[outdated] Caustic Arrow Solo Map MFer (20/300+)
=D
Jul 27, 2011 - Sept 30, 2018.
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" I'm leaning towards this approach myself. But, if someone has a build that can kill twinned core basically no matter one, I don't mind grouping and watching the show from the perspective of a corpse :-). It'll save a bunch of currency. On the other hand, some players are simply stupid; they'll roll whatever on the highest tier maps and then bring that to a group, basically wasting everyone's time. If the party leader isn't good - checking each map for untenable mods - then it's far better usually to just solo everything. Last edited by hankinsohl#1231 on Sep 25, 2016, 1:26:57 AM
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I don't normally tag team for achievements, but don't you NOT get the credit if you're a corpse?
Jul 27, 2011 - Sept 30, 2018.
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" So long as you're in the room you get credit - don't release from the room though until the boss dies. |
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Huh. Something must've changed, or there was a bug, or I messed something up somehow else 'cuz waaaaaaaaaaaay back when with Sacrifice of the Vaal, I got carried for an Atziri kill, died somehow, and didn't get credit for the kill.
Oh well, good to know. Cheers. Jul 27, 2011 - Sept 30, 2018.
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Just rolled this and thought I'd share:
Not pushing my luck in exalting it just yet. |
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" Dew Et! And... grats! |
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The Guardians:
Spoiler
I managed to kill all 4 Guardians now on my triple war totems build. Here's some thoughts/tips on the fights which hopefully you'll find helpful. Guardian of the Chimera: Boss cannot be chilled, frozen, poisoned and is immune to bleed and cannot be knocked back. The fight alternates between you facing the boss solo and then as you take down his health he disappears and groups of adds attack. Each add attack group contains a "mini boss" which does quite a bit of damage including a ranged attack (spits poison or lobs fireballs). The solo encounter with the boss is straight forward. Once the adds appear, take them out quickly or you'll be overwhelmed. Watch out for the mini-bosses. Once the boss reappears he may summon some clouds and hide in them. He does a powerful attack while in his clouds. You need to move quickly through the clouds to find him to stop this attack. Chimera was the 2nd-most difficult encounter with my build which has very low physical mitigation. For this encounter, I dropped my quiver and equipped a shield. Using shield charge to rapidly cover all the clouds and flush out the boss was key for me winning this battle. However, if you have very high movement speed, you might get away with popping a quicksilver flask for this. Guardian of the Hydra: Boss cannot be chilled, frozen or poisoned and cannot be knocked back. The damage dealt is 50% physical and 50% cold. I used a level 20 Purity of Ice to reduce cold damage. This boss wields a bow and does several different ranged attacks. It has a "fork arrow" attack which does 300% of base damage, so avoid this if at all possible. During the encounter, water vortexes appear and move in a straight line across the screen. Avoid these if possible as they deal damage. From time to time the boss will leave the arena and adds will appear. The adds are easy to deal with and provide a source of flask charges. This encounter isn't too difficult - just keeping dodging while doing damage when you can. I'm a notoriously bad dodger and yet managed to kill this boss each time I've faced her. Guardian of the Minotaur: Boss cannot be chilled or frozen, is immune to bleeding and cannot be knocked back. This boss does a mix of physical and lightning damage; his default attack and his sweep do 70% physical and 30% lightning. His burrow and slam do pure physical damage. This boss must be triggered by approaching him to begin the encounter. He'll start off with a burrow attack - he'll disappear underground and a wave of earth appear to mark where he's headed. Move out of the way of this attack since it will do considerable damage, possibly one-shotting you dependent on your total health. The boss' melee attacks don't do too much damage. But if you're ranged, keep your distance. From time to time he'll do a slam attack which does some base damage and then causes rocks to fall. The rocks fall within large yellow circles shown on the ground. Stay out of these circles. As the fight progresses, small stone golems will join the attack. They hit fairly hard so kill them off. As you take down the boss' health, electrified posts will activate. These will cross from one side of the arena to another (the arena is doughnut-shaped; the posts come in pairs, one on the inner wall of the arena, one immediately adjacent on the outer wall, and electricity arcs between the pair, dividing the arena into sections). These electrified posts activate one pair at a time - each time you take off 20% of the boss' health, another pair activates. If you move through the electric arc you'll be slowed and shocked. Do not run through these arcs - instead, teleport, leap slam or flicker through the arcs to avoid the debuffs. The arcs are helpful though - if you lure the boss into an arc, he'll be shocked and take 50% more damage. This encounter gave me huge problems with my build. The boss is fast and he and his adds do a lot of physical damage. I was being one-shot time and again. I beat this encounter by dropping my facebreakers and abyssus and instead using a two-handed mace and devoto's. I also switched conc-effect out for increased area to help deal with the adds. In this setup, my DPS went from 180K times 3 down to 35K times 2. And yet, this gear selection was far better. I was able to out-run the boss (I had maybe 50% additional movement speed - the boss has about 30% or so I'd say), the increased AOE helped my totems handle the adds, and my lightning warp was faster due my increased movement speed and because I was able to link it with faster casting and reduced duration - warping over the electric arcs was very helpful. Long story short - the key to this fight isn't high DPS; it's about avoiding/mitigating the boss' damage. Guardian of the Phoenix: Boss cannot be chilled, frozen or ignited and cannot be knocked back. This boss does a lot of fire damage. Using Purity of Fire will probably help, though this encounter was quite easy for me and I didn't need to use the aura. From time to time this boss will do a firebomb attack which goes off in proximity to him. Keep out of that attack or you'll likely be one-shot. Other than that, the fight was easy for me. Just dodge the whirling fire storms, dodge the attacks made by the phoenix adds but most important of all, do not get hit by the firebomb. Last edited by hankinsohl#1231 on Sep 25, 2016, 7:56:09 AM
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" Just FYI: I decided to join a group last night that was doing twinned core kills. It worked out pretty well. Surprisingly, it's possible to dodge enough of Malachi's attacks, even when grouped, to avoid most of his damage. Our group included an aura bot and 2 blade vortex builds along with some sort of bow user. We were able to kill both bosses 5 times. I died in the upper boss room every time but once (my abyssus helm causes me to take 43% increased physical damage which means I'm one-shot by nearly everything in core) - one time I miraculously survived the entire run. So the group really helped - 10 more boss kills towards the challenge. |
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Forgive me if this has already been asked, but there's a lot of pages to this awesome thread. Is there a consensus on IR or Acrobatics (incl. phase)? It seems we're able to get a helluva lot of evasion, and while I normally go for Acrobatics (it's position usually being the factor), IR seems to be a really tempting choice.
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