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Ironman
Rules General
Tips Pre-game, Hotkeys, Join order, Shopping, Gold
and TP scrolls. Basic tactics. Cooperation
Psychology, Communication, About items, When lvling up, Potions,
Spell components, Shrines. Tactics
Battle formations
The Butcher and King Leoric Melee
vs Leo - Charis Bats Catacombs
and Caves Dog Bosses
Hiddens & Swarmed Roomful
of skel archers Lazarus and Diablo Town
Portal Uses for Town Portal, TPRes, TPKill - Kill the
Butcher safely, TPKill2 - Hit and run Miscellaneous
Be a good golem/shield
Hall of the Walking Dead Charged
Bolt Firewall
Exp points & Charis Factor Sharing
items for specific tasks The fine art of dying Variations on team makeup
Advantages of various makeup Experience Hog Strategy Warrior Hog, Rogue
Hog, Mage Hog (Greyed Text = NA)
Ironman
Victories
Friar,
Gumby and Kshira
Charisycho and KoPsycho
Cy_2k (solo)
KoPhanTom (solo)
Roede and Taoni
Saga of Roede and
Taoni
End of the Universe
Tale of Iron_Tao
Attica(IMSNOB)
Triple
Crown -Roede
& Taoni
Triple
Crown -Lock In by
Plague, Hariel and Shade
Additional
Articles Warrior Treaties
- Charis Mage Treaties
- Friar.Fuk Rogue
Treatise - Cyrene Buff
Warrior - Attika Cave
Guide - Cyrene Tips
Collection - Others Thinking
Cap - Attika | | |
Battle Formations:
Using battle formations effectively is perhaps the most important strategy
of a multiplayer Ironman game. This is what cooperation is all about each
of the players doing what they do best and covering for others limitations,
fighting TOGETHER.
There is no time to
explain what a WALL formation is when the team is being swarmed, or what
a Mage Shotgun is when being chased by King Leoric; make sure everyone
knows his battle station/formation so a potent defense/offense can be
setup quickly. Some battle formation you might want to be familiarized
with:
Walking formation
- Have the mage walk in the middle when Hidden type monsters are around.
It gets very nasty if any Hiddens decide to appear and attack the mage
after the warrior and rogue had passed by.
Shotgun
- Rogue Shotgun, this makes a nice standard battle formation for
the Churches and Catacombs, and any narrow choke points. The team
only has to deal with one monster at a time with everyone getting
equal share of experience points. Furthermore, the monsters will be
targeting the warrior so the mage can safely whack the monsters with
his staff without wasting precious mana. If the rogue lures, she can
position herself right at the door, inline with her partners. This
also gives the team 100% flood control even against those dancing
goats and Blinks. |
Mage
Shotgun - Basically the same as Rogue Shotgun except the mage
trades position with the rogue. This formation is good for tougher
mix of monsters such as those in the Catacombs that requires the mages
firepower. It is especially useful for clearing a new room; the mage
opens the door and casts a Fire Wall. The monsters will bake while
lining up to be kill easily by the warrior and rogue. If the rogue
and warrior can handle the monster mix without too much damage, the
mage should get inline with his partners at the door and whack with
his stick. Also good for the open door, cast Fire Wall and close
door routine. See Deathspit and Chaoshowler for more on the
Mage Shotgun usage. |
Slant
- Another variation on the Rogue Shotgun. Use this when the door
is located at the corner. When more than one monster manage to slip
in the room, take care of the one directly in front of the warrior
first. If you kill the one in front of the mage, another one will
come in to fill the space forcing the warrior to deal with two monsters
at the same time. Hopefully, the monster in front of the mage will
block any more from coming in - not always the case with Bats and
desync.
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Wall and
Corner Formation - Good against hidden type monsters and being
swarmed. The major advantages of these formations are that the mage
is completely protected against harm, and the number of monster
that can attack the party at the same time is greatly reduced.
A more detailed
discussion of these formation can be found at the Hiddens
and getting Swarmed inside the Tactics section.
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Sniper formations
These formations are especially useful as the party ventures deeper in
the dungeon where there are no doorways to defend. Use corners to your
best advantage!
*A*
Non-Fire
Immune
Warrior peaks around the corner to check and activate monsters, then
the rogue steps up to position on the other side. Warrior steps back
behind the corner and attack the monsters as they come close while
the rogue open fire on anything in sight. The mage can stand next
or behind the warrior and cast Fire Wall for support if enough non-fire
immune monsters are lined up. |
*B*
An
alternative is to have the rogue activate the monsters after the warrior
positions (without peeking) himself behind the corner. She will activate
fewer monsters at a time, its the preferred procedure when no
range attackers are expected - otherwise, she will be the only target
from range attacks until the monsters come close to the corner and
see the warrior.
In *A*, make
sure there are at least 5 spaces between the rogue and the mage
or else the rogue will get fried by the Fire Wall. The rogue can
move up one tile north if space is tight between walls.
The first setup
*A* is the preferred formation over *B* because monsters usually
advance and stay within the Fire Wall. Formation *B* is useful when
there are not enough spaces for the rogue to clear the Fire Wall,
and when it is a Fire immune, Lightning immune monster mix. For
Fire/Lightning immune monster mixes, the mage can set a couple of
Firewalls first then go to the rogue position as the formation below.
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For
Non-Lightning Immune
Warrior peaks around the corner to check and activate monsters then the
rogue and mage step up to position on the other side. Warrior steps back
behind the corner and attack the monsters as they come close. The mage
can now release bolts of lightning at the monsters when at least a few
of them are lined up for the shot. The advantage of the rogue on top of
the mage is she will have a greater firing angle at monsters but a bit
harder to get in position. The rogue-beside-warrior is much easier to
form but scarifies the firing angles.
If
the rogue plays Shield, she could switch positions with the
warrior as shown in the picture on the right. With this setup, the warrior
can also switch to using a more damaging axe if available
It is important to
have the mage positioned directly inline with the first row of tiles of
the opening. The mage should not be wasting his potions casting Lightning
at an angle when he can hit multiple targets with just one strand.
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