The Efficient Gamer

Ryn4Being an older gamer (“When I was your age, we played with 8-bits…and we LIKED IT!) I’m not as keen as jumping on the bandwagon of some other new game. I have been tempted to try out WoW just to see what the fuss was about.

My new job (yay!) consists of three or four 12-hour work days. The advantage of that is a LOT of days off to decompress, sleep and catch up on work.

This new routine has reduced my DDO time a bit, because, as my guild’s prime rule says, “real life comes first.”

That doesn’t mean I’m not playing at least two to three hours per week. Still doing the same things, just a bit slower.

Pynthetica is nearing 29 once more as a Zen Archer. I’m looking into improving this build once more, as I might have noted, by checking out other races and classes. My last task from a gear standpoint is (1) craft up level 30-ish items that are optimally placed (WIS, DEX) so to allow use of named items, replacing some loot-gen items that aren’t in good spots; (2) Complete a Legendary Shroud and craft up ingredients to make my Legendary Green Steel Mineral Longbow with “You Cannot Evade Me”: an augment that spikes Insightful DEX by 1d8+2 for 20 seconds and causes 1d8+2 Dexterity damage. Apropos for the ever-evading Zen Archer, do you think?

Paracleta, my very successful Zen Bowmaster, finally has her Complete Thunder-Forged Longbow. Being a first-lifer, I’ll possibly eTR her first and burn Shiradi karma for a Doubleshot 3% bonus to bring her ultimate standing Doubleshot to 74% with gear but before any use of Ten Thousand Stars or Manyshot, which sends her Doubleshot to as high as 241%. I should begin work on her Legendary Green Steel Longbow, too. Once back at level 30, it’ll be back to a regular Heroic True Reincarnation to play around with some things. Paracleta was built as a counter-attack to comments about the Zen Archer. As serendipity would have it, she found a very strong niche. This character will have a long and very dangerous life.

I’d love to get more time in on Ryncletica, my third build, the Poison Master. She’s incredibly dangerous with her DPS and poison damage but could use some offensive adjustments over several areas. The great thing about her is that she’s effective at any level because of her build design. Time to play with other races, although this may reduce a little poison damage and require feats I get for free as a Drow. She’s also lacking powerful Thunder-Forged weapons, but her innate speed and damage is already good. Defense is the central need for the Poison Master.

Lynncletica has proven herself as a very versatile tank over many raids. There’s little more she can be, so I may never TR her again, reserving her as a contingency tank for raids that lack one. We’ll see. Meanwhile, new Dragonborn Shintao Scythetica may be filling in as I test this race with Shintao training.

Been thinking of how to improve Szyncletica, my old original Shuricannon. I should look at Firewall’s Shuricannon 2.0 notes and integrate them into her next life. Meanwhile she’s working on a Thunder-Forged shuriken since Pyn, Paracleta and Lynn are done with their many “Deathwyrm” raid rotations. Like Pyn, Szyn is desperately in need for optimizing her gear, so she’s aiding that being the central contributor of loot-gen gear to be crunched into Cannith essences for my crafter to use and grow.

With the Update 33 changes, I’d also want to revisit some older ideas. One that fell by the wayside with the enhancement tree introduction was the “Avatar” build that leverages the strengths of each and every Monk stance. Now that the Monk stances are themselves augmented yet again and with improvements (and more personal experience with) Epic Destinies, I might be able to take one of my characters through such a development.

And then there’s the recent changes that have made stealth (and, in the case of Rogues, assassination) that make this ability much more hazardous to use. I still have my solo-stealth master, Kiricletica, to study how to augment stealth skills against a dungeon that, on sensing you, truly alerts whole squads at you. Can a ninja still use their disappearance and stealth skills to escape reliably?

Thanks for still coming by to read, although I cannot post as often as I’d like.

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Now Comes the Dawn

One thing I neglected to mention in depth from the latest Update 27 content in “Trials of the Archons” is the named loot.

Like the archons themselves, the quality and amount of named gear is luminous.

But one item in DDO’s page that details the items grabbed my attention immediately.

The hunt began with the release, and part 1 of that hunt ended last night in spectacular fashion.

Tyrs Paladium, my home on the Ghallanda server, completed a Heroic run of the three new quests in Amrath earlier in the week, and then proceeded on a Epic run last night. I led a group of four able-bodied folk into the three quests, all on Epic Elite.

I’m usually pretty conservative on difficulties when in a live party. But I was in control of Szyncletica the Starwielder, Solitary Destroyer of the Shroud. My strongest offensive character.

After gathering for buffs, the very first thing I wanted to check was the CR level of the trash we needed to clear at the start of “The Archon’s Trial.”

The trash was CR 76. That’s not a typo.

Szyn behaved as a ranged tank, her Improved Precise Shot and off-hand Fiery Detonations by her off-hand Celestia easily aggroing everything in sight. Combined with her permanent Haste and attack speed from the Blinding Speed epic feat, I was able to keep the swarms from overwhelming us in most locations.

Then there were the bosses. The bebilith mid-boss was a CR 83 as was the Planetar leader end-boss. While the bebilith fell after about 5 minutes, the green-skinned Planetar was the biggest bag of HP I’ve ever encountered. Before we could concentrate our fire on her, we had to dispatch her entourage of super-deadly Lantern Archons that peppered us with Searing Light rays of 150 points of damage or more, and Devas with brutal bludgeoning attacks.

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It took over 10 minutes of continuous fire and beat downs to defeat the Planetar.

Onto “Demon Assault.” That run gave our team no dramatic surprises until the end-fight. I tried to pull a few enemies at a time, keeping the team far from the lethal Shavarath blades.

Having run this quest a couple of times before, I recommended that the team fight the boss first to complete, which typically has left a gate between the boss fight and a shrine open to us. But on Epic Elite, that gate closed, and we were met by dozens of Shavarath renders of fire, frost and flesh, trapped there to fight or die.

It looked like we were about to immediately wipe as Dungeon Alert built up to Orange, but IPS came to the rescue. I circle-strafed the entire legion of renders to keep them off the main party while they chewed on the boss. That had to be one of the most intense tanking fights I’ve done in a long while. Thankfully, the spawns did stop and we completed the quest and then took on the optional meralith for a trivial chest and some additional XP.

In the last quest, “The Devil’s Details,” even the normally trivial Tiefling Marksmen were deadly as we raided a stronghold of Aaretreikos. By the end fight we chose to stay at the top of the stairs to limit what we had to fight. The Erinyes boss–so strikingly beautiful as she was deadly–was a CR 83 as well and took some time to kill. After completion we finished off what trash remained between us and our end-loot.

I didn’t see what I was looking for in my allotment, but a fellow guildmate did receive it and passed the item to me.

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Behold, the Dawnbringer. The fourth named shuriken in-game and the second one to come with both Heroic and Epic versions and an augment slot. And, like all other named stars, this is a Bound-to-Account weapon.

The stats you see above reflect what the weapon does when I, as a Ninja Spy, equip it.

The day was over and I haven’t yet a chance to see what it can do. But soon, legions of evil, soon you will follow and fall to the Dawn.

 

DDO Zen Archer: The Completed Build

Mericletica5I’ve fully trained my Zen Archer build. Equipping this first one, Mericletica, will still take time on the quieter realm of the Cannith server, but all the central enhancements and initial destinies are done. I’ve still got the level 16 Pynthetica to complete on Ghallanda, but as a third-life it’s going so slow to level her.

The build’s a great alternative that delivers damage while providing all the benefits of complete Monk levels in both offense and defense.

This post is also a kind of apology and shout-out to Firewall’s Shuricannon 2.0 build. I’ve been so ADHD or just plain overwhelmed in other matters that I’ve only begun a 2.0 ‘Cannon and so haven’t been able to talk much about it. The Zen Archer has been my obsession of late, and that time spent was worth it by adapting concepts from the ‘Cannon, as I’ll explain.

Shuricannon’s Slower Kin

I’ve talked extensively on the original Shuricannon. Firewall has since upgraded the build to deliver more fortification bypassing for more damage.

Much of the Zen Archer’s design is very similar to the Shuricannon, directly or in principle.

  • High miss-chance and general defenses (30% Dodge, 25% Incorporeality, 20% Concealment).
    • Firewall’s build adds in Lesser Displacement (25% Concealment) from an upgraded robe from “Temple of Elemental Evil.” I’m working on that myself. Unlike his Drow-based build, however, I go Elven, and have the Shadow Dragonmark for invisibility and Displacement. Saekee’s tip to use Harper Agent’s Magic of Patience enhancement allows me a 5-minute Displacement at level 28, reducing the need to get Green Steel clickies. The differing playstyle reduces the need for the number of Displacements.
    • All points in DEX give a high Reflex as well as damage as noted below. That Reflex save has only failed me twice, in an Epic Normal run (I think) in “Ghost of a Chance.” There’s a very nasty blade trap there that laughed at my 64-ish Reflex save and chopped me to bits. Same for the trap guarding the elemental engine of the prime enemy airship in “Precious Cargo.”
    • The Zen Archer’s role is the opposite of the ‘Cannon. The ‘Cannon is a capable “flying tank,” with its Monk speed, PRR and miss-chance. However, by Epic, it only uses ki for Ten Thousand Stars with Shadow Veil. The Zen Archer uses ki more often for GMoF attacks in that mode. When in other destinies, I try to twist Enlightenment for +1 passive ki. Else, I have only +2 passive ki when in Sneak and from Ultimate Ocean Stance. The Zen Archer is a sniper.
  • Hard Hitting DPS.
    • The Shuricannon specializes in higher DPS by leveraging Doubleshot-like advantages from both the Drow-granted Shuriken Expertise feat and the Ninja Spy’s core abilities, specifically Advanced Ninja Training.
    • The Zen Archer is an Elven build. Firewall took Drow for Shuriken Expertise and damage bonuses, and Ninja Spy for DEX-to-Damage with stars and other damage bonuses. Along similar lines of reason, I chose Elf to give immediate proficiency for longbows and, with training, DEX-to-Damage with bows. Both Zen Archer and Shuricannon then ramp up DEX to the maximum possible to deliver damage. As bows don’t gain further benefits in Heroic DPS beyond Sneak Attack damage and  the No Mercy enhancement from Ninja Spy, I adjusted my build to concentrate on the benefits of the Harper Agent enhancements to add Ranged Power and, later, stacking Deception to slow and Bluff enemies, where SA gains additional damage. By Epic, I’m adding more bow damage from the Grandmaster of Flowers destiny, using A Dance of Flowers and Piercing Clarity on top of the destiny’s Ranged Power and Epic Power leveling bonuses.
    • Further, the Zen Archer’s longbows deliver greater base damage per hit. My Szyncletica’s best stars see 60-75 damage per hit, although there are a lot of other effects that certain shuriken gain for DPS per hit, especially Ninja Poison, which the Zen Archer cannot do. The Zen Archer’s base hits with a Thunder-Forged Longbow at level 28, in Grandmaster of Flowers, is 150+ once all competency bonuses are up. I tested the overall DPS on the planar gateway portal in Aussircaex’s Valley. While Szyncletica could take that portal down in about 45 seconds with Ten Thousand Stars, Mericletica with Manyshot blasted that thing to bits in under 30 seconds. I still have a TTS and normal bow test for her, but the base damage is clearly superior with a bow, even if the total sustained DPS works differently. I have Manyshot and TTS and better Doubleshot outside of this, versus Szyn. However, I didn’t let Szyn train two destinies to gain the Doubleshot feat to further improve her sustained attack. Meri’s fortification bypass is also superior to Szyncletica’s, which started off on Shiradi Champion to immediately benefit from Whirling Wrists and related damage enhancements. Shuricannon 2.0, with gear, can get higher bypassing.
    • Like the ‘Cannon, bonuses to critical hit threat and range ramp up the damage. But here, the Zen Archer sees critical hits in the 1500 or greater range since, with Earth Stance and Overwhelming Critical, I get a x5 effective multiplier (the ‘Cannon does this too after a fashion and with another destiny). I never saw such critical hit numbers with my ‘Cannon, but again, DPS is subjective. I do see similar take-down speed with the Zen Archer as the ‘Cannon. However, both builds are played very differently. The ‘Cannon is a berserking, running attacker. The Zen Archer is a calm, near-motionless, balanced sniper. As such, the ‘Cannon clears more enemies per minute, but the Zen Archer can zap down a single tougher enemy as fast yet not endanger itself. I clear rooms and dungeons very well. I just do so one enemy at a time as fast as possible.

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  • Defensive advantages from full Monk training.
    • The Shuricannon has stronger innate magic protection from the start as Drow gain Spell Resistance that grows as they do. The Monk’s Diamond Soul feat adds this in at level 13 for the Zen Archer. The two features are identical and, thus, don’t stack on the Shuricannon. Grandmaster of Flowers and an airship buff add a little more stacking bonus.
    • I managed to work in the highest fortification I have ever made on a character with the Zen Archer: 205%. This comes from a 25% Exceptional Fortification loot-gen helm, 40% from the Unyielding Sentinel’s Brace for Impact, 125% Fortified gloves, and guild ship bonuses that filled in the rest. This should ensure that the Zen Archer can stand and fire without as much concern against any melee enemies that get too close, except Champions, the bane of many a build, which often can ignore one or more of the Zen Archer’s passive defenses.
    • The Zen Archer is still a ninja at heart and has very strong Hide/Move Silently skills to go where it wants without detection. Having Abundant Step is key here–and having sufficient ki to use it repeatedly without compromising my ki store.
    • The Zen Archer in Grandmaster of Flowers mode regenerates +4 ki at maximum, gaining a maximum 240 ki held fully charged. I can use many offensive and defensive abilities without dangerously depleting my ki pool in extended fights, and regenerate ki very rapidly between each battle. It also allows the use of shrines to recharge my spell points without worrying about ki loss.
    • I still find the Way of the Sun Soul set helpful for the Zen defense. To go with the miss-chances, Reflex saves, Improved Evasion, high fortification and Spell Resistance comes the 25% damage-reducing Radiant Forcefield effect that often procs while in Earth Stance while I deliver maximum critical hit damage from that stance’s benefits to weapon.
    • The only enemies that make the Zen Archer move are Champions. They threaten one or more of my defenses at all times. But keeping GMoF as the central destiny grants me emergency damage through the knockdown effect of Drifting Lotus, where I can then Pin that enemy and eliminate it.
  • Gear.
    • Both Zen Archer and ‘Cannon use similar gear, outside of the weapons, of course. In my case, as I don’t run as many specific quests as Firewall is able to do to get the best of the best, I’m still adding in effects that both builds enjoy to squeeze that last bit of DPS from every shot. In fact, youshould be able to use the same gear for thisbuild as the ‘Cannon if you’re able to obtain it. Here’s what I have for now.
      • Fortification bypass.
        • Shuricannon 2.0 revels in this, and the Zen Archer took more than a few pointers here. It’s one reason why I’ve found that the Grandmaster of Flowers destiny provides the best overall offensive and defensive balance for this build.
        • You can gain more DPS from Shiradi Champion and more burst DPS from Fury of the Wild, but GMoF’s Piercing Clarity adds 10% additional fortification bypassing to go with the 25% of Precision feat for 35%, and a 5% guild buff for 50% currently. I’ve trained up a bit of Shadowdancer and used Grim Precision and its 15% bypass bonus.
        • If I train up more destinies for more fate points, I could upgrade a Twist of Fate slot for tier 3 to use that as well for 65% with Grim Precision. Even Heroic level Black Dragonscale Robes will add 10% Armor-Piercing for 75%. I’m making routing Heroic Elite runs into Gianthold Tor, quickly gathering 3 White and Black scales for the next lives and using that armor. On Cannith, I don’t see a lot of opportunities to build Flawless Black Dragonscale Robes for 15% Armor-Piercing, but hope springs eternal with an LFM.
      • Two key rings, the Ring of Shadows and Seal of House Avithoul, provide Hide/Move Silently defenses, Blurry, 10% standing Incorporeality (saving ki to reduce use of Ninja Spy’s Shadow Veil) with Improved Deception (stacks with the Harper Agent enhancement) and Sneak Attack bonuses. This slows charging enemies but also greatly slows attacks by even Red Named enemies when Manyshot is running. The continuous high-speed hits tend to permanently turn away bosses and slow their attacks, making take-down faster.
      • Shadowdancer’s permanent Shadow Form will save some ki later here.
      • Saekee and I learned during an EE run into “The Claw of Vulkoor” that Deception effects per player tend to “lock up” bosses to the point where they can’t make attacks or defense. They’re in a state of permanent Bluff while the DPS holds. Saekee had at least one Deception effect and I have two.
      • Defensively, the Way of the Sun Soul set also helps in Earth Stance with PRR bonuses, including a boost from Standing with Stone. I do want to add a Sheltering augment somewhere to fortify my total soak damage reduction to around 45-60 PRR.
      • I have unlocked a Spider-Spun Caparison outfit with Improved Dexterity +3 for more HP. Replacing the Boots of the Woodsman I’ve worn are a pair of Surefooted Boots. This grants the Mobility feat for 2% more Dodge but also has a Green augment slot where a Topaz of Power +150 sits to give more spell points for Rejuvenation Cocoon.
      • Replaced my Nightforge Gorget with a temporary necklace with Wisdom +8 and a Yellow augment slot used with a Deathblock gem. I hope to find the Necklace of Mystic Ediolons for inherent Deathblock, better Improved DEX and CON but also (once upgraded) Augment Summoning for +4 to my summoned and hireling ability scores, which would make them more helpful in Epic Elite, especially running Primal Avatar for additional boosts.
      • The Tier 1 Thunder-Forged Longbow with a Good augment gem is the primary weapon, punching anything it targets, especially dragons. If I find any groups running the Thunder Peak raid enough, further upgrades of the weapon would be nice. I’m getting well-acquainted with “Temple of Elemental Evil” enough to start hunting for the Epic Sapphire Sting, the only other bow that makes the TF bow seem weak.
      • I’ve completed my Shroud flagging. I have one first Green Steel desire: A triple-positive bow for handling undead bosses. I’m confident that Mericletica might do something only Szyncletica has managed: Completing the Shroud alone. The need is less in bragging rights than the low population on Cannith.
  • Destinies and Epic Training
    • I trained more destinies on this character than I ever had on any character to date. I started with GMoF, bypassed Legendary Dreadnought for expediency to get Shiradi Champion and Primal Avatar trained to qualify for level 28 Epic Destiny feats, and trained Shadowdancer to gain more fate points to upgrade slot 1 to tier 2. I plan to train Legendary Dreadnought, Fury of the Wild and Shadowdancer to gain three more fate points to get tier 3 unlocked. I know Firewall loves Divine Crusader, so I’ll be tooling through Unyielding Sentinel for more fate points and to unlock that destiny too.
    • While in Grandmaster of Flowers, I have Pin from Shiradi in an upgraded tier 2 Twist slot and Rejuvenation Cocoon from Primal Avatar in the second and third Twist slots. This allows three important GMoF abilities to stay up without Twisting (Piercing Clarity, A Dance of Flowers for 1.5W damage increase, with Enlightenment and the innate abilities Ubiquity for Tumbling through enemies and Balance in All Things keeping ki regeneration at its maximum while also giving knockdown immunity). GMoF’s offensive powers, also help in defense and damage, especially Drifting Lotus, and it allows me to have the room-obliterating Everything is Nothing available on boss fights.
    • Shiradi Champion works very well at the expense of defense and ki regeneration. Pin and Otto’s Whistler are impressive attack modes that make this destiny great in smaller fight scenarios.
    • Primal Avatar is a great defensive destiny that boosts my character’s outward defenses, specifically with hirelings. The aggro-magnet Elder Dryad allows me to pummel things from afar longer. Of course, Rejuvenation Cocoon is a requirement for most characters and is easy to train. The Zen Archer tries to avoid being too dependent on it as the ultimate balance between DPS and defense is the goal of the build. If the Zen Archer is taking so much damage that Cocoon has to be used all the time, the build’s not doing what it should.
    • The Blinding Speed Epic feat gives permanent Haste for 22% Ranged Alacrity. The level 28 Epic Destiny feat Doubleshot adds 10% Doubleshot for  a total of 15% with Elven and guild ship bonuses.
    • Off-destiny, this build still does good damage, but does enjoy the Ranged Power bonuses from each destiny. That said, Fury of the Wild’s intentionally nerfed +1 Ranged Power (balancing out the monkchers that use that) is less attractive than GMoF and Shiradi or Shadowdancer.

The Final Build

I’ll be pasting the final build later on my forum thread for anyone to import into Character Builder Lite, and update the first post with the final information.

I have a video to share of this build tackling a battle to give an idea of its power. The Zen Archer isn’t bad at all in Epic Elite, but you do have to pick battles with care as you would any character.

Comments welcome. Be sure to click the “CC” for captioning that explains the tactics as the video goes along.

A Drow In Despair

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I’m away from DDO during the season of Lent. This is a saved post I’ve made while I’m away. This post may or may not contain sensitive subject matter unsuitable for some minds (specifically, religion).

Reader discretion advised.

~~~

With a solo of the Shroud under Szyncletica’s belt, what’s next for this mad Monk?

Once upon a time not long ago, the “Tower of Despair” raid was an important objective for Monks to find ingredients for and any of the special rings there which can be used to create a DR-breaking bursting ring that worked only with unarmed attacks.

It was the dev’s substitute for being unable to upgrade the already-existing Green Steel crafting system to accommodate the introduction of handwraps when the Monk class arrived shortly thereafter.

Nowadays, there are plenty of handwraps you can craft and use to break DR from other systems in the game, so the whining of the lack of GS wraps has faded. But with the introduction of Epic characters and quests, so has the desire for people to run “ToD.”

Now, these Incredible Potential rings aren’t much use to Szyn, either, as a throwing Monk. The ring’s unlocked Holy Burst and related bursts work only on unarmed attacks.

But there’s wasn’t much in the way of loot in the Shroud to gain for Szyn, either. She completed it simply to say that she did. And so it is for the Tower.

I wouldn’t dream of this insane run were it not for the Thunder-Forged Shuriken that causes incredible damage fast enough to destroy a pit fiend alone.

The question now is whether Szyn can manage two bosses at the same time on a Normal-difficulty run.

The Good

From a matter of destruction, Szyn’s weaponry as a maxed L28 character should do short work against the trash inside the Tower. She can already handle the same kinds of nastiness alone inside an Epic Hard “Devil Assault” as she did in the Shroud. She uses Rejuvenation Cocoon, has high miss-chance powers and strong Reflex saves (90) because of her very high DEX (62+ when the winds are right).

The Bad

The first challenge will be destroying the Judge and the Jailer in part 1. I’m unsure if I can keep the attention of only one, or if I’m going to have to fight both at once. Improved Precise Shot will help. I’m not sure if Freedom of Movement will help against chaining effects from one of them.

The best news is that, being a Monk, my resistances to certain attacks are higher and I’m highly maneuverable and damage-resistant, keeping my distance as I attack. I only need to carry a small barge-load of Remove Curse potions and watch my healing.

The Ugly

I expect the fight against Nythirios and his Shadowfiends in Part 2 will be far harder than smacking Horoth into his component atoms in Part 3.

Veterans know that Nythirios is a pit fiend like Harry. No big thing there. But it’s his little dark icy-cold pets that swarm around, trying to freeze-kill over entire parties that disturbs me. In a normal party, you need only to designate someone to aggro the Shadowfiends, drawing them away from the party while your main team beats Nythirios into goo. When he’s down, the deadly fiends vanish. I’ve watched 10 HP casters do this job and, surprisingly, stay alive. If a HP-weak Wizard can do it, then a thrower should be able.

For me, I’ll have to kite everything (when do I not kite?). Szyn is very fast in attack and speed (permanent Haste through the Epic feat Blinding Speed), so she’ll need to have lots of Protection against Cold potions handy to slow any of the serious damage that a Shadowfiend might hit her with if she grazes one too close. My hope is that I’ll just drag Nythirios and Friends, kiting them while my Shiradi effects and Celestia off-hand explosions kill off the Shadowfiends long enough to reduce them as a threat while continually aiming at the fiend to end him. I’m always using Improved Precise Shot so any strikes hit all between me and my target if I can keep the alignment right.

In Part 3, again, it’s a matter of kiting. The room is generally a circle and big enough for me to do this. Horoth has a stunning attack that I cannot counter as a dark Monk, but I hope to survive it long enough to put down enough damage on him. Plenty of Orthon trash spawns and respawns, and then Suulomades the horned devils enters to try to trash me, too. I could change my target to Suulo while running for my life if things are stable enough, then slay Horoth.

It’ll be a matter of experimentation based on how much damage I’m taking and how much damage I can inflict against trash and bosses before Horoth gets lucky with a Disintegrate hit or prolonged stun. While now in possession of the FoM-granting Orcish Privateer’s Boots, I must wear Boots of Anchoring throughout the battle to keep from getting banished to Eberron.

This is a complete experiment because I’m a little bored, and also because I want to know the lay of the land before I think of taking my Ranger inside to hunt for her Gilvenor’s Ring. When paired with Gilvenor’s Necklace from another Devil Battlefield quest, she’d gain 10% Ranged Alacrity as a Competence Bonus–stacking with other Ranged Alacrity bonuses.

Imagine having 30% Ranged Alacrity once I get a Pinion bow (20% alacrity) and when wearing these items.

I did. I needed to cuddle and have a cigarette after that. I don’t smoke.

Postmortem: Attempt #1

So, shortly before my sabbatical, I took Szyn the thrower into “Tower of Despair.”

The cool part is that I was able to use stealth to avoid a lot of fighting before entering the realm of the Judge and Jailer, sneaking by 90% of everything.

That first fight worked out about the way I expected, and I was victorious. I used my Thunder-Forged Shuriken for much of the fight because of the raw damage, but experimented with my Green Steel Mineral II star as well.

I took some time to prep for the expected nightmare of Part 2, arming myself with Fire Shield items, watching others complete the area while alone and how they didn’t die. But then I made the mistake of thinking too much after watching VoodooSpyce’s videos, particularly a run into the Tower while solo. His character stood still, not kiting, so that the Shadowfiend’s cold aura wouldn’t hit him nearly as often. I felt cocky and tried it his way.

I was slaughtered rather quickly by standing still.

I should’ve stuck to my first instinct to kite the Shadowfiend while attacking the pit fiend. While VoodooSpyce’s videos was useful, I may need to look to the monkchers in the crowd to see what can be done here, at the least.

Szyncletica: Shroud Beater

It’s my first major accomplishment. Szyncletica, now a capped Epic Shiradi Shuricannon, defeated the Shroud on her own on a quiet Sunday morning.

Wasn’t easy.

Part 1

I had two attempts here. The first aborted at part 1 when I missed a second portal keeper that appeared.

I learned an important strategy: Portal Keepers are bound to appear if you’re slow at the portals, solo or not.

The key is to simply target and kill the keeper and then continue on with your work. Know the portal manifestation order and check all the portals.

If you hear a second warning after you’ve thought you’ve killed any keepers, you missed one and have less than a minute to rectify your mistake.

I took that knowledge into my second attempt and was able to beat part 1 without significant issue.

Part 2

I had a terrible group of lieutenants, about as annoying as a solo runner can get I had Kasquick, the troll, the lion and the fire elemental. The last two lieutenants are stupid fast in their ghosts returning to the center. I know from study that other solo runners have abandoned their run if they’d got such an over-speedy group. But I’m fast, too. I gave it a go.

After I killed off Kasquick near the southwestern tree and began working on the others, I noticed how much time had gone past before Kasquick had returned to life. On killing fire, I watched him get stuck within a corner, staying there for almost 3 minutes before the game AI forced him to the center to revive.

I tried to take advantage of that spawn slowness and the fact that this was a maze. The best place to slay them is near and just north of the southwestern recharge tree. The lieutenants have a tendency to get stuck or meander slower to the center and their respawn point. I needed that time; the lion was extremely fast in running back to the center, faster than the elemental.

With a series of timed beatdowns and some lucky procs from my Celestial sword’s passive explosions of fire and light, the lieutenants fell, the crystal eliminated and now, on to the dreaded part 3.

Part 3

This time, I thought of another idea to conquer this place, where the Prismatic Wall had taken me twice already.

I zoomed through the area, smashing as many crystals above the doors as fast as I could before I opened up the central fountain, retreated and waited.

I knew now that eliminating door crystals brought the Wall up faster. I wanted to wait to start any water runs until the Wall spawned so it wouldn’t spawn atop me.

Celebratory cannonballs in Part 3's regenerating pond.

Celebratory cannonballs in Part 3’s regenerating pond.

Finally it appeared. I began a careful series of runs out, always following far behind the Wall as I did my work, filling only one fountain and removing crystals as I retreated back to the center where the Wall does not travel.

I waited for the Wall to pass by my fountain door on its clockwise path, then sprinted out counter-clockwise to do what I could do.

It took about 30 minutes, but patience won, and I left part 2 with two chests and victory.

Now to go where few others have gone.

Part 4

I thought to myself that Part 1 and 2 were the most difficult because they had a time element. That was only partly correct. Part 1 is timed only once a portal keeper appeared. Part 2 isn’t timed at all except in the fine window you have while all lieutenants are down and the race to destroy their respawning crystal. It’s part 3 that requires the greatest timing.

One Ninja Drow, one battle.

One Ninja Drow, one battle.

Now, it was just a matter of combat. A matter of outlasting my enemies.

The Whirling Blades are a nuisance but not very dangerous on Normal. My thoughts in this first encounter with Arraetrikos involved one important factor: Beating his regenerative factor.

As Klorox the Barbarian showed, it was a matter of damaging Harry faster than he regenerated.

I kicked up my defenses, drank a DDO store elixir and a Yugoloth potion, and got to work.

Taking out the trash was easy enough, and then Harry arrived.

We meet at last, pit fiend.

We meet at last, pit fiend.

The Thunder-Forged Shuriken with its tier 1 upgrade did its work. I pulled 1/5th of his HP away on round 1.

Each time the pit fiend disappeared, I went into Sneak to boost my passive ki regeneration and used Wholeness of Body to recharge my HP to full.

Staying hidden also left me hidden from the devil spawns, allowing me to take my time in regenerating ki and waiting for my Eternal Potion of Death Ward to recharge.

The gnolls that arrived to recharge Harry fell very, very quickly each round to vorpalling stars and were never a factor.

Harry and I fought on. After 5 rounds or so, the beast fell.

Part 5

As ready for the final fight as I'd ever be.

As ready for the final fight as I’d ever be.

I waited at the part 4 altar to regenerate my ki to maximum and clear the cooldown on my Eternal potion.

The strategy here was similar to part 4, although I realized that I’d have a hell of a time separating the speedy revived lieutenants.

And just before I entered, I decided to buy some +20 Jump potions from the DDO Store.

It took a bit to slay the lieutenants.

Then Harry materialized once more.

Bet most of you have never seen this view of part 5 before, high above.

Bet most of you have never seen this view of part 5 before, high above.

I drank that Jump potion and leaped atop the center pedestal, running all the way up and was able to stand on the edge of the outside wall of the area. I pelted Harry senseless and with impunity.

After 15 minutes or so, the deed was done.

Another feather in the cap for Firewall’s Shuricannon design, even with a weaker design such as my own.

I give you a video of the last minutes of the battle.

 

And Sir Geoff: By request: the dance of victory.

ScreenShot01379ScreenShot01378

Maybe I found my final inspiration a couple of days ago, after discovering an old DDO thread of a much-earlier Shroud victory by the quintessential Sarlona guild, Caffeine.

Every one in the raid group used only Clubs of the Holy Flame.

Completed years ago, that’s still going to be more badass than anything I have done or can think of doing.

 

 

Alone in the Shroud

A Drow has scheduled a date with you, big guy. Bring some flowers...for your funeral.

A Drow has scheduled a date with you, big guy. Bring some flowers…for your funeral.

From time to time I’ve had one of those crazy ideas.  First it was an Epic Elite solo run. One continual goal is to complete “The Shroud” alone.

Lynncletica tried it, long ago, failing part 1 rapidly as she simply couldn’t beat down the portals (officially, a planar gateway) fast enough. She’d have to gain more STR, speed and better portal beaters.

I wasn’t done yet. I have only one other character that excelled Lynncletica, not by endurance, but damage. That was Szyncletica.

On Szyn’s first life, I read up on what it takes to beat down a portal from an old but useful thread that offered to post results to a challenge. A portal identical to those in the Shroud, part 1, is in the snowy wastes of Aussircaex’s Valley.

As noted before, the shuriken has the lowest base damage (1d2) of any weapon. Now, with throwing builds all about, they are rarer to find on the Auction House, and expensive if you happen to find one.

Before, the fastest I could destroy a portal, using a crafted +5 Holy star of Greater Construct Bane, was 1 minute 14 seconds. It would not do. A throwing star damaged well enough, but just not fast enough. Trials using a Mineral II and Triple-Positive Green Steel stars yielded similar takedown speeds.

My options were greatly limited. While many weapons drop in the game that have the uncraftable Smiting suffix, the odds of discovering a returning Smiting shuriken seemed higher than my chance of winning the Powerball national lottery.

It took another life and a new update, 21, to introduce another chance at a chance.

Some tips from the Shuricannon thread and a recent trip through the Ruins of Thunderholme gained me a new crafted weapon: A Thunder-Forged Alloy Shuriken. I added a Ruby of Good to this metalline star, although it appears not to be working properly.

Nonetheless, the weapon has a very high base damage with its Tier 1 upgrade: 4(1d2)+10 with a 14-18 damage range…easily more than twice the damage of my usual beater. And it has the Touch of Shadows property for 8 to 48 negative energy damage. Remember that Szyn’s build is a Ninja Spy. All of her damage comes from her very high DEX, in addition to competence bonuses from being a Drow, a natural user of the thrown weapon.

So, freshly leveled to 26 and loaded up with ship buffs and stacking special potions, off I skipped to the snowy portal always present in Aussircaex’s Valley to test out that new Thunder-Forged star.

I cleared out the surrounding enemies, drank any stat-boosting potions and switched to Wind Stance for additional Dexterity. I had 60. I set my timer and began smacking the portal.

The Thunder-Forged star took down that portal in 41 seconds. That’s better than a good Barbarian L20 with a Mineral II Green Steel weapon shown on that old thread, and far better than my old crafted star.

Giddy with the stronger possibility of a Shroud solo, I assessed what, if any temporary weapon effects I can apply to that star. Craftable returning shurikens with a red augment slot seem to be completely imaginary, else I’d craft one and add a Ruby of the Vampire Slayer for some Light damage,  and apply some Oil of Incandescence portions for some more Light damage. Despite the lack of a slotted star, I plan to add the Oil for extra damage during part 4 and 5.

Update 22 (out on 6/11, the day I first penned this post) gave the shuriken criticals their true range of 15-20 with Ninja Spy capstone, which added in considerably more damage on critical hits.

Challenges in the Shroud

Of course, Szyn would be completely alone. No hirelings of any kind in a raid. In Epic, self-sufficiency wasn’t a problem. In addition to elemental and poison resist potions, she stocked up on Yugoloth potions and collectable ability-boosting potions as well as buying a few DDO elixirs to allow a +6 stat advantage when the going got tougher.

If Szyn could blow down the portals fast enough, then part 2 was the second greatest challenge, gathering and slaying the four lieutenants and then destroying the central crystal. Based on other’s successful runs, a player might have to abort a run if they get swift-moving lieutenants that cannot be outraced to blast the crystal or who add a party buff that makes the group too strong.

My feeling was that I’ll need to use a ninja tactic or two to keep them separated for a bit, hit them with burst damage and then hit another, minding that each of them regenerate. Or, kill each once so that they lose some HP to make slaying easier.

Part 3 is the puzzle challenge. That one should be easy. If I could blast down the portals, the crystals over the doors (normally a forbidden thing in a raid party but necessary in solo mode) will go down fast, and Monk speed will get the lunar water in the fountains quickly before the prismatic wall appears. Even if the wall approaches, Szyn can move fast and just has to stay behind the wall, going clockwise around the area, hiding in the fountain to let it go by if needed.

Then, the fun stuff comes with parts 4 and 5. How much DPS will Szyn be able to maintain against Arraetrikos? Getting the gnolls down wasn’t a worry but they must still drop fast to avoid rehealing the big guy.

I anticipated to go through quite a bit of spell points to stay healed from the occasional d1 I’ll roll against a meteor that Harry hurled at my head. On Normal, Harry shouldn’t be a major hassle if I can push my damage per hit to its ultimate. I didn’t forget the Whirling Blades. I planned to fight at near-melee range so I would be able to easily see where those things spawned as Harry entered, then leap away as they closed in. That would allow me a continuous pattern of striking.

Harry has only one ability I cannot avoid: Hold Monster. A faint chance to have a Freedom of Movement effect comes with the new epic Three Barrel Cove, by slaying rare encounter bosses in search of the Orcish Privateer Boots. Being a Monk, I should be able keep my saves high enough that Harry’s chances of landing that spell are lower. On Normal difficulty, the odds probably favor me. I do have a Lesser Harper Pin for an emergency break from a hold, but with a 10 minute cooldown, it’s a desperation move.

It’s going to be a long day stopping these guys. One player, a master of solo raiding, still took just shy of 2 hours to beat the game on Normal difficulty with a L25 character. I’m hoping my DPS will speed things up a little.

If Szyn can get past Part 4, then Part 5 is just more of the same.

Attempt #1

First thing on a Saturday morning, I geared up with scads of potions and set off.

Life was made a lot easier with the new U22 super-lasting airship buffs but there was still the matter of handling element resistance and protections. At the top of my worry list were my number of mana potions. I needed to improve my healing amplification to make things as efficient as I could, even with shrines and rechargers.

Part 1 began with my first screw-up. My phone died overnight, where I kept a copy of the portal takedown order. I had to go from memory and with extra guile.

ScreenShot01245The new Thunder-Forged star did its work well. Gulping Haste potions, I moved fast to blow the portals down.

A few Portal Keepers did appear but chasing them down and killing them bought me the time I needed. My heart was racing with triumph on clearing Part 1 alone for the first time.

Part 2 started off well enough, easily clearing the trash and scouting the center. I gulped. I had the swift fire lieutenant along with the manically teleporting devil, orc and troglodyte.

Past solo veterans often aborted right then and there as the fire elemental moves very fast to the respawn point after being killed. I decided to give it a try.

The Celestia’s light bombs helped as I whittled down and killed the lieutenants once to rid them of their regeneration once they revived. I had all four down but the trog’s stench slowed me down before I could remove it and race to the central crystal.

ScreenShot01248Taking another tack with the revived lieutenants, I lured and whittled down the elemental a bit before pulling and engaging the others in the southwest corner.

With a timely light bomb from Celestia, all four went down and I raced again to the center but the elemental’s shadow was ahead.

Thankfully I could target the crystal fast. I destroyed it just as the fire elemental revived. Part 2 complete!

But it was part 3 that ended me. I easily destroyed the upper crystals and began adding the lunar water to the fountains.

My time sense kept telling me all was well in this section, but a turn to the left after completing fountain #5 landed me smack into the prismatic wall, appearing far faster than I expected.

ScreenShot01249Now I know at least that destroying the crystals appears to bring the wall up much faster. I’ll be a bit more prepared next time–and always turn right from a puzzle room.

I was just happy that I could clear the first two parts.

Szyn just reached level 27 and has the epic feat of Blinding Speed, making her permanently Hasted.

Things might get interesting with her second attempt I’m planning this weekend. Stay tuned.

 

The Epic Elite Shuricannon, Victorious

A DEX of 60. What else does a Shuricannon need for an Epic Elite run?

A DEX of 60. What else does a Shuricannon need for an Epic Elite run?

I’ve been waiting for this moment. I’ve studied others, often “monkcher” builds, on how they survive and defeat an Epic Elite quest by themselves.

This moment also brings a moment of declaration to any player that believes that a pure class cannot survive long, much less alone, in an Epic Elite quest. Never mind the notion that a thrown weapon can equate to bow attacks.

It was time for the Shiradi Shuricannon to blow away the myths–and its enemies.

Completion Study

I’ve watched some solo EE “Gianthold Tor” runs where a monkcher (one which had Monk, Ranger and Wizard levels, based on the buffs he used) completed the initial quest, defeating the boss mage. The optional dragon/giant pairs were not shown.

I saw two very important things.

One, the monkcher’s burst damage, using Adrenaline Overload and Action Boosts, combined with Manyshot and Ten Thousand Stars, dealt doubleshot damage of over 1,000 per arrow with damage numbers that scrolled fast and furious. Impressive.

The second: After this burst damage, the arrows per second were far less damaging and shot at a much slower rate than my ‘Cannon’s thrown speed. One other condition is the limitation of what damage effects come from the bow attack. The bow itself might have two or three elemental or damage reduction effects. An Arcane Archer can add two imbues to the arrows and then perhaps some weapon and indirect enhancements or items. That’s it.

The ‘Cannon comes in with only Ten Thousand Stars. My character won’t have Fury of the Wild ED trained to Twist any abilities for a time. The video I watched showed the player with both Manyshot and Ten Thousand Stars, although they supposedly share the same cooldown. If that was the case, it’s because he gained better damage at certain times or against certain enemies.

But my character comes in with dramatic normal attack speed, an assortment of throwing stars with many, many effects going off from Shiradi effects and Spellplague and weapon enchantments that should slow down even rampaging giants and damage them heavily.

There’s also Vorpal damage, 100 points if the enemy still has over 1,000 HP. In short, the ‘Cannon is always “manyshotting” at 2-3 stars per normal attack–it’s in “super”-manyshot mode with Ten Thousand Stars. With my WIS, there’s at least one additional star per throw and a small chance at one or two more per throw. Unfortunately I learned the greater mathematics of TTS too late for this life, as Pynthetica is learning now. Perhaps there will be greater results later with some Epic hardware.

The off-hand Celestia’s light and fire damage often proc with hundreds of damage to supplement overall attack power.

So, the only question remaining is whether my ‘Cannon, at a paltry 503 HP soaking wet, can stay alive long enough to take things down.

Character Study

Firewall, creator of the Shuricannon build, noted that my stats didn’t seem to match up to his build (past lives notwithstanding) as he witnessed in one of the demo videos I made, so I’ve reviewed my character for any deficiencies.

There’s the matter of gear, which I know I’m slacking. Unlike the Shuricannon’s creator, my character hasn’t many past lives and I haven’t run many raids or particular quests with her, limiting some gear choices until I do.

Gone will be that trusty Frozen Tunic. I’m working on building a Flawless White Dragonscale Robe and hope to make several Tor runs to farm for the matching Epic Helm of the White Dragon for a +50 HP boost and better overall protection. A Restored Giantcraft robe, a robe that works as the Black Dragonscale Robe, is helpful with its armor piercing and haste guard.

There are a few items to add more DEX. I wear an Epic Normal pair of Treads of Fallen Shadow for the Insightful DEX +2 and DEX +7, but another greater DEX item is preferred. The most impressive DEX item I’ve seen was noted in a post by a player in the Shuricannon forum thread: Dumathoin’s Bracers, from one of the two highest-level raids in the game, gives Dexterity +11. There’s surely a few +10 and +11 loot-generated items somewhere out there, too. I prefer rings.

Szyn owns Yugo potions, a few DDO Store elixirs and now knows of the House Deneith ability potions. With Wind Stance, ship buffs and these potions as available, she can hit 60 DEX, with a little room for more.

By level 25 of last life, I started to dispense with the Way of the Sun Soul gear in favor of equipment that increased DEX and WIS and CON while keeping my Dodge maximized (28%), adding Blurry (20%) while also using Shadow Veil’s incorporeality (25%).

In EE, I believed the ‘Cannon’s overall defenses were higher with miss-chance, Monk AC bonuses and speed, and Combat Expertise. PRR isn’t part of the normal setup since ‘Cannons are either in Wind or Ocean Stance, not Earth. Defenses aren’t high on my list. I’m moving all the time to avoid direct hits, and high Evasion and saves remove anything else except arrow/missiles (why Firewall is fond of Deflect Arrows feat in EE) and magic missiles (avoided by a Shield clicky).

I did experiment with Deflect Arrows after Firewall’s recommendation in the character’s  first life. I may return to it again since my DEX is in better shape than in the last life.

It still means that I’ve got a lot of XP grinding to do to train LD and perhaps Fury for their abilities and for Twist of Fate slots. I got lazy with Lynncletica and bought a Tome of Fate +2 to get a slot unlocked or upgraded for her, and I don’t have any problem doing so for Szyn if it will reduce the time  in ED grinding while training outside of the Shiradi destiny.

Which Quest to Do First

You can tell by my tone that I don’t do EE often. I know quite a few others have and know their way around and mind their limits. Often they’re with a party while I’m usually solo (not in my best interests).

I definitely don’t want to enter into a mob-ridden EE such as “Tharaask Arena” to test the viability and tactics needed. Same for EE Tor. To get my toes wet, I might use a place where there’s room to run and escape if things go south. And I hope to bring a guildmate or five, perhaps, but was not against a solo attempt.

“The House of Rusted Blades” in House Dun’Robar would work. It’s short. There’s only Drow. They’re still nasty but there’s a lot of maneuvering room in the end-fight. There’s enough of them and variety (mages, fighters) to challenge my character without clearly overwhelming her. And it fits my role-play. The character background is that Syzn was a refugee from House Dun’Robar, a matron mother to-be that was culled early. Saved by a family friend, she trained in Eberron and returns to the Underdark for sweet, star-filled revenge on the whole frakking house. (R.A. Salvatore, are you reading?)

I took Szyn and the hireling Andaro into a Heroic Elite “Breaking the Ranks” yesterday, partially out of curiosity as I haven’t done any of the Storm Horns quests beyond “Lines of Supply.” In “Supply,” running Heroic Elite too, she annihilated the convoy. A mistimed re-application of Death Ward got me killed before Andaro revived me, allowing a swift-footed gnoll to escape. But that was it.

“Ranks” was a wide slay-fest where Andaro couldn’t survive. The word “hordes” fits well there as very numerous mobs come at you.

But this is where the Shuricannon’s thrown and running speed work very well. She was too fast and was able to continually circle-strafe her way to domination. Her miss-chance avoided the potshots from the dragon above.

Alternately, there’s a few Eberron EEs where I can mix up stealth with slaying. Going EE isn’t just about the necessary DPS and defense if a fight is inevitable, but ultimately simply surviving to the end. If all the stealth training can’t help there in some capacity, I think I’m doing it wrong.

I accidentally entered “Return to Prison of the Planes” rather than its Heroic version on Epic Elite. (Not the first time I’ve done that.) I actually mowed down the Aurum fighters nicely before realizing my error–and the realization that Szyn might be ready.

Epic Elite “The Tide Turns”

I chose a personal favorite, “The Tide Turns,” one quest I know very well.

Two candidates came to mind for this place: Kiricletica and Szyncletica.

I tried my hand with Kiri. Her stealth was excellent. But once she was found, the melee hits were just too much. A goof where my finisher toolbar wasn’t in place sealed her fate.

In came Szyncletica. She has barely 475 HP. Her fortification is only 105%, insufficient to withstand a CR 45 critical hit. But her miss-chance powers were strong, her stealth as good or better than Kiri’s.

I entered without any hirelings at L24, just a hairs-breadth of experience from the next level. I drank a Yugo DEX potion and one Superior Elixir from the DDO Store, and one Potion of Reason to add +5 to my DEX and boost a couple of other scores. Last, one well-treasured Eternal Potion of Death Ward from the Anniversary Cards. Ten minutes of Death Ward, cools down in 10 minutes. Perfect.

I hung off to the side on opening the door to the central room and snuck inside. After a mob moved off the stairs, I snuck up to Captain Tew to activate the next objective: bypass the shield.

From here I needed to kill. Would Szyn have the chops?

HELL, YEAH.

My improved paralyzing stars whirled through the fortress. Combined with Improved Precise Shot, Nerve Poison, No Mercy, stat damage and other spellplague and Shiradi effects, the CR 45 mobs, most with 3,500 HP, were slowed, frozen and eliminated fast.

I carefully cleared my way to the armory. Tight spaces with little room to maneuver meant that I had to rely on the stopping effects of the stars and have some room behind me to run.

Soon, I was in the sewers. The only challenge here were the giant rats in the latter part of the area. My first attempt ended with getting eaten. On attempt #2 I kept on the pipes where their AI wasn’t smart enough to force them to chase me.

I cleared out the shrine room, also too tight for comfort, by dropping in a Diversion dummy–one training-dummy hate magnet to make it easier for me to whittle off the pirates inside while they were unable to stop fighting the dummy.

Strong monastic saves and a couple of Abundant Steps got me to the shield switch, where I carefully pulled and aligned all the fighters to remove them for a required objective. The kobold ambush and the mob beyond a door ahead were also carefully pulled for elimination. Thankfully, my saves against the powerful electrical trap spared me from serious damage.

I pulled and slew enemies by the final shrine, near the barracks, as well as enemies beyond it. Once cleared enough, I had the luxury of using the shrine to reset any clickies I had.

A mix of stealth and stars cleared the path to the boss. In Heroic play I often ignored Tew’s guards and pulled him alone into the small hallway to fight him and, later, his puppetmaster. But Szyn needed to run; the ogre mage Ahraatz-Ri throws all kinds of attacks that are best avoided from a distance. I opened both doors to Tew’s last stand and spammed stars until the mob was gone and Tew was killed.

The final fight. Ahraatz-Ri was CR 53. My ship buffs were fading. Rejuvenation Cocoon was the key to victory, allowing quick and easy battle healing. But the ogre mage was a massive bag of HP, probably around 120,000 at least.

EESzyn1

It took about 10 minutes. But he did fall.

 

VICTORY.

VICTORY. (And level up!)

As I’ve said, I’m not a power-gamer. But I’ve taken notes from the best, so getting my very first EE solo completion says a lot for the many players that provided their experience in making it happen. Many thanks to Teacher Firewall for creating this incredible ninja build.

EESzyn3

EESzyn4

 

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