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HCCO/Guide: Difference between revisions

From Melvor Idle
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with a good dps weapon in {{ItemIcon|Ocean Song}} (around 2.7 effective kills/hr: 7.4 kills/hr and 2.6 hours farming {{ItemIcon|Air Rune}} and {{ItemIcon|Mind Rune}}). {{ItemIcon|Cloudburst Staff}} is unfortunately not very useful, as the effective kills/hr are lower than even that of lowly {{Icon|type=spell|Wind Blast}} due to the intense rune consumption. Ancient magics is the same story: not worth the rune costs.
with a good dps weapon in {{ItemIcon|Ocean Song}} (around 2.7 effective kills/hr: 7.4 kills/hr and 2.6 hours farming {{ItemIcon|Air Rune}} and {{ItemIcon|Mind Rune}}). {{ItemIcon|Cloudburst Staff}} is unfortunately not very useful, as the effective kills/hr are lower than even that of lowly {{Icon|type=spell|Wind Blast}} due to the intense rune consumption. Ancient magics is the same story: not worth the rune costs.


The second thing to note is that this dungeon is one of the first places where HC/Adv and standard characters deviate in their path. This typically only happens at points where {{Skill|Magic}} is the primary style needed within a dungeon, and {{ZoneIcon|Earth God Dungeon}} and {{ZoneIcon|Infernal Stronghold}} are the first instances where this happens. Standard CO characters, with their lower combat triangle penalties, can idle this dungeon with melee and a {{ItemIcon|Wasteful Ring}} at 52% DR. A {{ItemIcon|Tidal Edge}} is the most efficient item, but {{ItemIcon|Darksteel Dagger}} is also viable. HCCO and AdvCO can never idle this dungeon with melee.
The second thing to note is that this dungeon is one of the first places where HC/Adv and standard characters deviate in their path. This typically only happens at points where {{Skill|Magic}} is the primary style needed within a dungeon, and {{ZoneIcon|Earth God Dungeon}} and {{ZoneIcon|Infernal Stronghold}} are the first instances where this happens. Standard CO characters, with their lower combat triangle penalties, can idle this dungeon with melee and a {{ItemIcon|Wasteful Ring}} at 52% DR. A {{ItemIcon|Tidal Edge}} is the most efficient item, but {{ItemIcon|Darksteel Dagger}} is also viable. HCCO and AdvCO can never idle this dungeon with melee without almost all of the items from {{ZoneIcon|Earth God Dungeon}} in the first place, as the DR requirement is 64% with a {{ItemIcon|Wasteful Ring}}.


As for the actual mechanics of the dungeon, {{MonsterIcon|Terran}} pretty much can only be tackled with {{Skill|Magic}} as he has a very tight window for gearing and Damage Reduction. Specifically, your attack speed needs to be faster than 3 seconds and you need 47% DR. In a worst case scenario, {{MonsterIcon|Terran|nolink=true}} will increase your attack interval by 33% for 2 turns then stun you for 1 turn. If he hits you while you're stunned, you'll take an additional 30% damage, drastically increasing your necessary DR to safely idle.
As for the actual mechanics of the dungeon, {{MonsterIcon|Terran}} pretty much can only be tackled with {{Skill|Magic}} as he has a very tight window for gearing and Damage Reduction. Specifically, your attack speed needs to be faster than 3 seconds and you need 47% DR. In a worst case scenario, {{MonsterIcon|Terran|nolink=true}} will increase your attack interval by 33% for 2 turns then stun you for 1 turn. If he hits you while you're stunned, you'll take an additional 30% damage, drastically increasing your necessary DR to safely idle.
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