I suppose saying what equipment I had used will be a bit relevant for this. I didn't equip for shock, I probably could have made it through the danger mission much more easily if I had. However, I wanted to play through it with equipment I would normally use, since I'm not likely to craft more equipment for specifically this. And, of course, who doesn't want to make a danger mission even more difficult?
First Attempt:
Helm//Armor: Volcanic Demo Helm//Volcanic Demo Suit
Shield: Dragon Scale Shield
Weapons:
a) Shivermist Buster, b) Dark Retribution, c) Electron Vortex, d) Combuster
Trinkets:
a) Elite Bomb Focus Module, b) Elite Boom Module
*note: I gave up the first time because it was becoming frustrating to try to hit the ghost block. This might be a glitch, because it kept acting like it hit something when it got next to the turrets.
Second Attempt:
Helm//Armor: Vog Cub Cap//Vog Cap Coat
Shield: Dragon Scale Shield
Weapons:
a) Acheron, b) Combuster, c) Fearless Rigadoon, d) Polaris
Trinkets:
a) Elite Sword Module x2
Point 1: I really don't like that you have to be carrying a gun to get past the first depth successfully. In-game, I only have one gun in my arsenal, and that's only because I can't sell it, trade it, or get rid of it in any way. You could just throw the jars to break the blocks, but it takes forever, and it gets a bit tedious. My first attempt at GiTM I carried three bombs and a combuster, it really was not helpful, haha. During the second attempt, it was much easier to get through because I had a gun on me. This might just be a few people, but I feel as though it's inconvenient to have to carry a gun in your active weapons when you don't normally use guns, or that you would have to hope that one of your party members uses a gun.
Point 2: I love, love, love the design of the level. It's different than the rest of the danger missions, and the fact that you can cut some of the wires to open more paths is quite neat! I kind of wish that there were to cut open, actually. On the second depth of GiTM, the red flashing bits were great, it really added to the corrupt feel of the mission, you might want to add them to the treasure room of the mission, in a greater quantity maybe?
Point 3: I despise the boss on this mission. But not in a bad way! It's very challenging, and the lasers are a nice touch (at least solo, but it may have been my equipment that did that). I just dislike the shields all the machines seem to have! I do agree with a previous comment that there should be more missiles to accompany the ones that appear at first, or as a second suggestion, remove them. It seems a bit odd to have only one round of missiles. Maybe even make it more irregular as a pattern, and just one or two at a time. There could maybe also be a round of enemies that spawn immediately, like a vanguard.
I love the tendrils that come after you as you progress through the battle, it's a nice indicator that you're getting closer to destroying it. It did look as though the tendrils took damage, maybe they could be destroyed for a set amount of time to give people more leniency in time? I think the two respawning points are sufficient, maybe the respawn time could be made shorter so that there's less time to just whack away at the tendrils.
(Those lasers <333)
Point 4: I really, really hope that you guys add more story to the mission! It feels a bit incomplete, especially with all of the knights in the treasure room. I think there should be more than just two recon knights after the boss as well, it doesn't seem like it would be the most successful recon team. The messages you could read during the mission were great, I thought they were cute (I know that wasn't the reaction that was wanted, but it was). I think it'd be more beneficial to add Desna at the end, and maybe be able to explain more of what happened, instead of the start?
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I've been reading through some of the other suggestions and adding healing monsters seems as though it would just be cruel. There's already totems all over the different depths, which is hard enough to not knock zombies back into the revival rings. I do agree that more constructs would have been more... "original," I suppose. I'd also like to see more turrets, maybe some more howlitzers. Mostly because of Legion of Almire, I'm a bit disdainful of zombies at the moment (this also applies to the phantoms, what would be their point in the mission anyway, if it's more of a corrupt mission?). :P
I think it was nice to have shock as the main status ailment in the mission, though it was awfully annoying trying to get through the depth without getting attacked and shocked repeatedly. I've seen people complaining about it, but I can't see what's so wrong about it, unless a new monster was created to accompany it. Or maybe Greavers. Greavers are always a fun addition.
Overall, I'm pretty happy with the danger mission so far, but it's definitely not one that I would solo (I only dare to do compound 42 solo, thx). <3