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Nathylia

Fallen Prophet

9,700 Points
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  • Frozen Sleuth 100
PostPosted: Tue May 23, 2017 4:39 pm


Table of Contents

Introduction

Rules/Tips

Rings and Recommendations

Enemies You will Face

You keep Saying that Word

My Personal Healer set and Final Thoughts

Change Log
PostPosted: Tue May 23, 2017 4:42 pm


Introduction

Two days ago, me and this other person decided, for giggles, to do Otami Throne Room on hard. I was running a healer set at the time, and we got up to the vases.
We decided to try again, and we succeed not once, but twice (or even three time) at defeating the Coatl.

The Coatl, if my memory of the lore of Otami Ruins is correct, is something along the lines of a representation of one of the ancient Otami Spirits. To us westerners, this is basically a god.

People say "Oh, you don't need a tank for TR. Just a full crew." Yeah, well, getting a full crew for Throne Room is difficult at best.

For this, you need a healer who knows what they're doing, and, actually, most of these steps are similar to how people do DMS.
I understand that strength is in numbers, but doing this on hard with just two people, at least to me, is much more exhilarating than it is with a full crew.

So, with that being said, here are the "rules" I've found that, for me at least, make this possible.

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100
PostPosted: Tue May 23, 2017 4:44 pm


Rules/Tips

Note that these are not in any specific order of importance.

1. Buff outside. This is critical, because with this, there is no "oh, it'll be fine to do it inside" because, at least for me, you can't take chances. This is hard difficulty.

2. Do NOT step forward until everyone has loaded in and is inside AND says that they are ready. Stepping forward means you start the boss fight, and even if a person's avatar is there, they might not be loaded in. Wait.

3. Attack Witch Doctors first. These little buggers (pardon the language) can heal each other and, when it comes time to deal with the masks, you don't want two annoyances pestering your Attacker or you if you are the Attacker.

4. R4 DEFIBRILLATOR ALWAYS! I cannot stress this enough. If you absolutely cannot R4 defibrillator, then you are either screwed anyways because you are fighting the mask, or you don't know how to kite. I will explain what kiting is below.

5. Both the Attacker and the Healer must have Defibrillator on. I don't care if you have revives. Great. But your Healer might not, and I don't know about you, but going to null and running back isn't exactly an option in Otami due to no null crystal.

6. Do NOT use revives! If I'm the healer, this is my preference, and here is the reason why: I understand that using revives is easier than waiting for an r4 defib - it's easier and much less time consuming - but it's just like using an r1 defib: you're going to die in one or two hits once the aggro is back on you, and most of your rings are not going to be unlocked unless you use more revives. In this case, I believe that waiting for an R4 defib is a better choice because A: you're less likely to die in one or two hits and your rings are unlocked and B: it saves on revives and, thus, gold you'll have to spend in the marketplace, and, believe me, I've seen the prices on those things. They are not cheap.
Since Platinum has come out, the price is "cheaper", but you're still spending at least 1k+ Platinum for those revives if you don't buy GC yourself.

Coatl Fight

1.a. FOR ATTACKERS: Do NOT attack the two lesser enemies that spawn! Your Healer will draw the aggro from you and kite them so you can focus on killing to Coatl.

1.b. FOR HEALER: Do NOT fight the Coatl! Your job is to keep the two enemies distracted from the Attacker and to heal the Attacker when necessary.

2.a: FOR ATTACKERS: When your health gets to 300-400 or less, PULL BACK and stand while the Healer heals you back to full health. The Coatl cannot attack you at a certain range. Pull back, let the Healer heal you, and let your stamina regen but do NOT sit down. If the Coatl pulls you towards it, standing gives you a chance to get away faster and reduced the amount the Healer has to reheal.

2.b FOR HEALER: Run from the Coatl if it pulls you towards it. The Coatl. Hits. Hard.

3.a: FOR ATTACKERS: Attack the Coatl rapidly and with everything you have before running back. You will have a short period of time to do so due to how hard the Coatl hits.

3.b. FOR HEALER: Heal the Attacker and kite the two enemies that spawn. This is easier to do if they are anything but the witch doctors, but it's not impossible to kite the witch doctors, despite their ranged attacks.
PostPosted: Tue May 23, 2017 4:46 pm



Rings and Recommendations

Recommended buffs and Reasons why

Healing Halo: For better HP recovery.

Divinity: For greater stamina recover

Iron Will: The masks and the Coatl deliver nasty debuffs. You want at least some protection against them

Rock Armor: This is from experience in DMS. If rock drops in DMS, your tank and everyone else is going to die pretty quickly. Same goes for here.

Coyote Spirit: Yes. One of you, most likely the Attacker, are probably going to be carrying three buffs. The reason for this is that it makes kiting easier and it makes running from the Coatl's attack range easier. The reason I said the Attacker is because even the Healer will usually take one attack, usually something that reloads fast such as Mantis. It's not necessary, but when it comes to the masks, it's better if both the healer and the Attacker fight them, and if the healer is running the actual Healer set, especially if it is me, their only attack is adrenaline if they take three buffs, which isn't the best for attacking. See "My Personal Healer Set" for details on why that is.

For Healer: Medic set. Defibrillator and bandaid are a no-brainer, but Diagnose is to draw aggro away, just like the tank does in DMS, and adrenaline is there in case you want to guide you Attacker. The set is also good for when you need to kite and you have two witch doctors on your tail due to the added foot-speed bonus given naturally by this set.

Attacks

Attacker: Anything that works for DMS is good here for the Attacker. You want damage per second. Since there are only two of you, most likely, there will be less enemies for something like fire rain or water balloon to be as effective as it would be in a full crew.

Healer: Mantis, Bump, Hunter's Bow, or Solar Rays. If you want an attack, you want something that is both stamina efficient and will let you attack often.

The reason I put Mantis first is because this is one that is cost efficient, reloads fast, and does fairly decent damage. Downside is that it is close up, but it has little to no knockback. It also has a chance to induce a Willpower debuff.

The reason I put Bump here is because it reloads fast and has decent attack power. The downside to Bump is that it is less stamina efficient than Mantis, and has the issue of bumping your enemies away which, when it comes to the mask's second form, is not the best thing in the world.

The reason I put Hunter's Bow here is because, like Mantis, it is cost efficient and has fast load time. A downside to this is that it does very little damage. On the upside, it has a chance to inflict a speed debuff and has the longest range of all the rings. This can be useful, but it's still lower on the list than Mantis for damage reasons.

I put Solar Rays here because it is, in theory, the jack of all trades, but master of none. It has decent (remember, you're not an Attacker, Healer), attack, decent range, and a decent reload time. It has the potential to kncok back enemies on higher rage levels and even put them to sleep for a brief time on higher rage levels. The downside is that it is worse than Mantis and Hunter's Bow for reload time, worse than Mantis and Bump for attack power, worse for range than Hunter's Bow, and more stamina hungry than Mantis and Hunter's Bow.

Passives

Fitness or Integrity. The luck given by these is merely an added bonus.

Fortune's favor: Luck, as far as I'm aware and from what I’ve read, only affects loot granted, not your stats. If it did, I would say bring it, but in this case I would not.

Misc. Rings

Scaredy cat: It might save you and your partner from being killed by a mask. I personally say "Trust the Healer" but if you take it, I wouldn't judge you. It's like taking Solar into DMS; you're probably not going to run into Grue, but you never know.

Meat: I would not recommend nor would I not recommend this because if you can't trust the Healer, you ...might not survive with or without meat. That's not to say that you can't bring it. Please note that I have never experimented with meat with this, so I can't say anything specific to this situation. I only came to the conclusion stated in the first sentence due to my own knowledge from DMS and my own speculation based on the runs I have done with one person.

Gumshoe: ....No. Just no. If you want something to decrease the foot speed, bring Hunter's Bow.

Abuse: ...Do I even have to say anything about why you don't bring this ring? It's a debuff ring that inflicts the debuff on you.

Turtle: ...I personally have never found a situation where turtle has been put in a good strategy. It might be a good panic button for the Healer, but I would not personally bring it. It's basically a better Rock, but it lasts for a short time and recharges ...at the speed of a turtle. Like I said, it's a panic button.

Fleet feet: This is just like Turtle, only for Coyote. It's a better Coyote, but does not last as long, and it charges slowly, but not as slow as Turtle.

Taunt: Yes, the Healer might be able to use this to draw off aggro, but diagnose heals, and while you are kiting during the fight with the Coatl, your Attacker won't be drawing the aggro from the two enemies.

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
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Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100
PostPosted: Tue May 23, 2017 4:51 pm


Enemies Faced


WIP

Seriously. I need more info on the guys you fight, on all difficulty levels

Information should go like this: Enemy Name, Stats (Easy/Normal/Hard), Attack/Debuff Name, What the Debuff does
PostPosted: Tue May 23, 2017 4:57 pm


You keep Saying that Word

This will be updated if there is any confusion of words.

Kiting

What is Kiting?

Kiting, in DMS lingo, means you run back and forth while the aggro of all the enemies is on you, avoiding taking damage due to the enemy being mainly close range. I think it comes from the way you get a kite into the air: you run back and forth until the wind catches it and takes it high enough. Likewise, while kiting, you run back and forth, staying out of the range of the enemy so that you do not get attacked as often as you would standing.

Why the Healer?

The reason why I say that the Healer should kite is because, while in DMS the tank needs a certain amount of enemies to attack them so they can continue to heal and draw aggro, the Healer in Throne Room needs to be able to get rage up via being attacked and healing the damage done to themselves so that they can heal the Attacker when they come over.

But you're still taking damage!

Yes, but not as much as the Healer would if they were to stand and just take it. If you need rage, you can stop, allow the enemies to attack, heal it up, and then keep running.

But tanks don't do it in DMS, at least not until the Green Room, and you said that the Healer doesn't kite until the Coatl attacks. Why?

While tanks are usually a higher level, around 11.4 I believe, even if you are a higher level, the cap is at 10 for Throne Room. But, like Throne Room, the highest level enemies in Green Room are level 12.5. Think about how much damage the tank would be taking if they were to keep tanking there.

And ...?

While the Healer wouldn't be taking as much damage as they would be if they were to continue tanking, the point of kiting here is to reduce the amount of stamina used to heal themselves. The reason for using Diagnose here is to draw the aggro of the two enemies to them and not the attacker; they don't need to keep doing that like a tank does in Yellow Maze since the only aggro the Attacker will be gaining here is from the Coatl himself, and that guy won't move (lazy bum). The only reason I say that the attacker should stand is due to the fact that the Coatl can draw anyone closer to them. The attacker can sit to recover stamina, but it's an increased risk to both the health they will loose and affect their ability to run to the safe zone, where the Healer is kiting.

But sitting increases Stamina recovered!

Yes, it does. Even so, if you are standing and you have R4 divinity on, when you're not attacking it will recover fairly quick. Not as quickly as you would sitting with that same R4 Divinity, but faster than you would without. There is also the matter of the Great Coatl. He can pull you within striking range, even while you are sitting.

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100
PostPosted: Tue May 23, 2017 5:00 pm


Personal Healer Set and Final Thoughts


My personal Healer set

Defibullator-Bandaid-Diagnose-Adrenaline (Medic set) Wish-(fast attack ring)-Buff-Buff (Usually Halo and Div)

Final Thoughts

If all of this is done right, and with a touch of luck on your side, this makes the fight against the Great Stone Coatl much more like a final boss and a fight against the god he is, if my memory of his lore in game is correct, supposed to represent.

I understand that Throne Room is not the best place to grind for gold, but this isn't about the gold. It's about having fun. Heck, I just go and do DMS to hang out and see what happens on that run, not necessarily for the Shadow Orbs. And if you're below level 10, I might do this on Normal so that you have a chance. Even for those at level 10 or above, the enemies on Hard are yellow, not green. Heck, if you want to test the water, so to speak, and do a round on normal with me, then by all means tell me. I just want to let you know that I've done this with one other person successfully at least twice, if not three times. I understand that this isn't just go in and smash everything, and personally, I think that's why I find doing it on hard fun. And if those "rules" sound like I'm trying to force you to conform, don't worry, I understand if you're a little hesitant to follow them, and that's exactly why I put them in quotation marks. I don't want them to be "rules", I want them to be tips that make pulling off a victory easier. It's just like the "rules" in DMS. You could, in theory, make it to the Green Room with rings like Water Balloon and Fire Rain, but they are simply not ideal for the job. It's not a rule that you can't take them, it's that it makes it harder for the job to be done.
PostPosted: Tue May 23, 2017 5:01 pm


Change Log

8/7/2017

Added new information to the "Rules/Tips" section

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100
PostPosted: Tue May 23, 2017 5:04 pm


Reserved
PostPosted: Tue May 23, 2017 5:05 pm


Reserved

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100
PostPosted: Tue May 23, 2017 5:07 pm


Reserved
PostPosted: Tue May 23, 2017 5:08 pm


Still reserved

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100
PostPosted: Tue May 23, 2017 5:09 pm


Reserved
PostPosted: Tue May 23, 2017 5:12 pm


Reserved

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100

Nathylia

Fallen Prophet

9,700 Points
  • Wintersday Bard 50
  • Never Give Up 35
  • Frozen Sleuth 100
PostPosted: Tue May 23, 2017 5:13 pm


Reserved
Reply
The Gold Savages of zOMG!

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