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#21 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() Quote:
On the other thing (icon-disappearence?): I never encountered with that problem. Sounds strange. Maybe you use an older version? (mine is v.2.2) And it only disappeared from the ability-wheel, or from the ability-list? (Skills disappear from the wheel if you click on them. That is the way to remove them and repleace them with other abilities.) Anyway, I became frustrated with the hydraulic of mine, so instead started the Legend-run with Psycho. If for nothing else but for the 19 extra statpoints - what I still not spent as there was no need. I went for electric attacks. This build is somewhat "boring", better say predictable. During the first levels you suffer from not having anything what'd give you focus, so you simply HAVE TO go for strong attacks - shock therapy on lvl3 for start. You also need time to heal (what you can not do yourself), stealing focus - so 2 point on traumatize immediatelly. With only this two skills you can finish Zone 1. For Zone 2 you need healing. Lots of it. Two skill comes into consideration: Free Will and Salvation. You can put Free Will on anyone and it offers regeneration, while Salvation is only sane to put on Veradux (you can't even put it on yourself) as it strenghtens every healing magic cast. As Salvation also gives dmg-reduction it basically gives extra hp to Veradux, so I vote on that. 3 point in it can be enough (for Zone 2 at least). Also don't forget your focus: electric storm offers a little focus-regeneration. Actually on lvl3 it would regenerate more then enough to you (and it has 4 levels), but I'd skip this for now. 1 point is enough, and when you start to have the need of focus, there is no way you'd have enough point in a Legend-run to rise this skill to a satisfying level. The rest of the focus-problem will be taken care by the Wraith Form. Wraith Form is a little tricky. It rises your speed to the skies (a useless stats as all your magic are autohits expect the Electric Storm), so sometimes you outwit your enemy and get a free turn. Problem is, when the transformation outdates, the enemy gets that turn back. This side-effect can be prevented stunning the (strongest) enemy in the turn you will transform back. Now as this is for Legend, here are some equipment-tips: what to get form what opponent. I skip the fights what are hard or too long. I also not mention items you unavoidably will get (like Frankie's armor). The note for this: I don't go to shops, as the later shops are bloody expensives, and if it'd turn out I'd need a respec, I want to have the money. So right at the beggining you have 3 fights with prison guards. Get gloves and helmet from them, and the shoe is also a good piece, and the weapon is better then nothing (as it offers vitality, and strenght has no use for you). The Warden has 3 interresting things from what you can have 2 at best: the weapon, the mask and the boots. The weapon is extremly rare though, and has an alternative. From the ZPCI-elite you want its weapon. Its gloves would be also cool (it throws 2 items instead the usual 1 per unit), but don't think too high. In Zone 2 at the first fight go for the Frosted Legging - that's the best part you can have, and that is a fast little fight. When there is the first fight against a priest (it has a knight as company) the fight is sure for win, so repeat it (turn off the autosave option is you could not figure out how this works) until you get its staff. The life it offers is awesome, although technically the priest's helmet would be optimal - but that is ultrarare, and the coming fights are long, so I doubt anyone would repeat them just for some slightly better gear (but one can always hope at the end of each fight for something good, like the weapon of a mage, what has much more offensive power and only slightly less defensive one). Oh, and some tactical advise for Zone 2: when fighting the priest + knight + mage, first kill the priest to avoid its healing. When fighting the knight + 2* mage, kill the knight as its shielding-ability will get on your nerves. Also try to fiddle with the AI-switch, positioning Roald's to "agressive" - that way you have a chance that he will attack not some shielded / stunned nobody, but instead the target you try to destroy (and when finaly that one has lowest hp, you can switch back to relentless). About party-AI: I 99% of times switch between relentless and phalanx depending on the actual circumstances. So I'll never say something like "put Veradux to phalanx and leave him that way", as that is not efficient. The rest of this should be obvious. More info when avaiable (or if you ask something I know about already). |
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#22 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2008
Location: Gdansk, Poland
Posts: 586
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![]() I guess the icon "disappeared" because it was... tutorial fight taken from first Sonny. The Animalistic class simply doesn't have "basic attack", right?
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#23 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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Besides each class has 2 different basic attacks with different names. I think the attack-ability in the tutorial is "fast strike", and "Animalistic" build is actually "Biological". There is no "basic attack"-called ability in the entire game. |
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#24 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() OK, here is the walkthrough for Zone 3.
It is an easy zone for the electric psycho. Most probably the easiest. Most of the times you don't even need neither stunning nor salvation - they sometimes would even be a drawback. You neither have to invest in skills: I only spent two points in Charged Blood (actually the first point went on it in Zone 2, but only in the last fight), and I did fine. Now on items and strategy: - the last fight in Zone 2 for this build is about survival. The medic won't do any damage, you will stun the captain, and the sniper is busy buffing himself. After the shields expire no enemy will have any focus (they can't regain it at all), so from that it is pretty streightforward. - From the spectres (there are 3 fights with them) you want Annihilation (very good weapon to Roald, but there is a chance for a well-enough weapon for him from Clemens too), ghastly grasp and spirit cover. The first two encounters are pathetic, but against 3 at the same time is dangerous, so I wouldn't replay that one. Here you should be cautious when a spectre would have both damage-incrise spell (that doubles their damage, and your health is low most probably). - from the ZPCI-elites you want the boots (footware with the game's terms). Here the danger is that both at the same time get the damage-boost (that is 1hit kill on one of your characters - assuming you can remove the boost from the other with shock therapy). - the antagonist/phantom/beast fight is annoying because the antagonist can cast silence (doesn't allow you to use focus). Still it is best targeting the lowest lives. - stun the Hobo as much as possible, but do not stun the Real Hobo whenever you dare. When his health gets low, he starts to kill himself, but when his health gets very low, he starts to deal out 1hitkills (but that seems to happen only when in the next turn he'd die anyway, so not that much worry). - from Clemens the twohanded weapons would have real use, but I don't like that fight, and those seems to be in the ultrarare cathegory, so I don't suggest replaying it. The trick is to survive the first phase (use stun a lot, and don't forget that if the "unknown effect" is not on you, he'll heal with it when he casts on you. In the third phase when disrupt is avaiable for him it seems he only cast it if you have more then 50 focus - keep that in mind. Now if you could not find any weapon for Roald, when you'll feel it, you can buy a new one for him in Zone 4's shop. That's it for now. I'll keep working on the rest. |
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#25 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() Ok, here is the walkthrough for Zone 4 electric psycho:
You'll really hate this zone for several reasons. For example half the fights are joke-easy, but the other half are unthinkably hard. The other reason you'll hate this zone for the "must replay fights" - you'll gather your endgame equipment (by Legend-run terms) from the monsters. Actually there are 2 piece of equipment you can get from shop: spark gloves will almost double your instinct compared to your gloves before it, and dystopian lightning what although gives slightly less instinct but offers higher life then the previous option. Here comes the fights, stretegies and equipments: - most of the enemies share the same equipment-pool, except the Flower zombie and the Hydra. You will want spark leggings, charged armor or deathbone armore (charged armor gives some electric piercing - what will be incrised by Charged Blood -, the other gives higher instinct what is good in case you don't do critical), Poseidon's Fury, Thunder mask. Yes these are a LOT, but there will be fast and easy fights. Besides Poseidon's fury is the second best weapon for this build, and the officially best one has almost no chance from an almost impossible fight. Poseidon' Fury and Thunder mask are ultrare cathegory, but they worth it, and will help you tons in the end. Sadly almost all equipments here has high level requirement, so you'll need to do item-management. Oh, and I got Thunder mask from the Flower zombie, what surprised me as it was not on the semi-official list. - the Tunnel best is easy. Go full offensive with salvation on Veradux, and you'll win. As this is an easy fight look for some equipment from the list. - Vivian Vixen is the most easy fight in this zone: just wait for the first 4 round, and when Vivian has only 4 turns from her buff traumatise her to make it disappear, and after that just kill her. As this is almost pathetic, I suggest go for Poseidon's fury here. - Gregor is easy once you burn its focus. When it still have focus Roald's silence and stun are annoying, but once it loose all of it those offer you free turns to attack. For datas: it need 8 focus to cast the healing, and you can burn 30 focus by one stunning. Oh, and put salvation on Veradux for safety. - Shunny hits hard, just like the Magical Monkey, so just fight them and be happy with what they throw. - personally I found Mokoshotar's battle annoying. You can die here if you make a wrong decision, and the lenght of the fight depends on Real Life Luck. But this still can be won safely, so if you still want something, go for it (or at least if it throws trash do it for anything what your party can use). Last but not least: the transformation it causes happens in every 5th turn (or the turn when it comes out from being stunned). Oh, around here I realised that "direct damage" is when you cast an ability and do damage immediatelly, and "damage over time" is what is dealt at the end of the OPPONENT's turn. (There is nothing better then dealing 6K damage with Traumatize, lol.) I also relaised here that enemy-stats and resistances can differ wildly per fights. One time this wolf had 550 strenght, the other times only 350, sometimes my spell did X damage, the other times Y. - Bunny is an annoying little prick, a design-flaw crappy spitful thingy. It usually can hit with one of its attack 2,2K damage - so change some equipments of yours to something with more vitality. Still, if it ever gets critical that'll mean 2,7K damage, what is unsurvivable. Well, Roald with full health can survive it, you with life gear + spending your 19 spare points on vita could, but there is no chance Veradux being safe too. So just pray it won't kill you just from design-flaw. Also it casts the Holy Handgranade at every 4th turn OR in the second turn after being stunned. So unlike at Mokoshotar stunning makes this fight longer. But if you don't stun, it will attack more times (will it?), what will mean more chance on critical for it, what is BAD. You decide how yu try to solve this ugly situation. - Flower zombie is not too hard, and is actually funny (if you read the effect-descriptions). But it is also dangerously annoying, so I don't suggest replaying it for the pants (what would give higher instinct and would give life besides that to you). - The Hydra is evident. Cast shock therapy on the claws killing them right at the first turns, then the Hydra will mean no threat. The special weapon from it is though ultrare, so I would not redo this fight just for that (it offers zillion strenght and some more, so Roald would be happy with it). That's it for now folks! I currently still have the 19 statpoints, and 6 abilitypoints unspent. Salvation is still on lvl 3 and do more then enough healing (especially if I combine it with Roald's defensive ability). Only 1 point in electric storm, and 2 point in Charged Blood (although I consider investing here 1 more points). I still not know what will I need later: more focus, more life, or more criticals, so that's why I didn't spent my points. Wish me luck with Zone 5, the end of the Legend run! |
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#26 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2009
Location: Amsterdam, Netherlands
Posts: 132
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![]() there is a screen to modify your attacks. I actually only played as bio (physical), but most fights werent too bad. The important thing to remember is not to be a sword fighter, 5 poisons and a poison weakness are much more damaging than any attack you can do, except the 100 energy cost attack you had before, especially since you can drain his resistance more often than you can poison, and you can poison more than you he can remove it. the only thing you need is to keep yourself and your friends alive..... sorry, it was just to0 easy up to after the metro. dunno the end part
Last edited by Oskatat; 03-11-2010 at 09:16 PM. |
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#27 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() Zone 5 notes:
It starts easy: 1 riot police. Good for us, as we want his weapon. This is any easy and fast fight, and the weapon will be awesome for the last fights of the Legend run. For this fight I put 1 point on Tenacity and 1 more point to Charged Blood (3 point on it now). A note on possible equipments in this zone: most will be "vendor trash" thanks to their level-requirement. Your level for the Legend-run will never go above 21, and half the stuff here has higher then that requirement. Not to mention most fights are at best barely survivable, so no chance raking for anything specific. Appart from what I mention The second fight is dangerous because of the hard-hitting blood hund. As you here need protection more then brute force, change your helmet to the Mining Helmet. You did stored that, didn't you? For the third fight keep the helmet on you, as that makes the fight a "sure win". That is important, because you will most probably replay it several times for a weapon to Roald. Of course you might have a substanciate already, but if you don't (or you think you want even a slight upgrade), go for this. The fight has acceptable lenght, and you do not need stunning, just salvation. At this point I still not dare to spend my points (I don't even dared to rise my Charged Blood to lvl4), as I do not know what will come (these fights are tricky even on easy difficulty). Some fights look nasty, so most probably I'll need defensive stuff to the top of my head, but to have everything, there is not enough point. And I do not want to respec as that costs money. Oh, money: I still not bought the listed stuff from the Zone4 shop, because the best electric equipments do not offer good enough vitality, so I need to balance. I'll list my end-equipment and the last fights in a coming post. |
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#28 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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Now around half the game will come out opponents where you yourself will have to deal out the damage as your team will be .. a little left behind. Veradux will in almost every turn just heal, and his damage will never go above 300. Roald will stuck with 500. And when the enemy regenerates 300+ hp every turn WITHOUT using any ability, you simply can not just rely on your team and lie back as a support character, trust me on that. Also things very much depend on what difficulty you play on, and how much training you do. But tell me what you think about this after you beat Zone 5 But I grat you for having no problem at all with anything yet. I usually had. |
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#29 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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![]() Dang, I've never finished this playthrough
Nevermind, I'll use this to replicate my progress. Thx to this thread not being deleted
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Nothing has a meaning. You can't even say it has no meaning as that'd mean it has. - Godkiller, Defender of Anarchy |
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#30 | ||
![]() ![]() ![]() Join Date: Nov 2005
Location: Var, Hungary
Posts: 1,722
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Badd thing if you ask me. Now if you don't like the Sonny-series 'cause "all the talk", but want to avoid the crappy "ladder this" design of apokalx, I can suggest "Sindjin the shadow warrior". It has an intro what's skippable, then it has lots of fights for you. Just avoid gettng the two healing ability the same time, else it'll be too easy EDIT: Don't want new post, so put it here: Currently I'm using for the Legend run a Cold Hydraulic build. It is extremly more easy then the psycho build for me, for now as it is extremly not item-dependant, and ... well, it just feels so easy. Stat-distribution is also no-brainer: respec after the starting fight and spend the 19 point given to vitality, then any other statpoint goes to instinct. The build also uses no focus. The core of the build is Mind Freeze + Flash Freeze. May them as soon as possible. The supporting skill is Ice Wall. It quite literally eliminates damage. Have Veradux have the lowest vitality (means lowest HP), and cast it on him when needed. Now your "weakest", and anyway 99% support character will be your perfect meat-shield. Add Guardian Form for personal defense and some offensive extra, and to have good enough damage maximise Crystal Ice. Subversion is of course a necessary addition. From then on until lvl21 you'll have 4 more extra skillpoint. Now I don't know what'd be more efficient: extra defense by maxing Cold Neurology, or Glacier (less damage from target and means another good attack in place the lowly Vapour Cannon). Items and hard spots: - don't forget to respec after the initial fight - in Zone 1 if there's a buffing character (the doctors), kill those first - ZPCI elite: stun only when he turns red - in Zone 2 from the first fight try to get the Icy Mallet - frost terror + 2 frost zombie: kill a zombie first - knight + priest: kill the priest - knight + priest + mage: destroy the priest without thinking ahead first. Try to dispose the mage with Subversion next. - knight + 2 mage: one of the hardest fights. You HAVE TO kill a mage with all three of you alive after his death in the next three rounds. Try to attack the upper mage until he is shielded, and during that attack the bottom. You MUST use Subversion to kill the mages, so let's hope you'll have the time for its cooldown between the two kill. And to kill the knight in the end you'll need at least two caracter alive. - zpci elite + 2 bloodhund: very similarly problematic as the above. The one addition is: put defense on Veradux in the first round! - Captain Hunt & Co: in the first round turn Guardian form, and the party be on agressive. During the second round all be defensive, and you start unload all your four freezes on the sniper for damage, plus a slam for more damage. After the shielding is depleted do the freeze-combo to kill him. If finally succeded go for the medic. If that ends, put the team to defensive, and you'll surely win. - repeat the first fight in Zone3 until you get Annihilation (for Roald until Emerald Death will be found) - 2 zpci elite: as both can "turn red" the key is to destroy the smaller one as soon as possible. - phantom + beat + antagonist: go against them in this order, and won't be a problem - Clemons: repeat this fight until you get Shandor's Darkstaff (for Sonny) - hydra: repeat this fight until you get the Emerald Death (for Roald) I don't know where it can be found now as I forgot about it, but Neptun's Trident (or what) should be tried to found for Veradux. It might not be an absolute must, but it'd worth quite a lot. - for all the fights in Zone 5 wear the miners' helmets! - police colonel: when he has the "rook" symbol on him stun once, and for the third round put Ice Wall on Veradux. Drop heavy stuff on him while the other effect ("reload") is on him sole. Otherwise just use Vapour Cannon. Safe this way. - starting with the 5th fight in Zone5: do not let the Ice Wall melt from Veradux. Ever. If the enemy for some reason don't care about Veradux, or simply splits the attack, just retry the fight (same goes when you party starts attacking wrong targets, or stay agressive when they're set to phalanx) - android guard + 2 riot police: kill the polices one by one first - specialist + 2 android guard: kill the specialist first - specialist + secret police + android guard: buy a Lawbinder for Sonny and gave the Darkstaff to Veradux, then kill them in this order. - caretaker + 2 bloodhund: I believe this fight is mostly about luck. It is important that during the first round Veradux shall be living, then all your party put defensive stuff on him. During the fight it seems essential to not get a stunlock on any of your party. I gave a Riot Gun (found on some Zone 5 battle) for adequatly low life for Veradux (the Darkstaff made it unpredictable who'll be attacked during this fight). My strategy was to kill a bloudhund first thus making the suffered damage managable. During the killing of the next hund Veradux died, but I held and won. At the end I had 27 statpoint unspent, along 4 skillpoint preserved. Achivements: - I don't think "pacifist" can be achieved by a hydro - to get Black Magic you can do it along this playthrough (don't forget to disable autosave, so you can redo the fight to give exp to the party). Until 12K hp he'll put a curse on you what you shall answer with Mind Freeze on him, so he won't be able to do ANY damage. Subversion is also a good way in emergency to heal (or avoid) some damage. For the next phase unload everything on him until he reaches below 6K hp at what point he'll do a heal. This must be avoided, so when he reaches below 6K he must be stunned, and when he gets out of it Subversion must be cast on him. (It might have been a bug, but after I put subversion on him in the next turn I put on him mindfreeze, and only then got he death-healed. Dunno.)
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Nothing has a meaning. You can't even say it has no meaning as that'd mean it has. - Godkiller, Defender of Anarchy Last edited by twillight; 10-10-2012 at 10:25 PM. |
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