how do you survive :S? Is it worth the energy to revive if u die?
how do you survive danger zones while solo-ing?
- Have better gear/tactics than the level otherwise calls for. You should leave danger zones alone until you can, at the very least, fully clear arenas at the same tier without taking too much damage. On the other side, you shouldn't have a problem with arenas if you are successfully adventuring one tier down already. (ie, if you're running around on tier 3 and not dying repeatedly, then you should be able to handle tier 2 danger rooms without problems.) Learn how your weapon works, and what tactics work well for it. The Calibur line, for example, lends itself to keeping away from the enemy while building a charge attack, springing in to unleash it, shielding instantly, and then pulling back to build another. There are details in execution, and certain monsters require somewhat different tactics than others, but it's a basic start.
Ash of Agni.
Ash of Agni all over the place.
Unless it's a fire area.
Thanks for the tips guys.. But the problem is I'm currently using a vile striker and haze bomb together with a wolver set.. So yea.. Pretty much sacrificed defense for improved speed..Plus I just started like a week ago.. So then would u recommend just working on leveling up my bombs first? It's pretty hard to survive without spending energy to revive at least once.. sometimes twice :s.. what shield would be recommended?
I wouldn't do danger rooms solo until you have better gear. If you're in Tier 1, the gear you have will suffice and you just need to work on technique, but in tier 2 the haze bomb is pretty useless. Upgrade it to a firey or freezing vaporizer (and higher star levels thereof), but that still isn't the best bomb for soloing a danger room.
Get a blast bomb (and level it up ASAP to Super and then Master) because it puts distance between you and the enemies while doing good damage. The vile striker is a good weapon, but it doesn't have great knockback, so you'll want that effect from your bomb. Also, no creatures are immune or resistant to the blast bomb's damage, so it's good in every type of danger room.
I solo danger rooms primarily by bombing (master) blast bombs as quickly as I can drop them. When down to one or two enemies, I'll smack them with my sword to finish them off, but for crowds you can't beat a bomb. I can do 100 damage each to 10 enemies per explosion all the while blowing them away from me so they can't return the damage.
Soloing with a sword as your primary weapon is going to be much, much more difficult, because there are just so many enemies so you will tend to become surrounded. The blast bomb line lets you keep moving and the bad guys will just follow you around, walking right into your bomb and taking damage without often getting the chance to take a swing at you. If you do want to be primarily a sword user, you'll want a sword with a better knockback than the vile striker. The heavy, slow swords will work better in terms of knockback. If you like speed and movement (which is not for everyone because it can be tough to control/direct that movement), the Spur line will help you create reasonable space between yourself and the mobs while you dance around.
Also keep in mind that the deeper you are, the tougher the room, so a Tier 2 danger room at depth 9 is going to be quite a bit easier than the same room at depth 15.
If it's a slime-themed danger room, the whole thing is easily done, in ANY tier, by circle-kiting, herding them into a cluster, and then using a Calibur/Leviathan Blade charge attack to kill several in one shot. As long as you avoid getting hit at any cost(which is pretty simple), it's basically huge amounts of heat and crowns for little risk. I've successfully done this in T3 wearing all 4-star gear, solo, and numerous times in T1/2 in tier-appropriate stuff.
I use the calibur charge attack to clear many danger rooms. Charge attack and maybe another swing kills a gun puppy. Charge attack releases with a lunge forward, making it easier to hit a pack of clockwork knights without getting hit. I use heavy shielding and regular sword attacks for both kinds of healers, and fall back on gun-kiting for lumbers and gremlin bombers, and for really big lichens. Wolvers I use a mix of charge and regular sword attacks, and sometimes gun-cornering if the opportunity shows itself and I'm carrying an appropriate gun (lately I have cryo driver, so this isn't an option.)
All strategies come down to a few things though: Keep moving ; don't get hit ; don't let things push you onto the spikes ; kill the healer first!
What I haven't figured out is how to deal with large quicksilver packs. In T2 danger rooms and T3 arenas, they spark -themselves- up. Ouch. (OTOH, you don't have to worry about any other monsters that spawn at the same time as they do!)
Whether it's worth the energy... well, it's not worth the energy for an energy res for the danger room reward alone, so it's the same decision as any other time. How deep down am I in the tier, is it worth going to the top and starting over vs. spending 10 energy to stay here.
Use equipment made for tha kind of level you are on..
Lets say you are on a firebased level with goblins.. have armor with Elemental defense and weapons that deal bonus damage against goblins..
And always keep moving..
If you have a wide charge attack, use that all the time.. if you have bombs.. run in cirkel around the area and drop bombs.. if you have a move-and-shoot gun.. keep kiting..
Well.. that is my experience :)