User:Ricewind/AoDCombat: Difference between revisions

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{{RequiresAoD}}
{{RequiresAoD}}


''This guide is a WIP and may not be accurate nor complete!''
{{Disclaimer|In {{Icon|Ancient Relics}} mode, dungeons only require prior dungeon completion.}}


The following guide takes the player through the combat of the [[Atlas of Discovery Expansion]] with as little effort as possible. This guide is targeted at people who have either completed or nearly completed the base game. Completion of at least the [[Air God Dungeon]] is recommended to follow the largest portion of this guide.
The following guide takes the player through the combat of the [[Atlas of Discovery Expansion]] with as little effort as possible. This guide is targeted at people who have either completed or nearly completed the base game. Completion of at least the [[Air God Dungeon]] is recommended to follow the largest portion of this guide.


Every enemy in this expansion has a [[Barrier]] health bar as well as a regular health bar. Enemies cannot be damaged in anyway until the barrier is entirely removed. '''Only familiars are able to damage the barrier.'''  
Every enemy in this expansion has a [[Barrier]] health bar as well as a regular health bar. Enemies cannot be damaged in anyway until the barrier is entirely removed. '''Only familiars are able to damage the barrier.''' Starting from the [[Trickery Temple]] dungeon, enemies also regenerate 25% every 7 attack turns.


Two-handed weapons are strongly recommended during the entire combat section, unless the alternative is required for [[Damage Reduction]] or the alternative simply does more damage. Two-handed weapons generally have a higher hit chance and because the [[familiar]]'s hit-chance is based on the player's hit chance, the higher the hit chance, the better.
Two-handed weapons are strongly recommended during the entire combat section, unless the alternative is required for [[Damage Reduction]] or the alternative simply does more damage. Two-handed weapons generally have a higher hit chance and because the [[familiar]]'s hit-chance is based on the player's hit chance, the higher the hit chance, the better.


Since the combat portion is heavily focused on using familiars the following requirements are a prerequisite:
Since the combat portion is heavily focused on using familiars the following is strongly recommended:
* {{SkillReq|Summoning|90}}
* {{SkillReq|Summoning|90}}
* {{Synergy|Tortoise|Dragon}}
* {{Synergy|Tortoise|Dragon}}
In case the {{Icon|Throne of the Herald Expansion|notext=true|img=TotH|}} [[Throne of the Herald]] expansion is owned, the following is a better alternative:
* {{SkillReq|Summoning|115}}
* {{Synergy|Spectre|Spider}}


Because the combat mechanics in this expansion are rather complex, and minor changes in enemy, equipment and player stats can make specific items better or worse it is always recommended to use the Combat Simulator to verify how to get the most kills per hour or drops per hour.
Because the combat mechanics in this expansion are rather complex, and minor changes in enemy, equipment and player stats can make specific items better or worse it is always recommended to use the Combat Simulator to verify how to get the most kills per hour or drops per hour.
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* {{ItemIcon|Old Summoning Amulet}}
* {{ItemIcon|Old Summoning Amulet}}


This portion of the guide aims at getting the very entry barrier equipment items, outside of the familiars of course. Gear doesn't matter much at this point, prefer melee because it doesn't use resources. Use the melee weapon that provides the highest hit-chance.
This portion of the guide aims at getting the very entry barrier equipment items, outside of the familiars of course. Gear doesn't matter much at this point, so prefer melee because it doesn't use resources. Use the melee weapon that provides the highest hit-chance.


# Get the {{ItemIcon|Barrier Touch Gem}} and {{ItemIcon|Lesser Summoning Amulet}} from {{MonsterIcon|Blind Ghost}}.
# Get the {{ItemIcon|Barrier Touch Gem}} and {{ItemIcon|Lesser Summoning Amulet}} from {{MonsterIcon|Blind Ghost}}.
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** {{SkillReq|Cartography|80}}
** {{SkillReq|Cartography|80}}


The monsters in the trickery temple deal a lot more damage than previous dungeons. On top of that, the enemies there have a reflect mechanic (where part of the damage the player deals is inflicted back upon the player), and a mechanic where the enemies' max hit is based on the player's max hit. All enemies in this dungeon are also magic-based. It is therefor highly recommended to use the ranged combat style, preferably with [[Ranged#Javelins|javelins]] or [[Ranged#Throwing_Knives|throwing knifes]] to lower the player's max hit.
The monsters in the trickery temple deal a lot more damage than previous dungeons. On top of that, the enemies there have a reflect mechanic (where part of the damage the player deals is inflicted back upon the player), and a mechanic where the enemies' max hit is based on the player's max hit. All enemies in this dungeon are also magic-based. It is therefore highly recommended to use the ranged combat style, preferably with [[Ranged#Javelins|javelins]] or [[Ranged#Throwing_Knives|throwing knifes]] to lower the player's max hit.


Although the Trickery Temple also drops {{ItemIcon|Barrier Exalted Shard}} and {{ItemIcon|Siphoning Barrier Gem}}, due to the reflect and max hit mechanic, the Cult Grounds dungeon is prefered, as the player can focus much more on dealing damage, rather than having to deal with the max hit mechanic instead.
Although the Trickery Temple also drops {{ItemIcon|Barrier Exalted Shard}} and {{ItemIcon|Siphoning Barrier Gem}}, due to the reflect and max hit mechanic, the Cult Grounds dungeon is prefered, as the player can focus much more on dealing damage, rather than having to deal with the max hit mechanic instead.
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The following gear is starter gear to farm cult imps for barrier. If you do not have Big ol Ron, simulate how many barrier dust you are receiving with your alternative, and potentially use ranged on cult members instead. It is recommended to upgrade the melee armour used, with a preference over upgrading Terran. This is because the extra [[Damage Reduction]] is required for the {{ZoneIcon|Underwater Ruins}}. The equipment below will result in roughly 2,400 barrier dust an hour. More or less can be obtained depending on the actual gear and other bonusses used. The amount of barrier dust an hour rises to around 3,100 with Terran fully upgraded to (B). '''Depending on your choice in the next section, you do not need to fully upgrade Terran'''
The following gear is starter gear to farm cult imps for barrier. If you do not have Big ol Ron, simulate how many barrier dust you are receiving with your alternative, and potentially use ranged on cult members instead. It is recommended to upgrade the melee armour used, with a preference over upgrading Terran. This is because the extra [[Damage Reduction]] is required for the {{ZoneIcon|Underwater Ruins}}. The equipment below will result in roughly 2,400 barrier dust an hour. More or less can be obtained depending on the actual gear and other bonusses used. The amount of barrier dust an hour rises to around 3,100 with Terran fully upgraded to (B). '''Depending on your choice in the next section, you do not need to fully upgrade Terran'''.


Again, Terran is used in this recommended gear over Ragnar with the assumption that this will be (partially) upgraded into (B).
Again, Terran is used in this recommended gear over Ragnar with the assumption that this will be (partially) upgraded into (B).
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==Upgrading to (B)==
==Melantis?==
Req: Aeris etc.
'''Requirements'''
* All of the requirements mentioned above.
* Complete {{ZoneIcon|Cult Grounds}}
* {{SkillReq|Cartography|90}}
* {{SkillReq|Archaeology|90}}
* {{ItemIcon|Water Expert Wizard Hat|notext=true}}{{ItemIcon|Water Expert Wizard Robes|notext=true}}{{ItemIcon|Water Expert Wizard Bottoms|notext=true}}{{ItemIcon|Water Expert Wizard Boots|Water Expert Wizard Robes}}
* {{ItemIcon|Ancient Infernal Cape}}
* {{ItemIcon|Trickery Mirror}}.
 
Melantis is a [[Cartography#Points_of_Interest|Point of Interest]] that first needs to be discovered to unlock the {{ZoneIcon|Underwater City}} and {{ZoneIcon|Underwater Ruins}} dungeon and combat area.
 
The player first needs to find {{ItemIcon|Melantis Clue 1}} from the {{POIIcon|Monuments}} dig site and follow a trail of clues. Alternatively, you can look for the solution [[Melantis Clue 1| here]].


Cult ground gives gems and shards to upgrade Aeris. Upgrade one piece at a time as soon as you can to drastically speed up clear times.
This is also a good time to go back to {{MonsterIcon|Magic Mirror}} with the gear recommended [[#Trickery Temple|here]]. With fully upgraded Aeris (B) and the other barrier damage items, it shouldn't be a problem at all taking these down much faster than before.


Req: Melee gear.
==Underwater Ruins==
Rec: Ragnar, big ron
'''Requirements'''
Cult grounds also unlocks Cult Imps which are efficient sources of a lot of [[Barrier Dust]].
* Have followed this guide up until this point, or have obtained all relevant items mentioned in this guide.
* Discover {{POIIcon|Melantis}}


==Melantis?==
'''Recommended'''
This area is a big brick wall unless the player has already met the pre-requisites. These monsters deal very high damage and therefor require a lot of damage reduction gear and bonusses. This area also requires {{SkillReq|Archaeology|118}} and a series of items.
* Full (B) god armour for the chosen combat style.
* {{ItemIcon|Cloudburst Staff}} for magic.
* {{ItemIcon|Ultima Godsword}} for melee.
* {{ItemIcon|Damage Reduction Potion IV}}
* {{ItemIcon|Fury of the Elemental Zodiacs}}
* {{ItemIcon|Barrier Burn Shield}} if the [[Combat Passive Slot|passive slot]] is unlocked.
 
The {{ZoneIcon|Underwater Ruins}} contains 4 enemies of which 3 drop weapons that are potentially an upgrade. The monsters also all drop plenty of {{ItemIcon|Barrier Dust}}, which allows for easy upgrading of the remaining god armours that haven't been upgraded yet.


> List all requirements to even enter Underwater Ruins
The player has a choice of killing the following monsters:
* {{MonsterIcon|Mermaid Archer}} for the {{ItemIcon|Engulfing Vortex Longbow}}
* {{MonsterIcon|Merman}} for the {{ItemIcon|Water Pulse Staff}}
* {{MonsterIcon|Merman Guard}} for the {{ItemIcon|Hasty Trident}}


==Underwater Ruins==
These monsters and their drops can be obtained in order, since they are all one part of the combat triangle. For example, the Mermaid Archer can be killed for the longbow, which can then be used on the Merman for the staff which then can be used to obtain the trident from the Merman Guard.
Player has a choice of killing (Mermaid Archer > Merman > Merman Guard) for very good weapon upgrades, unless the player already has better TotH gear.


UGS is recommended for Archer farm.
It is '''strongly recommended''' to start this section with the Ultima Godsword and killing Mermaid Archers. This is because the Ultima Godsword is a very strong weapon, and the Engulfing Vortex Longbow resulting from this is also a '''very''' strong weapon.


Alternatively, the player can do manual Underwater City for (B) armour upgrades.
===Mermaid Archer===
{{Equipment/Recommended
|style = Melee
|showDR = true
|helm1 = Terran God Helmet (B)
|body1 = Terran God Platebody (B)
|legs1 = Terran God Platelegs (B)
|gloves1 = (B) Ancient D-hide Vambraces
|boots1 = Terran God Boots (B)
|neck1 = Fury of the Elemental Zodiacs
|ring1 = Summoner's Blessed Ring
|cape1 = Ancient Infernal Cape
|gem1 = Devouring Barrier Gem
|weapon1 = Ultima Godsword
|consumable1 = Whetstone
|passive1 = Barrier Burn Shield
}}


==Finishing up==
==Finishing up==
Player now has access to crystal behemoths for task + upgrade material for Arch / Carto
Player now has access to crystal behemoths for task + upgrade material for Arch / Carto
Underwater Ruins drops BiS gloves, Shield upgrade, task access
Underwater Ruins drops BiS gloves, Shield upgrade, task access
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