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Party loadouts.

5 replies [Last post]
Thu, 11/01/2012 - 06:25
Fropps's picture
Fropps

Lately I have been thinking that their may be an ultimate load out.

I have gotten one step closer.

Each weapon in a party has effects? Right? It also has effects on other weapons.

If we combine decent players with the right "party" load outs we can blow the heads off enemies before they can do anything.

Here are some I've been thinking about.

For the Jk and OCH

Player one, biohazard and sudaruska (multi-purpose sword). Player two, Biohazard and Voltic tempest.
Player three, Biohazard and stagger storm. Player four, Biohazard and shivermist buster.

See where this is going? Both these levels feature shadow weak monsters as the main feature, hence the biohazards. This set spreads all four statuses that are useable at the same time (more if you count gran Faust, but you need to sacrifice the curse for more damage in this set) three vaporisers? You most likely will have one down at all times and can quickly eliminate all threats in a room. Lastly since biohazards are not limited to their own charges you can have four bios charging at the same time and a few seconds later you have hit every enemy in the room with splash shadow damage. The suda's for everything else.

Abusing knockback.

Player one. Warmaster and Callahan. Player two, gran faust and Polaris.
Player three, suda and electron vortex. Player four, nitrome and DA.

The title says it all. This isn't really too good a strategy but it obviously packs a punch, keeps enemies away from you and has all three specialised damage types at the ready.

If you like this idea, tell me! Add more if you can think of some good ones and, least importantly, stay frosty.

Thu, 11/01/2012 - 07:28
#1
Fradow's picture
Fradow
Thoughts

A few thoughts about this, on the angle of RJP :

- first, abusing Biohazard by having a whole party using it is definitely good. Though, in practice, a lot of other weapons can clear JK/OCH faster than Biohazard, even by leveraging the Biohazard, for a few reasons :
* you are going to have a massive overkill with Bio charges
* the charges knockback means you are probably going to run around avoid flying mobs/catching up to them
* the very slow shots means you are going to miss a lot. Especially with the knockback.

- second, using haze bomb is also good, but you definitely want to change the ones you use : Stagger serve no purpose since there is no swordie who would benefit from slow mobs. Bombers don't really need stun, and it does no damage. Same goes for Shivermist. Instead, you could get Ash of Agnii and Venom Veiler, which both contribute to damage.

- third, what's the point of mixing Biohazard and haze bombs ? I don't see any combo here, apart if you intend to use Shivermist to negate the knockback. In that case, 1 shiver and 3 biohazard would be good. Keep in mind that to use Biohazard at its fullest, you are not going to switch to another weapon often, so I really don't see the point of using both biohazard and haze bombs

- fourth, if you are going for haze bombs, you could instead of just 2 persons carrying 2 haze bombs each : a single person can perma-spam 2 different haze. My favorite is AoA+VT since it does the most damage and really destroy jellies. Well, let's just say than the benefit to have another person carrying other haze bombs is marginal. Probably VV and either Shiver to negate knockback and profit from fast-fire, or a Stagger to help teamates (although that's a bit redundant with VT).

- sudaraska is a poor choice in my opinion : since everything save a few silkwings is weak or neutral to shadow, with most weak, Gran Faust would be a better option. Keep in mind Gran Faust damage is WAY above Sudaraska (unless that changed during my pause, but I doubt that).

As for OCH :
- gremlins dodge. A lot. That only makes Biohazard aiming worst. Sure you can do it, but you are going with a disavantage (additionnaly to those already listed before)

- ninjas only really require one haze to uncloak them and lots of damage

- gremlins are resistant to elemental, so VT will not do lots of damage, and to fire, so AoA will not do as much damage either. So you are really only going to take haze bombs for support here. Your proposed loadout of VT + Stagger + Shiver works well for that, although carrying all those ones is overkill in my opinion.

Thu, 11/01/2012 - 07:36
#2
Poopsie's picture
Poopsie
...

Sadly on this game, rapid attack always out damage status ailments priority. By rapid, I meant weapon that are capable doing multiple hits in a few seconds. Blitz do 15 bullets per charge, Brandish line do 6 hits on one charge, First two swing Hammer hits 4 times, etc.

Thu, 11/01/2012 - 22:09
#3
Fropps's picture
Fropps
You miss the point.

The whole point of this thread was to point out that if our weapons collate with each other we can deal both more damage,
and status while running more fluently. It will defiantly work better if everyone is at least AWARE of the topic. Won't it?

I know that these sets aren't too good but...

Meh :)

The point of this thread is not to critisise my examples, but to understand the huge POTENTIAL!

See?

Oh and Fradow, yeah the point was basically overkill. Also... The party has 4 biohazards already! Why a venom veiler?

Thu, 11/01/2012 - 23:46
#4
Fradow's picture
Fradow
Well, the thing is, only a

Well, the thing is, only a very small subset of SK population actually visit the forums, and even less visit Arsenal, so any post aimed to make people aware of a solution is vowed to failure. Especially since most people regulary visiting the Arsenal forum are already experienced.

Why a Venom Veiler? Mainly because there is very few haze bombs and they don't stack, so you might as well choose the ones that contribute to damage. Also, Biohazard poison chance isn't 100%, while Venom Veiler is, and on a large radius, all the time. It will also affect the first hit, while Biohazard won't.

Fri, 11/02/2012 - 00:19
#5
Darkbrady's picture
Darkbrady
I like the idea in concept,

I like the idea in concept, of building a team specifically to complement one another and work towards an interesting, effective goal. In theory, at least; your suggestion requires too much hybirdisation to be worth it.

I'm not one aimed for max damage all the time so I've not got a problem with the usage of the biohazard, but what gets me is that you're spreading the support build across four players, which is highly inefficient. Either each player will need ctr:vh on their bombs (which cost a fortune) or are going to have to sacrifice armour/trinky slots to max off their hazes. Either that or use +2 ctr from the lv10 but then you might as well not even be considering hazing. Those slots could have gone to damage, asi, ctr; all of which you need for your proposed build. There's not enough space to max:max:max the guns anyways much less with two less slots to manage it with.

Due to this, it'd be much better to focus the biohazard spread across three people (and give them extra weapon slots for anything else that may suit the build) and leave the 4th member as the hazer. This would essentially work the same (biohazards everywhere and hazes everywhere) except that the hazes would be a very permanent presence and could be mixed up much more efficiently. Spread them across four people means there'll be heavy chunks of time with no hazes, as everyone is shooting, or one person is going to favour dropping hazes more than the other and you'll find an inconsistency of hazes; a lot of stun but no poison, for example; which is not what you need. A dedicated hazer would have all 3/4 hazes down all the time.

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