PSO2NGS Planetcrusher Blitz (Dark Falz Dalion) 4-man Gu/Ra POV -

Описание к видео PSO2NGS Planetcrusher Blitz (Dark Falz Dalion) 4-man Gu/Ra POV -

Featuring the new meta defining type 3 Bullet Rave.

I like this fight more than Solus given that you're always doing something as opposed to standing there waiting for something to happen, but it isn't without its issues.

The main issue is in the cannon phase where you have to guess where the weakpoint is correctly 4 times, and if you guess wrong, you are increasing the amount of damage you need to do in the final phase, as damage to the armored parts does not contribute to the health bar, but it does affect when the final phase begins (i.e. when the boss starts taking 90% reduced damage); worst case, that is 3.36% extra health you have to deal at the end. Here, we got pretty lucky on every weakpoint, so the final phase felt extremely short.

The attacks of choice also matter, as he can keep spamming moves that cause the puppets to headbang violently and make bullets miss, or spam moves that keep them still.

It's also a huge shame that this fight cannot be soloed, and probably can't for a long time. That's why in lieu of a solo video, I'm putting up our best 4-man record so far.

I managed to acquire a Wingard TMG for 100m, the cost split between me and Boko, and another Wingard fodder for 50m. This was enough to slingshot the weapon all the way to fixa level 5. I'm probably not going to be able to put a Rifle on it for a very long time, as Rifle is one of those inflated weapons that always sells disproportionately higher than others; but in modern Gunner playstyle, a rifle is not so integral to function anymore.

Since this is a 4-man quest, I get to make full use of Long Range Advantage, which incentivises PA usage over countering. We also received Bullet Rave type 3 last week, which turned out to be the strongest no-counter finisher used by itself with a strikeback stock, and not even that much weaker than riskier finishers that are prone to missing in this fight. This raises my floor by a considerable amount. The only thing to watch out for is when the puppets try a low sweep, as they dip below the platform and thus exit line of sight, which cause all bullets to do 0 damage at that brief moment, so I avoid finishing when that move might interfere. That move can't happen twice in a row, so it's safe to do straight after it.

As the only Wingard user, it was important for me to PB as soon as possible, so I break out the Evolcoat and shoot Dalion in his skull-cock for some easy PB charge. I do get a bit panicked as his animations are a little hard to react to, so I swapped to a Codeck just in case I was about to explode, but I was never even in danger. I then get an early immunity from my puppet, which sadly was at the cost of one of my HOBs, but that is otherwise good as it means that he has already played his single copy of Negate Attack (this attack will only happen once per cycle), leaving me free to photon blast in peace, and giving everyone 1% more damage.

In the cannon phase, there are a multitude of optimisations to be made. As said before, the aim is to find the weakpoint as fast as possible, because until then you are doing no damage, and in fact you're making the last phase harder because you have to deal that damage AGAIN later. This mostly comes down to pure luck and keeping an eye out for the yellow glow in case someone else finds it.

We save our charges of the Oneshot Blaster to instantly break armor, giving us a 1/2 chance of immediately finding it. If its the last phase, then we just dump it on the weakspot as there's no more armor to break.

When the puppets charge across the field, there is a safe spot at the very back of the room and at a high enough elevation, which lets you get 7 sword swings in for free. However, if I know a down is about to happen, I will only do 6 and then start running early so I can ensure I get the max swings in on the impending down; 14 on a down, or 13 on the break. As a result I try to stay far back when a charge could happen (which has a lengthy cooldown), in front of the puppet with the weakspot, otherwise I'm where the extra 5th puppet spawns or near the front to catch the down.

I also tried to get a sword swing in as soon as the final phase started, but mistimed it. Everyone managing that would be a free 60k-80k damage which is nothing to sneeze at.

Since I have a Wingard I can't have a dedicated floor weapon, so I switch one of my armors out for one of my old Behlgrens that I used for DFA speedruns, which gets my floor up to 100%.

I could improve by trying to enter the cannon with some stocked chain or a hail of bullets, but it's a balancing act between using my resources to end phase 1 ASAP, versus wasting time in phase 1 to carry chain into phase 3.

It was fun figuring out how to optimise things here. Unfortunately, a solo is probably a year away, and like what happened to DFR.2, nobody will really care by then. I'll see you next time for Dark Falz Sawcon

0:00 Phase 1-1
1:40 Phase 1-2
4:09 Phase 2
8:45 Phase 3

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