21.
F-Striker. Casts Super Armor frequently. Approaches using Tornado Kick and Beat Drive along the X axis. Didn't see her do anything else, but I never got hit by her either.
22.
M-Ranger. All I ever saw him do was attempt to hit me with Windmill and occasionally fire a single shot at a time with his revolver. Does *NOT* have the extremely high hit recovery that most of the other APCs in the tower seem to have.
23.
M-Exo. Mostly spams White Tiger (they persist if you die). Will use Holy Amulet and Red Phoenix Amulet if close to you.
24.
F-Launcher x3. 3 Identical F-Launchers. They tend to attack in unison. Will try to all use Flame Pillar from both above and below you on the x-axis, moving down/up respectively to close in on you. You might be able to jump over it, F-Launcher's Flame Pillar doesn't hit as high up as Male. Also use Steyr and Flamethrower occasionally.
25.
Witch x4. 4 rooms, each with a Witch focusing on a specific element. Fire > Light > Water > Dark. Fire spams Halloween Buster and will cast Lava Potion if you approach her. She will never actually try to get closer to you, though, so classes like Launchers can simply safely sit far away and spam long-range skills. Has a Fire familiar that drops meteors, though she never actually used it against me. Light summons a familiar that spawns thunderbolts at your location and occasionally casts EMM and Florae Collider. Recommend not using summons in the first room or allowing them to despawn before entering this one. Water summons Ice Ball Louies (snowball yetis) and casts Acid Rain in addition to spamming Frosty head. Summons a familiar that follows you around dropping avalanches at your location. Dark casts Gravitas and Flyswatter (her familiar did not appear until after hitting me with Flyswatter, I didn't see it do anything in particular.) Unlike the other witches, Dark aggressively tries to get close to you to cast Gravitas.
26.
Asura. Casts a modified Ghost Orb that has a strong suction effect and explodes at the end. Uses a few minor Asura wave skills and Wave Wheel Slasher as well, short ranged and quick. Note: skills like Extruder that root you in place for the duration block the suction effect of Ghost Orb. Abilities with a fixed movement distance likewise ignore the effect until they end. Use these to avoid getting pulled in if you otherwise can't.
27.
Rogue. Don't remember much from this fight, honestly. Nothing really stuck me as unusual or extraordinary, I just remember her having fairly good hit recovery and trying to get close to me.
28.
Rogue. Jumps a lot and tries to dive kick. Extremely easy for anyone with ranged abilities that can hit aerial targets.
29.
M-Gunner. This guy has a unique style of attacking - instead of bullets, his shots create explosions at the target's location. If he shoots from the air, these form warning circles on the ground that detonate very shortly after. From the ground it appears to simple be an instantaneous explosion at the target location (rarely it will create the ground explosion instead). Also does a Punisher-style stomp that immediately detonates a large explosion in front of him - this one does significantly more damage than the others. Will use a modified Mach Kick and Headshot if you get too close to him.
30. I actually can't remember this one. It was a Crusader this week, don't think he did anything particularly noteworthy. Apparently every 10 floors minus the final floor is just a user-based APC. I have no idea if it just takes the class+gear and then defines an AI based on that or exactly how this works.
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