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 pocs guide to bakal castle

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smw232
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Posts : 65
Join date : 2010-06-26
Age : 30
Location : Canon City

pocs guide to bakal castle Empty
PostSubject: pocs guide to bakal castle   pocs guide to bakal castle Icon_minitimeFri Jul 06, 2012 7:13 pm

Apocalytica wrote:
Welcome to Bakal, by large and far the easiest of the three dungeons, this doesn't mean you should be lacking in preparation.

Supplies
Sacred Blessings
HP/MP pots (Obviously)
Skytree nuts Shocked

On to matters:
First Room: A zerg, kill all the lizards, the green will knock you across the room, the red will spew a multihit fire attack, if your party is halfway decent, you should not even be touched in this room. If you get hit, or godforbid, die, I'm not sure what to say.

Second Room: The first gimmick room consists of a skill exploitation more then anything else. The brother in this room has a big tail he uses to shake the room constantly and knock you off your feet. If you never invested in Quick rebound, I would do so now if you plan to farm here. This miniboss can do a fair amount of damage, worse yet, he can't really be combolocked, fire and forget moves are the way to go in here. Add to that the room is anticube, if you cube while he is on his feet he will throw up a shield to deflect damage, continue cubing and he'll fly off screen and dislodge the roof so for brevity's sake, unless your party has an actual plan for cubing, don't cube. Now upon hit, the boss will quick rebound, his most damaging attack comes after he knocks everyone down for 1 damage, after which he will roar for about 10 seconds doing continual damage to anyone not quick rebounding. Abuse rebound liberally in this fight, unless it is normal, it will be a fight of attrition, keep your Hp high as well. wave wheel and bloodlust do wonders here, as well as any noncube grabs that give the party time to cube him as he collapses.

Third Room: This room is what will generally end a run if done sloppily. The miniboss in this room employs a plague on 1 character which will summon two stalkers to...well stalk the afflicted player. The boss himself will fire missiles across the room and if anyone cubes, he will summon a vortex from the ground. Obviously the room is anticube, this room requires a proper plan, first off, identify the hardest hitter and the highest amount of def in the group, both of them will head up the duos, the heavy hitter will take 1 other and deal with the boss noncube. The heaviest defense will deal with the stalkers. Now the stalkers CAN be killed and doing so will prevent the subsequent explosion per character the boss causes at the end of their summoning time. The two involved with the stalkers will have to alternate the curse as it ramps up in damage, this keeps the damage low enough to cope with, keep HP high in this room because the boss will regularly hit for about 10-11k with the explosion. Now understand, THE AFFLICTED CANNOT HIT THE BOSS OR EVERYONE WILL DIE, this is what murders the group 9/10 times. If the ball appears over your character, stop attacking the boss immediately and transfer it to the stalker duo. You can transfer the curse by running around another character, make sure it's gone before you continue attacking. If done right, the group will be on their way in 5 minutes with 0 deaths, if done wrong, you'll use 6-7 blessings and several tokens.

Fourth Room
From here on out, cubes are usable, this room is fairly easy, just requires coordination. The miniboss first off is invincible and unable to be damaged by conventional means at any point, he will summon clones and squares, the clones need to die, bombard em. The squares need to be broken to keep him from damaging you, and to damage him. The yellow squares only require one person to break, to break the squares, you stand on them. The purple squares however require 3 people. For the purpose of this room, elect 1 person for everyone to follow so purple squares aren't being mixed up. It usually only takes like 4 cycles to kill this brother, so two sets of clones and 4 square sets.

Fifth Room: This room can be a hassle, the final brother employs several annoying traits including sporadic invincibility, a combolock-esque attack that blows you away, and as usual a 1HKO. Addressing the invincibility he will only go invincible when someone grabs him or freezes/stuns him. Even then, the invincibility is levelled toward the other 3 members, the person who did the immobilizing attack can still damage him. Concerning the combolock attack, just bloody sidestep, it's an x axis attack. Concerning the 1HKO, the brother will summon a rune and go completely invincible, charging a giant full room fire breath that will murder everyone multiple times. A circle will launch from the miniboss to the far end of the room. One person from the party needs to follow the circle down to a blue rune and grab the ice circle to counteract the boss's breath. The person with the circle will be hindered by falling fire pillars and a wave of dragon wizards, you have a little time to reach the boss but not much so be on point. Now while this is happening, the other 3 party members are twiddling their thumbs and taking a fat chunk of damage. The person with the highest defense or guard can throw a skytree for the other two, allowing them to quick rebound and not die as fast. If a sader is in the group, he can push the miniboss forward with a well-placed wall. This room is about teamwork, the better you can work together, the less annoying it will be.

BOSS: BAKAL, THE KING OF DRAGONS
Ironically, out of all 3 bosses, Bakal is the most straightforward. The fight doesn't have any real game based gimmicks, the gimmicks come down to each player's individual ability. I hope you have good hand eye coordination however. Bakal will transform into his dragon form after a brief dialogue (and wasting of wine). Right after the transform he will be momentarily invincible. Wait until he attacks to bombard him, a good idea is to open the fight with some sort of hold, quaker, twister, etc. for brevity I'm going to break his phase of attacks based on him on land or in air.
LAND
Obviously you'll be dealing the majority of your damage when he is on the ground. Bakal has a large range and can easily attack from the back line as well. He can claw at a wide arc, shaking the room as well and dislodging debris from the roof that can also deal damage. He will also fire a fireball that will knock your character to the ground, interrupting any moves, occasionally he goes invincible for brief seconds for no real reason, also if you run under him or behind, constant fire vortexes will hit anyone under him. His most lethal move is his roar, which makes him invincible and locks your party still, a spam prompt and a bar will appear and you have to keep the bar from capping off, there really isn't a surefire to do this, it just takes practice, some people prefer to just facescrub the keyboard, some employ a zxc rinse repeat quickly while spamming arrows, others still just eat the damage and heal. It's up to you. After a few bars on the ground he will perform an aerial attack.

SKY
This is where the majority of his lethal attacks will occur, Bakal will wing off from the ground after regular intervals of certain amounts of damage, his first move is a carpet bombing, you'll see bakal fly over the room and a bunch of meteor symbols will pop up. Move to the spots that are unmarked, bear in mind you are being hindered by wind as well. Occasionally he will do two meteor attacks in a row so be ready. His second move he will fly up, then come down and hover a brief moment before engulfing the floor with flames, he can be damaged but the damage reduction is high so better to simply dodge, 1 member should remain to prompt him to breath an area so that the party can escape to the nonflaming side while he does said attack, he will do three lines before giving up. The final move is the most deadly, the infamous DDR move. Bakal will wing up and off screen for a minute, he will appear in the background and issue a yellow roar, all of the players will be frozen and an arrow prompt will appear on the screen of about 9 arrows, you need to get through the arrows with less then 3 mistakes to survive. The arrows will alternate in speed so watch the screen rigorously. It's helpful not to have any distractions during the attack so find a fairly quiet spot in the room. He will do this 2-4 times a battle depending on difficulty usually and like the breath there isn't really a way to excel at it except practice. Last but not least, after each attack, when he lands he will cause touchdown damage, this damage is actually very high so to avoid it, stand in the middle of the room as much as you can, and watch for the boss symbol to appear.

The fight isn't too hard with some attention, with practice you can get through a kings fight with 0 tokens and mininal pots. Happy hunting.
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