Evening, folks. Nama's here to teach you on how to go 2fast2furious in TeeTeeEhff. Before jumping right into the mix, here's what you're gonna need 2bPro@dis.
Necessary Classes
HUcast: YES! HUmar: Only pick me if there's seriously a lack of cast AND force in the game. HUnewearl: Pick me if you're lacking a Force. Go HUmar or HUcast if there's already a RAmarl. HUcaseal: pck mi if u wanan b less awsum den racast :>
RAcast: FUCKING YES! RAmar: Pick me if you're lacking a RAcast or want Demon's THAT badly. RAmarl: Definitely pick me if you're lacking a Force. RAcaseal: lol
FOnewearl: PICK ME! FOnewm: On some occasions I'm better, but with the high MST FOnewearl has, I'm almost unnecessary when she has merges. FOmarl: Pick me if your newmans die too much. FOmar: Pick me for swag.
Necessary Pointers
There IS such a thing as "healing too much" in these runs. I'm mainly referring to Forces. Not only because of zerking and Dark Flow specials, but because of how much it slows you down in general. And if you need to heal yourself but you can't stop without wasting time, obviously use mates through the quick menu. No need to shortcut them in all honesty. Other than that, area specific pointers will be specified in their own category. You'll see.
Menu Running
Whenever a menu is up or there are no attack or technique palettes readily available, you can run by enemies and traps despite being close to them. This is something you have to always do. But I'm not worried, since everyone knows this trick. It's one of the first tricks in PSO known to all of man. If you didn't know that..... now you do.
Instant Trap Popping
Simple, as a cast, use a handgun or any gun that can shoot just above you. Handguns are obviously the fastest. It works great in many scenarios, but mainly in Forest in this case where the three Hildets spawn. This requires you to shoot immediately after the trap comes out. It won't hit it if the trap goes too high above your head.
Target Buffering
A useful bit you can use to kill off spawning enemies during the run. While some weapons and spells can be target buffered, some cannot. What target buffering is, is when you input an attack before you target the enemy, but you target the enemy just before firing/swinging your weapon. That way, most enemies will be attacked just on their vulnerable frames. This does NOT work for Jellen/Zalure, Zonde, Gizonde, Rafoie, and Grants however. But on that same note, some enemies can be targetted while spawning. One immediate example are Baranz. For some reason, Baranz can be targeted while they are in their spawning animations. But be careful, they are not vulnerable until they actually appear. This gives you an edge against Baranz, enabling you to debuff them faster.
Pioneer 2:
Yes, Pioneer 2 is actually pretty integral to the time attack. Although the counter doesn't start until you hit Forest 2, you can run off without your teammates. What you need at least is 1 Force (or s/d bag) and 1 Hunter (or dps bag) to enter the area simultaneously. That's it.
Forest 2:
First obstacle is the Hildelt of course. First thing's first, if you're a Force, first spell you want to cast is Shifta, THEN Zalure. The bear must die asap in order for the door to unlock. I actually suggest Master Raven, Heaven Striker, or L&K38 Combat over Charge Vulcans. Charge Vulcans have a higher short-term DPS, but MR, HS and LK has a much faster recovery. There's no reason you shouldn't have to use them unless you're too low leveled, not a cast, or both.
You might think the run will go faster by killing the Bartle, but that's not true. It takes much too long to kill, and then when you do kill it, walking back takes up too much time. If you're honestly a strong enough team, you can kill the remaining three spawns in less time than you can have a fourth person walk to and from these two points.
Dragon:
This may be a no brainer, but for boss and pretty much all bosses is where you heal and rebuff everyone. Namely Da Ral Lie and up is where it's inevitable for you to take damage. Right before the cinema, you can take this time to keep running forward in order to get closer to the Dragon. What you want to do is knock the dragon down asap. As a Hunter, LK or MR is your best options. As a Ranger, any Bazooka types, Dark Meteor, or Iron Faust can do the job. And as a Force, you want Si Merge, Summit Moon, and Foie. Contrary to popular belief, Rafoie does not hit all parts of the Dragon. This only applies to Gizonde. Foie is optimal for the amount of damage output it causes in one cast, and can greatly help in knocking the Dragon down. Just because of this, Foie actually takes priority over Zalure. If you don't have these awesome techniques, then you just might have to stick with Zalure and let the offensive squad take the lead.
Once the Dragon is down, it's pretty much a resting period. Do whatever you want, just make sure the dragon roars into his second phase as soon as he gets up. I recommend Diska of Braveman for Hunters, flanking him with Spread Needle for Ranger, and once again Foie for Forces.
This is the most important part. If you don't get this right, you waste lots of time. First and foremost, the best way to kill the dragon off is by using a Dark Flow. In this case, you DON'T want to heal your teammates until after the Dragon has died. If you do this correctly, the Dragon can die before it even lifts off into the air. Simply angle yourself at the side of the Dragon's foot and swing away. If your positioning is good, he won't go anyway. If your positioning is really good, you can end him in just one measly swing, which is what you want to aim for. As a Ranger, your best option is Dark Meteor, Cannon Rouge, or Iron Faust, which is still splendid. And Forces, you still have Foie.
Just because the Dragon's dead doesn't mean it's over. You gotta make an effort to get to the warp as soon as possible. The warp is located at the Northeast section of the map. It's kind of tricky to get there, especially in Ultimate since the camera goes in a different direction. As a Force, you have plenty of range to go by, so even when the Dragon is still in the lying down phase, you can take this time to go and walk over to a relative point of where the warp is while casting away Foie on his tail. If your guessing game is superior, you can enter the warp before the "Stage Clear" window message even appears. I've done it a few times, so can you.
Cave 3:
Simple enough. First one to enter caves spawns the trigger. The trigger is a simple Vulmer, so it's not particularly hard to kill. Due to the advantage Forces have when it comes to entering caves first, it's usually them that spawns it, thus letting the Vulmer get murdered by the Ranger or Hunter.
One small thing to note, as well. Event collisions are invisible objects you run into that spawns the next wave. They're invisible, but completely tangible. You don't want to waste your time, walking too far deep inside the room. When you just graze the flat end of the floor, make a 180 and high tail outta there.
Next room is easier than you think. It's recommended that you have a cast do this next part. When you enter it, a bunch of Vulmers will be blocking the path, but you can actually squeeze through them by menu running before they have a chance to move around and start attacking you. While you're doing this, place a trap down so you can freeze the Vulmers from interfering with you killing the Lily and stopping the progress of your teammates. Of course, the next trigger is the Lily. You can actually kill them pretty quickly with a Snow Queen. Any penetrating gun can hit two parts of the Lily simultaneously, doubling the damage for a faster kill, so it's actually a lot more useful than Heaven Striker or Charge Vulcans. Master Raven gives it a run for its money though, since it has high DPS alone. Make sure to do the special attack first, because if you normal or heavy attack, you can't shoot both parts simultaneously when its head is in the air. Its head must be down and looking towards you for it to work at all, which is why you need to freeze it.
Once again, your trigger is a Lily. Ignore the Vulmers and kill the Lily asap. I actually recommend Charge Vulcans mixed with Target Buffering. In that room, killing the Lily not only unlocks the door, but spawns a delayed Vulmer in the back of the room which is the next and final trigger for the boss door. So because of this, there is no rush killing the other waves in this room. You have lots of time and this would be considered a resting point. While you're waiting for the Vulmer to spawn, everyone else can run to the door. You only need one person, preferable with very high long range DPs capabilities. RAcast with Heaven Striker, namely.
Da Ral Lie:
This boss is incredibly fast and easy when done right. Hunters can stick to their slicers and swords, Forces definitely use Rafoie, while Rangers have the most important role. As a Ranger, you want to be near his head with a penetrating weapon when he boards the raft. Rianov 5 has more ATP than Snow Queen, but the difference is pretty null with how many times it will hit Da Ral Lie in a single shot. High A.Beast Snow Queens can come in handy. If you do it right, he should fly off the raft before he even has a chance to attack.
Once again, just because the boss is dead doesn't mean it's over. Where the warp to the next area is located is at the Southwest quad of the raft. While you're seeing the cinema of Da Ral Lie's death, keep running down and right. You should also be able to hear your footsteps, especially as a RAcast. To make sure you're not just running into the wall, keep running right first until you stop hearing your footsteps, then go down. If you did all of this right, you should be practically on top of the warp and have no issue whatsoever entering the next area before the "Stage Clear" window message pops up.
Mine 2:
This next part is recommended for a cast. Run to the right and run past the Gilchics, leaving a freeze traps behind you. No need to pop it, just let it go off by itself and run for the Sinow. Destroy it and keep going. Your teammates should catch up in time.
The Canabin on the topmost left is the one you want. While the one most able to kill it goes after it, a Force or weaker character is suggested to keep going straight into the next room.
While your Force or weaker character goes off to the trigger room, camp the door and wait for it to spawn. It should be easy enough. Once it does, 180 to the next room.
This next room is recommended for anyone with a card type weapon or launcher. Or just any weapon that can hit behind walls such as Iron Faust, Dark Meteor, Cannon Rouge, etc. You basically want to ignore and run past the Baranz. Here's the tricky part though. You have to go straight through them from the middle Baranz. The moment they spawn, you CANNOT run past them, so don't even waste a second. If someone jumps in the room before you, they damn well better have a card or bazooka type weapon. The person getting the trigger must first make sure the Dubchic spawns, then run for the Dubswitch and destroy it. More than likely, there will be someone behind the Baranz, trapped. The best option would be to set off a freeze trap and quickly dispatching the center Baranz and high tailing out of there. If you kill all the Baranz, the next wave is likely to slow you down, so don't kill them.
Vol Opt:
This is where rangers play the most important role. Without them, this part would take forever, even longer than dragon perhaps. First thing to note, is when you're player Red, your job is to stun the screens. Why, is because you're closest to the majority of the screens it will spawn on initially. If you turn direct right and fire away your gun, keep him in lock stun. If you're a Ranger, do the exact same thing with your Spread Needle, but keep locking him until he phases out. During this process, the boss will be stuck behind the screen, vulnerable to attacks that can go through walls. The best weapons for this is Iron Faust and Dark Meteor special. Cannon Rouge can do it too, but it attacks much slower. It's recommended to have two Rangers just because of this part. When all is done, Vol Opt should fall very quickly without much hassle.
This part is really easy. He's a sitting duck waiting for damage. As a Hunter, use DoB to lower your HP. If you have something similar to Double Cannon's HP draining special, you can drain your HP before the phase even starts to get a head start. When your HP is down, use Dark Flow special at point blank range to completely obliterate him. As a Ranger, Spread Needle does the most damage while it's still whole, otherwise, Charge Vulcans. And as a Force, you can Barta if you want.
When the boss dies, the warp is south. If you're player Green and haven't moved an inch, the warp will spawn directly on top of you. It's really easy to get. You don't even have to be Green player to do this as fast as possible considering how small the room is. Don't worry, you'll get your EXP. You can even level up in Ruins from Vol Opt, funnily enough. As long as you tagged him.
Ruin 3:
This next part, once again, is recommended for a cast. As soon as you enter, keep running forward with Menu Running. If you stop even for a second, you won't make it. Place one freeze trap in the beginning of the room to freeze the Claws, then another in the back of the room to freeze the Bringer. As soon as you get behind it, shoot the Bringer and kill it. You will then unlock the door and allow your teammates to progress through the next door for the next trigger.
If you're not getting the Sorcerer, but the trigger through the warp, don't stop for the Sorcerer. Keep going. Your teammates got the Sorcerer and the following Dimenian trigger in the next room. Focus on getting to the boss. While you do that, your teammates are to make sure you make it to the boss without getting stopped or slammed by a flying Belra Arm. But at the same time, they are to not let you exceed them. If the person spawning the Dimenian trigger gets to the boss faster than you, you've wasted time.
Dark Falz:
You're almost there, don't freak out now. Forces, when the Darvants spawn, just cast Gifoie. Make sure your Gi Merge is on before hand. Gifoie will be an integral part of this battle. Just don't die. I suggest Rangers stick to Snow Queens or Shots for hitting multiple Darvants. Preferably switching between both weapons just to adjust to the situation. Hunters, use your handgun.
Forces, first thing you want to do is cast Zalure, then immediately resume with Gifoie. This will prevent the Darvants from scattering across the field and slowing down other characters. The other three must be attacking separate heads. If you attack the same head, you will risk damage cancel. Damage cancel actually makes a huge different, perhaps by a whole minute. Keep this in mind. This is an easy form nonetheless. Sidenote, Jellen and Deband is completely useless on all forms. Don't bother casting them.
When the second form starts, Forces, once again, cast Zalure with any j/z boosting weapon you have and get ready to run. That goes for everyone else. Dark Falz always start off on the north end, so after the cutscene, head south. Dark Falz will ALWAYS be about southwest or southeast, so you can head straight south and see which direction he will stop. This prevents a lot of needless chasing. Whenever the group gets to a stopping point, Forces must cast multiple Gifoies. This is important for keeping the Darvants from finishing off players or simply interrupting their attack flow. Also, there is only one target this time. The player with the highest ATP and best weapon is the only one to attack him. The only time anyone else can attack is when your main man isn't attacking, such as the pause between Charge Vulcans shots or if he's down somehow or too far away to make a hit.
Second form was pretty much the hardest part of the whole speedrun. You just need to finish this guy now. Upon starting this phase, same formula goes. Highest DPS character shoots Dark Falz. You're able to make one full combo before he goes invincible. Now this is important, the only time it's okay for the Force to attack is when he's gone invulnerable to melee. Before this phase, cast Zalure then equip your Si Merge and Summit Moon to boost your damage with Foie then attack him for a huge chunk of damage. He's immune to melee for about half the battle, so it's great to have a FOnewearl for this phase. If anyone gets possessed, just kill them. Immediately revive them though and rebuff with Shifta. Deband is completely pointless for the entire battle. His slap is set damage, so are his Darvants.
A winrar is you.
_________________ Account 1: 怠け者: HUcast Level 190+ Advanced Hanako: FOmarl Level 180+ MAGANEGE: HUcaseal Level 170+ Dr. Tank: RAcast Level 200+ Account 2: Keimu: RAmarl 110+ Whithette: FOmar 90+ Altieri: FOnewearl 190+ : RAmar 30+ Click here for my Certificate
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