2015-04-17, 03:51 PM (This post was last modified: 2015-05-01, 05:39 AM by MasPan.)
[COLOR="#cc8899"]Here's what I've noted so far:
Floor 10 Complete!
1. Crusader. Spams Revenge of Lightning and Light of Divinity. Primarily attacks via oil-bombing.
2. Crusader. Spams Deflection Wall and/or Pressure Wall. Walls come out fast (near instantaneous) and easily take large chunks of HP (1/3 - 3/4 of a player's HP). Also spams Flash Sphere at an abnormally low cooldown (I've seen up to 7 onscreen at once).
3. Spitfire. Attempts to drop grenades (they hurt) and spammed Freezing Bullets.
4. Launcher. Spams Steyr with very little cooldown, occasionally uses Quantum Bomb and Artic Booster
5. Rogue(?) that quickly closes distance and attempts to combo (very lethal, my experience was that a single successful gap-close resulted in a combo that would take 4/5 or more of my life as a Launcher). Occasionally uses Hurricane as well.
6. F-Ranger. Permanently (?) has Twin Gunblades. Low cooldown melee skills
7. Gunner. Room constantly has falling explosives, occasional Quantum Bombs, and if enough time goes by, missiles start falling in large numbers.
8. F-Striker (?). Casts Super Armor. All I saw her do was try to engage with Seismic Punch. At one point I was blinded without having taken damage, and twice I took a very small amount of damage when hitting her.
9. F-Ranger. X attacks, some melee combos. Spent most of the time trying to be above or below me on the Y-Axis when she couldn't line up with me on X
10. Monk/Exorcist Opens with Will Driver. Duck/Sway to approach, Hurricane'N'Roll when near you, occasionally used Black Tortoise. Oddly most of the times he used Hurricane'N'Roll I was barely in suction range, but not in damage range, and half the time I was behind him.
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Floor 20 Complete!
11. Rogue. Spams ice-Kunai with very, very high hitstun. Chance on doing damage to you that she can summon an icicle that follows you along the ground, hitstunning and possibly freezing you when it touches you. Rarely combos after a grab.
12. Asura. This is the same Kuran from the Tower of the Dead, the one that tries to oilbomb you, but apparently at age 30. He will use Wave Radiation if you get too close, especially if you try to jump over him. Otherwise his default tactics are to throw multiple bombs and oil puddles at the same time, either in a + formation around him or in a straight line ahead of him. Not tremendously difficult, especially compared to the previous floor.
13. P-Exorcist. Attempts to run at you and use Chaos Hammer (repeated ground slams), Star in the Sky, has a large AoE ground slam. Very fast. Apparently cc-immune.
14. Witch. Throws poison vials/clouds that cause various status effects. Occasionally makes the screen go dark.
15. 3 rooms
15a. Crusader and Launcher. Launcher will attempt to use Extruder, didn't see him ever fully charge it or aim it. Crusader used the revive buff on himself, seemed to occasionally heal himself.
15b. F-Brawler. Uses Heaven's Net and has up to 3 water puddles chasing you around the map at a time. Puddles become water spouts that knock you down if they get under you.
15c. Battlemage. Uses fairly typical Battlemage attack patterns, occasionally summons 2 untargetable (from what I saw) clones that will use full swing and/or palm blast together.
16. M-Nen Master. Uses 2 casts of Spiral Nen and will cast Super Armor on himself quite often (he spent roughly 1/3-1/2 of the fight in Super Armor). After most of his HP is gone (or possibly timer-based) he will activate the M-Striker awakening, leaving burning trails behind him when he runs. Also has a modified needle spin that he'll use rarely (he only used it for me in reaction to attempting to jump over him). Bonus: He vaguely resembles Akuma from Street Fighter.
17. M-Grappler. Primarily tries to just run at and grab you. High hit recovery. Fairly capable of killing most people in 1 combo.
18. Asura. Has Murderous Wave on and tries to use Ashe Fork to knock you down. Will use Ground Quaker if he gets close enough to you. Actually nice enough to warn you "Don't get close to me if you want to live!"
19. F-Brawler. Opens with what looks like the F-Brawler Awakening poison mist (possibly smaller) but doesn't detonate it. Occasionally tosses out poison explosions in a double row that slowly move on the x axis. Can use Junk Spin (she did this when my Launcher was moving away from her. Big mistake - I got 2 full channeled subweapons on her because of it haha).
20. Slayer. Uses various Slayer subclass cube skills: Draw Sword, Fire Wave, Tombstone, Raging Fury. Uses 2 hits of Moonlight Slash (did not see him use the 3rd slash).
Floor 30 Complete!
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.
31. M-Exorcist. A very unusual Exorcist with a barrier theme. Has a few different attacks unique to him. He spams two in particular: one instantaneously creates clear shards at your location that hitstun you and cause minor damage (this can also apparently silence you), the other creates a rectangular prism that slams into you from either the front or behind, pushing you in that direction. He will use these two attacks to lead into his third, which creates a purple box at your location. If you get caught in the box you are silence and cannot move - you have to break it with regular attacks. He also creates 3 clear pillars in the middle of the arena - while these are up he takes massively reduced damage. You can break them by doing enough damage. Overall he is a low damage threat, but highly annoying.
32. M-Fighter. Throws a small, fast ball of energy as a gimmick attack. The ball will either go basically straight or curve at a small angle either up or down in most cases. He also frequently has lightning drop on his location. Much easier fight than 31.
33. F-Brawler. This cat is FAST. All of her attacks come out lightning quick. She'll try to Tornado Kick to close in on you - get hit and she'll chain into a knockdown and Mount and that's it for you. Also uses a really quick 4-hit Venom Mine and of course has poison blood that drips all over the place and can be threatening to melees.
34. Rogue. Invisibitch. Near permanently invisible and has some moderately painful combos. Occasionally leaves white "cancel" style shadows as she moves to give hints at her location. Best bet is to toss out AoEs to "fish" for her and watch for the hit indicators. In general expect her to try to get in your face while invisible.
I know there are probably floor lists out there, but it's fun to discover what each new level of hell has to offer...[/COLOR]
FenixR Wrote:I think the 10 floor is a random character from the players doing ToD, same as the one doing the shop labor on each floor.
[COLOR="#cc8899"]Could be, still odd that it would have a combination of Monk and Exorcist abilities. Unless Black Tortoise is a steal skill?
Floor 11 is giving me trouble on my Launcher, but I think I have a pattern down for her. It's a Rogue that throws a bunch of ice kunai with huge hitstun and makes an icicle that follows you around. Seems like my best bet is to slide past her while knocking her down with the dash-X, then turn and hit her with a Steyr shot. She's extremely resistant to projectile hitstun, so my channeled attacks are a horrendously bad idea.[/COLOR]
FenixR Wrote:I think the 10 floor is a random character from the players doing ToD, same as the one doing the shop labor on each floor.
[COLOR="#cc8899"]Could be, still odd that it would have a combination of Monk and Exorcist abilities. Unless Black Tortoise is a steal skill?
Floor 11 is giving me trouble on my Launcher, but I think I have a pattern down for her. It's a Rogue that throws a bunch of ice kunai with huge hitstun and makes an icicle that follows you around. Seems like my best bet is to slide past her while knocking her down with the dash-X, then turn and hit her with a Steyr shot. She's extremely resistant to projectile hitstun, so my channeled attacks are a horrendously bad idea.[/COLOR]
Floor 11 wasn't bad on Necro thanks to Black Web having immoblizing capabilities, and Nick being my meatshield. I nearly died only because she used a Rogue grab out of nowhere around 1-2 bars left.
Floor 12 had a Slayer with a Shooting Star that spammed bombs and oils all day making him a walk in the park.
As for Floor 10, I too saw a priest monk thing. He murdered me as soon as the match began because I had to summon Nick and he took the chance to close the gap and one-shot me. Killed him without another res though.
MasPan Wrote:...She's extremely resistant to projectile hitstun, so my channeled attacks are a horrendously bad idea.
This apply to most if not all floors APC that i have encountered so far, They can usually run out of my Max Brands + TP mastery (So about 29 hits i think) Ghost orb before it explodes. Luckly they have horrible status resist, so most Hard CC will give you a lot of breathing chance.
FenixR Wrote:This apply to most if not all floors APC that i have encountered so far, They can usually run out of my Max Brands + TP mastery (So about 29 hits i think) Ghost orb before it explodes. Luckly they have horrible status resist, so most Hard CC will give you a lot of breathing chance.
Yeah, Saya and Saya EX do wonders on them for my Bender, but sadly my poor Launcher is SOL in that regard minus Arctic Booster, which isn't available for quite some time in each floor. Did have 1 hilarious moment where I died on my Bender after casting EX Saya and was able to respawn while the circle was still active and kill the APC...
Heads up, floor 13 and 14 are immune to freezing *cries*
13 is a Pexo that run for you and try to do the multihammer thing, dunno what else he may do.
14 is a witch that throws some weird poison potions that may induce various status effect (I saw poison, slowness and sometimes the whole screen went black).
Both are relatively inoffensive compared to the previous floors since they didn't do that much damage to me.
Updated through to 14 based on Fenix's descriptions of 13/14 and my own experiences up to 12. Still really annoyed that I had to resort to cheesing the Ice Rogue with hand cannon jump attacks to repeatedly knock her down as I flew backwards to create distance. The timing window to knock her down but still be high enough to not get hit by a kunai was waaaaay too narrow for comfort - miss the knockdown and she nails you with a kunai anyway, wait too long to shoot and the kunai clip your feet. At least it made for a really simple pattern - jumpattack to fly away, nail her with Steyr, toss a quick Flame Pillar/Flamethrower/Grenade Launcher if I have time and then repeat...
Update on monk of floor 13, he's got a few extra moves, the rising hammer than sends you upwards then wait for you to fall to hit a homerun, some kind of hammer smash that generates an quake AOE (Pretty big i may say), and dude got a lot of move speed and attack speed to chase you with. Also immune to stuns.
FenixR Wrote:Heads up, floor 13 and 14 are immune to freezing *cries*
[COLOR="#cc8899"]Deconfirmed. Froze both with Arctic Booster on my Launcher, though it might be a special case (seeing as it's 100% freeze chance). Mine is also a level 76 freeze, if that matters.
Also, M-Launcher can see floor 14's location even in the blackout because of the Awakening passive. We don't have much over F-Launchers, but god damn was that useful.[/COLOR]
MasPan Wrote:[COLOR="#cc8899"]Deconfirmed. Froze both with Arctic Booster on my Launcher, though it might be a special case (seeing as it's 100% freeze chance). Mine is also a level 76 freeze, if that matters.
Also, M-Launcher can see floor 14's location even in the blackout because of the Awakening passive. We don't have much over F-Launchers, but god damn was that useful.[/COLOR]
Weird, then again i don't remember if Freeze Nade got 100% chance to freeze (And i think i got freeze level on 73 or around there), and i do know that Ice Wave is not 100% either, i just thought since every other APC in the tower froze at the first try and those two almost never froze even when hit multiple times. Guess their Status effect resistance is really high compared to the others APC.
Floor 15 was 3 rooms, a Launcher that spammed Extruder and a Crusader that used the res skill on himself and I think tried to heal a few times but never got the chance thanks to Nick. The next room had a FBrawler that used net a few times and had the water pillars that the Mermen or whatever in Iron Scale can make. She also used Neck Snap on Nick but that's all I saw before she died. The last room was a Battle Mage that did Battle Mage stuff (Gold Spear, Full Swing, the charge Nightna uses at the start of Floor 39), and she had an occasional pair of summons that would appear, also Battle Mages, who would use the rapid poke skill and end in a Full Swing.
Floor 16 was just some Male Fighter that cast SA, Nen Spirals, and some skill that made the ground burn where he walked, but that's all I saw since when he got close to me he did nothing but let the Spirals poke me.