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Dungeonsweepers (DGS) - Huge changes; read first post.


Obtaurian

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I have an idea.

 

What if you

1. drop the ggs in the corner.

2. Lure the bosses such that the mage ends up in the corner, with the meleer on one side, ranger on another wise, and two walls on the other side.

3. That way, everyone else can tele in without having to worry about the mager attacking them(since it can't move through warrior/ranger.

4. Meleer and ranger hit lower than the mage = winning.

mager has long distance attacks... so ???

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I have an idea.

 

What if you

1. drop the ggs in the corner.

2. Lure the bosses such that the mage ends up in the corner, with the meleer on one side, ranger on another wise, and two walls on the other side.

3. That way, everyone else can tele in without having to worry about the mager attacking them(since it can't move through warrior/ranger.

4. Meleer and ranger hit lower than the mage = winning.

mager has long distance attacks... so ???

 

It can't attack you if it stands under you. It's being blocked by the ranger and the meleer. I'll run some C1s tomorrow to take some pictures.

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I have an idea.

 

What if you

1. drop the ggs in the corner.

2. Lure the bosses such that the mage ends up in the corner, with the meleer on one side, ranger on another wise, and two walls on the other side.

3. That way, everyone else can tele in without having to worry about the mager attacking them(since it can't move through warrior/ranger.

4. Meleer and ranger hit lower than the mage = winning.

What game are you talking about? A mage doesn't use melee, you need solid objects to safespot mage or range(and there are none in the trio room).

 

As discussed in the cc/among ranks, the melee one is actually extremely inaccurate, so if you can have him on someone with even a little armor, and then have everyone switching mage/range pray as needed(mage is 5 ticks, ranger is somewhere between 2-4 ticks). If you are good enough, you can ignore 100% mage damage and 50-80% range damage, which should be enough with 5 people in there and a few food. Ofcource, this strategy matters little as low occults are not worth doing and the first 3 bosses are rare in tf.

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About the Gulega gifs: we can't find a program that doesn't leave a watermark. :(

 

Use virtualdub

 

 

Small lure guide:

 

Wait (or actively lure them) till the mage is closer to the GGS than the archer.

 

qLhkJ.png

 

Teleport in and attract them all.

 

Teleport to your own gatestone.

 

If you are lucky the mage is already blocked on all sides.

 

If you are not it should look like this (The meleer may stand in between the mage and the ranger too.)

 

62aCM.png

 

Make sure they are far from the ggs as to avoid trampling.

 

Teleport to the ggs, and run awayalong the other wall.

Skcrk.png

 

If you then tele to your gatestone, they should pile up like this:

rwbPM.png

 

Actually, the mage seems incapable of running out to the north (I killed the ranger)

 

AKW5K.png

 

If he shares that with the ranger, then if we tramples the ranger on top of the mage, skeletal trio would get very easy.

 

I would test that, but it's 4 am already.

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I have an idea.

 

What if you

1. drop the ggs in the corner.

2. Lure the bosses such that the mage ends up in the corner, with the meleer on one side, ranger on another wise, and two walls on the other side.

3. That way, everyone else can tele in without having to worry about the mager attacking them(since it can't move through warrior/ranger.

4. Meleer and ranger hit lower than the mage = winning.

 

That's a good idea, I only noticed this kind of thing the other day when i lured a melee skele to trap a mage standing under me.

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Going to get back into keying next week I think, I kind of miss it... it's more intense!

 

About trio lure, the meleer isn't really that accurate I think the thing that needs to be trialed is what makes the archer target you, if you do that you can alternate targets (then again if you can lure it before you move gt for the team start can be done with no down-time.)

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I have an idea.

 

What if you

1. drop the ggs in the corner.

2. Lure the bosses such that the mage ends up in the corner, with the meleer on one side, ranger on another wise, and two walls on the other side.

3. That way, everyone else can tele in without having to worry about the mager attacking them(since it can't move through warrior/ranger.

4. Meleer and ranger hit lower than the mage = winning.

Grand idea, wish I woulda thought of it.

 

So in theory if the mage cannot/won't move out from under you (as in the image where ranger is dead and you're attacking the warrior), would the *best* lure be:

 

W

R

M (GGS under this guy)

Wall

 

R & M can be swapped, protect whichever isn't under you.

 

Now I'm curious how would be best to kill trio...really wish I didn't have to go to work right now so I could see how feasible that method is.

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R u trolling ranger doesn't hit 700s

 

that's what I was thinking...

 

but that being said, since you're praying mage (who can hit 700s), and the meleer is laughably inaccurate (but can still hit 700s), the ranger is easily the one hurting you the most. He does hit 450s, and he attacks fast enough that no amount of food will save you if he really wants you dead.

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Hey if you're trying to survive on trio, why not just pray range and cancel out the mages (slow) attacks with gatestone teleport... if its still looking at you ready to hit you again, gt outside make new gate and enter.

 

Ive used the trick on shadowforger/runebound in desperate situations before ;P

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I've been using Primal Rapier as my main bind since a bit before 99 and I haven't figured out what it ISN'T good for, except for SOME Skeletons. Stab seems effective against low-med level melee and ranged Skeletons and I surge the melee 156s (?) so the only thing that I can't seem to hit well are the higher mage Skeletons. Also it seems like Fleshspoiler is weak to stab, which is kind-of an added bonus.

I'm just wondering why it isn't under the list of exceptions lol (like as long as you have a CSB for high def melee monsters?)... I swear there was some discussion on this, maybe on the 3rd bind thread.

Oh, and thank you Obt for the 3rd bind thread, as I've been going by the list of monsters from there lol.

 

Maybe Ankous will prove resilient. I don't know what their weakness is, but that's the only thing I can think of at the moment.

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I've been using Primal Rapier as my main bind since a bit before 99 and I haven't figured out what it ISN'T good for, except for SOME Skeletons. Stab seems effective against low-med level melee and ranged Skeletons and I surge the melee 156s (?) so the only thing that I can't seem to hit well are the higher mage Skeletons. Also it seems like Fleshspoiler is weak to stab, which is kind-of an added bonus.

I'm just wondering why it isn't under the list of exceptions lol (like as long as you have a CSB for high def melee monsters?)... I swear there was some discussion on this, maybe on the 3rd bind thread.

Oh, and thank you Obt for the 3rd bind thread, as I've been going by the list of monsters from there lol.

 

Maybe Ankous will prove resilient. I don't know what their weakness is, but that's the only thing I can think of at the moment.

it's horrendous against high tier forgotten rangers and mages

and i highly doubt it's as good on skeletons/ankous as you make it out to be.

Xpx's told me ghosts are weak to crush, so the rapier would be pretty bad on them too.

 

it's only 6% better dps than a primal battle axe.

And it trades off the much more valuable crush attack style, for stab.

Stab being redundant with ranged/hexhunters and occasionally redundant with magic.

and of course you lose like ~55 slash attack bonus.

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I know this is a horrendously nub question for such a thread, but since this is in Help & Advice... ;) Was wondering, I'm stuck in ftp atm thanks to exams, and am trying to get a bit of dg done towards my rapier when I get members back in a month or so. I'm currently level 67, have had to solo because finding a decent team in ftp is like w117's worst nightmare. I've been c1 rushing 1-23ish, then doing c6 mediums for the rest, is that the best xp or is there any way I can speed that up? c6 smalls seem to give fairly decent xp considering how fast they are...

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I'm just about to get my third bind, and for a few months now, I've been looking forward to binding a CCS (although hex would be my dream bind). But lately I've noticed there's far more CCS users than their used to be in DGS, and I'm wondering if I should still bind CCS since my main concern is that I'll run into dungeons with other CCS users. And as Obt pointed out in his 3rd bind guide, it becomes troublesome when you have CCS users competing over adequate fire runes. But since I key most of my floors, I'm not sure if I should still stick with CCS, or get a rapier (doubt I'll get blood neck for a while at least).

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Rage quitting in dgs teams is STRONGLY frowned upon (along with anything else against the guidelines).

 

If someone does, and there is evidence (mainly screenshots) that is sent to one of the admins/leaders then they would look at whether to take some form of action. Without evidence it's unlikely that there'll be any action taken

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I know this is a horrendously nub question for such a thread, but since this is in Help & Advice... ;) Was wondering, I'm stuck in ftp atm thanks to exams, and am trying to get a bit of dg done towards my rapier when I get members back in a month or so. I'm currently level 67, have had to solo because finding a decent team in ftp is like w117's worst nightmare. I've been c1 rushing 1-23ish, then doing c6 mediums for the rest, is that the best xp or is there any way I can speed that up? c6 smalls seem to give fairly decent xp considering how fast they are...

I don't know whether small or med is faster xp, but your c1/c6 pattern seems good. In meds it's more important to use gates well, which can be good practice for larges.

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