Ok, GMG, I'm up to the first save at Atlas (right after the Icarus fight) on my spear-only GK:TM:NUR. So far, I haven't used a single OH.
Though it only makes things more $tylish/fun *also easier*..You know you want to, but good job thus far.
The Cerberus Bastard took me ages to beat, not because I kept dying, but because I played cautiously so it took me many hits to bring him down. I'll have to watch your YouTube vid to see where I could have been more aggressive.
Keep in mind that PS doesn't work even 1/3 as well as it should against him for some reason. There isn't much more one can do using the SoD against him in the GK:TM:NUR that wasn't shown in that MAX everything run. For theGK:TM:NUR:
Flamethrower: I'd use a cast of Atlas Quake inside the flames to be both invincible and on the offensive *or block*
square ender: Does only 4.125 damage here. With RotT it goes up to 12.375.
triangle ender: Does only 5.25 damage. With RotT it goes up to 15.75.
4x Square *not counting potential ender*: Does 6 damage. With RotT it does 18. Getting all 6 hits can be asking too much.
2x Triangle *not counting potential ender*: Does equal damage to the triangle ender if all 5 hits connect. Same w/ RotT
REMEMBER: Atlas Quake lvl1 costs 20MP but deals 25 damage *that's if both pounds hit* per single target. While lvl1 CR costs 10MP per orb and deals 9 damage per enemy *a maximum of 9 hits w/ 1 damage each*. You can see plainly that using Atlas Quake here is a wiser choice.
RotT is precious for this fight as is Magic..for the process of speeding things up anyway. Using bursts of RotT during powerful enders and *when near 1/4 left* an entire combo can do a good deal of damage for how things are. Atlas Quake turns the flamethrowers that are so annoying..into openings to be exploited. This is a boss fight that's heavy on fighting tactics modeled around what attacks the boss is doing. *the SoD FAQ tips I made and the video that complements them should be enough*
Against Euryale, I used your lulz exploit near the waterfall. At least it takes a little bit of skill to herd Euryale to the right spot. I walked up to where the pillars are so that she would follow me, then I'd run back to the waterfall and hide there, and 99% of the time she'd get stuck against the wall. Funny stuff.
That's something I don't mention. IF things have her in a bad position for setting up the exploit, you need to lure her into her Stage 2 area then make a break for either waterfall to "set up shop".
The elevator before the 2nd Titan minotaur took me by surprise, because I'm so used to just pwning with the Hammer in that section. When it was down to dropping just two hounds, I would kick one into the other, throw the surviving hound once, and then use 2 PS to finish it off (I met my doom when I first attempted the elevator, because I tried to use a grab to finish off the surviving hound, and Kratos did the full animation, including throwing the dead hound over his shoulder, but then the ceiling crush animation kicked in and suddenly the hound wasn't dead and it bit me! I went "WTF?". Hence using 2 PS rather than a grab to finish off the second hound!).
I accidentally did the same thing..too many grapples during the homestretch. The strategy I use is the same unless I'm mixing things up. Sometimes you can get lucky when you kick it far enough away from you that it won't have time to nip you.
Against the second Titan minotaur, I ran up and started to PS it during its ground pound animation, and then I did the following pattern: use Atlas Quake during its Lariat attack, then do 2 PS, by which time he will be starting another Lariat, so I do another 2 PS, and so on. It worked perfectly. The Atlas Quakes kept the Harpies away, and it worked out that I used all my magic just as the Titan minotaur minigamed, so that was satisfying.
Very nice. When using alt. OH here, I like to toss the Harpies into the non-sleeping TM. If for any reason you should not have enough magic to mount an assault, you can always retreat to the back of the room to put the TM to bed whilst dealing with the Harpies before proceeding back.
The Wraiths of Asphodel were abreeze, having done the nine Wraiths of Rape challenge. I just sat next to the door and used Argo's Revenge to blast them. I didn't take a single hit. Then I just grabbed the fourth Wraith to death.
I'm glad you, like me, were able to put that challenge's skills to use. Funneling them there allows for "sweet collisions damage MAGIC" to happen. Another thing I do if I wish to have a spot of fun there is to use the OH that you've forbidden yourself from using. Grabs to finish the fight. When it is down to a last Wraith, I like to get it against a wall, then grab to PS spamming..they love it when I do that. Of course it isn't the only enemy I do that to...because it is funny and effective.. faster then using OH against a single enemy of this level too.
The Satyr Champions were fun to fight. I would launch one to get it out of the way, and then launch the other one, follow it up, and bring it slamming back down with an aerial grab. Rinse and repeat, throwing in the occasional roll to keep my distance so I could time my launchers properly, and of course the occasion Argo's Revenge. No magic or RotT needed.
I like to clear house with this fight quickly since I'm often rushing through. I'd use OH or PS to knock them into each other but I usually just lauch one, petrify the other and crush him. For the survivor I like to blast him into a corner and PS spam him to death there. If they block I may go for a grab to prevent a counterattack from potentially making it through..an occassional luanch will keep it off balance.
The battles before Icarus were really fun. In the first cave, I killed one Siren without minigaming the other, to ensure that the thrid Siren would spawn right away. Then I killed the two Sirens, and then it was just a game of cat and mouse against the two Hades Minotaurs. I would lure one away from the other, and just block and PS while the other one sat back and roared, lol. If I got crowded by both of them, I'd just roll away, and entice one of them to chase me. They both died purely from PS.
When Siren1 and Siren2 *the one nearest the barrier* spawn, I like to lauch Siren2, do 5 air grapples, "O" her, launch for 3 more air grapples before the final "O". *know that in either air grapple frenzy I can replace the final one with a PS hit for lulz* With Siren2 dead, Siren3 will spawn. The way things usually are, I'll work over Siren1 a little *or already have done so* just to keep her near death. Siren3 will get Siren2 treatment and after killed, Siren1 will too. *playing it safe/efficient amirite?*
With the Hades Minotaurs I do basically the same thing. When they charge at me I'll PS them twice in a row and depending on the situation, either flank the beast for another PS *alone* or retreat *together* for another pair of PS to the face of the charging fools. When it is one-on-one though..I don't really need to do any running as I can use the BoW Trick for its attack or a parry to knock it off balance.
Know that in some cases I don't fully kill Siren 1 but leave it at death's door for a single collision attempt on the Hades Minotaurs. Usually OH is the desired move but you could use PS *less effective here* to achieve the same damage bonus. Once I scored perfect OH with the Hades Minotaur being trapped with a rolling Siren inside it causing what I'd assume had to have been at least 2 collisions rather then one *meaning it got hit for at least 200 damage with just one Siren*..they died together leaving me just a single Hades Minotaur to deal with..that went absurdly well..I'll be trying for that one again to be certain.
In the second cave, I started out by doing four grabs on the first Satyr. Then I just turtled against the two Juggernauts. Their attacks are slow, which gave me plenty of time to do a PS in between blocking their attacks. If the Satyr got close, I just used an Atlas Quake or an Argo's Revenge to knock him away, so I could have some breathing room to PS the Juggernauts. The first Satyr died from one of the Atlas Quakes, and then eventually I killed one of the Juggernauts, and then it was just block and PS against the Juggernaut while keeping the Satyr away with Argo's Revenge. I find that the Satyr combo ending in an uppercut is very easy to fleece - I fleece the final uppercut and then blow him away with Argo's Revenge. While the Satyr gets back on his feet, I have time to do at least one PS against the Juggernaut.
I like pwning the 1st Satyr against a wall with PS *spammed 15 times*..or 9 sets of launch to OH. If it takes too long and the Juggernauts appear I line up the Satyr to be used for collision damage be it by PS or OH. In either case it is good for having some fun with the situation.
Because the battles before Icarus took longer than theywould have if I'd used the Hammer or BoO, I noticed something that I hadn't noticed before: The tribal drum background music is just awesome in that section. It really fits with the brutal fighting and the atmosphere of the caves. GoW2 is a ****ing brilliant game.
Very true.
MrEmpirical
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