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Soarel's FSC Survival Guide

8 replies [Last post]
Tue, 06/12/2012 - 14:34
Soarel's picture
Soarel

Hello and welcome to Soarel's FSC guide! This simple and quick guide will help you survive the Firestorm Citadel and its boss, Lord Vanaduke.

We'll start with a few useful gear items:

Swords:

1.Divine avenger

2. Glacius/Combuster/Acheron

3. Leviathan blade

4. Final flourish

Guns:

1. Blitz Needle

2. Argent peacemaker

3. Polaris

Armor/Helm:

1. Vog Cub

2. Skolver

3. Snarbolax

4. Fallen

Shields may vary, but Gray Owlite is a popular choice.

Blackstone Bridge Tips:

-Avoid the wheels.

-Destroy the wheel spawners.

-Kill all the zombies.

Charred Court Tips

-Bring all sprites to the middle as soon as you find them.

-Do the hardest room (rocket pup) first.

-Don't solo any rooms.

Ashen Armory Tips

-Distract the trojans so that someone else can hit them.

-Spam polaris a lot if you have one.

-Make sure to use status weapons if you have them.

Smoldering Steps tips

-Same as above for trojans.

-Don't die. Use shield a lot.

-Save your energy for vanaduke.

Lord Vanaduke Tips

-Keep attacking, even if low on health.

-Avoid falling debris.

-Don't hit the mask with water twice.

-Kill the slag guards before you attack again on his fourth phase.

Hope this helps!

Tue, 06/12/2012 - 17:35
#1
Traevelliath's picture
Traevelliath
...

So many things that I object to...

In order I see them:

- Why did you suggest the ACHERON? There are only like 10 slimes in the entirety of FSC, and it certainly is not worth bringing a weapon for ONLY them. An elemental weapon can deal with them easily

- You skipped the Alchemers entirely on the guns section. Alchemers really shine in FSC due to huge amounts of enemies in little space

- For Armor... why Skolver? Skolver is if you have memorized the entirety of FSC, and just want the damage boost, not defensive boost. Fallen is a bit meh due to Trojans and such. Also, you skipped out on stuff like: Shadowsun Set, Divine Set, Skelly Set, Volcanic Demo Set, Heavenly Iron, Volcanic Salamander, Grey Feather, and more! And for shields, Skelly works great, Crest of Almire (Albiet you need Vana tokens) and Volcanic Plate Shield?

- Blackstone Bridge tips... Well DUH. Almost all of them anyone with half a brain can figure out. I would of expected something like "Hug the walls and you wont get hit by passing wheels" and "always shield when a wheel comes close; you may think your're safe, but a few pixels out of place can make you road kill".

- Charred Court... Well first of all, the Rocket Puppy should be skipped unless you know specific tricks for dealing with it. One is using Shock Vials/Polaris to go clockwise (backwards) in the room. The other is making the Rocket Puppy face the left so you can run into the room without getting his aggro. Soloing rooms is also fine if you know what you're doing. Just play cautiously and you wont have any problems. The maze in the bottom left-ish and the circular room in the bottom right only need one competent person, maybe two if said person makes a mistake.

- Ashen Armory... DO NOT SPAM POLARIS FOR THE LOVE OF GOD DO NOT SPAM POLARIS!! I will strangle you if you do that in my parties. You use Polaris as an emergency "get out of pain" last resort type weapon, not as a primary solution. Also, you don't need to distract Trojans, you need to taunt them. If you stand perfectly still, and you have their aggro, they will attack you. When you see them signal their attack, run around and get a full Flourish Combo off or a Blitz Charge.

- Smoldering Steps... Well duh once again.

- Lord Vanaduke Tips... OMFG do NOT constantly attack Vanaduke! If you have a Shiver, every time you attack Vanaduke, you break his freeze, making it harder for anyone with a Blitz Needle. Let the Blitz Needles attack Vana and let those without (except for the Shiver) deal with the mobs. If you are dealing with the mobs, get their aggro as soon as possible so that they dont attack the Blitz or Shiver. In non-shiver Vanaduke runs, yeah go nuts, but use mainly guns (unless you have a specifically coordinated sword-only run in mind). For the Slag Guards, have someone grab their aggro and lure them to the side. This person needs to make sure that the Slag Guards DO NOT run in the vague direction of the Blitz, Shiver, or Vana (for the Slag Guards will break Vana's freeze when they charge).

Tue, 06/12/2012 - 17:49
#2
Kraanx's picture
Kraanx
of course, this is mostly

of course, this is mostly useful for team players, right?
oh, and also, in charred court... is that only intended for those who want to get 8 sprites?
one more thing: id like some tips that a soloer could have for the last room in smoldering steps. thats where i keep dying, so if i could have some advice....

Tue, 06/12/2012 - 18:03
#3
Traevelliath's picture
Traevelliath
...

If you are struggling with it, take it one wave at a time. Defend the blocks to the top left as best as you can. Kill almost all the zombies of each wave, leaving one or two alive. Shield bump them into a corner and hope they forget about you. Then, break the top right block in the wall of blocks that surround the Heal Pad, letting you slip in. The Zombies should get stuck on the blocks. Patiently wait for full health, before starting the next wave.

The first wave is the single Trojan that hits the ghost blocks. He will almost always either do a pulse or, very rarely do an overhead strike. I tend to charge up a Flourish or Blitz when I step on the button. Then, when the ghost blocks go down and you have slipped behind him, the Trojan should be just finishing his attack, giving you the opportunity to one-shot him. The Red Rovers are the easy part. The next wave is just tons of Zombies. If you have soloed your way up to that point, said Zombies shouldn't be a problem (Don't forget to heal in between waves).

With the third wave I try to do one of two things: 1) I try to rush the Trojan, hoping I can one-shot him with a Blitz Charge before zombies come in. I do not suggest this, because you will probably get interrupted and trapped real easily by zombies. The better option is to use a Pulsar or Brandish/DA charges while camping on the left. There should be only about 3 zombies spawning on the left side of the room, while there are about a dozen on the right side. When the fire goes down, move to a different section, and constantly whittle down the zombies. The Trojan will be chasing you, so make sure you keep an eye on him. When the Zombies are down to three or four, then you can take down the Trojan easily. Do not kill all the Zombies, for that will spawn the next wave, even if the Trojan is still alive (I have had runs with 3 Trojans at the end).

For the 4th and final wave, the right will have the least Zombies if I'm not mistaken. Try to get an AOE elemental attack off when the Zombies spawn and repeat the steps above that dealt with the 3rd wave. You will have to be really careful to watch both Trojans carefully. In general for both the 3rd and 4th wave, try to keep Zombies between you and the Trojans. When there are obstacles in the way, the Trojan will either do a pulse to scatter a few Zombies, or charge, bounce off the Zombies, and then do a normal attack that probably risks hitting you (but will be easy to dodge and scatter the Zombies again).

Oh, and killing the Zombies opens the gate, so you can technically make it to the elevator with 3 Trojans swiping at your ankles/head. If you can dodge Trojans for long enough, you can kill the Zombies, and then break the Heart Boxes behind the gate for full health before you take on the Trojans.

Tue, 06/12/2012 - 18:32
#4
Dukeplatypus's picture
Dukeplatypus
I couldn't help but chuckle

I couldn't help but chuckle here. Thank you, Traevelliath, for hijacking this thread and providing competent, experienced advice.
I guess I can step up here as well and try to any questions anyone might have about FSC from a gunner's perspective. I'll be as in-depth as possible, given the availability of a keyboard.

Tue, 06/12/2012 - 19:36
#5
Milkywai's picture
Milkywai
some small corrections to

some small corrections to hijack the hijacker :D
for the third wave the mass of zombies spawns on the LEFT so camping on the right side would be preferable.

about smoldering steps:
-I suggest killing the trojan in the third wave BEFORE killing the last zombie of that wave, this can be achieved by shieldbumping the last zombie to a corner of the room and luring the trojan to the other. the difference between having 2 and 3 trojans is pretty huge especially when you're not that experienced yet.
-I personally find it harder to keep track of 12 zombies' movements. when i solo i take out the red rovers first. Getting stuck between the gate, a turret and the trojan will usually kill you though, so keep watching the trojan!

another alternative strategy for the gun puppy room:
1. kill first 3 zombies on the left
2. lure bottom 3 zombies to the left and kill them
3. kill the gun puppy once, if you're using a polaris you attacks should completely disrupt the puppy's attack. then quickly run to the right and continue your way slaying the last 6 zombies. the puppy can be let alone from then on. since it respawns facing down, it will not attack you again unless you attack it first. when travelling with an unexperienced group ask them (friendly) to stay outside since an attack on the puppy while you're busy fighting with the zombies can easily hurt you both badly or even kill you.

about charred court:
I personally like polaris alot here, if used appropriately. as i play with gun damage bonus maximum my polaris does not do less dps than a brandish
and you can line/clump up zombies for your mates to increase they voltedge/DA/combuster/glacius charge damage.
in the last room after 3 or 4 waves zombies willl start spawining in the spikes and are way harder to access with a sword unless you have someone with a electron vortex pulling them all together. Here, a polaris spamming knight at the bottom of the spikes helps hoarding up zombies as well.

to add one more advice: listen to experienced players who are trying to explain you what to do. they usually try to improve the run's quality by making you a better player :)

Wed, 06/13/2012 - 04:14
#6
Evilnut's picture
Evilnut
Pulsar line can help solo'ing

Pulsar line can help solo'ing the last pair of trojans in d27 last room.

When trojans are hit by expanded bullet they will be pushed back a little and get interrupted. Polaris' shock help to interrupt too.

This means you can trigger the last pair (time it so the traps will be disabled when they spawn), run away, and shoot Polaris. Knock slag walkers to block trojans; or shoot trojans while damaging slag walkers. Usually you won't be able to keep all slag walkers away, so keep on the move from section to section.

If you are able to knock trojans far away enough from you, they will just pulse and waste time chilling about. Then you can stay put and kill slag walkers.

Knocking slag walkers into trojans near a wall may also get them stuck for a while (pathfinding weakness), giving you more breathing room.

A trojan standing next to stone blocks will choose to pulse as first priority. Since you won't be using the healing pad in the last wave (unless you want to get trapped and die), lure trojans to charge in that direction.

Wed, 06/13/2012 - 21:15
#7
Delardino's picture
Delardino
Best hybrid gear for FSC

Best hybrid gear for FSC :3!!

Divine Avenger, Final Flourish, Blitz Needle and Valiance

DA for usual zombie stages, FF for zombie when you feel like attacking without charges, Blitz for vana and trojan, Valiance as a backup gun and the mask stage. If you are holding Shiver change the Final Flourish

Wed, 06/13/2012 - 21:24
#8
Demonicsothe's picture
Demonicsothe
All guns knockback trojans.

All guns knockback trojans. It's some sort of safety mechanic, in case the trojans decide to hump you against the wall. Any sort of projectile works to push them back, as long as 2 shots hit. At least, I think it's 2.

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