Dungeon Revamps - Xenia 1 (Xenia Border - Wyrm's Maw)

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Foreword:
This article features Xenia Border, Temple of Cuatal, Valstrath & Wyrm's Maw.

I'm no official guide so, no obligation to start from scratch at Trial Forest. But really, who wants to know about the absurdly easy stuff?

So anyway, what I'm going to talk about here are the observed changes to enemy behaviour in general, most of you probably noticed enemies and even bosses have their attacks taken away. So we'll go into those -with detail if necessary- and highlight any important things for players to be aware of. Because let's all be lenient and fair- not all players started out like us, not everything is EASY, and the current season isn't that forgiving with gross mistakes either.

Links:
Xenia 2 (Altar of Judgement - Fortress of Ascension)
Alcubra 1 (Goblin Work Site - Sands of Illusion)
Alcubra 2 (Deserted Town - Seth's Pyramid)
Archimedia 1 (Hammer's Reach - Relics of Kounat)
Archimedia 2 (Zeruel Border - Kounat's Collapse)


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Xenia Border

Monsters Intel
Native Spearman
Aggression: ↑↑
Offense: ↑↑
HP: ↑↑
They only pose a problem when allowed to attack together, as they have a combo that stuns you long enough for their allies to add into the punishment.
Native Leader
Aggression: ↑
Offense: ↑
HP: ↑
Using only a fireball attack with a long wind-up, its one attack is extremely easy to see coming and avoid completely. Its low HP makes it easy to kill off.
Carnivorous Plant Jr
Aggression: ↑↑
Offense: ↑
HP: ↑
More of an annoyance, the Plant Jr shoots out seeds at a regular pace as long as you stay in its line of sight. Its low body height and being rooted to the ground makes it difficult to hit and resistant to hit stuns.
Mutant Skeleton
Aggression: ↑
Offense: ↑↑
HP: ↑↑
Has slow attacking speed but hits pretty hard. Easy to dispatch due to its low aggression and lengthy idling. This monster is only available on the left path that leads to Octus.
Moss Monster
Aggression: ↑
Offense: ↑↑
HP: ↑↑
Has slow attacking speed but hits pretty hard. Easy to dispatch due to its low aggression and lengthy idling. This monster is only available on the top path that leads to Lenasien.
Beholder
Aggression: ↑
Offense: ↑
HP: ↑↑
Unlike the Moss Monster and Mutant Skeleton, the Beholder's resultant harm depends on the player's ability to negate Petrification damage. With its slow attack, reduced range and indirect attack as a result, the Beholder is comparably weak on offense. This monster is only available on the left path that leads to Octus.
Octus
Aggression: ↑↑↑
Offense: ↑↑↑
HP: ↑↑↑
Octus, like his bull-motif, is a Boss based off power and burst damage attacks.

His attacks are all-rounded and deal consistently high damage with every hit you take from him, so it's best to be good at evading at this point of the game. In addition, his ability to charge at you means he is effectively a high-speed bulldozer, becoming a difficult-to-surmount wall when he attacks as well.

Tactics: To avoid being in precarious situations, avoid engaging in combat while being in the middle of the stage, where there are no platforms to take advantage of elevation. Maintain combat at the side of the stage and keep him there for a consistent offensive against him.
Lenasien
Aggression: ↑↑↑
Offense: ↑↑↑
HP: ↑↑
Even as a Boss, Lenasien is less aggressive than Octus is and has a reduced HP total, but that doesn't change his threat level. Lenasien's attack set is based off multi-hitting and speedy attacks.

The only real danger about Lenasien is his poison projectile attack which deals surprisingly high damage beyond the thresholds of his physical attacks. There are enough hints to hear it coming so players should actually be able to dodge it.

Tactics: As long as the player takes advantage of the stage's elevation, it will be easy to evade his attacks. His attack speed is generally faster so opportunities to hit him from behind are short. Make use of burst damage and then reposition often, as he is likely to counter respond to your aggression rather quickly.


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Temple of Cuatal

Monsters Intel
Fanatic Bomb Soldier
Aggression: ↑↑
Offense: ↑↑
HP: ↑↑
The Bomb Soldiers love to run away a lot so chasing them  - and avoiding them - are the key to defeating them.

Their bomb damage can get pretty nasty if you let too many hit you. Watch for their attacking motion and avoid their unusually curvy bombs.
Fanatic Monk
Aggression: ↑↑
Offense: ↑
HP: ↑↑
The Monk's main engagement is to provide resurrection support to dead Fanatic allies, although it is also able to attack suddenly by conjuring a relatively large fireball towards you. Its high elevation and trajectory makes it usually difficult to avoid.

With its rather low aggression, the Monk is less dangerous as an enemy.
Fanatic Shield Soldier
Aggression: ↑↑↑
Offense: ↑↑
HP: ↑↑↑
Shield soldiers are an annoyance when they play their defense game. Since they can also react against back attacks, simply stay passive and out of their range until they lift their shields.
Gashimon
Aggression: ↑↑
Offense: ↑↑↑
HP: ↑↑↑
Gashimon can be incredibly tough to bring down and can pose a threat with their sturdiness. Not only having high HP, their one rolling attack is tactically brutal and can easily deal large amounts of damage in one roll if you are unfortunate.

To be on the safe side, get out of their way from the front if you can't bring them down in time.
Vanessa
Aggression: ↑↑
Offense: ↑↑↑
HP: ↑↑↑
Vanessa's offense is still high despite lowered aggression than before. She is usually big on counterattacks and is easier to defeat if you control her action by knocking her down often. Once she goes into Werewolf form, she can get more aggressive as her counter is fast acting.

Tactics: As much as possible, rely on burst damage to keep her counters to a minimum. Also, make use of the few seconds of idling during her transformation dialogue to deliver large bursts of damage. She also recovers faster in this state so act fast, and plot against her momentary weakness.
Samsara
Aggression: ↑↑
Offense: ↑↑↑
HP: ↑↑
Samsara's total life isn't high but is divided into segments which affects how you strategically deal mass amounts of damage to him.

Being extremely huge, it means he's a sitting target wherever you choose to strike him, his attacks also depend on which elevation you are on but it is nothing to worry about.

Tactics: Samsara has been reworked to inflict high amounts of damage, but as of current, his stomp attack is completely useless and deals no damage, so that takes away from caution from that attack. To deliver maximum damage each time, simply observe and note his transformation thresholds so that nothing goes wasted (using a skill while he is impervious to all damage)


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Valstrath
Regulars:

Monsters Intel
Corrupted Ranger
Aggression: ↑↑
Offense: ↑↑↑
HP: ↑↑
Keeping them at distance can be dangerous as they have a fast ranged attack which executes quickly and keeps you trapped in its rather large range. Damage can also accumulate if such consecutive attacks occur.

Their recovery attack of bombs prove to be of less trouble as it takes a long while to explode.
Foul Swordsman
Aggression: ↑↑↑
Offense: ↑↑
HP: ↑↑
Difficulty in attacking them head-on completely. They have the tendency to strike anytime with a strong counter attack as well as a similar recovery attack.

Attacking them from behind will also cause them to turn around and counter you immediately.
Gashimon
Aggression: ↑↑
Offense: ↑↑↑
HP: ↑↑↑
Similar to the Gashimon in the Tower of Cuatal, they are tough to kill and pack a lot of punch if you let them continuously assault you. Avoid their jump attacks and you will quite safe.
Vile Naga
Aggression: ↑
Offense: ↑↑
HP: ↑↑↑
The Vile Naga is pretty much watered down from before. Its lack of aggression in combat makes it a big target and particularly slow to respond against attacks.
Ashtaroth
Aggression: ↑↑↑
Offense: ↑↑↑
HP: ↑↑
His main business is to run around a lot, and fast, until he gets near you to attack with his sword combo. Since he is pretty much just a mini boss, he will flinch easily to put his running to a halt.

Ashtaroth used to be pretty aggressive and could easily floor careless players.

Tactics: Ashtaroth doesn't take a lot of force to bring down with a well-placed skill to the back. But if it is not conveniently possible, normal combat will suffice against him, as he can be controlled by back attacks. Whatever you do, avoid getting struck by his energy projectile, as it inflicts a lot of damage for a single attack. He also does not counterattack when recovering if you stand behind him instead of the front.
Mynos
Aggression: ↑↑
Offense: ↑↑
HP: ↑↑↑
Ashtaroth's minion, Mynos, is the first boss encountered to receive background support. Although that support proves to be less of a danger since it is an attack in the sequence than an additional attack itself.

Mynos' attack pattern depends primarily on the distance between you and him. Mynos consistently uses melee when you are near, and resorts to his ranged "Blaster" attack when you put so much as half a screen's distance from him- and with quick repetition too!

Tactics: As long as you are fighting Mynos up close, sticking to him, you can't go wrong in this fight. Save for the moments he jumps into the air and you mistime your evades, then yeah. And since Mynos likes to jump away at the slightest tick of heavy damage, timely skill executions are crucial.


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Wyrm's Maw
Regulars:

Monsters Intel
Fytros
Aggression: ↑↑↑
Offense: ↑
HP: ↑
Fytros are ridiculously aggressive even for their lack of power, having the ability to just move towards and near instantaneously shunt you at the same time. This usually spells mana breaks for those who don't release a skill in time before they strike.

As they are really weak, a few chained back attacks will put them down quickly.
Wyrm Spawn
Aggression: ↑↑↑
Offense: ↑↑
HP: ↑
Wyrm Spawn are a little less aggressive than Fytros are, but they pack quite the punch when they hit you. Sure they've slowed down, but a hit from their charge attack can ram you from end to end with ridiculous impact.
Magmok
Aggression: ↑↑
Offense: ↑↑
HP: ↑↑
Magmok are the fiery cousins to the Gashimon with large bodies (and as a result, have a naturally larger hitzone when attacking you.

They no longer spill fire embers as they roll, but their contact sensitive roll attack means they can easily snag you beneath them with their spiky bodies.
Iron Giant
Aggression: ↑↑
Offense: ↑↑
HP: ↑↑↑
Iron Giants have been slowed a lot and their attacks are painfully telegraphed for all to see, making them too easy to dodge

Since they cannot be felled though, back attacking can be a challenge against them.
Starkiln
Aggression: ↑↑↑
Offense: ↑↑↑
HP: ↑↑↑
Starkiln and yourself start at both ends to the map, it is highly imperative to rush over to his side or risk becoming smashed in the face. Starkiln's blades have been reworked to become contact weapons, and their extremely long and wide swing range means he can snag players from behind and also threaten players up close or at range.

When reduced to 50% HP or less, Starkiln starts summoning his dragon familiar to assist him in scorching the aimed-at battleground with lethal fire.

Tactics: Like Mynos, never stray too far from him. He idles more when you are next to him and becomes predictable since he will respond with his telegraphed melee or magma attack. Alternating heights when near him will also force him to stay level with you, which buys you extra seconds to attack him. If you decide to create distance, make sure you know how to close it as well, or he'll go full rage on you.


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