User:Yu Takami/Notes

Yu Takami Notes

This area is just a bunch of notes that I am making purely so that I can keep track of various things. It is unlikely to be informative to others but may contain tidbits of handy information.

Presearing Defender Of Ascalon Deathlevel XP Charts
Compiled by myself in order to give me an idea of what I'm up against.


 * It's not possible to death level an enemy beyond level 20.

Urgoz' Warren Heroway Concept
Thoughts on how to clear Urgoz's Warren (Mission) with a skeleton crew of players. 3x Players + Heroes

Thoughts for specific areas:

Area 1: Weakness The Hopping Vampires and Thought Stealers could potentially be fatal at the start, to counter these, A spirit jammer hero could lay down a bunch of spirits, and someone could pull them onto them, this means that there is time for players to kill them from range while they are busy suiciding against the spirits. A potential added benefit is to have a ranger lay some traps just before the spirits in order to have some of the enemies down even before they get a chance to suicide against a spirit.

Area 2: Life Drain Generally, a hero monk set up for mass AoE heal should be able to handle this area, but to begin with keep everyone outside of the degen range. Pull the dredge out of the room and fight outside of the door. There's a lot of Greater Blood Drinker popups in this room, so a sweep is a must.

Area 3: Locked Gate It is a wise idea to disable the minion factory at this point, so that necrotic traversal may be used, keep the minion master out of the way. Everyone should rush to the bridge and hide underneath it. The Elementalists should deal damage to the dredge, when it is deemed safe enough, the Mo/N can traverse and then ursan from up above.

Area 4: Flower Corridor Trapping / Jamming at the bridge is probably well advised to avoid potential problems with the suicide bombers. A sacrificial lamb of a puller should trigger the three Thorn Wolf mobs. Everyone else should remain up the slope just before the bridge as a mob of suicide bombers spawn after the puller gets half way, and another mob is at the end.

Area 5: Exhaustion The lobby of this area has a huge amount of thorn wolf popups, sweeping is most definitely advised. When reaching the exhaustion area it's probably the best approach is to have spellcasters just outside of range, and have the ursans take out the enemies just infront.

Area 6: Energy Draining Again, Ursans should be totally unaffected, and the spellcasters should steer clear of the area.

Area 7 + 8: Exhaustion / Weakness Should be pretty trivial by this stage.

Area 9: Urgoz Thoughts are to have an earth ele or two who can set up anti-knockdown wards and have the spellcasters safely within said wards, these spellcasters can also nuke the surrounding explosive growths. Inspired / Revealed Hex should also be rather useful here.

1 Player: R/Mo
Should focus on setting down traps when needed, especially for the suicide bombers, otherwise should run as ursan to deal damage effectively.

2 Player: Mo/N
Plays an important role in the Locked Room, but also helps fuel the trapper with energy when needed. Has ranged attacks just in-case and "Don't Trip!" may help if accidentally dropped out of ursan during the fight with urgoz.

Alternately: A solid monk setup -2 skills including the elite? Thoughts?

3 Player: E/Me
Ursan mainly, but also a heavy nuker if required.

9 Hero: Mo/Me
Thoughts? ~Lerre

10 Hero: Mo/Me
Thoughts? ~Lerre