ive recently entered t3, and id like to learn a few things that are pretty new for me-
Darkfang menders-
1- is it worth it to compete with their ''mending!" spell if theres just 1 mender, but various other monsters? what if it where just 1 monster, with the mender's full attention?
2- How long does their mending rune last? does it last after their death? is it worth it to compete with the rune?
Slag guards
1- how do i kill them if they dont stop moving?(lol /jk)
Arenas
1- as a guy in 4*, should i risk going into the 3rd room solo? in team? or not at all?
Terminal
1- Why do i ALWAYS get hearts/full heal when im going there? (lol /jk)
Monsters in general
1- i already have an idea of the answer, but anyway, what are the IMPORTANT changes that CERTAIN monsters suffer when closer to the core?(no, i dont mean wolvers digging...)
Me
- as a guy in 4*, again, should i solo, for easier monsters,(i can solo down to the terminal deathlessly, depending on the stratum type) or go in groups ,for more protection?
-My 1st t3 set doesnt provide any Shadow defense at all, and my 1st t3 weapon does normal damage-> wise decision? (i'm f2p)
T3 doubts and etc..
Is that one of those relics from before The King of Ashes mission?
I think you should just use your Levi all the way. It's good enough; I think you'd be better off getting some shadow defence, since fiends and kats are by far the nastiest enemies in the game.
who said anything about a levi? i haz a jalovec-> triglav
uhm...
i think you CAN go solo in T3, but that doesn't mean you should :-)
think there are a lot of people willing to take you on a T3 gate/mision (actualy try doing the first T3 misions like viscious and viscious -> piercing monsters) it imo they are easier to dodge ^^
key is not to get hit (or as few times you can) and YES going after those menders is key... they can resurect other gremlins (including fellow menders) making your life a living hell.
for doing T3 arena's, can you solo arena's in T2? i find the gunpuppy's in T3 a bit easier to avoid and attack (well if you trigger them all you screwed up) also mechaknights shield bullets (or brandish explosions) so part 3 might be a bit to much to handle before knowing how all the enemy's act in T3
also browse the wiki on monsters (for some more detailes on monster attacks) also keep in mind monsters in T3 can deal pure piercing/ellemental/shadow damage (come prepared)
and last, you sure took the hardest sword to manage :D (not judging you or anything, i love my gran faust wich is a 2 swinger) if you don't allready know how to, learn to shield cancel (it will spare you from a lot of pain) maybe the only small problem you might run into is overtimers (speedy litlle buggers) but i played devilite lvls with the divine avenger and it went ok (but i suggest not doing that untill you have shadow armor + shield)
hope this helps a bit (without scaring you to do any T3 lvls haha)
right, thanks for the advice pplz. kats are quite natsy, but i think i got the hang of hitting them. as for devilites..... im not even gonna try, they gave me to much trubble in T2
1- is it worth it to compete with their ''mending!" spell if theres just 1 mender, but various other monsters? what if it where just 1 monster, with the mender's full attention?
For me it depends on party size. If I'm solo, it's easy to put things down faster than a mender can deal with. In groups, the mender has a lot more time to lay down a healing field, so I'm more likely to focus on them.
2- How long does their mending rune last? does it last after their death? is it worth it to compete with the rune?
Not sure how long it lasts, but it definitely persists after they die. If the enemy you were fighting is nearly dead AND you're using a fast sword, you can sometimes wipe em out quicker than the rune can keep up, but otherwise you should shield-bump what you're fighting away from it.
1- how do i kill them if they dont stop moving?(lol /jk)
Get used to their charge distange. Stand roughly where they'll stop (and make sure when they charge it won't be where your party is) and charge your weapon, then once they start, dodge to the side, move back behind them as they pass, and unleash it on them. I've never found the Divine Avenger good for taking them out though. Blitz Needle, Fang of Vog, or Leviathan/Cold Iron Vanquisher charges all wipe them out in a few passes. Brandish charges can hit them from the front, very useful with Blizzbrand/Glacius. Even if you can't kill a guard, matadoring them around away from the rest of the party while they deal with Vanaduke is still a huge help, just make that when Vana respawns the guards you smack one a few times to grab its aggro.
1- i already have an idea of the answer, but anyway, what are the IMPORTANT changes that CERTAIN monsters suffer when closer to the core?(no, i dont mean wolvers digging...)
Gremlins get nastier, Kats dash for longer distances and can slide around corners to bite you, most everything else is the same as T2 except faster and with more projectiles flying everywhere.
-My 1st t3 set doesnt provide any Shadow defense at all, and my 1st t3 weapon does normal damage-> wise decision? (i'm f2p)
Even if you don't have shadow defense, getting a shadow shield should be a high priority. Levi works, but you may want to consider an elemental weapon if you're running a lot of FSC, and a piercing weapon if people are still dead set on pumping Dark Matter into all the T3 gates.