BoO MAX (DR focus)
- Spoiler:
- Rhodes Temple:Antechamber
-NG+ so I get to start with glorious CC. Got all my tools, but the focus of the run is really DR. Not so much interested in doing other things but I'm not disallowed from grabs and all that. More about having a full run with coverage using the BoO equivalent to PS spam (working the big highlight of the tool). Show what it can do with all we know since Zester chose to shy away from the task. In this fight, the sensible use of DR would be kiting them in a line to blast for collisions. PEW PEW doesn't need much tactics since a direct blast insta-kills while the beam alone near does the trick (with a half collision as overkill). Really easy to get caught in start-up if going for CQC insta-kills rather than range chip (abusing off-camera and such). TB aim assist can help for zoning.
Rhodes Temple:Hall
-Rush to the end and back then more of the same (probably should have tried blast from the boundary)
Colossus 1
-Went with a restart to get roar start, did moving aDR to punish it while on-landing rolling towards the higher platform (delayed hit reaction from boss). While hanging just behind the ballista, I go ahead with insta-kill DR on the soldiers as they appear. DJ into aDR over the ballista straight at the real foe for another recoil while he tries to shake the platform. Repeat. On-landing during final recoil, early rock pull and climb into position as living ammo (with broken camera signature of this bug for time saving)
Rhodes' Bathhouse
-...
-DR from entry gate hall works fine though it is high ground so DR sails over their heads, thus making it necessary to get to the edge of the boundary to get within their attack range as DR starts (moves forward). That or get them on the other side of the small pillar to DR through it
Colossus 2
-Deep DR causes recoil where just the projectile will need two. If working the former concept, hop down at the start, bait the usual hand slam, space or trick it, get in and deep DR it. For rage pound, you can trick or thread the needle into deep DR. With the latter, this means getting to the third torch away from the gap (if on the left, just left of center for the torch while just right of it for the rightside). Both arms will miss. On the left, aim DR left. On the right, aim it right. Easier to hit hands than the head. Repeat. Do mini-game. Deep DR resting hands to start another loop of rage pound punishes. With DR from afar, you can bait the opening hand slam (usual) then go to a corner and zap twice for recoil, cross the gap quickly and DR spam until he drops as he rage pounds the wrong side. Do the mini-game, punish resting hand, switch sides and DR from afar some more to wrap it up.
Rhodes Palace:Hallways
-Still don't know how the bug works where you can early kill the archers for the second grouping. Bah. Whatever. I started by using the savepoint to make checkpoints as I safely DR'd through the barrier (can't TB aim assist through it and needs to be point blank to pierce at specific angles). Each kill got another checkpoint to keep ND progress as I don't accept the insult of their arrows.
-Pulled group of soldiers by rushing into next room and back to the save for a checkpoint before working the boundary and DR to kill them. Another checkpoint. Rush left of archers to off-screen them. Easier to do with TB getting lock first then moving outside their attack range before holding position and firing there with DR (not so blind this way).
-Last bunch got a cheese where I triggered them, retreated to the start to DR through the bars at them, but archers were not visible. Just the soldiers whom I killed most of (not all would come to me here). I returned and used the TB aim on-screen then off at the boundary in their hall to less-than-blind fire lasers their way
-Go up the elevator and slap the Colossus in the eye
Rhodes Palace:Western Ramparts
-Skip to next bit first. Then return to DR from the boundary or afar.
-Getting here quick, few foes are around. DR the soldiers below in top-right corner before rushing top-left for cover working from background to foreground with DR down the line through them when safe to get up then to fire (turtling/tricking as need be)
Rhodes Palace:Eastern Ramparts
-Went with aTR as the chased me to a corner then PR followed by fast path t3 finish. Refill.
Colossus 3
Stage 1 - No ultra long cheese from outside the boss fight (before it starts) nor high ground cheese, really. Corners are meh. Fissures block aDR shots. Best approach was getting behind the hand (in terms of placement) to aDR over it over and over (he had nothing to deal with this)
Stage 2 - Starts with the slam (fast). Either make a little space to deep aDR it before more of the S1 strat (or keep at this) or just get away and hop the shockwave (before the S1 appraoch)
Stage 3 - Same, but there is a delay before the slam
Stage 4 - Get to his left (our right) extreme by his resting elbow to bait flamethrower (near where it starts) and space it before quickly moving back in (just after the hitbox isn't landing in that spot) to get 3 or so deep DR if not just keeping outside his range for shallow DR (or toss the hand)
Inside the Colossus
-DR spam with TB assisting greatly from afar. Mind that you don't have CC during this bit.
(Shaft 1) Break it and navigate ahead
- ...
(Shaft 2) Break it and navigate ahead
-...
-Rush shimmy to make them fall (even though they technically live) or carefully get all to one side then DR the group as needed
-(Shaft 3) Break it
-(Puzzle)
-(Shaft 4) Break it and escape
Zeus
-Get killed
Hades
-...
Pegasus 1
-Tried my best with side collisions to chip the Roc without the throw in good faith even with NG+ allowing me bow shots to confirm hits, it was never going to work. Just had to check to be certain
PATTERN: D, L, U
-...
Mount Etna:Hand Cavern
-Can aDR bats from wall boundary for cheese
Mount Etna:Hand Cavern:Walls
-If not working gaps and crushing and throwing, then rather than rush to the end (harder), pull each wave to the start to DR them while on the wall. Deep hurts more with shallow on one taken off the wall for collisions perhaps being more effective still, but really this is a lot of effort to keep run pure. A notable is that later spawns dragged to the start have a boundary exploit for unexisting to use for orb antics with kill animations (new one for the list)
Mount Etna:Hand Cavern:Hallway A
-More TB aim assist from afar with DR to clear birbs, checkpoint with save and cheee bull this way too (no need for boundary)
Mount Etna:Moutainside A
-IF trying to kill them all, you would want to at least clear the first tower with DR (and the archer) before triggering bulls to face along the RotT door with DR for collisions with CC for safety. Not much to it. Keep at it until they are gone. Then cheese the scaffolding from off-camera (and the archers). Lots of ways to go with DR. The most interesting new one was before the visual cue (then the checkpoint), go ahead with DR from the entrance (not closed) to DR the left scaffolding, then the two right and finally the higher platform case (4 in total) with blind shots. When going into the fight post cutscene there is just a single bull. Pulled him to the edge, blocked, side-switched then DR'd for RO. Neat. Could have pulled stunts with HJ, but enough of this
Mount Etna:Fires of Olympus
-get Prometheus down
Mount Etna:Mountainside B
-Usual wall cheeses are an option. I got cute by using IJ to get to high ground then LJ to drop the wall (for raffs), rushed the gap with TB aim assist into DJ aDR to blow away box, cross, aim assist into DR away foes, cross, trigger wall boys, same cheese, go above to IJ into aDR the box away and crossed to test if you could DR down Prometheus. You can hit him, but it will never bring him down
Mount Etna:Typhon's Cavern
-Did the fight right away. Started with pre-fight TB aim assist at breakable then DR to blow out wall. Cheesed everyone with TB aim assist while on-camera, moving off then aDR from boundary beyond their reach for collisions and such
-Could pull all to the start to DR until spawns are done, could rush to the end and hang by boundary (on way to ice chests) for DR until spawns are gone, but I wanted to see what happens if I slip them and go into the next bit (TB trial). Answer? They are just gone. Also, DR doesn't work on Typhon's eyes
-TB trial was quickly getting to background right (not the exit barrier boundary) between columns to spam TB (no choice as I wasn't level with the lads on the left and IJ wasn't letting me land aDR on the chaps on the right) to get rid of troublemakers before working this boundary with TB assist into DR antics
-Ice chest bit got tosses into the flame, but I didn't have any respawns to kill with DR (surprised me to find there is a checkpoint after melting chests)
-You can IJ to aDR the box covering the grapple. I couldn't snipe the archers from the other side, so I triggered the visual cue, retreated to have them in-sync before crossing just as they all fired (making them all miss) before landing behind them. Now off-camera, they could be cheesed with TB aim assist (on then off) of DR
Mount Etna:Fires of Olympus
-Shoot down Prometheus (did 2 shots, got the chest and blasted him). It was going to teleport me into the next area anyway
-Long range TB aim assist DR handled it all
-(rope) Pull aggro, retreat to solid ground, TB aim then aDR 3-in-a-row
Mount Etna:Mountainside A
-RotT the door
NOTE: DA's multi-hit would be good for this where BoO options are concerned (augment right after the first swing as the thrust starts)
Mount Etna:Hand Cavern:Hallway B
-Long range TB Aim Assist DR
Mount Etna:Hand Cavern:Hallway A
-Rushing to the end can work, but is much harder than just using the save for a checkpoint, working CC'd deep DR to blast apart the starting trio and their respawn and make another checkpoint
Mount Etna:Hand Cavern:Wall
-Get to the second ceiling, move then rapid one ahead turning around to rapid back all the way to the save pulling the four opps for the same treatment their fellows got. Checkpoint near the fingers
Mount Etna:Hand Cavern
-Free Pegasus
Pegasus 2
-...
-(Dark Rider) ...
PATTERN: L, D, DR, DR, L
Temple of Lahkesis:Cliff 2
-No RO. Boundary isn't good enough. High ground is too high for DR (no vertical tracking is the biggest weakness of the move). Just CQC DR with CC as needed (ideally going for collisions)
Temple of Lahkesis:Hanging Garden
-High ground at the start doesn't work. Behind the chest is poor chip. Better to just quick roll around and DR (even if blind firing)
Temple of Lahkesis:Cerberus Courtyard
-The block was a cover for the alcove or high ground kept getting me hit. Opted instead for long range DR (lots of quick rolling away, some blind firing with educated guesses, some catching of opps in the distant background, maybe with TB aim assist, etc.) and CC where helpful
-DR from afar
-(Ceiling) Wanted to get cute, so I did. Triggered first wave, dropped, rapidly moved to ladder, hopped away halfway up into deep aDR on the nearest Sentry to one-shot. The others got deep aDR while going down the ladder. Wasn't hitting my mark from the ladder (perhaps too far away) for the obstacle, so I got nearer to the railing to HJ to aDR to blow away the obstacle (just to do it) before triggering the next wave, rushing back to solid ground, dropping and more aDR while they were going down the ladder (rather than boundary)
-(Platform/Ledge/Chest Garden) Opted out of rushing the gap to DR through the thick of archers. Instead, DR'd the dogs as they came for me (lots of blindfire with a little CC). Nothing got through. Got an archer on-screen with TB, moved off-screen holding the lock, then DR'd safely (repeated for the others)
-Trigger spawns, rush back below then use TB aim assist (leaping into air draw stance can help) before safely using aDR to blast the Sentry until all are gone, then find a safe opening to rush to the alternating chest where the camera pans before more blindfire or on/off-screen antics with selecting a target then safely using DR when they can't give reprisal until all archers are gone
Temple of Lahkesis:Siren Sacrifice
-High ground and chest are irrelevant. Our dps is high enough, so in the 1v1 just deep DR x2 (if she armors with shriek, just CC then hop or trick before the next DR). Get "O" over the position the next respawns. Deep DR as she spawns in (armored) then another for "O" (use it). Same for the next wave. Simples
Steeds of Time:Saddle 4:Exterior
NOTE: Horse order (behind; left to right) yellow, green, red (Saddle 3), blue (Saddle 4)
Theseus
S1:P1/S1:P2 - DR can be blocked, but often triggers his TB hit reaction (rush into stab). Not as reliable, but pretty close. Thus, you can zone him, switch sides when he tries the thrust and repeat. Alternatively, get him to whiff, deep DR punish, strafe his thrust (if he does something else, defend) and repeat. He only properly seems to knockback when punishing the 3 string ender, so you can bait that and go to town if you like. Don't get the impression deep aDR as he goes up the platform counts (probably needs to reach the upper platform before S2 takes DMG)
S2:P1 - Could IJ above and deep DR him to death. The normal way is TB spam.
S2:P2 - ...
M1 - IF you opt out of going full cheese, then deep DR punishes do a number on the bulls (DMG kill in a hurry). Could go for collisions. Not much strategy needed. Got CC for safety. DR seems to shut down the charge pretty well
Steeds of Time:Saddle 3:Interior:CR Trial
-(CR trial) Opted to run around and DR with CC here and there
Steeds of Time:Bridle Puzzle
-Do it
Steeds of Time:Saddle 3:Exterior
-Boundary abuse for bats (DR)
-Do thing, hop below to group up, bounce (air t1 in this case) then knockback collision and clean up. The batch at the far end won't stay on the high ground for DR from afar and we can't aim below. Either parry then punish, drop below them then aDR as they go down the wall or grapple into DJ to aDR (fancy)
-Open door to cheese with DR
-DR from boundary for loner
Temple of Lahkesis:Divine Pools
-Rush by the trio then to left (off-camera) the next (by the wall). Blindfire them all to death. Rush to door, kick it open and blindfire or TB aim assist (on/off cam) with DR the last bunch
-navigate to the Amulet
-do the puzzle and press on (head through the window)
Temple of Lahkesis:Amulet Chamber
-Escape
Temple of Lahkesis:Courtyard
-DR can't do well with the high ground. AotF into deep aDR/DR is an option, but the smart play is to just bust the statue and DR from the boundary
Destiny's Atrium
-Without resorting to throwing the pigs, you can either let the Tyrant do work or DR from afar. Either way, I'd rather the boars be gone than try to use them for collisions like this. After that, you can kite along for DR punishes (deep DR if close enough fo the "O" then maybe do the throw, too) or wait for taunts during sweet spot abuse. CC is always there. With x2, the chest exploit comes to mind. Set that up then hop over for DR over the chest to whittle away one cyclops then set it up again
Bog of the Forgotten
Barbarian King
S1 - No need to kite. Too slow on the draw for the opener, but you can move aside and begin deep DR spam (lock until "O")
S2 - Bait his MotK, get aside (rather than block) then free aim DR (takes a bit long to TB aim assist) punish his allies from a distance
S3 - DR can interrupt the 2-piece, but not the 3-piece. If you want to bang it out from the front, DR spam. CC if he doens't stagger. From the back, the stagger will turn him around, unfortunately. Faster this way, but if going for safety, then quick roll away for 1-3 (probably 2) DR (without CC) and repeat
S4 - DR spam in his face. The only move that can armor is shotgun. If you DR early, you can CC, roll away and back, but it is unsafe to start-up another DR right away. Turtle to see what he does. If shotgun, punish and repeat. If the swing, block (or trick) then begin DR lock again
-Deep DR oneshots galore
Bog of the Forgotten:Path to the Bog
-TB aim assist as they were too far away to start-up moves (DR'd) though I could have gap crossed for it
Bog of the Forgotten:Temple of Euryale
-Get Euryale's Key
-Sadly, even if you retreat across the platforming towards the save, though we have a clear shot it is a fact we're on higher ground still. If a bit slow, you can pull them all to the stairs, then rush by them towards where the key was and blindfire DR at them. Best is to quickly escape the opening trio (no one chasing) and get to just before the slope/ramp for DR zoning to keep them all out until everyone dies
-I can feel the DR bug at work on skellies (not letting me finish them off with it). Okay, so go for RO with it, collisions, crushing or use "O" when it pops up
Ruins of the Forgotten
-Working the boundary corner isn't ideal for aDR thanks to it moving me towards the enemy. Better to aDR from outside attack start-up range to provoke the taunt and punish the BL (killing it first) from the mounted position while chipping Berk. Then go to the boundary corner to punish with DR during taunts or trick the 2-string for DR punish. Quickly get to the spawn location of the summoner for deep DR punish sending beasty at the corner and keep at it (two more) before turtling (blocking GB follow-up) into the same x3 deep DR approach for the final little lord
Ruins of the Forgotten:Hallway
-Pull to boundary before pit. Block a provoked attack then deep DR (repeat until done)
Ruins of the Forgotten:Pit
-DR cannnot hit from the high ground entrance, but it can if you drop a level. Blow up the column, then DR the bugs before making a checkpoint as wraiths drop down. Now pull them to the bottom-left corner, grapple out and swing top-right and blindfire down at them until forced to stop (grapple away and repeat)
Ruins of the Forgotten:Bog Battle
-Rush the rope, they bug out to the bog, DR them into it for RO
-(Pillars) Got cute with T into HJ to air DR on the central one (breaking AI) before aDR on-landing cancel for the left pillar letting HF get herself down. Mutilation prevents kamikaze. Same downing for the other. Drop the pillar. Made a chechkpoint above, cheese from behind the small platform a bit before crossing to the final log, defended against projectile and returned fire for giggles
Ruins of the Forgotten:Forgotten Chamber
-You can DR the vines. Also, DR through the bars to blow up the wall. Then the girls
-Puzzle
River of the Forgotten
-Parry into safe DR with CC as needed can suffice
Titan Minotaur 1
-Sleep spot into deep DR from sweep spot suffices. Not a fan of using CC after DR then tricking the boulders for a zoning war, but you can if you want
River of the Forgotten:Euryale's Guantlet
-Pull down the tree
-(Vine) Hop up to trigger pawns, drop down, move aside from vine and DJ into aDR to kill the lads. No helping what comes next. Rush to the dude in the way, OS him and rush ahead for a drop. Get the checkpoint. From there you can just deep DR them all, go for RO, deep aDR the rope lads, kill the first and go for AotF before DR spanking or hug the wheel boundary and DR from there. DR through wall at the obstacle early if you like
-(Gears) Use Amulet and cross.
-(Conveyor) If the obstacle is still around, let the first wave kill themseves on the hazard, then trigger the next for the same before triggering the last and keeping outside their boundary firing DR into them and the obstacle breaking it and them at once
Ruins of the Forgotten
-Do the puzzle, navigate ahead
Cave of the Forgotten
-Talk to the corpse
-With just DR I can't work the hazard, so just lame out with zoning DR from afar
-Proceed with the corpse
Cave of the Forgotten:Coliseum
Cerberus Bastard
Stage 1 - CQC not recommended (CC needed for safety blocking of flamethrower). Better to bait the charge. If a badass, hop over while turning around into aDR with on-landing cancel causing him to stagger. Otherwies, just box roll to time it out into DR punish (then DR the backpedal). Repeat. If it happens to fireball, outrange and DR is best (were you close, then strafing SJ into deep aDR x2 or strafing DR with CC x3 before getting out). Taunt means DR. Keeping long range can work (with off-camera) to an extent
Stage 2 - Off-camera not wanted when near "O" as you might not notice it
Cave of the Forgotten
-False OS for GF from GA to AR into DR (shallow is still good enough to one-shot). Start with left since it won't respawn leaving a series of 1v1
Bog of the Forgotten:Temple of Euryale
-Destroy the Gorgon Door
Euryale's Temple:Antechamber
-TB aim assist to crush CL from outside break-out trigger range. I could do this for both in the duo, but I couldn't get a visual on the rightmost case in the trio without triggering the break-out and CL spawns. You could rush it easily. I decided to blindfire the last statue before pulling the CL to the boundary to DR them
Euryale's Temple:Underground Chamber
-Rush around using DR with CC to crush statues, retreat up the ladder for checkpoint from save and return. Easy enough to keep range for DR spam. High ground use of DR isn't super effective owing to forward movement (even SJ into aDR isn't much better). Pulling everyone to the bottom-right (foreground high ground) while turtling with DJ (camera de-aggro) can help get everyone into place before running alongside the rightside wall, hopping the chest and then facing the CL (turtle and punish with DR with CC as needed) as the bull gets stuck. Reset as needed. When down to bulls, easy enough to get them off-scren and DR spam at them
Euryale's Temple:Elevator Puzzle
-Need to lower the platform nearly to the bottom to DR them, but still works to cheese
Euryale's Temple:Lowland Vista
-Could have DR spammed from boundary, but went with baiting into a parry to DR to send Cap down the shaft, joined him below into DR spam
Euryale's Temple:Temple Hazards
-Navigate through
Euryale's Chamber
Euryale
Stage 1 - Sweet Spot
Stage 2 - Got to her right hip (our left) and DR spam. CC if the 2-piece tailslap comes back your way. Retreat just outside the AoE range of sweep then leap over closing the distance for deep aDR. If she flops, try to block her path for DR. Working her left hip (our right) at a distance for the ranged strat baiting her GB works but is much slower (lots of aDR punishment)
Stage 3 - Sweet Spot
Euryale's Chamber:EH Trial
-Petrify and crush 5 Sentries