Just so you know, you can choose to NOT kill the two arc turrets in the boss room, they don't count as enemies for some reason for the timer thing. I hope they don't patch that out, they really don't have crit spots like the Cabal Turret enemies, and they sort of lag on vs the Cabal Turrets in aquiring targets and distance to actually shoot at you (I think they are a 4th less distance?). Used them because all the Arc around + Riskrunner helps when getting a tank down (let alone shanks even with their different elemental shields) when you've done enough damage before causing them to fall down ---you can take advantage of the arc pulse/pushback by making sure you are against the walls, so you can not get knocked off(doesn't really damage you much), gain arc chaining, ammo regen with RiskRunner. I imagine with a grenade that pulses/whatnot will do more, and sets you up to do direct damage to the crit spot up close with High DPS/RPM shotgun, smg, machinegun, or super.
Though now I'm wishing I had Threat Level based on your high hitting damage for tank part (I'm using Spiteful Fang during the thing because headshotting Fallen throughout Zero Hour and I'm kind of iffy on Arablest). Granted there are probably other weapons that help, but for some cheesing Riskrunner was my choice. But if one uses such, then that will prevent them from using Whisper, so.... Also during the final phase after the tanks down, tried leave a single shank (as they are floating high enough above, no stray shooting will take it out by accident), but the rest of the ads can all die (while ignoring the two turrets) so said single shank would be the easy only thing needed to kill after the boss to finish without resulting in ads respawning and extending time/lowering clock time more.
Also your video was very clear and well done, and made me think of different loadouts for the boss section. It also made me think if one person kept boss sorta occupied in the final part, while the other two went to the back to keep from being shot at by him and used Whisper for when no Warlock with them...
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[quote]Just so you know, you can choose to NOT kill the two arc turrets in the boss room, they don't count as enemies for some reason for the timer thing. I hope they don't patch that out, they really don't have crit spots like the Cabal Turret enemies, and they sort of lag on vs the Cabal Turrets in aquiring targets and distance to actually shoot at you (I think they are a 4th less distance?). Used them because all the Arc around + Riskrunner helps when getting a tank down (let alone shanks even with their different elemental shields) when you've done enough damage before causing them to fall down ---you can take advantage of the arc pulse/pushback by making sure you are against the walls, so you can not get knocked off(doesn't really damage you much), gain arc chaining, ammo regen with RiskRunner. I imagine with a grenade that pulses/whatnot will do more, and sets you up to do direct damage to the crit spot up close with High DPS/RPM shotgun, smg, machinegun, or super. Though now I'm wishing I had Threat Level based on your high hitting damage for tank part (I'm using Spiteful Fang during the thing because headshotting Fallen throughout Zero Hour and I'm kind of iffy on Arablest). Granted there are probably other weapons that help, but for some cheesing Riskrunner was my choice. But if one uses such, then that will prevent them from using Whisper, so.... Also during the final phase after the tanks down, tried leave a single shank (as they are floating high enough above, no stray shooting will take it out by accident), but the rest of the ads can all die (while ignoring the two turrets) so said single shank would be the easy only thing needed to kill after the boss to finish without resulting in ads respawning and extending time/lowering clock time more. Also your video was very clear and well done, and made me think of different loadouts for the boss section. It also made me think if one person kept boss sorta occupied in the final part, while the other two went to the back to keep from being shot at by him and used Whisper for when no Warlock with them...[/quote] This is some VERY insightful input. I might apply some of it to heroic mode. Ty. ❤❤👍
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Uh, sorry i didn't visit the site past couple of days, and aparently I forgot to mention, and it was not just me: Riskrunner has a chance to cause Bird Error (at least on PS4?) disconnect you from your group when attacking the servitor/shank combos at the boss room! But it only happened twice to me, one time one day with one person when we attempted 2 manning first run together. Second time next day for heroic i think, and I had made it to boss room first. Both times when the servitors with arc and the solar shanks. This was out of say...6-7 runs total in Boss room.