Hi. I know everyone has a few tricks up their sleeves with how they run dungeons and I was just wondering if you guys would be willing to share them. I'm going to list down a few tips of my own. I've been meaning to plug up the many guides posted on here but for now this'll do.
General Rule: Avoid Knockdowns. lol
ELESIS
Sword
Spear
LIRE
Bow
Xbow
Archranger
ARME
Refer to Zhon and ultrismoth's guides:
* Arme Tips and Tricks
* Warlock Mastery
Mage
Warlock
LASS
Thief
Dungeon Moves:
Here's a few extra tips:
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That's about everything on my head atm. Do you think it's worth pursuing this thread? And input would be nice. I hope to add in the guides on the forum soon. Good luck.
~Ryugen™ Creation~
I'm going to add a bit of my own advice into this one.
Firstly, for Swordsman and comboing without knockdowns. I had a guide some time ago that explained Mega Slash and Circle Blade cancelling but since it may pretty much be gone, I'll explain it once more.
I have a few tips for Swordmaster the some may not know.
Thanks for the inputs Neko. =D I totally forgot about that Lifting Spiral. I sort of found out about it while doing Gaikoz. Gaikoz doesn't fully get plummeted to the ground after getting hit with the 2nd Slash of the Air Combo (Pressing Up after doing Normal Combo) and using Air Spiral right at the end makes for a great Spiral attack.
I forgot about Cash Skills. =x But only because people don't usually have Cash Skills to begin with. Still, worth a mention.
And yep, Skill Cancelling. However, I find using Mega Slash as an opener a sort of MP waste since I could charge up for a Sonic Wave or Air Spiral instead. Still worth the mention. Will edit later. =]
That's 1 positive feedback.
Crossbows.
When jumping over an enemy, raindance while dropping next to their back then go straight into standard combo without the knockdown hit. If they turn around, jump over with another raindance and repeat. Sometimes I take the extra mile and just raindance the entire enemy. Just remember, raindancing shoots faster than a standing combo but has a slightly longer gap between bursts of attack.
Never do a dash attack or a combo finisher, unless to finish off something while moving. Avoid using Quickshot on non-super-armored enemies or non-super-armored bosses. Super armored examples: Treant, Gardosen - they do not get knocked down. Non-Super Armor: Kamiki (Unless she casts Yellow Aura), Orc Lord - They fall if they get knocked down.
You can roll-dash right into a Dance Tempest (Beat Rush = icky name) and you will move in the same direction you dashed. Useful for chasing a running enemy.
You can also roll-dash into Harpy Hunting Shot, but beware, you jump opposite of the direction you're rolling. If you allow a pause after the dash to change direction, it's possible to do a reversed rolling Harpy Hunting Shot. Just remember to make sure your target hits.
Harpy Hunting Shot's harpy drop will take out a group of enemies of the same height. If a Dark Mage is in a pile of Goblins, only the Dark Mage will be hit.
Harpy Hunting Shot's initial attack will do as much as the harpy drop will if a full connection is made from the back.
Harpy Hunting Shot is useful for two-formed bosses - Kamiki, and Jin Kaze'aze. You can drop the harpy on them right when they spawn and the dialogue scene starts. It knocks them down as well, giving you a good head start on changing positions. Beware of other people's spawn attacks as well. They may shift the target or knock them down too. Remember to co-ordinate with your teammates if you're planning a spawn attack (Usually only a problem with Kamiki. Jin Kaze'aze doesn't budge or get knocked down).
You can only do a drop-roll if you do not fire a dash attack. Useful for dodging parallel platform attacks and jump cues.
You can perform a short hop by rolling then jumping. You can cancel a jump's heigh prematurely by firing off a shot. Continually short hopping into jump attacks is called a "Bunny hop"
Performing raindance gives you a tiny tiny boost in your vertical jump height when reaching for some platforms. Not entirely useful, but you never really know.
Rolling and then jumping does not get as much horizontal or vertical float distance as a regular standing jump. Keep this in mind when performing jump rooms.
A General tip: AI have no feelings. Exploit them as best as you can. This is the #1 rule when it comes to dungeoning. Autoshot them. Camp in a place they can't reach while still being able to attack them. Do whatver it takes to bring them down fast or without risk.
Playing solo or with friends will increase your success rate and reduce your losses. Sometimes even reduces time wasted.
Dungeons are so boring. I always fall asleep after 3 or 4 Battle for Bermesiah runs.
<3F1
Just a note for the Lire area, the term is 'point blank', not black.
Lass' Aerial Combo to Aerial Combo is actually pretty easy without lag, but I find it's way easier on a small target than a larger one, despite the larger hitbox.
If it's closed then how'd I do this?
=o