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about vampires
i am an bloodstone amulet user and this is what you need to know for dms:

After several trials and errors, me and my faithful crewmates have taken quite some notes about the animated in Deadman's shadow. So far, we have encountered 2 new creatures in zomg. Though there are still plenty of things to uncover. Feel free to share some or even correct the tips.
Werewolf
Vampire
Big Dog
Night Fright

Here are some basic notes we have taken based on our experiences with the encounters.

Werewolves:
-They have a large range, so keeping your distance can be difficult or even pointless.
-They do not move fast, so outrunning them is an option.
-Unaffected by scaredy cat? ( I heard, we haven't tried yet)
-Still affected by duct tape
-They cause root debuff
-Their attacks have AoE (Area of Effect) just like fire rain etc.

Vampires:
-Regenerates health
-Moves around extremely fast
-If you put them under scaredy cat control, they will fly away from the screen - similar to the Grunny subs in Shallow Seas.
-They can put you to sleep
-Once they start attacking, everyone within the screen is hit regardless. (dunno if this glitch is fixed)

Big Dog:
-Brown version of werewolf
-Only somewhat tougher, but no real changes.

Night Fright:
-VERY tough
-Regenerates health
-Moves much slower than everything else
-They put you under scaredy status
-Can only attack straight forward

So far, we have not even killed one (yeah how much we suck)
All I can say is that.
-Be entirely buffed (you can take about 3-5 hits before dying instead of the first 2)
-Carry meat and use it at rank 4.
-Werewolves don't seem too much of a threat as vampires do.
-Carrying Solar Rays will prevent you from getting those random events that will butcher you and the crew (Not too sure about how effective it is on vampires)
-As for those who haven't leveled up (and i mean much), start Deadman's shadow all over again if you encounter Big Dog or especially Night Fright.

As for crew formation, I heard that segregating duties is the most effective way to work, so that each area can be focused instead of having everyone healing, attacking and crowd controlling all at once.

2 Attackers, close range rings with a debuff.
2 Dedicated healers, focuses nothing but healing.
2 Crowd controllers, specifically duct taping and scaredy cat on vampires.

or in nowadays
3 attackers
3 healers/crowd controllers
The Rings you should carry:
For everyone:
-Obviously buffs, coyote is optional unless you feel that the luck increase will help the drop ratio of shadow orbs instead of getting none at all. Fleet Fleet is a no no. Turtle might be handy in certain situations.
-Defibrillator is no longer mandatory for each person to carry, but half the crew with it would be pleasant for the below statement.
-Carry Solar Rays, there will be random events where the crew will get butchered by a tremendous amount - most likely will not survive, solar rays will make you immune to it.
For attackers/damage dealers:
-Carry FAST and strong attack rings, such as mantis, hack, slash, bump(bad idea if you plan on not luring other mobs towards the crew), hot foot.
-You can also try to kill an animated without getting in close range with them without having them attack at all, it's slow but efficient way to kill. However if you encounter Vampires, do not try to keep your distance since there's a glitch that makes them hit everyone in the screen regardless (dunno if it's fixed yet)
-I highly do not recommend to bring Fire rain and Dervish, reason being is that fights involving 2 Werewolves can be unpleasant. Even if the crowd controllers are putting 1 werewolf to sleep, the splash/Area of Effect attacks will just simply release the werewolf from duct tape sleep.
For Healers:
-Carry Bandage, Diagnose, Wish, Turtle, Meat. Be sure to use rank 4 wish if your whole crew is within one area. Heals much larger amount. Even if you are not attacking, carrying solar rays would not hurt.
-Why turtle and meat? If the healer dies, so does the crew.
-Outside of battle, if you keep switching rings and healing yourself with bandage, you can build up rage without healing others. (since Diagnose does not)
For Crowd Controllers: (This can be done by attackers too, but healers are often doing it since healers don't have to worry about attacking other animated mobs into the fight)
-If you get into a fight with 2 (try not to get more than 2) mobs and at least one is a vampire, using scaredy cat is your top priority above anything else.
-The statement above except for Werewolves, use duct tape on the werewolf not getting attacked.
-Carry adrenaline, even with keen aye buffed up at rank 4, there's still a good chance that your crowd controls will miss. Hitting them with adrenaline will reduce their dodging ratio - making it more likelier that the crowd control will hit them.
-IT IS NOT NECESSARY to use rank 4 scaredy cat unless you are surrounded. As you progress in the maze, the formation of the caves and the position of the animated will be at random.
-YOU CAN use rank 4 duct tape of werewolves.

Update:
Here's some things to be noted
-Using taunt will automatically force the entire animated within the screen to only be aggressive towards the player who used taunt, it will simply ignore every other player.
-If you are an attacker, knife sharpen is EXTREMELY effective, it will decrease their accuracy - less likelier that they will successfully hit you. It applies to shurikens as well but Knife Sharpen has a superior debuff.

As you progress through the maze, there will be either only 1 pathway or choice of 2.
To continue, it's best to send one person and report the status of the cave, whether it has a night fright or etc.
Especially if the room has a night fright, just let the scouter get dazed, return to null and come back while everyone else is waiting for the return. Once the first room is scouted, reconcile the other path and take note of what is inside, though it still might contain a night fright anyway.

Just make sure you plan ahead, and that you're prepared for an long wait period.





 
 
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