Sometimes these guys can tough out a whole level, and other times they die so quick I hardly even saw them. So what monsters do they work best against, and what monsters are they useless against? What's the best situation to use them in, and when should we never use them?
What's the best time to use a mecha-knight?
When you have really REALLY high shock resistance. :p
Oh, and had one run where all four of us had managed to get 3 Mecha-Knights a piece.
We waited until the third round of an arena, and let them all loose at once.
It was pretty lulzy.
We all died from shock damage. :p
They come in, they charge up, boom, they come in again, boom, they blow up.
Beside that they friendly fire us using their shockingly sparky power .-.
I say we gather them and blow them up.
Never. They block your gun bullets, shock you, and knock back enemies that you're attacking. I boot anyone from my party that fires one of those up.
1.) When you need a decoy, such as room 3 of Arena, final spawn. Or Danger Rooms.
2.) When there are enemies dealing piercing damage (Wolvers!) because Mecha Knights are resistant against Pierce.
1. & 2. Jelly King fight. Some of the slimes deal piercing and you'll need a decoy sometimes. The little cubes and JK deal normal damage, though.
Like mentioned above, whenever you need a decoy. That is their main purpose. They are nowhere near as powerful as you are, but they take hits for you until they're demolished by the enemies.
Also, the last time I got shocked by a friendly mecha knight I didn't take damage when I was spazzing out. Not sure if that was a lucky glitch or if it's an intentional patch. For your information, I had no Shock resistance when it happened.
Seems the best time would be for solo runs, when you're kiting to stay alive and you need some decoys. Also, the JK thing is a proven technique if you're solo or duoing it. However you use em, just stay away. Every time I'm waiting on the button, and some dude popped a mechaknight....it come up to MEEEEEE and stands like....way too close. Like eye contact/stinky breath close. Then it shocks me. Like a dude breaking off some gas in an elevator.
Those mechaknights are creepy dudes.
For the lulz I deployed 3 in FSC in the last stage before Vanaduke. It was our brave mecha-knights versus 1 Slag Walker. Sadly they all died within 10 seconds.
They've saved my party once or twice, I like saving them up and then letting them loose as a distraction when things get hairy and when I know they won't survive long enough to cause friendly fire damage. Hostile mecha knights and gremlins in T3 arena's make short work of them, but they give me enough time to revive 2-3 people and then recover by popping a few pills. Since I usually go into arena's with an ash of agni/shivermist buster combo now this hasn't been necessary anymore and I collect curse vials instead. And then end up never using them, but hey...
Whenever one stands close like on elevators I keep my shield up though, my cool blue bubble keeps their shock germs out.
About the only use I have for Mecha Knights is versus JK. Any other time they just seem to get in the way... either blocking bullets, shocking team mates, or just being in the wrong place at the wrong time.
~Gwen
When soloing they're not too bad. But they so lack intelligence they're sometimes worse than useless...
You think you guys had it bad?
http://s1081.photobucket.com/albums/j353/klipwc/?action=view¤t=spi...
http://s1081.photobucket.com/albums/j353/klipwc/?action=view¤t=spi...
Gm Oceana came in to fix our broken shields ; D but the robots were kinda unnecessary
BTW if anyone is interested it took thoese robots about 5 mins to kill that zombie
I once unleashed the most epic mecha knight I ever saw. Me and my party were doing the 2nd round in an arena, I think it was Flame Lash: Fiendish Fray. Anyway, one of my teammates let out there mecha knight so I decided to throw in both of mine. Two of them died but one of them was an excellent fighter and even proceeded to fight through the entire 3rd round. I was so sad to leave him behind.
If you're party is doing ok, you probably won't need them. Sometimes in an arena or danger room or any other time you feel overwhelmed, they can be useful and give you enough breathing space to figure out what to do next.
An idea I've had since seeing this thread (not tried out yet) is that when you have a set of switchable gates with monsters on the other side: open gate, go through, deploy mecha-knight, run back and close the gate before the mecha-knight gets through. wait until either monsters or mecha-knight are dead, open the gate and deal with whatever remains.
As for mecha-knights against Royal Jelly!??? I've never seen them do anything useful. On one epic fail of a jelly run, I deployed 3 of them right at the start of the boss battle... I'm not sure if they lasted 5 seconds after we hit the party button. I was rubbish and died quickly and the rest of the party weren't much better (we were poorly equiped and had no poison or curse vials) but the mecha-knights seemed to vanish just as the action started.
best time to use them is just before you get on the elevator to down~ they're more trouble than their worth...