Making Piercing and Shadow relevant on T3 (Ideas inside)

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empie
Legacy Username

Currently all Shadow and Piercing armors on T3 is only really useful for looks, since the only really dangerous area is Firestorm Citadel and that requires Elemental defense, this makes only a very small amount of armor sets really relevant past T2, which creates a problem that stagnates the endgame. I ask OOO to give us a reason to craft Ironmight, Deadly Virulisk, Dread Skelly and so on, for other than armor costumes. Here I have a couple of ideas to get people to make Shadow and piercing armors, and sharpen those Gran Fausts and Final Flourishes.

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Boss 1: The Mother Cell

Type: Lichen

Backstory:

The Mother Cell was the origin of all jelly creation and as such is one of the oldest and most powerful beings in existence, so powerful in fact that a covenant between the Regal Jelly and the kingdom of Almire was created, in which the two would force their will upon the Lichen Mother, in return Almire would rule without contest and the Regal Jelly race would get to subdue Lichens and use them as their slaves. However, with the fall of Almire, the seals were broken and it has awaken from it's slumber.

Tactics:

It starts out as a Lichen Colony, periodically summoning lichens (They may also merge among themselves to create colonies) and absorbing them to regain health and attack power, as you start to take it out it is able to rotate between it's Toxigel, Oiler, and Quicksilver forms, while transforming all nearby Lichens along with it. Maybe divide into smaller Lichen forms and reunite as it sees fit on it's final stage?

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Boss 2: Chief Executive Officer

Type: Devilite

Backstory:

The Spiral Order has been systematically killing all of The Company's workers, and with less than half of his workforce remaining, it is time for the CEO himself to take a stand for his men, and more importantly, his company.

Tactics:

The CEO seats behind his desk sending his workforce to attack until enough damage is done to The Company's servers, at this point, he will take the frontlines and will throw papers at his enemies. After he takes enough damage, four pitbosses will appear to make a progress report and tell him even he needs to work overtime or the company will go under, which doesn't sit well with him, At this final stage, he will dodge incredibly fast and throw tridents in volleys of 1 to 3 (randomly), also able to summon tridents from the floor and from the walls in horizontal and vertical directions.

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With the first boss, I can see people starting to make Piercing armors and Shadow weapons. DA stops being the no-brainer weapon and Faust series might actually to start getting some love from the playerbase, besides the niche it has already found. With the second boss, Shadow armors (and more importantly shields, due to the Trident bursts) with Piercing weapons will take a forefront on this fight, I can see Dread Skelly Shield and Crest of Almire becoming fan favorites instead of status symbols.

I really look forward to hearing everyone's thoughts, because at the time of this writing I really T3 is stagnating, and while OOO is doing a good job giving T1 and T2 players something to do with the recent additions (Snarbolax and Roarmulus), let's not forget that T3 can be acquired very quickly, so there needs to be some reason to play other than VANADUKE RUNS!

Thoranhippo's picture
Thoranhippo
I think Shadow already is a

I think Shadow already is a must for T3.

Darkiboo
Legacy Username
So many armors and weapons

So many armors and weapons are so worthless. Their minor advantages to the enemies you'd need them against, again, is... so minor that you can easily handle them with anything else.

They need to add a crap ton of new bosses and add/change a lot of the levels to force us to add some strategy in the things we do.

Metaphysic
Legacy Username
T1 - Beast T2 - Jelly and

T1 - Beast
T2 - Jelly and construct
T3 - Fire/undead

The next boss would most likely be either a devilite or a gremlin stratum. It could possibly be an undead boss but that seems unlikely with a majority of FSC being undead despite showing a fire stratum.

Here's a limiting factor:
If they made a T3 devilite boss, I highly doubt many people can or will do it. Even wearing appropriate armor, a majority of players simply cannot do T3 devilite levels. All you need for evidence of this is to look at last week, when the stratum before FSC was devilite. While I don't have access to exact numbers doing each boss, one thing I can safely say is that flame souls (which primarily come from FSC) doubled in price. I tried PUGing those levels a few times and the groups failed more often than not. The only way I could consistently get through was to play solo.

When a new gate opened a couple days ago with undead before FSC, flame soul prices dropped like a rock. I think that clearly demonstrates the wall that T3 devilites represent.

empie
Legacy Username
Well to be honest, I used to

Well to be honest, I used to think the same way until I started wearing my new Sinister Skelly set + Barb Thorn Blade for leveling up. I figured the best way to get heat and get a feel for it was doing Devilite/Graveyard levels. And I have to say, the reason people cannot do Devilite levels is because they keep bringing Vog Cub/Skolver + DA/Leviathan and expect to prevail. I found it very doable to solo and do 2-man parties on these levels, despite me having a TERRIBLE time whenever I used my Volcanic Salamander + Glacius on the same areas.

What you just referred to is the very thing I'd like the developers to motivate us to do, make us THINK before we hit join party and turn the endgame into something else than 10000 Vog cub+DA clones. You just need the appropriate gear to tackle the levels you're going in.

EDIT: People need a reason to make and wear Armor of the Fallen/Dread Skelly and Final Flourish/Dark Briar Barrage/Callahan over Vog Cub and Divine Avenger.

vandrekhrono
Legacy Username
Concerning shadow damage

Well, every Slag in Firestorm Citadel does shadow damage, and those monsters are pretty abundant. The elemental damage comes from the fire effect in that place, and once applied the damage dealt and duration is based on the amount of fire resist on your character. ( Oddly enough the squares that jump off your bar during fire damage seems red / normal instead of being green / elemental bars. Might be a glitch.)

I have the idea that the Fallen set would be ideal for the Firestorm Citadel, but I am still in the process of gathering the gear and for testing it out. The fiend damage debuff would hurt against Trojans, but considering their numbers and the competence of your teammates, it should be a moot point.

Darkiboo
Legacy Username
That's actually why I'm still

That's actually why I'm still rocking my Seraphic Armor while still deciding if I want Armor of the Fallen for Vanaduke farm (even though Trojans are gonna be tooooooough) or get Valkyrie to destroy those nasty Devilite annoyances.

Either way, I still feel those Fiend levels always reward the most in everything because there's just so many of them all the time. Fiend and Vanaduke reward so much. Just sell the mass amount of materials and buy what you really want. Doh!

Llamaboizii
well heres a reason to go

well heres a reason to go down the Fallen path~ my gf is doing the fallen ONLY because she thinks it looks 'cute'~ so.... if you need a reason, 'cute' is one answer :p

Katmint's picture
Katmint
Fallen is pretty useful on

Fallen is pretty useful on FSC itself, but shadow damage is useless against Vanaduke unless you somehow manage to get hit by one of his slag walkers. :P

I wish you could change gear before bosses, I'd use my Greyfeather Cowl + Fallen Armor set on FSC then switch to my full Greyfeather set for Vanaduke.

Anyway, IMO Tier 3 Shadow is fine as is, but Tier 3 Piercing is way too easy, slimes are still pushovers and wolver teleports make them easier than tier 2 wolvers. :P

Sillty's picture
Sillty
Yeah, anyone who thinks

Yeah, anyone who thinks shadow defense is irrelevant has never played on a fiend stratum.

I'd personally like a shadow/elemental shield, since a lot of normal attackers are easier to avoid, while elemental and shadow attackers fire projectiles that you often need to shield against.