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Post by codehunter87 on Mar 12, 2012 16:15:29 GMT -5
I'm still relatively new to this game in that I've only had it for about three months, so forgive me if this seems obvious to you guys.
Any recommended gear, weapon, and skill set-ups for CH 10 on Hard? Looking to beat it with someone besides Simon on a regular basis.
Currently trying to beat it with Soma, but would be glad to hear of recommendations for the other characters. Simon I can beat easily enough, but I use a couple Super Potions along the way and would like to reduce that.
With Soma I have a set-up just for getting through the stage, then a different one for fighting R. Count, but the R. Count clobbers me.
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Post by Number4429 on Mar 12, 2012 18:05:55 GMT -5
Well, for Soma I run the Claihm and tanky gear, along with the Final Guard soul. Makes the whole thing easy.
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redfoxxie
That's the way
You like Rats ?
Posts: 62
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Post by redfoxxie on Mar 12, 2012 20:18:15 GMT -5
Soma can use indeed Final Guard (at LV9 preferably) to kill R.Count without really even having to learn the pattern down. Just take a bit more heavy mana regeneration maybe and you can kill the boss without a sweat even if it might take a few moments more than going with damage oriented gear.
For the first form, just get the timing right. Get to melee distance, wait till he opens up his cape, do a small double jump and you jump over the wave coming under you, and the other wave goes over your head. If you wanna be crafty, you can zoom out all the way during R.Count's teleportation and you see the "ENEMY" text move where he will teleport. Helps by a bit.
If you feel confident, it's also nice to remember there is a safe spot right at R.Count's feet during its second form when he starts to spin fireballs around the room. Crouch down right at his feet and the pattern goes over your head. Then you can wait till the fireballs move and jumpkick from his head over the rest of the pattern. Works with everyone alright except Alucard, at least by my observation he gets hit easy there. Only thing you need to be careful with after that is the "chicken rush" which he loves doing especially after the fireball move.
As for setups, don't use multi-hit weapons for the boss(es) such as Valmanway. They perform badly though they do okay with the stage itself. Just spam spells against the minibosses cause your Valmanway won't be doing much. Spells do high damage overall during the stage and with Soma a spellcaster build is not a bad idea (I often take Ukoback to the boss and plant a fire to R.Count's head and otherwise damage with Fish Head, though Ryukotsuki would be better. I like to also use Pejora's Mask to clear corridors. It's all up to ones taste) . Anyone can do the stage quite well though Maria, imo, performs the worst. Her dragon move is crap to execute due to the fact it hits the roof of the corridors and thus reduces her effectiveness by alot.
Well, that's what comes to my mind for now..
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Post by codehunter87 on Mar 13, 2012 10:41:33 GMT -5
Well, currently, my set-up for Soma on CH 10 is this for the stage...
Valmanway Muramasa R. Medusa Head Succubus
Nova Skeleton Yorick (I never got around to switching this often) Disc Armor (Same) Flame Demon (Same)
Dragon Helm Dracula's Tunic Sonic Boots Crimson Cloak Miser Ring Apollonian/Artemisian Ring (Only have 1 copy of Miser Ring) Super Potion
It may sound a little off, but this actually saves me from spamming Super Potions the whole way, and at most I only need one after R. Grim Reaper, and I'm slowly improving and no longer needing a Super Potion after him.
Here's the set-up I JUST discovered last night for dealing with R. Count, which works very well for me.
Claimh Solasis R. Medusa Head Minotaur
Exact Same Hunter Skills
Dragon Helm Ancient Armor Sonic Boots Crimson Cloak Miser Ring Apollonian/Artemisian Ring Super Potion
It actually works well for me now, as it extends my survival long enough to defeat him. And it saves on MP to spam the Claimh's giant swing when I can safely do it to end the fight faster. I also know his patterns well enough to dodge for the most part, but there is the occasional slip of the thumb or when he initates his Chicken Rush when he's not on my screen after dodging the spiral fireballs.
For Simon, I use...
(All Subweapons maxed) R. Dagger R. Axe R. Boomerang R. Fire Bomb
Simon's Bandana Simon's Plate Fuma's Greaves Simon's Cloak Two Apollonian/Artemisian Rings for better defense, may switch to have a Miser Ring. Super Potion
With Simon, I find dodging is easier due to his height, and his whip deals fair damage to everything, though I do use R. Fire Bomb on R. Grim Reaper.
Thank you for the advice though, I may switch to using Final Guard and see if it helps, though I think I'll take what works for me.
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Post by Number4429 on Mar 13, 2012 19:36:49 GMT -5
The trick with Final Guard is to tap it for only the brief moment where the fireball is hitting your character frame so that you don't use too much mana. I usually run a ManaPrism when I use Final Guard Soul. You shouldn't need it when you get to form 2.
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Post by swerve on Mar 14, 2012 20:51:27 GMT -5
For R. The Count, I use chaos rings, warg (form 1) and fish head (form 2). Usually I'm wielding the claimh, so I never use succubus, but I'll mostly run the creature for incidental HP recovery through the level and switch to treant or imp (if I think about it) for the boss battle. Ultimately I decided that the time I spent changing out my equipment is time I'd rather spend trying to get through the level again, so I have a tendency to just leave whatever I start with on the whole way.
For non-somas, any of the whip users are basically identical in strategy (hop-whip, repeat). One thing I found fairly effective is using acerbatus on shanoa with a couple chaos rings to correct a little for the high mana cost. This seemed more effective than filling the room with globi. The same hop-spell technique works with Fuma (using war drum).
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Post by clemons75 on Apr 5, 2012 19:35:11 GMT -5
Is this Soma setup a viable alternative? Its kinda idiot proof, but is there some piece I could replace while keeping the general "please don't let me be the skeleton" vibe? I'm not an expert at R.The Count, so I need the training wheels (ancient armor) for now.
Val+1 (for the stage) Nebula (no CS) Dragon Helm Ancient Armor Sonic Boots Bishamon Raiment Miser x2 Super Potion
Final Guard Treant
Fish Head Hellmont (don't really use this on Ch.10, it rocks vs Astarte (sp?), tho) Nova Skeleton or Alamaric Sniper Yorick
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Post by jagwar1284 on Apr 5, 2012 22:08:54 GMT -5
It sorta is.. but sorta isn't
Truthfully, I'd go with a Muramasa*ethier version* for the second hand Slot*
Only thing I'd really change would be the cloak. Crismon Clok for a strength boost,or Blue for a INT boost.
IMO, don't feel bad about sticking with Ancient Armor. Hard R.Count does more than enough damage *to* justify wearing it.
Treant CAN be switched out for something else *Like Imp or Succubus, depending on your needs and how maxed out they are* Final guard should stay unless you're great at Dodging, in which case Buer would be a good idea for extra Damage.
Bullet Soul wise... TBH, it's really up to you. I get a lot of mileage from The Warg soul*which, IMO is Prefect for R.Count*. but that's me
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Post by clemons75 on Apr 6, 2012 13:38:09 GMT -5
Thanks, I'll try out warg. Don't care for ukoback, the casting feels oddly timed
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Post by Commander Raze on Apr 20, 2012 6:14:25 GMT -5
My setup is this: Muramasa +1 Valmanway +1 Final Guard Minotaur
Yorick Fire Demon Sea Demon Puppet Master
Dragon Helm Berzerker Mail Sonic Boots Crimson Cloak Miser Ring Miser Ring Super Potion
This build is great if you are okay at dodging. Also, on the first form, just tapping the jump button will work just fine for a dodge. Double jumping is not necessary.
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