Quick list of strategy notes for the new Mining Base Defense: Intrusion.
Thought it'd be good to have a new thread for quick reference.
I'll revise the list as time goes on. I haven't gone through the JP swiki for information yet.
http://mmoloda.com/pso2/image/29630.jpg 2-3 Gu, Br on the left and on the right:
Stay in these areas and kill everything in sight, tag enemies to protect wall
3-5 Fo, Te, Ra in the center:
Support the left and right. If there are too many Br or Gu, they can be part of this group and adapt to the situation as necessary.
1 Hu, Fi at each tower behind the wall, and 1 waiting at the jump pad in front of green:
Protect from mantises, infections and the bomb, collect crystals, etc.
Key Points for Victory:
Spoiler!
- Walls must not break. All enemies should be immediately tagged (and killed) to prevent them from attacking the walls.
- Pay attention to what other people are doing, ie. don't all jump south and leave north undefended, don't all run left and leave right undefended, etc (thanks Chdata)
- Bosses must be killed or incapacitated immediately. Tag with War Cry or big damage on spawn for best results (thx Unlucky, adios, and everyone else who uses War Cry).
- Mantises must not teleport, and if they do, they need to be killed immediately.
- Infections must be destroyed ASAP.
- If Biblas manages to get a bomb out, either kill him quickly, have someone waiting at green, or immediately use the side teleporters to get to green and destroy it.
- If you have only one WBer, make an effort to resurrect them if they die. Don't wait until the wave is over.
- If you have aggro, turn/move bosses away from walls and towers.
- Don't all run over to the other side or jump to towers if there are no spawns nearby, always make sure at least 2 people remain on standby.
General Notes:
Spoiler!
- Middle jump pads move north, side jump pads move south.
- Start with defending up north. Fall back to the towers as walls are lost.
- When walls break, enemies can spawn from the sides. For this reason, preventing walls from breaking is top priority (thanks Chdata for emphasis).
- Enemies may sometimes spawn behind walls in later waves (thanks Rien) but personally I have yet to see this.
- Make sure someone attacks the infections on the towers (don't waste burst barrier on it, unless you're absolutely sure you won't lose any walls).
- It may be best to wait by the wall instead of at enemy spawn points.
- Infections on towers only spawn at wave 3 and onward.
- Having 1 or 2 Weak Bullet users and 1 War Cry user can help a lot.
- Wall health can be roughly determined by how damaged they visually appear. A good group shouldn't see any dents until much later waves.
- Wall damage will still show red numbers. You can also use this to see mantises damaging towers before they appear.
- Even a single unchecked Goldrada pounding on a wall can quickly make dents.
Crystals:
Spoiler!
- 2000 points are required for the barrier; 3000 crystals required for heal (thanks doomdragon83).
- Turret cost: 1st at 500?, 2nd at 1000, cannons unlocked at 5000 and 8000.
- Only one barrier and one heal per player, per run (thanks doomdragon83 for confirmation).
- At every opportunity, pick up crystals. During breaks, pick up crystals.
- Having a dedicated person picking up crystals in the lower parts of the map helps a lot.
- Crystals spawn all around the border and center of the north area, and around the edges and center of the base areas surrounding the towers.
- If you have WBers and War Cry, as well as a very competent and powerful group (Gunners and Bravers, mantises and infections in check) you can likely ignore crystals entirely.
Regular Enemies:
Spoiler!
- Most enemies seem to go straight for walls, some will go for towers.
- Tagging Goldradas, Mantises, etc seems to prevent them from going for walls/towers.
- Mantises (Dicarda, Predicarda) can teleport behind walls, straight to the nearest tower (possibly further?). You must stop them before they go into the teleport animation.
- Mantises that spawn on the right can teleport to the left tower (they will travel diagonally, indicating their target).
- The new darker enemy "Vidluda" (looks like a beetle) will do a spinning jump that stuns, and also throws red scythe projectiles that stun.
- For those who don't know, cyclops Darkers can be stunned/blinded by destroying their crotch or their eye.
- Note that when walls are down, enemies sometimes seem to be able to run down the center portion of the map.
- Enemies may run diagonally from their spawn points if one side of a wall is down. - When walls are down, enemies seem to pick random targets (ie. they can run from mid-left to lower-right).
- Zondeel, Chaos Riser, etc are good for collecting enemies (thanks various people that I'm too lazy to look up because I'm sick of PUGs sucking at this TD)
- Unlike the first TD having only one pack after Biblas, around 3 or 4 packs will spawn AFTER Biblas dies (even if you clear all spawns before he dies).
- Goldradas may be able to leap over walls (unconfirmed, doesn't seem to be actually be possible).
Enemy Spawn Points: (thanks Rien, revised by me)
Spoiler!
- All walls up: enemies spawn at top left or top right of map, sometimes center? Beware that they won't always spawn right at the top, but sometimes a little further down.
- First wall(s) down: enemies will spawn at both the top and to the side of the northern-most towers (left/right depends on whether that wall is intact).
- Second wall(s) down: enemies will spawn north and also to the sides of all towers. Very difficult to control.
- If only one side of a wall is destroyed: Goldradas can spawn right on top of tower of that lane and the line before the next wall (thanks Rehal).
- If only one side of a wall is destroyed, bosses randomly spawn at either row of "current" wall (ie. may spawn at top-north, or mid-north, depending on walls being up or down) - Enemies can sometimes spawn in mid-center (or on players?).
- Bosses will randomly spawn either furthest north or near the last jump pad that leads north.
Bosses: Zeshirayda (wave 3):
Spoiler!
- With all walls up, only spawns at top north center. Not sure of otherwise.
- Usually spawns after the first wave 3 regular enemies spawn, but sometimes spawns immediately (only if it's the rare version, Rigshirayda?)
- War Cry may be effective in keeping him away from towers.
- Zeshirayda should be flipped as soon as possible (ie. break his leg, or watch for his head poking out, and then attack it).
- Once he's flipped, focus on the head or exposed chest weak point (preferably the chest, but be warned that you must manually WB above the weak point, not lock onto it).
- Keep Zeshirayda away from the wall if possible, as he can damage it in various ways.
- If you have aggro, turn the boss away from walls and towers.
- The person with aggro should stay close to Zeshirayda to prevent him from charging (thanks Atmius).
Two Wolgardas (wave 4):
Spoiler!
- Both Wolgardas can spawn either on the same side of wall or one per side. Spawn position doesn't always seem to be the same place, but is roughly around mid-section in front of a wall.
- If a wall is down, they may spawn near the north towers (unsure).
- Wolgardas sometimes spawn about 10 seconds into a wave, and sometimes they spawn immediately. Sometimes they won't spawn for a whole minute.
- Wolgarda poses briefly when he spawns. If possible, kill him during that (easy for Gunners with Messiah Time or Heel Stab, just aim for his face).
- Wolgarda enrages when he is low on health, this also makes him easy to kill.
- A skilled Satellite Cannon user can kill Wolgarda in a few seconds.
- If you have aggro, turn the boss away from walls and towers.
Dark Ragne (wave 5):
Spoiler!
- If all walls are up, Ragne will always spawn at top center north. If a wall is down, Ragne may spawn either top center north, or near the north-most middle jump pad, in front of the center elevated structure.
- Sometimes spawns after a short delay, sometimes immediately.
- Ragne can break walls with the initial jump (hits for 900 damage twice?) - War Cry stops Ragne from jumping. - Smacking Ragne with fat damage before the jump animation starts (ie. immediately after spawn) also prevents Ragne from jumping. (thanks Unlucky and adios for the info)
- Focus on one leg, then the core.
- A skilled Satellite Cannon user can kill Ragne in a few seconds.
- If you have aggro, turn the boss away from walls and towers.
Dark Biblas (final wave):
Spoiler!
- If all walls are up, Biblas will always spawn at top center north. If a wall is down, Biblas may spawn either top center north, or near the north-most middle jump pad, in front of the center elevated structure.
- War Cry on Biblas and holding him up north is bad if walls are down (takes a while to run back) unless people stay on defense.
- Biblas always throws the bomb at green (bottom-most tower), UNLESS green is already destroyed, in which case he will throw at another, possibly orange (thanks Unlucky) - Biblas can throw two bombs, although it's very rare and may require the first to have been successful (thanks Unlucky)
- As before, focus on a leg to stun him, and then attack his upper red butt.
- Refer to my Biblas bomb guide for details on Biblas' bomb.
- Again, unlike the first TD having only one pack, around 3 or 4 packs will spawn AFTER Biblas dies.
- If you have aggro, turn the boss away from walls and towers.
Rank:
Spoiler!
- 86% is still an S. I'm assuming the cut-off point is either 80% or 85%.
- 76% is an A (477/500)
- 61% is an A (381/500)
Drops:
Spoiler!
- The same clone weapons as before.
- The same Falz 11 stars as before can drop (Elysion, Nasuyoteri, etc).
- New selection of 10 stars, including Heretically, Amaterasu, Acro Cane, Cannon/Launcher Legacy, Lambda Kougongin, etc.
- New selection of 7, 8 and 9 stars including some previously hard-to-get drops (eg. Kyastiron katana)
- New 11 star spear, katana, launcher and staff
Waves 1-3: 1 person at every tower, remaining 7 players clean out the north.
Wave 4: Begin to fall back. Frontmost towers should have 2 players each with 1-2 in the gap between. 3-4 still in front.
Wave 5: Everyone falls back. 1 person at every tower minimum again (because they love to put infections on the back towers)
TaigaUC's Theoretically-Sound Strategy:
Spoiler!
- 1 dedicated player gathering crystals in the bottom-most area. Same player should also watch for Biblas' bomb.
- 2 players watching the towers behind walls, for teleporting mantises and infections (one player on the left, the other on the right).
- Everyone else stays north.
- Protecting the wall is top priority, so always tag all enemies if possible.
- Kill or stun bosses ASAP.
- In between waves, all northern players gather crystals in the top and middle areas.
- If walls are lost, reassign 2 players to guard each vulnerable tower (ie. vulnerable to nearby enemy spawns).
Super Steamroller Strategy: (not created by me, I've just seen people doing it)
Spoiler!
- Requires a powerful and competent group.
- Ignore crystals.
- At least 1 WBer, if 2 then have one on each side of the wall.
- A few players at the spawn points, a few at the walls.
- Tag all enemies as they appear, then destroy them. If all goes well, mantises won't get to teleport.
- Have a few people destroying infections as they spawn (wave 3 onwards).
- War Cry on Zeshirayda?, Ragne and Biblas as they appear.
- Incapacitate all bosses immediately and then destroy them via weak points.
FireswordRus' tips:
Spoiler!
- If all walls not destroyed on the final wave, assign 1 player to green tower (Biblas bomb).
- Tank Fi/Hu War cry>Massive Hunter>Chaos Riser>Illusion Rave>Chaos Riser
Chaos Riser works fine, to move mobs from wall (with full gear, radius and power doubled) it's a little Zondeel
- Tank Ra/Hu War Cry>massive Hunter>Stun Grenade>spam Satellite Cannon> this works good too
- Need 2-3 players with War Cry 1 in the center, 2 players on each side, if walls are destroyed, 2 players go to south
Chdata' tips:
Spoiler!
- Pay attention to what other people are doing.
- Don't jump back to handle infections, when 5 other people already are. If you're one of the first, then you're probably fine. Hopefully other people won't follow you.
- If you see everyone run to the left side of the map, while it's still expected for stuff to spawn on the right after those die, be the one guy who stays on the right and spawn kills everything there while everyone else is running back to that side (which would usually allow mobs to get some hits on the wall).
Aine's tips on aiming for 4 runs in a private MPA:
Spoiler!
- If you're on pace for 4 runs, you will simply not reach 2000 points before the end of quest, so don't bother picking up crystals. Don't let them distract you.
- One party takes care of each side. The third party takes care of spawns in the center (early waves) and bosses. Once the bosses are dead the center party can retreat and take care of infections.
- Zesh dies on the spot from Hatou to the shin and Shunka to the core. Wolgas die to Shunka to the face. Ragne can be stopped, but it may be better to let him jump since he always lands in the same place, you can prepare for it and take him out together with the mobs. The center party should be able to handle these bosses by themselves, while the outer parties take care of mobs.
- Biblas can be killed on the spot the same way as in TD1 (Hatou to the leg, Hatou to the abdomen), but unlike TD1 where you can gather everyone to kill Biblas and get back to the towers in time for the mobs, you'll need to have about two people on either side to take care of the spawns. Even with only eight people you should still be able to kill Biblas in one down, if you have enough Bravers.
- Memorizing spawns is the key to faster times. There's no way about this one, in TD1 you could still get 4 runs spawn camping even if you didn't have every single pattern memorized. Even though TD2 is simpler, you are more pressed for time so there's no leeway for mistakes. You need to be there when the mobs spawn and pull aggro instantly with Kanran. If you ever need to use War Cry, that means you (or someone else on your side) fucked up.
- We've tried Br11Ra1 and Br9Fo2Ra1, both were about the same. Force is there to pull aggro instantly from spawns with Gi Foie, rather than Zondeel.
Class-specific Tips: (more to come later, if I can be bothered) Hunter:
Spoiler!
- War Cry is useful on bosses.
- ?
Fighter:
Spoiler!
- The new Double Saber PA is good for keeping enemies away from towers.
- ?
Ranger:
Spoiler!
- Always keep WB (Weak Bullet) pre-loaded (ie. always refresh it when it's available)
- If you are a WB user, check the list of names and classes for other Rangers that may be using WB, and guard the opposite side from them (so that WBs don't overlap).
- When there are no bosses, put WB up on as many Goldradas as possible. If there are large mantises, or boosted mantises, WB them as well.
- Tag large groups with Satellite Cannon (uncharged).
- Put WB on Wolgarda's center, and then fully charged Satellite Cannon that center point (lock-on probably helps). You should do around 250k damage and hopefully kill it.
- It may be viable to WB Zeshirayda's head and then Satellite Cannon his head, but I think he's likely to shell-up or charge away (untested, need confirmation).
- Preferably WB Zeshirayda's leg to flip him, so as to prevent movement. Can use Satellite Cannon to tag Zeshirayda, but must stay close or he will charge away (thanks Atmius).
- When WBing Zeshirayda's exposed belly core, you need to manually aim slightly above it (it has a strange hitbox) or your WB will magically appear on its back.
- You can prevent Ragne from the spawn leap: position yourself to the side of Ragne's spawn point (either the north mound or the vertical line in front of the the elevated center) and fire when you see Ragne's spawn effect. If it works and you aim correctly, you should hit around the core area for 10-20k multiple times, and Ragne will either jump towards you or not jump at all.
- Ra/Hu can possibly solo Ragne. Requires rank 16 Diffusion Shell and Impact Slider.
- To solo Ragne: Pick a leg to WB Ragne (make sure you're on the side that's likely to face you when Ragne is stunned, or if not, simply break another leg that IS facing you). WB the leg, lock onto it and then use Impact Slider or Diffusion Shell (SatCan takes too long). Once the leg's outer shell breaks, repeat to stun Ragne.
- When Ragne is stunned, manually aim and shoot slightly above the core. Time the WB into a SatCan, making sure you get Just Attack and Standing Snipe bonus, and then fully-charged SatCan Ragne's core by manually aiming at the floor in front of you, near the core, or above the core (it's a little iffy sometimes). If you are successful, you should hit Ragne's core for 100k x 5 damage, killing Ragne instantly.
- For Biblas, position at spawn point and unleash a fully-charged SatCan when Biblas' cutscene ends, preferably so that it hits a leg. Immediately WB that leg, and Biblas will likely be stunned.
- When Biblas is down, place WB on the top red portion of its butt. Immediately try to get a fully-charged SatCan in (timing is tight). It's easier if someone else is doing the WB.
- Whenever Biblas stands up, WB a leg and then Impact Slider or Diffuse Shell it to stun (requires rank 16 for both). Repeat the above.
Gunner:
Spoiler!
- Shift Period is not as effective here, because enemies are all over the place.
- Heel Stab, Infinity Fire, etc are good for tagging enemies and doing damage.
Force/Techer:
Spoiler!
- Il Grants seems to be good for tagging enemies and/or panicking them. - FREEZE IS EVERYBODY'S FRIEND (thanks everyone who has a brain)
- Il Foie may be useful for tagging enemies.
- Use Zondeel (preferably with Territory Burst, and perhaps in conjunction with freeze) to keep enemies away from towers.
- Casters have more range than others, so they can stand in center map and cover both sides.
- Wand Gear/Lovers isn't useful unless all walls are down.
- Keep everyone buffed with Shifta.
Braver:
Spoiler!
- Shunka Shunka Shunka Shunran.
- A well-aimed and well-timed Hatou Rindou can tag Ragne on spawn.
Mar 26, 2014, 07:12 AM
Chdata
Step 1: Make sure the first wall doesn't break.
Mar 26, 2014, 07:18 AM
Rien
There are ultimately 3 spawn areas:
1) Far north: The first three waves take place here. Zeshreida and Wolgahda spawns here.
2) Behind the first wall: Wave 4 onwards have spawns here seemingly regardless of wall health. Dark Ragne spawns here.
3) Behind the second wall: Wave 5 onwards have spawns here seemingly regardless of wall health. Dark Vibras/Beiber spawns here.
Cookie cutter strategy (meaning, not super elite sub-7minute run strategy, just a survival strat that gets you through the run)
Waves 1-3: 1 person at every tower, remaining 7 players clean out the north.
Wave 4: Begin to fall back. Frontmost towers should have 2 players each with 1-2 in the gap between. 3-4 still in front.
Wave 5: Everyone falls back. 1 person at every tower minimum again (because they love to put infections on the back towers)
Mar 26, 2014, 07:26 AM
doomdragon83
Quote:
Originally Posted by TaigaUC
Crystals:
- 2000 points are required for the barrier; 3000 crystals required for heal.
and you can only do these actions once per run as you said.
Mar 26, 2014, 08:35 AM
TaigaUC
@Rein
I never saw enemies spawning behind the wall on later waves in any of the runs I've been in.
You're sure they weren't mantises teleporting there?
Boss spawn positions change depending on whether wall is broken.
They always spawn in front of the "current" wall.
Mar 26, 2014, 08:37 AM
Rien
Quote:
Originally Posted by TaigaUC
@Rein
I never saw enemies spawning behind the wall on later waves in any of the runs I've been in.
You're sure they weren't mantises teleporting there?
Boss spawn positions change depending on whether wall is broken.
They always spawn in front of the "current" wall.
It was gohlradas, and if they didn't spawn there I don't know how they got there because I'm pretty sure they can't leap over the wall.
Mar 26, 2014, 08:39 AM
UnLucky
They can walk around the wall if one side is broken, not sure if they can spawn beyond one that's still up, though.
It makes a huge difference killing Zesh at the spawn. Makes the next wave a lot easier if you have all walls up.
Mar 26, 2014, 09:00 AM
TaigaUC
Quote:
Originally Posted by Rien
It was gohlradas, and if they didn't spawn there I don't know how they got there because I'm pretty sure they can't leap over the wall.
I think I saw a Goldrada leap over the wall once.
Not sure though, as I didn't see it come down after.
We'll have to do more research.
The spawn stuff is kinda silly because there's nothing stopping them from just teleporting anywhere.
Unless the walls have some kind of anti-teleport field built in, which is pretty poor technological design.
Mar 26, 2014, 09:05 AM
Rehal
If one side of wall get destroyed Gold can spawn right on top of tower of that lane and the line before the next wall
Mar 26, 2014, 09:06 AM
Chdata
That's an attack. They can't get past a wall unless it's broken.
It seems to me that bosses only spawn behind if a wall is broken, but I'm not sure.
Mar 26, 2014, 09:09 AM
TaigaUC
I know they have a leap attack.
I wonder if they can "leap attack" over the wall?
Mar 26, 2014, 09:15 AM
Bellion
They can't leap over walls. If you have all of your walls up, then they can only spawn at the very top.
If a wall breaks at all, they can begin spawning to the sides and mid sections.
The Dicada types can teleport to a tower regardless of your wall situation if you just ignore them.
Mar 26, 2014, 09:23 AM
TaigaUC
So say if you have top-right wall up, and top-left wall down.
Does that mean they can spawn on the mid-right? Because that'd be kinda dumb.
I haven't seen that myself.
Mar 26, 2014, 09:31 AM
Rehal
If top-left wall is down they can spawn near top-left tower and mid-left section then rush down to mid wall. Dunno if it can appear on the other side too.
Mar 26, 2014, 09:32 AM
Bellion
Well, they can start to spawn mid-left and mid in addition to where they spawn up North in that situation, but not mid-right. If a wall breaks Biblas can spawn either mid or North and preparing a spawn kill in that case is a coin toss.
Mar 26, 2014, 09:41 AM
TaigaUC
Hmm, so bosses don't always spawn in front of the current wall row.
Mar 26, 2014, 10:15 AM
FireswordRus
TaigaUC's Theoretically-Sound Strategy:
- 1 dedicated player gathering crystals in the bottom-most area. Same player should also watch for Biblas' bomb.
- 2 players watching the towers behind walls, for teleporting mantises and infections (one player on the left, the other on the right).
- Everyone else stays north.
- Protecting the wall is top priority, so always tag all enemies if possible.
- Kill or stun bosses ASAP.
- In between waves, all northern players gather crystals in the top and middle areas.
- If walls are lost, reassign 2 players to guard each vulnerable tower (ie. vulnerable to nearby enemy spawns).
If all walls not destructed on the final wave, assign 1 player to green tower (biblas bomb)
my observations:
tank Fi/Hu War cry>Massive Hunter>Chaos Riser>Illusion rave>Chaos Riser
Chaos riser works fine, to move mobs from wall (with full gear, radius and power doubled) it is a little zondeel
Tank Ra/Hu war cry>massive Hunter>stun grenade>spam sattelite canon> this works good too
need 2-3 ppl with war cry 1 in the center, 2 ppl on each side, if wall are destructed, 2 ppl go to south
A trade-off for losing a little bit of damage, in exchange for easier tagging o.o
Since there's most likely a lot of Gu and Br already in TD, this set-up crossed my mind o.o
Oh right, I would like to have only 1 point ShowTime, it's just a left-over tree (obsolete ZRC Build). Should have negligible damage difference with full R-Atk I used now if I got lv 1 ShowTime only (4 point difference in R-Atk stats) :( But that one gonna need to wait until reset pass is available :(
Any opinion about having both ShowTime and WarCry with current skill tree I have (strictly for playing TD only)? Well, losing that damage for more tagging ...... Or should I stick on pure damage?
Thank you :)
Mar 26, 2014, 11:55 PM
milranduil
Correct me if I'm wrong but Lv 1 Showtime doesn't actually increase hate (still 1.0 multiplier), so it just increases your gear fill rate. Doesn't really seem worth it though it is 4 r-atk we're talking about. Idk just seems like it's pointless regardless to me.
Mar 26, 2014, 11:58 PM
final_attack
Ah yes, the idea is just for the tagging the mobs, so they ignore the walls .... Activating ShowTime is like mini WarCry (less AoE, more cd, guaranteed aggro on activation(?)) o.o Well, I find myself needing to do a WarCry, and it's still on cd .... so, I thought maybe ShowTime can help while WarCry is still on cd o.o
And gonna need input for other player too, if the trade-off is worth it (still got ZRC build) o.o Well, it's mpa, so, hearing others opinion regarding this matter gonna help (like ..... do you prefer Gunner with 300 less damage per hit as shown but got ShowTime to tag ....Or just pure damage) ^^;
Mar 27, 2014, 12:08 AM
Chdata
I feel like if you're getting it specifically only for one quest it's not worth it.
Mar 27, 2014, 12:21 AM
final_attack
Ah, yes ... I got some tree ^^;
ZRC Tree (left-over from Crafted weapon) ... Normal R-Atk Tree (Current) .... and failed tree ><
Just wanna ask which one is better (can contribute more for higher chance S-rank) to do in TD2 (ZRC or R-Atk) ^^;
Basic Setup (Normal usage) for me ... R-Atk Tree on Gu, and WarCry on Hunter (Still keep dps Fury Tree, just enough WarCry (5 SP)). I don't mind going ZRC + WarCry of course ^^
Mar 27, 2014, 12:43 AM
Ratazana
There is a simple method to discover if something is good or not. In the case of gunner with warcry... well just go out there and observe what the good gunners are doing.
If all the good people are doing something, it means it's good. If not, it isn't.
Mar 27, 2014, 01:46 AM
Remz69
Quote:
Originally Posted by Ratazana
If all the good people are doing something, it means it's good. If not, it isn't.
nope there's no equivalence there
good people not doing something says nothing about this something being good/bad
Mar 27, 2014, 01:57 AM
UnLucky
Quote:
Originally Posted by final_attack
Ah, yes ... I got some tree ^^;
ZRC Tree (left-over from Crafted weapon) ... Normal R-Atk Tree (Current) .... and failed tree ><
Just wanna ask which one is better (can contribute more for higher chance S-rank) to do in TD2 (ZRC or R-Atk) ^^;
Basic Setup (Normal usage) for me ... R-Atk Tree on Gu, and WarCry on Hunter (Still keep dps Fury Tree, just enough WarCry (5 SP)). I don't mind going ZRC + WarCry of course ^^
Can't really say without seeing the trees you mean... But there's a completely usable Gu/Hu build in The New Build Thread.
I'd rather keep Step Attack on Hunter's tree. If you want an aggro pull, you can get lv1 Showtime.
Mar 27, 2014, 03:58 AM
final_attack
Sorry, just got back from lunch >.<
Ah yes, forgot to link the Skill Tree >_< Both tree using same Hunter Tree (WarCry)
Well, the damage difference ..... I already posted it before.
And, yes, I know the ZRC Build is bad for my current equipment now, it's leftover tree from Crafted weapon use before. I'll change it to lv 1 ShowTime once all tree reset is available (Should have done lv 1 ShowTime for R-Atk build, but I forgot) >.<
So, the question is, should I throw away that damage for another mob pull ..... or stick to basic R-Atk? Well, trying to keep the mobs away from wall .... especially that Goldrahda and ninjas. Also, wondering which build will contribute better for TD o.o The damage I've done in the screenshot, not using any buff btw.
Mar 27, 2014, 04:21 AM
Coatl
Quote:
Originally Posted by Ratazana
There is a simple method to discover if something is good or not. In the case of gunner with warcry... well just go out there and observe what the good gunners are doing.
If all the good people are doing something, it means it's good. If not, it isn't.
I don't really agree with this concept.
I mean, someone should be able to ascertain if something works well or not by themselves. If they can't do that well, then they'll always have problems adjusting to the meta-game. You know what though, you don't need to ascertain. I've ascertained. War cry on Gunner sucks.
Mar 27, 2014, 06:35 AM
deahamlet
Must be nice being on an English server... I don't think I've seen any gu/hu with warcry or showtime lolz. And you'd think with all that DPS skill tree stuff they'd kill bosses without me needing to babysit them with WB :P.
Unless you are in a fixed 12-man MPA that you formed, you're not going to be able to use most of these tactics. I chose to look around to see if anyone else is looking in on towers, running around back there... saw two people so I went to WB for the 65s incapable of killing a darn Ragne by themselves... and what do I see next? BOOM LOST TOWER. Oh for...
PUGs be pugs. Most tend to be northern heroes so if you're solo it's best to be the one checking on bomb/infections/assassins. If in a party of 4, have two people roaming (crystal, check on infections, etc) and two up north... less likely for fail.
If a wall falls, is best for party to split 3 way - one north right, one north left (near tower next to broken wall) and one to mid wall on side with broken wall. Less likely to spell disaster.
Sadly I've had runs where only one wall broke but we lost three towers because... stupidity (read: nobody watching for infections and bomb). I need to clone myself or force guildies to wake up for 7am raids hahaha.
PS: Post not meant to whine about PUGs, more like meant to show the reality of running with randoms and what a 1person or 4person group can do to deal with it.
Mar 27, 2014, 07:28 AM
final_attack
Ah yes, I currently using WarCry to keep mobs from hitting the walls, since I mostly join random mpa, and not everyone can tag different mobs every time (including me, I can't tag everything). I use WarCry so I can tag everything around (at least on the side I'm in), and other people can help finishing them while the mobs focused on me o.o Um, it's easier to kill less spread out mobs, right?
Well, Rangers is indispensable in TD to kill bosses o.o The dps I showed, is just wondering if lowered damage still good for killing bosses (with help of Rangers in mpa of course).
And I do check the maps and mini-maps quite often (thank you, side mouse buttons). I go by myself if no one is jumping over the wall to destroy the infection / assassins (I tried my best to prevent them from teleporting though). As for bombs, I have to rely on others, since on my screen, I usually only saw Vibras Leg / exposed back due to manual aiming (can't do JA / move unless I play in manual aim).
Wait ..... maybe I should just leave Vibras alone since most people already come for him and looking at the area ..... Didn't cross in my mind before (stupid me) >_>
As for party ..... sometimes I go alone (quite a lot actually), since some things might came up irl (picking / delivering groceries when ordered, phones ..... etc ), so I have to logout after a run if that happens >_<
====== Note =======
Yes, I agree, I never saw a GuHu with WarCry / ShowTime / both before lol I do play as support sometimes in other games, since most games (with stats like PSO2) didn't have dual gun on it XD So, doing things as support is something I'm kinda used to (no dual guns = no dps role in game) XD
Now that I think about it ....... I guess the correct question is .... which one is better for playing with random? WarCry + dps ..... or WarCry + ShowTime + slightly(?) lower dps?
I still need more work with personal skills though ><
Edit : seems viable for random mpa after I tried it myself (can cover lack of Zondeel at least a little) ..... since I only saw 1 or 2 people other than me using WarCry (in 3 runs, not a single zondeel user spotted o.o), but still not so sure about ShowTime. It does help with tagging though .....
Mar 27, 2014, 10:00 AM
TaigaUC
Noticed a few things today:
- Haven't seen Goldradas past the wall yet (still don't know what's going on with that).
- Bosses may (or always?) spawn further up if only one side of the wall is down.
- War Cry on Biblas and holding him up north is bad if walls are down (takes a while to run back) unless people stay on defense.
- Mantises that spawn on the right can teleport to the left tower (they will travel diagonally, indicating their target).
- Turret cost: first two unlocked by 1000, cannons unlocked at 5000 and 8000.
- JP group seemed to use my theoretical strategy and it went smoothly.
Mar 27, 2014, 10:29 AM
Sacrificial
Upper traps in TD2 aren't as effective anymore as in TD1 against the mantises. that diagonally teleporting makes it hard to predict when to plant. Maybe i can find more speciafic spots when I've played this eq some more. Because if it's successful it will halt an entire mantis wave long enough to kill them just like in TD1.
Mar 27, 2014, 10:36 AM
deahamlet
First run had the Biblas too far north issue (and me being the only one concerned with the bomb AND the only WB in party, le sigh). Lost the first tower to the bomb.
Second run I pestered the JP (aka reminded them) about infections and bomb and they were on that.
Went extremely well except in this day and age 12man MPA of nothing but 65 bravers and gunners in 11* weapons (nobody was trolling with no Nyobo this time around) still cannot kill a Dark Agrani without WB. 2 minutes of me clearing 2 towers of mobs and that bastard was still alive. (my mistake for committing to defending tower in JP so couldn't very well leave it with enemies swarming. forgot about Ragne o.O)
It's very important for a WB person to be up north, we managed to have neither Zesh nor Wolgahda break the wall due to being killed in a flash.
So far Zesh seemed to spawn on the left while Wolgahdas spawned on the right. I think Ragne spawned in the middle north. With most walls broken in wave six Biblas spawned in the middle of the map o.O.
There are no forces, I think they're hiding, so panic-ing Biblas doesn't seem to be happening. Debating putting Panic III on my rifle or running my fo/te (but then no WB! man, can't win).
Mar 27, 2014, 02:58 PM
RollTheDice
This new TD is goddamn trash.
Mar 27, 2014, 04:44 PM
gigawuts
I like it, it's more interesting than zondeel + kanran + shunka + katana combat for 40 minutes.
Mar 27, 2014, 06:12 PM
UnLucky
If anything it's more reliant on zondeel+katana for 40 minutes
TD1 if you don't spawn kill, you retreat to the towers and zerg for moderate success
TD2 if you don't spawn kill, you scramble all over the place trying to salvage a failed run
Mar 27, 2014, 08:33 PM
RyanDanger
Just so I get this straight, war cry is acceptable and desired in these defense games?
Could I just put a point in and feel good about myself? or am I just trash infecting peoples runs?
Mar 27, 2014, 09:39 PM
final_attack
I wanna know too ^^;
Though last time I tried in random mpa, due to lack of zondeel (0 to 1 people total for 3 runs (2 runs, I didn't see any zondeel)), I find WarCry useful ^^;
Mar 27, 2014, 10:07 PM
gigawuts
Quote:
Originally Posted by UnLucky
If anything it's more reliant on zondeel+katana for 40 minutes
TD1 if you don't spawn kill, you retreat to the towers and zerg for moderate success
TD2 if you don't spawn kill, you scramble all over the place trying to salvage a failed run
Ah yeah, I forgot people were talking about stuff only spawning up north if the walls aren't broken down. In the two runs I did earlier the walls went down by wave two, so most of my experience in TD2 involved a whole lot of running to catch spread out enemies.
Mar 27, 2014, 10:48 PM
Maninbluejumpsuit
Quote:
Originally Posted by gigawuts
Ah yeah, I forgot people were talking about stuff only spawning up north if the walls aren't broken down. In the two runs I did earlier the walls went down by wave two, so most of my experience in TD2 involved a whole lot of running to catch spread out enemies.
Due to a series of unfortunate events, I have yet to do TD2, but from what everyone is saying, I get the impression it's just telling me to do the same shit I did in TD1; Braver spawn camp with war cry+KC, except now it's probably encouraged by pugs. :-?
Mar 27, 2014, 11:52 PM
Chdata
tag things so they don't touch walls
Mar 28, 2014, 12:28 AM
Chdata
Wave 3 spawned two infections on the northern two towers.
Wave 4 spawned two infections on the far back two towers.
Wave 6 spawned 3+ infections, one in lower left and upper right, and the far back one.
I think one common MPA problem is when everyone tidal waves to one spot. Sometimes I find myself being the only one to not run way over to the other side as monsters spawn next to me while other people are running towards stuff that's already getting killed by other people.
Mar 28, 2014, 12:43 AM
TaigaUC
Going to be adding a few more notes in a sec:
- Both Wolgardas can spawn on the same side of the wall.
- War Cry prevents Ragne from jumping (VERY USEFUL for saving the wall).
- Heel Stab is effective against Wolgarda, especially if he's WB'd.
- All enemies will sometimes run diagonally if a wall is down.
- Infections only spawn in wave 3 and onwards.
- Turret 1 cost seems to be around 500, Turret 2 is 1000.
Mar 28, 2014, 12:47 AM
UnLucky
Had some good runs. First two kept the walls until halfway through the final wave, even though Ragne/Vibras jumped on them. Really important to tag mobs before they touch anything.
The only lost time was from an infection taking way too long for the server to realize it wasn't there anymore.
Mar 28, 2014, 12:54 AM
TaigaUC
I also had good runs. All of them were roughly 3/4 JP, 1/4 EN.
Everyone seemed very powerful. Lots of AQ 11 stars or something.
The first two groups had a JP WBer calling out specific WB targets, and a War Cry user holding the bosses.
Lost no walls. Didn't seem like they really bothered with crystals (around 2k in final wave?).
Third group, we didn't have a WBer or a War Cry user.
We lost a wall in wave 4, then another in final wave.
Still 91.76%.
Biblas didn't get the bomb out on any wave.
No Zondeel users. I don't think I saw any Forces or Techers, actually.
Got a Nasuyoteri yesterday (or two days ago?), and a Nirenkamui today. On an account I can use it, finally.
More 11 stars from TD than I've had in the past 3-4 weeks.
I'm just using one +250% ticket too.
Although, yesterday I literally only got one 10 star.
Also finally got my first Tsukuyomi, after all those months farming it from Caterdransa and never seeing it drop.
Yay for TD drops, almost two years later. Shame it's useless now.
Mar 28, 2014, 01:50 AM
final_attack
Got 3 runs today :D It feels good to have WarCry now for random, almost no coordination sighted in mpa except for wb (no Zondeel again in 3 runs. Not a single Tech user on sight. Didn't remember saw any WarCry too. At least 1 people with WB in every run though ^^; ). I stationed myself at right side, since at the start, some already stays at left, and only 1 people on the right.
1st run (S-Rank) - Wall loss : 0 - ended @ 12 - 13
Everyone seems too strong XD 2 - 3 people stays on mid line to protect from infections and ninjas. Coordinated WB @ mid too. And it seems everyone is Gu or Br (1 or 2 use Ra as sub). I didn't do much in this mpa ><
2nd run (A-Rank) - Wall loss : 0 - ended @ 26 - 27
Infection :< I can't really leave my post. Too scared to let a wall breaks :< I should improve more :<
3rd run (S-Rank) - Wall loss : 2 (both on left) - ended @ 40 - 41 I guess.
I forgot when the wall is destroyed, but I think it's al Wolgahda. We still got S-Rank :D
Edit : uploaded my 1st run with a nice random mpa (pretty nice for me) ^^;
Mar 28, 2014, 02:35 AM
deahamlet
Pretty bad runs today, but basically first time seeing forces/techers and a whole bunch of 56s. Sadly tech users were too addicted to the new techs to ever use zondeel.
Also forever alone solo WB... forever!
First run we lost walls in first wave, lolz.
That's what I get for being in troll blocks.
Mar 28, 2014, 02:44 AM
Alma
got 3x run
2 on which a normal good run
(consist mostly BR, GU and a few RA and TE)
and the other 1...well lets say 1 lightning zonde happy FO crash the territory party held by 2 TE on each side (that schmuck travel left and right zonde ing anything)
its still finish in rank S thou :D
Mar 28, 2014, 03:26 AM
UnLucky
The real pro PUG strat for anti-anti-Zondeel technology: Chaos Riser
No amount of trolling can ruin your suction effect.
And you won't have garbage-tier DPS, neither
Mar 28, 2014, 03:32 AM
Zipzo
The secret to x3 runs of anything : Weak Bullet.
Mar 28, 2014, 04:12 AM
UnLucky
Until every class in the MPA is Ranger and they're all desperately spamming Satellite Cannon on WB'd trash.
Actually I imagine that'd go pretty well.
Mar 28, 2014, 04:47 AM
Ratazana
As many people already pointed out, in TD1 you could always fall back to the towers. Even if you were the only carrier, all the combined dps no matter how inadequate was concentrated in few spots.
In TD2 hell breaks lose as soon as the walls go down. You get people running all around the place, towers exploding, runs taking forever.
The focus should be in kill spawning the trash and dps bursting bosses before they can destroy the walls.
Being the only WB'er isn't bad at all. It's not like you can stack wb on bosses. No WB at all sucks though.
Mar 28, 2014, 06:02 AM
btw-Niji
Quote:
Originally Posted by Zipzo
The secret to x3 runs of anything : Weak Bullet.
Nope, can very easily get 3 runs without WB.
The secret to x3 runs of anything : stop playing bad.
Mar 28, 2014, 06:17 AM
UnLucky
The secret to faster runs:
For every tech user, replace with Braver :wacko:
Mar 28, 2014, 11:24 AM
Zipzo
Quote:
Originally Posted by btw-Niji
Nope, can very easily get 3 runs without WB.
The secret to x3 runs of anything : stop playing bad.
Yeah if inly everyone were just a PSO2 professional right.
To imply WB doesn't carry folks in to 3rd runs all the time is silly.
Mar 28, 2014, 12:14 PM
TaigaUC
Arguments about WB are silly.
The fact is WB multiplies damage by a shit-ton. Obviously, that makes things much faster, regardless of scenario.
It's equivalent to having imba classes, good players, or uber gear. Stack WB on top of those, and it's even better.
It all boils down to this:
Is WB necessary? No.
Is WB useful? Hell, yes.
The only problem that comes to my mind is if everyone gets WB and then keep overwriting each other with badly-aimed shots.
Well, the other problem is that previously, a WBer would take up a slot for a potentially powerful player. As long as they used WB effectively, itd be fine.
However, now that rifle PAs are much stronger, even a crappy WBer may prove useful. Unless they're just really crappy in general.
But a good WBer with crap gear is still more useful than a crap player in any context.
Mar 28, 2014, 12:28 PM
Ratazana
Quote:
Originally Posted by TaigaUC
Arguments about WB are silly.
The fact is WB multiplies damage by a shit-ton. Obviously, that makes things much faster, regardless of scenario.
It's equivalent to having imba classes, good players, or uber gear. Stack WB on top of those, and it's even better.
It all boils down to this:
Is WB necessary? No.
Is WB useful? Hell, yes.
The only problem that comes to my mind is if everyone gets WB and then keep overwriting each other with badly-aimed shots.
Well, the other problem is that previously, a WBer would take up a slot for a potentially powerful player. As long as they used WB effectively, itd be fine.
However, now that rifle PAs are much stronger, even a crappy WBer may prove useful. Unless they're just really crappy in general.
But a good WBer with crap gear is still more useful than a crap player in any context.
I agree WB is awesome but a crappy WB'er might mess with others wb in bosses. It's not as idiotproof as braver.
Mar 28, 2014, 01:10 PM
Remz69
played Fi today in TD2 .... never again
Sega finally managed to put out content that combined with the current 'balance' of the game make me feel locked out of my favorite class ... ... ...
tip: don't bring a Fi into TD2
Mar 28, 2014, 01:20 PM
TaigaUC
I also feel that Shift Period is not as useful in TD2. I end up using Heel Stab most of the time instead.
There's just a wider distance for enemies to run around in front of the walls, instead of how they directly converge and cluster around towers in TD1.
For that reason I'd imagine Fi is not very useful in TD2. No more wait-at-tower-and-Bloody-Sarabande.
I guess you could still wait at the wall and take out the leftovers.
Sega finally managed to put out content that combined with the current 'balance' of the game make me feel locked out of my favorite class ... ... ...
tip: don't bring a Fi into TD2
Chaos Riser the groups, Backhand Smash the bosses, Deadly Archer the infections.
Knuckle/Dagger dash for crystals.
Mar 28, 2014, 05:54 PM
Maninbluejumpsuit
Anyone reconsidering their weapon element of choice because of TD2 by chance?
Mar 28, 2014, 06:06 PM
UnLucky
Light....?
Mar 28, 2014, 06:14 PM
gigawuts
Can confirm, 50 light GMs are still good
Mar 28, 2014, 06:27 PM
btw-Niji
Quote:
Originally Posted by Maninbluejumpsuit
Anyone reconsidering their weapon element of choice because of TD2 by chance?
lol no.
Although I will pick up a Zeshu for TD1 and TD2 once I get some other (more) important equips out of the way.
Mar 28, 2014, 06:30 PM
gigawuts
I'm definitely noticing the utility of panic in pugs, since it'll force cyclos to whack eachother instead of the wall.
Mar 28, 2014, 08:44 PM
Shinamori
So, do the same 10*s that drops in defense drops here?
Mar 28, 2014, 10:17 PM
Rakurai
The drops from the crystal at the end are different.
They're still just excube fodder, though.
Mar 29, 2014, 02:09 AM
TaigaUC
Quote:
Originally Posted by Shinamori
So, do the same 10*s that drops in defense drops here?
I listed some of them in the opening post.
JP swiki lists all of them.
Mar 29, 2014, 05:03 AM
Shinamori
Hmm, do you think doing something like this is wise?
/a ウォークライ → ダーク・ラグネ (War Cry → Dark Ragne)
Mar 29, 2014, 06:23 AM
milranduil
Fun fact: instead of wasting time using War Cry on Ragne, you can just Hatou his face and you'll have aggro.
Mar 29, 2014, 06:25 AM
TaigaUC
Quote:
Originally Posted by Shinamori
Hmm, do you think doing something like this is wise?
/a ウォークライ → ダーク・ラグネ (War Cry → Dark Ragne)
You want to tell JP people you're going to War Cry Ragne?
Your message could be interpreted as "someone use War Cry on Ragne".
If that's what you intended, that'd be kinda pointless because people who have it would probably be using it anyway.
If you just wanted to tell them you're going to use it, you could say "ウォークライ使います".
If it's the boss waves and you let them know you're going to use it, it'll be kinda obvious what you're going to use it on.
In the runs I was in, a JP WBer announced WB targets, but the War Cry user didn't say anything.
They just grabbed the bosses. I guess letting people know ahead of time helps with positioning.
Quote:
Originally Posted by adios
Fun fact: instead of wasting time using War Cry on Ragne, you can just Hatou his face and you'll have aggro.
Does it prevent Ragne from jumping?
Mar 29, 2014, 06:28 AM
UnLucky
If you grab aggro immediately when he spawns, he won't jump. That's true for anything, War Cry included. But do it too late and he'll jump regardless.
I used to just Infinite Fire during the spawning animation so the timing wouldn't be as strict.
Mar 29, 2014, 06:52 AM
milranduil
Quote:
Originally Posted by TaigaUC
Does it prevent Ragne from jumping?
As Unlucky said, as long as you do it immediately when he lands, he'll stay put.
Mar 29, 2014, 07:06 AM
qoxolg
Quote:
Originally Posted by UnLucky
The secret to faster runs:
For every tech user, replace with Braver :wacko:
Techer is mostly useless in TD2, especially when the walls break it becomes hard to zondeel in the right places and spawns are small and devided.
It's a miracle how we got a third run yesterday with the second run being 10/12 with multiple casters :wacko:
It's a good thing I've finally grinded and unlocked my GM, so I can decently do TD's with my GU/HU
Mar 29, 2014, 09:31 AM
TaigaUC
Ugh. A weak mostly JP group and then a weak mostly EN group.
They both lost the walls around wave 4. They both had WB and seemingly strong attackers, too.
But mantises were constantly slipping by everyone. Not sure what the problem was.
The first group had at least one caster. I doubt that was the sole reason for the entire run sucking though.
At least we got the bomb both times.
Anyway, that's the last time I join an earlier block to wait for TD.
Always ends badly.
Mar 29, 2014, 09:50 AM
final_attack
Another S - A - S rank, very nice.
Also, positioned in front-mid once (too late going into front line due to gathering crystals on far back) .... and I find WarCry become much harder. Mobs slipping right and left (ShowTime isn't worth it either once I'm positioned mid :< ). I'll make sure I'm on side line next time (mid ..... too hardcore for me) ><
Mar 29, 2014, 09:57 AM
TaigaUC
Quote:
Originally Posted by adios
As Unlucky said, as long as you do it immediately when he lands, he'll stay put.
Hmm. Okay.
I used to use Hatou Rindou in TD1 as Ragne came down from the jump, and I don't recall ever being able to pull aggro.
Well, never mind. I updated the main post with that info.
Mar 29, 2014, 11:02 AM
schnee4
Quote:
Originally Posted by qoxolg
Techer is mostly useless in TD2, especially when the walls break it becomes hard to zondeel in the right places and spawns are small and devided.
It's a miracle how we got a third run yesterday with the second run being 10/12 with multiple casters :wacko:
It's a good thing I've finally grinded and unlocked my GM, so I can decently do TD's with my GU/HU
techer is mostly useless in EVERYWHERE, especially when they are melee fote and brains are small and devided
Mar 30, 2014, 01:29 AM
UnLucky
Quote:
Originally Posted by qoxolg
It's a good thing I've finally grinded and unlocked my GM, so I can decently do TD's with my GU/HU
Honestly, Guld Milla isn't really that effective in TD2 either. I'm always using IF/ER/HS and rarely getting hit except for the occasional blindside stun from the new annoyance.
Hopefully lots of people go for the Bio Mechs (cyborgs?) or have other TMGs effective at long range.
Mar 30, 2014, 05:02 AM
final_attack
Actually, sometimes, I found ZRA tmg not being used to it's full potential (if no one got WarCry or any Zondeel support, so I can close in and use it's potential). Definitely going for Bio Mech or maybe other long range tmg that might be available from SH AQ(?).
But for now, it did enough damage to tag enemies, which is still very nice.
Btw, any tips if positioned FrontLine-Mid? Do none of the normal enemies run straight to wall (mid part) or only a few? If they just run to left and right part, I guess I can stay on side lines, and move in to mid once a boss spawned?
Just in case no spot left on side lines.
Thank you.
Mar 30, 2014, 05:22 AM
UnLucky
Enemies can cross through the middle to attack the other side, but there's not really much need to defend there.
Count the number of people on each side and defend the weaker one. If all 12 of the MPA is up north, consider collecting crystals in the other part of the map and be ready to clear infections/Dicahdas. It's best to spread out a bit so that you can all tag/kill mobs as they spawn so neither the walls nor the towers take any damage.
Mar 30, 2014, 05:24 AM
final_attack
Oh, I see, then it's ok to be on side lines. Will remember that when I do TD again.
Thank you for the advice.
Mar 30, 2014, 06:17 AM
Sacrificial
My roll as Ra is pretty solid in TD2
Wave1: collect crystals mid
Wave2:Camp a mid tower with a SC preloaded and aimed at the triangle in front of the tower. Goodbye ninja's. Kill the spawning infection.
Then either hunt remaining mobs or collect crystals again.
Wave3: run north in frotn of zesh spawn. WB knee. Flip. WB core. Kil.
Run back to my mid tower and repeat what i did wave2.
Wave4:wb wolga's and SC them. fall back to last towers.
Wave5:Ragne spawns and breaks the walls <.< hell gets lose. i just focus on ragne. And then camp the remaining fall. Since at that point it gets ignored a lot.
When a wall breaks earlier around wave 3 i camp the last set of towers because ninja's will go there in that case.
Mar 30, 2014, 09:56 AM
TaigaUC
Got into a so-so group that spent too much time collecting crystals, then a great group and then a pretty decent group.
Mostly JP players across the board. Yay for joining a late block on purpose.
Tried to tag Ragne with Heel Stab on spawn, didn't seem to work.
Well, the first time Ragne jumped but only half the distance to the wall.
It looked like someone may have used War Cry.
Second time, Ragne jumped and destroyed the wall.
I noticed that Wolgardas sometime spawn immediately, and sometimes they spawn after a delay.
I also seem to be getting a lot less 10 stars than TD1, maybe 2-3 out of three runs, even with 250% rare drop.
Anyone else feel that TD2 gives less 10 stars?
Mar 30, 2014, 10:06 AM
final_attack
Well, 50% rdr used, got 3-4 *10 from 3 runs ...... I guess rng is still rng ....
Oh, and I also noticed more people who got WarCry now (joined at block 19 I think), which is very nice ...... 4 people (including me) in a run at least twice (I don't remember seeing WarCry on 2nd run, but I might forget).
3 runs, all S-Rank, 2nd run the wall destroyed by Vibras I think.
Edit : I remember seeing 1 more people with WarCry on 2nd run.
Edit 2 : looking back at previous runs ..... yeah, I think I got less *10 in TD2
I usually get around 6-12 10 stars in 3 runs of TD1, so yeah...
The most I've gotten in TD2 so far is probably 4 or something stupid.
I noticed a few more things today:
- Some enemies can spawn right in the middle of center area (not even near the top or wall). Literally had a Kyukuronada spawn right on top of me when I was standing in center north.
- Tagging Ragne DOES work but the timing is kinda tight (I had to lock and hit Ragne's core with the Heel Stab spray as he came down)
- When walls are down, enemies seem to pick random targets. I've seen enemies spawn on the mid-left and then run all the way around to the lower-right side wall.
Mar 30, 2014, 11:58 PM
UnLucky
Oh yeah, what I just noticed in my last run:
Viblas can target other towers with his bomb(s).
I destroyed the one at Orange since we already lost Green to a bomb.
Yes, he threw two bombs that run.
The final wave timed out and we just barely killed Vibras.
With WB
Mar 31, 2014, 12:04 AM
TaigaUC
Biblas throwing two bombs?
Seriously? That must be rare as hell.
My experience today:
Intentionally joined a late block. But, it's that time of the day, so...
Block was filled with EN people spamming and trying to turn the block into b20.
Not a good sign. Fortunately, we didn't end up with those groups (praise the Sun).
Instead, we got into a group of half EN, half JP players.
Including my friend and I, we had 3 Rangers, 3 Forces, 4 Gunners and only 2 Bravers.
Almost nobody bothered exiting the campship until after wave 1 started.
No Zondeel, as far as I recall. Just Il Grants, Foie, crap like that.
We lost both walls, a tower down south, and the 2 front towers at 5% by wave 3.
No joke. They'd gathered around 2k crystals by wave 4.
Total tower health was around 30% when we quit in wave 5.
I know a group is bad if I consistently pull first in rankings.
Second run, I immediately see a JP Force detonating their own Zondeel repeatedly.
I know they were JP because I checked their ARKS card. Looked like they listed having around 4 level 65 characters.
Even when a pack of enemies pounded on the wall, that Force would cast Zondeel and then detonate it, letting the enemies continue to pound on the wall.
Needless to say, we lost that wall.
Anyway, despite having 11 players, we still ended up with 86.7%.
4 Bravers, 2 Gunners, 1 Hunter, 1 Ranger, 1 Force and a Fighter. Don't know what the last class was.
That group was much, much more effective than the first group.
Third run, we had a bunch of Bravers and I couldn't keep up at all, ie. very strong group.
It was uber cake. Didn't lose any walls.
In the first two runs, someone kept using WB on Zeshirayda's head when he was standing, and legs when he was in shell mode.
Methinks Satellite Cannon has ushered a new age of Rangers who don't know how to WB.
Mar 31, 2014, 12:09 AM
UnLucky
It's actually a really fast kill if you WB his head and then his central body when he turtles up.