Post by argeas on Jul 23, 2014 1:11:16 GMT
Greetings all. Here's a quick breakdown of our Veteran Skullcano:
For this run in order to achieve silver, you will need:
1) complete the run in 45 minutes
2) complete all optionals
For gold, same requirements as silver but also no deaths and complete all challenges.
completing all optionals but not making the time limit gets you bronze.
** A NOTE: Currently this dungeon does have its bugs, and it will frustrate the hell out of you. Not so much that its incredibly hard in anyone aspects, but that its just incredibly unforgiving even with its harshness to bugs: check out this vid here to see what we mean:
And that's just Mordechai, but getting ahead of ourselves.
There are a lot of optional paths in this dungeon, but some above others are much easier. The discrepancy is greatly apparent here unlike the previous two dungeons in terms of path luck. To start with if you don't get the optional to free the lopp, you can essentially kill Stew Shaman and run right up to Thunderfoot as you can see us doing here @ 1:30.
Stew Shaman is pretty straight forward: Interrupt rotation is key. We tried for a time only interrupting abilities that would give him moments of opportunity (MoOs). In theory this is good, but in practice this is bad. You want to interrupt him for all cast even those that don't give MoO like "Into the Stew Pot" and just burn him through phases as quickly as possible. If "Molten Rain" does go out it will give a nasty dot if you're hit by it, so remember this in case of interrupt fail.
@ 3:55 we engage Thunderfoot. If you don't have to free lopp as said above, you can just kill one or two mobs of moodies and run the rest of the way here for time purposes. Thunderfoot is very straight forward. There are four mushrooms in the room if he hits them he will get MoO'd. You want this, especially to reset his "Enraging Fury". Drag him from mushroom to mushroom and burn quickly during MoO. All his attacking except for the swipes you see going on DoctorWily do ambient AoE damage if you do not jump. So "Pulverize" the jump, and "Thudnerpound" The slam he does on the tank, require a jump from everyone in the party even if you are not in the telegraph, because if you are on the ground you will take a good amount of ambient radiative damage. Tanks will need to retreat out of "Thunderpound" quickly and then jump, sprint if you friend, especially side sprinting while jumping.
@6:50 We start the Lava filed chasm gauntlet. This is arguably much much easier than the lopp chief tunnel, which is essentially the same thing with several burn phases on mobs more telegraphs, much more than the gauntlet, and ambient increasing heat damage which ultimately means aiding the lopp chief so you don't die. The tunnel itself is also roughly 3~4 minutes which is about a minute or two faster than the lopp chief tunnel; barring no wipes on either.
@9:23 we are in Redmoon Marauder territory. You need to MoO like crazy here on all the mobs. They do a ridiculous amount of spiky at times, sometimes even bugging out to snipe you later from an undisclosed location, talk to Titanos about that, he has stories. If you get lucky here, you won't have to kill 40 Marauders. If you get this you are gold and skip a lot of what we had to do here. Jailors has been up before with out 40 Marauders Optional, if that's the case hang a left along the wall kill all jailors there and by the time you get to Octog, you will have all your jailors. We had a lot of close calls with additional pulls here, but with some expert medic heals & proper use of MoO and staying calm it was manageable. Cannot stress how important it is to MoO. If you do get 40 Marauders, with Jailors all you need to do is kill at min 29 Marauders before the tunnel and 11 Marauders are in the tunnel, you can only really skip the first two Marauders in the tunnel arguably, so 31 before tunnel will get you that. Here we had both Jailors and 40 Marauders.
@17:23 We pull Octog, he has all the squid faces. They tend to fixate on one player in the first phase and then for the rest of that fight whenever they are out, they will go after this player. If you get Inked in the kite phase, go to the outter part of the arena and kite, if you sprint you can avoid a lot of damage. You may also get blinded. The squids can be slowed and should be killed where able, just make sure everyone stays away from them especially when they get big or BOOM! *sad Chua*. Additionally whenever the monkey is summoned burn him down quick, he does a lot of unnecessary damage, can stun and if let unchecked will go air-born and put telegraphs everywhere. Whenever Octog gets ready to use "HookShot" he is uninterruptable, but can be, and should be, MoO'd immediately thereafter, also any player pulled in by this ability should dash out quick. "HookShot" fixates on one character, they should move out of the party and preferably in line with a mine. If Octog pulls in a mine with "HookShot" he is immediately MoO'd, and so is his monkey partner if he is there.
@22:00 we're in the home stretch you may get another optional here. If you're lucky you won't. Killing Quartermaster Gruh always seems to be an optional however. For Gruh, you will get slowed by "Kneecap". If you're hit that means you will have a lot of side stepping to do because he's going to target you with snipes and you will be slowed so be ready, there are three. None of these abilities are interruptable save "Fatal Shot" which he does after he knocks back and disarms everyone. If you got IA, be happy as that means you can sit there and interrupt the "Fatal Shot" and save the day. If not, *sad Chua*. MoO often and the fights are not that bad outside of a few combinations like wrestler/sniper which can be deadly. *Note: Wrestles have no interrupt armor, keeping them locked down is for the best. We had a death or two here and still made time so as long as you are at this point with about 20 minutes to spare, the goal is still possible.
@37:30 we pull Mordechai. We'll let this fight speak for itself. Note: Mordechai only has to interrupt armor, and he will get MoO'd on his own if starring at the the teraformer when it overloads. "BigBang" needs to and should be interrupted as well, in addition to "Nova" at the final stage. With 3 minutes to spare we have our kill.
For this run in order to achieve silver, you will need:
1) complete the run in 45 minutes
2) complete all optionals
For gold, same requirements as silver but also no deaths and complete all challenges.
completing all optionals but not making the time limit gets you bronze.
** A NOTE: Currently this dungeon does have its bugs, and it will frustrate the hell out of you. Not so much that its incredibly hard in anyone aspects, but that its just incredibly unforgiving even with its harshness to bugs: check out this vid here to see what we mean:
And that's just Mordechai, but getting ahead of ourselves.
There are a lot of optional paths in this dungeon, but some above others are much easier. The discrepancy is greatly apparent here unlike the previous two dungeons in terms of path luck. To start with if you don't get the optional to free the lopp, you can essentially kill Stew Shaman and run right up to Thunderfoot as you can see us doing here @ 1:30.
Stew Shaman is pretty straight forward: Interrupt rotation is key. We tried for a time only interrupting abilities that would give him moments of opportunity (MoOs). In theory this is good, but in practice this is bad. You want to interrupt him for all cast even those that don't give MoO like "Into the Stew Pot" and just burn him through phases as quickly as possible. If "Molten Rain" does go out it will give a nasty dot if you're hit by it, so remember this in case of interrupt fail.
@ 3:55 we engage Thunderfoot. If you don't have to free lopp as said above, you can just kill one or two mobs of moodies and run the rest of the way here for time purposes. Thunderfoot is very straight forward. There are four mushrooms in the room if he hits them he will get MoO'd. You want this, especially to reset his "Enraging Fury". Drag him from mushroom to mushroom and burn quickly during MoO. All his attacking except for the swipes you see going on DoctorWily do ambient AoE damage if you do not jump. So "Pulverize" the jump, and "Thudnerpound" The slam he does on the tank, require a jump from everyone in the party even if you are not in the telegraph, because if you are on the ground you will take a good amount of ambient radiative damage. Tanks will need to retreat out of "Thunderpound" quickly and then jump, sprint if you friend, especially side sprinting while jumping.
@6:50 We start the Lava filed chasm gauntlet. This is arguably much much easier than the lopp chief tunnel, which is essentially the same thing with several burn phases on mobs more telegraphs, much more than the gauntlet, and ambient increasing heat damage which ultimately means aiding the lopp chief so you don't die. The tunnel itself is also roughly 3~4 minutes which is about a minute or two faster than the lopp chief tunnel; barring no wipes on either.
@9:23 we are in Redmoon Marauder territory. You need to MoO like crazy here on all the mobs. They do a ridiculous amount of spiky at times, sometimes even bugging out to snipe you later from an undisclosed location, talk to Titanos about that, he has stories. If you get lucky here, you won't have to kill 40 Marauders. If you get this you are gold and skip a lot of what we had to do here. Jailors has been up before with out 40 Marauders Optional, if that's the case hang a left along the wall kill all jailors there and by the time you get to Octog, you will have all your jailors. We had a lot of close calls with additional pulls here, but with some expert medic heals & proper use of MoO and staying calm it was manageable. Cannot stress how important it is to MoO. If you do get 40 Marauders, with Jailors all you need to do is kill at min 29 Marauders before the tunnel and 11 Marauders are in the tunnel, you can only really skip the first two Marauders in the tunnel arguably, so 31 before tunnel will get you that. Here we had both Jailors and 40 Marauders.
@17:23 We pull Octog, he has all the squid faces. They tend to fixate on one player in the first phase and then for the rest of that fight whenever they are out, they will go after this player. If you get Inked in the kite phase, go to the outter part of the arena and kite, if you sprint you can avoid a lot of damage. You may also get blinded. The squids can be slowed and should be killed where able, just make sure everyone stays away from them especially when they get big or BOOM! *sad Chua*. Additionally whenever the monkey is summoned burn him down quick, he does a lot of unnecessary damage, can stun and if let unchecked will go air-born and put telegraphs everywhere. Whenever Octog gets ready to use "HookShot" he is uninterruptable, but can be, and should be, MoO'd immediately thereafter, also any player pulled in by this ability should dash out quick. "HookShot" fixates on one character, they should move out of the party and preferably in line with a mine. If Octog pulls in a mine with "HookShot" he is immediately MoO'd, and so is his monkey partner if he is there.
@22:00 we're in the home stretch you may get another optional here. If you're lucky you won't. Killing Quartermaster Gruh always seems to be an optional however. For Gruh, you will get slowed by "Kneecap". If you're hit that means you will have a lot of side stepping to do because he's going to target you with snipes and you will be slowed so be ready, there are three. None of these abilities are interruptable save "Fatal Shot" which he does after he knocks back and disarms everyone. If you got IA, be happy as that means you can sit there and interrupt the "Fatal Shot" and save the day. If not, *sad Chua*. MoO often and the fights are not that bad outside of a few combinations like wrestler/sniper which can be deadly. *Note: Wrestles have no interrupt armor, keeping them locked down is for the best. We had a death or two here and still made time so as long as you are at this point with about 20 minutes to spare, the goal is still possible.
@37:30 we pull Mordechai. We'll let this fight speak for itself. Note: Mordechai only has to interrupt armor, and he will get MoO'd on his own if starring at the the teraformer when it overloads. "BigBang" needs to and should be interrupted as well, in addition to "Nova" at the final stage. With 3 minutes to spare we have our kill.