Taking Abyss to F100 Farming Ancient Arena

Maze: Ancient Arena

Purpose: To finish the Honor Quests “Reach Floor 100 with Abyss Roar” and “Fill in Holy Rune Master.” Oh, also, farm the hell out of the Ancient Arena’s audience members.

Main Gumball: Shadow Assassin — We’re going to F100, so I’m pulling out all the cheese stops on this one.

Soul Link 1: Vampire — ALL the cheese stops. With Death Ripples killing most of the foes and Life Drain sucking HP back from the few we do have to attack, we’re going to waltz through the floor mobs all the way down.

Soul Link 2: Mutant no. 5 — So, we need something we can do against the boss, too. Timestill On a Stick sounds like a great idea, and it’ll let us heal up by punching floor-mob faces without counterattacks on the lower floors, too.

Melee Title: Dark Arbiter — Obviously. 40% Death Ripple from Shadow Assassin, 20% Death Ripple from Assassin’s Mask, and 40% Death Ripple from Dark Arbiter means literally every facepunch comes with a Death Ripple. Every. Single. One. That’s bork as furk.

Magic Title: Dark Priest — Because double damage and extra Death Ripple effect is what this build is all about.

Venture Title: Holy Rune Master — Because double damage and extra Implosion effect is a good way to hurt bosses, but Implosions don’t come often enough, so we’ll make our own.

Artifact: Gloves of Dark Arbiter — Because the artifact’s stars give you a second 50% chance to do double damage with Death Ripple (at 2 stars, which is all I have right now). I never actually bothered to sit down and determine whether the two chances stacked (i.e. my Ripples were always doing double damage), or they were independent (and doing quadruple damage 25% of the time and double damage 50% of the time).

Potion: Mixture of Light and Dark — I’ll never understand why Abyssal Rum gives +20% to Fire and Dark and then no other stats, where Mixture of Light and Dark gives you +20% to Light and Dark…and then also +2 Power and +30 MP. Is Light that much weaker than Fire?

Other Gear: I have to admit, I got lucky with gear on this run. By the end, I was wearing almost entirely six-star gear: Istantine, Melee Master’s Gloves, Consul’s Armor, Starmoon Pendant…but the thing that really made it shine was landing the Great Druid’s Cloak from the F60 boss. Without that, I probably would have died somewhere near F85. With it, I cleared those last 15 floors nicely.  My only two low-end bits of gear were Nether Boots — which don’t count, I disenchanted four or five higher-star boots because I wanted that +25% to Death Ripple — and a Ceremony Ring. Yeah, I literally never found a ring except that and about seven Rune Rings.

The Run Down: I ran straight up to Dark Arbiter and maxed out the +Ripple Chance star before I touched any other class. Then it was up to Dark Priest (through Conjurer to keep MP up) and all three +Death Ripple Effect stars in that and then the same from Dark Arbiter. Then I took the two Artifact Stars for Arbiter, then went and backfilled all the lower Magic titles and all the lower Melee titles in that order.

Then it was a straight shot to Holy Rune Master, and maxxed out the damn thing entirely for the XP. Next was a backfill of all the Venture Titles, then my one PoE from F79 to F55. Then I got the rest of Dark Arbiter filled in, and finished off Dark Priest by F83.

I purchased every single Shaman’s Ear I could find, and used them liberally during Arena fights to kill the audience — down to about F65; after that, it was easy to kill the audience by punching the enemy a bunch. For most battles afterward, I actually went ahead and took my Gloves of Dark Arbiter off to lower my Attack so that I could get more Death Ripples off before the enemy died. Got all of 2 gems from killing the audience, but I did manage to pull off the whole Panda-wine Oriental-shrine thing, so that more than made up for it. 🙂

The basic floor strategy was drop-dead simple: reveal as many enemies as possible, punch the one with the lowest Attack, repeat. Arena doesn’t have a lot of complex baddies, so it didn’t need to be anything but that.

The boss strategy was almost as simple: Electrostatic Field, Disrupting Ray, punch face until dead…until F60. Then it became Field, Aurora Barrier, Disrupting Ray, punch face until dead…until F80. Then it was Electrostatic Field, Aurora Barrier, Disrupting Ray, Implosion until dead (s/l once when I really needed the Dark Priest’s crit to go off and it didn’t.) The F90 boss took a Shaman’s Ear before each Implosion and three Holy Rebirths, and of course I didn’t even try to fight the F100 boss. XP accomplished, run over, done deal. 🙂

 

 

 

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City of Steam Boss Prize w/ Death Knight

Maze: City of Steam

Purpose: Kill the level 90 boss for the boss prize, and get whatever DP we can along the way.

Main Gumball: Death Knight — Usually a “bad” Gumball, because the transformation DK causes (normal mob into a Skeleton with no features except Atk and HP) also happens to undo debuffs, which sucks once you get to floor 76-ish where you need to start tossing Curses and Blinds on stuff before you punch it in the face, just to save HP. But with this build, we’re counting on killing most of the mobs without punching. The purpose of Death Knight here is to cancel the annoying Damage Reflection robot and the cooperative-buffing of the Steam Mecha trio.  Honestly, if I were doing this run again, I’d probably take Red Dragon or Predator in it’s place.

Soul Link 1: Shadow Assassin — The engine of the build. With Shadow Assassin and Dark Arbiter cooperating, the vast majority of attacks trigger Dark Ripple. This allows us to open up as many enemies as possible, then avoid as much damage as possible by attacking the lowest-Attack mobs and using Death Ripple to kill the rest.

Soul Link 2: Lich King — Lich King is a strangely powerful Gumball. It takes a lot of investment to level his Faith up to 20, but even without any leveling up, the benefits you get from the first 10 levels of Faith are huge. As you level from 10 to 20, you get enormous Power boosts, some extremely useful spells, and a boatload of HP and MP. The capstone, of course, is the insane Key of Destruction, which sets our total Dark Ripple trigger percentage at 95% for near-total win.

Among those ‘extremely useful spells’ are 3x Armageddon. That might not seem huge, but when combined with the literally 24 Dark Ripples you get from taking Conjurer and Dark Master titles, that’s three deep-dungeon floors you can clear in seconds without taking any damage at all — and that matters, because this build’s healing ability is minimal. (Similarly, the 3 Hexes and 2 Timestills are great tools for keeping the Bosses attacks at bay!)

I got to level 20 Faith basically by sacrificing every single 4- and 5-star treasure I got from killing bosses to the Statue. This dungeon gives crap for treasure, so that’s what it took!

Melee Title: Dark Arbiter — I took one star in all of the lead-up Titles before promptly maxing out Dark Arbiter’s Power stars to get the 40% total Death Ripple trigger chance. Then I went back and filled in the rest of Novice Warrior and Warrior. Next, I took all three Attack stars, from Dark Arbiter. I took a break to max out both Fortune Finder and Apprentice Mage, then went back and filled in Shadow Warrior and Magic Warrior in that order. Finally, I maxed out the three HP stars of Dark Arbiter before moving on to the Magic title.

Magic Title: Conjurer -> Dark Master -> Dark Priest — After completing the Melee title, I took one star of Wizard, one star of Conjurer, then maxed out Dark Master. Then I backfilled Wizard and Conjurer, and finally took Dark Priest. Within Dark Priest, I filled in just the Power stars, then moved on to the Venture titles.

Venture Title: Rune Master -> Weapon Master -> Great Swordsmith — The purpose here is the obvious: avoid damage through the 15% chance to cancel counterattacks (and with the Swordsmith’s Runes in the lower floors). I took one star each in Explorationist, Rune Master, Weapon Master, and then the main title of Great Swordsmith. Then I went back and filled in Rune Master because why not, and then started in on the Attack stars of Great Swordsmith to get a few Swordsmith’s Runes.

Artifact: Armor of Light Oracle — I knew that the Maze would give me either a Helmet (Fawke’s Mask) or Gloves (Thorn Fist), and the Necklace, Ring, Cloak, and Boots (the Electric Age set). I also knew the Gumballs would give me an Accessory (Contract of the Dead and eventually Key of Destruction). That left me the Belt and Armor slots, and I chose the Armor slot entirely because I wanted to max out my Defense early, as these mobs don’t joke around.

Potion: Cactus Juice — I chose this entirely because I hate the hell out of those damage reflection mobs that show up like 2-3 per floor for almost the entire dungeon. Even given the Dark Ripple and Contract of the Undead abilities keeping the damage reflection to a minimum, I still am glad I chose this potion.

Other Gear: In terms of the Manual, my general strategy is to get one point in every science as quickly as possible in order to get all of the small side benefits of using the Maze’s consumables (especially the Clockwork Spiders!). Then I fill in all of the cheap ones in order of usefulness, saving all of my magazines until every cheap science is full. Then activate all of the magazines to get the most savings out of them.

Floor Strategy: Uncover enemies until you hit a ranged mob or you can’t uncover any more. If using a single Blind at that point will let you uncover 2 more enemies, do it. Then smack the lowest-attack enemy until everything is dead. Heal as necessary. It’s pretty simple.

I only used the Airship for Boss fights until floor 80 — then I cleared floors 81-90 using a combination of the aforementioned Armageddon+Dark Ripple, Airship clears, and careful use of Blades of Ruin (through Charizard first, then normal)/Swordman’s Runes.

I would have used a PoE at floor 79, but I didn’t have one. But I got one on floor 84 and used it immediately for a 29-floor drop-back, which I desperately needed to get up the resources to defeat floors 85-89. Yes, I was that close to dying! 😀

Boss Strategy: Also simple. Call the Airship to defeat the Airship. Cast Electrostatic Field, then Disrupting Ray, then either Icicle (preferably) or Hex (less so). Beat face until the Boss is ready to act again, then either Stoneskin and suck up some damage or Timestill if you won’t survive using Stoneskin. At F80 and F90, consider throwing down an Aurora Barrier after your initial Icicle/Hex. Don’t ever forget that with everything you’ve invested into your Dark Ripple, the only thing comparable to a facepunch is Implosion. Fortunately, the boss is ridiculously simple — no special anythings at all once you clear the first airship part. Just make sure you check your airship’s energy on FX9 and top it off if it’s below 90%.

Final Notes: This run started as an attempt to get to F90, but it was also an attempt to find a legitimate purpose for Death Knight, because you know, he sucks sweaty Bantha nuts. Ultimately, what I ended up doing was getting my Boss Prize, and proving that Shadow Assassin is so damn good that he can compensate for having a crap gumball like Death Knight main. If Death Ripple worked on undead, this would be the team everyone would be using to get Dark Dragon. There is only one logical conclusion:

Dammit, QCPlay! PUT FALLEN ANGEL BACK IN THE GAME!  😀 😀 😀