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Alyssa Goldenblade
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re: A Demonhunter's Guide to the Wastelands

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Table of Contents

[Please click on the outline below to jump to the appropriate chapter.]

Introduction

I. General
A. Order of Business
B. Predator
C. Strong vs. Weak
D. Mouse Tactics
E. Minimum Recommended Gear
F. Combat Mechanics


II. Wrath Territory
A. Wrath Not Taken
B. Fields of Wrath
C. Wrath Reduced
D. Wrath Within
E. Ruined Cathedral

III. Lust Territory
A. In Jacob We Lust
B. Lust Imp Ire
C. Lust or Combust
D. Seduced by Lust
E. Tunnel of Lust

IV. Envy Territory
A. Envy, Envy Everywhere
B. Envy to Die For
C. Envy to Share
D. My Envy is Your Envy
E. Nightmare at Knightsdome

V. Taking Pride
A. General
B. The Battlefield
C. Solo / Duo


VI. Credits


Last edited by Team Goldenblade on Sun Apr 06, 2014 12:03 pm; edited 2 times in total
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re: A Demonhunter's Guide to the Wastelands

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Introduction

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During her extended tenure in the Amalur Universe, Alyssa Goldenblade earned top honors amongst the Warsworn faction for taking down many of the top Niskaru Tyrants, a deadly race of demons considered to be the most dangerous beings in the realm. Her name is etched into the history of the land for destroying Balor during a major turning point in the Battle of Mel Senshir that eventually turned the tides of the Crystal Wars. She now brings her knowledge and experience to the demon infested Gotham Wastelands!

[Note: This guide is a work in progress and I will be updating each post as I get new data. Currently it is very hero-centric as I've played this content multiple times on 2 toons. Additionally, I've been paired with every role for the duos with myself as tank or DPS. On the villain side, I only started doing these and haven’t gotten through Knightsdome yet. I'm still adjusting some numbers there as well]


Last edited by Team Goldenblade on Sun Mar 30, 2014 5:44 pm; edited 2 times in total
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re: A Demonhunter's Guide to the Wastelands

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I. General

A. Order of Business
Many players have a certain fixed order that they follow whether it be clockwise, counterclockwise, shortest distance, etc. If you're at the lower end of the tier, I recommend looking at your journal after picking up the 3 missions and do them in order of difficulty for that day. This will of course vary from player to player, but the logic behind is that you'll be using the 2 easier ones to build supercharge for the hardest one. As you know, the SC will help with weapon knockdowns as well as activate your "Hail Mary" loadout! There isn't a big distance differential between the 3 when you take into account the teleporter locations anyway.

B. Predator
This refers to the stealth portion of games like Batman: Arkham Asylum or Batman: Arkham City. Study the area and look for weak points in the battlefield so you can devise a plan of attack. Don't rush into the first node you see. Each quest area has about 3-4 different configurations. This is determined randomly when the first player in the phase enters. Some areas have nodes from multiple quests very close to each other. Plan to hit the nodes that are the most isolated. Pay attention to the red dots in your minimap. All three Wasteland areas have imps roaming around, so be aware of them even though your daily may not may not involve them. They're weak on their own, but can burn you down from afar if they get aggro'd while you're hitting your node. They will also interrupt your interaction and cause you to lose the node in many cases.

C. Strong vs. Weak
Know the difference between the strong and weak enemies. With the demons, it's pretty obvious because they'll be named "greater" or "lesser." For the cultists, the strong ones are Vexing (wrath), Lecherous (lust) and Covetous (envy). All others are weak. After GU32, all of the weak enemies were significantly scaled down in that their vulnerability mechanics were taken away. While you can pretty much spam attack on these now, it's best to use the opportunity to get used to the tells and practice your counter moves. In many daily quests, you'll face nodes with 2 weak enemies & 1 strong one. The best method to tackle the node is to take out the weak ones first. Remember... an enemy with 1 health does the same damage as an enemy with full. If you go for the strong one first, the other 2 will be hitting you the entire time. The basic strategy is to combo the one with the lowest health... do an AOE knockback to push the rest away... and keep following this pattern until they go down one by one. There are exceptions, which I will cover in the individual quest chapters.

D. Mouse Tactics (No… not the input device!)
How does a mouse survive all of its predators? It stays along the perimeter of each room. So as much as possible, hit nodes along the perimeter and don't venture into the middle of the battlefield. You have a higher chance of getting mobbed in the middle. When you initiate attacks along the perimeter, face the border and lunge out. Don't lunge in while you're facing the battlefield.

E. Minimum Recommended Gear
Pretty much any combination that gives you CR84 is just fine, but I recommend getting a full set of 81-83 armor (these are the greens from the anomalies). The weapon is the most important item because you'll want to burn down your quest mobs quickly... before the chance of another mob getting mixed in. This should also be a minimum of level 81 from the anomalies. This guide will be written as if your gear is 81-83. It wouldn't be a very good guide if I wrote it from the point of view of having CR98! These missions are doable at early T5 and they are intended to be solo. For those of you that were assisted by Aleena on the dailies, this may come as a surprise… she's very far from T5 (CR67, 113 dps weapon)! She just attacks carefully and wins all of the counters [NOTE: this was before the zone was CR locked].

F. Combat Mechanics
T5 is more about getting used to the combat mechanics. If you're careful, you won't be facing any mobs of more than 3 adds (even in the duos for the most part). In that sense, the AI (artificial intelligence) of T5 is more predictable than T4 or any lower tier for that matter. T5 is only hard because of the pure damage numbers. The 2 iconic anomalies will prepare you well for any Wastelands content. The only thing I can say about the mechanics is practice. If you master the 2 anomalies, you'll have no problem in the Wastelands and you may even be able to do the duo walk-ins by yourself. Basic tips:
- Familiarize yourself with the feints
- Anticipate the opponent's block. Get on a sparring target and practice combo'ing into a block break instead of finisher. This will sort of be your "feint."
- Don't commit to a finisher unless your opponent is down.
- Have a break out ready in case you mess up a counter.
- Practice using all weapon sets and you'll get better at defending against them.
- Pull your punches. For efficiency, you'll want to end your combo when the enemy goes down to avoid combo'ing into another mob.


Last edited by Team Goldenblade on Wed May 25, 2016 11:58 am; edited 2 times in total
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re: A Demonhunter's Guide to the Wastelands

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II. Wrath Territory

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re: A Demonhunter's Guide to the Wastelands

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A. Wrath Not Taken
This is one of the easier Wasteland missions because the mobs have fairly fixed spawn points. It doesn't seem to have multiple configurations like the other quests. As you're doing this one, there will also be exploding plants across the battlefield. Go ahead and activate those as they are part of a feat. You're also clearing the area so that you don't combo into the plants during melee. You should conveniently pick up 10-20 plants to work towards that 333 feat. This is one of those feats that's not worth forcing because it will come naturally with your 25% chance/day of rolling this quest.

1. Imps - You have to kill 4 imps and then take their wrath energy back to the quest giver. They are pretty spread out and a good distance from the other adds, but if it takes you more than 2 combos to kill the imps, be aware of your direction of attack. Don't combo the imp into the demons & cultists. Once you kill the imp, a ball of wrath energy will appear a second later along with a lesser wrath demon (sometimes delayed). The wrath demon has about a 50% chance of noticing you if you pick up the ball and run/fly right away. If he notices you, just put down the ball and take him out. If not, then move along. He will eventually despawn. If you notice that you're in battle mode while carrying the ball back, it means the lesser demon is still following you. Hold block if he comes into view. More often than not, his first attack will be a lunge. Knock him down and unload a couple of combos.

2. Oppressors - The next part is to take down 3 oppressor demons. These guys are really just renamed lesser wrath demons. They have the same attacks and just about the same health. Each node has a cultist and some will also have a crazed citizen. When you go into the mob, I recommend attacking the cultist first, especially if it's the Acrimonious one. They're faster than the demon and the Acrimonious Cultist has a higher chance of blocking (you're not vulnerable to knockdown, but he will mitigate your damage if he blocks) than the raging cultist.

3. Outrage Demon - The boss is not much different than the other wrath demon adds, but combat mechanics are on for him. He will usually throw a 4-hit combo ending with a tail whip or a 2-hit ending with a backhand. Both finishers are vulnerable to block. Getting the timing right takes practice because the demons don't follow any of the player weapon styles. They have kind of a slow brawling. There's nothing special about this boss. He's just another demon with extra health and extra damage. The red & black smoke around him can obscure his moves, but this disappears if you destroy the device next to him first. When you start this fight, attack the device first and use an AoE knock back when he gets close.


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re: A Demonhunter's Guide to the Wastelands

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B. Fields of Wrath
This is the fastest wrath mission, which means it either gives you the best MoR/min rate or you get killed really fast! It's 3 easy mobs and then you're in the ring already.

1. Sentinels/Cultists - Be sure to have your quest selected because the villain red zone differs from the hero one. If you're a hero and you do a villain node, you don't get credit. Each node will have a Sentinel of Magic (Blood Cultist on villain side) & another add (demon, wrath cultist or crazed citizen). It's best to take the other add first because the sentinel is the one that will have a timer for you to interact with. While it's a generous timer, it can get close if the other add is a Vexing Cultist or greater demon. You have to save 3 sentinels for this part of the quest.

2. Contenders - Off to the ring! After the first part, the red zone will change to highlight 2 ring areas. Pick the ring with the least red dots around it. In case the fight spills out of the ring, you don't want to pull more adds in. Once you enter the ring, you'll fight 6-8 crazed citizens. They'll come at you 2 at a time and they'll go down pretty quickly.

3. Arena Champion - There's a delay before the champion appears, so you'll likely be at full health for the start of the fight. Once he appears, he's going to do a series of taunts. You get to throw in 2-3 combos for free. So use your most powerful attacks to start. He will almost always throw a melee combo after taunting. Just block this and combo him again when he gets knocked down. His moves are just the same as any other demon in the area. The power attack that gets most players is the inferno. Stand in it long enough and the fight will be over in seconds, but there are a number of visual signals to tell this is coming. He's going to pause for a long time, then he'll teleport about 90 degrees to the left or right and he'll be flashing. When you see this, get ready to roll out. Once you’re clear, use your ranged attacks. He has a 33% chance of going into a block. Throw multiple block breakers in this case. If he uses his ranged attack, go ahead and trade shots with him, but don't lunge back into the inferno. He may also lunge you after you roll out. You usually won't have time to counter that, but it's better to take that hit and get him out of the inferno.

Various demos:
- Shadowdragon using MA
- Tiamat using 1H
- Shadowdragon using 2H

Note that the videos demonstrate this fight in support stance with damage penalty purely to stretch the fight and expose attack patterns. When you do this, DPS stance is best. You'll want to burn him down as quickly as possible. As long as you follow the pattern described above and in the videos, you won't be taking heavy damage as a DPS. Stop, drop & roll when there's a fire!


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re: A Demonhunter's Guide to the Wastelands

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C. Wrath Reduced
I think this mission gives the best training for general Wrath Territory fights because it has a total of 7 nodes that each contain a wrath demon, a Raging Cultist and an Acrimonius Cultist.

1. Calm Citizens - There are 4 nodes to hit for this segment. It's best to hit the first 3 on the mountainside and the last one closest to the ocean. The last one is near the second segment, so clearing that one reduced the chance of pulling in adds by mistake for the second segment. For each of these nodes, lunge the Acrimonious Cultist first. Use an AoE if the others get close, but keep comboing him until he goes down. Then go for either the demon or Raging Cultists next... whichever has less health after the AoE knockbacks.

2. Cages - There are 3 nodes with the same adds as the first segment. Note that there's a node that closest to the ramp that may spawn late. Make sure you don't step into this spot while doing one next to it. Taking 6 adds is much harder than taking 3! For the villains, the last node you take out should be the one closest to the boss so that one doesn't respawn for the final fight. Use the same general strategy as part 1 and then free the sentinel in the cage. While you’re fighting the 3 adds, you can also use the cage to your advantage, moving around it so it shields you. 50% of the time, the guy you free will go nuts and you'll have to take him out. On the villain side, sometimes a demon or cultist will spawn. So this quest is slightly harder for the villains.

3. Keymaster - The boss has 3 general spawn areas. One is far away from everything. One is between the 2 arenas and another will be next to one of the nodes from the 2nd segment. Attack direction is important because you don't want others adds joining in. So start with a lunge attack opposite the majority of the red dots. Other than that, the Keymaster follows the same combat style as other wrath demons. He just has an encasement attack that you can easily break out of. And of course, mechanics are turned on.
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D. Wrath Within
This is one of those missions that can be very easy if apply the right strategy or you can go down fast if you get mobbed. The tricky part about this zone is the Overseers. They aggro very, very easily... pretty much once you see their name show up, they notice you.

1. Sentinels/Cultists - Although this segment is easy on it's own, keep your eye out for where the Overseers spawn. Typically the 3 nodes closest to where you pick up the quest are the safest. If there's an Overseer near one of them, what you want to do is tap your ranged attack once to hit the cultist. This has a 50% chance to bait him to lunge you. If he doesn't bite, then block or move behind an obstacle. It's safer to get him to come to you than to deal with an Overseer. Because the sentinel (Blood Cultist) needs to be interacted with, it's best practice to take the wrath cultist first. Also, if you take out Overseers in this step, you have to wait for them to respawn for the next part.

2. Overseers - For this part, you'll be disguised an Overseer and have to take out 3 other Overseers. It'll feel awkward at first because you only have 2 loadouts and no heals. Loadout #1 is a melee range stomp. Loadout #2 is a conal mist. Your weapon set is brawling and all finishers can be clipped with either loadout. First off, you want to hit the Overseers along the edges of the red zone. The middle of the battlefield is extremely dangerous. There's a pot with 3 imps around it. Near those guys will usually be 1 or 2 Overseers, 1-2 nodes from the first segment and sometimes even the boss. So don't go there no matter what. It's dangerous even when you're not solo. For heroes, follow the general path shown in the video. For villains, just go in the opposite direction, but hit the same Overseers. Generally, I'll attempt to bait the Overseer to lunge and then I try to get around him so that I'm attacking away from the center of the battlefield. Loadout #2 is very conal and has longer range than it looks. If you aim at the battlefield, you risk aggro'ing a lot of adds.

3. Lord of Fury - There's nothing special to the boss himself. He fights with a dual wield weapon set and will occasionally summon a sacrificial cultist that explodes on contact. The key to this fight is again, to hit away from the battlefield. The spawn point closest to the mountainside is the safest. Sometimes he spawns close to the center of the red zone. If this happens, you can try kiting him away from the center. Also be mindful of where the overseers are. You don't want to fight the boss with a bunch of those getting mixed in!

Click here for demo


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E. Ruined Cathedral
Recommended CR: 84 (duo); 91 (solo)

If you're doing the duos for the first time, this is your intro to the series. It's by far the easiest and shortest one. If there was a ratio of difficulty/tier, this would be like a T1. It's an easy duo or a tough, but doable solo. This is mainly due to that fact that you won't face mobs of more than 4. All enemies are vulnerable to your counters. Since GU32, you ARE NOT vulnerable to the lesser enemy counters.

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1. Fearsome Five or Titan - The first hallway looks intimidating because it opens with 3 wrath demons. They just look scary, but as you know from the dailies, they are slow to attack and predictable. Pretty much all mobs in this dungeon can be taken out with the technique of AoE -> combo the lowest health and repeat. Even though you're not vulnerable to their counters, the fights will be faster if you apply the mechanics as opposed to spamming the attack button. So you'll face the 3 demons and then 2-3 cultists before the first boss.

The boss will be a random member of the Fearsome Five (Psimon, Mammoth or Gentleman Ghost) or Titans (Wonder Girl, Beast Boy, Constantine) if you're a villain. This is really an extended game of block-bb-lunge, especially if you're solo. Win most of the counters and you win the fight. Mammoth is a brawler with earth power. Ghost is 1H and has some ice attacks, including Reflect. Psimon is a brawler, but uses more mental attacks and has a stun. If you enter this fight as a duo, a good setup is to have one player melee and the other range. When you enter the room, there will be a health crystal to the right. The player that's attacking from ranged should grab this when needed. If you're solo, roll over to it while your pet or sidekick is distracting the boss.

On the villain side, you'll face either Wonder Girl, Beast Boy or Constantine. Constantine will shield himself for most of the fight and summon a huge golem to do the dirty work. The golem is a heavy damaging brawler. If you defeat him, you win the fight... no need to take out Constantine himself. Wonder Girl is a brawler with lasso attacks, including an electric AoE. If you're in the middle of this, just block through it. I only fought Beast Boy twice and didn't get to see much other than martial arts combos. He went down fast both times and is the easiest of the three.

2. Incinerator - After defeating the Fearsome Five member, you'll have to face 2 mobs of wrath cultists to unlock the magical door. These mobs are randomly 2-3. Use the same AoE technique as before. Then you're going to walk into an incinerator room where you'll face 3 waves of 4 cultists. This is probably the toughest room in the instance if you face them head on. However, if you can get them to chase you to the room before, you'll come out of combat mode after each wave and have full health for the next. Sometimes, if you're lucky, not all 4 will follow you back at once. If you fight them in the incinerator room, you may not come out of battle mode when the next mob spawns. This is generally OK if there are 2 of you, but very hard when you’re solo.

3. Middle Boss - After the incinerator, there will be a couple of points where you face a pair of cultists... a weak one (Acrimonious) paired with Vexing. Take out Acrimonious first as Vexing has much higher health... double the health of the same guy in the dailies. You'll come across 3 controls to interact with. These determine which mid-boss you'll face. From left to right, it's Mistress of Crows, Smoldering Wrath & Keeper of the Dead. Eventually, you'll need all 3 for a feat and investigation. Each boss room will have a health crystal. Pop that for your first heal because it has a good chance of respawning. Mistress of Crows is a brawler, but also has a DoT attack with her crow swarm. Smoldering Wrath is a combination of Arena Champion & Outrage Demon. He has an inferno, but it's not quite a one-shotter. There's room for error, but you need to roll out still. Keeper of the Dead uses a 2-handed weapon, summons adds and lays out AoE carpets. All 3 rooms have health crystals. Keep your eye out for it and be ready to lunge it if your health falls below 50%.

4. Jared - This fight has a lot going on. Jared is a brawler with a strong eye beam that stuns. He can also summon adds and activates 4 pots in the room. While this fight is mostly a block-bb-lunge contest, it's very important to pay attention to your health bar. There will be a lot of background attacks from the elemental pots and his AoE. These can drain your health very quickly if your mind is focused on the counter mechanics. Be aware of the health crystal location (to the right when you first enter). Jared also pops an AoE that looks like a large red rage pool. Roll out as soon as you see this or you'll be knocked out very quickly. If you're doing this as a solo around CR91, I recommend support stance because you can get hit hard in all directions. Any defensive buffs will help you outlast Jared.

5. Jack - In all of the duos, you get a breather with the bonus boss. The bonus is actually scaled for a single player as far as damage in and damage out. Jack fights with handblasters and will occasionally bounce you back with an ice barrier. Some key items in the room are the health crystal to Jack's right when you enter and a device along the edge of the room. The device counters Jack's ice shield, so look for the icon when he activates the shield. It will appear a few seconds after. As a duo, it works well once again when one player is using a ranged attack along the edge of the room and the other is melee countering.


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re: A Demonhunter's Guide to the Wastelands

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III. Lust Territory

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A. In Jacob We Lust
This is a fairly easy mission as long as you hit the most isolated nodes and don't get nodes from other missions mixed in.

1. Statues - These nodes are safe to walk up to. Aggro is initiated a few seconds after you hit the statue. You can get in a partial combo before the citizens attack. Shortly after they attack, 2 cultists will spawn. There are 2 basic configurations of cultists. Half of the time you'll get a strong one and a weak one. Otherwise it will be 2 weak ones. As you approach the statue, take advantage of the first few seconds by lunging and getting a few regular attacks in. Then immediately clip into an AoE power right when the citizens attack. Finish off the adds in this order: citizens, weak cultist, strong cultist. Then destroy the statue. There is a bug with this segment that you should be aware of. When you're close to the statue, targeting will often stick to it. You may have to step to the side or back slightly to target one of the adds. There is also a feat here for destroying the statues without killing the citizens. For that, you’ll need to spam your single target attacks and have a shield or self heal ready. You have to do 3 statues like that, but it doesn’t have to be all in one session.

2. Taskmasters - Taskmasters are the 3 lust cultists types with a different name, so you have to know what each one looks like. If you see a taller one with a wand, that's the tougher Lecherous Cultist. Each node will start with one cultist, one lesser demon and 1-2 citizens. Kill order should be citizens, lesser demon OR weak cultists, strong cultist. Once you wipe those out, DON'T move on yet. One more cultist for that node will spawn. If you move, that delayed spawn cultist may chase you to the next node and you'll be fighting more adds than you need to. You need to kill 5 total and each node has 2. So when you get to the 3rd node, you only need to kill 1 more. If you finish the first one quickly, you can leave the area without the 2nd one noticing you. If you take too long, then you'll have to make an extra kill.

3. Graven Succubus - Generally, this boss spawns in a safe spot that's clear from adds. If she's too close to the previous nodes, start with a move that will knock her towards the mountain. She fights with HB and is very much the same as a regular Greater Lust Demon. Nothing special.


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B. Lust Imp Ire
This is the only 2-step lust mission, but due to the randomness of the first part, it may or may not be the shortest one.

1. Imps - You have to kill 5 imps. Done carefully, this is straightforward with no interference. They all walk from a spawn point to a pot and then to a runed portal. The safest spots to attack them are at the portals. The red zone is shared with "In Jacob We Lust" as well as "Seduced by Lust" so note the locations of those nodes. When the imp gets close or touches the portal, start with an attack that will knock him away from the battlefield and towards the edge of the red zone. When you knock out an imp and try to interact, one of 3 things will happen:
- no adds show up and you complete the interaction
- a greater lust demon will spawn next to you
- a lesser lust demon will spawn next to you followed by a minor cultist that runs in from the center of the red zone

It's possible to get all 5 imps without interference, in which case the mission is ridiculously short. On the other hand, it's also possible to get interrupted all 5 times. This is totally random.

2. Drudgemaster - The boss is a greater demon with 1H weapon + he can summon imps. The fight starts as a countering contest. After a few exchanges, he will summon some imps. During the summoning, he's vulnerable to a combo. The imp adds seem to have less health than the ones roaming around.


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C. Lust or Combust
This is the shortest lust mission if you take the average time of "Lust Imp Ire."

1. Citizens - Here, you have to save 5 citizens and the spawning is a bit erratic. Sometimes it's possible to do this with minimal combat because the demons will spawn late or the citizens will wander far enough so that the adds don't notice you. Typically, the nodes will start with either a greater or lesser demon along with 1-3 citizens. So just hit 2 of the most isolated nodes and you're done! When the whole area spawns, most configurations will have a node with 3 citizens + a lesser demon and at least 2 wandering citizens with no demon.

2. Lust Demon Disguise - Though you're diguised for this short segment, you have all of your attacks. You just won't have your fast movement mode. When you're talking to the sentinel (or Blood Cultist) and facing the battlefield, the safest node to hit it the one on the immediate left (right for the villain version). If you don't see one right away, just wait a few seconds. It has a delayed spawn if you're the first player in the zone.

3. Arch Incubus - The boss almost always spawns in an alcove near the villain quest giver and that spot is free of adds. He's a greater demon that fights with a bow. He has a tendency to use his regular melee finisher 2-3 times to start. Just block and combo him when he's down. His BB is the long draw of the bow... easy to see a mile away. Lunge him and then combo.


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D. Seduced by Lust
I consider this one the Lust "intro" mission as you'll fight a combination of demons and cultists... lesser and greater.

1. Free citizens - This is one of the more important ones to let the entire red zone spawn, especially if you're at the early end of T5. There will be 5-6 mobs walking from the spawn points towards the portals in front of the Tunnel of Lust. After they all spawn, the safest one to attack is the one that's farthest behind. This will insure that another mob doesn’t arrive from behind as you're fighting. If the first mob is the 2nd group from the mountainside, you can then target the group closest to the mountain next. If not, then repeat the strategy and grab the one at the back. The mobs have 2 combinations… either a greater demon with weak cultist or lesser demon with strong cultist. There is a slight bug here… the cultist in either group will not take damage until she zaps the citizen. So attack the demon first regardless of configuration. You need to take out 3 mobs in total.

2. Cultists - Each of these 3 nodes will have a strong and a weak cultist. Pick the nodes away from other mobs as this area is shared with "In Jacob We Lust" and "Lust Imp Ire." As usual, attack the weaker cultist first. This is very straightforward and no objects to interact with.

3. Succubus Diabolist - The boss spawns on a plateau in the same zone. She's a greater demon with staff weapon. Additionally, she has an attack that will cause panic. You can counter by breaking out. There's not much else to worry about except standard mechanics. Her first 2 attacks are usually staff combos. She doesn't seem to block break a lot, so that’s one less thing to worry about.


Last edited by Team Goldenblade on Thu May 26, 2016 11:58 am; edited 1 time in total
Alyssa Goldenblade
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re: A Demonhunter's Guide to the Wastelands

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E. Tunnel of Lust
Recommended CR: 84 (duo); 91 (solo)

This is a little tougher than Ruined Cathedral because some mobs you face will consist of 2 greater demons or 2 Lecherous Cultists. Length is the kicker for this instance because the travel distance is pretty vast. You'll notice your time dropping with the other two as your CR goes up... not so much in this one. While it's soloable, a duo partner will speed things up significantly. The strange thing about this instance is the final boss is easier as a solo! I'll explain in that chapter.

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1. The Maze - This is the part that makes the instance long. And if it'’s your first time here, you’ll want to go the wrong way on purpose because there's a feat for defeating all greater lust demons in the instance. Before the first boss, there are 2 types of mobs here. The rooms will contain 1 (sometimes 2) greater lust demons. A greater demon may summon 2 lesser demons mid-combat. If you have the greater down to about 1/4 health, then keep on her. Otherwise, go off and take the lessers first. Sometimes, you'll come across a large room with 2 greaters, but it's possible to aggro one at a time if you keep the fight to half of the room or get one to lunge you from the hallway... tap range and block... they usually fall for it.

2. Jinx/Zatanna or Fanatic - When you've made it through the maze, you'll face either Jinx or the Fanatic of Lust. Jinx is mental with handblasters. The fanatic is dual wield fighter with a special AoE knockback. In both setups, there's a health barrel on the side of the room you enter from. The fanatic will also get powered by 4 statues, but I haven't seen this make a huge difference in her damage. There's a feat associated with the fanatic where you defeat her without destroying the statues. If you're going for this, make sure you have a weapon that doesn't have a conal ranged attack and only use single target powers. The statues will take DoT damage as well. Stay in one corner and use either single target ranged or bait her to lunge. The feat is easier in solo mode simply because there's less eye candy going on. Also... no pets! Many pets attacks have an AoE. They will also chase the fanatic and keep her at the center of the room, which is bad for the feat.

If you're a villain, you'll face either the Fanatic (same as above) or Zatanna. Zatanna fights with handblasters, wand and several magic spells. She has a powerful explosion with dove graphics that you should block through. She can also cast 2 illusions. You can't tell the difference because they both have the same moves and they're also labeled "Zatanna."So you'll have to go by her health bar. Combat mechanics are on for the illusions as well. The only Zatanna you need to defeat is the real one. Killing off the fakes just wastes time as the hits don't count for anything.

3. Cheetah or Donna Troy - You'll fight 2 more weak mobs in the passage to Cheetah. One will be a greater demon with 2 lessers. Then three more lessers down the hall… just don't get the two mobs aggro'd at the same time!

Cheetah fights with martial arts, but also has some special claw attacks that are a lot like Catwoman's. It can be hard to read her block because she’s always crouching. It just takes getting used to and also listen to the sound of the MA combos.

If you're a villain, it's a bit harder. You have to fight Donna Troy instead! The tough part about her is reading the Amazonian Deflection. It looks just like a normal block. If you try to break it, you'll instead take 1000+ damage! On Donna, be sure your health bar is always above 50% and heal early if you need to just in case you fail one of the deflections... otherwise the fight will end without you even seeing the red low health indicator!

After this fight, there are just 2 more mobs of 3 cultists... all weak.

4. Lagoon - The objective of the lagoon is to bring 3 stones over to the magical door at the end. Each stone is guarded by 2 Lecherous Cultists and are randomly placed. If you attack one of the cultists, it’s possible to position yourself so that you get a free combo before the other one makes it around the stone. Then clip your finisher with an AoE. That's a good way to start for these nodes. Also randomly placed are 2 types of mobs. The first will consist of a greater demon with 2 weak cultists. The second will be 3 weak cultists. None of these mobs are hard on their own. Just be careful not to aggro 2 at a time. The curves and obstacles along the lagoon allow you to use the environment to split mobs up. Sometimes you can avoid a mob or two by going around the path. If you're going for the Greater Lust Demon feat, you'll have to fight all the mobs with the greaters. At the end of the lagoon, you'll face the Devoted Incubus and Devoted Succubus. They’re about the same as 2 greater demons, but they tend to work more intelligently together. For example, one will block and the other will lunge. You only need to defeat one of them though, so pick one and keep attacking him/her. A cut scene initiates when one of them goes down.

5. Jacob - Before the final fight, there are still 3 mobs of 3 weak cultists. If you keep the fighting area small, you will come out of battle mode between each mob to fully recover. Jacob will join in during the fight with the 3rd mob, so be sure to take the last 3 out as quickly as possible. There will also be a health barrel by one of the mobs. Make note of this location so you can pop it later in the fight. Jacob is a brawler with a panic attack, so be ready to break out. Also, at certain intervals, he will put up a shield and stun one of you. The other player needs to pick up a stone and place it near the shield. After a certain amount of time, the player stunned will get automatically get knocked out. And shortly after, you get knocked out. For the whole final fight, you'll want to make sure your health bar is above 50%, especially when he's about to use this shield attack. Use your sodas sparingly. If you're the one stunned, you can still pop a soda or use a self heal that’s not vulnerable to interrupt to extend your health. If you enter the instance by yourself, you won’t have to deal with this AI at all. Jacob will just go into his shield and not stun anyone. So this fight is significantly easier solo! The obvious downside is the instance as a whole is looooooong as a solo.

6. Julius - For a heavy set guy, this fight is actually all over the place. Julius is a brawler with a charge attack. You’ll find yourself getting bounced around the room a lot, but as with the other bonus bosses, he doesn't do heavy damage as he is scaled to be a solo. Sometimes he’ll go over to the table to grab a bite. This will give him a small heal, but he'll also be vulnerable to lunge. Knock him down and then combo him while he’s down. It’s also kind of annoying when he runs between the 2 lava falls just because it’s a visual obstacle.


Last edited by Team Goldenblade on Thu May 26, 2016 12:00 pm; edited 5 times in total
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