Showing posts with label videos. Show all posts
Showing posts with label videos. Show all posts

Wednesday, July 23, 2014

Maze of Illusion Part 2 (Stage 125-132)

For stages 121-124, see part 1.

[July 29, 2014 Updated with free ranger video selections]

Stage 125, 126, 127 

For players with access to mastered premium rangers (specifically Ola Brown/Songster Cony/Sorcerer Cony, Prince James/Dancer King Boss, Bernard/Dwight/Susu/Thunder Brown, Hitman/Abdula/KSM) then 125, 126, 127, and 128 will play quite similarly. The goal is to splash down the tower (there'll pretty much be no point in time where you can feasibly single-target attack the tower). The key obstacles to overcome are getting rid of the Ryo mushrooms at the front and the Dice at the back. 

The way to do it is to stall as long as possible during the enemy's first pass so that they all pop out. Then tornado them back and then allow all the non-boss enemies to walk forward ahead of the enemy pack. Then you can use ice shot, meteor, then invincibility to clear all the small enemies and weaken the slow mini bosses a great deal. Saving friend help for this critical point in time is best. This will be the common tactic used in just about all the strategies for the rest of the area. What will vary is the number of Spades and Crockys that you'll have to contend with in each stage, with increasingly stronger enemy towers. But the strategies are essentially similar.

And by the way, if you are having a lot of difficulty with stages 124+, spend the time to farm up a master Sorcerer Cony. She is very helpful.

In 125, you'll have 4 Spades, Ryos, Ambers and Dices. This is the free ranger method by Wei S, and it assumes you have access to at least a level 60 Sorcerer Cony from Stage 124.


Here 125 done with Master Bernard, Dwight, Ola Brown, and Songster Cony.

Here is another 125 done with Free Rangers: Glenn, Xan, Shu, SoCo, Opera James, from Arsoitee STSerbvong.

In 126, you'll have 4 Spades, Ryo, Ambers, Dice, but no Coocoos.

126 with free rangers: SoCo, Shu, Masked Moon, Xan, by michael suzuki.

In 127, you'll have 6 Spades, Ryos, Ambers, Coocoos, but NO Dice, so you can feel free to use your shorter ranged splash units like SoCo and Opera James. Below are 2 good examples by nunbkk.

Stage 128

You guessed it... it's like all of the above, but worse. The combination of Ambers, 11 Dice, Coocoos, 4 Crockys along with 7 Spades makes 128 absolutely brutal. Here is my favorite way to do 128. You need to have KSM, one other mastered long range splash ranger (Ola/Songster/Shu), and Red Brown. Your KSM can be level 70+ and it will still work, but you should have either mastered Ola or Songster to make up for it.

Of course, a free ranger strategy is possible for 128 and several great players have put out videos for it. But my favorite for free rangers is from a Thai player, Arsoitee STSerbvong.


If you have mastered Susu, and a lot of other heavy hitting splash rangers, give this one a try.

Stage 129 - Ryo, Coocoo - Lots!

129 dials the pressure back down again, and things get simpler, but more intensified doses of small enemies. I think they threw this one in here just to give you an easily farmable stage for the last piece of treasure. There are many ways to deal with 129 because of its simplicity, but for main tank, Thunder Brown is my favorite choice. He's really not that pricey to deploy, he's very meaty, and his cooldown is about 2 seconds (mastered). He's spammably delicious! 

This video is by far my favorite strategy. It relies a little bit on friend help, but the majority of the pain being dealt is from master Shu while Thunder Brown tanks with his face in the shrooms. 

If you do not have Red Brown, here are Scott, Rei, Glenn, Shu and Sorcerer Cony.

Stage 130 - 2 Crockys, Dice, Coocoos, 5 Spades

After 129, difficult ramps up again as you head toward the end. Many strategies from 130 through 132 will assume that you have unlocked the treasure. And if you haven't, you really should farm 129 because it helps a lot.

Here is one way to do it with free + event rangers: Mastered Shu, SoCo, and Red Brown.

Here is a 129 video with pure free farmable rangers by michael suzuki: Glenn, Scott, SoCo, Opera James, Xan

Stage 131 - Short path with Amber, Ryo, Dice, Crockys, Spades

131 being such a short path creates a terrible challenge with the Dice. But actually, it's not bad at all if you have Sorcerer Cony because she packs serious punch. The first hurdle is to set up your team. You need to stall the first Ryo with as few lowbies as possible, meanwhile deploying as many Conys as you can so you have a small army. Once you get a few Conys out, you can tornado everything back. Follow up with invincibility, ice, and meteor. The goal is to kill all the Dice. There rest of the stage is just keeping the enemy from moving so Cony can splash the tower down.

The Thunder Brown, Ola Brown and KSM trio on this video below by Cheng-Ling Chiang makes 131 fairly simple. If your Ola and KSM are not mastered, you could also throw in SoCo and/or Abdula in the team to increase your damage. If either your Ola or KSM are not mastered, the trio will narrowly miss the damage requirement, so you do need to make up for it by adding another ranger. This strategy does require you to have pretty high mineral production. If you're not cranking out enough units after the ice shot goes out, you might be too low leveled.

Stage 132 - King King and everyone else

132 is the mother of all of the stages. It's got everything. The majority of videos out there require you to have Susu and if you watch the videos, even mastered Susu can't take the heat of this enemy procession for very long. I'll discuss 3 different teams to approach 132.

Premium Rangers: Another one by Cheng-Ling Chiang. This video uses mastered Scott, Thunder Brown, Ola Brown, Songster Cony and Dancer King Boss. Premium rangers, yes, but none of them are from the latest set of rangers. I love that this player pulled out Scott and Thunder Brown, rangers who have been long forgotten.

The strategy is similar to the Stage 124 technique. You stall with Scott and Thunder while leveling minerals and waiting for all the enemies to pop out. Deploy DKB and Ola with any spare minerals. Once they've beaten up your tower for several million HP, use Tornado. Then after using tornado, you wait until about halfway, when the enemies are still marching pretty close together to use Ice Shot, Friend help, Invincibility, and Meteor. After invincibility wears off and King King slaps your team with his hammer, you are guaranteed to get a Thomas, which will further slow down the group and stall while you wait for Hurry Up. You should keep deploying Scott nonstop, Thunder Brown on cooldown, prioritize Ola > Songster, and forget about DKB now. When Hurry Up starts, all the enemies lose half their HP, which should help you clear up King King, the remaining Spades and Coocoos. Once you are done with those, you have to deal with the march of the Hurry Up enemies, which includes another half-health King King. It will hurt, but if you keep the pressure on with Scott and Thunder, they should pretty much stop moving. Use Thomas as soon as you get him. Eventually, Ola Brown and Songster will KO the tower with splash. This is definitely a long battle, even with premium Gacha rangers. Impressive display by Cheng-Ling Chiang.


Free rangers including Event Rangers: if you follow this video below by 黃小翰 and his team, you're doing basically the same thing as the premium rangers, but timing is even tighter, and there's a lot of stalling. After all 5 of the Spades have spawned, you'll already be dealing with 11 Dice. The video waits for Dice #18 to spawn before using tornado.<insert exasperated emoji here!> I believe there are a total of 20 Dice during the normal phase of the stage. 

After tornado, keep deploying Red Brown to stall the enemy pack to move slowly together towards you some more. Once there, unleash the pain with Ice Shot and Friend Help. Follow up immediately with Invincibility to maximize your army. Your goal while your items are in effect is to kill all of the dice. After invincibility wears off, you're just stalling again until Hurry Up and Thomas. Hurry Up will chop half of remaining health off King King and the Spades. After Hurry Up has begun, unleash Meteor and Thomas. That should get you very close to killing off the boss units so you can deal with the new Hurry Up units. No more dice spawn *until you get to the tower*, so just stall with Glenn (he's cheaper) and let Cony and Shu deal damage. Once you close in on the enemy tower, use Red Brown again because more Spades, another King King and more Dice start to appear. Continue to deploy Red Brown > Glenn > SoCo > Shu until victorious.

If you don't have Red Brown or Shu, Wei S has a pure farmable free ranger method as well. The basic strategy is the same: stall and wait for many enemies to pop out. Up until tornado it's almost the same as the 黃小翰 free ranger video, however, without Red Brown to help slow down the enemy march and Shu to out-range the Dice, you will be forced to use tornado much earlier. The second significant difference with this video is that King King is much closer to the home tower when Hurry Up begins. It's a longer distance to push toward the enemy tower again, but I suspect he did this intentionally and there's a reason for this. Those of you who read my post about Stage 108 will recall the genius of allowing Hurry Up to begin while your troops are very far away from the enemy tower. Because the enemies have to walk a great distance to you, it buys you more time to exclusively deal with the faster, smaller enemies as they march forward ahead of the mini bosses and spreads out the mini bosses so you can deal with them one at a time rather than all bunched together. This is how Wei S deals with the Amber bunnies, Crocky and the new Spades during Hurry Up. It's tougher in its own way (and about a minute longer than the method with Shu & Red Brown), but such is the life of a free ranger player. Masterful video!

Good luck, everyone! May we all find Sally one day...

Maze of Illusion Part 1

This new area has created more uproar than any other new area in Line Rangers history. I've been busy and not really playing hardcore or playing to win since early last week so I've completely missed some of the drama that has been happening with the game. Though I didn't really live it, I definitely heard about some of the craziness. The short version is, the Maze of Illusion released and many players roflstomped over the whole thing just cleaving down the tower with Cherina spamming. Line then updated the area about an hour to 90 minutes later to buff the enemy tower health a huge amount to make Cherina spamming nonviable. Over the course of the next several days they did various things to the enemies and the stages to tune the difficulty back down, but at the same time they also changed some ranger stats to indirectly tune the difficulty up.

At the time of this writing, they're still tweaking some things and driving us all nuts. Strategies that worked before may not work now and strategies developed today might not work next week. Because of this, I'm almost glad that I've been too busy to really write anything about Maze of Illusion because it would have all been invalidated a couple of times over already, and that would make me pretty darn mad. It is also for this reason that I will not be recording any specific strategies because honestly, I'm not seeing the point if it's invalidated at any time. I'll discuss some good ones that are already out there, though. The area is really tough, and a quick glance at some of these numbers and it will be obvious why it's such a beast.

I did not confirm these numbers, but at a glance, these seem to be about right as of today. Who/where is nonmetoo@lineranger? If anyone knows, please comment & tell me
Example of the flip-flopping by Line: The widely distributed "Free Ranger" video for 124 made by Wei S worked really well for 2 days but on 7/22, the strategy no longer worked due to the tune-up of the stage. Then on 7/23 they reverted the stage back to the way it was pre-7/22.

I have some major gripes about post-release tune-ups, especially ones that happen five days post-release. It's frustrating to players because they've already been challenged once and may have finally nailed it down only to be slapped in the face a second time (or depending on how early you tried it, a third time). And then changing their minds and putting it back to the way it was again. I really don't see the point of it as a developer to do such needless tune ups on an already challenging boss stage. As far as boss stages go, I think the tuning of 124 is perfect where it was, "post-7/17", "pre-7/22", and "post-7/22". It is, after all, the first boss stage of the area.

My next biggest complaint is the reliance on Shu. Players without Ola Brown and Songster Cony can only hope to play with surgical precision relying on Shu heavily for ultra-long range splash to combat Dice. Seriously, what is a free ranger player to do if they missed the 2 Shu events? ...Which is why I'm almost positive that maybe in 3 weeks, they will tweak the stages again to make it possible to clear without Shu.

Stage 121 - Onslaught of Amber and Ryo

Going from 120 to 121 is quite a rude awakening. The ongoing theme of Maze of Illusion is that the damage is front-heavy. There is certainly a lot of splash, but the sheer uptick of damage on tanks compared to the earlier areas is amazing. 121 is by far the easiest stage in the area, and it's the only one that I could confidently label "easy."
This video made by michael suzuki is my favorite display of 121. It's simple, straightforward and plays to the strengths of all three of our free splash rangers (slow everything, but high damage).

Stage 122 - Ryo, Amber and Sally's genetic mutation

This stage is almost exactly the same as 121, but with the added damage from the long range Coocoo birds. It's a tough stage but it plays very well with lowbies. If you've been an avid player of Rangers in the last month or so, this video by free ranger master strategist Wei S may be right for you as it uses event rangers Red Brown and Shu.

If you are a purist, then michael suzuki has a 3-lowbie strategy that may break a few fingers, but is very good as well.

For the master of Gacha premiums, here's a video by Naratah featuring Susu, Hitman, Hip Hop Brown, Dancer King Boss and Dumpy.

Stage 123 - Dice of Death

123 may be the first place where the majority of people will get hung up. This stage is ridiculously tough if you don't have access to a few key rangers. In fact, from here on out, without ultra long-range rangers, you're in for some pain. For free players, you haven't gotten Witch Cony maxed, it's time to do that. Free players who got Shu are better off. Teams who have access to Ola Brown and Songster Cony are definitely better off. Why? The Dice enemy throws long-range splash damage to everything in the front to almost everything in the back. He deals a lot of damage and has a huge chunk of HP (even after he got nerfed post-release). I kid you not, this enemy is the biggest problem in the entire area. The way to deal with him is to simply out-range him, or wait till all of them pop out and tornado to restack them all for an all-out slaughter and hope you kill them all before your invincibility and ice shot run out. If you have SongCo, Ola, Shu, DKB or Prince, by all means, use them because they out-range the Dice's splash. 

Here is Wei S' Shu free ranger video on 123. It does rely a bit on powerful friend help, but by and large a strong display of lowbie + Shu play.

Stage 124 - Amber, Spade, Ryo, Dice, Coocoo

At the time of this writing, Stage 124 only features 1 Spade enemy and therefore the strategy by Wei S works perfectly fine. This is very difficult to pull off without Shu (though you can replace Shu with Ola/SongCo if you have them). The highlights as provided by Wei S are: Begin with Xan, then Sol. You're stalling for all of the Ryos to come out (roughly until the procession reaches your tower and hits it for about 3-5 million HP) then you can tornado the whole lot back and begin deploying Sol, Opera, Shu and Friend Help. Right as the mushroom enemies meet your rangers, you want to use your invincibility. Before invincibility runs out, use meteor. Right before invincibility ends (try to time it so you waste as little time as possible), use ice shot. If all the mushrooms, bunnies and dice die at this point, then you know you've timed it correctly. From here on out, you're just going to need Xan, Shu and Witch Cony. Maximize your deployment of Shu and Cony by timing it so you only have one Xan out at any time. Xan can withstand 7 Spade attacks before dying, and you'll want to deploy a new Xan when the 5th attack hits the current Xan. You will likely hit Hurry Up, but you should still down the tower before the Hurry Up pressure becomes too great. 

If you have Ola, SongCo and Dwight mastered, there's the LOL easy way to do 124.

If 124 flip-flops back to the 2-Spade version at some point, you can check out this video by Katsunco, which uses Bernard, SoCo, Ola and Hip Hop. Wei S also figured out how to game the trigger so that you'd only ever get 1 Spade if the stage does pop 2 of them (one at the regular start point and one when you reach the tower).

For this part 1 post, I'll end it here at 124. The latter part of the area is quite different and needs to be discussed separately. For stages 125-132, see Part 2.

Since a lot of death is expected to happen throughout the course of this area's stages, how can you use Gold Brown to your advantage? It's "semi-random"... Gold Brown is triggered when you happen to lose a whole bunch of consecutive times on the same stage. This is an article brought to you by the LINE Rangers 台灣社團. Basically, if you fail to clear a stage about ~10 times in a row, you can expect that Gold Brown will come and assist you soon. If you wish to force a trigger, you can simply start the stage you need Gold Brown on, wait until the first friend support unit shows up, and if it is not Gold Brown, just pause the game and hit Restart. Repeat until he shows up. According to the article, Gold Brown is a Splash class, he does 235k per hit, hits once per 5 seconds (47k DPS), Normal move speed, and he has about 8 million HP. Neat-o!

Thursday, May 15, 2014

Skyscraper - Videos and Thoughts

Skyscraper: Monkey brains, bats, ladybugs, dynamite... and twerking. What's not to love?
Although I don't think I like the poodle abusing goth chick.

[Update: May 21, 2014] 
Skyscraper has been revised. The boss stages are more difficult than they were at the initial release.

As some sort of consolation for making the area more challenging, LINE has sent us all a free Cobe. I like Cobe, but, I think it's still generally a bad idea to make stages more difficult after they have been released. That's just my personal opinion on game updates, though. I suppose it'll put players without special rangers in an even more precarious position for stage progression, and those with KSM & company may wince maybe a little at the change. Cobe may help, but probably not a ton. Cobe is a good splash ranger who can get herself (himself?) up to the front line fairly quickly and can take a few hits due to medium-high HP at max level. I believe this is the second free Cobe event since the launch of the game, so veteran players may have a level 60 Cobe already.

The New Stuff

The newly available 4 star ranger is Opera James and 5 star is Masked Moon. James is absolutely fantastic as he's a powerful splash ranger who costs less than Clara and maxes out at higher damage as well. Masked Moon at level is quite a piece of work. I personally haven't found a good reason to use him yet but at max, his health is insane and his attack is formidable. At lower levels, I would pass on him altogether because you have better options for both health and attack.

And the Treasure for this area is... click to find out!

Free Ranger Videos (Up to date)

First-time Playthrough Links 

I used Hip Hop Brown [70], KSM [55], Dancer King Boss [60], Sorcerer Cony [50], Charismatic Jessica [70] in almost all of these first attempts... just because I can. These videos were just for fun because I recorded the very first time I encountered the new stages. If you are looking for other ranger teams, I might work on those later, though there are plenty of people who do a better job of those kinds of videos than I do! I make no claims about being a good player, I just try my best with what I have, so proceed with the attitude of fun, please. [Update: All the boss stages were revised to be more difficult, featuring more mini boss enemies per stage. Videos are probably outdated but haven't had time to sort it all out so watch with caution.]

Stage 117 pwnd (me)
Stage 117 Cleared
Stage 118 Cleared

Stage 112 Cleared (Free rangers: Sol, Clara, Sindy, Warrior Jessica, Scott) - [Update: outdated due to stage revision]

First Impressions

I stand corrected on my previous predictions. This entire zone was trivialized significantly by KSM, Dancer King, Hip Hop and Bernard. If you watched my videos above, this is quite obvious. Every stage was one-shot except for 117 & 120. I got 120 on my 4th try (with Dancer King [60], Sorcerer Cony [50] and 3 lowbies). I still enjoyed it, though. Going back and trying these again with other ranger combinations will be fun.
Mundo? More like Psycho... Pet kidnapper. I don't like her. I bet she's the one who abducted Sally for the Alien King.
In addition, lowbies have made a huge comeback. I will try my best to remember to put KSM & company back in my team when I am not playing, sorry in advance if you use my help and get a Bella :( Koji (red jumpsuit enemy) is really terrible to deal with and having a horde of lowbies in the front helps a lot. Same with the dynamite enemies (not listed in the enemy collection). It's also very helpful on Stage 120 where Mundo (poodle riding boss) body slams everything in a huge radius. Might as well let her kill throwaway lowbies. 

Richard, the green dino mini boss, has an insane range. I mean, really ridiculously long range. Everything, including Dancer King Boss and probably most towers, gets hit by his splash damage. Any time this mini boss is present, it acts as a ticking time bomb because if you don't kill him in time, your tower will get splashed down and game over -- Use your Tower Repair carefully. Luckily, his attack speed is pretty slow, and he's not terribly difficult to block with a standard health ranger.

That's all the thoughts I have for now. Hope everyone is enjoying the new area's challenges.

Sunday, May 11, 2014

Difficult Stages - Stage 108

[Quick Update 5/23/14: Since May 22, many ranger's stats were buffed. There are many ways to clear Stage 108 now, but I would suggest that you invest in Sol as a team member. He is very strong these days, especially maxed out at level 80.

New Stage 108 Video - Easy Mode with just 4 rangers: Sol, Alice, Witch Cony, Warrior Jessica]

Stage 108 is the current end-stage of the release as of this writing on May 11, 2014. It's a very challenging stage if you don't have any special rangers. Then again even if you do, if the special rangers are not KSM or Dancer King Boss, you're going to have to try a few times before you get it.

The very frustrating thing about this stage is that depending on how and when you deploy your rangers, the stage will progress differently for you. The enemy formation varies somewhat inexplicably. I've had situations where in a single stage I have gotten 1.5 Evas, 2 Convini (the best possible formation). Another time I got three Evas, 2 Convini, unicycles and ice cream. Sometimes I get a normal formation of 2 Evas, 2 Convini but with unicycles and ice cream enemies sprinkled in the lineup. Also, depending on where your team is located at the time of Hurry Up, even the formation and types of enemies you receive in the death march of this stage is different. Sometimes you luck out and you only get a sparse lineup of Mabebe, Sena, Tylers, unicycles and ice cream. Sometimes you get your rear end handed to you on a plate by a densely packed stream of more Sena than you can ever defeat along with every other enemy in this zone. Therefore, I cannot really break down the stage into digestible parts. All depends on how you play.

There is hope, however. I found this one video made by a player who has my utmost respect. He not only nailed down the perfect timing for clearing this stage with an all common/free ranger team, he's also figured out how to methodically trigger the ideal enemy formation for 108 (1.5 Eva, 2 Convini, no ice cream/unicycles during regular stage, and the best possible Hurry Up scenario). This video is here, made by YouJJay. *Please* go watch his video if you need help with 108. I'm going to shamelessly take screenshots of his video and discuss them in this post. There are some things he does that I think are genius. Definitely worth pointing out to aid you in success.

The Team & Deployment Order

I'm going to assume that he has at least unlocked the Castle in the Sky treasure, though not sure if 100% or not. His team is probably fully leveled to max and the members are Clara, Alice, Witch Cony, Sol and Warrior Jessica. In his strategy, Warrior Jessica is highest priority for deployment, followed by Sol, Clara, then Alice and Witch Cony. I mentioned before about never being "supply blocked." The idea is, you may deploy anyone who is not on cooldown as long as doing so will not cause you to be unable to deploy Jessica when her cooldown is finished. Example: if you have 500 minerals when Sol's cooldown is almost done while Jessica's is 80% done, don't deploy Sol first. Wait for Jessica's to come off cooldown, deploy her, then deploy Sol when you get enough minerals. Never deploy someone else at the cost of wasting time not deploying Jessica.

Execution

I've tried his strategy several times and it's been foolproof so far. At the start, upgrade minerals to 7, then deploy Jessica. Upgrade minerals to 8, then wait until you can deploy another Jessica, followed by Sol, then Clara. Repeat Jessica, Sol, and Clara again before deploying Alice. Early on, you should only have enough minerals for those 4 anyway, so Witch Cony won't be even a thought until you have a few of those top 4 rangers.

If you time it that way, you will almost always end up in the spot that is identical to the video. Additionally -- and this is key! -- this will allow Convini to walk up *ahead* of Eva and start to hit Sol. This is very important because if he is not at the front of his group, Alice and Witch Cony won't be guaranteed to target him. If you follow this priority of deployment you will trigger Thomas when Convini's health is low and have enough fire power to defeat him before the pack of enemies backs you into your tower.

Once Eva and Tyler start to beat up on your tower, keep deploying your rangers to slow down the HP drain from Tyler. You are required to wait for the 2nd Convini to walk all the way to your tower because you are stalling for time. Time for what? (1) You're feeding your rangers slowly to death a bit here to trigger Thomas later. (2) You need to continue to damage Eva little by little in order to kill her before Hurry Up. (3) You must absolutely not be standing too close to the enemy tower when Hurry Up timer triggers because standing in various locations on the path triggers different formations. Also, standing too close can indirectly make Hurry Up more difficult for you (more on this later).  So, when the tower gets low, use Tower Repair to continue stalling. Use your Missiles as you get them. When Convini reaches your tower, Tornado them both back.

Here's the next critically important thing to note. You need to wait until Convini #2 passes the point where his text box is located before deploying your first Jessica. You need to do this because you want to end up about 1/3 of the way down the road and fight Convini and Eva there. I'll explain why soon.
As you fight Convini, Eva and Tyler here, your rangers are going to very naturally clump up into the great ball of death that you will need in order to slug your way through the Hurry Up part of this stage. If you continue to deploy in the priority mentioned, you should have no trouble getting all these remaining enemies very low. As soon as Hurry Up starts, drop the Meteor on them and Eva, Tyler and Convini will die. Now's also the time to deploy your Friend/Sidekick.

There are 3 reasons you are located here instead of further down the road. The natural instinct is to try to get as close to the enemy tower as possible after a tornado, right? You'll have less distance to have to fight through. But in this case, being far away from the tower gives you 3 advantages. (1) Your 3 heaviest hitting rangers (Sol, Clara, Alice) are very slow. The closer your army's meeting point is to your home tower, the faster and safer you can build up your ball of death army. (2) Convini walks faster than Eva. Giving him time to walk to you will allow you to focus your fire on him alone without taking extra damage from Eva. (3) When the stream of enemies from Hurry Up pop out of the tower, they will be tightly clumped, like their own ball of death. You do not want to be on the receiving end of all of that fire power. Since the enemies all walk at various speeds, the longer they walk, the more spread out they become. By the time you meet them, Sena has fallen behind and you can pick off the lone unicycle very safely. Without danger of being ganged up on, your army will get larger and larger and be able to inch its way to the enemy.

Continue to deploy your rangers, of course, and they will slowly join your mighty ball of death as you push through the enemies. But be mindful that as soon as you reach the tower, one half-health Eva will pop out. Use Ice Shot here to freeze everything in place as you splash down the tower and also kill her. After they thaw, it's pretty much a win!
Ice Shot the 2nd Eva
This method works every time. The timing and positioning are very precise and takes all the guesswork out of the formation of this stage. All kudos go to YouJJay. Go watch his videos, like and subscribe and all that good stuff.

Sounds like updates to the game are coming fast. Hope you guys clear 108 soon!

Saturday, May 10, 2014

Difficult Stages - Stage 100

Clear Stage 100 by May 30, 2014 and you will receive Sorcerer Cony for free in your mailbox on June 5!
This post is just for Stage 100 as it has come to the forefront of players' attention during the Rangers Event Sorcerer Cony giveaway. I've collected all the stuff about this stage and put it all here for reference.

Stage 100 was really difficult and since a couple weeks ago it was tuned down in difficulty, but still pretty challenging for some. Since there has been some back and forth about it with several of my readers, I'm putting all the links I think are useful for people to take into consideration. And these are food for thought only, not an exact guide. Keep in mind, all my videos have the 45% attack bonus from treasures, and I would imagine that the other Youtube video makers do as well. 

Stage 100 is tough on the front line while also delivering tons of very annoying splash damage on your team. It's important to take into consideration the DPS, speed, and cooldown of your available rangers when seeing if they will rise to the challenge of this stage. 

At the start of the stage, as long as you stay on the left half of the pathway and don't cross the midpoint, you will only have to fight a steady release of Tyler (airplane enemy). It's plenty to deal with on its own because when a lot of them stack up, your health rangers will melt in seconds. If you're using any health rangers, make sure that they can be sent out quickly and if they can't (like Styne), you will need a faster ranger to back him up (like Moon). Both direct damage and splash damage rangers are useful in this part of the stage so long as you have someone safely in the back doing it. 

Once you finish off the airplanes and cross the midpoint, you'll start to get Mabebe (chicken enemy) and a lot more ice cream enemies. The thing that's going to determine whether you win this latter part of the stage is the size of your army when you cross the midpoint. If Stage 97, 98 and 99 have taught you anything, it's that you don't cross the midpoint with a skinny army. You need a rather large "ball of death" as you walk across the middle. 
That ice cream is gonna die in about 2 seconds!
The ball of death is when you have a healthy clump of rangers and your entire team approaches the enemy front in tight formation. No super speed rangers are dashing ahead of the group. Your fastest and slowest rangers as well as your melee and long-ranged rangers are standing together pretty closely, all meeting with the enemy together, thus able to start firing on the enemy all at once. Said another way, it's when you build up to critical mass to quickly get rid of the next big enemy in front of you without losing any rangers. Your team will only continue to grow past this point. This is the kind of team formation you need in order for the ice cream enemies to die as soon as they get into damage range. For example, if Xan and Jessica are running ahead halfway across the path to meet a Mabebe and an ice cream alone, they're as good as dead because Ellin/Sol/Alice/Sindy/Clara are way in the back, not even in firing range yet. And by the time they get there, the big meaty health rangers are all about to die, then your long-range team will die too.
Side note: Even the video that uses 2 lowbies has a ball of death. It's the group of Sindys and Claras in the back. 
The entire group moving closely, killing each of the 2nd wave of enemies off one by one and inching forward
This takes a considerable amount of planning when you are fighting Tyler to control how quickly you kill him so that you buy yourself enough time to build your team up while making its way toward the middle. This may mean holding back on Friend, Thomas, Missile and other Items. If you don't have enough total DPS to kill the ice cream as soon as they pop out, you can say goodbye to your army in the second half. I would even go so far as to say, if you are barely making it through the Tyler half of the stage, re-think your team as the second half will surely kill you, and if not, then Hurry Up will. I highly recommend keeping Ice Shot as long as possible so that you can use it to freeze the enemies at the foot of the enemy tower towards the end (or right as Hurry Up begins). 
Hurry up? Who cares, you have the ball of death. Everything melts as it meets with your team. 
The things to pay special attention to whenever you're watching a video of someone's gameplay are:
  • When they upgrade minerals and when they stop
  • When they use Ice Shot and Meteor, and where
  • When do they deploy Friends, if any
  • Which ranger in their team is top priority for deployment, which ranger(s) are deployed only when everything else is on cooldown and you have mineral to spend which will not get in the way of you deploying your top priority ranger when it is ready to deploy again. RTS players will know this phenomenon as not being "supply blocked", thus always able to get what you need most deployed ASAP. 
It's a tough one but by no means impossible. It takes planning, good timing and lots of practice. Hope all these are helpful! Good luck!

Link Type of Review Rangers Used
Line Rangers Stage 100 - General Brown Just Video Sol (70), Clara (60), Warrior Jessica (60), Fighter Moon (60), General Brown (60)
Line Rangers Stage 100 - Xan Just Video Xan (70), Sol (70), Alice (70), Warrior Jessica (60), Ellin (60)
Line Rangers Stage 100 No Health Rangers Annotations Sol (70), Ellin (60), Warrior Jessica (60), Alice (70), Fighter Moon (60)
Line Rangers Stage 100 - Xan, Honey Just Video Xan (70), Honey (58), Alice (62), Warrior Jessica (60), Sol (67)
Line Rangers 100 - 2 lowbies Chinese annotation (Not my video) Sindy (52), Warrior Jessica (40), Clara (60), Rei, Scott
Line Rangers Stage 100 free rangers Not my video Sindy, Ellin, Clara, Styne, Fighter Moon

Videos for other stages in the Castle in the Sky are here. 

Wednesday, May 7, 2014

Panic Plays the Gacha

Today, my region got 11 rubies for log-in bonus (10 new bonus + 1 daily log in) so I just got a total of 20 rubies. I figured it would be fun to record the wah-wah as I spend it and get some garbage rangers.


Why, Cony, why?

Castle in the Sky Stages - New Videos Posted

I've been having fun with my new software the last 2 days so I haven't actually had a lot of time to play or level my rangers. Mostly trying to get the hang of recording video for the stages and maneuvering YouTube.

I managed to get videos posted for most of second half of Castle in the Sky. Stage 102, 103, 105 are up now, and I voice-overed 102 & 105. I did 103 with YouTube annotations only because it's a super tedious stage that has no critical points in time that are worth mentioning. 

Anyway I hope it is helpful. I'm not sure which I like better, writing or videos. I think I enjoy writing more, but players probably use YouTube more and find it more helpful than screenshots. Let me know what you find better. 

I don't know why Blogspot doesn't let me embed the video previews of my own videos. :( So here are the links instead:

[Update: new videos since ranger stats change in bold]
If you are looking for help with Stage 108:
Enjoy!


Monday, May 5, 2014

Stage 104 & Stage 108 Video Trial

Videos

[Update: Looking for new Stage 104 and 108 video guides? Stage 104 video and Stage 108 video updated since ranger stat changes.]

Testing this out to see how it goes. I don't think Stage 104 is particularly difficult, especially with this team of "free" rangers, but I just made this video to see if it'd be what I want... I put some annotations on the video to point out some important things in the stage.

Here is the link in case it doesn't show for mobile viewers.

Line Rangers Stage 104 Clear - Common/Free Team


Here is a video I did of Stage 108. I did a voice cast of this game instead. I'm sort of trying that out as well.

Line Rangers Stage 108 Video - Failed with Free/Common rangers <-- link in case the video doesn't show for mobile viewers.

Thoughts? Like/dislike? Or shut up, Panic, and just keep blogging with text?

Upcoming

I'm still working on an all-stage-obtainable "free" ranger team victory for the rest of the stages. Particularly Stage 108. There's also some funkiness about the stage. I've noticed there are about 2 or 3 different variations to the formation and ordering of the enemies in the stage (as you can see in the video above). I haven't figured out how it's triggered yet. Anyone else know?

[Update: Check out the videos & analysis specific to Stage 100 and Stage 108.]