jellies that show up every so often. Many of the upper tier armors provide freeze resistance however, so this will arguably be one of the lesser seen/encountered statuses.

GEAR RECOMMENDATIONS

Disclaimer: If you don't see a weapon listed here that you feel should have a mention here, oh well. Each section will have three recommendations that, either in my own personal experience or through observation of someone else using it in the same run as me for Grinchlin Assault, fit the needs that this mission demands. In no way do I claim that these are the only weapons you should ever use for this mission, and these suggestions are merely a reflection of my own experiences with the mission in its entirety. If you want to type up a suggestion and submit it, I'll add it to the top of the thread or include an anchor to your post. Otherwise, read on.

----------------

Swords

Acheron - this suggestion should come as a no-brainer; with the main body of monsters being weak to the Shadow damage that this word can inflict (Gremlins) or being hit for neutral damage (Constructs), this sword essentially covers about 75% of the total monsters you'll encounter throughout the run. There's no shiny gimmicks with this sword though - it doesn't inflict status like it's newly introduced sibling in the Brandish Line, the Obsidian Edge, but if it comes down to being able to deal considerable damage to a variety of monsters, this sword gets the job done and does it well. Modifiers worth considering would be anything that increases it's potency as far as damage bonuses go, or something to increase how fast you can charge/swing the Acheron.

Gran Faust/Divine Avenger - I suggest either one of these swords as another decent contender throughout this level. Obviously, the Divine Avenger pales in comparison to the Gran Faust in terms of covering a majority of the monster families found in the mission, but the coverage it does grant to the Construct families, as well as hitting Fiends and Jellies for Neutral damage, gives it an honorable mention in this scenario. The knockback that both of these swords provide is also rather substantial, since in most cases your sword swing will hit multiple enemies at once due to the sheer volume of spawns that can happen if left unchecked. Suggested modifiers for this weapon line would be anything to increase the attack speed increase if possible.

Combuster - The Combuster, much like the DA, has less coverage than the Acheron and Gran Faust suggested here, but the charge attack provides fairly significant damage against everything except Gremlins - who are still affected by the Fire status and subsequent knockback the charge can deal. A competent Brandish user of any kind can utilize the charge's power to clear out many of the threats that will end up being present in the arenas, including Giant Lichen Colonies, Lumbers, Retrodes, and Glop Drops that make an appearance in two of the arenas during this mission.

------------

Guns

Biohazard - The Biohazard not being mentioned here would be nigh unforgivable, considering this is one of the weapon's bread-and-butter functions. However, with how cramped some of the corridors can be, how restrictive the arenas are considering their purpose, and the volume of enemies that can be present at any one time, being able to connect multiple charge shots with targets and then blow them up with the follow up shot may prove to be difficult. However, the poison status this gun can inflict will prove to be more than useful with Menders being around pretty much every corner in this mission. This gun helps spread the holiday cheer - one vitriolic explosion at a time.

Supernova - One might ask why I choose to suggest the Supernova over the Polaris. Aside from a general distaste for the Polaris from PvP, the chance for Shock status being inflicted when the situation calls for the ability to keep everything as far away from you as possible conflicts with the concept of crowd control that you should go into this mission with. The Supernova offers that crowd control without having a factor that can limit it, and it hits Gremlins for solid damage, whereas the Polaris does not. In this case, the lack of specialization works to the Supernova's advantage, and gives those who want to have a gunner loadout a potential option for effective PvE zoning without the potential for crippling yourself.

Argent Peacemaker/Sentenza/Obsidian Carbine - I mention all three of these guns within the same category solely because they all fulfill mostly the same purpose, with the only exception being where the gun can specialize. The Argent Peacemaker is arguably the weakest option to consider for the mission, but can still be looked into should your resources limit how accessible other options are. It does deal decent damage to Constructs, even without the inherent gun bonus that the Argent Peacemaker and Sentenza have for Undead and Gremlins respectively, and can prove to mean the difference between killing a Rocket Puppy across the room or getting blown up because you couldn't get the last 122 damage in before it was too late. The Sentenza and Carbine are a toss-up for effectiveness, since the Sentenza hits harder versus Gremlins, whereas the Carbine can inflict Poison some of the time. In the end, this decision comes down to whether you want consistent performance or the ability to spread status.

Blitz Needle - As always, the Blitz Needle makes it into the list of weapons that the boss of the mission does not resist. While this just seems like shoddy continuity checking being done by the OOO staff, the main Battlepod at the end of the mission will take neutral damage from Blitz Needle's charge attack, and as such, should be abused as much as possible. It will take roughly 8-10 charge attacks at Damage Bonus: Ultra in order to successfully bring the Battlepod down to size, but this can be shortened simply by keeping the Gremlin Mender far enough away from the pod that it can't heal it.

-------------

Bombs

Venom Veiler - Oh, Venom Veiler, I have missed you so. This bomb is by far the most recommended weapon you can select for your party in this guide. Nothing in the mission resists this status, even if the Greavers and Grinchlins look like they could spread this status just by giving you a hug. It also negates the potent aspect of the Gremlin Menders' ability to sponge off the damage that your party inflicts as you progress through the levels - with the added bonus of making their attacks a fraction of the power they would be otherwise, which can serve to improve your longevity immensely. Considering the lack of boxes and health crates in these levels, every pip counts.

Stagger Storm/Shivermist Buster - In either of these cases, you simply cannot go wrong. The Stagger Storm, while limited in availability due to it only being accessible as a Krogmo recipe, is also another status that most, if not all, of the enemies in this mission have no resistance to. Given the amount of monsters that can be on screen, the ability to slow down their attack speed can prove invaluable to a Knight in escaping death, being able to use a Remedy Capsule to shrug off their own Stun/Fire status, or score the killing blow on an enemy that's been causing just a bit too much trouble for their own good - and yours as well.

Nitronome - The mere fact that I'm suggesting Nitronome as a bomb choice baffles even myself, since I abhor the amount of distraction it can cause to even the most coordinated of parties. However, with there being so much going on in the screen anyway, the only time the Nitronome's potent attack animation will ever be more of a hindrance than a help to your party in terms of making a "safe area" for Knights to retreat to in order to heal far outweighs that downside. It also serves as an integral part of the final battle, should you choose to go the distance and find out why Captain Kirk climbed the mountain.. Once you start the final boss battle, the party can simply head to the interior of the room and deny access to mostly every other monster in the arena by setting the Nitronome down by each of the icicle barriers that are located there. Your Knights may not be able to go through those barriers themselves, but the monsters can. And we just can't have that. At this point, in a fully party, having one person dedicated to locking down the bottom area allows for three people to focus on the Rocket Puppies located in the interior as well, and keep the area as clear as possible for when the Battlepod drops its barrier.

Additional Suggestion: Dark Retribution - Originally I had intended to avoid putting too many things in the thread that required additional content outside of the core game itself, but seeing as how I included Perfect Mask of Seerus below, it's workable. The Dark Retribution provides several layers of defense that most damage-based bombs cannot provide - a "safe area" to recoup for a moment between waves, as well as continual damage being dealt to anything caught within the blast radius. Additionally, it can deal extensive damage to many of the Gremlin types that spawn throughout the mission, and can serve as an active way of countering the Ghostmane Stalkers by breaking their recon modules almost instantly. Their AI doesn't necessarily account for the AoE bombs in the game, so they don't go out of their way to avoid it, and will eventually walk right into it. Lastly, it also proves to be an invaluable asset for preventing Greavers from following through with any of their attacks, as the Dark Retribution's orbs will knock the Greaver out of its main attack animation. Just keep in mind that the bomb will do very little damage to it - so have a buddy there to do the dirty work and knock it out of the sky for you. This bomb, for all intents and purposes, takes a practical approach on Warmaster Seerus' intent for designing the bomb for use against other Gremlins, and it nearly negates one aspect of the mission that would otherwise cripple most Knights who would choose to ignore the Ghostmanes and Greavers in favor of killing other monsters - or trying to, anyway. The Dark Retribution also works well in conjunction with many of the status bombs in the game, as they both offer an area of denial that can stack together to be a surprisingly effective way of killing things with ease.

-----------------

Armors

Special Note: For the sake of this guide, the armors that will be mentioned will also have considerations given for the 4* Knights that are restricted in their ability to upgrade because of Fire Crystal shortage.

Volcanic Demo Set/Heavy Demo Set - With how much emphasis that I've placed on crowd control, it only makes sense to recommend the smartest set for such a thing. The inherent CTR VH bonus that the Volcanic Demo set gives to bombs allows for a CTR Max bomb with absolutely no UV investment. This can serve to be integral for providing a save area for your party to retreat to, or for encroaching further into the map in order to clear out enemies bit by bit. The Elemental resistance that the armor provides also serves to be ample protection against many of the threats present that deal elemental damage (Gremlins/Constructs), and the Fire resistance serves to mitigate how much damage a random Rocket Puppy can deal to the bomber should they fail to see the rocket amidst everything else going on. The Heavy Demo set, while still 4*, will have a fair bit of Elemental resistance in order to mitigate some of the damage that many threats will inflict, and will still confer a CTR Medium bonus, which is respectable for many bombs regardless of the situation. After factoring for the CTR Medium bonus all weapons receive once reaching Level 10, the bomber will still hit a VH CTR bonus.

Nameless Set/Poncho + Perfect Mask of Seerus - This is another instance where the armor set provides a large amount of synergy with the weapons suggested, which just ended up happening really. But regardless, the Nameless Set is actually a suggestion by Dogrock that I decided to include in retrospect. The Nameless set has a nice balance between overall resistance and reactivity, which is great for this mission - the set as a whole grants the wearer an ASI VH bonus for all guns, substantial Elemental resistance, and ample Freeze resistance in the off chance a Gunpuppy does manage to connect to the player's Knight. The Mask of Seerus, while it provides negative freeze resistance to the player, also provides one of the higher Elemental resistances in the game, even being at Level 1 with no heat. Coupled with the fact that it grants a CTR Medium bonus and an ASI Low bonus for all guns, you can see how this can find a niche in the mission through survivability.

---------------

Closing Notes

As I stated before, in no way to I claim to have the authority to say this is an official "guide", so to speak. This is me merely putting my own suggestions out there for others to either use, or not use. However, if there's anything additional or any glaring oversights that I should fix, feel free to post here and let me know. Otherwise, have fun farming.

Please keep in mind, that this guide does not take individual playstyles into account, and in a sense, is a little idealistic by assuming that everyone will work together as a team to get the job done. If you simply lack the equipment to make it past the first floor, then take solace in the fact that you're still doing better than many other people who quit after the first arena. There's two weeks for this event, and chances are there will be other strategies to make this mission incredibly easy by the time the event is finished.

Lastly, to some of the "veteran" players (if that's even really applicable at this point), if you've made it this far down the thread and think that the suggestions are less-than-stellar, I implore you to take it upon yourself to either type up additional guides to help others out, or invite a not-so-experienced player to take with you through the run. There's a huge knowledge base in Spiral Knights - both on and off the forums. With it getting close to the holidays, feel free to spread some of that knowledge around. It'd be better than giving everyone @*(% for doing something that most of us would deem to be silly.

So, have fun grinding, and Merry Christmahanukwanzaakuh. Because I can't be bothered to say Happy Holidays.

Thu, 12/12/2013 - 00:53
#1
Nottheanswer's picture
Nottheanswer
~

Good read, and interesting to see your gear recommendations! Hadn't considered Nitro, will have to give that a shot.

A few things to consider:
Snyopsis:
The goal is to clear out as many rooms, so focus on that. To that end, take your time with the wheel/snow/spike hallways. There are no enemies there, take some time to get the timing of the traps before walking in.

Monsters:
Grinchlin Thwackers lack the back shield, making life a bit easier.

Statuses:
Normal Thwackers can inflict Stun, I would assume Grinchlin Thwackers can as well. I think I saw some Freeze-theme Gel Drops as well; might be misremembering.

Weapons:
The one weapon I'd add is Dark Retribution. I feel like this bomb has almost everything you could ask for in these levels. Shadow damage will melt most of the enemy types, the long-lasting projectiles constantly interrupt Greavers, and the DPS against the battlepod is respectable. Some notable weaknesses are Rocket Puppies, Trojans, and an inability to break blocks with normal attacks.

As a sidenote, I really appreciate that you didn't approach the guide from a "this thing isn't playable" perspective. Tough levels, and pretty painful in terms of effort VS reward. But an interesting change for sure!

Thu, 12/12/2013 - 00:59
#2
Fangel's picture
Fangel
Thanks for writing this.

If you plan to update this guide as time goes on, then that would be really helpful for new and old players alike.

As a quick note, I've found that the valiance works rather well in this mission. Despite its poor damage output, it will deal around 100 damage to most enemies (at level ten, no damage boost) and the little knockback it has can be a lifesaver.

The "slow" status you mentioned above is similar to what the swarm seed does. From the icons it shows, it is actually applying a MSI debuff on the player (from what I remember, the swarm inflicts a stun variant), bringing them down to a slow, stun-speed walk. Be warned that stun can stack with this debuff.

Lastly, from anyone really, what armors do you find most effective other than the two sets listed above? I'm realizing I need more elemental defense to survive the final battle on the summit, as rocket puppies become my worst enemy.

EDIT: I thought I would get my post in first, but apparently I was wrong. There are some freeze glop drops in the first room of the second floor, but I can't remember there being any anywhere else.

Thu, 12/12/2013 - 04:06
#3
Retequizzle's picture
Retequizzle
Yeah, to be fair I had no

Yeah, to be fair I had no idea it'd come out to be this long until after I hit "Submit". It really didn't seem like I was typing that long at least.

Anyway, chances are I'll be updating this at least a few times over the next couple of days based off of what else is figured out. With it being 5:30 a.m. for me at the moment, I probably won't update it until tomorrow afternoon. The content's barely been out for 12 hours so far, so I'm not too sure what to expect over the next couple of days.

Actually, stuff I'll probably be putting up tomorrow - crown payouts from the first floor vs. the entire mission, as well as confirming that Vitapods don't drop at all during the run. They correlate in the sense that if the crown payout's higher than the purchase price of a Vitapod, then it'll get thrown in as a suggestion for those who want to complete the mission for the trinkets. As it is, going to the top just for more mats doesn't seem to be too worth it for the average player, so may as well figure out the technical stuff to give people a better idea of what they can do without overextending.

Thu, 12/12/2013 - 04:10
#4
Flowchart's picture
Flowchart

the mission makes around 2800-3000 on elite
and the vitapod costs 3000

so maybe it's worth it. I bought it a few times though I just use heart trinkets now.

Thu, 12/12/2013 - 04:16
#5
Akinesia's picture
Akinesia
Brotip:

You can dash through the melted stun-snow-stuff and bypass the MSD affliction.
Buuuuut, then there's that cooldown timer so... eh, use it wisely.

Thu, 12/12/2013 - 05:20
#6
Corsa's picture
Corsa
opinions

I agree that Heavy Demo set is pretty much the only 4* armor useful for this mission. Miracle set does no better against freeze or stun, but it does not offer any offensive bonus at all; however, if you don't use bombs anyway the Miracle set has other upgrade options for future use.

I've only done the second floor once and I was using Skolver at the time. Turns out that's not such a great idea. I think Vog Cub set would be the best option for swordsmen (and women). The elemental defense is a must have and the fire resistance will help you survive against rocket puppies. The bonus ASI is useful for DA-/GF-ing too. Also, I'm not super good at using it myself, but the Warmaster Rocket Hammer seems like it'd be pretty effective on the constructs, giant lichens, and trojans.

As far as sprites go, I found Drakon to be of no help at all. I will probably use Seraphynx from now on. I've heard that Heart Attack is not effective because it does not work on lootless monsters, but I'm sure Angelic Aura will be helpful if cooldowns are managed carefully.

Finally, I'm curious whether Heater Shield does any better than Grey Owlite on this mission. I've wanted to craft one for a while now and this seems like a good opportunity to do so.

Thu, 12/12/2013 - 05:21
#7
Son-Of-Hades's picture
Son-Of-Hades
Hai ret

My gear choices:
Swords - Leviathan Blade (neutral damage to all monsters, dont have to worry about switching all the time), obsidian edge (for poison)

Guns - Blitz needle (for boss and trojans), Obsidian edge (good if you have gun damage bonus. Otherwise, don't bother with it)

Bombs - Venom Veiler (poison), Voltaic Tempest (shock cancels monsters' attacks and keeps them from running around as much), Nitronome (for massive crowd control and knockback), Vortex of any kind (for crowd control)

I tried GF as well as glacius, but found that the GF was too slow to deal with all the monsters that were in front, behind, and to the side of me. Glacius was ok, but it wasn't useful for the gremlins, which made up most of the mission's monsters.

@Flowchart it makes 2600-4200 cr on elite from my experience.
@Raz-Aquato dashing through the snow still causes you to walk slowly after ending the dash

Thu, 12/12/2013 - 07:33
#8
Hexzyle's picture
Hexzyle

Might I also recommend Ancient Plate?

If you've got nothing else, it's quite helpful: Shrugs off Trojan hits, reduces the horrendously long time you're stunned by from all the greavers, Trojans and Lumbers, the massive normal defense means Wheels bounce off you almost harmlessly, and since spiky blocks seemingly deal normal damage, helps for those too. Adding to the fact that there's no Vitapod drops, it's great for starting off with a chunk of HP if you don't want to spend 3k on a vita at the start of the mission.

For the same reasons, Ancient Plate Shield works well too.

Thu, 12/12/2013 - 08:55
#9
The-Worst-Knight's picture
The-Worst-Knight
http://tvtropes.org/pmwiki/pm

http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty Definitely,OOO use fake difficulty.

Thu, 12/12/2013 - 10:18
#10
Krakob's picture
Krakob
@The Worst Knight

You think? In what way?

Thu, 12/12/2013 - 10:35
#11
The-Worst-Knight's picture
The-Worst-Knight
@Krakob

Did you see the last room?

Thu, 12/12/2013 - 10:39
#12
Krakob's picture
Krakob

Yes. What about it?

Thu, 12/12/2013 - 11:10
#13
The-Worst-Knight's picture
The-Worst-Knight

It's like Unknown Passage, but you can't control the crowd. You need a team to kill battlepod and it's impossible to make it in solo.

Thu, 12/12/2013 - 11:19
#14
Poopsie's picture
Poopsie
...

Hint on the last room, you don't need to get in to that smaller area to kill the boss.

Thu, 12/12/2013 - 11:43
#15
Dimbreath's picture
Dimbreath
I'd like to say that the

I'd like to say that the Obsidian Crusher works great this mission too.

Thu, 12/12/2013 - 17:23
#16
Retequizzle's picture
Retequizzle
Wow, kind of surprised at how

Wow, kind of surprised at how many suggestions that've been posted so far. I'll go through them in a bit and address them a bit more in detail.

Also, the payout range does kind of fall in line with the numbers Hades posted, though it seems to be a bit more towards 2800 - 3850/3900 for going to the top. Dashing through the snow piles seems to be inconsistent - I've been able to dash through them on some occasions with absolutely no debuff received as a result, then I've had runs where that seems to be impossible to do.

I'll update the thread sometime tonight with more info about the snow piles and potential ways to use them to your advantage, since it seems monsters are affected by it as well from what I've seen.

Thu, 12/12/2013 - 17:56
#17
Glittertind

"Dashing through the snow piles seems to be inconsistent - I've been able to dash through them on some occasions with absolutely no debuff received as a result, then I've had runs where that seems to be impossible to do." -Retequizzle

That is starting to sound a lot like hazebombs if you ask me. Getting lucky with the ticks is where it's at maybe?

Thu, 12/12/2013 - 18:46
#18
Fehzor's picture
Fehzor

Dark retribution has been the best item I've brought so far, as it can obliterate the last battle pod room.

Might want to add it to the OP, saw someone else mention it as well.

Fri, 12/13/2013 - 00:25
#19
Glowupball's picture
Glowupball
What

@Poopsie What chu talking about? There an easier way to kill the boss without spark of life damage boost spamming? You must tell me :|

Someone told me they only had to use 1 spark on elite solo /they had a dead teammate the entire time and the other one left really early. I don't believe it.

Cool they fixed that glitch so fast, happened to a guy in my party. The one that stopped you from reviving when the boss pushes your corpse next to a spikey block.

Fri, 12/13/2013 - 00:28
#20
Retequizzle's picture
Retequizzle
Updates:Given the multiple

Updates:

Given the multiple suggestions for Dark Retribution, I went ahead and gave it a shot today and it does do reasonably well against most monsters throughout the run. As such, I've added it to the weaponry suggestions. Still refining the typed up version of that, so it'll probably change a few more times throughout the night.

I'll also begin updating the thread either tomorrow or this weekend as far as estimated payouts for completing the first floor vs. the whole run for Knights who choose not to go through to the summit. I won't be doing percentages of material drops, because honestly it just seems too inconsistent to be worth doing for a three week event.

I'll also update more of the gear suggestions with Shadow Lair armors that should be considered, that I originally omitted in order to emphasize the concepts of being prepared without breaking someone's wallet. Someone mentioning the Heater Shield also made me realize I made no "Shields" section, so I'll probably work on that next time I update.

Also, yes it is possible to beat the final arena/boss area without using a Spark of Life. It comes down to how daring you want to be, since essentially you can play it safe and chip away from outside the barriers, or you can run high-risk style and try to hold your own on the interior. Once I get done with finals and what not, I'll probably do a bit more work on typing up something for that as well.

Fri, 12/13/2013 - 03:13
#21
Corsa's picture
Corsa
good thread

I went from using over 50 sparks on my first completion yesterday down to less than 5 on average thanks to this thread!

I'm not sure exactly what UVs/Trinkets my friend was using, but apparently a Maskeraith cloak-boosted hammer can take down the final boss in one round of its shield deactivating. Perhaps someone more knowledgeable about Maskeraiths and/or hammers can explain. Another friend and I were using DRs to take down the barriers. Collateral damage caused to the various grinchlins kept the mender's attention away from the battlepod.

I don't have exact numbers to cite, but I think the vitapod is worth buying even if the expected payout is less than 3k/run. In my opinion, the extra health granted more than makes up for the equivalent cost in sparks required for the same effect. Again, I don't have evidence to support this; I just feel like I've been doing better since I started buying the vitapod at the start of each run.

Also, you can skip the Heater Shield testing. Ancient Plate is the way to go. Volcanic Plate might be the ultimate shield for this mission. Sadly I probably haven't seen anyone use a Volcanic Plate Shield in several months.

Sat, 12/14/2013 - 12:14
#22
Zipb's picture
Zipb
Thanks Ret for making this!

Also, does anyone know which monsters are good for Seraphynx's heart attack? Or just all non-respawning monsters?

Sat, 12/14/2013 - 12:52
#23
Fangel's picture
Fangel
The heart attack is finicky

It will work on elite monsters from what I've seen (gremlin thwackers, menders, etc) and brutes (giant lichen colony, trojan). Most others I haven't seen the enchantment at their feet.

Sat, 12/14/2013 - 16:11
#24
Skepticraven's picture
Skepticraven
My Tips

Spawn controlling the second room in D25 helps a lot. Like with all arenas, find the pattern and control it. My tip is leave ONE torcher alive (hint: bring an element weapon to help with killing constructs instead of gremlins). Those that do it often enough would understand why.

Also, you can reduce the spark usage a ton on the boss if you play smartly. On elite solo, and rev boosted blitz with max damage (armor + sprite perk) can 1-hit the boss (assuming its rotating shield is missing where you aim). If you have CTR max, you can get off 2-3 charges while the shield is down (2 with rev boost). That means with CTR max and damage max, one person can take out a 3-person team boss using one rev. I've carried a couple public runs on normal (4 person normal difficulty boss has about the same HP as a 2 person elite) through the boss using this one-rev method.

Another tip: The shields go down right after "push". It helps a ton with timing.

I recommend chaos to any player that can avoid fire well. Most of the time you are deathmarked by the ninjas so your armor is nullified. Fire statuses will murder you in chaos, however (freeze too!). It seems offense is the best defense in this event. You are a lot safer the less things there are trying to kill you.

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