- Imps Blue
- Imps Green
Kurisu Okabe replied to Tone's topic in Remington War RoomI believe the word you're looking for begins with me and ends with ow.
Tri Cra: 4811-4822-4769-4819-4818-4814-4807-4810-4813-4809-4816-4774-4801-4802-5072-4803-4800-0 Other tips: Retreat Arrow, Homing, Voracious are probably the most situational of these spells and can be swapped out for eagle eye, beacon sneakin, and biting blow, depending on the situation. My reasoning is as follows: Blazing is your 2 ap spell already, you don't really need a second 2 ap spell and transparency, while nice, is not always needed because of the existence of Storm Arrow and Plaguing, the first of which has a neat aoe that can usually be used to get around los issues, the second being a no los spell. Retreat Arrow - Does pretty good damage if you can find something to collide (or you can use a beacon), but since you're a cra and probably not running around playing tag with mobs (you're more like the flag bearer in a capture the flag game), this will mostly be used as a disengage spell in higher level dungeons. Which, btw, cras have roly poly for. You'll probably be using that instead and retreat usually defaults to "oh noes i ran out of WP better use retreat". Also fecas exist. Voracious - Self heal is nice, don't take it if you're using carnage, this one is probably the most situational of all the spells. It's basically the "oh this is the last mob im too cheap to eat bread" or "oh god oh god im dying im dying asdfasdfea eni please help someone help ill just heal a bit myself eni please help anyway" spell. Tri Iop: 4786-4787-4777-4776-4788-4789-4792-4794-4790-4780-4783-4778-4795-4797-5144-5101-5100-0 Situational spells: Judgment (nice aoe, buffs allies), Celestial (largest range aoe), Shaker (2ap earth, spammable, nice damage/ap). Possible alternatives: Standard and Defensive Stance. This is a playstyle choice mostly, I suppose. I used to carry DS all the time, but then I found that rarely will I need to armor, and the block gained, while nice, is almost certainly not worth the 1 WP I'm spending on it because that WP could have straight up killed a mob (uppercut). Standard is mostly for mobility, with a nice defensive bonus, but you have charge anyway. Duo FA Iop: I don't have a deck, but it's basically all air spells, same 3 fire as above. You're going to want to remember all the air combos :P As a bonus, you can do the ultimate combo for that randomly cool aura thingy. Because why not? "tri" feca: 2258-2327-2369-2372-2328-2338-797-2273-2299-2274-2271-5243-2269-2272-5145-2295-5242-0 Firstly, passives - since most people won't be 200, rock v carapace is a preference thing. Would you rather have increased heals and more hp (therefore lower heal res when being healed) or reduce damage to need healing less (and thus, less heal res). And then there's lock, the armor shindig, etc. Second, spells/actives - tonic glyph, orb armor, fecablades and provo are the most situational. Alternatives include: Natural Attack and Feca Staff. Staff is really only "needed" for certain bosses, eg Kanni. Natural Attack falls under that same category. I'll sort Orb, Staff, and NA into one category. It's kind of a "would you rather", because while feca orb armor does provide a decent amount of armor, only one ally really gets the benefit, and fecas themselves will mostly be using magma armor. On the other hand... do you REALLY need to reduce a mob's damage by 20%? or reduce their blocks/crit? They're just mobs after all. Take your pick. Fecablades and provo are for -mp, obviously. Not always needed, but nice to have sometimes. Tonic Glyph is basically when you can reasonably assume that your allies can take care of themselves and not die because you didn't reduce damage or -mp and you can gift them AP instead. Tbh my least used are: Orb, staff, NA, fecablades. Provo I still find useful mostly because it's guaranteed -mp and a stable. Tonic because most bosses aren't threatening enough for me to not just bring a 4AP buff. Duo FW Eni heal deck: 1532-780-625-645-638-1534-782-1538-1535-1539-630-627-1537-1415-5146-5455-5453-0 Duo FW Eni damage deck: 1532-780-625-645-638-1534-782-1538-1535-1539-630-627-1537-1536-5454-5455-5144-0 I'd consider Hammle, but your close combat allies might not appreciate it :P Very fun though Tri Sadi support deck: 925-929-927-930-922-932-928-938-934-926-915-911-4959-5055-912-5146-5058-0 Could bring Sylvan Awakening if you don't have another revive and need one. Would probably drop Voodoll, because even if it does give 20% damage bonus to allies, I find the other spells more useful. If not that, then probably K'mir. I have a doll deck, a "damage" deck, and a tank deck, but they're really just messing around decks. Tri sram: 4588-4595-4593-4592-4581-4579-4596-4587-4597-4603-4602-4604-4606-5124-5089-4610-5144-0 Consider swapping out Bled Dry for Forceful Blow/Rascalry. You can even drop Con if you like, but it's a very nice and convenient way to get back your WP and easy to combo in. First Blood is there to fill in the 2ap gap in combos (wily, trauma, first blood, tricky for example). You can also consider dropping double, since that's probably the most eh active. Please don't call blasphemy. I just happen to find that with wily, tricky, fear, and traps, you're mobile enough and good enough at moving allies that double, which I mostly use for moving allies, is just kinda ... there. Duo WA sram: 4594-4595-4593-4592-4581-4579-4596-4584-4597-4583-4602-4604-4606-5124-5089-4610-5144-0 Either Rascalry/Forceful can be dropped for double. The sole weakpoint (haha) of this deck is the lack of any 2 AP weakpoint generating filler spell, which doesn't matter too much with the inclusion of Kleptosram; it's really only when you are trying to combo something like wily trauma tricky that you realize you're missing a 2AP weakpoint generator. Tri FAW Hupper: 5571-5572-5570-5561-5564-5593-5590-5592-5596-5577-5576-5573-5582-5585-5579-5583-5587-0 Support FAW hupper: 5571-5572-5570-5561-5564-5593-5590-5592-5596-5577-5576-5573-5582-5585-5579-5584-5580-0 For support hupper, you can consider bringing will o wisp and stronghold. I'd drop Resonance and Glistening Halo. EDIT: Slave Driver Tone tried to get me to format stuff, I gave up.
Cannon dudes: they can put traps down, just like SB's traps, except that they dont explode on their own. They also fire aoe cannon shots and can put annoying statuses on you, like elimination. If the bearer of elimination attacks a mob, all allies in line with a mob and having more hp than said mob is going to take a percentage of the damage. Pulsar rogues beware - elimination and not paying attention to it is the easiest way to kill your entire team by accident (or on purpose). Tank mobs: they have a 4 range charge and they self stabilize after charging. That's fun. They also have a massive, and i mean massive aoe (wrath +2) which reduces FD by 20%. There is a state that gives them armor equal to 50% heals an ally receives near them or 50% damage dealt near them (2 cells i think). They can go invisible too and duplicate themselves (think sram double that you can see, then an invisible sram elsewhere). Just kidding. You lucky few no longer have to experience that particular bug. Pogo stick mobs: they hop around dealing stupid damage to anything they can. Yes, they are ranged. Plus, these guys ACTUALLY go invisible when they go under "25%" hp. Notice the quotes. This is because ankama can't math. Think crolks from past, except instead of just being invulnerable to damage and dealing no damage themselves, they turn invisible for 3 (maybe 2?) turns and kill everything. Imagine Hollowman with an invisible rail gun. Boss: So, where to begin. First of all, he has 5000 ini. Second, he has 999 lock. Third, he's steroids on steroids. He WILL go first. He will use his 8 range, no los cannon arms to aoe massacre someone or some poor fools. Mid 60s res is not enough to survive. You better have a Vibranium shield. All I can say is pray that whoever he hits survives. But you're probably better off just hiding your low res characters to the far left corner and/or sacrificing a low res character in the middle and just reviving him/her. He also starts with the stabilized state. No pushing. Pulling. Throwing. Teleporting. The only way to de-stabilize him is to have someone end next to him. He also pushes :D Now that the easy stuff is out of the way - The boss summons 4 totems, one for each element. He appears to summon them within 4 cells of a random party member. Hitting a totem with the matching element swaps you with that totem (water on a water totem swaps you). Ending within 3 cells (iop's wrath + 1) of the totem will cause you to get hit by 8000 fixed damage when boss' turn rolls around. You can block this damage, but I don't recommend trying to prove how tough you are. To make the boss vulnerable, he must be within 3 cells of one of these totems before his turn starts. Then, when his turn does start, the totems within 3 cells of him go poof and he gets vulnerable to the element of the poofed totem (if water totem is within 3 cells, then he will become vulnerable to water). Great, that sounds easy, right? Sorry guys, boss only takes 5000 damage MAX per element. If you go over 5000, he takes 0 damage. Haha no bursting for you. When you make him vulnerable, he will gain final damage on his turn, depending on the number of totems that made him vulnerable. For each totem that makes him vulnerable besides the first one, he will gain 8% less final damage. So 1 totem poof = 24% FD, two totems poof = 16%, three = 8%, four = 0%. Fortunately, FD caps at 100%, so he won't be one turning your 85 res feca, just dealing maybe 6-7k damage. Only. Now, boss will replace all totems, whether they went poof making him vulnerable or poof because you decided that destroying the boss' property seemed fun. Anyway, that's all there is to Kanni Looni, the kannibal dungeon boss. ... You wish :P Kanni Looni is actually just a giant mecha hiding the true final boss - Darkli Moon. Once Kanni Looni, his mecha suit, gets destroyed, Darkli Moon appears, along with 4 clones of himself. They have massive amounts of mp and huge aoes that take away everything you hold dear - your loved ones, your waifus, your husbandos, even your NSFW stuff. Also your mp, ap, and wp ofc. Oh and death tiles. Every turn boss summons 3 death tile totems, similar to his elemental totems, except ending on them won't give you a chance to show how tough you are, just how forgetful, silly, or immobile you are as a class (oh hey, why don't i have a teleport?) The res on these totems is now only 67, as opposed to 89 before (so yes, you can destroy them now, unless ofc, you are a 0 mp cc character, in which case, you should have known better. ankama hates cc classes). Killing Darkli Moon will be the end of this dungeon; you don't have to kill his clones. Good luck, have fun, and have a pack of complimentary tissues on the way there. There's also this: http://prnt.sc/9u1vwk The giant mecha suit can start behind you :D
Upon death the bodies remain for SIX, that's right, 6 beautiful turns. This is important later. Kokoloss - 4 range slashy slash, 1 range -mp/range bashy bash, 4 mp, tank mob. They can self buff a significant resist and block. They gain one level of a state that gives them 10% FD and 1 AP per level of the state and they gain it whenever they block. Psykoko - little evil monsters. They pull everyone who is linear and within 4 cells of them (3 empty spaces between you and this psycho koko). They gain FD and crit every time they crit and they can self buff 3 mp. They aoe in front of them in a conical 1-3 shape. They hit. Like a boss. Yes, you heard me. Imagine having miniature robowls running around. Furthermore, they take reduced damage in close combat. The actual definition of close combat, not the challenge one. Thankfully, they are dumber than bricks. Kokoleric - the other mob that gives people migraines. Upon turn start they hit everything within 4 cells of them, regardless of your invisibility (take that srams!). Aside from this, all their attacks are linear, require los, and their default range is 6 (they can buff range). They push 4 cells (3 empty cells between your start position and wherever they push you). The push range seems to be less than 6 (3 i believe). They can infinitely revive allies and have enis' invigorating word (the 4 ap heal), except theirs is pretty much no ap (1 or 2). And it heals a billion hp. They also have a teleport (it's on a 2 or 3 turn cooldown). If you lock them but don't stabilize them, they'll probably teleport. Then revive psykokos which murder you, or other clerics so that there are 3, that's right, 3 clerics in a row. They also take reduced damage if there are no allies within 4 cells of them and heal for one half of all damage allies within 4 cells of them receive. Have fun. Other notes: Sadist mark bugs here. The clerics will die, their allies will get damaged, and then the clerics will revive and you'll probably regret your life decisions. Or at least your wakfu ones. Feca's PA has been known to bug and cause fecas to no longer block los. It's rare, but it happens. Armor also bugs here and sometimes either doesn't stack or just completely disappears. Boss mechanics: He can not be picked up or teleported, but he can be pushed or pulled. He will reduce the crit of anyone he can reach to 0. This attack of his has a range of 7, but requires los. He has a 3 range aoe whip. He does an iop's wrath shape earthquake that reduces resist by 200 (?) on turn start. If there are no people within 2 cells of him on his turn start, he also drops a giant aoe nuke somewhere that will probably kill you. He has absolutely no lock, so anyone can dodge him freely, but has 500ish dodge I believe. At the start of battle, he will summon 2 kokonuts, they will have timers above their heads. They roll 2 cells, then the timer ticks down 1. If it reaches 0, they blow up in iop's wrath shape for something like 14000 fixed damage. To make the boss vulnerable, one of these guys has to blow up on boss. These nuts can not be moved whatsoever, but you can change the direction they roll in by hitting them (they roll in the direction of whoever hit them). If rolling will cause them to roll onto a -ap glyph, they dont roll, so be wary of the edges. After boss has been made vulnerable, he will summon a random mob on his turn start. If there is only one kokonut left on the field, those who do not end within 5 cells of the boss will get hit for quite a lot of damage. It might not kill you, just leave you near death. After the first wave of his kokonuts have gone boom, he will start summoning 3 more kokonuts and 3 more each time they've all gone boom.
Kurisu Okabe replied to Tone's topic in Remington War RoomM-m-m-meow
Recent Status Updates