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2009-04-21, 02:18 AM
(This post was last modified: 2009-04-21, 02:26 AM by MasPan.)
Noticed a 10minute (20%) drop in time from 50minutes down to 40 when I tried a new strategy at Pap a few days ago. 10 minutes is a big enough drop that it couldn't have been primarily due to luck with bomb spawns. No apples used.
It begins like most other DrK/Archer/Thief runs, with Pap pinned left. However, as soon as bombs are maxed on top (with none on the right hand side, or at least not close to the edge of the top-most right platform), Pap is rushed to the right side and pinned. As soon as you can, get on top of the 3rd platform and begin attacking with fury. This has one MAJOR advantage over pinning on the left, and that is avoiding stun/dispels without having to climb up a ladder, while retaining attacking ability. Fury is so far the only warrior attack that I've seen reach Pap from this spot. Stance, in the future, will keep me from getting kb'd and having to move forward constantly, which should also shave off another few minutes. Anyways, this completely nullifies rebuffing/stun time, saving a considerable amount of time on longer runs. Getting kb'd does not knock you off the ledge, merely knocks you back a bit.
Note that I am zerking the entire time, with appx 7,350 hp as my zerk range. I have max ER, and take around 950-1000 per magic attack, 3xxx touch. I could tank bomb hits while in zerk, I would just prefer not to, as it means I have to pay a lot more attention to my HP, and lag becomes more of a risk. Waiting until I have less than 1000 HP left to pot allows me to use Ginsengs for a non pot-heavy run (something like 150-200 ginsengs used, and most due to 1/1). When I have appx 10k HP in my zerk range, I can just pin right from the beginning (will also have some Stance or Achilles by then, which will help as well) for a pretty dam fast run, where polearms are concerned.
For 2nd form, simply zerk + fury. 100% KB is a must if doing the above, or at least 75-80%. He never comes close to touching me, and dies within 2-3minutes.
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This is the the same solo method that most magicians use. Contrary to magician soloing though, I think it'd be easier for you as a warrior to use the OTHER side. Max bomb spawn on right side and then use the top of the left side.
This would be more beneficial, as buffs cast faster on a rope. Also, if you have a mount, you can easily tap mount, jump on rope, jump off onto platform, tap mount, and get up to the top platform on the left side faster. On the right side, if you fall off, you're going to have one hell of a time getting back, unless pap is hiding.
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Harrisonized Wrote:This is the the same solo method that most magicians use. Contrary to magician soloing though, I think it'd be easier for you as a warrior to use the OTHER side. Max bomb spawn on right side and then use the top of the left side.
This would be more beneficial, as buffs cast faster on a rope. Also, if you have a mount, you can easily tap mount, jump on rope, jump off onto platform, tap mount, and get up to the top platform on the left side faster. On the right side, if you fall off, you're going to have one hell of a time getting back, unless pap is hiding.
Quite the opposite, it's pretty easy to get back up on the right, while the left is a long climb. Buffing only takes a short moment anyway, and only every few minutes, and climbing the rope simply to buff actually wastes more time. I also don't have a mount, nor do I want one. I've tried both sides, right works better for me.
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MasPan Wrote:Quite the opposite, it's pretty easy to get back up on the right, while the left is a long climb. Buffing only takes a short moment anyway, and only every few minutes, and climbing the rope simply to buff actually wastes more time. I also don't have a mount, nor do I want one. I've tried both sides, right works better for me. That explains a lot. Yea, if you don't have a mount, you wouldn't want to climb a rope. However, if you do have a mount, then that climb is essentially just two jumps, and you can usually make it between attacks.
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Harrisonized Wrote:That explains a lot. Yea, if you don't have a mount, you wouldn't want to climb a rope. However, if you do have a mount, then that climb is essentially just two jumps, and you can usually make it between attacks.
Whereas the right side is essentially 3 jumps anyway, and Pap's kb from his magic attacks can propel you forward off the 2nd jump, eliminating the need for a 3rd one. I still don't see any distinct advantage for warriors in using the left side.
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Just for the ease of getting back up in case of falling.
The map layout for the right side has three jump steps, the first one would be INSIDE pap's body, the second one and third one could possibly kick you off during Pap's attack.
For the rope, essentially, it's jump on, jump off. If pap hits you, likely, you'd still end up on the platform.
It'd be so much more difficult jumping three steps rather than two because of the amount of time it takes. Really this shouldn't happen if you have stance though, so w/e.
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Harrisonized Wrote:Just for the ease of getting back up in case of falling.
The map layout for the right side has three jump steps, the first one would be INSIDE pap's body, the second one and third one could possibly kick you off during Pap's attack.
For the rope, essentially, it's jump on, jump off. If pap hits you, likely, you'd still end up on the platform.
If he is pinned to the right, you won't touch his body if you do the jumps correctly. Worst case scenario, you wait for a magic attack, then go during the invince frames. At any rate, there really is no reason you should fall, as his attacks are so slow that the knockback that he does won't happen fast enough to push you off. If you are on the far right, his kb doesn't even knock you to the far left.
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2009-04-21, 04:43 AM
(This post was last modified: 2009-04-21, 04:50 AM by Dusk.)
Now, I've had no experience past 3rd job as anything but a ranged class, but why wouldn't you just attack it from the ground? It doesn't matter which side you pin it to, both are the same.
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Dusk Wrote:Now, I've had no experience past 3rd job as anything but a ranged class, but why wouldn't you just attack it from the ground? It doesn't matter which side you pin it to, both are the same.
Attacking from certain heights seems to prevent the stun/dispel attacks from affecting you, saving large amounts of time. This is especially significant for longer solos, such as mages and PA DrKs. Probably not an issue for most ranged classes, as they are usually too far back to be affected by stun/dispel anyway.
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2009-04-21, 04:58 AM
(This post was last modified: 2009-04-21, 05:00 AM by Dusk.)
MasPan Wrote:Attacking from certain heights seems to prevent the stun/dispel attacks from affecting you, saving large amounts of time. This is especially significant for longer solos, such as mages and PA DrKs. Probably not an issue for most ranged classes, as they are usually too far back to be affected by stun/dispel anyway.
So even though Fury has a ridiculous range, you still can't avoid the stuns? And: Does stun hit you if you're invincible from Rush or from taking touch damage?
I don't see why Dispel matters, though, it takes like half a second to rebuff, whereas climbing around would take much more time. You don't rely on Magic Guard like mages, so it's not like you're screwed if you don't pay attention to your buffs.
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You can't avoid stuns. Also, pap's stun takes ridiculously long. Usually it takes at least 2 attacks before you recover from it.
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Interesting concept. I never thought about classes pinning on the right side. It just seemed to me like the platforms were not laid out in a very efficient way. I always have, and always will solo pap on the left side as a Hero. With PG/Stance/Guardian, a Hero will rarely, if ever, fall off of that platform. With a decent amount of speed/jump you can jump on the rope and onto the platform in 2 quick movements to get back in the fight.
Gratz on speeding up your time.
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Dusk Wrote:So even though Fury has a ridiculous range, you still can't avoid the stuns?
I don't see why Dispel matters, though, it takes like half a second to rebuff, whereas climbing around would take much more time. You don't rely on Magic Guard like mages, so it's not like you're screwed if you don't pay attention to your buffs.
Fury just barely catches the edge of its range. And I wasn't the one that suggested climbing for buffs. However, being high up, and being pretty much unable to fall without some human error, means dispel won't affect you, which, in the long run, saves more time. For the record, I have 4 buffs to restore each time (HB, Dragon Blood, Booster, and Maple Warrior). For harrisonized, while I mentioned that, it's not as obvious for someone who has only played ranged characters at Pap that his stuns/dispels have a melee-affecting range, and that it only goes to certain heights.
Also, Rush "can" dodge the stun/dispelling/1/1'ing attacks, but the timing is difficult and it wastes attacking time. When zerking, it also puts me a bit too close to Pap for comfort. Finally, his constantly changing hitbox tends to mess up Rush on a regular basis.
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MasPan Wrote:When zerking, it also puts me a bit too close to Pap for comfort. Eh? Don't you have 7,350 hp while zerking? You should be able to survive MORE than two hits. O_o
Also, as far as I know, if you're rushing, it won't bring you right into it's body.
MasPan Wrote:Finally, his constantly changing hitbox tends to mess up Rush on a regular basis. He doesn't have a constantly changing hitbox. His hitbox is clearly defined, and only disappears when he heals.
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Harrisonized Wrote:Eh? Don't you have 7,350 hp while zerking? You should be able to survive MORE than two hits. O_o
Also, as far as I know, if you're rushing, it won't bring you right into it's body.
He doesn't have a constantly changing hitbox. His hitbox is clearly defined, and only disappears when he heals.
During several of his animations, Rush won't connect with him as far as the knockback, but instead results in the user plowing through him. I can easily take 2 hits AT FULL zerk HP. As stated before, I wait until below 1k HP to pot, meaning half the time I am dangerously close to dying from his touch, or guaranteed to. |
As for his hitbox, Crusher, SB, etc will only connect while he is in his normal animation or during certain other animations. His heal and a few others cause them to simply not connect. See the Soul Arrow thread for several other people stating this exact same piece of information.
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MasPan Wrote:magic attacks can propel you forward off the 2nd jump, eliminating the need for a 3rd one. I still don't see any distinct advantage for warriors in using the left side.
When you have high stance and high HP in zerk, its much quicker just to rush to left and kill from top left platform and either tank bombs or pot before getting hit. You will use even less pots too because the run is much quicker.
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Harrisonized Wrote:This would be more beneficial, as buffs cast faster on a rope. Also, if you have a mount, you can easily tap mount, jump on rope, jump off onto platform, tap mount, and get up to the top platform on the left side faster. On the right side, if you fall off, you're going to have one hell of a time getting back, unless pap is hiding.
NUUUUUU MOUNT BAD AT PAP!! I once got stunned using mount to override pap's slow debuff and I didn't react fast enough and died.
Harrisonized Wrote:You can't avoid stuns. Also, pap's stun takes ridiculously long. Usually it takes at least 2 attacks before you recover from it.
Stuns can be avoided if you're at a certain height in the map.
MasPan Wrote:Also, Rush "can" dodge the stun/dispelling/1/1'ing attacks, but the timing is difficult and it wastes attacking time. When zerking, it also puts me a bit too close to Pap for comfort. Finally, his constantly changing hitbox tends to mess up Rush on a regular basis.
I can't imagine how you can "dodge" stun/dispelling if it doesn't have damage attached to it. You get stunned/dispelled even if you're invincible.
1/1 on the other hand is easily avoidable with Rush. You just have to know the timing.
Harrisonized Wrote:Also, as far as I know, if you're rushing, it won't bring you right into it's body.
He doesn't have a constantly changing hitbox. His hitbox is clearly defined, and only disappears when he heals.
Actually, if you're too close to pap and pap has no more room to be KBed, you'll end up in pap's ass. If Mas is on the platforms on the right though, he'll be fine as long as Rush doesn't cause him to fall off. (which rarely happens)
Pap's hit box is actually rather morphic. When he heals, like you said, his hit box disappears. But also, when pap casts Slow, you can't hit pap on the ground with a stabbing attack, and its hit box shrinks in general. After pap does 1/1, the hit box becomes screwy, causing me to "miss" some of the time if I'm a little far away.
Evilince Wrote:When you have high stance and high HP in zerk, its much quicker just to rush to left and kill from top left platform and either tank bombs or pot before getting hit. You will use even less pots too because the run is much quicker.
If Mas was capable of killing pap in 5 minutes, I'd vouch for this method, as waiting for pap to max bomb spawns takes a long time at 4 bombs per summon. But he doesn't quite have the 8.3k HP needed to guarantee tanking a top bomb xD
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Do any Warrior buffs actually cast faster on ropes? The only ones I know of are HS(Priest), SP(Hermit)... I've never noticed any other ones have the same advantage.
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Stereo Wrote:Do any Warrior buffs actually cast faster on ropes? The only ones I know of are HS(Priest), SP(Hermit)... I've never noticed any other ones have the same advantage. Any of the element Charges and MW, right off the top of my head. Dunno if there's more.
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Stereo Wrote:Do any Warrior buffs actually cast faster on ropes? The only ones I know of are HS(Priest), SP(Hermit)... I've never noticed any other ones have the same advantage.
Only Warrior one I can think of would be Maple Warrior.
Sharp Eyes is one of 'em too.
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