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

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IV. Envy Territory

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Of the three Wastelands territories, this is the most tightly packed. It's almost comparable to the villain T4 dailies at Steelworks, except the adds do much more damage. Spawn points and attack direction are crucial to survival here. Be especially careful if your weapon has a conal ranged attack like dual pistols hold range. Aiming towards the battlefield will surely aggro more adds.
Alyssa Goldenblade
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re: A Demonhunter's Guide to the Wastelands

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A. Envy, Envy Everywhere
In my opinion, this is the toughest as well as longest Wastelands mission. It's the most tightly packed zone because it's shared with "Envy to Share" and "My Envy is Your Envy." In general, your attack direction should always be towards a mountain or wall. Before hitting the quest node, you may want to clear adds around the area. The minor envy demons and cultists from "Envy to Share" aggro fairly easily. Some look like they’re far enough away, but will get into the mix regardless.

1. Devices - These will stun at a regular interval if you’re just standing next to it, so be ready to break out at all times. Upon activation, 2 demons will spawn and interrupt you. There are 2 configurations… either 2 lessers or 1 lesser + 1 greater. There’s no interaction timer here, so kill the lesser and then the greater. Also watch for drive-by imps! If you have a shield, you can actually complete interacting with the device without getting interrupted. But you’ll still have to fight the 2 demons after. The safe nodes tend to be the one in the alcove (where the envy energy pot is located) and the one adjacent to that, toward the ruins in the center of the zone. This segment isn't difficult on its own… only when you aggro 2 or more mobs. So be sure to zoom out and watch for nearby imps, demons and cultists. Often when you clear one of the easy nodes first, it will have enough time to respawn for your 3rd or 4th. You'll need to get 4 of these in total.

2. Portals - The 4 portals are the tough part because you can potentially face 2 greaters + 1 lesser. To start, each portal will have either 2 lessers or 1 lesser + 1 greater guarding it. On attack, a 3rd demon (can be either lesser or greater) will come through and join in. Don't attack a node that's right next to another one or you could be facing up to 6 demons at once!

Note: You can mix and match the 1st & 2nd segments. So if you hit 2 devices and the rest look tight, feel free to do some portals instead. Then go back to the devices when the easier ones respawn.

3. Master of Misery - The boss is a greater demon that fights with standard staff mechanics + a special flowering attack (like Robin's). He has a tendency to throw 2-1 melee combos to start the fight. Then he goes into the special. Be prepared to block first for the knockdown + counter combo.


Last edited by Team Goldenblade on Mon Mar 31, 2014 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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B. Envy to Die For
This one is an intermediate mission, but you'll see a lot of groups for it because of a feat associated with the second segment.

1. Orbs - These are located by Ace Chemicals and are being carried by 3 citizens. Just lunge into the mob and use your AoEs. They will go down pretty quickly. Then bring the orb to the pot directed by the arrow. It's not always the closest pot. After placing it, you must interact with the pot. Many people forget to do this and don’t get credit. Also, look for white dots on your minimap that are not moving. These are pots that a previous player may have forgotten to interact with. You'll do this 4x in total. Many of the pots will have 2 lesser demons around it. You can usually take care of things without fighting them. They're not hard, but aggo'ing them just wastes time. Work your way around if you can.

2. Portals - Unlike some of the other quests, this one can be done out of order. You could actually do this part first. I do the orbs first as I call out to the league to give people time to arrive. You have to close 4 portals. Each is guarded by either 2 weak cultists or 1 weak + 1 strong. The timer on the portal starts after you kill both cultists. It's a quick timer, so if an imp comes by and interrupt, you'll likely have to do it over. Failure to close the portal will spawn a lesser envy demon. If you close the portal, there's a small chance that it will spawn a Primeval Demon (the feat is to kill 19 & credit is shared with group members in proximity). This demon has a bit more health than the greater adds and fights with a staff. Other than that, there’s nothing special about him.

3. Spellweaver - The final boss is a staff fighter with a couple of special attacks. He will sometimes lay down an AoE carpet. Though it's not nearly as strong as Arena Champion's, it's just good practice to roll out when you see it. He will also summon a demon, but keep concentrating on the boss. If you defeat the boss, the add will despawn.
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re: A Demonhunter's Guide to the Wastelands

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C. Envy to Share
This is the easiest and shortest of the envy missions. It consists of 6 imps, 3 weak mobs of 2 and a boss.

1. Imps - My favorite spot for this is pictured below. This post gives a good view of the 4 directions the imps could be coming from. The imps are in all three zones, but this one seems to have the clearest paths. Remember to only attack the ones with the icons over their heads. This appears when they pick up the envy energy. If you attack one without the energy, you don’t get credit towards the 6 count. After you take the energy, be sure to interact with the imp again… to punt him. This works towards a feat, but also gets him out of the way for the next to respawn.

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2. Minor Cultists/Demons - Usually the 3 mobs of 2 for this segment can be attacked without getting unrelated adds mixed in. These groups will consist of either 2 minor demons or 2 minor cultists. They don't have a lot of health or power attacks, but their interaction timer is fast. It's best to try to knock both out at the same time and have them land close to each other.

3. Green Eyed Horror / Blademaster - You have a choice of bosses for this one. Representing the demons is Green Eyed Horror and the cultist leader is the Blademaster. For whatever reason, the Blademaster doesn't spawn all the time (or spawns outside of the red zone), so in most cases, you'll be fighting Green Eyed Horror, who is a brawler with AoE. The Blademaster fights with 2-handed and has a stun beam.
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re: A Demonhunter's Guide to the Wastelands

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D. My Envy is Your Envy
This mission has an easy first part and potentially hard second. The area is shared with "Envy to Share" as well as "Envy, Envy Everywhere." So watch out for roaming imps and various cultist & demon mobs.

1. Citizens - This part goes by quickly as these 3 mobs of 2 are pretty weak. You will have to interact with them after knockout and the timer is quick. So go for the double KO with an AoE or sweeping attack. Interruption by imps will cause you to lose one or both.

2. Devices - Sometimes these spawn in tight spots. Each device is initially guarded by 1 cultist. It can be either a strong or weak one. The moment you attack, 2 more will spawn, but you'll fight 1 strong + 2 weak for each node in total. It's a good idea to clear the surrounding area of the lesser adds first. Then attack, AoE & kill the weak ones. Counter the brawling Covetous cultist.

3. Hellwerker - Before fighting the boss, you'll have to clear 2 weak cultists and then interact with the device they're guarding. Wait a split second after the spawn animation begins, then attack with a power for a free hit & damage bonus. If you attack the moment you see the animation, that hit won't count. The Hellwerker is a standard dual wield opponent with a special ranged stun, so you’ll have a good amount of time to block his finisher. If you’re a villain, don’t forget to hit the interaction button at the end to capture & get credit.
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re: A Demonhunter's Guide to the Wastelands

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E. Nightmare at Knightsdome
Recommended CR: 84 (duo); 93 (solo)

There's no dungeon crawling here because all of the action takes place in a single large space. In that respect, this instance often turns out to be faster than Tunnel of Lust. But don't let the length fool you as this is the toughest of the 3 duos and naturally the toughest by far to solo. Get a drink and shake your hands off because there's a ton of combat with very little break time in between!

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1. Entrance - There are 3 mobs at the entrance, of which you'll only need to face 2. The first 2 mobs are on opposite sides and consist of 1 strong cultist with 2 weak. When the paths merge, there's a greater demon with 2 cultists. These are no different than the nodes on the outside, but just have double health. The 2 mobs at the entrance are a good gauge for telling if you can solo this instance. If you take them out pretty easily without spending too much power, then you're good. If it feels like a boss fight, then you need to get better gear!

2. Cultist Assault & Ritual Master - You'll face 4 waves of cultists that will either consist of 1 strong + 2 weak, 4 weak or 3 weak. The tough part about this is you're sealed off into a small section of the arena, so there's nowhere to hide and recover. From the entrance, there's a health crystal off to the left. As you engage these 4 waves, the camera is going to go a little bit crazy because you're enclosed in a transparent shield. When you reach the edge, the camera will act like it's a wall even though it doesn't look like one. So make a mental picture of where your opponent is when this happens. On the final wave, try to end the fight right at the entrance. If you're unable to do so, try to run or roll there immediately after. The Ritual Master will spawn at the end opposite the entrance. If you're at the entrance, it guarantees you'll be out of battle mode and can recover full health before fighting him.

The Ritual Master is basically a cultist on steroids! He fights with handblasters and has an insane amount of health, but it's just a long game or rock-paper-scissors. He has no adds and nothing really special to the strategy.

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3. Ritual - The ritual consists of 2 massive mobs of demons and enthralled citizens, but as long as you take a few at a time and use the full arena area to your advantage, it's pretty safe. The basic strategy is to range aggro one add and fall back. Aggro'ing one will usually cause 3-4 to walk out. You want to be a good distance to prevent aggro’ing more than you can handle. Also, having them slowly walk to you allows all of your loadouts to cool. This is extra important if you're solo. I've found that aggro'ing one of the demons early makes things easier. Otherwise, you may face 2 greater demons simultaneously at the end. The citizens are generally pretty weak. It's the greater demons you need to worry about. Once you finish the first mob, do the same exact thing with the second. If you need, the health crystal by the entrance should have respawned. There's a feat to clear both mobs within 1 minute of each other. If you want to attempt this, what you do is have a clock or stopwatch outside of the game. Aggro the 2nd mob about 45-50 seconds after you aggro the 1st. This of course means you’ll be taking on twice as many adds for the overlapping period. Obviously I don't recommend doing this one unless you have partner! One should stay ranged and grab the health crystal when needed. After you clear this round, a 2nd health crystal will spawn on the side of the mob that used to be on the right. It's not there when you first enter the arena… I've flown around to verify this. Keep this location as well as the first crystal by the entrance in mind for the next round...

4. Fearsome Five or Titan - After pounding on the Prize for a bit, you'll face a random member of the Fearsome Five (Doctor Light, Gizmo, Giganta) or Titans (Starfire, Cyborg, Superboy). As usual, this is a combat mechanics contest. Doctor Light is handblasters with a control effect. There's not too much special about him that is different from any HB NPC, but you will want to block through his skull attack. Giganta is brawling with a boulder slam. The boulder attack is lungeable after the first slam (which you should block). Gizmo fights with rifle & dual pistols. He'll also send out toy helicopters and blimps. The fight gets a little chaotic if they start spreading out. It's best to concentrate on Gizmo and AoE the adds if they get close.

Starfire fights with handblasters and has a doughnut shaped fire AoE. It seems safe to just block through it as I haven't figured out how to dodge it yet. Cyborg switches between handblasters & brawling at will. He has a stunning ground pound that's similar to Bane's. He will also enclose himself in a shield and begin to heal himself. If you see this, lunge immediately or he'll be at full health. Superboy, oddly enough does martial arts... maybe they just wanted to mix things up instead of making everyone brawling! But other than that, he has a breath weapon that does DoT damage. He can also use the adjacent health crystal on himself with telekinesis.

5. Demon Assault - This is probably the toughest part of instance. The wave will consist of one of the following combos: 2 greater; 1 greater + 1 lesser; or 2 lesser. These are the same demons and weapon sets that you faced on the outside, but with buffed health. Like the ritual, you'll want to use the size of the arena to your advantage. By this point in the instance, there are 3 health crystals along the perimeter… 1 by the entrance (it would have respawned again); 1 by the ritual mob that used to be on the right; 1 opposite the entrance (which appears after the previous boss fight). Be sure to dictate the combat location so that you're within lunging distance of one of these. I find it best to be on the side of the prize that's closer to the entrance. That way you can see each wave spawn and get a clear path to lunge the weaker one.

6. Jesse - The boss fight is very hard if you stay in the center of the arena because the Prize will be launching green energy balls at you, each one doing 500+ damage. What you want to do is run all the way to the edge of the arena. There are several spots, including the entrance gate that are out of range of these balls. Jesse fights with martial arts, but has a chance of shapeshifting into one of the mentors. When he doesn't shift, he's surprisingly easy. As Wonder Woman, watch out for the Amazonian Deflection. It looks just like a normal block except her bracers will be glowing blue. This can knock you out before you see the low health indicator. When he's Batman, he's still martial arts, but a lot smarter. The Batman form is like facing Batman in other parts of the game. He'll mix block-lunge-bb as much as a PvP player. As Lex Luthor, he'll attack with handblasters and an AoE explosion, but the damage doesn't seem to be too heavy. Superman is a standard brawler. Circe is much like Lex. Joker is the same as his T3 solo instance... 1h fighter.

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7. James - The bonus boss is up in the control room. James is a handblaster fighter with a couple of special attacks. He has a rapid fire ranged attack that he follows with illusions. In mid-battle, he'll teleport, rapid fire and then cast 2 illusions of himself. They have the same exact attacks, but much less health and you're immune to their counters. He won't reappear until you take out the illusions. There's a health barrel if you need off to the right of the entrance.


Last edited by Team Goldenblade on Fri May 27, 2016 10:46 am; edited 11 times in total
Alyssa Goldenblade
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re: A Demonhunter's Guide to the Wastelands

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V. Taking Pride
Recommended CR: 84 (raid); 86 (alert); 90 (duo); 96 (solo)

A. General
Raven is a 4-man bounty that you'll find unusually easy after the T4 bot farming. This is also the best way to gear up since it's a fast fight and you're now guaranteed a piece of gear. You get to choose the part and role. It’s nice to do this with a full 8-man group because of credit sharing, but I recommend doing the 4-man group every once in a while to learn the patterns and develop strategy.

To start the fight, the tank should attack from the front and everyone else from behind. She starts out scripted and will attack in her spawn direction no matter what. I have tested this many times tanking from behind. She doesn't turn around until several seconds later. The Raven soul projection fights with handblasters, much like the actual Raven. She is vulnerable to combat mechanics, so the tank needs to pay attention to the animations and be ready to counter. All of her special attacks are heavily telegraphed too. When you see her casting (looks like a Street Fighter Hadouken), block just to be safe. She has a huge purple mist AoE (she'll hold out both arms for casting) that does massive damage, but the area is a weird doughnut shape. More often than not, the tank doesn't get hit at all because of this. Based on this, all roles should actually melee Raven, even the healer. Standing at normal healing/trolling/ranged DPS distance can get you killed very fast.

Halfway through the fight, Raven will shield herself and the Fearsome 5 (or Titans) will spawn. These iconics will have the same attacks/patterns as their duo appearances, but with much less health. This is the toughest part of the bounty when you're in groups of 1-4 because you can get attacked by 2 or more at a time. It's best if all players attack the same target rather than split up. I recommend burning down the ones with control effects first (Psimon, Gentleman Ghost, Wonder Girl, etc).

Once all of the Fearsome 5 (or Titans) go down, Raven will come out of her shield for a 3rd round. Repeat everything you did in the first round.

B. The Battlefield
There are a lot of background skirmishes on all sides of the Raven bounty spawn. If possible, try to keep the fight close to the center of the row of columns. The middle round can get especially messy if random cultists get mixed in. Be careful with ranged attacks aimed out of the battlefield as well. You don't want to miss one of the iconics and pull in a Vexing cultist by mistake.

C. The Solo/Duo Strategy
The row of columns is an important strategic obstacle too if you’re solo or duo for this mission. You can use it in the 2nd round to split the Fearsome 5 (or Titans) up. Some will move by trying to run around the columns, which will slow them down. This gives you the opportunity to damage the faster ones first. When the slower ones catch up, just jump to the other side of the columns and keep repeating.


Last edited by Team Goldenblade on Fri Jun 06, 2014 11:42 am; edited 2 times in total
Alyssa Goldenblade
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re: A Demonhunter's Guide to the Wastelands

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VI. Credits
A special thanks goes out to the following members of Justice Girls and SilverAge Society, who have run the dailies and/or the duos with me. The variety of roles, weapons and CR helped me pick up a lot of data that was integral to writing this guide.

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Justice Girls
BellaTink
Minuitemaid & Splendara
Natures Wonders & the many alts
Satin Steil
Wonder Foxen

SilverAge Society
LightWynd
Seamus Slipstream
TwinHumanities
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