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What the hell, oil slicks?

19 replies [Last post]
Sat, 05/21/2011 - 09:37
Daystar
Legacy Username

Is there some trick I'm missing to beating these danger rooms where there are oil slicks that catch on fire from the traps? So many of them spawn, it's almost impossible to keep them all away from the corners (especially if you're playing with others that don't know how not to), and once one catches fire and spits out the oil, they ALL catch fire and start healing continually, doing a ton of damage + the DoT. And they seem to become resistant to elemental damage, or maybe that's just freezing kinds.

Seriously, wtf am I supposed to do against these guys?

Sat, 05/21/2011 - 09:42
#1
Raul
[IMG]http://i56.tinypic.com/2

http://i56.tinypic.com/2gw5093.jpg

Sat, 05/21/2011 - 09:45
#2
Gigafreak
Legacy Username
Freeze effects put out the

Freeze effects put out the fire, but they can be reignited by other burning Oilers nearby (or the burning oil-slicks they trail, which are NOT affected by freezing effects). They run at juuuust about the same speed you do, and the healing effect only happens when they first get ignited (and again if the fire goes out and they're re-ignited). You can shield-push them or swat them away with a charged attack if you're careful. They're really greasy (what with being made of oil), so they recoil a good ways when attacked or shield-shoved.

You just have to try your hardest to clear them out without igniting them. Thankfuly they're pretty wimpy when they're not on fire. I think the ones in Tier 3 and danger rooms in the second half of Tier 2 might be able to ignite THEMSELVES-- so watch out.

...Just wait until you meet the Tier 3 Quicksilvers. It will be funny the first time, but then it's just increasingly more and more frustrating after that.

Sat, 05/21/2011 - 09:56
#3
Raul
I love how it wouldn't let me

I love how it wouldn't let me hot link the picture so ya'll could see it!

Sat, 05/21/2011 - 10:27
#4
cairbre
Legacy Username
As Gigafreak already

As Gigafreak already explained, freeze is they key.

One person in the party with a shivermist buster will generally make these guys pretty simple to deal with.

Just be sure to avoid your flaming teammates, and smack the one who runs over the slicks while on fire.

Sat, 05/21/2011 - 10:29
#5
Raul
Just be sure to avoid your

Smack the one who runs over the slicks while on fire.

I support this!

Sat, 05/21/2011 - 10:40
#6
Pawn's picture
Pawn
Also

I hate how the color of the slicks is the EXACT same color as the oilers, so when u get a room full of the blobbing down oil slicks they become near invisible, it's ridiculous. Then you have mr.death-a-minute yank a fire vial above his head and u know the fan is about to be hit. Boooo

Sat, 05/21/2011 - 10:42
#7
Raul
^Rofl *whispers in your ear*

^Rofl

*whispers in your ear* Look for the movement..

Sat, 05/21/2011 - 11:28
#8
redten
Legacy Username
The best part is when someone

The best part is when someone trolls everyone with a searing edge or a fang of Vog

Sat, 05/21/2011 - 12:45
#9
TheXCheese
Legacy Username
Just to clarify the flame

Just to clarify the flame grates in those danger rooms do not ignite the oilers.

What ignited them was either a player using a weapon that ignites enemies, or a player ran over a flame grate, caught on fire, and then passed that fire to the oilers by standing next to one or by running over an oil slick catching it on fire. (This is one of two cases where fire will actually affect monsters next to the on fire person/monster. The other case is frozen slimes, if one slime is on fire, it'll melt any frozen slimes touching that slime)

Prevention is key, sadly as fire is mean.

Weapons with big knockback (Gran Faust, troika) are useful at standing in a corner and swinging whenever they get close. If there are too many visibility may be too poor to do this reliably.

For danger rooms especially, make sure to kill the oilers first. If the oilers spawned with other slimes, kill the oilers first. This way if they manage to ignite, and you manage to kill them all, you can wait for all flame patches to douse before smacking the last slime and starting a new wave. Nothing sucks more than finally actually managing to kill the last oiler, but having 10 more oilers spawn and be auto-ignited by the last waves flaming leavings.

Ice weapons can help but due to how easily they re-ignite and how low freeze chance most weapons have, shivermist bomb is likely your ownly option for a group of oilers. Single oilers any freeze weapon will eventually snare them long enough for the floor leavings to go away and the battle to be safe.

Sat, 05/21/2011 - 19:07
#10
Senshi
Legacy Username
Flame puppies!

Flame puppies light them on fire, and firoknights, but that's only a concern in the flamelash arenas, not fire danger rooms, but it's a similar challenge. In danger rooms, just kill the oilers first before any other jellies, and if you catch on fire stay shielded and stay away from oil slicks. Whatever you do, don't blow up the red blast cube while the room is full of oil slicks! I'm pretty sure those red blast cubes set the jellies on fire (although not the slicks directly but once you have a burning jelly that hardly matters.)

Cryotech alchemers help a little (if you stop it early or get down to one or two to put out) and freeze bombs help a lot.

If you understand how the fire spreads, you can try to keep the burning ones chasing you in one corner of the room and not set the whole room on fire, and you can learn to look for paths through the oil slicks (although once the fire starts spreading through them, you better -remember- the path, because you can't see it anymore really.)

It is a challenge, but a beatable one. Quicksilvers that can shock themselves I'm not so sure about, unless you're very lucky and get lots more waves of jelly cubes than of quicksilvers in a given danger room.

Sat, 05/21/2011 - 22:01
#11
Hassohappa
Legacy Username
The solution to every jelly

The solution to every jelly danger room except for stratum 4, 5, and 6 quicksilver or poison jellies: have a big sword (Faust preferably but DA or Khorovod also work), stand in a corner. Attack, shield cancel. Repeat a lot. Come out of the corner to clean up lichens once the wave is almost done. Repeat.

Sat, 05/21/2011 - 22:33
#12
Pawn's picture
Pawn
t3 oilers

But won't T3 oilers self-ignite? And if it's a 14 (or 15?) + danger room won't you fight t3 mobs even though it's a danger room in t2? This is what i think they are experiencing. Also bomb cubes will ignite oilers on explosion, as will pyro gremlins, i believe gremlin bombers as well (not sure). I've heard all of these from other players, and it seems plausible given it's hard to pinpoint when they are ignited...just Whooooooooosh, and then there is fire everywhere, hitting monster tics and melting shields.

Sat, 05/21/2011 - 22:39
#13
Hassohappa
Legacy Username
Bomb cubes do not ignite

Bomb cubes do not ignite oilers.
Fire grates do not ignite oilers.
Gremlin bombers do not ignite oilers.
Oilers do not self ignite at any depth.

The only way to set oilers on fire in a jelly danger room is by setting them on fire yourself (getting set on fire by a grate yourself and then touching an oiler, throwing a fire vial at them, or inflicting fire from a weapon).

Sat, 05/21/2011 - 22:40
#14
Gigafreak
Legacy Username
Oh, so it's just Quicksilvers

Oh, so it's just Quicksilvers that self-charge?

...Hate Quicksilvers. So much.

Sun, 05/22/2011 - 08:42
#15
Daystar
Legacy Username
Thanks for all the advice.

Thanks for all the advice. Sadly I don't have a freezing bomb, and making one and buying an extra weapon slot just for the occasions I find these danger rooms isn't really appealing, but maybe I'll get a big sword and try the corner thing. I'm actually kind of turned off from danger rooms altogether now once I hit tier 2, just because the chance of getting these rooms so often leads to complete failure when almost any other enemy combination I'm fine against (or at least have a fighting chance).

Encountered the quicksilvers too, and at least they kill the other mobs nearby when they zoom around (or at least seem to) and don't heal themselves. These oil slicks are just ridiculously overpowered in groups compared to other mobs in their weight class, at least in my opinion.

Sun, 05/22/2011 - 09:46
#16
Pawn's picture
Pawn
@Hassohappa

Thanks, i appreciate the correction.
It's really hard to pinpoint the reason a room went up in flames after the fact (considering no one ever says, oh i did that). I think what maybe has led to some of my parties confusion then could be gremlin bombers/oiler attacks/bomb cubes pushing people into fire grates and then us stepping on oil/mob. Throw in a lil lag and we're often left wondering what just happened lol.

Sun, 05/22/2011 - 09:49
#17
Pawn's picture
Pawn
@Daystar

If found that soloing oil sick arena's/danger rooms to be manageable. It is easier to focus them, kite them, all the normal advantages of soloing, but given how dangerous they are it is all heightened. Also, many people state that faust works wonders. I don't have a faust, but a silent nightblade and running away and charging and doing nothing but charge attacks rips through them.

Sun, 05/22/2011 - 10:22
#18
Gigafreak
Legacy Username
The Quicksilvers heal

The Quicksilvers heal themselves and become invulnerable while charged.

Bumping into other Quicksilvers heals and charges THAT one too.

...Hate. So. Much.

Sun, 05/22/2011 - 12:42
#19
CrashFu
Legacy Username
The worst part about oilers

The worst part about oilers isn't that they catch fire and turn into an unstoppable lurching field of fiery death, it's that they are capable of sliding towards you without pause WHILE they're charging up their attack. They never give you even a second to step out of their melee range and charge up any kind of attack, which makes bombing them or using slower weapons really fricken' hard to do if you don't have a teammate specifically fending them away from you just to give you time.

They are both unstoppable AND inescapable. Most terrifying monsters ever, I say. :I

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