DRL > Discussion
So, anybody have good advice for Phobos Lab on UV+?
Equality:
as for me my last runs skip
- Hell Arena completely or only last wave on Arena. No a medal for Arena, no reward, but killing cacodemons easy then hell knights/barons in last wave. And exp still quite good from 2 waves. And CC without Master more safe.
- last chamber at Deimos Lab (if no good equipment). 2 Shamblers too dangerous.
- Containment Area sometimes. Really I prefer The Wall!
- UC if non-melee build.
- Spiders Lair. Too hard sometimes and revard not so good
- Mortuary/Limbo if no good armor, sculls and B2 modded BFG.
- LavaPits/Erebus if no nuke and no boots with 100% resist fire. At this moment some more experience not vital.
but I play on HMP.
Fusilliban:
I found the map to be cool and interesting but not actually that hard as a Shottyman. If you fire a few blasts across the first acid lake, the tagged demons come and say hello, which goes poorly for them.
FWIW, this was with Rel->Rel->SM->HR->Fin->Jug, combat, double, A-mod steel.
The ambushes are nice - not as brutal as Anomaly, but still a nasty surprise.
Kristopher:
--- Quote from: Fusilliban on May 17, 2013, 06:23 ---I found the map to be cool and interesting but not actually that hard as a Shottyman. If you fire a few blasts across the first acid lake, the tagged demons come and say hello, which goes poorly for them.
FWIW, this was with Rel->Rel->SM->HR->Fin->Jug, combat, double, A-mod steel.
The ambushes are nice - not as brutal as Anomaly, but still a nasty surprise.
--- End quote ---
I don't see how firing a few blasts across the lake is supposed to tag & drag the nightmare demons that like to shove themselves into the furthest, most annoying little nooks and crannies in the upper right-hand corner of the map.
Unless what you're saying is that they spawn directly across the lake at first and then just make their way into said corners (which seems like really unusual behavior to repeat every single time I play it without fail, but it wouldn't surprise me terribly), and that I just haven't been exercising the option of 'immediately exit the room and fire across the lake before dealing with the formers'.
@Evipotatoe:
Yeah, Gunrunner is pretty awful. It was kind of funny, because I chose it just to be thematic and because I was tired of messing up with Gun Kata(I know that everybody always insists that SoG is borderline OP or OP, but I swear I am just flat-out terrible at Sharpshooter/pistol builds in general for some reason), and it really is just bad. Not to mention if you get a level full of barrels, then have fun activating it; nearly blew my face off with a few acid barrels before.
That being said, it was kind of entertaining solely because I had shottyman with it, and automatically blasting things out of the way with rockets while scooting along was pretty funny. Now that is a build that would especially benefit from as much extra XP as possible.
Fusilliban:
Some of them definitely hung out in the corners, and that made using the acid harder since it's tricky to outrun them at this level, but IME it's nothing I couldn't handle with SM and a double shotgun.
Kristopher:
Oh, speaking of which, that strategy with SoB(3) on a Scout works pretty beautifully in Phobos lab. If you're willing to use run or have some movespeed-boosting gear (not much, either), you can lead them without taking any hits. I ended up doing it with a power-modded combat shotgun (otherwise I can see why you might just suggest the normal shotgun for the knockback), and I didn't even have to move as long as they were in a spot where I could fully knock them back. Keep in mind, I was also using that build mentioned earlier, so it had some levels in Finesse as well by the time I got to the lab.
Sadly, within the next few levels I got a spawn in the middle of a -ton- of Barons and former commandos with no phase devices on hand. Still, that thing just kind of happens.
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