Danger Room Advice

Hiya forum, I've got a couple Danger Room questions:
1) Danger rooms being all different, for the more seasoned vets, what advice can you apply to all rooms?
2) I've seen Gun Puppies in every single room I've encountered; is there any specific strategy you apply to taking them out as well as handling the rest of the mob?
3) Who should you take into these kind of rooms
4) Do they get harder the farther down you are?
Thanks! ^.^

Okay, it took me a while to get this figured out, but here it is: (please note that I'm not a very seasoned player, but I did figure some stuff out)
1) I will answer this in the following answers to your questions.
2) The best strategy (in my opinion) to take out gun puppies is usually to charge up, wait until they attack, run around behind them, unleash, shield and wait for them to attack again (and cancel the attack with your shield), hit them twice, shield again, and keep doing that. If your charge is terrible, don't bother. Basically, attack while they are getting ready to attack, and shield when they do attack. Then, with mob control, there's an easy way. Hopefully you have a reasonable charge attack. If you check out a video on how to kite bombs, it will help you. Basically, if you're with other people, you pick a direction. Say, clockwise. Then, when the mob spawns, keep together and start going clockwise. Eventually, the mob will organise itself into one big mob that will follow you around. Now, while you are running, charge up. Then, turn around and unleash. Then quickly catch up to your group. Keep doing that. You will probably never get hit.
3) I can usually solo them. Sometimes it's easier because other people don't go the opposite direction and split up the mob.
4) I think the monsters usually get harder.
Welcome!

Area of effect weapons like the Ash of Agni are very useful for Danger Rooms since you can do passive damage to many mobs at once. Also, a bomber can maintain aggro of most of the creatures, making it safer for teammates to attack.
I will take out a gun puppy first to get rid of it. 1-2 sword charge attacks should take them out. If unable to charge try to fake them out by getting them to shoot then run behind, or use your weapon's basic combo to interrupt their attack. If I can't get to the gun puppy, I'll stay out of range or behind some blocks while I clear then room then take care of them. The gun puppies/howlitzers also won't fire until they see you, so avoid their field of view or standing directly behind them and you should be fine.
The mobs in Danger Rooms will mostly be from the next strata, even though your armor and weapons are adjusted for the current depth. So people going into Danger Rooms will be more likely to survive if done prior to Basil (Strata 1, 3, 5) and if they have equipment that is suitable for deeper encounters. I wouldn't recommend that someone who is barely authorized for T2 to enter a danger room in Strata 4, that would be suicide. If with a really strong player though, they could be carried. Still quite a dangerous proposition though.
Not only do the monsters get harder the deeper you go, but they can have better abilities. For example, a Danger Room in Tier 2/Strata 4 can contain Gremlins from Tier 3/Strata 5 which means they are huge and have shields on their backs... very difficult to contend with the first few times. Also, the deeper you go the more difficult Danger Room obstacles become. Instead of spike floors staying up for 3 seconds, it can increase to 10 seconds greatly decreasing mobility... and there are many more spikes than before. Instead of shock panels only active for the last wave, they can be active from the start. Instead of breakable blocks you might be faced with regenerating exploding blocks. Just a few examples.

1) Danger rooms being all different, for the more seasoned vets, what advice can you apply to all rooms?
2) I've seen Gun Puppies in every single room I've encountered; is there any specific strategy you apply to taking them out as well as handling the rest of the mob?
3) Who should you take into these kind of rooms
4) Do they get harder the farther down you are?
- - - - -
1)
Do not destroy anything that you don't need to destroy. What I mean by this is don't destroy blocks that are just in the arena. If you get devilites you're gonna wish you had things to hide behind. Especially take advantage of the arenas with series of regenerating blocks that block off sections of the arena. Don't open them unless you're prepared for what's behind them.
Be conservative and take your time. At first you should just seek to move in a clock- or counterclock-wise motion (make sure everyone is moving the same way) and get them into a bunch before you start trying anything.
If you know that there are ranged enemies on the map (Devilites, Tier 3 Gremlins, Jellies that shoot Spikes, Retrodes, etc...) then when you are moving South on the map, keep your shield up because you won't be able to see them shoot at you.
If you get frozen, stunned, or shocked and a mob of enemies is coming to beat you up then IMMEDIATELY use a remedy capsule if you have one and the party needs you alive.
Oh, and on that note, always revive people (unless they are clearly doing nothing) and abuse the momentary invincibility you get from reviving someone if you can.
2)
Charge attacks work nicely. If your sword can hit them to the point of interrupting them before they fire, then just do that. If you need to dodge their bullets, fall back as far as possible so that their bullets spread out more and you can dodge them more easily. If only one is shooting at you, then just whack it, block its first barrage if necessary, then finish it. Then rinse repeat on the others. Try to not aggro them all if possible.
Note: If there are rocket puppies then aim for them IMMEDIATELY if they are firing on you and getting to them wouldn't turn on a bunch of other puppies. Otherwise try to move in tight circles when the rocket gets close as to make it overshoot you and explode.
3)
Ummm... People you know can pull their weight? People who can coordinate. Ideally people you're on voice chat with.
4)
I'm not sure if the actual arenas themselves become more hazardous or not, but the enemies certainly get harder yes.

Some rooms are predictable. If it has 8 3-hit blocks then its the Gun Puppy room. If it has a large square of regenerating blocks (bomb, regular, and ghost) its a Slime room. If its shaped like this } with the opening going up it is a Slime room. Last one I remember off the top of my head is a room with spikes in the corners and large Ls at the corners of regenerating bomb blocks. That one is Undead and Constructs, mostly Kats, Zombies, and Retrodes. The regenerating bomb blocks can be used to your advantage for a huge damage spike on the enemies if you do it right. I've seen others but not repeatedly enough to remember what shows up in them.
~Gwen
-Expect different monsters from the existing levels. For example, if the level is gremlin/construct expect Slimes or Lichens.
- Generally, I would take out the gun puppy first. Be sure to kite in between the puppies and mind the other monsters.
- I have managed to solo many danger rooms, but generally, unless you are confident going against the answer to my next question, take at least one other person with equal skill
-They do get harder, because they take the next stratum's monsters. So for example, if you go into a stratum 4 danger room, it takes stratum 5 monsters in there.