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Following the remaining commanders plea for back-up, a psionic rift in front of the door will reveal the Retiarius, one of the new Psion units introduced with the Takedown. Here, the Retiarius will summon their Cabal subordinates and begin engaging the Guardian intruders there. The most dangerous trait about the Retiarius is there ability to entrap and draw out Guardian(s) in cover or in the heat of the battle, either way, their powers make even the most powerful Guardians easy pickings for even something as simple as a [[War Beast]], so it should be a priority to escape those entrapments and kill the Retiarius and any powerful add first. However, a tremendous health pool and its vast amount of reinforcements makes that priority an issue, so it would be advisable to have any weapon or ability that weakens or even just mitigates the threat of the Retiarius. After the Retiarius and its subordinates have been killed, a new special variant of the Psion emerges from a rift on the right side of the arena, the Murmillo. Unlike the support role the Retiarius plays for its allies, the Murmillo plays a more defensive role, constantly creating incendiary cover to protect their allies while torching any unwanted enemy that passes through them. Much like the Retiarius, the immense health pool and constant flow of reinforcements are the most notorious problem these units pose, so player(s) should slowly make their way past any frustrating Cabal add and avoid the burning defenses before making any move against the Murmillo. Though most of the Murmillo's abilities are defensive, Guardian(s) should look out for the Psion's Barbican Targe ability, which temporarily provides cover for their Cabal allies before unleashing a jagged and incendiary wave in the direction it was cast, thus giving the Murmillo minimal offensive capabilities. Once the Murmillo is disposed of, the final Psion variant, the Hoplomachus, will emerge from a rift on the left side of the arena. What makes the Hoplomachus stand out from its brethren's more supportive roles is its expansive offensive capabilities. Most notable and dangerous, but riskiest of which is it's dash ability, which allows it to rapidly zoom towards a destination before emitting a massive pulse of electricity, and repeats it for a maximum of 8 times before stopping for a moment to "catch their breath", briefly exposing them to attacks without the ability to evade or retaliate for a while. Despite the more exposed and combat oriented gameplay of the Hoplomachus, however, their health pool, combat capabilities and reinforcements should not be underestimated, though the dash ability does put them at risk nonetheless. | Following the remaining commanders plea for back-up, a psionic rift in front of the door will reveal the Retiarius, one of the new Psion units introduced with the Takedown. Here, the Retiarius will summon their Cabal subordinates and begin engaging the Guardian intruders there. The most dangerous trait about the Retiarius is there ability to entrap and draw out Guardian(s) in cover or in the heat of the battle, either way, their powers make even the most powerful Guardians easy pickings for even something as simple as a [[War Beast]], so it should be a priority to escape those entrapments and kill the Retiarius and any powerful add first. However, a tremendous health pool and its vast amount of reinforcements makes that priority an issue, so it would be advisable to have any weapon or ability that weakens or even just mitigates the threat of the Retiarius. After the Retiarius and its subordinates have been killed, a new special variant of the Psion emerges from a rift on the right side of the arena, the Murmillo. Unlike the support role the Retiarius plays for its allies, the Murmillo plays a more defensive role, constantly creating incendiary cover to protect their allies while torching any unwanted enemy that passes through them. Much like the Retiarius, the immense health pool and constant flow of reinforcements are the most notorious problem these units pose, so player(s) should slowly make their way past any frustrating Cabal add and avoid the burning defenses before making any move against the Murmillo. Though most of the Murmillo's abilities are defensive, Guardian(s) should look out for the Psion's Barbican Targe ability, which temporarily provides cover for their Cabal allies before unleashing a jagged and incendiary wave in the direction it was cast, thus giving the Murmillo minimal offensive capabilities. Once the Murmillo is disposed of, the final Psion variant, the Hoplomachus, will emerge from a rift on the left side of the arena. What makes the Hoplomachus stand out from its brethren's more supportive roles is its expansive offensive capabilities. Most notable and dangerous, but riskiest of which is it's dash ability, which allows it to rapidly zoom towards a destination before emitting a massive pulse of electricity, and repeats it for a maximum of 8 times before stopping for a moment to "catch their breath", briefly exposing them to attacks without the ability to evade or retaliate for a while. Despite the more exposed and combat oriented gameplay of the Hoplomachus, however, their health pool, combat capabilities and reinforcements should not be underestimated, though the dash ability does put them at risk nonetheless. | ||
After facing off one of each Psion, the Cabal will then begin to deploy two of the three variants on the field, creating an even greater threat than before, ramping the once slowly escalating difficulties to near impossible without an optimal set-up. To alleviate the threat of the dynamic duos, however, players should prioritize each Psion in the following order, from least problematic to most problematic: Murmilloes -> Retiarii -> Hoplomachii. If two of the same units teleport in on one of the waves, then prioritize one of them before moving onto the other (if two Hoplomachii are present, the Guardian(s) should prioritize one of them unless the other one begins a dash, there, players should make every attempt to avoid them and the trails they make and focus fire on them). Here, the player(s) shouldn't have to worry about Champions (unless set to the highest difficulty and/or there is a decent number of players present), so they should only have to worry about dealing with the Psion Elites for a while. During these waves, players should also make every attempt to watch out for the Harvesters deploying reinforcements due to their Cannons which can quickly bring down the most adamant of Guardians. On higher difficulties, if the modifier is active, there will also be a frequent barrage of missiles that should be avoided at all costs as well. After the 3rd wave of duos, all three of the Elites will emerge from the rifts at each side of the arena. As long as the player(s) remember the Psions that should be prioritized, how to avoid the Harvesters and constant barrage of missiles, things, for the most part, should be smooth sailing after this. Once all of the Elites are killed, the door will open up, revealing one last challenge before the next encounter, a [[Goliath Tank]] piloted by the remaining Blood Guard Commander. Once the (slightly | After facing off one of each Psion, the Cabal will then begin to deploy two of the three variants on the field, creating an even greater threat than before, ramping the once slowly escalating difficulties to near impossible without an optimal set-up. To alleviate the threat of the dynamic duos, however, players should prioritize each Psion in the following order, from least problematic to most problematic: Murmilloes -> Retiarii -> Hoplomachii. If two of the same units teleport in on one of the waves, then prioritize one of them before moving onto the other (if two Hoplomachii are present, the Guardian(s) should prioritize one of them unless the other one begins a dash, there, players should make every attempt to avoid them and the trails they make and focus fire on them). Here, the player(s) shouldn't have to worry about Champions (unless set to the highest difficulty and/or there is a decent number of players present), so they should only have to worry about dealing with the Psion Elites for a while. During these waves, players should also make every attempt to watch out for the Harvesters deploying reinforcements due to their Cannons which can quickly bring down the most adamant of Guardians. On higher difficulties, if the modifier is active, there will also be a frequent barrage of missiles that should be avoided at all costs as well. After the 3rd wave of duos, all three of the Elites will emerge from the rifts at each side of the arena. As long as the player(s) remember the Psions that should be prioritized, how to avoid the Harvesters and constant barrage of missiles, things, for the most part, should be smooth sailing after this. Once all of the Elites are killed, the door will open up, revealing one last challenge before the next encounter, a [[Goliath Tank]] piloted by the remaining Blood Guard Commander. Once the (slightly more durable) Goliath and its pilot have been destroyed, the energy barrier protecting the door will subside, allowing players access to the hallways leading to the Almighty's immense and powerful Pyroducts. | ||
===The Pyroducts=== | ===The Pyroducts=== |
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