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Shadow Lair Gloaming Wildwoods | Loadout Advice

19 replies [Last post]
Thu, 01/05/2012 - 05:37
Metagenic's picture
Metagenic

Okay, I was heating up my gear in hopes of upgrading to 5* for FSC, but I'll be skipping FSC entirely since I won't get any bragging rights now that it's been nerfed so badly. I decided - maybe I want to try out the Shadow Lairs once I finish upgrading to 5* gear. Constructive criticism is appreciated.

So, here goes.

WEAPONS

Divine Avenger
Glacius
Final Flourish
Voltaic Tempest

Alternative weapons that I might consider (just a list, not a loadout here)

Shivermist Buster
Leviathan Blade
Dark Briar Barrage
Combuster
Ash of Agni

ARMOR

Skolver Cap - freeze high, stun low, piercing low
Royal Jelly Mail - poison med, stun low

SHIELD

Grey Owlite Shield

Alternative: Ironmight Plate Shield

TRINKETS

2x Penta Heart Pendants

Thu, 01/05/2012 - 05:58
#1
Fradow's picture
Fradow
You could search the forum,

You could search the forum, there are tons of subjects on that.

Some critics :
- you don't need both DA and Glacius, replace one with something more useful
- in your party, you should have at least 2 polaris and 1 shiver. That really helps
- Royal Jelly is ok, but there are better alternatives. From the top of my mind : Radiant Silvermail, Skolver, Skelly
- Grey Owlite it useless down there, there is almost no elemental. Ironmight is a much better alternatives
- Heart pendants may not be the best trinkets. I would go for sword ASI or DMG. You will have huge vitapods here, so a little more health may not be the greatest thing to have

Thu, 01/05/2012 - 06:09
#2
Metagenic's picture
Metagenic
Fradow, thanks again :D

Revised version:

ARMOR

Skolver Cap
Radiant Silvermail

TRINKETS

Elite Quick Strike Module
Elite Bomb Focus Module

SHIELD

Ironmight Plate Shield

WEAPONS

Divine Avenger
Final Flourish
Dark Briar Barrage
Shivermist Buster

* * *

Notes:

- I'm a strict soloist due to the ridiculous level of idiocy in PUGs

- I spam bombs a lot

- I lost my interest in guns thanks to how lackluster gunning is

Thu, 01/05/2012 - 06:12
#3
Metagenic's picture
Metagenic
Another question here

Is shadow defense needed for UGW? Because zombies are now the perfect epitome of Artificial Incompetence; I did the 4 levels of FSC before Vanaduke's throne room without taking damage from any zombie, and that was before the nerf.

Thu, 01/05/2012 - 06:32
#4
Fradow's picture
Fradow
You didn't say before you

You didn't say before you were a soloist, that might actually change some things. I highly advise you to take at least one or 2 competents guildmates/friends, because of free revives and because in Shadow Lair, having a variety of weapons really helps. You can also split the cost. I wouldn't advise to go in shadow Lair in a PUG at all tho. Bear in mind that FSC is a walk in the park compared to shadow lair.

For UGW, you'll encounter mainly beasts, zombies, kats ans howlitzers (plus some lumbers, which shouldn't hit you at all, that's why you don't take elemental defense). All of them do poison, that's why an armor with poison resistance helps.

So yes, shadow defense is needed. While zombies are not that dangerous, they are not alone. And those kats and howlitzers ARE dangerous.

As far the armors, I didn't listed them by preference order. In fact, unless you already have Radiant Silvermail, I would probably take Skelly as my first choice because of normal resistance. Even there, there is still a lot of normal damage. Second would probably be Skolver due to sword damage bonus, and i would take Radiant Silvermail as last, unless your other armor part have neither piercing nor shadow resistance, in case you really need both (which isn't your case).

As for the rest of the revised weapons, it seems good, but I insist I very highly recommend a Polaris to be able to deal with those Howlitzers from a distance (sometimes, they are behing some poison bushes), and just to be able to randomly spam it against Kats while retaining the ability to dodge them and use your shield at any time.

Bombing is going to be hard, because there are SO MUCH THINGS to avoid. Even more if you are alone i think, although I never tried myself.

Thu, 01/05/2012 - 06:40
#5
Bopp's picture
Bopp
yes, shadow

Yes, I recommend shadow defense, because there are tight rooms filled with undead, with kats and howlitzers shooting at you. You will get hit by shadow damage. Your new armor looks pretty good. Consider also Fallen, Valkyrie, Dread Skelly. You want normal, piercing, shadow, and poison protection.

Your new weapons look good. DBB may be awesome in there; I don't know. It may have one drawback, in unfreezing everything at once.

Are you planning to solo SGWW? I've never tried it solo, but this place is not a joke, so you might want friends for reviving. Also, you might want to share the cost of the Shadow Key among multiple people.

Thu, 01/05/2012 - 07:47
#6
Metagenic's picture
Metagenic
Thanks for the help guys

I'm not sure about playing in a team though.

First, I'm a selfish soloist, and almost always have been. I don't usually change my playstyle to cooperate with other players, since I'm used to only worrying about myself.

Second, I'm a slow learner. Whenever I die, I tell my team to avoid reviving me since if I made a mistake that time, I'll usually end up making the same mistake not long after (which renders the previous revive pointless, and I don't want to be a detriment on the team).

Third, enemy HP. Monsters scale up to the amount of players on the team, which makes them harder to kill - and my bombs less effective.

Fourth, the Polaris. It's a great counter-turret weapon, but seeing as it gets so much hate in teams, I'm not sure if I should bring it. Again, there's the issue with pissing off teammates. Oh yeah, and I suck when I try to use it against Kats - they close in damn fast.

Sharing the cost of the Shadow Key is a nice benefit, but it's another issue.

Thu, 01/05/2012 - 08:09
#7
Fradow's picture
Fradow
So : First is a valid point,

So :
First is a valid point, ok.

Second means that you'll pay 1800CE each time you die (that's the price of the key). Even if you revive with CE, your CE rev is probably going to be very high very fast. And if you are a slow learner, you are going to take A LOT of death to reach the end of Shadow Lair. We are not joking when we say it's a lot harder than FSC.

Third enemy HP. They do scale up, but you still need less damage per player to kill them. If your teamates were dead weight, yes it would make them harder to kill. If they are not, it's going to be much faster. And cooperation with proper weapons can multiply this advantage.

Fourth, the Polaris. It doesn't get hate when you use it carefully on the right target. Using it as an anti-turret weapon is definitely a valid use, and your mates will love you for doing it right (a good Polaris user can totally shutdown a turret without it being able to shoot a single attack). The other use i suggested (random spamming) can be used if there is a shivermist and/or you are careful not aiming at your mates. There are enough mobs in Shadow Lair that you can spam and hit without it being an annoyance.

Thu, 01/05/2012 - 08:51
#8
Bopp's picture
Bopp
agree

Metagenic, you have clearly thought about this, and you raise good points. However, Fradow raises better points.

With no teammates to distract the monsters, all of them will be coming at you, and you may not be able to charge a bomb at all. In the boss fight, you may be able to work the bell and hit the Snarbolaxes, but you will not be able to suppress the swarm point as well. Unless you're super-skilled and an extremely fast learner, you are going to spend 1,350-1,800 CE on the Shadow Key and multiple thousands of CE on reviving.

If you have so much CE that throwing away 5,000 or so is no big deal, then go ahead and try it. Otherwise, I suggest that you practice playing in parties, assemble a party of people that you respect and trust, and then do SGWW with them.

About the gun: I didn't have any gun when I did SGWW, but other people in my party did. The gun should definitely be elemental.

Thu, 01/05/2012 - 09:25
#9
Bopp's picture
Bopp
Unknown Passage

And I guess it's worth noting that the Unknown Passage (which comes after the Shadow Lair proper) is even harder than the Shadow Lair itself. Or at least it always is for my parties. You can switch your gear there, which is good, because the gear requirements are quite different.

Thu, 01/05/2012 - 09:51
#10
Demonicsothe's picture
Demonicsothe
just a thought

If you are strictly a solo player, a polaris shouldnt bother the nonexistent teammates. Besides, using a pulsar line on a turret is usually harmless, assuming ur teammates dont try to fight everything else around it.

And like what others said, in a solo group, you are the only target of every monster. That has to be taken in consideration.

Edit: Heating a fsc set is still a good idea, assuming you grind the crowns instead of buying ce. Learning to deal with swarms of enemies while dodging projectiles would be a good skill to learn, and much less punishing in fsc instead of shadow lairs.

Thu, 01/05/2012 - 09:44
#11
Bluescreenofdeath's picture
Bluescreenofdeath
Wouldn't the Dread Skelly

Wouldn't the Dread Skelly Shield be just about the perfect shield to run Shadow Wildwoods?

Helm/Armor-wise:
How valuable is Curse protection in the Shadow Wildwoods? I was thinking Dread Skelly Mask and Radiant Silvermail, but I'm temped to use Skolver for the sword buff. I am crafting a Dread Skelly set and a Skolver set either way (almost done) & I also collected Radiant Silvermail and Silvermail recipes. I figure I will definatly take my Dread Skelly Shield, but I was debating between Dread Skelly, Skolver, and Radiant for my helm/armor. This seems like the one and only place where Radiant Silvermail would actually be perfect.

Thu, 01/05/2012 - 09:46
#12
Kalaina-Elderfall's picture
Kalaina-Elderfall
I fully understand the appeal

I fully understand the appeal of soloing, but after having done a shadow snarby run now, I would like to explain that attempting to solo it is an incredibly stupid idea. The value of a group, more than anything, is the added HP gained from post-death spillover damage. If everybody on your team has 1 bar of health left, you have four hits until party death, even though every hit is dealing something like 10 bars. And you can keep reviving each other to prolong the deal. You get cheaper energy revives to get more spillover health, and you can split the cost of the key.

A perfect shadow lair solo run wouldn't cover the cost of the key, and you'd lose money. And it's very unlikely that'd happen. You will die.

Also, I recommend a shadow shield rather than a piercing one because alphas will break your piercing shield anyway. Dread Skelly worked exceptionally well for me with its poison resistance. Also, the only source of elemental damage is the lumbers, and they're going to kill you in one hit even if you're shielding with an elemental shield, basically, so you should plan to avoid them rather than taking elemental defense.

Edit: Dread Skelly ninja'd.

Thu, 01/05/2012 - 10:00
#13
Fradow's picture
Fradow
@Bluescreen Yes, the Dread

@Bluescreen
Yes, the Dread Skelly Shield would be the perfect shield for Shadow Wildwoods. The most dangerous thing down there is not the wolvers but the swarm of zombies/kats/howlitzers. It's hard to avoid all those claws/bullets/bites, so a Dread Skelly would be great against these. That means you'll struggle a little more against the boss, but the boss is actually not the hardest part.

Curse protection is totally useless down there. Nothing is susceptible to curse you, and you shouldn't use a Gran Faust anyway.
As I explained, if i had the choice of optimal armor (which i don't, because it costs too much for something I already completed with not optimal stuff), I would take a part of Skolver and a part of Dread Skelly, for double normal protection, both piercing and shadow, and some poison protection. Actually, now that I have it, I'm going to replace the Dread Skelly part by a Snarbolax part, but that's not possible for a first-timer. But yes, it's the perfect place for Radiant Silvermail, as all its defense are useful.

Thu, 01/05/2012 - 10:37
#14
Bopp's picture
Bopp
even better

My gear for SGWW was: Skolver Cap, Armor of the Fallen (even better than Dread Skelly Suit), and Barbarous Thorn Shield. There is no curse to worry about. I agree that a shadow shield would be nice; I just didn't have one, at that time.

Fri, 01/06/2012 - 13:30
#15
Bluescreenofdeath's picture
Bluescreenofdeath
k

Armor of the fallen would trade a little bit of Shadow defense for a global Low ASI buff. Assuming that the Shadow bars are anywhere near accurate (would really love it if I could actually trust the bars in this game). That actually would be nice, but I already have a fully heated Sinister Skelly helm/armor and the recipe for the Dread Mask. I will miss the VH ASI of my Vog, but I'll still have my Med ASI trinket. I also have a fully heated Ash Tail set and Skolver recipes (that I can craft to Skolver or save for Snarbolax).

So my current plan is to go in with:
*edited*

Dread Skelly Helm (UV Normal L)
Skolver Coat
Dread Skelly Shield

Elite Sword Focus Module
Elite Quick Strike Module

Barbarous Thorn Blade
Voltedge (UV CTR M)
Polaris
Shivermist Buster (UV CTR VH)

and save my heated Ash Tail Cap for crafting to Snarb once I make it to the alchemy machine. Kind of tempted go in full Dread set and buy a Nightmare mane before I go though so I could craft a whole Snarb set while I am there. Do you guys feel like SGWW is worth 2 trips? or should I try to be done with in on my first go?

Sorry for the total thread hijack (at least its on topic)...

Fri, 01/06/2012 - 12:53
#16
Fradow's picture
Fradow
So Bluescreen, your planned

So Bluescreen, your planned loadout seems good. I didn't paid attention to armor of the fallen before, that's why i didn't suggested it (thanks Bopp).

As for Voltedge vs Leviathan, i would go for the Voltedge. I don't feel you are going to use a charge that much, and the Levi's charge is dangerous anyway (for your teamates, but also for you because you have to go very close).
Which leads me to my only critic on your loadout : the Sword Focus Module : except if you have nothing else, I feel it's probably not the best. Shadow Lair is just not a place you can easily charge. On the other hand, ASI or DMG is going to be useful to snatch those extras hits/damage.

As for SGWW worth 2 trips, I would say yes, totally. I will go back there just for the challenge of doing it (even tho it costs money). And check if the price of the Nightmare mane is not close to what you pay per person for the Shadow key (I have totally no idea there, didn't check the price).

Fri, 01/06/2012 - 13:17
#17
Bluescreenofdeath's picture
Bluescreenofdeath
Yeah, I was planing on the

Yeah, I was planing on the Voltedge, but considered the Levi just because my loadout is so Elemental heavy. I really would be loath to drop the Focus though. That Voltedge with Max CTR is such a powerhouse and charges so quickly. If I dropped the Focus then I'm sure you're right about it taking too long to charge. I often run a general loadout that has my Acheron at CTR VH and my Voltedge at CTR Max. The difference in charge time feels like ages and it is way easier to spam with Max. I do have an Elite Slash Module that could replace it (and plenty of mod calibrators to make a 2nd ASI trinket). Maybe you are right and I wont have room for it even with Max, but I think I may have to learn that one the hard way.

I have not checked lately, but I have a feeling Nightmare manes are not too expensive relative to shadow keys. I think I have seen them at AH for ~70k cr and that was a while ago.

Fri, 01/06/2012 - 13:19
#18
Bopp's picture
Bopp
agree

Bluescreenofdeath, your loadout looks really good, although Fradow's suggestions would make it slightly better. In any event, you'll be fine.

I bought a Nightmare Mane ahead of time, but I could see doing SGWW twice. It's pretty fun. SGWW might be harder than SRJP, but my party for the latter was much stronger, so I can't be sure.

Fri, 01/06/2012 - 14:06
#19
Bluescreenofdeath's picture
Bluescreenofdeath
Thanks guys. I will stick

Thanks guys. I will stick with the loadout mentioned above (favoring the Volt over the Levi).

If there is too much pressure in there to charge my Volt, even with CTR Max, then I would seriously consider running my DA instead with 2x ASI trinkets, Skolver set, and Dread Skelly Shield. Would be tempting to throw the BTS into that too and go for maximum offensive power. Then just spam swing 1 shield cancels. The Volt combo will out DPS the DA combo, but if there is not time to charge then there is probably also not time to get off a full 3 swings.

Anyway whenever I finally get around to making my run I'll throw a post-run thread up & I'm sure you guys wills see it.

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