Drop rates: 4 immortal souls. 3 3star Eddies and 1 4star Eddie.
Not even going to try madness (ridiculous) difficulty.
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Drop rates: 4 immortal souls. 3 3star Eddies and 1 4star Eddie.
Not even going to try madness (ridiculous) difficulty.
Some new stuff here:
- new game data now kicks you out of the battle even before the match is finished
- new Samurai event with a buggy start (calendar but no challenges)
- serenity tallis bugged (sometimes)
- gunner Anubi passive bugged (sometimes)
- time bombs not triggering
- Charlotte passive bugged (sometimes)
- new stupidity level on auto play (e.g. Doomsday having full fury but waiting till all allies did their turn)
Edit: challenges did count even without being shown in the event tab! That's funny :)
Where did you you find the new event challenges ? they aren’t showing up for me either
maiden, here is what I've tried. PDK or Krampus would be used, but I dont have them.
I am using DDE with labyrinth or HE with valor.
Lilith. Life, sustain, inspiration
Prisoner. Primordial
Osiris. Energy, dominance
Redan. Destiny, sustain
Chopper. Angel, energy
Osiris. Energy, redemption
Anyone heard about the solution to get the 4th tomb without ironite?
are you just trying to beat it for the first time? or auto farm? or gunner challenge?
For a single clear, i used:
FFE Eternals
KP Immunity warlord sustaining
Prisoner Primordial
Raven Witch Labyrinth
This auto played without any guidance and cleared in approx 5min. I cannot confirm if it is a 100% auto team, i only did it once.
Has anyone found a 100% safe madness autofarm team, yet? I did a lot of testing yesterday, some teams worked well but all of them did fail at some point, even the one I thought would be bulletproof - gave me a good morning DEFEAT screen.
So don't use these:
- Gambler Eddie, tried different setups, the better were trap+radiant and trap or warlord+banner but once he was killed with one hit in the final wave so I went for Labyrinth as we want a 100% team
- KP (energy, inspiration, cosmic) I evolved a cosmic extra for this
- Madam (alchemy, cosmic)
- Sekhmet (Valor)
- Gambler Eddie
- KP (energy, inspiration, cosmic)
- Charlotte (viper, cosmic) I evolved a cosmic extra for this
- Madam (alchemy, cosmic)
This team was working great and somewhat fast (below 3 mins) for about 15 runs in a row but then started to fail because of doom in either the Killer Gang wave or the Ferryman wave as the viper's perf. pass diss (PD) did not trigger and also Gambler didn't use the right move or this move did not trigger PD on the right enemy
To counter that I went for the following team that should avoid doom completely and by this give the team enough time until PD finally hits the Ferryman and to kill the Labyrinth KP:
- Doomsday (Labyrinth) as without KP you need something else to remove buffs (and Gangland did not do enough damage anymore without KP's debuffs)
- Gunner Anubi (Serenity, energy) with defense talli subtypes to ensure survival
- Charlotte & Madam as above
This team was much slower (~7 mins) but seemed to be safe as it should be:
- Doomsday to get rid of most of the buffs, shields etc the enemies have and heal if necessary plus bombs and burns
- Gunner Anubi that is safe against perfect disable from the Killer because of serenity and by that the whole team should be double safe against doom (see Charlotte)
- Charlotte should also prevent doom (at least for 2 rounds for everybody), but she doesn't. Her other pros are obvious
- Madam with alchemy is also obvious and absolutely needed with all the stuns etc. the enemies do plus the heal every round as both of my 2 teams go without a blocker
Once in a while I saw Gunner Anubi with exhaust etc. but no doom and they always won the fight, I watched it a few times. I set autoplay and went to sleep - woke up with a good morning DEFEAT screen.
3 main issues hinder success:
1) cheating enemy AI
We all have seen the crazy talis on the enemies. The destiny Wickerman, eternity Harpies or immunity cosmic Ferryman are no real problem. The Labyrinth KP is a problem, especially as he is the left enemy so that all your single attackers will go for him (resulting in stop and lower damage output) and the other 2 members of the Killer gang can survive long enough to happily apply their fear, perfect passive disable and DOOM - which is one of the main challenges of this Dungeon. The nasty effects have a high trigger probability here.
2) stupid player AI
I have never seen so many stupid moves. Doomsday Ed having full fury meter -> he likes to wait until all other allies did their turn against full buffed and shielded teams. If the fury is not full yet, he goes first of course. Also, I have seen very often that your allies on the right go first and burn the power moves without a reason. For Gambler I have seen him using the ability to apply passive disable by far too less, especially in the first round. And of course they all start with the left enemy, see 1)
3) bugs, bugs, bugs
All the points above would not be that problematic, if there weren't that many and crucial bugs:
- serenity talis do not always prevent silver effects -> but I saw exhaust, stop, perfect death etc. and probably also doom
- gunner Anubis passive does not always work -> doom on other team members
- charlotte's passive does not always work -> perfect passive disable and all other silvers on her and also on the team members in the first rounds (killer gang wave and ferryman&raven)
- time bombs do not trigger correctly -> funny stacks with 20, 30 bombs but nothing happened
I keep on testing this evening, we'll see! But feel free to add ideas!
Sorry for long post!