Has anyone mentioned that some of the noises the Gauntlet of Zeus makes sound very similar to some of the Reaver noises in Legacy of Kain Defiance?
Its funny how the Persian Kings sword sounds EXACTLY the same as Artemis.
Hmmm, yes. I concur.
EDITs - 1 total
DIFFICULTY percentiles *testing*
Easy/Mortal
Power: 200%
Armor: 200%
HP: 200% *chest worth: 400?*
MP: ?
EXP: 200%
NOTE: doubles "CS" kill EXP worth?
Recovery: 7 seconds? *approx*
Normal/Hero
Power: 100%
Armor: 100%
HP: 100% *chest worth: 200?*
MP: 100%
EXP: 100%
Recovery: 5 seconds? *approx*
Hard/Spartan
Power: 100%
Armor: 62.5%???
HP: 75%? *chest worth: 150?*
MP: ?
EXP: 100%?
Recovery: 3 seconds? *approx*
Very Hard/God
Power: 62.5%?
Armor: 31.25%???
HP: 25%? *chest worth: 50?*
MP: ?
EXP: 100%?
Recovery: 1 second? *approx*
COSTUME percentiles *testing*
Kratos
Power: 100%
Armor: 100%
HP: 100%
MP: 100%
EXP: 100%
Spud of War
Power: 100%
Armor: 400%
HP: 200%?
MP: Infinite
EXP: 100%
GMG NOTE: SRSLY...WTF..why is this costume so powerful?
McKratos
Power: 400%
Armor: 50%?
HP: 50%?
MP: ?
EXP: 100%
Mime of War
Power: 100%
Armor: 100%
HP: 200%?
MP: ?
EXP: 400%
Bonus - Invisible weapons
NOTE: My guess is that whatever percentile gets use for a setting, gets used across the board. So Easy will likely be all 200% stats. Turns out this isn't correct.
NOTE2: I'm quite sure spells are effected by difficulties and perhaps costumes whereas they are not in GoW1/GoWII. Whether the cost is ever effected or not is not known. Indeed this is true.
Ex: On Easy with "McKratos", you have neither 400 nor 200% Attack power. Instead you have 600%. Your spells are 6 times stronger then usual like this. So a lvl3 Light of Dawn 'bolt' that (on Normal with "Kratos) would do 20 damage for 10MP, instead does 120 damage. On God, it would do about 6.25 for that cost...super weak sauce.
NOTE3: I'll worry about future damage testing later.
So what is the latest regarding altOH then FMM? I heard something a while ago, whereby if you press O after any BoC attack had hit a Harpie/Harplet/whatever then Kratos would draw the creature in and perform the grab.
I thought it could be interesting but it doesn't seem much better than a standard grab on said creatures. The range of the regular O grab seems as good, if not nearly the same as the BoC hit to grab variation, or am I missing something
Currrently on "perfection" I hate challenges like that but hate them in a good way. PROTIP don't get hit.
Not loving the Sun Shield quite as much as I did the Fleece back when it was shiny and new. The timing of parries seems slightly different. I can't seem to hold block in a crowd situation and retap L1 at the right time for successful countering.
GoZ EDIT MORE LIEK Zes' Omnipotent Mighty Gauntlet or ZOMG. It seems as good as the BH and BoO combined and then some. Too much methinks. I am liking the GoZ specific counters.
It would have been nice to have had something similar in GoW2. It would have been sweet to parry an attack with BH to counter with a 360 degree MotK.
Efreet, as I have said to you before, is visually stunning and you can not argue with the I frames on it. When MAXed it is REDICULOUS. Atlas Quake meets Poseidons Rage? The screams. You gotta love it
Charons Wrath probably has great potential but I have seen little that makes me love it yet, I was hoping for I frames when it was fired and seem to be disappointed. Army of Hades meets Cronos Rage?
Light of Dawn. Oh dear, never mind. Perhsaps in time someone will find a use for it, after all very few people liked TB (the magic not the disease) to start with. I see this spell as being the iligitimate b*stard retreaded ****witted son of ZF and TB. I am willing to reconsider this opinion as it seems unusually harsh.
Turns out it was Harpling/Harpy specific.
That's only true for Harplings. With a Harpy, you need to land a blow before going for a grab. *speed kill tactic*
I first played "Perfection" after Normal/Hero when already sleep deprived..worse yet I had only worked with the Blades...I had to disregard the "Dissension to air grab" way of doing things as too risky, didn't yet master Plume to OH, wasn't sure about how to use ground Tartarus Rage and Spirit Whoring was often a good way to get glitch killed when in close range.
How could you love the Sun Shield more? It's just the Fleece without the ability to reflect Gorgon Gaze and replaces *a plus* the retarded single counter with the cla$$ic GoW1 angle of two counters (better yet they are unique to the weapon used). Losing the first thing is a HUGE issue. The parry itself is a little off and I suspect it's due to the PSP itself. At least Parries count as hits, leech EXP orbs *needs MOAR testing* and stun those closeby *period*. That's another plus. Were it not for us NOT being able to reflect Gorgon stare..I dare so this would be superior...it doesn't help that Gorgon Head statues can petrify us in grabs and Gorgons stare doesn't effect our foes at all...that's crap. I think it should have had a lvl3 so that it could gain the ability to reflect gaze and perhaps even use that puzzle laser it has for an actual attack we could guide like Link with his Mirror Shield. (the stance could be assigned to L1+X like Icarus Wings then we mash "O" for the laser to charge up)
BoO+BH=GoZ. The only reaason casuals like it so much is that it is OVERPOWERED. Not just by hits..that's fine..it's that nearly every hit is a severe stun and lots of creatures have no good way to respond to abusing this fact..thusly it craps on the difficulty lots of encounter present. Everyone likes the charge, electricity *Ex: CHIDORI!!!* and stupidly large oven-mit look...but only those who love combat will truely respect the advances it brought to sub-weapon usage.
Only if that 360 swing was a single rotation and quite fast *with perhaps a short buffer afterwards..that could be canceled*.
Efreet is still the ONLY "ALT kill" I know of. Granting unique EXP orb drops. It isn't a very good spell when leveled. Personally, I feel the radius should have gotten slightly larger as we pounded on "O" *via PR* and the Demon Rage's size *radius* should be bigger *period* as well as determined by how fast we press "O" and/or how many foes were in range/got hit. That would be better. A reward for the work. The spells is terribly inefficient often enough when you try and abuse the full power. Minotaurs often need to be trapped next to a wall so they don't get knocked out of the radius of attack.
Charon's Wrath's is an oddity of sorts. A different take on Cronos Rage to be sure. It is easily the most efficient one-on-one. When used on a bunched up crowd (especially with respawn points nearby), it breaks things down fast. It doesnt take **** from Armor either. It ISN'T a long range spell though so you need to be relatively close (medium distance at most) to use it. At least it doesn't cost anything for a false cast >_>
Light of Dawn just isn't very good. It's like returning to Zf and stripping us of fast bolt speed, gaining bolts that cannnot be deflected *good*, being super inefficient, having a weak Charge hit *though it does stun lots of creatures out of their attacks..even a Minotaur charge*, no canceling/tricking potential, etc. I beleive I've observed a SMALL window during a bolt throw were we are invincible but that's crap even if it is true since we have to throw the thing before we can abuse it. There are lots of 'phase frames' in CoO but few "god frames".
~Now to add a little info (EDIT) to the difficulty/costume post..
EDIT
DAMAGE VALUE NOTES
All testing done on Normal with "Kratos".
Blades of Chaos
I've yet to test multi-hit specials like CoC as they are frustrating. I've only tested lvl1,lvl2 and lv5 thus far. The modifiers are educated guesses
lvl1 - 1.0 lvl2 - 1.5? lvl3 - 2.0? lvl4 - 2.5? lvl5 - 3.0 (6?)
s1 = 2,3,4,5,6
s2 = 2,3,4,5,6
s3 = 4,6,8,10,12
s4 = 2/2,3/3,4/4,5/5,6/6
s5 = 2/2,3/3,4/4,5/5,6/6
t1 = 3/3,4.5/4.5,6/6,7.5/7.5,9/9
Valor = 8,12,16,20,24
Plume = 6,9,12,15,18
Spirit = 2/12,4/18,6/24,8/30,10/36
Ascension = 2,3,4,5,6
(air) s1 = 2,3,4,5,6
(air)s2 = 2,3,4,5,6
(air)s3 = 4,6,8,10,12
(air) t1 = 2/2,3/3,4/4,5/5,6/6
Orion's Harpoon = variable
Air grab = variable
NOTE: quick t1 to T is now just X to T (Ex: s,t,T = s,T Ex2: roll to t,T = roll to T)
*lvl2* L1+s (10 hits?) Cyclone of Chaos each -,?,?,?,?
(air) (9 hits?) Cyclone of Chaos each -,?,?,?,?
*lvl3* t2 -/-,-/-,5/5.5,7.5/7.5,10/10
*lvl3* S Hyperion Might -,-,8,10,12
*lvl4* L1+o (13 hits?) Rampage of the Furies each -,-,-,?,?
*lvl4* (air) (10 hits?) Rampage of the Furies each -,-,-,?,?
*lvl4* (evading) S Hermes Rush -,-,-,10,12
*lvl4* (evading) T Hermes Rise -/-,-/-,-/-,2.25/2.25,3/3
*lvl5* L1+t ( hits?) Tartarus Rage -/-/-,-/-/-,-/-/-,-/-/-,6/6/18
*lvl5* (air) ( hits?) Tartarus Rage ......
Gauntlet of Zeus
As of right now, I've only tested lvl3 and can't be sure about the modfier but I believe it will be 2.0 at lvl3.
lvl1 - 1.0 lvl2 - 1.5? lvl3 - 2.0?
s1 = ?,?,20 charge *multiply by 1.5* = ?,?,30
s2 = ?,?,30 charge = ?,?,45
s3 = ?,?,50 charge = ?,?,75
(launcher) t = ?,?,40 charge = ?,?,60
(air) s = ?,?,20 charge ?,?,30
(air) t = ?,?,20 charge ?,?,30
*lvl2* L1+s Olympic Strike -,?,40 overcharge *multiply by 2.5* -,?,100
NOTE: It's possible that lvl2 only gets a 1.5 multiplier
*lvl2* (air) Olympic Strike -/-,?/?,10/60 charge -/-,?/?,15/90
NOTE: One hit while falling, another upon impact
*lvl2* (evading) S Hermes Cross -,?,20
*lvl2* (evading) T Hermes Revenge -,?,12
*lvl3* L1+o Lightning Run
*lvl3* (Running) s (5 hits) Lightning Trash -/-/-/-/-,-/-/-/-/-,?/?/?/?/?
*lvl3* (Running) t Lightning Surge -,-,30
*lvl3* (air) L1+o (5 hits) Lightning Thrash -/-/-/-/-,-/-/-/-/-,?/?/?/?/?
*lvl3* L1+t Olympic Thunder -,-,50 charge -,-,75
*lvl3* (air) Olympic Thunder -,-,50 charge -,-,75
Sun Shield
I haven't yet tested these.
*lvl1* (parry) Hades Reverse
NOTE: Leech EXP orbs, stun on all nearby foes and each stun counts as a hit
*lvl1 w/ Primordial Fire* (parry) Helios Reflect ?/?/?/?/25+
NOTE: Does stats effect this? What about weapon level? Sun Shield level?
NOTE2: It has splash like Light of Dawn
*lvl2* (Blade Parry) s Hermes Flash ?/?/?/?/30?
*lvl2* (Blade Parry) t Hermes Offensive ?/?/?/?/18-20?
*lvl2* (After Blade Flash/Offensive) S 'Hermes Might' ?/?/?/?/10-12?
*lvl2* (Gauntlet Parry) s Hermes Flash ?/?/?/?/20?
*lvl2* (Gauntlet Parry) t Hermes Offensive ?/?/?/?/10?
~Any thoughts thusfar? I don't think all of these are spot on but they are fairly accurate
tricks
Time delay - during a roll or attack, cancel into a weapon switch. This can be canceled with a roll.
Fast weapon switches - With guard up or during Quick Rolling, switch weapons.
Rapid oddities - Guard up weapon switch and time delay whoring
Momentum Jump - cancel out of certain hits with a jump for more forward momentum Ex: (Gauntlet) s1
optiow: Damage values. Knowing exactly how powerful a given hit is in a given situation. With that and the knowledge of the HP of each foe, you can began to create advanced plans of action. Also the values (percentiles) of difficulty settings and costumes which are USUALLY given in the guides. (not the case for CoO)
Kuro: Minotaur (225), Armored Minotaur (375), Cyclops (200), Armored Cyclops (300). Consider that the 6 damage is ONLY if the Blades are lvl1 on NORMAL with Default Kratos. As the settings change, the power will change. You both probably need to know how to read those notes so I'll just explain a bit:
PERCENTILES *if I recall right*
I can't tell you how costumes mix with difficulty right now (I've forgotten) but since you're using Default Kratos it is unaltered anyway. On God you have 62.5% power. So take the value of the Blades attack (based on what level you have) and multiply by 0.625 to see how strong it actually is on these settings. This is also true for spells in CoO!
DAMAGE VALUES
The testing of power multipliers wasn't finished in CoO but one can guess it with 1,2 and 5 covered (just 3 for the Guantlet). It's curretly listed as 1.0 (100% base) for lvl1. It increases by 0.5 with each level for the Blades. lvl2 is 1.5, lvl3 is 2.0 and so on. (lvl5 being 300% of the base).
lvl1 Plume on Normal with Default Kratos does 6 damage. It's shown as 6,9,12,15,18. The commas divide the power reading of each level where it applies. Let's say you are on God with lvl1 Blades using Default Kratos. We start with the first reading (lvl1) of 6. Default doesn't change a thing (100% Power). God is at 62.6% so we multiply 6 by 0.625 to get 3.75 damage. That's how hard each lvl1 Plume is truely hitting.
Spirit is listed as 2/12,4/18,6/24,8/30,10/36. The first being lvl1. The slash ("/") seperates individual hits that the attack has so we know it to have the chance of landing 2 seperate hits. (2 and 12 for ht chance to land 14 damage) Set this to God with default and you get 1.25/7.50. If both hit that's 8.75 obviously.
Usage of "?" in place of a value indicates untested/uncertain values though I could probably fill those in with a guess and be right in the case of those with a final value versus the multi-hit attacks (a pin to test).
"t2" is a level 3 ability. It hits twice so each 'spot' will have 2 values seperated by a slash. Listed as -/-,-/-,5/5.5,7.5/7.5,10/10. Italics (like "?") are another way to show uncertainty with the posted results. Notice dashes used in place of a value for the lvl1 and lvl2 spots. This is to indicate the attack is not available at those levels so such a value wouldn't ever be of use (as it doesn't occur). *though I could just generate an answer for what it would be if available using the others* Since you don't have lvl3 Blades, you don't have this attack. If obtained it, it would be at 3.125/3.125 (6.25 damage).
With the Guantlet, attacks often have the typical flow of values __,__,__ plus another listed off for the situation where you 'charge' it enough to get a power boost (typically 1.5 times stronger).
Ground "Olympic Strike" has what is called an 'overcharge' granting a 2.5 multiplier..this being unique to it.
"s1" doesn't have lvl1 or lvl2 listed but lvl3 is at 20 damage. If I had to guess, I'd say the attacks at lvl1 would be half as strong (10 *lvl2 being 15*).
Let's say you have lvl3 GoZ and you hit a target. On God you will have done 12.5 damage. Had you charged it, the bonus would have been 18.75 damage. In the case of the special I noted, the value of 40 (25 on God) would have been 100 (62.5 on God) rather then 60. Get it?
I have it all pretty well understood but I need to review a few things to be up to par with what I once was in CoO.
~That should be sufficient coverage on how to use the info given above. If you need to know more, just ask. I don't have ALL the values yet obviously but I'll be working on that in the future.
EDIT
Based on your concern, it would take 60 plumes on a Minotaur and 54 plumes on a Cyclops as you are now. This not counting if you should stop short of a damage kill in favor of using their "O". Quite alot yes?
NOTE: Feel free to ask away gentlemen...
So really...with level 1 blades plumes are crap, and you are better off just attacking with square.
That is what I did anyway, I did not mess around with plumes etc.
I have also noticed that there are less collisions in this game compared to the the other GoW games.
...
My plumes do under 4 damage...? Spirit does 7.5...? Optiow is right, 3 square hits will be better than a plume. Jesus, no wonder this is so tedious.
Sadness is happening Q__QKuro-sama
I am atually right?!
I was expecting some rant about how plumes make the world go round etc.
optiow: Not exactly. If you look at each hit of square you'll see why that isn't any better off. (beside tactically speaking it is likely to get you hit versus the stun/bounce of the ender we speak of) 1.25 for s1, s2, s4 (2 counts) and s5 (2 counts). 2.50 for s3. You are likely to just land s1 the s2 before getting clear. Not effective. If you were to land s1 then t1 *2 hits* that would be 5 in all (for the 3 hits) versus 3.75 per plume while keeping at a distance plus the stun/bounce potential. As good as it sounds to unload on your foe as you describe, it leaves you wide open to quick unblockable attacks..you're likely to get destroyed in the process of such a tactic for the lvl1 Blades.
In GoW1, Plume/Spirt are the way to go often enough. Ascension is overpowered (gloriously so) *slightly stronger then Plume and faster then in the other titles* whereas in the others it is no better then "s1".
CoO's Tartarus Rage is better then the GoWII version since foes don't deal with the stuns well at all. Exploit this when you can. Blades' Dissension is quite effective in CoO...even better then it was in GoW1. Infinite Air Grabs/OH whoring is like it was in GoW1 (quite central to besting 'Very Hard'). Often you either Plume or use Dissension as set-up for these rather then Ascension. (got to be tricky)
Kuro: Spirit whoring is better. Tedious...you don't yet know what that is until you do a Titan GKPAIN+...but you're right..it is aggrivating. I bet you can't wait until you reach the Armored versions. The double-edge of letting the variables effect spells is that on higher settings, they are crap for the same cost as before...versus on lower (fun runs) settings they are GODLY. The only spell you should take seriously on God is Charon's Wrath I feel. I especially recommend it for Armored punks (more so when close to other targets) due to its ability to shatter the crap instantly while dealing damage around it... and perhaps for Gorgon Queens.
A true pity the game responds REALLY poorly to the strat I created for this title....Launch to OH to early Launch (holding triangle the instant you land the OH for a faster follow-up they cannot avoid) *repeat*...at least when I applied it to GoW1 for Medusa...it found a home...a place where the tactic wouldn't have a 1 in 3 chance of game crashing freezes.....it really is a superb tactic...way too good really. Shinobier's tactic for Gorgons is good too. The Guantlet does well with launching those punks (I think the charged launcher is unavoidable for them) for a good OH usage.
Harplings are easy. Just grab. Harpies are tougher. Land a single hit ("s1" is preferred) then tap "O" to pull into a grab. Simply grabbing at them tends to fail.
~I guess you have PLENTY of reason to look foward to getting the Guantlet for those stuns and the high power of its base power (I approximate that "s1" for it will do 6.25 damage and the charged version will do 9.375...again..that's just an educated guess for what lvl1 will do for your settings). Sounds pretty nice doesn't it? Every blow (quick) being nearly a Spirit or better in power....yeah..."broken".
NOTE: You'll really want to unlock and exploit "Olympic Strike"...that overcharge ability is EPIC for the ground version. Air lacks it but is strangely stronger in both regards...WAY POWERFUL...air is even faster so I suggest using that where you can. Landing it at lvl3 (charged) would deal 9.375/56.25 (65.625 damage)...yeah...HOLY ****. The charge isn't even that long.
No other questions fellas?
~I'm actually not worried about the armored versions, because by then I will have the GoZ. The bit I'm worried about is the 2x minotaur fight just before I receive it.
Too bad you don't have that attack at level 1, eh?
--Do you have damage values for LoD and Efreet? I would like to know which has a better MP/Damage ratio.
Apparently you've already passed that part so it isn't an issue. Now I know you are doing a NUR..not a NUR+..right?
Indeed. I wouldn't have suggested any leveling were it not for believing you were still doing God the regular way.
Of course. The guide GIVES those values. It just didn't cover damage values for attacks/specials (weapons and relics), foe attacks, grabs, etc. or percentiles with difficulty/costumes (covered by the guides of GoW1 and GoWII).
Since you are on God and doing a NUR/NUR+ I'll only give the relevant info exactly as it is for those settings:
Efreet
Cost: 20 - Damage: 12.5
Light of Dawn
Cost: 10MP - Damage: 6.25
NOTE: Notice the ratio for Efreet and LoD are the same. The advantage for Efreet being that it is a 360 area of effect attack with i-frames obviously able to hit multiple targets to help its case with the crappy ratio you see for both.
Charon's Wrath
Cost: 33 - Damage: 28.125 (over 10 hits *2.8125 per hit*)
NOTE: At lvl1 you cannot 'stack' the effect on a single target (which is to say you cannot cast the effect on it again as it is already burning whereas at lvl2 you can do it twice and at lvl3 it can be done thrice).
NOTE2: If 'false casted' (done too far away) it doesn't cost anything...very forgiving in that respect
NOTE3: Foes that come into contact with the primary target (focus/source *10 hits*) catch fire as well so long as the fire is still active (eve while it is doing its dying animation). In such a case the 'secondary targets' take 3 hits (8.4375 damage) each. It's possible that their fire can spread back to the primary for an extra 3 hits (13 total)...not sure. OBVIOUSLY this helps its already superior cost/damage ratio
NOTE4: It auto-breaks the armor of a primary target. Not sure about secondary.
You can probably tell I suggest CW over the other 2. If you have to use a spell before it, use Efreet and try not to whore it unless you can recover all the MP..plus don't rely on it in lesser fights. That's what infinites, grab whoring, etc. are for. Plus you've got the Gauntlet...start practicing with it. Observe Shinobier. Abuse the charge hits for power and stuns.
optiow: ...Cyclops are weak to a variety of things. Concerning the Blades and the Guantlet.
You should be using charged hits with the Guantlet nearly as a rule. Especially "S,S,S" for the Armored variety. Then use the power of "Olympic Strike" if you've got it (to look EPIC). Obviously you could just stick to basis..that works fine too.
optiow: ...Cyclops are weak to a variety of things. Concerning the Blades and the Guantlet.
You should be using charged hits with the Guantlet nearly as a rule. Especially "S,S,S" for the Armored variety. Then use the power of "Olympic Strike" if you've got it (to look EPIC). Obviously you could just stick to basis..that works fine too.
MrStarkiller
I love attacking the unarmored cycplopii with level 3 GoZ, they go down with about 6 hits.
I just defeated my first Armored Cyclops NO CONTEST. Here's how it went down-
1.) Slap-->Grab harpies until dead.
2.) Stay far away and use Spirit, after the Cyclops recoils he will immediately begin his 1,2,3 combo.
3.) As soon as he finishes, nail him with a charged Gauntlet smack and roll away.
4.) Repeat 2 and 3 until dead. It may have taken less time if I'd stuck with the Gauntlet, but using a mixture of both attacks made it much more safe, I ended up doing that fight no damage no magic. Worked out quite nicely.
Not this much. I've been trying for a total of about 2.5 hours (of fighting her, not total time elapsed since I got here) and I haven't even gotten her to drop orbs the second time yet. Her attacks seem to change timing at random, so doing the same thing with the shield twice in a row will just get me owned the second time.
**** this *****.
Not this much. I've been trying for a total of about 2.5 hours (of fighting her, not total time elapsed since I got here) and I haven't even gotten her to drop orbs the second time yet. Her attacks seem to change timing at random, so doing the same thing with the shield twice in a row will just get me owned the second time.
**** this *****.
Kuro-sama
Oh get a grip. Once you know how to dodge her attacks you can easily beat her, I took no damage in that fight, but then again I was on Normal mode and you...but yeah her attacks are random.
Kuro: You make it sounds like I'll have to play it too to help you out.
I still haven't heard any detailed description of what your tactics are for this fight. You did skip God for God NUR did you not?..
Kuro: You should reread the bits you speak of her and notice the riving agony.
Still don't know why you guys screw with the order of things. 'whatever' to 'God' to 'God NUR+". Not 'whatever' to 'God NUR' or 'God NUR+'. Now you've got to do it again but with less magic/health. Then again with greater restrictions (PAIN+).
optiow: Indeed. Though more an ode to Cell and his EPIC dialogue.
~So what now?
Post copypasta of damage values, percentiles, etc. I already have, take a gander at the Evaluations thread for CoO reference, use the guide for jarring my memory of places/things, refer to old specialty run coverage (especially my own), maybe link to some glitch/exploit videos other than specialty run coverage like that of TazOne1 in his PAIN+. These are the sorts of things to help get this top rolling more easily for my work to come.
EDIT
Still need pictures, models, scans, etc. (something) for the spoiler tags with the bestiary and some other elements. Could be a long while for that. Got most aspects done, but now light coverage of advisable (general) tactics of the bestiary (and maybe some 'tough fights') would be next. Still need to make a thread covering my runs for each entry.
EDIT 2
Not sure what 'tough fights' to list (ER, Pantheon and Translator for GoWII). Need help. Will scan soon. Look over it if you would be so kind, gents.
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