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Alyssa Goldenblade
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re: A Knight's Guide to Breaking the Siege

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Table of Contents

Introduction

I. General
A. Master Mercenary
B. The High Ground
C. Add Mechanics
D. Art of the Uppercut
E. Mouse Tactics
F. Minimum Recommended Gear


II. Aegidios / Prochoros
A. Prisoners of War
B. Tour of Duty
C. Holding the Line

III. Celandine / Paraskeve
A. Fire and the Sky
B. Flock, Stock & Barrel
C. Watch Your Step

IV. Sophia / Melantha
A. Scry Havoc
B. Suggestion Box
C. Supplies in Demand

V. Iconic Bosses: General
A. Spread Your Heals
B. Shielding
C. Trust Your Weapon
D. Power Assist
E. KISS


VI. Iconic Bosses (Hero)
A. Catwoman
B. Cheetah
C. Killer Croc
D. Mr. Freeze


VII. Iconic Bosses (Villain)
A. Batwoman
B. Donna Troy
C. Nightwing
D. Wonder Girl


VIII. Patrol Catastrophe
A. Warehouse
B. Drones
C. Gotham Hospital (Bottle)


Last edited by Team Goldenblade on Thu Feb 26, 2015 9:52 am; edited 8 times in total
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re: A Knight's Guide to Breaking the Siege

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Introduction

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Siege warfare is nothing new for Lady of Justice and General of the Solamnic Knights, Alyssa Goldenblade. She has led the defense of Gargath Outpost in 358 AC against Lord Soth’s army of deathknights. Two years later, she traveled to the Amalur Universe and became a key factor in the Siege of Mel Senshir, the turning point in the Crystal Wars. Alyssa now brings her experiences from two realms to the DC Universe.
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re: A Knight's Guide to Breaking the Siege

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I. General

A. Master Mercenary
The difference with these daily missions and the ones from the Wastelands is that you don't have 3 distinct zones. There are 3 quest givers, but there's no pattern with the missions they give out. Parts of some of the missions you get will overlap. This is noted in each chapter with X-over in yellow. The 3 quests listed under one quest giver will obviously never overlap with each other. So it's more efficient if you look at your journal after picking up all 3. Often you'll be able to knock off 1 along with part of another. Time is money for any mercenary with multiple contracts. Also, once you get used to the difficulty level of each, factor that into the order as well so that you're building SC with the easier ones. You'll want full SC for the hardest one just in case.

B. The High Ground
These quests are more so like Batman Arkham City than the Wastelands because you actually have building corners, bridges and rooftops to use to your advantage. There's more of a vertical factor so you have to pay attention to your altitude in addition to the red dots on the minimap. In war, the high ground is always of strategic importance. It offers the best view and gravity is on your side. There will be several building or structures in each zone where you could get a good view of the battlefield. Let the zone spawn and then decide the safest spots to swoop in.

C. Add Mechanics
It's going to take some time to get used to the various enemy names as there are a lot more variety than in Sons of Trigon. In general, for this guide, when I refer to a "weak" add, it will be an enemy that you're not vulnerable to mechanics, but they are vulnerable to yours. A "strong" add will be one that has full mechanics on. For the most part, the daily nodes are filled with weak adds, but there will be strong ones wandering around as well. Just because I label an enemy "weak" doesn't mean you should completely ignore mechanics though. They will still do heavy damage, so it’s a good opportunity to get your practice in.

D. Art of the Uppercut
Since launch, most of the bosses are slightly broken in these dailies. With the exceptions of the Ordnance Master/Explosives Expert, Elite Champion/Captain, Raving Cockatrice/Noble Eagle and Cyclops/Statue, the rest of the bosses are susceptible to being juggled. If you start the fight with some kind of uppercut or knock up, you can combo into another uppercut and keep repeating until they're knocked out. It's possible to complete these boss fights without taking a single hit! Note: This may get fixed with a future update.

E. Mouse Tactics
Always be like a mouse and stay along the edges of each war zone to minimize the chance of getting mobbed. Every time you do a quest, be sure to select it in the journal so that you see the red zone. This is important here because all of the zones are tightly packed. This is like the Envy area in Wastelands and Steelworks.

F. Minimum Recommended Gear
The required CR100 is good enough for soloing this zone and every one of the open world bosses. In adding up to CR100, I recommend that you have the Mogo weapon. All other gear slots don't matter as long as you make the required CR. Just fight smart and follow the tips in this guide! Before you earn the weapon from the new vendor, you will find that the enemies in this DLC take a long time to kill. Well-timed Weapon Mastery (WM) moves are a must, so be sure to get a lot of practice with the new additions to the weapon trees. I'll say that you need to have at least one weapon mastery move. Killing an enemy faster reduces chances of getting adds mixed in. So 50 (43 in weapons + 1 fast movement + 1 movement to unlock innates + 5 movement innates) is the minimum recommended SP... though you probably have much higher than that at this point.


Last edited by Team Goldenblade on Tue Jul 29, 2014 7:55 am; edited 4 times in total
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re: A Knight's Guide to Breaking the Siege

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II. Aegidios / Prochoros

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A. Prisoners of War

1. Outrunners - This is a small red zone packed with 4 different quests, so you'll have to be extra careful not to get mobbed. The hero area takes up one block and the villain version is a more forgiving 2 blocks. There will be a maximum of 6 outrunners at a time… one on each edge and 2 in the middle. You need to interrogate 4 of these. They will pace back and forth in straight lines. Sometimes they will mix in with the couriers and subjugator witches. Be sure to aggro them when they are far enough away from these other nodes. If you tap range, you can often bait them to lunge (they use 1H). You want to stay just outside of the red zone and bait them out. Heroes beware of the North side though because there are flying harpies around the building across the street. In the hero version, you'll come across less interference if you hit the NW & SE corners... and the 2 in the middle (wait for them to walk to the center though). Villains are all clear in the 6 spots.

X-over: Suggestion Box - first & third segments

2. Free Imprisoned Amazons - You have to hit 6 of these nodes, each of which consists of an imprisoned Amazon and 1-2 guards. The guard configuration will either be a weak add, dog/lioness or both. If you're choosing a node with a dog or lioness, be sure to stun them to start the fight or they will stun you!

X-over: Supply & Demand - first segment

3. Royal Jailer / Rebel Jailer - Like many of the other daily bosses, this one is a 1H fighter with custom wand attacks. She is also vulnerable to multiple juggles, so she shouldn't pose a problem. In the hero version, the Royal Jailer is far enough away from other adds that it's a safe one-on-one fight. The Rebel Jailer may have a quest node to either side, so it's best to face the wall when fighting her.


Last edited by Team Goldenblade on Tue Jul 29, 2014 7:48 am; edited 4 times in total
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B. Tour of Duty
This is one of the shorter missions in the siege because the 3 steps are very close together and there are no tough adds.

1. Wayward Soldier - You have to lead an Amazon soldier to a couple of supplies. BONUS: If you have this portion of the quest active, the soldier will help you with any fight, so you can use her for the other 2 quests as well (except for the ones that have a form change). At the first node, heroes will face 2-3 adds. 2 will be guarding the item and there may be a harpy in the air. Villains will face 2 or 4 adds. The items are guarded by 2, but some of the nodes are close enough to each other that aggro'ing a 2nd group can't be avoided. The second node should have no combat, but I think the villain version is sometimes bugged. The item you need to take the soldier to will be on the same rooftop as the Disenchanter from Tour of Duty. So you may have to fight a boss just to get to the device.

2. Defend Base - The spawn rate for this zone is constant. The safest method is to stay along the edge of the red zone and range attack in. It's very useful to have a ranged WM move. After hitting the last one, roll out to the river for safety and allow a few seconds to come out of battle mode.

3. Elite Champion / Elite Captain - Like the other bosses, there are 2 instances of which you only need to fight one. This particular boss is in a tight spot for both heroes and villains. For heroes, it's possible to aggro her slightly outside of the red zone and get a clean one-on-one fight. For the villains, you want to get the one that's closer to the river as the add spawn in broken & deadly (set to be fixed in future update). This is a shield fighter will full combat mechanics on.


Last edited by Team Goldenblade on Thu Jun 05, 2014 11:40 am; edited 2 times in total
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C. Holding the Line

1. The Bridge - You'll need to take out 8 Amazons at the foot of the bridge. They will typically be in groups of 2, but there are single ones carrying crates as well. Like all other zones, enter at one of the edges and don’t drop into the middle to reduce the chance of getting mobbed by more than 2. Heroes may take advantage of the tent configuration to use the environment. Villains have the bushes on the plaza. The respawn timer is very fast... yet another reason to stay on the edges.

2. Infiltrators - This one is oddly different between the 2 factions. Heroes actually take part in the siege of a building where the 2 Amazon factions are battling. You'll find your targets at the 4 corners of the roof as well as one level down. You need to take down 8 of them. They will fight with various weapons, but are weak enemies and don’t have the same amount of health as most adds. They should go down in a single combo. The villain version has a lot less motion. There are a bunch of Amazons standing around a building… and not infiltrating at all. Just go around the perimeter and take them out one by one. They're not even close enough to each other to risk aggro'ing more than 1!

3. Guard Major - The final boss will fight with a staff weapon. There are usually no adds, but be careful not to juggle her on to street level. There are Amazons from both factions battling it out. As with the other bosses, try to slam her into her own tent. That will keep the fight contained. Occasionally on the villain side, 2 adds will spawn in the middle of the 3 Guard Major locations and may attack you from behind during the boss fight.


Last edited by Team Goldenblade on Fri Sep 05, 2014 7:35 am; edited 1 time in total
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III. Celandine / Paraskeve

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A. Fire and the Sky

1. Greek Fire Catalyst & Enemy Reserves - You need 5 of each. A typical node will consist of 1 amazon guard, 1 catalyst & 1 reserve, but there are some with 2 catalysts and some that are completely unguarded. On the hero side, these are typically on the roof of the lone building in the zone. The villain version varies more because there are more patrollers. Obviously, prioritize the unguarded ones first and be careful of the nodes that are right next to each other. The guards are generally weak, but there are strong elite guards patrolling (sometimes taciturn mystics too) the area as well. Don’t hit the nodes near these armored guards. Also, pick up the catalysts before you blow the reserves! If you do it the other way around, you lose the catalyst in the explosion. For the hero version, the nodes on the rooftop tend to be safer and some points are unguarded.

X-over (hero only): Supply & Demand - first segment; it's not in the same zone, but very close by. If you see a lot of players doing this mission, skip the next segment and do Supply & Demand instead. Too many players doing segment 2 of this one is a huge hindrance.

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2. Bring Catalyst to Alchemist - After bringing the catalyst to the alchemist, she will transform you into a giant bird. Heroes will become a golden eagle and villains a cockatrice. You have to bomb the bridge and take out 20 opposing Amazons. As a bird, you have no loadouts other than breaking out of the form. All you can do is pick up the bomb and toss it using your range button/key. Don't use drop/interact or it will miss. You can hit more targets if you position yourself lengthwise on the bridge and toss the bomb from higher up. As you're in the sky, you'll see the Amazons' labels appear above their heads. These are the ones that will take the hit. The rest will miss. Make sure you see enough red names blink before you toss the bomb! It's possible to complete this one in 2 laps if you're by yourself. If you see more than 2 players, you may end up only getting 1 kill per lap though. If this quest is overcrowded, it's best to do one of the other dailies first and then circle back.

Note: When your targets get hit, you're going to see crazy numbers like 4000 and 5000. My initial thought was to activate this part of the quest and then bomb the heck out of my other 2 dailies & their bosses... but it doesn't work. The bomb damage is locked to only this task!

3. Cabalist / Divine Seer - The boss is in a pretty clear location. There will be 2 of them for the purpose of handling multiple players. You only need to take out one. She fights with the wand, which is 1H with custom ranged attacks. She will spawn inside a tent at the edge of the red zone, so when you attack, combo her into the tent or the outside of the zone. If you spill into the middle, you may aggro the other Cabalist. Full mechanics are on for this boss, but she is vulnerable to uppercuts/juggles.


Last edited by Team Goldenblade on Fri Sep 05, 2014 7:25 am; edited 6 times in total
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B. Flock, Stock & Barrel

1. Ballistae - It's Duck Hunt! At least that's what it feels like. In this portion of the daily, you take control of a ballistae and need to shoot down 15 enemy air troops… cockatrices if you're a hero and eagles if you're a villain. There are 4 stations to choose from and the position makes a difference. You will get more charging birds at the 2 corner spots. So you will need to react faster if you pick one of these 2. Also, if another player is at a station, don't pick one next to him/her because you'll be targeting the same birds. Credit is not shared with proximity because almost all kills are one-shot. Once you interact with the ballistae, you have 2 loadouts…

#1 = single shot explosive bolt
#2 = multishot spread

The single shot is guaranteed to take down one bird. The multi will damage a flock and may kill some. Just keep alternating the 2 and use the single shot when one of the birds is flying at you (you'll see a skull icon when this happens). When using the single shot, you want the crosshairs to be slightly ahead of the target before your fire. This is a physics based game after all! The multishot doesn't matter. It hits such a large area anyway. For players who use control pads… definitely switch to keyboard and mouse for this. Pivoting the ballistae with a controller is painfully slow.

2. Free Caged Birds - Caged birds (5) are guarded by 2 amazons. One will be a bow fighter and the other melee. Both are weak adds, but sometimes there will be a patrolling strong add (she will be named "elite*" and wear full plate armor). The hero version is in a slightly more uneven landscape while the villain version occurs on top of a building. Start the attack on one side of the cage so that you’re shielded by the cage from the other add for a short period.

3. Boss Bird - This is a tank and spank fight. There are no avian vulnerability mechanics. Just be ready to break out as the boss has a stun. The cockatrice sprays gas and the Noble Eagle has a Black Canary-like scream. Both fights take place on top of skyscrapers, so be careful not to move the battle too close to the other spawn (there are typically 2-3 of each boss).

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One of the hero spawn points for the Raving Cockatrice is very close to the villain boss fight with Nightwing. So if you're on the lower level, you can get a pretty good assist! On the flip side, a villain can aggro Nightwing over to the cockatrice and have a powered up pet for the fight!


Last edited by Team Goldenblade on Fri Sep 05, 2014 7:42 am; edited 2 times in total
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C. Watch Your Step

1. Agents -There's no combat in the first 2 steps, making this the quest with the least action. All you need to do is talk to a missing agent and then another agent at the mine field. I know it makes sense story wise, but the step with the first agent seems unnecessary!

2. Mines - Heroes need to diffuse 6 mines while villains need to set them. This involves interaction + carrying the mine. For heroes, once you step near a mine, you can deactivate it. If you don't do it in time, it will explode and you’ll take a few hundred in damage. While villains are setting mines, be careful not to step on others or their timer will start and then explode. This quest is mixed in with another, so there are Amazons from both factions that can interrupt you. One annoying thing about this quest is sometimes and add can spawn right next to you while you're interacting.

X-over (hero only): Supply & Demand - second segment

3. Ordnance Master / Explosives Expert - Heroes will face the Ordnance Master while villains get the Explosives Expert. Both are Satyrs that fight with the staff weapon. Full combat mechanics are on... no bugs. As with any staff wielder, be prepared to block a lot and don't commit to long combos because this guy does a lot of damage. It's not a good idea to trade blows with him because he will stun you. It's best to melee & stick with a tap-tap-tap-block pattern with no finishers. If you win a counter, then go for a special or finisher. If you have the deadly block turf mod, you can win the whole fight just by blocking.


Last edited by Team Goldenblade on Fri Aug 01, 2014 10:58 am; edited 2 times in total
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IV. Sophia / Melantha

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A. Scry Havoc

1 Scrying Bowl - There are 3 scrying bowls. You just need to activate 1 of the 3. Each one is guarded by a witch and 2 harpies or 2 witches & 1 harpy. This is actually the toughest part of the quest because the enemies have unusually high damage. Think this one may be bugged (hero side only), but it's been like this since test. All 3 are weak in that you're not vulnerable, but they just do a lot of damage, so don't be too relaxed for this portion and be ready to pop a heal if needed.

2. Ambush Patrols - First, you have to take out one of the lookouts to get a vantage point. This will be a weak harpy (for heroes) or flying courier (for villains). Then you'll ambush two patrols (either 2 Amazons or an Amazon + dog/lioness).

3. Lumbering Cyclops or Bronze Statue - The boss (cyclops for heroes and statue for villains) will be along the edge of the same zone that you ambushed the patrols in. They're normally add free. The cyclops fights with 2H style, but his hold range BB is a different animation. It's an overhead toss. He can also go into the spin attack at will and doesn't need to combo into it like we do. His special attack is a boulder slam/toss. Block the first strike and then lung the second for a knockdown. Other than that, the rest is just counter mechanics against 2H. Both of these bosses have full mechanics on and are not partially broken like most of the 1H/wand wielders.

X-over: Suggestion Box - second segment


Last edited by Team Goldenblade on Tue Jul 29, 2014 7:45 am; edited 1 time in total
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B. Suggestion Box
This is easily the longest mission of the 9 because it consists for 4 steps that all involve combat and the zones are also spread out.

1. Subjugators - This quest is one of the few that's different between the two factions. On the villain side, you need to enchant 2 psychic subjugators. There will typically be 4 in the middle of the red zone and it's actually safe to activate the 2nd one when the first is halfway done because no adds spawn after 50%. The other nearby witches will help you fight them off as well. The heroes have the shorter version where they need to take out 2 adds and disenchant the subjugators. For the hero version, do not hit 2 of them simultaneously. It's too many adds to take at CR100! Also, because they share the same quest zone, couriers and outrunners may get mixed in… hero side only.

X-over: Prisoners of War - first segment

2. Onyx Statues - The villains need to protect 2 onyx statues while the heroes need to take them out (but the quest zones are different). Each Onyx statue is typically paired with a witch too. Difficulty is about the same, but the villain version takes longer because you have to wait for the fixed timer to complete. When the timer is slightly past the 50% mark, it's pretty safe to activate the 2nd statue if the witch is nearby. With each timer, you'll face 2 adds in the first half and one later on. Heroes should watch out for the lumbering cyclops, who is part of another daily, but in the same zone. The villain version mixes in with the bronze statue also. Pick the nodes that are away from these other bosses.

X-over: Scry Havoc - second segment & boss fight

3. Winged Couriers - Couriers will be resting around the perimeter of the red zone. Use the same strategy as the outrunners and try to get them to come out of the red zone so that you're not pulling in other adds. They aren't as lunge-happy as the outrunners, so you may have to move in or just block a few more ranged strikes. Harpy Couriers will fight with brawling and Winged Couriers are 1H, but mechanics are off. You need to take down 3 of them.

X-over: Prisoners of War - first segment

4. Mesmerizer / Disenchanter - The boss will be on top of a building and giving instructions to couriers. Heroes will fight the Mesmerizer & villains get the Disenchanter. The best time to move in is as the courier flies away so that you're only fighting the boss. Both bosses fight with the wand and they are vulnerable to repeated juggles. The spawn area for the hero version of this quest can be a problem because 2 of them will appear closed to each other on 2 adjoining buildings. You have to attack from the center of the 2, hitting your target outward... but yet avoiding the ledge of the building.


Last edited by Team Goldenblade on Tue Jul 29, 2014 7:48 am; edited 3 times in total
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C. Supplies in Demand

1. Recover Supplies - Pick up 4 crates and carry them a couple of blocks over. If you're careful, there should be no combat involved in this step. The crates do share a red zone, so just keep your eye on the red dots in the minimap. For the hero version, don't fly too low when you carry the crates because you'll be going over other quest zones. For the villains, the safest route is to arch out to the river because the boardwalk is filled with adds.

X-over: Prisoners of War - second segment

2. Assist Allies - In this part of the quest, you'll be picking up 6 allies. The hero version is on the minefield, which is the same location as the Watch Your Step quest. So you’ll have to watch for the opposing faction as well as the mines. The villains are tending to their allies in the hero version of Holding the Line. There will be lots of adds on the top 2 levels.

X-over (hero only): Watch Your Step - second segment

3. Sorceress - The boss for the heroes is the Terrifying Sorceress and the villains get the Schismatic Sorceress. They both with with a dagger, but the weapon set is the same as the wand. As with many of the other bosses, mechanics are on, but the breakout/juggling is broken to favor the player. The villain version takes place atop a building that has NPCs of both factions battling it out a floor below. Sometimes the Schismatic Sorceress gets aggro'd by an NPC and ends up on the floor below instead of the roof. You can get a lot of help from the villain Amazons if this happens!


Last edited by Team Goldenblade on Fri Aug 01, 2014 10:59 am; edited 2 times in total
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