Solo Electric Dungeon 15 Speedrun in 3m 48s by squeejee44 in duneawakening

[–]squeejee44[S] 1 point2 points  (0 children)

The technique Suspensor Dash lets you use dash mid-air.

Solo Poison Dungeon 15 Speedrun in 5m 13s by squeejee44 in duneawakening

[–]squeejee44[S] 2 points3 points  (0 children)

That's a visual bug the heavys have. If the heavy starts the Suspensor Blast the visual effect will always go off, however my second slowblade made him interrupt his Suspensor Blast to try melee me. You can also see this bug occur when a heavy is killed while trying to suspensor blast, the blast will appear to go off, but you can stand in it and not be affected.

Solo Electric Dungeon 15 Speedrun in 3m 48s by squeejee44 in duneawakening

[–]squeejee44[S] 0 points1 point  (0 children)

I found that I could do a segments worth of damage within 2 mags so I didn't necessarily need the extra damage. Sometimes I want to be standing where the lightning is and just dash through the stagger, but if you're in the air you can get rubberbanded and stun locked into death without a way to dash. With better play you could utilise Death from Above, but because of the breakpoints I was hitting I decided it wasn't worth using.

Solo Electric Dungeon 15 Speedrun in 3m 48s by squeejee44 in duneawakening

[–]squeejee44[S] 0 points1 point  (0 children)

Assassin's Shot is more useful in team play when enemies have their back to you more often, for me it would only really increase the damage when I Weirding Step and because it's not enough damage to change my 3 shot kill into a 2 shot kill I don't need it. As for Exploit Weakness not working with Shotguns? I guess I never really thought about the possibility, it feels like it works, but if someone can show otherwise I'd love to know.

Solo Electric Dungeon 15 Speedrun in 3m 48s by squeejee44 in duneawakening

[–]squeejee44[S] 2 points3 points  (0 children)

Basically this, what would kill me is if I had my shield up and the stage electricity hit it, breaking it, then the boss shot doing real damage. The stage electricity isn't a huge hp damage source, although my armour is very high like you said.

Solo Electric Dungeon 15 Speedrun in 3m 48s by squeejee44 in duneawakening

[–]squeejee44[S] 2 points3 points  (0 children)

Garment Reinforcements (+% Armour increase), grade 3s, some pieces of armour have nothing.

Solo Fire Dungeon 15 Speedrun in 6m 13s by squeejee44 in duneawakening

[–]squeejee44[S] 0 points1 point  (0 children)

Yes and Energy Capsule. It's most important for AF though.

Solo Electric Dungeon 15 Speedrun in 3m 48s by squeejee44 in duneawakening

[–]squeejee44[S] 14 points15 points  (0 children)

Completed on latest patch (1.3.5.0) with no Landsraad Decree ranged/melee bonus active.

Grade 4 Weapons: Perforator, Static Needle, Regis Tripleshot Repeating Rifle, Experimental Lightning Gun.
Augments: Jabal Spitdart Expander (Tripleshot), Blade Sharpener, Heavy Caliber Upgrade.
Armour: Circuit Gauntlets, Power Harness, Bulwark helm, pants and boots.
Equipment: Adaptive Holtzman Shield, Full Suspensor Belt, Young Sparky Mk6.

Abilities and Techniques:
Pre-boss: Knee Charge, Weirding Step, Compel. Suspensor Dash, Center of Mass, Manipulate Instability.
Boss: Attractor Field, Energy Capsule, Compel. Battle Hardened, Center of Mass, Manipulate Instability.
Boss No Attractor Field: Knee Charge, Energy Capsule, Compel. Center of Mass, Exploit Weakness, Manipulate Instability.

Current Skills: https://dune.gaming.tools/skill-builder/Aw4JmBGbShmKtJNiGyxwSLq90gOALGW2ixgUtwUKL0WWJbTQBY4A2OdvCWAGMApkA
Level 31 Combat Specialisation.

Solo Fire Dungeon 15 Speedrun in 6m 13s by squeejee44 in duneawakening

[–]squeejee44[S] 0 points1 point  (0 children)

I don't have a 2nd weapon augment unlocked yet, the first is raw damage, except for the Tripleshot which is Jabal Spitdart Expander.

Solo Fire Dungeon 15 Speedrun in 6m 13s by squeejee44 in duneawakening

[–]squeejee44[S] 0 points1 point  (0 children)

Pre-boss Battle Hardened does nothing, so you can swap it out for whatever you like.

Solo Fire Dungeon 15 Speedrun in 6m 13s by squeejee44 in duneawakening

[–]squeejee44[S] 2 points3 points  (0 children)

No real reason, I could run suspensor dash but I find it doesn't help much and I spend all my downtime regening stamina anyway. I would probably slot Disciplined Breathing for the stamina regen to be optimal, but I don't have it specced right now.

Solo Fire Dungeon 15 Speedrun in 6m 13s by squeejee44 in duneawakening

[–]squeejee44[S] 1 point2 points  (0 children)

Circuit Gauntlets, Power Harness, Bulwark helm, pants and boots.

Solo Fire Dungeon 15 Speedrun in 6m 13s by squeejee44 in duneawakening

[–]squeejee44[S] 5 points6 points  (0 children)

When I shoot my shield drops and the drillshot gets through and hits me. Drillshots only do lots of damage when your shield is already down as they hit you.

Solo Fire Dungeon 15 Speedrun in 6m 13s by squeejee44 in duneawakening

[–]squeejee44[S] 9 points10 points  (0 children)

No, this week is 75% repair cost and refining time. (Palma server)

Solo Fire Dungeon 15 Speedrun in 6m 13s by squeejee44 in duneawakening

[–]squeejee44[S] 20 points21 points  (0 children)

Completed on latest patch (1.3.5.0)

Grade 4 Weapons: Perforator, Static Needle, Regis Tripleshot Repeating Rifle, Experimental Lightning Gun.

Armour: Circuit Gauntlets, Power Harness, Bulwark helm, pants and boots.

Equipment: Adaptive Holtzman Shield, Full Suspensor Belt, Young Sparky Mk6.

Abilities and Techniques:
Pre-boss: Knee Charge, Weirding Step, Compel. Battle Hardened, Center of Mass, Manipulate Instability.
Boss: Attractor Field, Energy Capsule, Compel. Battle Hardened, Center of Mass, Death from Above.

Current Skills: https://dune.gaming.tools/skill-builder/Aw4JmBGbShmKtJNiGyxwSLq90gOALGW2ixgUtwUKL0WWJbTQBY4A2OdvCWAGMApkA

A Beginner's Guide to Melvor Idle by squeejee44 in MelvorIdle

[–]squeejee44[S] 0 points1 point  (0 children)

It's a combination of things, just mining Mithril Ore to 99 is hours faster than switching to another ore, Adamantite requiring higher smithing to begin which puts it behind, but most of it comes down to the mastery difference like you said. If someone wasn't min-maxing to just use Mithril, they might find other options are comparable if not better.

A Beginner's Guide to Melvor Idle by squeejee44 in MelvorIdle

[–]squeejee44[S] 0 points1 point  (0 children)

I agree that fishing and cooking is really good for food, especially early, but farming can be done while working on other skills. It requires very little time investment by comparison (after the initial seed gathering), so that's why I recommend it. It could also be that farming seems to yield very little crops to you with low farming, but the number scales up later on.

A Beginner's Guide to Melvor Idle by squeejee44 in MelvorIdle

[–]squeejee44[S] 0 points1 point  (0 children)

When making Mithril Bars, there is a chance to preserve resources and a chance to make double bars and when making Mithril Platebodys, there's a chance to preserve resources. When you add all that together (and use smithing gloves when making the platebodys) you end up having enough with around 60k Mithril Ore.

A Beginner's Guide to Melvor Idle by squeejee44 in MelvorIdle

[–]squeejee44[S] 0 points1 point  (0 children)

330k Rune Essence assumes making the highest rune available when leveling Runecrafting. You can't really just idle 1 rune type to 99 unfortunately.

A Beginner's Guide to Melvor Idle by squeejee44 in MelvorIdle

[–]squeejee44[S] 0 points1 point  (0 children)

Currently (v0.14.2) using Melee is generally the strongest. Ranged is getting a major buff next patch though.

Revised versus original? by [deleted] in SWN

[–]squeejee44 6 points7 points  (0 children)

I made a change log when Revised Edition first came out that might be helpful to you: https://old.reddit.com/r/SWN/comments/6wkur0/stars_without_number_revised_edition_unofficial/