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


Obtaurian

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I'll shortly start being able to do warped floors and have some questions about the change. Specifically the strategy for the bosses (especially the first 3) and for portal rooms. If you can't be bothered typing out an explanation then could someone please let me know if the wiki is right on any of these?

 

DreadNaught - Run around the room maging him, running away if he comes to you

 

Blink - Watch the minimap to see where he is, raise a pillar in his way. Start attacking. When he says "here it comes", raise a pillar and hide behind it, or tele out. Pray mage when he's running around, and range/soulsplit when he's caught

 

Gulega - Default protect from melee. Watch movements closesly. Mage attack = raises his tentacles in the air, then throws bright yellow balls. Range, thrusts head forward and spits. Melee, no time to switch, always switch back.

If done correctly, you'll never need to move or eat. He has an attack which deals massive damage to you ALWAYS leaving you with 1lp. If you wish to avoid this, simply run 2 spaces away from your current location. The attack is 4 tentacles shooting up in the air twice, getting closer to you each time.

 

 

Warp room - randomly enter portals until you reach the middle, when you reach the middle log out. When you log back in, the puzzle will be complete. Only people who do not have something gatestoned should do this puzzle, as logging out will destroy your gatestone.

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In portal rooms, your aim is to get to the centre room in the 3x3 matrix. You move through N/S/E/W portals in each room, which will place you at the N/S/E/W portal in another room.

Destinations do not change.

While you are moving through the portals you will suffer unsoakable damage.

On getting to the centre room, there are 5 pressure pads you can stand on.

Because portal rooms are bugged, all you need to do is have one party member (preferably without a gatestone) get to the centre room and log to lobby on the centre pad.

When that person relogs the portal room doors will unlock.

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yea, forgot to add that >.>

 

Without ragers, Gulega is hell, it has extremely high defence.

 

With rangers, not only does it make it easier for US to hit it, but they're also like amazingly effective on it (all of the remokee are, but Ragers are the best for their spec.)

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yea, forgot to add that >.>

 

Without ragers, Gulega is hell, it has extremely high defence.

 

With rangers, not only does it make it easier for US to hit it, but they're also like amazingly effective on it (all of the remokee are, but Ragers are the best for their spec.)

Gorajo.

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Forger without food = lots of death.

 

For people who don't hoard 15 salves, it's a problem.

Hey, I don't hoard food! :angry: I just don't leave it sitting there after everyone else passes over it. It's an issue that someone else raised a few pages ago-- people whine about not having any food for the boss, but they commonly leave piles of Salves rotting in GDs.

 

I frequently pick up a ton of food because I'm often the only person who picks up the 10 salve drops in a GD.

 

Oh and random note to Grimy: I have my laptop back! No more DG'ing on a netbook!

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yea, forgot to add that >.>

 

Without ragers, Gulega is hell, it has extremely high defence.

 

With rangers, not only does it make it easier for US to hit it, but they're also like amazingly effective on it (all of the remokee are, but Ragers are the best for their spec.)

its defense isnt that high.

after 1-2 ragers+ scrolls, it's probably more worthwhile to make deathslingers

deathslingers have the best DPS of all the summons

and summons get boosted damage output on the gulega.

but still a fairly trivial conclusion.

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it's defense is high enough that you're [developmentally delayed]ed to fight him without it if you have access to them.

He's definitely one of the highest defense bosses in dungeoneering.

 

As for switching to slingers, if you can come up with enough charms to support that, I see nothing wrong with doing it.

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+1 to Cheese, Obtaurian, and Xpx. Those are all right. I was keying, I'm not supposed to have food. I might have picked up 10 salves total that floor.

 

Also, I don't really care about the xp from Abandoned. I like seeing fast floor times, and AFAIK, that's the fastest posted dungeon on Tip.It yet.

Does anyone know the fastest 5:5 large floor time?

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+1 to Cheese, Obtaurian, and Xpx. Those are all right. I was keying, I'm not supposed to have food. I might have picked up 10 salves total that floor.

 

Also, I don't really care about the xp from Abandoned. I like seeing fast floor times, and AFAIK, that's the fastest posted dungeon on Tip.It yet.

Does anyone know the fastest 5:5 large floor time?

 

Some legendary Keyers of Olde did 15-20 minute floors consistently, or so I hear. They all got 200m exp and stopped dging, though.

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+1 to Cheese, Obtaurian, and Xpx. Those are all right. I was keying, I'm not supposed to have food. I might have picked up 10 salves total that floor.

 

Also, I don't really care about the xp from Abandoned. I like seeing fast floor times, and AFAIK, that's the fastest posted dungeon on Tip.It yet.

Does anyone know the fastest 5:5 large floor time?

 

Some legendary Keyers of Olde did 15-20 minute floors consistently, or so I hear. They all got 200m exp and stopped dging, though.

 

if i were a lead dgs'r, i'd claim the" 'no pic no proof' and/or 'its since been nerfed' therefore we are the best" - internet cred is where its at, apparently

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Having 5 Maxed players in a group would speed floors up significantly. The less you have to move the GGS and the more "independent" each player is in able to do their own path that they gate. (Be it the initial key door > puzzles > skill doors etc afterward) That way the GGS only need to be moved each GD and rooms you require the group for. Then obviously 120 will help having every player with 4 binds. GD's will be sped up as well.

 

For our group, realistically having a maxed keyer at the very least should yield faster times. As you grow in experience you become faster and more efficient at doing all puzzles also.

 

Other than that assuming communication is good and instructions followed quickly - all that is left to speed up floor times is luck of the floor. Ghost GD's add like 4 minutes, monolith 2minutes, mimes 1-2min (depending if needs clearing), merc/ramo is a couple of minutes. Then depending on the boss you get - do you have hexes etc.

 

There are some very good groups that are formed in DGS but I don't think we have any maxed players. Grimy is closest I believe.

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Yes its called 3 binds only

(before I get flamed)

the average 3boer is better than the average dgser, it's only when you start forming teams with 4-5 pros from dgs that it really becomes better

Well, the problem is that where as dgs has no level requirements, 3bo requires a rediculously high level to just start off for most players. I definitely think the average 105+ dungeoneer in dgs is better than the average 3bo member, thus when you consider starting out dungeoneering dgs would be better both for 1-104(as you can't enter 3bo before anyway) and better at 105+. And yeah, as you can see from the 19 minute floor, assuming you have 3-4 good people the floors can be really fast, i don't think requot is even 75 dungeoneering.

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Luck plays a major part as said above - things like the flower room can be slow, as well as simple things like the ferret room(s) and the pondskaters. Sometimes you are just left standing for 15-30 secs for something to fall in your favour.

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Pondskaters - you can identify which one and try to manually move instead of auto-running around like an idiot I guess,

Ferret - There is skill involved in this & a particular method that makes it either one-shottable as you come into the room, or 100% trapable.

Vines - This is all about anticipation, knowing the rough timings between the main flower and the minor flowers. If you are only left with 1 flower to use then sure it's out of your hands.

 

There are advanced methods to speed up each puzzle which will be released sometime when the full DG guide is done.

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Actually, for pondstakers you can keep clicking on the skater again and again to have your character's pathfinding reroute a path to the skater, instead of running around more randomly.

If you click once and let it run, the pathfinding will attempt to make a path to the skater's initial location on click, and when it hit the edge of the pool closest to that spot, it reroutes to the skater at the next instant and so on.

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With pondskaters, i meant that the slow bit can be waiting for them to go back to centre to open their mouths, and then reach the side again - then, if you miss that once, which is not inconceivable, then you are stalled for a good bit.

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it's defense is high enough that you're [developmentally delayed]ed to fight him without it if you have access to them.

He's definitely one of the highest defense bosses in dungeoneering.

 

As for switching to slingers, if you can come up with enough charms to support that, I see nothing wrong with doing it.

 

2 guys with ragers, 3 with slingers?

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my difinition of noob is i dont like u, either u are better then me or u are worst them me

Buying spins make you a bad person...don't do it. It's like buying nukes for North Korea.

Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:

your article was the equivalent of a circumcized porcupine

The only thing wrong with it is the lack of a percentage for when you need to stroke it.

 


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Poignant Purple to Lokie's Ravishing Red and Alg's Brilliant Blue.

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it's defense is high enough that you're [developmentally delayed]ed to fight him without it if you have access to them.

He's definitely one of the highest defense bosses in dungeoneering.

 

As for switching to slingers, if you can come up with enough charms to support that, I see nothing wrong with doing it.

 

2 guys with ragers, 3 with slingers?

the slingers aren't very necessary, but they're nice to make from crimsons if u have free time, during the middle of a floor.

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With pondskaters, i meant that the slow bit can be waiting for them to go back to centre to open their mouths, and then reach the side again - then, if you miss that once, which is not inconceivable, then you are stalled for a good bit.

I fish the first one I see when I enter the room for the 1/4th chance of saving 20 seconds. The times it works you feel super awesome. And the damage you take is only ~150lp if you're wrong.

Edit: And it tells you reqs if you can't do it. (I'm 91 fish so I usually can.)

As the keyer you do NOT want to waste 20 seconds on a room to find you can't do it.

Oh, and afterthought! If you save 20 seconds that usually means 20 seconds of tanking the monsters in there saved, or just 20 seconds of mage pray. So it probably even saves food overall.

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With pondskaters, i meant that the slow bit can be waiting for them to go back to centre to open their mouths, and then reach the side again - then, if you miss that once, which is not inconceivable, then you are stalled for a good bit.

I fish the first one I see when I enter the room for the 1/4th chance of saving 20 seconds. The times it works you feel super awesome. And the damage you take is only ~150lp if you're wrong.

Edit: And it tells you reqs if you can't do it. (I'm 91 fish so I usually can.)

As the keyer you do NOT want to waste 20 seconds on a room to find you can't do it.

 

That's actually a really good idea Tui

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