Blade of Artemis - Thought Experiment

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MrStarkiller

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#1 MrStarkiller
Member since 2008 • 18984 Posts

This will be addressing a 'what-if' regarding the inclusion of Artemis (as seamlessly as I could) into entries it was not originally in. An individual in another topic had posited that it would not only do well in these entries, but be better than the options (at least secondaries) existing already. So, I had done (before stalling out *not finding sufficient motivation to do as much for Nu-GoW*) run coverage for this hypothetical.

It is here that I would like to share how I think things would go. Perhaps a discussion could be had at some point about how well it did in each (and how it stacks up versus other secondaries *and even the primary*). This could, I suppose, be done with other weapons, but it may well be the case that Artemis would be the most interesting choice (not just a big damage tool, but one with offensive and defensive tools).

While SoD (and NW to a lesser extent) curries a great deal of favor with me (my other favorite), I wonder if it would be worth really looking at how well it would do in this same fashion. Perhaps another time. For now, the copypasta (in spoiler blocks to take up less space, but individual ones so each read is self-contained).

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#3  Edited By ZIMNAS
Member since 2022 • 48 Posts

Run history (so far):

God of War 1:

Very Hard PAIN*

Hard Tycoonius PAIN

Very Hard NUR+*

Very Hard No Damage NUR+

God of War 2:

Very Hard No Damage PAIN+

Very Hard No Damage NUR+

Very Hard No Damage GKNUR

Very Hard GKPAIN+

God of War 3:

Very Hard No Damage PAIN+

Very Hard No Damage NUR+

Very Hard No Damage Apollo NUR+

Very Hard No Damage NBR+ NUR+

Very Hard Apollo PAIN+ (With Blades of Athena and Chalice of Hera)

God of War: Chains of Olympus:

Very Hard PAIN+*

Very Hard No Damage NUR+

God of War: Ghost of Sparta:

Very Hard No Damage PAIN+

Very Hard No Damage NUR+

God of War: Ascension:

Very Hard PAIN+*

Very Hard NUR+

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#5  Edited By MrStarkiller
Member since 2008 • 18984 Posts

Before using copypasta from the old GFAQs topic I did this in (ended up delaying a bit here before sharing, it seems *us old men take things slow, so the passage of time really isn't all that much of a concern*), I should like to link to Zim's GoW1 Artemis PAIN. Three reasons for this, really:

-Not enough Artemis coverage out there (I'll evaluate it later, but I trust it does well enough)

-Shows Wulf's Cheat at work

-Relating to the second point, the portion up to gaining Artemis legit is basically an actualization of what this topic is about (having Artemis when you don't normally)

The comments from "BigVEE" will serve as essentially my reaction to and guess work (probably without refresher) as to what could be done in what should otherwise not be a possible bit of run coverage. Technically still an on-going run, but I trust it will be completed (and before I get around to even starting on it).

Not sure what the chap did to get removed from here in short order. Probably bad luck with IP (doubt it was bumping an old topic *though I recall no such severity to any such rule, who can say with rule changes not always made perfectly clear via announcements and such). Whatever the case, he was technically with TUGOWU for a day. Good enough for me (Top Posters says he had a whopping 3 *tying with Findlestick*). Came close to breaking into the top half

NOTE: Only counts from when the 'union' became a sub-board, mind you. I wonder if even I would make the top 10 list compared to the 'ancients'.

EDIT

Apparently a spambot mistook him for its quarry. Picture related seems appropriate both as a reaction and in relation to the early portion of his run:

NOTE: Shame about Photobucket's heelturn into extortionists holding galleries hostage. Sucks for the Art Gallery here. Still, praise be that TUGOWU proper (v2) still persists as a glorious archive to the community's past (as AKheon can attest).

Praise be to the Saint of TUGOWU
Praise be to the Saint of TUGOWU

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#6 MrStarkiller
Member since 2008 • 18984 Posts

This topic was made in response to a comment from THIS one suggesting Artemis is the best sub-weapon in the series. I do not agree (and give my reasoning there *and elsewhere*). Rather, it is tied for weakest with CoH. Amusing, it is tied for my favorite alongside SoD. Carried by bugs/exploits to deal with bugs and serious flaws. Looks neat. Got some neat pics of it, SoD and some other stuff more recently. Maybe I'll share some at the end, eh? We'll see (also time to learn character count limit in the current age).

NOTE: This was also one of the reasons I came back to finish my work with GoW:A (along with general anger at Nu-GoW and a 'rabbit' from IGN talking like he knew something with GoW proper).

Obviously, I'll be skipping GoW1 (as this is about where it isn't, not where it is). I'll just do order of release (as is best). GoW:A's run skeleton isn't complete, so I won't easily recall each bit, sadly. Don't have one at all for Nu-GoW, so I'll just do what I can for the hypothetical (and welcome other vets that know the weapon and the game to chime in). Up first, GoWII. I assume we're going with a NG+ scenario where we have it from the start of the game (as it was in the game even if technically the controls shouldn't allow that as with PSP entries having R re-purposed, which creates a conflict *might need to fault this as meaning you can't use "R" while Artemis is out or it has a glitchy quality during Thrusts attempting to act alongside this other function*).

As noted, I cannot just dismiss issues with inputs for GoW proper (like the heavy being in the way of grabs, thrust in the way of interaction, etc.). If I know the case to be invisible walls are high (CoO/GoS), that will pretty well crush potential for ring-out irregardless of keeping the glitched super launch (Homerun/Punt) technique. I can't say for sure if AI would break by the same rules in other entries, but I'll assume so (keeping Sword Summon potent). I don't recall all enemy moves that defeat i-frames (regarding 'tricking), but I know a few offhand. Lifts would still work for some sequence breaking, but it is hard to guess at how good it would be in vanilla conditions.

I'll be assuming things have the same base damage, same modifiers, etc., but Power % will alter with the title in question, thus it will be 75%. Artemis can guard break, so it won't be immune in GoW:A. Nu-GoW is pretty alien in terms of control scheme, so I can only guess at how things might go. GoWIII have weapon switch on L1+x (GoWII has Icarus Wings there), but Artemis has a move on that combo, so it gets priority (to remain faithful **as with being able to spell cancel L1+x or L1+s specials, even**). Its specials wouldn't be on a timer (cooldown), but wouldn't have any elemental (can't just assign it some). Lots of things to consider.

The stun system is one Artemis isn't part of (like stun building of GoW:A), so it will just have to suffer the penalty (no matter how much it hurts the weapon) of not having any. The rage building ability of Artemis wasn't anything too special that I can recall, so it would be lumped in with other tools. RotT would work on it like other sub-weapons, RoS would override it, Thera's Bane wouldn't apply, psuedo-rage would presumably add elemental enders though I won't allow for it (slightly over the line), etc. The block is from the old world and would probably violate the system of Nu-GoW, but then you have to assume it also has air attacks for gameplay that others do not (which would go against the altered system, so some speculation will be necessary for fitting the bastardized thing in *sure to be a sorry sight*).

To help myself (and others), I'll bother giving some basic idea of Artemis damage. The modifiers are ridiculous (1.75/2.25/3.0). Base values (at 100% of lvl1) are: Thrusts 7 per (follow-ups will be taken to be the same as light, medium and heavy enders), lights at 8.75 (including the ender apparently), mediums between (most are light with ender and t1 as 'heavy'), heavy at 17.5, etc. Don't have Wulf's tools, so I have to go with old testing denoting heavy ender (o3) as 24. L1+x gets to be 10, L1+s at 12 (though it should probably be 8.75), L1+t at 16 (should likely be 17.5) and L1+o at 17 (only multi-hit landing just three times rather than five). This just for some idea of how hard it hits regarding base.

With GoWII adjustments (75%), you would see 8.75 hits drop to 6.5625 (really love this sort of shit). The Rhodian Archer has 15HP and the Soldier has 20 (not going to list every foe with their HP even when I have most of that info as this is troublesome enough as is). Thus two lights fall short of the former as three fall short with the latter. Slightly weaker than is desired (not a great start). Mind you, BoA s1 (2) is 1.5 per hit like this. This lvl1 hit at lvl2 would be (11.25) 8.4375. lvl3 would be (15) 11.25. Give the 'succ' of GoWII and GoWIII at the start without something you can dump EXP into for New Game, Artemis at the start is a place to invest (working around that), so there's some silver lining already. Too much of a bother to post damage for all attacks of other weapons. BH would generally hit a fair bit harder with SoD slightly weaker (BoO probably around the same save for when lasers come into play *blowing Artemis out of the water, but this factors more with NG+*) outside PS (10/15/20 depending on weapon level. lvl3 o1 would be 30 per hit until VH adjusted it to 22.5 (only hitting slightly harder than PS here *before GK halves that* while lacking the knockback hit property). But enough of this.

Not sure how I'll handle how soon I get MAX Artemis during the run, really. With GoWII, you could easily get enough EXP after acquiring TB, frankly (early as that is *and requiring exploits*). Less obvious with the others. It has Mutilation bonus (+20 per while ignoring EXP orb % as a big boon to it in GoWII and beyond where VH drops worth to 75%), but I forget if it applied to all kills or just those with special kill animations (and if it was about hit count). 3,750EXP for lvl2 and 10K more for lvl3. Compare to TB where lvl2 is 2,500EXP and lvl3 is 12,500EXP. While lvl2 comes at a slightly higher cost, Artemis lvl3 costs quite a bit less (overall, cheaper than TB, so taking less orbs overall). Playing normally, you can get lvl2 BoA (2,750EXP) before Theseus pretty easily (no exploits needed). It is lvl3 that is the stretch (much less beyond). No, Artemis would level much faster than the BoA of this entry (31K all told with Artemis being shy of 14K total) and even other sub-weapons (cheaper than SoD, even).

NOTE: Why couldn't they just start it at 1.0, then go to 2.0 and 3.0 with each upgrade (with a higher base than 5 **what it would be**)? So ugly. Anyway, I don't plan to fill a run skeleton for this coverage (mostly because I don't want to bother partially with GoW:A only to have nothing with Nu-GoW): http://img.photobucket.com/albums/v300/BigVEE/Athena-DEALWITHIT.png

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#7  Edited By MrStarkiller
Member since 2008 • 18984 Posts

---GoWII---

Batter Up
Batter Up

NOTE: For this run, I'm going to assume the runner is using his options well and focusing on Artemis, so it will be MAX after TB trial (very early in the run).

Rhodes. Just use normals as there is no ring-out potential in this Antechamber. 13.125 (lvl1) o1 means two hits to kill soldiers (no single hit is quite strong enough to one-shot outside L1+o *leaving you wide open, so rarely desirable*). One thrust would do it (with most of the hits landing). It wouldn't be able to control things as well (outside rapid tricking to break AI) and the delayed block (no parry, either) means you need to take care with evasion, tricking or early blocks. Going to do better than the 1.0 Blades for most of this place, I'm sure. Just that you do not have access to OS (outside foes with dizzy/wander "O"), OH or air OS (means more later). Also, R1 prompts will be iffy, but that's hard to really factor. For collisions, the only real option is the risky (long recovery) air t1 (success would means targets take a bonus 25 damage *delicious, but will suffer in other entries with how collisions are*).

Colossus 1. Can easily trick its attacks and break AI of the back-up (not enough HP to survive Homerun techniques *not that it would matter as the glitched hit property doesn't cause collisions like a real knockback*). Landing air t1 for half collisions on the hand would work, but isn't necessary (damage output is plenty good enough). Pretty sure the 45HP denoted is split between three cycles, so it is 15DMG needed each time. One Thrust is enough and quite safe. Again, it will come out looking nice towards the beginning.

Colossus 2. Believe it is 25DMG for each 'cycle' here. With a single thrust (all hits) being 26.25 even now, that is still a one-shot. Just stand by the center torch on either side to bait his far hand slam, move aside (or trick) and thrust for rage pound (trick it, jump through the middle, get away and hop over, etc.). So far, so good.

Halls in the open with Archers (not fooled by AI tricking) would be annoying, so keeping them off-screen would be best (quickly dispatched as the alternative). Tricking would at least make you safe against an arrow trying to knock you off beams, but I don't know how much it would help trying to switch back to it over and over (while jumping).

Colossus 3. I forget how much HP each of its four phases has here (don't know that they are evenly distributed, but it we'll say just over 90 each time *not going to one-shot*). We have Artemis for S1, S2 and S3 (BoO for S4 unless able to pick it like in NG+ via glitch, which I suppose we'll just assume is allowed *which then means it is part of the cycle club, so upon getting BH you will have Cycle Canceling to make Artemis super safe even during air t1 use...very nice*). You could get in on the boss, trick his attacks and just go to town (as with R1,s) or just stay behind BoO (hop over the shockwave and thrust *4 of them will end a given stage or maybe even 3 if you land an ender that chains off said move*). Presuming the R1 prompt works, you have the option of tossing the hand to skip one of these. If having Artemis for S4, there isn't good reason to waste it there, but then it doesn't really matter much like this. Just use it to speed things alone whenever, really (though maybe dumping MP while you have it, so prior to S3).

Interior goes quickly with this damage output. Don't think Artemis Lifts would allow skips just yet (ignoring Lifts to PR antics while you still have PR), but I'm not going to think too hard on this matter. Can't use it during traversal combat, so there's that (as with other non-Blades). This would (sadly) extend to Pegasus (otherwise there would be some serious hurt being put out). You might be thinking the line from the namesake goddess (slayed a titan with the thing) means you can just slap away the fingers of Typhon to skip the cavern (thus also RotT and TB), but no. You wouldn't want to. First fight isn't ideal for Artemis without abusing tricking to keep foes behaved though simple block and punish might work fine. Harpy at 15HP means it jobs quickly enough with normals. Could try for knockback collisions at their boundary (by the wall). For the major wall section, luring to the start (or skipping to the end) would afford you some Artemis action (no real point).

Erebus Minotaur is only 60HP with "O" at 14HP remaining. Can easily knock it into harpies or vice versa with the boundary. Maybe use ring-out (I forget). Invisible walls (if there) would be low, so Punt/Homerun would do the trick by the slide chain. Mountainside bout jobs in a hurry (breaking the 'towers' with hits or even just standing by them and tricking while waiting for explosions to do the work for you). Ring-out is wide open, but you won't be able to (without switching to Blades) just grab an archer for 360 toss (something that will plague the run regarding general grab condition foes). Small wall bit. Not being able to grab these Fates Sentries (35HP) is a pity. Forces you to actually fight them (makes this harder) and you cannot weaponize them as safely as with the Blades (by consequence). Things will swing back to the favor of Artemis upon getting BH (enabling CC, which would be had from the start were this NG+).

First gorgon encounter. Tricking makes them hopeless (and easily turned against their allies even before having the fleece for returns). Knocking them into each other for collisions or just wailing away should be fine. For the latter, you would probably want to learn tricking else your crap block would get you punished (attacking during their Stare would be safest). Abusing the AI boundary wouldn't be hard. Don't think the invisible walls are low enough to send them over here. Could be, but I'll just spare them this indignity. Bridge to TB with tricking should be pretty easy given AI breakage. Archers won't fall for it, but whatever (fight from behind cover).

Exploiting the secret chest zone means you should have lvl2 in no time and be well on your way to lvl3 (we'll have it before we leave Etna on Pegasus thanks to a glitch *probably quite a lot faster thanks to the bonus EXP from mutilation that would be kept via the BoO version of it, which is also good for keeping a dying foe in the place you killed him, so you don't lose your pay piggy so easy...faster than it would be with the non-BoO options, thusly but probably still taking 20 minutes to have enough before working on upgrading other things if you have the patience for it, which we won't for this as then we'd just get enough EXP to MAX all the things we can use with Artemis the moment they're available, which would be too sweet*). Anyway, we have TB now, so we have a spell cancel for our Artemis that is fast like Zf was, but also has i-frames during its draw animation (aside from free use in the air and holding for constant i-frames).

Fight after getting RotT, but it isn't going to mean much (we have lvl2 anyway) beyond allowing tanking (hyper armor and increased Armor %) we probably don't need. Still think the invisible walls might be too high to just ring-out (or knock into the fire), sadly. They can't really apply much pressure, so there is no real rush. If you want to go wild, RotT is there (and you get a refill soon). Rope bit. RotT refill. Trash and reach lvl3 Artemis (exploiting unexisting) so now even lvl2 RotT (Kraken and beyond) won't be used for the sake of a power boost. Wall bit, slap hands, Pegasus, etc.

Fates Guardians have 65HP and a dizzy state at 19HP remaining. Like the Erebus Minotaur, you can now make use of grabs (thanks to "O"), but have to take care about them dying (or otherwise glitching) when going for it with a heavy. Still won't have OH or air OS (air o1 even on a "O" foe won't work). Still, having some access to grab for collisions is nice (as air t1 is still somewhat risky). Homerun/Punt should work with these invisible walls, so I suppose it won't matter (just watch for them blocking the set-up). Hounds have 35HP and are general types. Using them as ammo with Artemis out won't be so easy and the HP is high enough to make them troublesome in a group (one shakes free and can attack if you're careless). AI breaking will help with control (easier than ever with TB into Sword Summon for constant i-frames *no gaps at all, which is nice and broken*). Boundary abuse should help, too. Don't think ring-out will be an option in the hanging garden.

Cerberus is at 300HP with dizzy stops along he way (not going into details). Without kicking hounds into it, things are made more troublesome (outside AI breaking). Can't launch them (unlike GoW1 Breeders, so no fancy stuff *including the interrupt of all their moves with air o1 or air s1/s2*). With our basic heavies at 22.5 and thrust being worth 9/9/9/9/9 (45) now, we can chew through a given hound quickly to have the Cerberus alone. Can abuse the block, but I don't think it would be so simple to set-up for boundary abuse type antics while using air t1 to send a Hound into others (and the Cerberus). Each hit being worth the new value means you get one use per hound before the next just kills them (not able to get a half collision from that). Then again, half collisions are 25 damage and you're nearly at that level, so whatever, right? The only move it has you cannot bock is a fireball (which you can trick for lack of parry). Just AI break and go to town, I guess. Can use the dizzy state opening for thrusts prior to the circle ender to get the grab (though it is probably not worth a ton to us).

Ceiling. Take cover and slay hounds (or skip), then rush in on the archers (10HP be it regular or Cursed, apparently). Even s1 is now 11.25, so you're just bulldozing trash. Camera abuse can help with handling the archers backing Guardians. Siren Widow has 100H with dizzy at 29HP remaining. No way to ring out and rapid hits (like Thrust) would get evaded. Not going to have forced OH lock, but won't need it with this damage (still doing work). Even lacking a safe half collision (or even full) set-up is acceptable. While the dizzy (8s opening) might be tempting to just R1 through, you need the OS for the door (later for opening up S1 Zeus). I believe a simple launch would then allow for juggling (as she falls) with R1, but it is hard to say if all of the hits would land (could just play it safe with o1 into TB cancel/trick over and over *22.5 each means just three would put them close to "O" with the next doing it, but I forget if there would be a danger of it being overkill forcing you to use a weaker hit like s1 along the way*). Tricking shuts down their offense completely (even if they get to attack).

Theseus. 140/140/135/135 being an approximation of HP per bit of this fight (not going to overthink it). You could provoke his grab and reverse, but there is no point when two hits pretty well matches it. I think T (launch) and air t1 (knockback) both would take slightly too long (need CC) to recover from to make great use of as openings to get in damage unless he was against a wall. Going off BoA t1, I believe the bounce from o3 would work and you can cancel it quickly, but getting to it fast and landing it during his openings would be the problem. Tricking his first hit of the 3 hit string, flanking and dialing up the combo might work (then get on him with R1,s). A bit iffy during S1P1 (good damage making it not take long, at least). S1P2 has pillars which you can easily get in free hits during (R1,s would be 9/9/9/9/9,11.25/11.25/11.25 for 78.75 per opening easy *half of the phase HP*).

Trouble comes knocking with S2P1/P2 as it is no longer us being allowed to go up and slap him. We can kill his Super Erebus Minotaurs (90HP *main danger is damage killing them rather than getting the most MP you can via OS kill*) easily with the likes of launch into R1,s (punishing their wake-up hyper armor viciously). Could also start with air t1 at the start (for half collision), but it just doesn't seem worth your time with our damage output this good (right now). Maybe it is fine to just quickly murder the SEMs, get your shots on Theseus and move along. He's slightly too high for Spike to use SEMs for collisions and we lack tools for Artemis Lifting up to the boss, I think (though maybe TB shots between Lifts could work *I'd imagine we fall too quickly to get height gain of note before using up too much MP*). Forget how it works up there. Sending an SEM up to his position with Homerun/Punt would be an option, but you wouldn't want that. Not sure if you could beat the invisible walls (if you could, ring-out insta-kill would make each wave very fast, so probably worth your time to ignore OS kill and just take the few orbs you get provided ring-out doesn't deny you here). Tricking remains a triumph (able to blow off his unblockables).

CR trial with tricking would simplify things (would be annoying otherwise). Lame puzzle. Hades Nymphs. Won't be able to OS them, but 25HP ain't much for them to survive on (their flight might make it hard to Thrust). Air t1 hits things even in the air and is able to knockback, so that might do well (just don't miss and eat a hit). Walls, puzzles, etc. Athenian Wraiths are at 120HP. General grabs, so not for you. Tricking should break the AI. Failing that, boundary abuse into air t1 for half collisions, but the damage on our attacks is high enough you want to use it, so maybe just block and punish after getting rid of the Nymphs (also 25HP). Now that I think about it, the input for AotF is the same as Sword Summon (troublesome). Could we even have CC with this thing, really? Wouldn't it be acting in the primary spot of Blades? Maybe we couldn't (unless it was changed into working within the system of the others). It might just require a single input (like other subs) to switch to with Blades as primary still. Troublesome stuff. With slowed time, you can easily go wild (wouldn't need boundaries, camera abuse, etc.).

Destiny's Atrium. Wild Boars are 35HP and general. May as well kill them outright (and you have the power to do it quick *or let the cyclops handle it*). Tyrants are here, too. 300HP, dizzy at two points with an okay damage grab (better to just go all-in with free attacks given our current power). With boars removed (however you choose to do this), you could work boundaries or even cheese from the chest set-up, but really you have tricking to the point of AI breaking, so just slide through their moves and jack them up (punish their taunt with R1,s). They'll fold quickly (unable to touch you).

BK S1 is noted with 180HP. Tricking dominates, but the usual tactics are advised. Just let his charge miss (or trick), get right in his way, block (don't even need to trick) and counter. S2 is invincible. Barbarian Mercenary have 30HP (die quickly to slaps), but just blocking means they'll eventually grab you (easily reversed and will glitch foes for mutilation kills, no less *also, HP drops*). Pretty sure all S2 moves are blockable, so no need to even trick, really. Slaughter his help (and Boat Captain) and S3 starts. 240HP is a decent amount, but with easy tricking you can get to his flank (if not rear) for pretty good openings with heavy strings (if not maybe even R1,s). If just using o1 or o2, you would still only need 11 hits (getting two hits per opening wouldn't be hard at all). Blasting through his life would be a breeze thanks to superior tricking (combo of TB *later EH* and Artemis that I hadn't originally considered for the run). S4 wouldn't do any better (140HP). Its unblockable easily ignored with tricking. Don't think you could count on locking him as with PS (using air t1) between attempts to flick us, so just be ready to block early or trick. Mopping up the leftovers is whatever.

More trash. Beast Lords might suck given their general nature, hyper armor and love of a charging guard break (wasting your time if not opening you *and the delayed block means you might eat damage even 1v1 unless you trick*). 80HP is a fair amount so you can't brush them aside too quickly (and they block *aside from evade/counter*). Definitely annoying to actually bother fighting like this. AI breaking might mitigate the issue with hits between tricking sessions. Cursed Remains have their life regain gimmick (won't factor much here given our damage output), 50HP and dizzy at 19HP remaining. Could get fancy with enviro-hazards if bothering to kill them at all (direct damage is fine even with circle spam). Just don't use launch, knockback or bounce without a kill (letting them reform at I think 20HP) as it could make an issue (though with so little life remaining, you should one-shot them back away).

Cyclops Berserker is 300HP with Wander (49HP remaining). We won't have the option (I'd say) to pull the Beast Lord off, but we can easily trick in its face and get in hits until it dies (in short order). BL would have to be handled this time (not skipped), so trick to o1 slaps sounds good to me unless you want to try for T to R1 thrust juggling (failing that, pursue with them into s1,s2,o1,t1 *should be 22.5/11.25/11.25/22.5/22.5 for 90 though leaving you open after t1...unless you CC as needed, which is an option now that you have BH*). Think a basic hit (for lack of grab) would stop the summons (TB shots are another option). Of course, if you land Punt/Homerun, they would get rung-out (just don't see that easily being done *previous location would job to Spike*). Caves are mostly optional (break to reveal the grapple and swing out).

Hades Fiends. Not sure if their AI would ignore breakage like archers (and bosses), actually. I'll give them the benefit of the doubt. Take care when crossing, then be careful of fireballs (pretty sure it would blow your guard open). Makes me wish there was a reflect mechanic on some of our moves for some real 'homerun' action. Anyway, they are another general grab type, so no grabs for you. 45HP ain't much to slap apart. Sending them flying into the bog wouldn't take much effort. Puzzle. Crossing the river would be annoying for not being able to toss to the other shore, but with Homerun/Punt you could send them flying to land. Would they live? No. They would just die quickly (output is too high for fancy stuff on weak enemies), so you may as well plan around that (or land air t1 on both for ring-out, then begin turning the thing).

Titan Minotaur 1. While you can still use sleep spot, then go in (as it wakes up) to wail on its 400HP, you can also trick through everything it has and punish between (though that might still be slower if you're constantly having to defend *at least with the spin you can use Artemis Lifts to hit and keep over its hit box*). Working the flank, rage pounds are easy prey. Only need to do 301 damage to get the "O". With this output and how long the rage pound openings are, that wouldn't take long at all (I'd imagine almost all of that in a single opening *would be rushing things to attempt one round like this*). The damage from the light ender probably wouldn't be a good focus (better input for the instant extra hit from the first one, but then go into R1 thrusting again). Cross vine, AotF, trick through attacks, break obstruction and swing away (no need to kill every trash mob). Navigate to Gorgon Assassins. Can easily knock her towards the gear for insta-death (working around the 150HP with 24HP remaining wander) aside from having tricking.

Cerberus Bastard has 600HP (200/400 spread, I believe). Dizzy is at 0HP. Only unblockale is a fireball (easily tricked if needing to bother). I wonder if you couldn't sort pull the PS tactics, but with air t1 (at least when going over the charge). Fireballs make for a good opening to R1,s while circle strafing around its body. Dual Swipe might be tough to block soon enough with this weapon, but tricking it and strafing to avoid the follow-up, then landing punishment ought to work well. Flamethrower would be a keep-out you couldn't do much about (safely) save for get away early and pelt with TB. More Assassins (ignore them *could send them to AI boundary for unexisting EXP farming, but whatever*). Boundary abuse would make it a joke (as if being invincible to most enemies isn't enough). We're not backtracking for the side-path here (no point).

Now, as of getting Golden Fleece, we either gain a parry for Artemis (working like it does for all others) or we just don't have return/revenge. I'm thinking this fixes one of the biggest issues for the weapon, so the winning streak (with GoWII) just keeps trucking (enough to make a Bald Eagle shed a proud tear). Return to petrify the door, shatter it and move along. Could easily smash most statues before slapping the piss out of Cursed Legionnaires (90HP with 14HP remaining Dizzy). Below there is a Hades Minotaur (160HP and wanders at 29HP). His unblockable is meaningless, but you cannot false OS to control his behavior with Artemis out (same issue for forcing petrification attempts by Gorgons). Raw damage suffices (easier with the CLs beaten to death *might even catch them at "O" to 360 toss for the bonus 50 damage*). The unblockable start-up should last long enough for meaty punishment. Punishing it after each trick shouldn't be hard (for whittling it down). Puzzle. Legionnaire Captain has 150HP (wander at 24HP). They defend decently. The grab is only in reaction to false OS that I can recall (for GoWII), so you should not see it with this weapon (removing the threat). If launched, you can easily get a bunch of hits before it recovers. However, here there is a place to dump it or even ring it out (low invisible wall by save point) aside from skipping him. Platforming/puzzle.

Euryale. S1 is 200HP. You can trick her easily and punish with R1,s (or just heavies). No need for a sweet spot (though still an option). S2 is 180/180. Easy enough to dig into her during blasts. S3's diving pounds are normally terrifying (if trying to keep close), but would be a joke like this. Foes just don't have the tools to get around Artemis in GoWII (which gives it CC, Fleece and TB/EH to cover for its defense issues). 150HP won't keep her going long.

AotF and go to town on Fiends, then take out the Hades Juggernaut (200HP wandering at 49HP). Doubtful the Jugg could survive a full time slow with us going in on it with R1,s (there are something like three breakpoints along the way that will stagger it out of attacks, which would be exploited to keep it from doing anything even if it wasn't slowed). Puzzle. Hounds bit. Our higher DPS might be what saves us here (lvl1 might have issues). TM2. Take out the Hades Harpies (45HP) with the likes of air t1 (from off the rope to keep it cheap), then go after the mini-boss (500HP *401DMG to get "O"*). Punish wake-up same as before. Probably better to retreat to the sleep spot and repeat the process (though you can just i-frame through everything with ease before picking an attack opening). Cross gap. Skip remains (enough repeats). Reflect fireball. Cross quickly and take out Archers (ignore Captains *would just ring out anyway*). Asphodel Wraiths. 180HP general types. Trouble in a group and you can't grab. Petrification from the boundary would make this a breeze. You can set-up Homerun/Punt to glitch them all. Air t1 from a boundary for half collisions is an option. Just going in with R1 might not work well (they could defend). Might be better to act like you're wielding BH (instead of triangle, use circle).

Lower Halls introduce Minotaur Grunt (120HP with wander at 14HP). Nothing too special going on. No ring-out option, sadly. Also gives us the first appearance of High Priest of the Fates (130HP and general grab type). They tend to warp around and block. If you launch him, Lifts or R1,s might work fine. Would be trouble without good damage. There is a boundary to exploit in this room for what that is worth. All moves are blockable (even the 'grab'). Just take out priests, then go after grunts. The former will be a little slippery, but that's the most of your troubles. Ignore rubbish.

Satyr Champions (210HP general types). They don't have air recovery in GoWII nor is their wake-up an attack. Don't recall if GoW1 Artemis tactics would work (they just might). Might be tough to whittle otherwise (would be launch and lifts if not just landing air t1 when they taunt *I forget if their fake-out jobs to knockback*). Petrification would make them a joke, regardless. Ignore Nymphs. Boundary abuse would be quite exploitable for the Guardian/H. Juggs bit, but you can just skip it. Time slow and air t1 harpies off the cliff, into others, etc.

Perseus. 150HP in S1. He's invisible, but learning to spot him isn't too hard. If you don't want to stand around and slap the guy ('o,o' mostly), wait for the large splash, roll about three spaces away and wait for him to stop (R1,s). Can easily trick his sling and get s1 between them if not o1. S2 has 150HP. He can flash you now, but your tricking makes this impossible unless you want it. It might be possible that air t1 land with him in the corner and you get just enough time (definitely with CC) to do it again to keep up a lock ala PS with SoD. Otherwise, block and punish for S3. Another 150HP. When he runs for a flash position, your attacks will not land (when in position, they can). If you just want to wail on him and trick through, that works. Alternatively, get by a wall, let him land flash, shake-free move to get his back to the wall and attack to push him into it (bonus damage ~20 and then free hits like R1,s to jack him up). Last 60HP is S4 (against the wall). Can hit him as he retreats into position (may as well magic dump, I say). Can just trick his flash and go to town now.

Puzzle/platform and skip trash. SoD trial is AotF fodder. Cross Lowlands. Time for their caves. Temple Sirens (120HP, dizzy at 69HP and again at 29HP). Even their column can't hit you if you're constantly tricking. Launch to R1,s (or Lifts) would do enough. You might be able to power through an opening like them going for the pillar (aside from it being a launch opening). Returns would also open them up to a beating (like heavy string). I forget which you want to kill first so you don't have any left during the Hades Minotaur double spawn (can't weaponize them well like this though I suppose air t1 with CC makes it safe enough as a knockback option). Might be tough to whittle two of those effectively. Petrification would simplify it (especially if upgraded). Round 2 introduces the Satyr (150HP *not quite half its GoW1 total, I believe* and general) who are grateful for the lack of a cliff. Launch into Lifts or R1,s to punish openings (otherwise block and o1). Can't use the Satyr effectively against the Juggs like this (shy of air t1 into CC to make it safe). Damage is good enough to power through (aside from the petrification option to trash the second Satyr before back-up can do anything about it). Icarus sub-boss.

Ignoring Hades Harpies. Platform. You can use air t1 (CC to make it safe aside from tricking for AI breakage) for knockbacks. Probably better to take out all birbs first (can exploit the AI boundary to make this simpler still). Then it is just 'champs' (chumps). Still no ring-out for Artemis to work. TM3 has 365/365HP (S1/S3). You can skip S1 (in the original version) with a trick. Just avoid its S2 attacks. S3 would job bad to tricking, but it is better to learn how to evade around it (like I'd done with SoD for PS to its rear/flank) for maybe R1,s.

Spin2win won't keep you out with Artemis if you keep medium distance while using lifts. Even if it did, you could back away to pepper with TB shots (or just be patient). Platform. Break the second hive and quickly platform out of the H. Nymph zone. Ceiling. Platform. Atlas Lift. Hades Legionnaires are the same as before, but they have 200HP. I remember there being an invisible wall protecting them (not the Harpies) and with it seemingly scaling with the lifts path, it might not be possible even with Homerun/Punt to just ring them out. Petrification would crush them. Same handling as usual without such things (CR could help keep them open for punishment, alternatively). Navigate, wall, etc. AQ trial might also have too high an invisible wall to ring-out foes (just cleave them apart or go for collisions or whatever *really, you can magic spam at will*). On to the temple.

Interrupt summons (slaps should work for both *any trouble, just shot with TB*). Lure to the bridge where can go for ring-out with Homerun or Punt (failing those, Launch to float or even lift them over the side). With all lords down, then go in on the lone fiend (then the respawn). Rotating room. You cannot trick enviro-hazards like this, so don't try it. You don't have grabs, so don't count on the 'Fight' method. Your damage output is good, but maybe not quite good enough. I'd recommend 'flight' (running around in a large lap around the exterior wall until just before the opening is made to move the block *then killing the Nymphs in mass with petrification, CR into normals or whatever*). Puzzle.

East Auditorium (Translator). Tricking helps you, but not him. Box v1 is probably not the best bet (chipping from behind the gate). Box v2 is better (block your boy in and leave to fight in the open). W1 jobs either way, but you cannot just kick around the hounds. W2 can job to having the mooks knocked into each other and the low invisible wall will not save Satyrs at all from Homerun and Punt. W3 is the troublesome one. I'd still get the checkpoint exploit. I wonder about if we could do it with Artemis in place of BH (maybe with how CC works, but maybe not). MAX EH would trash W3 (petrify priests, we shatter them and toss out some CR to hold foes still for Artemis). Alternatively, CR (even lvl1) keeps the Priests behaved while Artemis digs in (maybe using RotT to put an aura of protection on the protectee). Without the help of such tools, this would be very rough (as it isn't just keeping yourself safe).

Spiked Hall is another trap, so i-frames won't help with it. Without tosses (both are general types), you need to shred them fast. Easier when favoring a side (near the trap so revenge can send them into the spikes). Air t1 could also knockback the group (CC making it safe). CR would help keep foes behaved. Sacrificial Chamber. Insta-kill strats with sending the widow into the corner dizzy or just moving her into the flame shouldn't be a problem (least of all with a super launch like Homerun/Punt). Swim. Puzzle and trash. Wall and platform.

Pantheon of Atropos. Ignoring the cheeky and obvious use of Lifts to go over the barriers (to fight or blow the whole thing off), you're pit against Breeders (250HP with wander at 159HP and 49HP) and Seeds (50HP and general). Weaponizing the Seeds isn't desirable with this damage output (not that desperate). Can't grab them. Taking them out quick is desired. I forget the 3 Breeder set-up. I remember the one with one Breeder left during 2x F. Juggs (400HP with wander at 49HP) better. As before, cannot launch them (only place to send them is over barriers) or use air attacks to interrupt them (this version doesn't glitch fireballs all the time, doesn't grab and 'shrinks' *glitch*). False OS is not an option, but the low damage isn't desired with how we are. With just Breeders, you basically need to get in when no Seeds are around and wail away (keep one between you and the other). With petrification, this can be simpler (MAX version letting you trounce them in a hurry). F. Juggs are like their halfling counter-parts (they can be caught up in Gorgon Rage rather than whittled *taking turns*).

Puzzle. Navigate. Bunch of Brutes. Can make them ring out pretty easily as in my old video (o3 during their taunt and run away *crossing the gap*). Alternatively, RotT (not necessary with MAX) and go wild during AotF on them (if you don't want to wait for openings with tricking). Spiked Elevator could be done as usual (launches into the spikes), beaten to death or whatever. Rope. At least kill the side-path Archers (so you can skip the rest of this). To actually fight here wouldn't be too bad with air t1 for sending foes into the lava or into each other. Better to wait for petrification and return, really. Just can't false OS. Platform. Ring-out remains into lava, collide or beat them to death (low HP). Could send Captains into lava or spikes, but why let them fight? We have no means (other than maybe LV with TB lvl2+) to destroy the wall that triggers their spawn through the spikes, so destroy it just before spikes come up and rush to safety (leaving the fresh spawns to die). Flame Wall bit. Don't think i-frames work on it. Better to just quickly position the statue in the center of the first 'stop' and work the boundary (likely with air t1) until enemies are gone. Move statue ahead, eliminate the rest and get out. Nothing new here.

Could use the Remains against the H. Minotaurs, but there is no need to get fancy here for half collisions while our dps is high. Just kill the remains (run around as need be) and chip away at H. Minotaurs (only maybe using CR and such to soften them up *won't lock them down*). No way to make them fall into the lava, sadly. Ignore foes on stairwell. Blow horn. Humor fiends. Last Spartan (300HP with dizzy at 9HP) gets tricked and slapped on repeat until done.

Kraken can have a lot of the nonsense solved by even lvl1 TB (paced shots to the head). Alternatively, R1,s from 'sweet spots' (don't even care to bother with its HP), move corpse, glide into Artemis lifts and trick as needed. Trick the rage pound of S3 and spread damage evenly. Simples. Puzzle.

Lahkesis. 650/200HP. Obnoxious. Tricking will make sport of her, but so too will AotF to force return (knocking her down for free hits). I don't expect air Artemis to hit such that it doesn't knock her down, sadly (won't be able to lock her up). No way to know. If it did, she jobs harder. Without it, you get her down and go for what he can and repeat. Could pace TB shots from afar, AotF and return, etc. Whatever. Atropos has 400HP. Won't be able to toss her help at her (air t1 would knock them into her as a ranged tool). Just going wild with direct attacks is probably more effective like this (maybe tanking with RotT). Sisters bit. AotF to glitch Lahkesis (150/150) into air state at the start if lockdown works. If not, just AotF, return and go ham while she is down. 80HP Atropos can be scared off easily (another option is to let her beam force Lahkesis into the sky if that suits you). Mirror HP isn't known, but it is easy to have Lahkesis break them (especially with AotF) though you should manage fine without her help. Last bit is 125HP. Here she has energy pillars that ignore i-frames (tricking won't work). Easy enough to get in for slaps and trick most things (pillars only force you out a little or you can grapple near her and just hang until it passes). Magic dumping is an option by this point (she won't dodge). CR all day.

Navigate to PttL (ER time). W1 has F. Juggs and CLs. Should be easy enough to beat CLs to near death and 360/X toss them for what little that is worth to you. Just get the Juggs alone and chip them (either block and punish or attack through the barriers *could even air t1 into a mass of CLs in front of the Juggs in that case, I'd imagine*). W2 is fodder. W3 introduces the Gorgon Queen (200HP and wander at 24HP). No false OS, so you cannot push it for Gorgon Blasts. Just wait and you get that or stare to return (shatter the Sirens to make things easy, then the gorgons). W4 is fodder. W5 is Satyr and H. Juggs. Still not sure if fake-out jobs to knockbacks (don't think it does). MAX EH would let you trash them (especially with MAX TB's TS to clear most of the wave in 10 seconds). You can trick them like crazy, but getting cornered is bogus. 1v1 with Satyrs is preferred (for usual handling). Cannot ring them out here. H. Juggs die in a hurry if you apply pressure (luring a 1v1 would do the trick *just have to learn timing for barriers and get them apart*). W6 is the last filler/minor case. W7 uses Brutes, CLs and FSs. EH would again trash the big boys (Flash can catch them in the air for shatter). This aside, beating on CLs to 360/X toss at the cyclops wouldn't be too bad. Maybe RotT and go wild on them (with CR peppering to make mooks behave while not eating all the damage).

Clotho is mostly a 'puzzle'. Launch insta-downing not needed with this power. Done like usual until the actual fight (which would job to AotF and going crazy on her *don't think it matters how you spread it on the arms, really*). On to big daddy. Zeus S1 is 15/15/15, I think (hit his hand or face when he punches the center to do damage). Never learned how to skip part of this, sadly. Widow handling with Artemis wouldn't be bad thanks to i-frames. CR would make them behave for free hits. Nothing special to it. S2 and S4 are both 400HP. S3 is 375HP. S4 has a small amount behind the RotT barrier. Can pretty well treat the BoO bits like normal (same for the BoA portion). Don't think Artemis will have a lockdown option for pops, sadly. Tricking is too good, so he won't be able to lay a finger on you while you've got the weapon. Can't CC thanks to how this fight works (would give you BoO).

That took longer than I expected (still have to do CoO, GoWIII, GoS, GoW:A and Nu-GoW *no Betrayal however as it isn't taken seriously and the weapon was already there*). GoWII is probably the largest entry, so I shouldn't be too surprised. That Artemis did so well despite not getting many chances to ring things out in unintended fashion is thanks in large part to GoWII helping on the defense front. That it doesn't nerf Power % as hard as GoW1 means it sits a bit prettier than would be intended (which is good for us). I suppose being able to very rapidly level up didn't hurt (combined with low EXP requirement).

CoO and GoS (as before) will suffer for their high invisible walls in general. Armor is a problem (GoW1 Artemis failed to break the same thing Plume is used for in CoO). GoWIII moments where you need to grab a Harpy Queen would be impossible (have to switch). Onyx is another exception. GoW:A shield users are an issue, too (cannot pull it away and I forget ways around it). Nu-GoW has a host of changes making this simulation troubling to consider (allowing for Homerun/Punt to exist would be a big stretch, but I suppose it deserves some compensation for losing air combat including air t1). If (like bare fists) it works on red/blue equally, that would help make up for not having stun build-up. Tricking would have to do a lot of work (unless we're to assume the Guardian Shield fixes the lack of parry and delayed block *if so, we're a-okay on that front*). No ranged tool might make Nightmares suck (boi halp). No spell cancels. No Runics. Can't make up gems or whatever for it, either (just has to exist as is). Can't even really know the damage it does against foes relative to the other weapons (sort of like GoW:A). But yeah, next I go over this idea of Artemis in each game, CoO gets its turn. Short and simple game. Ideally, it won't be as painful (dragging out for me).

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MrStarkiller

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#9 MrStarkiller
Member since 2008 • 18984 Posts

---CoO---

Let's set the seen a bit. Damage of the Blades is lower at base and has lower potential (modifier stops at 3.0 rather than 4.0 *much less 5.0 as with AB*). Like GoWII, Power % on VH is 75 (meaning Artemis is balanced around a more severe condition with higher HP foes *GoW1 was like that*). High invisible walls shut down pretty much all potential with Homerun/Punt even with them allowed to work. Lifts also eat shit for this reason (beyond combat use). Tricking, however, still does well. Spell canceling for free would depend on LoD (hyper armor, but no i-frames), which I'm sure Slave appreciates (though I can't recall if R+s could be held, then canceled out of quickly *if at all* to not spend MP for the cancel *sadly, I think you could hold it, but not just drop it without throwing*). R+face button for spells. L+face button for specials of current weapon. L+R+(L) for evasion. Down for weapon switch. Not ideal if Artemis is part of a three weapon cycle (no CCs in this one). No apparently use for the rest outside menus, so Left, Right or Up could be Artemis (solving the issue of Sword Summon). My vote is for Up. That still leaves the problem of R1 attacks. With Left and Right remaining, I suppose either (or both) could be that (bizarre as it sounds). Not much choice. I'll still denote it as R1 (classic notation) for this (rather than LDP or RDP). Parry and delayed block would factor again until we get Shield of Helios (Slave smiling somewhere). No returns on petrification (or foes subject to it), but projectiles can be returned through it and we can parry (just no counters as Artemis never had such things).

Quick testing. Some moves can be canceled neither by weapon switch or spell cancel (much less blocking or evasion *or jumping*). All of t3 and the later half of s6 are like this (all evade attacks, too). I couldn't spell cancel T once it goes into the later portion of the animation Both weapon swap and spell cancel were enough for dedicated moves like T. Air specials could be canceled with spells. Not just LoD, but CW could be held (didn't know about the latter *at least, didn't recall it*). However, once in that animation, you cannot get out without block canceling your held stance (cumbersome). Air use of either cannot be held (and uses the spell like Zf in GoW1), which limits the use for the tactic (like GoW1). I'm not sure CW or LoD (or even Efreet) would put away Artemis during the animation such that doing the spell and releasing would actually lead to the Sword Summon animation. That might only be a thing for this entry if you weapon swap manually. Thus, spell canceling is for safety (into a block *meaning more with the shield*), but you would need to quickly input the weapon switch away and back for Artemis to exploit the animation for i-frames (would take getting used to, for sure). Ground Artemis would retain the GoW1 property of spell canceling working on its L+s and L+x options (the latter neither BoC nor GoZ have in this entry, as it happens). It would not have weapon swap (same as them). Artemis has no air specials to cancel, so that's a wash (still okay for its normals). Yeah, spell canceling just isn't the most effect way to quickly get away and back to Artemis for SS. Weapon swap would be preferable (making specials more dangerous in CoO than in GoW1).

Artemis can't quite match GoZ. It takes its heavy option at MAX to match MAX GoZ S1 (but the former takes less time). Charged S2 is quite a bit stronger (and S3 is double even what o3 would be). Charging really puts the thing over. Even without it adding damage, it gains hit properties for locking along the way. Artemis isn't going to beat it for damage or hit properties much less armor breaking (and CoO won't even let it ring-out). That really just leaves it with tricking as its things (which makes it little more than a cute utility *switch to it for i-frames and back from it to use GoZ again*). Pre-GoZ, it compares more favorably with the BoC. The damned launcher is 40 without a charge (60 with one). Good Lord. Artemis has no chance of beating it in its game. You kidding me?

Attica with Athenians and Persians. The former (friendlies) have 6HP (one s1 takes them out) with the latter sporting 20HP ('o,o' to take them out or the R1 for 26.25). We're working lvl1 Artemis again (26.25). Probably won't have lvl2 until after the first Morpheus Beast (just a guess). Hard to say. Mutilation isn't a thing in CoO (asking a lot to just say we keep getting +20 per kill with the thing). We'll low ball ourselves and say you can get lvl3 by the time you have Primordial Fire (return). Seems reasonable.

NOTE: Cost of upgrading Artemis is just below reaching lvl4 BoC. Slightly more than Efreet (more still over CW and LoD). Slightly less than GoZ. Sun Shield costing the least (to get counters that don't apply to Artemis as is, so irrelevant). At least Artemis MAX vs lvl1 GoZ isn't such a squash match (the launcher would be 20 presumably with maybe 35 for the charged version). Wish I'd finished testing (don't feel like it right now).

Anyway, humoring the ballista (not getting cute with skips), just do Thrust strats and spin to decimate the Persians. Same below until Basilisk shows up. Looking back at notes, I'm not sure Power is 75 (could be lower, but not 50), Armor might not be down to 20, etc. (seems like EXP is unaltered, but chests are worth less than usual or something *for HP/MP*). Whatever. First encounter has 150HP apparently (50HP remaining for dizzy). Doing 100 damage should be no problem. The delayed block would be, but if we have the option to switch away and back quickly to Artemis with SS for i-frames, you don't even need to block (or dodge). Just R1,s in a given opening (3 or 4 cycles seems about right).

I won't bother detailing murder of fodder along the way. Persian King has 200HP ("O" at 40HP remaining). He's a noob with Efreet (lvl1), so you can easily trick it (don't think you can jump over) aside from just rolling away. His melee is a blockable 2 hits string (our trash block should be fine). The burning overhead is not blockable (trick it or evade). Don't think you can just strafe to blow him off and punish. His adds are finite. With Artemis, you will not have the option to just grab them for control, but whatever. Slaughter his help and get back to beating on him with safe heavies (if feeling comfortable, R1,s *just be ready to trick early given you cannot quick trick given how cancels work here*). Output naturally makes this faster than BoC (lvl1).

Moving ahead, first Cyclops (200HP with wander at 20HP). Stay close, dig in (heavies or thrusts), evade trick or SS trick (just not as appealing when having to switch away and back though it is fast to switch to BoC and back to something else in CoO, so maybe it wouldn't be that bad) its attacks and bring it down. Not much to it. Skipping filler, Basilisk 2 (not a matter of damage for E2's S1 and S2 *drive it back to the wall with hits*, but S3 has 125HP with "O" at 100HP remaining, so just deal 25DMG). Not sure if one should favor the sides (just trick the paw and attack) or center (block the bite, punish, push him back and leap over into lifts for the fire wave rather than just evading through it). If just a matter of hits, I should think light spam or R1,s would do the trick. When in the fireball evading phase, just handle as usual, I guess. S3 adds a grab you can easily reverse (if you favor the left *his right*, this doesn't happen *just evade or trick his attacks*). Only needing to deal 25 damage shouldn't take long (single R1,s ought to do it, actually).

Shades have 40HP and are general grab types (not for us, then). I don't think you can interrupt their charge. Should be able to block and punish just fine (aside from tricking *even AI breaking*). Probably not ideal to rely on normals on them like this (nothing to calm them down). At least they would die quickly enough (no defense tactics noted, after all). Archers are 25HP jobbers (one R1,s and it is over).

Banshee is an alternative Gorgon (mixed with Siren qualities). 85HP with "O" at 17HP (do 68DMG). The shriek will give it a hit on you if caught. Off-screen and i-frames beat it. Evasion isn't too hard, but this is a job for tricking (easily staying close with a bigger i-frame window). They're open to launching and such, but I don't remember them well (or how to translate the talk of a paced string to control them). I'd imagine T (confirm) to Lifts or R1,s (maybe only two rounds of this and change) would do well, however. Ah, yes. No collisions in CoO. Almost forgot to note that won't be a thing in the run. Notes suggest you can juggle the Banshee (later the Gorgon) as something done for NGR+ NUR+. Potentially the case that some Artemis string could lock them, but who can say?

Hell with it. Looks like we should have lvl2 Artemis by now, so it goes from 1.75 to 2.25 modifier. Morpheus Beast has 180HP (27HP remaining for "O" *just over 150DMG needed*). I remember knockback locking such foes down. Would air t1 whoring be a thing here? Would it recover too soon? Hard to say. Apparently you just stay in its face, block swipes and punish it back. If you take a slap, be ready for unblockable breath (without a parry, you need to get clear or trick). If far away, it can go for an unblockable grab (tricky to dodge, but tricking would ruin it). Sideways movement for blockables and backwards for unblockable (as with Piraeus Lion in GoS). Seems like just enough time for most of R1,s. With R1 now doing 6.75/6.75/6.75/6.75/6.75 (33.75) before the light ender (11.25/11.25/11.25 for bonus 33.75 *all told, full hits means 67.5, so three cycles will damage kill it*).

Taking out the Shades while the Banshee is around wouldn't be a bother if you could grab. Hard to say how this would go (just be ready to trick shrieks). Definitely want the Shades gone (leaving just a Banshee). Now we have Satyrs (90HP and general) and Grenadiers (65HP and general). R1,s can potentially take out the latter in one go, but they can evade/counter (tricking might not cut it for the lingering attack). No grabs is hurting us again (for control). I suppose i-frame abuse with rapid tricking (AI breaking) would have to be the stand-in. Something like T to air 's,s,o,t' would instant kill the Satyr, but you're leaving yourself open if you go into the sky now much less suffering the recovery (unless weapon switch changes this reality for air t1).

Harplings. 15HP. Annoying without range or grabs, but at this life and our damage, o1 kills them in one hit (just not s1 yet, sadly). Tricking or evading into o1 over and over should do the trick. Fire Guard has 115HP with "O" at 23HP. No parry yet. Apparently you can leap over or strafe their attack, but not just block it. Tricking will work fine before launching into a beat down (if others are around, just juggle with R1,s). Notes say the RBP for their "O" is fast, so maybe don't bother with it unless you're confident you won't mess it up (as the punishment is severe). Tricking will again have to help with AI calming for lack of grabs in this role. Hyperion Guard (95HP with "O" at 19HP). First problem. We can't break its shield unless Artemis gets a buff (for heavy ender to do the trick as it should have in GoW1). Would have to switch to the Blades, then back ('R1,s', block/trick/evade and repeat the process). At least it wouldn't live long through the onslaught of our damage (might not last to regain its shield, frankly).

NOTE: With ring-out, the fight would be better. The Hyperion Guard would be scary without minding spacing very well as just guarding would push you over the side (and without the option to grab the ledge, possibly). Things are better without the bumpers/training wheels/kid gloves, I say.

Sun Shield. We don't have return yet, but we (through progression) have a parry that does a small AoE stun (that hits for 0 damage). Notes speak of it leeching EXP orbs from foes or something. Not sure why I wrote that (all I see is hit count based EXP descriptors). Anyway, this covers for the delayed block and lack of parry for Artemis. It won't suddenly give Artemis an air block, I'd say (just as GF didn't). Still need to take care in the sky (don't even have a spell cancel option up there, but I suppose weapon swap works for most normals). Having the parry just makes controlling fights easier with stuns (though tricking is still nice for true unblockables).

I imagine just getting the Shade Archers off-screen would let you do work on the Morpheus Beast (same tactics as before, but maybe using parries rather than block/trick). If you're fast enough, maybe R1,s each Shade away (or T into Lifts). Skipping ahead. Minotaur has 225HP (wander at 22HP). Don't want to be far away (forget how tricky it is to evade the charge and don't think it can be parried *no reverse unlike GoS*). Get in, evade or SS trick the headbutt (don't think that can be parried, either) and land your blows (I'd say R1,s would fit, which would be 67.5 per go, making it just a cycle of 3 and change for "O" *another just kills it*). Quick and easy.

Primordial Fire. This is far enough to say (with full dedication and all EXP options) you will have lvl3 Artemis for the 3.0 modifier. Thus, lights go to 11.25, heavies to 22.5, Thrust is 9/9/9/9/9 (45) with a follow-up of 33.75 (for the light ender being three light hits), etc. for VH (presuming it is 75% as it isn't 50%, but could be something between the two, but testing was a bother). Full-on R1,s (not just one of the three hits in the extension *mere bonus of 11.25 to 45 for 56.25*) would go to 78.75 (this is review from GoWII that will persist going forward, but it helps me keep track of things).

We don't have LoD yet for an 'early' spell cancel, but with how you need to block cancel out of it and it doesn't even switch away from the weapon you had, it would require (after the block) manual input of weapon switch (and back) to get SS. That's a lot of effort just to use some moves you probably don't need to (especially with weapon switch cancel being reasonably applied wherever Artemis could block cancel to begin with *which wouldn't apply to air t1*). Moments later we have it. Whoopie. Time to ignore it (if you're going to invest in magic, make it CW *all the spells of CoO scale with Power %, so they're not so hot on VH but this thing still has insta-armor shatter even via propagation as I recall*).

NOTE: Yeah, I'd definitely say Execution's Cleave (off charged input of L1+o, 'R1,o' or o3 *letting them break shields/armor*), legitimizing Homerun/Punt, keeping SS (tricking), gaining a projectile deflect/reflect on some hits, special kill bonus, etc. would all be welcome. Also, fix the modifier (adjust base damage for a higher 1.0 than 5 for light and 10 for heavy) or just accept it isn't much stronger than the BoC for NUR, then let it have at least 3.0 again (preferably jumping in power much more as it would need the help *BoC get 4.0, so lvl2 could be 3.0 with lvl3 at 5.0 taking the 5 damage s1 to 25 and 10 damage o1 to 50, but then it would no doubt cost a lot more to upgrade...which is fine as this is getting close to BotG territory with RotG doubling the values into being all the way there*). Playing off 'lifts' being legitimized, it could gain a move like what Starkiller had (Aerial Strike) for mobility (zipping to a target for knockback). This would be a big, big boon for Artemis use. Being able to charge air t1 (better still Just Release for a big damage modifier like 2.5 *GoZ, baby*) for slightly more damage and a small shockwave (mini-LotF). Rachael's on-hit grabs with her axe would be another thing worth ripping off (if not learning some stuff from Ryu's big boy weapon).

Harplings on the lift still can't be grabbed, but o1 one shots. Ignoring the option to parry/return, you can just get in on the Fire Sentinel (95HP and general grab) for R1,s spam (one isn't quite enough even now). Couldn't shake the feeling I'd said this prior to lvl3 (like I forgot to factor the VH Power %). Made some mistakes a post back. You would need to do a bit more damage than I suggested, sadly. Could ignore them, keep them off-screen and do the usual with Hyperion Guard (though having a parry makes it even easier to control). Artemis still needs BoC to open up shield/armor users, sadly.

NOTE: Mind you, even in X ONLY runs, I don't really require one to stick exclusively to that weapon to the point you cannot switch to another for a grab, block, etc. (just don't attack and harm things unless required). I just prefer this focus be as much about Artemis as possible.

Shades and Banshees (again). Have parries to help open things up, but you could already trick. Our damage has improved, so they die that much quicker (single launch *into Lifts* will do the trick with Banshees for "O" even without juggling). Gorgon has 160HP (wander at 24HP). Can't use the forced OH lock (wouldn't want to risk it with the BoC as even the re-release didn't fix it so it wouldn't potentially crash the game). Just seems like you should trick through and punish Stare, parry melee and punish that and/or launch into Lifts (maybe juggle with R1,s). Two cycles or so should do the trick if off the ground. Apparently the likes of t0 still breaks Stare, but doesn't bounce them as a bonus, but that's not something Artemis has access to (o3 probably wouldn't break Stare). No use for exit barrier strats, sadly.

Hoplite has 125HP (same as Shield version, apparently). General grab (how sad). Two R1,s do the trick (though they can defend, so maybe launch or otherwise get it off balance *parry*). 2x Cyclops...Not sure if they can attack through each other (which would make it troublesome to trick through attacks and punish). Not sure we could easily poke from the boundary, either. Might have to bait one into an attack that keeps it busy, then seize on the opening with the other (more work). Just getting them sufficiently apart (with their lumbering walk speed) might get you enough of an opening to chip one down to "O" *just need 180HP and R1,s is 78.75 each, so three kills it outright with just a few hits after the second cycle getting it to grab territory*). Not so bad.

Ignoring some trash fights, we reach harplings (eliminate them first) and Death Knights (185HP with 37HP "O" version of Hyperior Guard). Same handling. Parry to R1,s (twice) for "O" (on each). Repeat of the fight with saws (can't friendly fire, which is lame). Charon 1. Just job and be done with it. Farm HP via checkpoint/savepoint exploit off prisoners. Cursed Harpy (90HP *Harplings go up to 40HP, now*). Without extended range for attacks (and the general grab), you can't do something cheeky like s1 to OS over and over to prevent dive bombing. Notes say walking to where they start the move from makes it miss (even just jumping *being off the ground maybe*) aside from the parry option (probably easier to trick). Would have to take it slow (not able to one-round each Harpy).

NOTE: The s1 into OS of CoO is like prototype Tether (or even CG, I suppose). Must have missed Harpies (60HP). Oh, well.

Cursed Harpies and Gorgons. Just clear out the former before the latter. Hoplite Archer (75HP *one R1,s away from death*) needs to be cleared out (or kept off-screen) so you can focus on the Minotaurs like usual. Shield Hoplites. Need BoC t0/t3 (or GoZ charged attacks *don't think even lvl3 charged LoD can break shields, but I know Efreet and CW can...just don't have the latter*) to break the shields before you can even fight them.

While keeping distance, you can ignore shield users (go after Gorgons), but if you don't want to fret with it, break the shields (taking care not to hit those without them) and wipe them out. Such a shame others don't petrify in this. Eliminate Cursed Harpies while ignoring Armored Cyclops (300HP, but has armor needing 3x t0/t3 or 3x charge GoZ *can't recall how well Efreet does, but I know CW insta-breaks it when we have it later*). The ranged move is the same, but we can't punish that well with Artemis. Notes say, "Either leap over while flanking the first strike or evade through it/round the Cyclops going counter-clockwise." With Artemis, tricking whatever comes your way should not be a problem so long as you're being defensive minded (not as easy to be offensive without a quick spell cancel right into SS i-frames). Notes also mention standing on a chest to chip the cyclops (maybe it would work with Artemis, too). Rather than using LoD or returning, just get archers off-screen (normal Minotaur handling). Gear crossing actually allows ring-out. Still have to suffer shield users though.

NOTE: Thinking on it, lacking a parry wouldn't be so damning if it had a block stance special with higher block capability (like an air block), at least. Replace L1+x (just another L1+s) with it. Upgrade to move in the stance and air block. MAX perk for blocking unblockables (but being guard broken) might be alright. On the return front, lacking it is fine (having tricking) and deflect on normals would make it different (though a little odd in feel for GoW).

Charon 2. Think S1 is 250, S2 is 250, S3 is 300 (unknown pillar HP, but it requires GoZ charged hits) and S4 is 150 (Artemis would have a tough time safely getting in on this as is *exploiting returns would be best*). With S1, you could parry orbs (or trick) or get to medium range and hop around (or evade). Best to stay close. His melee pushes away if you just block (might consider backing into a wall if that's your issue). Can just trick his melee, but parry might be easier. If you parry his melee, you get a small opening to punish before it returns. Not enough time for full R1,s. Maybe the first hit (so 9/9/9/9/9/11.25 for 56.25). Even that seems unlikely. If it worked, you would need a little over 4 cycles to do S1. The start-up is slow, so I'd sooner expect you to use 'o,o' (45). Just over five cycles. That too may be pushing it (opening is a bit small). However, you can attack after/before the next and he might stagger (in which case you could get 'o,o,o' or even R1,s in full).

S2 gains CW (could trick it completely, I'd wager). Same as before otherwise (just have to be careful you don't get caught by CW). If tricking weren't a thing, you would either timed evade (then o1 **maybe o,o**) or circle strafe in close (making him whiff **then punish with 'o,o' with a jump cancel out of o2 into strafing again**). With tricking, I feel you could just do that then o,o and repeat until he did something else (which could also be handled in this fashion). S3's shockwaves are deceptive (only hit at medium/long range and can be tricky to leap). Just keep close and go to town while he is using them. S4 jobs to returns (or LoD). While BoC can land T and even t1 (air t1 for sure) in this entry, the hit box for Artemis wouldn't do so well. I don't know we could safely do Lifts on him for damage, then weapon switch cancel away and back for i-frames (protecting from orbs). This regarding a hypothetical PAIN+ with it or NGR+ NUR+. If allowing BoC blocking, weapon switch cancel into air block would work, too. Make sure no shots are active when you go for "O" (as it can hit and kill you during the CS mini-game). CW, get. Nothing else to dump EXP on, so do that.

CW trial. Dark Satyr has 170HP ("O" at 34HP). A grab finish is thus an option. Still a pity stupid high invisible walls are all over the place (or they would be getting Homurun/Punt treatment *right off the boat and into the Styx*). Launch antics work fine as would parries to open them up (no need to trick). Two launcher combos would do the trick (still risky *CW cast has no i-frames, so that cancel has to be done thoughtfully*). If tricking works anything like the i-frames of grabs, just doing it once would tame the game to such an extent it would be broken. Just take note of that.

Sphinx. Morpheus Beast by another name (340HP with "O" at 51HP, so deal 289DMG). Parry strats and punish with its back to the entrance barrier to keep allies off-screen (unable to help). Repeat. Dark Satyr Grenadiers are the 125HP version of the non-Dark one (25HP left for "O"). Only slightly troublesome that it needs 100DMG to kill in a cycle (can't quite do that). If 1v1, maybe something like T to R1,t (repeat for juggle/lock). Hard to say. They can evade into flask (you don't want fireballs to whiff and land near you *better to trick it entirely*).

Gorgon Head Traps (GHT) ignore grab i-frames (don't think that applies to others like an evade). Need GoZ to destroy them (questionable, but an option for simplifying things so long as you don't hit enemies). Tricking should tame foes, then slap away Harplings, trick some more and handle Dark Satyrs cautiously (if not tricking between R1,s to play extra dirty). Were Artemis really in this and it was assigned as denoted earlier (up on d-pad to pull it out and left or right on d-pad for its R1 attack, it would be tempting to rebind it to R1 *already have right analog for the evade and R2 also works for spells, so it wouldn't create a big problem*), I wouldn't want to have to keep pressing the d-pad to use Thrusts. That would be less than ideal.

Maybe splurge CW on the Armored Cyclops to destroy armor and do okay damage after taking out the Cursed Harpies. Armored Cyclops is the same as before, except with more HP (375 with "O" at 37HP) and armor. CW would blow away the armor, but other means are fine. Just watch for the charge they'll do after it. Luring one away from the other (using that charge) is a fine idea, then normal handling. Apparently they lose the sweep for an overhead (easier this way). If close, it will just be the headbutt (outside armor break). Just backing into a wall with a Minotaur close tends to work well. They don't want to ram when you're against the wall (would be neat if you could lure it and have them get staggered or even stuck *maybe taking damage*).

Harplings (tricking to calm). Gorgon Queens (230HP with 34HP remaining for "O"). Higher petrification potency on Stare and a grab (just petrifies rather than dealing damage and I don't think you're doomed if caught, generally). Can evade or leap over the grab, but also trick. Better to separate the Queens after killing the birdies for normal Gorgon handling (50% longer). Might be worth reminding they won't ever stop staring if doing it from off-screen. Taking a page from the Medusa playbook, they are willing to dash off-screen into their grab (rapidly appearing on you). Clever girls. Too bad for them they aren't Hooded Gorgon tier (activation damage and a heavy foe).

NOTE: Unlikely, but maybe weapon switch would work even T with Artemis (as it can on T with BoC in this entry), which would let you cancel from Artemis into BoC rapidly during a launch to set-up OH (aside from just jumping into air OS).

Innocent Souls have 1HP. Just quick evade to them and slap while fleeing enemies until you're back to normal. Murder archers by exit gate, break shields, murder Hoplites and parry lock Sphinx into barrier. Wipe out archers and usual Death Knight handling. Time to choke a bitch.

Persephone. 1.2K HP for S1. 1K for S2 (ignoring the QTE between them). Think she might have five position changes during the fight, which would be 200 each (if an even split). If four changes, it would be 250 each (even split presumed again). I forget how it is, exactly. So, S1 is normally parry charge so she backs into rock kick (flank her and punish during it). Not sure you would want to instead trick the charge. R1,s off this along would take just over 15 cycles (pretty absurd). Have to watch anytime she backs away (will be another rock *Soytos must have learned it from her, but she does it better*). Same to charge not being stopped by the parry (going into a follow-up).

S2 the PAIN+ way would suck. Maybe Lifts into weapon switch there and back for i-frames? Maybe prey t1 gets you back down fast enough (under the pillar). Think her beam stops when it touches you, so tricking would handle that perfectly. Not sure tricking could be relied on for energy wells. Probably better to just move around for them. In vanilla, just return as needed. Use CW to soften her up (then LoD for what remains). Lay down a beating when she falls. Too bad she doesn't fall all the way even if you hit her a bunch. Not sure what moves other than air attacks would reach and do good damage (she's slightly too high for me to see R1,s antics landing). Eventually set-up for the finish Slave loves so much.

All told, not too awful. High invisible walls are the main culprits for limiting its ability to stand-out against the awesome power of GoZ. Tricking would be more limited like this, but we would have a ground parry to help cover for this to some extent (pretty lenient evade, too). No real concern about being guard broken. Inputs would take some sorting. Still hurts to be found lacking with the option of grabs (false OS not so missed in this one). No collisions makes air t1 less notable. Still can't bust shields/armor. Obviously not available for traversal combat. Won't have the phantom range of the others. It would mostly just be there as a thing you could use (only good reason for it would be switching from your main to it for SS then back again). That's the reality.

GoWIII, next. Lack of CG is one thing, but lack of OS (putting aside OH) is a big issue for Harpy Queen riding (need to do this in some places, so a switch is forced). Onyx is another (Cestus). Wouldn't have a weapon switch special (just its usual move). Not sure how we would call it. Might have to occupy diagonals on the d-pad (not ideal) unless we can replace a weapon with it on the d-pad (cheat style as with BoA in place of BoE). That would be for the best. What to replace? BoE/BoA? No. Cestus? Too vital. NW or CoH. CoH, it is (fellow purple weapon). With the control scheme as it is, R1 is interact/action. I wouldn't mind overlap between it and Thrust (for the best). Grab would, as usual, be over-ridden by the heavy.

Collisions return, but they do not scale. We have object/wall collisions aside from other new cases. Most of this will not factor. Invisible walls are pretty normal in size and frequency, so it might shine here and there. Some formerly light enough foes are now heavy, so don't expect to Punt/Homerun a Centaur up and over a cliff (still need a glitch reversal for this). Lock (Item stance) cancels are a thing (forget the particulars). Item canceling with Bow of Apollo (for Blade of Artemis *BoA gruesome twosome*) may have some value, but I think it might be a stretch. Thinking on it, Artemis is too large to have in reserve (Hammerspace), but then BH is the same way (SoD and BoO were also not visible on us when pulling EH or TB in GoWII). Maybe I should be allowing SS when pulling out Items and such (and should have permitted it in CoO though it would still be a little awkward and spell canceling requires block canceling after it). Perhaps I was wrong to be so unkind to it. Any thoughts? Anyway, RoS remains its own thing. There will be no spell casting with Artemis out.

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MrStarkiller

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#10 MrStarkiller
Member since 2008 • 18984 Posts

Back to basics. lvl1 Artemis (1.75). 8.75 lights, 17.5 heavies, 7*5 Thrust, etc. You know the drill. How does it stack up with the other tools (for an idea of what we're in for)? First MIN, then MAX. With the 'high' base (designed for VH here where it is 75% Power) of Cestus or NW, maybe Artemis will come out looking good by the time MAX is reached. We'll see.

BoA's Valor is slightly weaker than s1 with Artemis. Good start (the specials it has don't mean much). Its o1 outclasses t3 (cannot double hit for extra damage). With pre-BoE balanced for Athena's Blades, Artemis will do some serous damage. Just won't have a spell (RoS isn't a thing at the start). BoE is in the same boat for MIN (has access to grabs and CG to make-up for it). Its MAX is 3x this. Valor goes up to 24 (lights with Artemis won't keep pace *15*) and Spirit to 6/36 (o1's 30 falls short but ~41 for o3 isn't far off and takes less build-up).

Things slightly favor BoE at MAX. Even without considering AoS, CG, decent specials (air TR on a cyclops comes to mind), counters for Fleece (being tied to it, Artemis would enjoy Revenge/Return through BoA before, but for counters *not just parries* moving ahead it would need upgraded BoE to at least lvl2 for Ram if not lvl4 for Rise *i-frame moves with the former as knockback and latter as a launch*), grab access (especially BR), etc. No air blocking (still). I suppose I'll be sweet and allow just drawing an item out to be enough for exploiting SS tricking. Maybe I was too harsh before. Delayed kills, glitch grabs, no mutilation bonus, etc. will hurt it plenty enough.

NOTE: Mind you, BoA has classic t1 (nerfed version from GoWII). At 100%, it is 3/3 and t2 is 4/4 (28 for 't,t,t' and 30 if 's,t,t,t' with all hits landing). Base Artemis with 'o,o,o' would be (~60). BoE MIN doesn't have access to t2. At MAX (lvl3, rather) the relation between t2 and t1 is the same, but t1 (from the start) is now a medium speed single hit (hitting as hard as the double should).

MIN CoH's Agony is slightly stronger than Artemis s1 (other lights are around half that). Curse isn't particularly close to Artemis o1. Its launcher is only strong by chains standards (GoWII and beyond). Artemis is four times more potent, but it isn't like the point of a launch is the damage (typically). CoH heavies are more than half what Artemis offers (so not so bad *considering range and keeping grabs*). MAX CoH light chain starts with moves quite a lot weaker, then ties up by s3 and surpasses with s4 (Agony falls well short of Artemis light ender, but has knockback, stagger, better coverage/reach and potential to go straight into an OH on a grounded foe, even). Heavies lag behind Artemis (half the potency). The range on its bounce/stagger option (that lingers) is how it would compete.

NOTE: I think pursue in this entry regained i-frames, so Artemis has that to help its T.

MIN Cestus lights are all the same and are nearly double Artemis. The t1 is the same. Heavy ender isn't that much stronger than the Artemis heavies (o3 is stronger). The growth of Cestus to MAX lets a lot slip through its fingers (as Artemis doesn't grow much, either). Lights are still stronger than Artemis (other than its ender *multi-hit*), but without such a large margin. The t1 has fallen behind with a gap similar to the lights (versus Artemis heavies). Its ender is even further below it. Cestus has the advantage of shockwaves around it to compliment the bounce (more like a launch if I remember right). This aside from the ability to deal with the 'armor' of this entry, its spell, a CG, etc. Artemis Thrusts give it more focused dps potential.

MIN NW's light goes from not even half as strong in the first portion (ignoring the very limited tirades eating up time without notable hit stun/stagger *MAX is when they continue for many hits*) to slightly stronger to (with the ender) slightly weaker (versus light ender). Its t1 is super weak (t2 is a strong follow-up pursuit attack coming out quick enough to make t1 look favorable to Artemis on this front though doing so limits you to air OS and juggles instead of OH or ground juggling *no i-frames for this pursue*). CG is almost as strong as an Artemis s1 (better range, more evasive, etc.). Growth is (again) an issue. About the same difference between moves, really. Tirades greatly expand on damage potential, however (as SBK knows). Take t1. MAX is 2 for the hit, but its Tirade is 6.5dmg*16h (think it is 4s *have to consider this for dps*), which is a potential 106 damage with the one move (before a follow-up into air juggles and such). For something you cannot launch, you can still attack along it (however, the tirade is very high up, so shorter foes will be missed by most if not all hits). Just need the foe to be open for it (juggled, combo'd , stuck in an animation, etc.). Gains some good specials, too.

Now to look at costs (in an entry that messes with EXP value gain and has no mutilation bonus equivalent). By the time you're halfway through lvl3 (to lvl4) with BoE, you would be MAX with Artemis. Getting lvl2 BoE by the time you reach Hades was quite doable as I recall. Perhaps lvl2 Artemis for that fight. Maybe I'm off, but I'll just say we have lvl3 at Hermes. Doesn't seem like that should be too unreasonable. Artemis is just a lot cheaper than the rest. Would quickly be able to dump extra EXP into BoE to power-up its AoS and gain counters (lvl2 before long, but lvl4 taking a bit more time). Seems safe to assume MAX BoE by HCB. Probably won't even think about that for this. Upgrading other things doesn't mean much to me.

NOTE: Upon getting Hermes Boots, Artemis will have the option of air dashing (attack speed affects how quickly it cancels if I remember right, so it would only be decent for jet dash/findle glide). I suppose I forgot L1+x in GoW1 being Icarus Attacks, but obviously Artemis doesn't allow for that. For GoWIII, those are on Athena's Blades, anyway. Also, guide coverage on petrification is AIDs this time. Won't be super important, but still worth noting.

---GoWIII---

Ascending Olympus. Olympus Sentry is...20-35HP? Bah. I forget if 20 is just the first appearance and later versions have more HP or if it is just a 'traversal' combat thing. I'm guessing the latter (as that is more typical of GoW proper). We'll go with that, so 20HP on a general type. To remind myself, lvl1 (giving ourselves lvl2 at Hades and lvl3 at Hermes was decided before) Artemis is working with lights at 6.5625, heavies at 13.125 (o3 ~18) and thrusts at 5.25 (26.25 for all five and light ender *focus* three hits being 19.6875 for a possible 45.9375. While it is (like before) true you can just switch from Artemis to access OS, OH, etc., that isn't the point of this study (we tend to prefer only switching away for switching back's access to Sword Summon). We're seeing the limitations of Artemis (as a focus) in each entry it wasn't in (while trying to keep it close to the GoW1 version and respecting adjustments in the host entry).

NOTE: Keeping up with the weird Artemis multipliers, 'base' damage and Power % seems to be tripping me up. I wonder if I've made notable mistakes along the way for forgetting to adjust damage. Could be.

So, first fight with a horde. Cleave them in half would be neat (wouldn't be able to headstomp) and I think ring-out was already an option with just tosses, so Homerun/Punt would clear them, but the issues I see would be lack of BR (easily mopping up with this sort of foe **persisting issue to be sure**) and ring-out on trash is a waste (said trash not having enough HP to survive our damage output even as low it is with ~26 for the less damaging of the two (o3 being around 2 hit points shy of killing them outright as is). Not allowed to shine yet. Tricking rapidly would break AI, I'm sure. Would it be enough (even rapidly used) to protect from rally grabs? Hard to say, but I'll rule in its favor (that it won't instantly catch you before the switch away and back after the previous SS). I might be acting too generously, however.

Anyway, just heavy slaps or R1,s antics (the usual). Would sort of look like the usual mook slaughter with the thing. "Leviathan" Encounter 1 (Hippocampus). Guide is odd here. Extremely poor coverage for petrification (not relevant right now) and bosses are not in the bestiary (have to go into the main coverage). They allow themselves to humor gimmick nonsense by the time you get to Zeus (intentionally not giving proper info and just noting "?")...A bridge we'll cross when we get to it. Unusual for them, they bother with 'failure damage' (for OS kill CS mini-games of bosses).

So, Levi E1 S1 is noted as 100HP. I don't know that the boss would be allowed to attack before we take it out (R1,s looped just over two times), frankly. Not sure our i-frame window with SS would be long enough for breath (better to evade, maybe). Can't use Artemis for S2 (150HP) or S3 (150HP). S4 (200HP). I'll be a little conservative about punishment (likely selling it short as such). My old tactics suggest favoring the left or right side of the fight area, so that's what I'd be doing (respecting the lingering hit box of breath and pushing us away to keep in it) while keeping close. If it taunts, 'R1,s'. If breath, switch side, quick roll in and R1,s. All-in might not linger long enough to be a threat to even evade tricking (I forget) and it definitely won't trouble SS, so trick it (keeping in) before two R1,s (taking roughly half its health). Swipe normally demands you change sides (lingers), but Tricking should outlast that (at its full duration). Still, probably better to just move aside (making it whiff) and at punish (might get two rather than one R1,s). Would not survive the onslaught long, at all.

Quick roll in on the archers (using the wall as cover or just taking them out first). Olympus Archers are only 10HP. Thinking on it, GoWIII is weird for there being no advanced Archer with more HP and explosive arrows (much less spread shot version). We never got one that wasn't general grab type. We've had projectile foes that run away at us, but never the Archers (never got a cross-bow user much less one with a shield). No greatbows, either. Whatever. So this riff-raff is one-shot by so much as o1. Of course, we have GF, but there isn't a need to return (good to have that ground delayed block issue sorted *just not air block*). Tricking won't work on them for AI breaking purposes. Time to skip covering a few of these optional bouts.

Though optional (tough to skip as it may be), Centaur General/Commander is worth introducing (375HP **they choose to give clear values for petrification in this part for only some foes, so this one is 900 resist on what is probably another 1K MAX scale with 18 statue HP just to note it*). They denote 78DMG for the first stagger and 147 for the second. Not clear on where the wander state begins (as I don't think they have so much HP left (stacking the damage, that leaves 150HP to slap away if you didn't grab). It is like they're trying to piss me off with this coverage (and we've only started).

BR tactics aren't a thing, but reversal works fine (a few of those and it is done). Just can't ring-out it here (invisible wall protects it in the foreground, but not its eventual allies). Could use air t1 to send Sentries flying into each other (and the centaur), but that's probably a waste (only worth 5 each and it could block). Big de-emphasis on such tactics for this entry (as with CoO *and beyond* where it just didn't do anything *not even stagger for 0*). After each reversal, you would definitely get in at least an R1,s. Blocking and responding with that might get defended (before you finish), so I'd sooner recommend part of it (or just sticking to heavies). Could trick its attacks pretty easily to keep close, but trickier with others backing it.

Don't know that it wouldn't keep on you when you trick (or if it would slide through). Could certainly make it miss and hit the wall for a hit stun (doubtful it does more than 1DMG like wall collisions), but I recall those not lasting long (not getting much off them). Probably better to take out its back-up (having a parry into a 360 AoE with knockback *for now* will help Artemis keep out mooks if you do opt to ignore them rather than clear them first *though pure reversal strats with long range baiting works fine, too*).

Would be swell if Artemis came paired with even MG (if not EH) just to have a dedicated petrification (or some spell for the run). While wishing, why not ask for RotG (instead of RoS), too? Just how it has to be, I guess. These things aside, there was a somewhat poorly understood trick with reversal into attacks (the one I remember best was bow spam, but that wasn't the only way *pretty sure melee could in some cases, too*) that would glitch a centaur into "O" early (well before it should be available). Maybe we could do that, but I won't be so generous in this run (not with Artemis attacks).

Hippo E2 S1 is 195HP with S2 at 110. Don't know the specifics for staving off its 'crawl' (to breath) in terms of damage/hits (just go wild). No way your i-frames last long enough for that. Can't recall all my approaches (which will be a persisting problem going forward) for translation to Artemis, but we'll just have to settle for less. Notes mention ranged baiting as a thing. Maybe its 'crash' being tricked (and punished) while waiting for crawl. It is said to favor our right (his left) while blocking the legs and punishing between moves, but it is also said you can 'ride the center'. Can't attest to it as I am now. Should easily stave it off (if not being sent away, you might send him to S2 in one go).

Aside from this, there is the point blank approach. The melee is blockable (can even trick it). R1,s to punish after defending (over and over). Should you see crawl, recall that even if he gets sent away, you can quick roll (give chase) to get in at least another R1,s (if not two regarding those keeping a distance based strat). CQC encourages crash (not entirely sure you can trick through it even with the longer i-frames, so maybe just get outside his body's landing zone and hop over the shockwave like usual). Upon missing it, get in for R1,s. S2 gains breath, which goes from front to back (down the center). Might be able to trick that with SS. Can't recall if it pushes you. Same tactics apply (just less HP).

NOTE: The guess work with GoW:A will be fucking painful for me (so lacking in info to go off of, super rusty, little time with it, etc.). Nu-GoW will probably not get anywhere near even that coverage (too unfamiliar and way too different). I'll do what I can.

Skipping some rubbish, Poseidon (sort of). I hate them so much. Lists him as 230HP. Don't think that's 230 for S1, 230 for S2 and 230 for S3 and even shared doesn't make sense (dividing it between them) to me. Quite confident it isn't the latter, so I suppose we have to assume the former (the HP is just super low). Guess no specifics for us, eh? Just know that it will go faster (in terms of dps despite range). So, S1. Back-left of this arena (Gaia's head) is safe from claws and gliding into the fourth wall protects from electric attacks. Going after the left claws first with R1,s. When that is done, you will have to use an older tactic for getting in on the right claws. I apparently favored the center (just slightly left of the absolute) for time to react to PR while baiting left PR or claws (then going in freely for the right claws).

S2. One option is to get right on him and trick his punch or swipe (even his triple stab, I'd say *normally you would wait for the second to land, then go under it though maybe you could evade trick that one for a longer opening*, but not the prolonged attack *you would need to clear out and lack range to punish it*). Might be your best bet. Wall strats is a thing, but that ain't Artemis. Don't think you can even hit him from above. If you could, you would need to trick his grab (over and over) and land R1,s. Working the bottom-left while baiting triple stab over and over might be slower than CQC for Artemis (given how we lack a solid punish for that lingering attack and RNG could keep picking it).

S3. Leftside first, again. The left-right PR just means you glide at the foreground from again the back of the arena and get a big opening (while right PR is still going) to take out the left claws. Forward-middle-back, not so much. Mind you, with SS, you could probably just trick the attack outright to blow the whole thing off (giving Artemis supremacy). Just don't try that with the tilted claw strikes (lingering hit box) or between two PR impact points (trick the first only to recover as the second lands on the shared location). Same handling as in S1 for S3's rightside, but left-right means you need to (without tricking, anyway) R1,s then evade away (and go back if you want an extra punish) or move to the left after it ends and be ready to get-in on the right as it clears up. The version moving from front-to-back has similar issues (us lacking some of our usual range). Again, tricking should keep this from being a bother (if you keep getting PR).

NOTE: Invest EXP into Artemis prior to River Styx (unless you like wasting orbs). Perhaps you could have lvl2 earlier still (speed up the 2x Hades Cerberus encounter).

Lost Soul. 4HP non-threat. We've got BoE now, so Revenge is gone. Without lvl2, you won't even have an equivalent (Ram). Parry is retained (thus ground block isn't trash as an option). Lots of fights to skip covering (repeats and irrelevant to the weapon *traversal*). When next we resume, Gorgon Serpent.

Now for a little more. Gorgon Serpent (115HP with no specific notation for "O" or much of the other coverage that should exist). I've peaked ahead to see there is quite a lot of that going on. Anyway, we can knock it around, but there is no way to ring-out here that I can see (doubtful the ceiling is false with low invisible walls for Homerun/Punt to get around). Like the Centaur, it eventually becomes a "wander" type, so beating it near enough to death will allow a heavy to go into OS kill (along with dizzy, the only way for a grab with sole focus on the over-sized hunting knife). We have return, so she jobs super hard to just waiting for flash (not long) and returning it (then shattering statues). Even without it, we can evade (or trick) to make her catch her allies.

She's no Hooded Gorgon, so just baiting the grab can work (no activation damage, but has reversal damage to her that isn't terrible). As before, light enough to knock around. Collision may be trash, but you could potentially wall lock, but it should be enough to launch into R1,s, I'd think (if not just shattering her, which is probably still the easiest by far **just throwing out alternatives for a challenge run while not being too reliant on other tools**). Could go after Lost Souls first, but it is easy enough to just get rid of the gorgons. Just beware partial petrification (gliding would negate it, but I don't know that air tricking would save you shy of just prior to on-landing).

NOTE: My old coverage says the slow-mo pursue of GoWIII actually doesn't have i-frames, so I'll have to go along with that (duly noted).

Bow puzzle. Cerberus Mongrel has 260HP (supposedly 'dizzy', but I don't remember that being the case *also, no further details*). If fighting dirty, bait it beyond the first 'archer post' so it will reset, get to its rear and go wild (R1,s). Alternatively, get in its face, block/parry as need be (trick the first fireball and I think the rest fly over your head for a big opening) and punish. Mount and pace shots to blow away riff-raff along the way with light shots until you get to your mark (and burn him for the bow). Got the bow, now you can cancel more effectively (I think we said we're being super sweet, so this means drawing and releasing the bow causes the SS animation, so it quickly brings you out of many animations and into the exploitable i-frames) while gaining a decent range tool for chipping, provocation, burning (enviro, short DoT, etc.) and so on. Only 2DMG per shot, but it is still pretty alright dps from a distance (more favorable when compared to lvl1 tools *especially the Blades*). Burning doesn't last long enough on most foes to make a big difference, but it is still something (especially for the few it propagates between).

NOTE: I'm foggy on 'remount' strats now. Hopefully the notes I have readily available go over that.

Harpies (15HP and general). Can just hang by the AI boundary and bow them (even burn them as they catch each other on fire), but we're here for Artemis (which cannot CG and/or air OS much less OH/alt.OH or even ground OS). Trick bombing and punish their tiny HP with R1,s (or 'o,o') or just hang out at the boundary and go to town in this same fashion. Shame about trash collisions. Air t1 from the boundary would be grand. If they were somehow large HP types, ring-out would be considered.

Erebus Trials. T1. Block and wait for all Civilians to be converted by Hades Arms (4HP and general) into Lost Souls, then slaughter with R1,s pokes. T2. Lost Souls touching the wall become Sentries (unless the Minotaur is dead, then one can become the replacement **exploitable for EXP and HP**). Don't think they can get through your guard, so you could turtle up and wait (again). Alternatively, target Lost Souls (4HP means even your s1 will one-shot them, so you can quick roll around, even *aside form gliding or just peppering with the bow*). Next, Sentries (R1,s). Maybe Homerun/Punt minotaur (or T to R1,s).

T3. While you have the option to parry, just do so (killing everything before a Gorgon). Without it, I believe it was a matter of leaving one for partial petrification exploiting (launch a minotaur in its sight and it falls to pieces upon landing). If the invisible walls were low enough, Homerun/Punt minotaurs and gorgons (though you would then be left with the harpy menace *handled like in their intro chamber*). Notes say running around the perimeter works for taunt provocation now (like it will later). How nice. Another old tactic was getting the Gorgon to "O" before using it against its allies (when using PP rather than return). Talk is that OS kill is used for the harpy wave, then another gorgon shows up (to use on the minotaur).

Minotaurs of the next bit could be damage killed (pot explosions can help *cannot hit us*) in the usual fashion, but you could also use Homerun techniques (or pat ramming) to send them to the cliffs. Olympus Fiends have 45HP and are general grab types (at 10HP or less *they actually bother to say it this time*). Death in the air or during a grab (aside form shattering) won't set them off. I forget if burning will (could go either way). Send them into the pit, let them blow themselves up, ram them with a pot, return spam, trick to get in and R1,s, pepper with the bow (maybe set ablaze to discourage attacking), etc. They can block, so you may want them off their feet. Plenty of pots (even ring-out) for the chaps ahead. Stone Talos has 170HP and wanders (no further details). Just bait their charge to either AI boundary (rather than block and punish strats) such that they have to reset, get behind them and go to town with R1,s (only watching for their third stun's counter-attack).

Feral Hounds have 18HP (10HP or less for OS kill *general*). Burning should spread between them. Don't think the Gazebo offers a boundary. Their rally would be dangerous unless SS tricking works as well as a grab (which we lack). R1,s would be the preferred damage dealer (as usual). Get RoS. To note it, it never adjusts as we progress. No blocking, no jumping, no items, no magic, etc. while using RoS. Damage isn't even that great (poise and DEF are its true value when going to town with clumsy attacks). For the most part, it is weaker than lvl1 Artemis (which is a weapon designed to compete with GoW1 BoC, to fight on GoW1 VH, to be used a good deal into the game, etc.). Sad. Shame you cannot just use the rage for the poise and armor (aside form petrification immunity, break-out of grabs/petrification, etc.) if not at all adjusting damage (modifiers, Power %, new moves, etc.). It can't even get around Onyx or shoot lasers (just the worst).

Guide gives HCB info for HC. Typical. Bestiary has them at 300HP, but doesn't clarify beyond that. Whatever. Can't damage kill them (forced to do each "O" unlike the GoWII Cerberus or even the Breeders). They lack blockables that I can recall. Could just block and punish (maybe have one in the way of the other). Returns would take too long (as would bow chip). Bow shots could provoke charges, I suppose (get one from the other). Working the parameter is a good way to provoke taunts (if they're not too close), but we lack long range, so you would want one in closer for this. Lame you cannot ring them out even with staggers or smart baiting of their charge (hang on the ledge and shimmy aside *if that* or glide away and back). Would speed along this trash duo. Let HCB be the special boi who can avoid this fate (even though the model is the same).

Another harpy bit. Just abuse the AI boundary at the entrance. Mezzanine. Can ring-out easily (even with just air t1 *though not safe*). Attacking through the bars might not be so hot like this (hard to say). Exploiting boundaries can't go wrong (or just skip it). Worth having the EXP for lvl2 Artemis. Lights at 8.4375, 16.875 for heavy (o3 ~23) and thrust at 6.75 (33.75+25.3125=59.0625 potential from R1,s). Hades best prep the lube.

Forgot to note (War Hounds are the same as Feral Hounds). Hades Cerberus Whelps don't get a distinction (1HP foes). Anyway, old fire-face. S1 says it is 315HP, but it isn't clear if it stops at the end of S1P2 (wall) or if that includes however much HP remains for the 'meat' we chase in S1P3. Same issue with S2 (265HP). S3 is noted at 75. S4 (tug-of-war) is the same. S5 (CoH) is set to 260HP.

S1P1 normally jobs to Argo's Ram, but we don't have it (not air t1 can quite fill those shoes, but it is a knockback, so maybe). Could treat the bulk of the fight as a pin cushion (pepper with shots), but nah. Won't use RoS (or switch for spells) here. You can block his melee and punish (R1,s) other than the stomp (evade through/away or trick *the new option* though notes speaking of jumping). Notes advise sticking to his left leg (as he only stomps with the right). Favor left flank and counter-clockwise strafe (this is ideal, though maybe meaning less with SS). S1P2 is a wall phase. Get to his left hip/flank (along the back wall just right of this Lord of Riches). If he tries to grab, you have many options (jump, evade trick, SS trick, move away, etc.). His clockwise high sweep can hit if you're too close (don't be flush unless you see it and trick or something). Apparently just pulling out the bow creates enough distance, so you have to be right on him. The other attack to watch for would be his left arm heavy (can simply jump over aside from outright blocking it *or more tricking*). Just R1,s the Hell out of him. S1P3 (meat) would just be going in on his tit with R1,s.

Super chain attack no doubt lingers too long to trick. Get to the safe spot. S2P1 makes the stomp come out faster and enjoys a larger hit box, but can be treated the same thanks to SS if not air t1 shutting it down (might be a bit too slow for S2P1 though). His melee string now has an unblockable finish (trick it or evade under him to his rear). Air t1 might be enough to counter this. He has a grab if at range, but no real reason to do this (your DPS is much better in close). Shockwaves job to jumps (much less tricking). S2P2 gains an extra hit for the heavy chain (making it worse as that just means the one that you have to care about is followed by one you don't, so you get a bigger opening). For flicks, you can move back a bit and block (PAIN+) or just return them (stuns briefly) if not tricking. S2P3 is a repeat. Another big chain move.

S3 is a short wall stage with geyser (don't be close during start-up, then start along one side of him *left/right* and work to the other while attacking *R1,s should be fine for this as the geyser isn't able to pressure that well*). Keep medium range to see what he'll do unless you're sure you can trick his unblockable summon (the mongrels are blockable, but not the casting animation he has). Even with only ~60 potential damage per 'R1,s', you're nearly one-rounding S3. S4 is the silly chain yanking bit (could play his game or just cheese by going to the divide on purpose, pulling free, get some free slaps and repeat without letting him attack *not allowed, but an exploit exists for breaking out so you can get over to him and slap him silly or pepper with bow shots*). S5 normally forces CoH, but this run declares the Blade to replace that, so we'll have it here, too. Quickly take out Sentries. Keep center and watch for his attacks (evade accordingly). If you see the cues for his breath, get to either extreme and change platform sides using the grapple until he reaches "O". R1,s all damn day. Can't be sure it would be wise to try tricking his breath.

NOTE: Next time, the real gazebo experience.

Gazebo. Bait taunts, defend how you like (then punish *R1,s like usual*), bow chip from range, etc. to get both to "O" (then finish them back to back to make the next wave easier). Tricking should calm the dogs and let you get in some slaps between use of it (keeping the Talos taunting and whittling the dogs away until alone with stone boi).

Olympia Door. Olympus Legionnaires have 90HP (dizzy at 20HP). There is potential for catching them in a grab (in which case, BR would be the most desirable option), but you probably shouldn't count on it (window is a little tight between our damage and the HP before they die). One option is to lure the Legionnaires to the starting area and ring them out (Homerun, Punt, Spike, just air t1 when they aren't in hyper armor, launch into 'float' or lifts, etc.). Chokepoint strats probably don't apply to this weapon. The bow can pelt from afar aside from setting foes ablaze (opening them up, spreading damage around **at the chokepoint, even**, etc.). I forget how I'd want to mop up the rest though (probably luring small groups along and going for more of the same even with the dogs). An alternative is to lure the first group away (as before), kill one and quick roll away to the spawn zone (the group gets stuck and you get a single respawn point as you deal with it and pooches before returning to the start to finish your work).

The cave introduces a problem. Harpy Queens (needed for some bits). They are a general grab type with 80HP. You're going to have to switch (for platforming) to another weapon for access to a grab allowing you to ride/mount them. The next bit has a fair few options. You can get wall collisions (meh), go for actual collisions (also, meh outside BR), ring-out (won't even need Homerun/Punt, but they're the fastest way shy of direct damage with our relatively high dps), etc. Helios' fireballs can knock foes around. Don't recall how much (if any) damage it deals, but ring-out or wall collisions still applies. The ramp is an AI boundary, so very exploitable for grouping enemies up and just going to down with R1,s perhaps after setting them on fire with Inferno.

Centaur turns up. His rally gives the Legionnaires a shockwave move, but it is blockable. Even if the thrust of Artemis cannot glitch the centaur, reverse to bow spam would get it to "O" quickly. Even without that, just keeping distance (maybe just landing shots to pester into charge) and reversing them (maybe doing damage as it recovers before backing away) is a thing. Or beat it from the boundary (or lure it beyond the thing for free hits if not just a 1v1). Or kill all its allies (from the boundary to make it cheap) before engaging. Or stand on one of the rails by where you do the harpy crossing, reverse its charge and toss it off the cliff (leap off the transient invisible ground and glide to safety if need be). Another version of this is having it in the bottom right of the screen relative to you standing along the leftmost portion of the opening in that rail as you reverse a charge (for the same results). As before, these are heavies, so you (sadly) cannot just Homerun, Punt or Spike to get rid of them quickly. Chimera next time.

First Chimera. 390HP (130HP per phase, dizzy, no ability to do damage beyond it *must grab* like with HC). Amusingly, only a 1 second burn time. You would think something with a mane (and some fur) would burn longer (even if a 'fire type'). Like, 5 seconds (2.5 per half second, meaning 25 damage plus the 2 damage shot for an appreciable bit of life from a single shot, but nothing amazing). Thing is totally immune to petrification for no good reason (sort of like how you cannot damage kill it *too proud of their work to let you miss any of it, which also covers why it won't job to friendly fire from Helios, we can't turn the ballista upon it and it isn't an option to slap away the low rails for a ring-out method as with Rooftops of Athens in GoW1*).

Snake, Lion and then Goat. That's the only order it goes in (and only switches upon doing the mini-game else it recovers some HP). More limited than I'd like the case to be. While I think it is a very good design, I would have liked them to be open to making different versions (not just an ice reskin as with GoW:A). Dragon's Dogma had theirs focus on its lion body (quad, not bi) to pounce and such, but the tail could afflict with poison (via mist even) while the goat could cast debuffs, heal, use elemental magic for ranged offense, etc. Would have been nice for GoW:A (which came a year later). Wasn't super into their Manticore design (it was fine), but I felt the enemy was pretty alright (just not a boss). Showed how GoWII could have done Griffon's justice (not just left to Pegasus sections) as a major grunt (even mini-boss) able to switch between a flight or grounded mode at will.

Anyway, Snake first. I believe launch, knockback and bounce generally interrupt most moves for a given phase (some exceptions for a case-by-case basis *Firewave and Triple Fireball don't seem to job to anything in this manner*). While you could just block and punish (think even the poison spit can be blocked and it doesn't have an unblockable grab that comes to mind), it is better to check for lockdown strats (as that is just a thing with this foe *as with some others*). Perhaps lifts into air t1 (s,s,o,t) would work. Not sure if the simple 'o,o,o' would, but I don't see why not (o3 is a bounce). 'R1,o' would be another option (said heavy ender bounces). Presumably T, L1+t and 'R1,t' (aside from t2) would all work, as well. I just feel the best damage and easiest lock would be the heavy string (landing o3 as it becomes open to another stun). Not sure the opening is large enough for more than the noted, really. Lion would be the same (landing strong hit property moves during the normal times we can interrupt as with its taunt or charge/melee, but not the fireballs *which we could easily trick through and possibly punish between if only for the gap in 2 and 3* which you can just jump over though I wonder about lifts keeping us airborne long enough).

Goat is another you can interrupt heavily (just not during firewave *after it is a taunt you can punish*). I think slapping during the taunt will cause it to hop (always to its right *essentially counter-clockwise*) as it will do after being staggered out of any given move. Tricking the firewave should be no problem (easier than evading through it, but just jumping over ain't a problem either). Camera abuse for control would be less potent for lacking a ranged punish (unless we're talking bow strats or something). Having to use air t1 over and over would be lame (and the recovery is bad, so the fight would feel clunky). Not sure how effective R1,o or R1,t would be (much less R1,s) as the multi-hit thrust would certainly make it hop away, so no point going for the hit stun. Dialing up for o3 then turning towards it might be unwieldy. The damage from T alone could be a little meh, but air t1 isn't any better/worse. Maybe just accept the lack of a lock. Block/parry or trick the ram/charge (trick the firewave or jump over it while closing the gap to punish the taunt) and punish with heavy until you get a firewave (clear it and punish with damage via R1,s then watch to see what it does next as you won't haves much control, but the damage output should be worth the minor guessing game).

The balcony after crossing has a bramble pot, but I don't recommend it yet (if they kept coming back, that would be another story). Ring-out option is about as strong here as the other encounter. If going for damage, it might be reasonable to launch into lifts (or R1,s juggle). Don't think they are that different from CLs of GoW1, really. Evade (or block) and counter-attack. Pot makes more sense for making a chokepoint, ramming the group and being blown up among the punks ahead. Business as usual. Could even take them to the balcony for more ring-out (doesn't seem necessary for sentries).

Cyclops Berserker has 300HP (no note on when it reaches wander *I imagine if I looked around I'd find coverage from myself somewhere with more on this*, but I imagine quite a bit of HP remaining). Can't just bait it to hit the Olympus Guardian (30HP), and Artemis (like even the Blades) lacks the ability to damage their Onyx. Workarounds exist, but I forget how it works (something to do with wall collisions opening them up, I believe). No idea which strong hit properties will break a Berserker out of its taunt (just a guessing game as even some without such things have done it for cyclops variants in the past *Ex: s3 for Cyclops Brute in GoW1*). You can land t3, but not t1 (regarding BoE/BoA if you don't want it being staggered out of the animation). The usual handling would be boundary abuse. Maybe bow spam until at "O". Maybe wait for a taunt, then rush in for a quick punish. I don't remember using evade tricking to handle its attacks (might have been tight timing) though keeping in close wasn't uncommon. With tricking, that should be easy (so you would simply R1,s in its face, trick attacks and get to "O" without much complication). Ride and use it to shatter its allies and kill them all with lights.

NOTE: Helios handling will not change. He'll become our flashlight for some ranged chip, ranged knockback, situational ring-out, illumination, etc.

Harpy catwalk 1 won't enjoy the option of grabs, but ring-out is still an option (air t1 being the quickest melee method). Then again, our damage is good, so trick bombing and one-shot with o1 (not going crazy with R1,s)? But while allowed the option, Flare will cause them to drop into the pit for ring-out over and over (if I remember right). This aside from ranged chip with the bow (Flare is the better option here *2x Flash in rapid succession not so much*). We'll continue later (maybe tonight *if not, tomorrow*) with Eos Cave's Cliffside (introducing the new wraiths).

Olympus Wraiths have 240HP (general grab with OS damage becoming OS kill at 40HP or less). I think only GoS had a wraith (Keres variant) that wasn't an 'instant throw'. They are also the only sort that would do a grab out of a burrow (though I think it was an on-hit sort, so you could parry it *don't think it was blockable, so it wasn't a total joke*) despite the GoW1 Athenian Wraiths showing off such a thing in their intro. Still say the grab condition should be getting them off balanced (as with using a parry, making them take a block stance, etc.), but here we are. This brand is a poor man's fusion (did the dance wrong) of the Athenian/Temple version with the Asphodel chads into the sad virgins tossing frisbees. Being that they are designed to job (hard) to grabs (in particular, CG *able to counter the burrow state even*), Artemis is not well suited to them (seems fair to say). I'm not sure they would hit our body during i-frames (from tricking) only to come out of it with their attack (doing nothing) to expose themselves. Can't recall how long they can burrow offhand, either.

For this cliffside, normally you would use grab tactics like OH infinite (mostly safe *small gap after a given OH, so back-up could save them by hitting you or forcing you to defend rather than continue the attack*), OS to air OS (should sound familiar to those facing wraiths in the past) and even putting your back to a cliff then using CG to pluck them out of a burrow and toss them over (through invisible walls normally preventing ring-out). I would imagine you could just Homerun/Punt (not Spike) them over the invisible wall, but I can't say for sure the wall is low enough. In the event it is, you can bow spam (or even head) from across the gap (backtrack). You can take them outside the arena, but I forget if you can hit a boundary (or if it just skips the fight). Don't think the path leading to the catwalk ahead changes the reality of invisible wall nonsense. You're left with direct damage. Maybe block the burrow (or some attack), T when safe (no pursue i-frames) into Lifts for damage (or stay grounded and R1,s juggle for damage). If not able to get one isolated (if only via camera), just use heavy hits in-between defenses (probably better not to try tricking between a gathering of their projectiles).

The next catwalk can be made easier outside PAIN+ (having to ignore the threat *maybe working the entrance barrier to limit such threats*) by returning shots or firing back (bow favored over Solar Flare). Inferno on the explosive pots does well. Invisible walls only protect us here (not them). Ring-out as with air t1 and juggles.

NOTE: I remember now that I was talking to SBK about possible utility with Head of Helios in the vein of a 'blinding' status for having foes struggle to track us effectively (attacking wildly) and even having the switch flipped (as with on petrified foes/statues) so they can deal (rather than take) friendly fire with any of their moves (though still able to hit us if in the way). This aside from the notion of a 'blinded' status maybe offering a brief stun for free hits. The former is more what I'd be interested in (and would be all about Enemy Power % being turned against them *so it would suck for lower settings and be great for higher settings particularly with runs working around low dps on normals tied to Power % as with NUR and higher even before some costume nerfs us further*). Would have really enjoyed this Item if it could have made the illuminated (blinded) foes temporarily my tools (not quite the same as raising up the slain foes, taking control of foes or directly possessing, but still very neat).

Box 2. Normally I advocate (while having grabs) for waiting (hop up to a corner and wait, block or SS trick in this case) until minotaurs appear (then using X toss *when the chain isn't being chopped* of sentries at them for ring-out aside from BR *just launching to CG can work, too*), but I don't know there is a point to leaving the Sentries alive without the ability to weaponize them effectively. Homerun/Punt should work very well (even Spike) for the minotaurs (maybe just damage kill the lowly Sentries considering our damage output). I should correct myself. Earlier I noted the wrong HP. Minotaur Grunts are only 120HP (so they would job pretty quick to lvl1 Artemis). The 'elites' are just tough enough (225HP) to warrant the ring-out focus even with lvl2. When archers appear, return, Flare or bow them down (regular shots are plenty though Inferno works well).

NOTE: I'll probably go over the 'variety' of Minotaurs in GoW (and how GoWIII was part of a downward trend on said front *even GoWII is slightly guilty there*) when the Labrys version turns up (with its amazing axe toss *guide pls*).

Mongrel with back-up is trouble. Think you can get on corners while you get rid of its help (pokes with thrust or air t1 to send them flying). Maybe just take your time blocking and slapping with heavies until sentries are gone (evade/trick only the fireballs). With the lone Mongrel, get in its face with the same tactics as before (fireball becomes a big opening *just get under the first and the rest will miss as you lay the hurt down with R1,s). Mount it, then dally (just do the mini-game to stay on). Let the Elites bunch up and use flamethrower on them. Should any survive, mop up in the same fashion as before (if they can survive your output long enough to die by gravity). As before, there was a trick to get more use out of mounted foes (letting them throw you off, then getting back on), but I don't recall specifics (and with Artemis using a heavy prior to grabbing, you might just kill the mount outright trying for this anyway).

NOTE: Another way to cheese the cerberus would be bow chip from a corner.

Hermes chase. Most isn't worth covering, but the bit with War Hounds and Harpies seems decent enough. You can murder civilians for HP, but you still don't have the option to general grab, so control isn't as simple as it could be. With our output, even if ring-out were a thing, it wouldn't really be an option (they die too soon), so it becomes about going after distracted foes with heavies (if not R1,s). Maybe tricking attacks. If willing to use items, bow chip (even inferno) or possibly Flare for long ranged chip (knockback for harpies leaving them momentarily grounded if that suits you).

Hermes is noted to have 150HP. No note on how much damage reversing his jumpkick (true grab) deals to the boss (it is good compared to even normal enders). Says each failure is 13 damage to us (if that scaled with Enemy Power % *like all of GoS by way of blunder or the Skorpius case...* this would be 65 *more than half the base bar*). lvl3 Artemis. Lights are now 11.25, heavies are 22.5 (o3 at ~31) and thrust is 9 (45+33.75=78.75 *R1,s potential*). He's annoying as it is difficult to react to when he'll do his impression of Master Exploder (he wishes he was as cool as King) and you cannot bait it out specifically, so it is up to RNG (his other moves being unblockables that scale with Power % meaning you don't want to stand around and be made to eat shit from being slapped to death). We have tricking, but standing by him and tricking might not even be perfect as it is possible he could attack between the gap aside from doing this maybe making it a problem to get out of i-frames in-time to let his kick land (and reverse it). Without output, we should be trying to land direct attacks, but there is the problem.

Artemis lacks a 'long' range hit like Curse, Plume/Spirit, etc. Chipping with Items (much less magic) ain't ideal (he evades most of what can hit him with little able to do it at all). Baiting him near walls doesn't guarantee he'll do his impression of Dante's Trickster and even if he does it, I don't think you're guaranteed free damage (much less a drop kick to reverse). Later, when he's more hurt, he'll slip down the wall to give a brief opening to punish (possibly with R1,s to take half his HP in one go). It is getting him to that point that might be troublesome. The normal tactic (as hinted at) would be to let him de-aggro and attack from outside his aggro range with moves that hurt him, but don't provoke him into action (keeping the fight braindead). Things that don't merely 'tickle' being preferred. Too much of the time he is invulnerable to our attack options and his tells are quick (but also discreet up to it being too late). Having to treat this like the Cestus handling (NG+ glitch) sucks. If Artemis was stuck with that scenario, the first portion (before being able to take advantage of him slipping during wall runs) would be awful (tempting one to ranged chip with the bow or head). Not ideal.

Got the boots now, so we have the lock for slightly quick walking speed, the rush (launching foes as we close the gap quickly) and air evade (no i-frames, but still pretty alright) aside from CS wall interactions (they didn't fully realize wall run, sadly). No Trickster Kratos on this day. Can't even level it to get more general access to the wall runs, more potent air evades (with i-frames at least), a triple jump, improved i-frame window on ground evades (maybe a little less recovery, too), etc. The upgrade just gives an explosive trail on the rush into a pursue (lacking i-frames). Doesn't give the option of a proper sprint much less a dropkick out of it (Nero the Zero can do it, but we're not cool enough apparently). The air evade will help with making Lifts safer (as do the wings regarding partial petrification). The cancel from activating the boots (not even using them) is no better than the bow (or head). The ranged launch should combo into our use of launch (combining for the glitched effect seen in Homerun/Punt, so that is a decent synergy, at least *though I'm sure it would be a little unwieldy*).

I didn't complain about the Bow of Apollo as much as I could have (only lamenting really how Inferno's burn time and propagation are too limited). Having a LV equivalent seems sensible (for knockback on-demand *rather than launch* and burning status and insta-statue shatter) as an upgrade ability. A bit much to ask for a TS equivalent (more like RotT's Inferno). I'd still like to have fire hazards we can create (firewalls discouraging foes to cross for a time, doing DoT, enough hits ignite them, etc.) even if only a 'pool' to lure enemies into.

NOTE: This aside from Apollo never properly showing up (arguably the same for Artemis). I wanted a dual boss fight with them (maybe not so much bothering with Python as they should have taken care of it already and big animals don't interest me much). Artemis wielding the blade bearing her name (that doesn't align with myth at all) while her brother would have the bow. Perhaps give it the usual dual-boss mechanic with the one who gets taken out first powering up the other to spice the fight up (or taking them out at the same time to avoid this *maybe even friendly fire to an extent*). Artemis last would see her wielding a greatbow with fire attacks. Apollo's cheap Helios knockoff fire arrows giving way to him wielding a more DEX oriented blade. The main point being to kill them and take their stuff (getting this beloved weapon back *keeping what was good, but changing what was bad while trying new things to expand on solid foundation*).

Thinking on it now, the fires in the bout I noted prior to Hermes could have been a neat way to get a secret (putting them out or building them up by tossing foes into each). Oh, well. You one-shot Sentries with o1 now. Legionnaires slaughtering the plagued (who can draw aggro with Enforcers *reminds a bit of Athens Tower Square with the Brutes, but these boys run out pretty quickly*). R1,s would quickly get these lads to their dizzy state (for BR and toss), but you can also use ring-out. Whatever works.

Cyclops Enforcer returns (only to meet up with an old friend) with 260HP (no note on when they reach "O"). Shame they never got the traversal combat working for cyclops types (nor the idea in GoWII with them taking new weapons or being disarmed). You would think the Enforcer could go wild with a spin2win with the morningstair on a chain (never quite uses it like a flail, only a projectile or mace). Never quite expanded its old moveset (don't think they even have the lunge *much less the quick one*). Shame we cannot mount them (to use on others) and even their ball-chain move won't friendly fire (much less get stuck in a wall to leave them open even longer *or destroy environmentals for hidden goodies and such*).

Artemis was never quite able to lockdown Enforcers (their HP is better here than in GoW1 *130HP with "O" at 39HP remaining*). The old tactic with counter-clockwise strafing...not sure that applies in GoWIII's case (certainly not a good idea with multiple). Tricking their attacks before a punish (R1,s) wouldn't be hard. Favor the extreme right or left of the fight area to deal with grunts first. You could chip with bow or the head from beyond their reach. Boundary abuse might be a thing for limiting their capacity to fight back (as with the balcony), just won't have a move like Spirit to really hurt them with (need to expose yourself). You would be looking to punish baited taunts like this (though, again, you have tricking to fall back on *still wouldn't really want two or more at once attacking you, so maybe split them up or have the bulk busy when engaging one, whittle it down and bring down their numbers*).

I mentioned before Trickster (in relation to the boots). Fleece during the Euryale encounter could reverse her Stare for orb drops, but nowhere in the rest of the game could Argo's Return opt out of the generic projectile return *would be fine if immune to Power % while having an alternative return that sends the exact projectile back scaling with Enemy Power %* in favor of destroying the projectile for light orb drops perhaps influenced by the attack itself (maybe limited to a few *maybe three instances* per source in a given fight).

The parry special of GoW:A gives a glimpse at a very different take (failing to give itself an air parry even with upgrading or even counter-attack alternatives that can deal damage or just exist to build tons of rage or something other than stun, which has no purpose for many foes while the existing moves lack i-frames). Nothing in our arsenal like GF upgrading to gain the ability to store damage (Royal Guard) from parries and release (or 'Ultimate' for converting projectiles *much less a melee version of this*...or Dreadnaught). But enough of lifting ideas from peers for the time being (WT, QS, etc.).

NOTE: Upon footage review, maybe they do work basically the same as GoW (more HP, but even less speed).

Siren Seductress has 250HP (dizzy "O" not noted). Flash is said to be the intended way to get them out of their 'shadow' state (though I believe Flare works, too). For PAIN+, we permit Flash (just don't hit anything unnecessary lest you be DQ'd). The workaround is not forced (as with Cestus use on the Onyx shields being fine and not forcing the workaround there). Their flight might be annoying as we don't have CG (much less air OS) and it can lead into a grab shockwave (forget the specifics). Don't think they leech MP (something the GoWII priests did with their grab *aside from the curse taking away jump to make the game like Nu-GoW amusingly*).

Without air OS (or OH), you cannot do the usual Siren handling (dayum shame). Launch to juggling with R1,s comes to mind (lure them beyond the AI boundary to make things extra unfair). Don't think we can send them over the invisible walls of the foreground (for ring-out). Optional bit though this is, worth covering them now. Their OS kill is a shockwave with knockback (don't recall if it deals direct damage though) reminding of Widows. The OS damage is a guide-able toss, but I don't think it can collide (like it matters much). They have a projectile to return. Sadly, they're not full-on LotR movie ring wraiths (jobbing hard to being set on fire). They have a quick slash (as usual), but they're no Siren Sibyl (most annoying Siren variation awaits us in GoW:A *with guard breaks and a taunt that is an attack working from off-screen...might be unblockable, too*).

Guardians and Serpents on this elevator. With return allowed, just do that, shatter guardians and then go after the gorgon. Without it, you would want to bait grabs, reverse, get to "O" and shatter guardians (then repeat until done). Here my notes suggest GoWIII statues don't take friendly fire damage (sounds like total shit). About 7 reverses for "O". A flash hitting a guardian dead-on can petrify, at least (and with lvl3 Artemis damage output, shattering them shouldn't be tough). It is just really bad (and without partial petrification, there isn't much to go on). I suppose you could get the Serpent away from the Guardians, trick the grab as it approaches and then punish (launch into lifts or even R1,s) to speed this along. I'll skip covering some uninteresting fights.

Herc the Jerk incoming. Despite commanding the Olympian army, he only has Archers and Sentries (later phases don't gain Fiends, Guardians, Sentinels or even Legionnaires). Legionnaires would have given him mooks that aren't as readily used against him. Fiends would provide their kamikaze antics. Guardians (much less Sentinels) would enjoy a last gasp of protection against our direct assaults (without glitching them *something to do with wall collisions, I believe*), thus Herc would have to bust his boys wide open (for us). The spikes should have been more potent (knock Herc into it for damage and not just during the phase transition CS mini-game acting like a 'heavy BR'). The only other troops you could reasonably assign to him (as Ares simply stole the army from Hades somehow according to supplementary material) would be harpies (to bomb us) given they were messengers of Ares in GoW lore. No bow (much less Hydra venom). Pity.

Unsurprisingly, they badly botch presentation for Hercules data on the HP. S1 is just murder of Sentries. S2 seems to have 100HP, S3 with 250 and S4 with 300. Lacking grabs, it is troublesome to weaponize the Sentries, so you will have to work around/through them. His calls for rally will make them go for the mass grab (attacks won't stagger them out of it, so you will either have evade away until they stop, allow it and reverse *not ideal* or trick *if even repeated use works*). Without BR (or even tosses), you cannot easily punish Hercules (collisions during his attacks *so he cannot block the damage*). Chip with the bow (even head, I suppose) can help.

For Artemis specifically? Wish I could recall my NGR+ NUR+ handling. You can't knock him around. Don't recall being able to block his Cestus hits either. Tricking them should be doable (just have to fret about his back-up causing problems save for when he lands his heavy ender *should at least create an opening for you*), then allow for punishment. We don't have ranged moves to tickle him with, so this is far from ideal (and he gains a parry-counter, which could be a problem if going on the offense during times he isn't dedicated to attack). Rally might be the best opening for damage (bait it, get in and R1,s before getting out from the crowd of sentries trying to pile on).

S3 is the same, but now there aren't distractions (adds). Parry-counter gained. S4 is forced Cestus use. Could have used a bit where two Guardians (even Sentinels) jumped in (learning there and then to shatter their shields directly). Maybe later on having him rally for a phalanx formation, but whatever. Usual handling (s,s,s or s,s with bow canceling) before ducking some wall tosses and contending with his mix-up game (one handed attack is a blockable, but there is a grab that looks very similar and the start-up of damage in the mini-game is such that you cannot avoid a little even with the fastest possible escape). The two-handed grab we can bait and reverse with mashing is more exploitable. If we had Artemis available, we would trick his one-handed moves (ruining his day as the mix-up would mean nothing *mind you, the astute would see the right hand grab is slower while the left hand punch is the one to quickly defend against*). Last bit is him unable to charge (just likes to side-step).

NOTE: Lucky us the sudden grab (and toss away) doesn't do damage (if it did, we should be able to avoid it) much less damage the rails (adding the chance for an insta-death would infuriate some even with checkpoints).

NR trial. Still forced to use Cestus, I believe. Shatter phalanx enough to leave or face them (switch back to Artemis for kills). Poseidon's Chamber. Main Chamber's first fight has hounds and Guardians. Lure the former to the pool you came from. You cannot grab (still an issue), but your damage output is strong enough to mitigate this (usual handling). The onyx shields are the bigger annoyance. If treating this as strictly as PAIN+, you would probably want to poke with CG from Cestus to get rid of shields then target the exposed Guardian with Artemis. Don't think Artemis will be able to do the puzzle with the dogs on the elevator for lack of a grab and damage being too high on air t1 (OHKO). Would have to switch away until it is done.

Don't think we could really trick or evade even their charge to make them send themselves through the portal. With upgrading to lvl2 BoE, parry and Argo's Ram might cover (without having to switch away from Artemis). No real protection/escort mission here (would have made this more of a challenge like in GoW1 and GoWII *same will hold later with Pandora*). Bronze Talos has 510HP (wander threshold not noted). Same as Stone Talos. There is talk of heating them up for staggers (forget if that exists as damage build-up or an actual mechanic like described). Just lure them to the boundary by the chests and punish their reset like before.

Back to the main chamber. Guardians and Bronze Talos. Just lure the Guardians beyond the boundary, smash their shields and murder them. Then lure the Talos into the pool (instant death). Ignore Aphrodite. Suped up repeat fight (thrilling). You can get to the higher ledge and cheese with ranged (bow/head) at your leisure. Alternatively, the usual baited reversal of charges does fine (maybe do what it takes for early "O"). You won't have grabs, so you probably want the cries for rallies silenced. While it is true we chew through enemies with lvl3, unless your light hits also one-shot, I wouldn't get to crazy with a mob of grab happy zambows. Unless you're 150% Power or so, that ain't happening (and this entry doesn't let RoS power up your weapons like RotG *x2*, so that is out of the question). I forget how boundaries work here, so I can't note too many specifics on cheap stuff, sadly. This would have been a fine place to introduce the return of the GoW1 Pandoran Centaur as it was meant to be (flayed servant of Hades). It had the original appearance altered as the graphics weren't up to task with realizing the design (and it never returned nor even the specific foe). Nearly as disappointing would be the failure to have Archers upgraded and rally making them do their impression of 300's Persians (blot out the Sun). GoS did the latter to some degree, at least.

NOTE: In the event the centaur doesn't want to charge while his peons are still around, you'll just have to contend with it (by using o1 to greet them as they do their best to get at you).

Gates of Tissy (not sure why this one in particular would get a namedrop) before GoS used their group name for an OC, then GoW:A would use the proper sisters (and mess them up). 2x Chimera (second appears when the first gets to Lion stage). MP/HP alternating chest on left and RP chest on right (we have no spells tied to Artemis and RoS ain't Artemis, so only the HP chest is valid). 5 explosive pots (3 on the left and 2 on the right). Our attacks other than Inferno cannot set them off. When set off, they 'exist' for around another five seconds. This matters as though our attacks can no longer set them off, the same moves enemies have that can detonate them will continue to trigger explosions (and they're not just for show).

For Snake, only its counter (tail jab) will detonate a pot. All lion attacks will set them off (most desirable being the triple fireball it starts with for getting three explosions out of the deal from a single pot *potentially*). Goat's flamewave can set them off. If Snake or Lion are off-screen, they tend to charge in (Goat gets stuck just off-screen owed to the animation of its move backing off *canceling the attack it started*). There is a way to get one stuck (for easy 1v1), but I forget the set-up (sadly). The foreground is an AI boundary (cheese with bow or head chip). The provoked taunts can leave them open. The main issue is having 2x goats to chase around (desirable to remove one from the occasion, at least *even if that means using all the pots for just one of them and only for the goat phase if you're not particularly competent with using their attacks to set off the pots*).

Not sure what the best placement for pots would be (probably better to set-up during Snake phase of the first one *while alone and only the counter can set them off*). One of my approaches put pairs two in the bottom left, two in the top left and one off to itself (spare). I wonder if it wouldn't be effective to put them along the boundary beyond the reach of firewave, then be ready to grab, turn and charge kick it straight into the face of a goat boi (so long as you are between the Chimera and the pot, that is fine *just don't get hit somehow and be sure it will be).

It would be swell if you could have them bunched up with the second in Lion Stage using triple fireball to get three explosion off one, but good luck setting that shit up. Maybe you could block the AI pathing with pots lined up after leading Lion Stage to the bottom left, then get to the bottom right with it off-screen (not attacking). Hard to say. Just wish I could recall the approach for getting one stuck. It is probably overkill, but getting the first to Lion Stage with a pair of pots for its triple fireball to hit would blow through that form in a hurry (just one is fine as you can easily do the rest of the damage with Artemis in short order).

The actual handling for 1v1 is the same as before. The question becomes what order to take things in, really. Notes say a goat that hops off-screen just keeps hopping until on-screen again. Annoying. Without range on Artemis, it could prove troubling to get in on a goat looking to fry you at the border of the camera (hopping in would work *gliding more so*). Definitely tempting to work the foreground boundary should there be 2x goat at once. With our dps, it might not be necessary to rely so heavily on the pots (aside from having the ranged tools). Still, better to have a plan beyond block/dodge (or trick) then punish in the thick of the enemy.

I feel like it might indeed be a good idea to bring the pots to the AI boundary (outside attack range) before sending them towards the background (some greater measure of control when mostly wanting to save such things for getting rid of at least one Chimera to simplify things). Perhaps three at the border and one in each corner (if only bottom left and bottom right). Wish I could quickly test this to see how having pots at the border works (if turning them with our back to the entrance pushes them too far forward, if you can see well enough to charge kick at the right time (during flamewave), if they keep attacking to give that chance (or if you have to just take a chance and keep it between you and them), etc.

While I don't remember how a Lion (much less Snake) gets stuck, I do recall the off-screen failing of Goat being easy enough to set-up (until you get 2x Goat, anyway). Just have one facing up towards your position and at least as low as the center (it trying to attack will keep it off-screen while you fight along the background). Something work keeping in mind (when making good use of pots, you could set them up, just beat the first to Lion, have a pot near the transformation, it blows itself up and you quickly get it to Goat *while the other Snake closes in*, set up the camera abuse, get the Snake to Lion, beat Lion to Goat, make for the foreground, kick pots towards them *so they set them off if not doing it yourself maybe right before them to get a double from one pot if not a triple by way of both happening to use the attack within the 5 second window*, finish a Goat at "O" and handle the last normally). Seems like it has a decent chance of working, but requires testing (would have to use something like Cestus lights while pretending it is Artemis, however.

Sure is a lot that warrants saying for the fight, eh? If only there was a pot or so more (much less just giving an assembly line like with the fiend bit early on *one on each side for two at once*). Of course, if you get the goat to keep trying for charges while staying in close, maybe just using block/parry to o1 (trying not to provoke hops) would be good. Not sure, but maybe getting Snake to Lion while off-screen (running away from this) and keeping it off-screen will prevent it from getting involved in the fight. That might be the case, too. Worth checking, I'd say. The better you can control the fight (forcing 1v1), the more manageable it becomes (versus just dancing between attacks without a plan at all like a fool). I've seen that kicking pots to the off-screen goat and committing to closing in fast will make their flamewave work against them.

Cursed Remains in GoWIII are just buffed Sentries (60HP and general). They can't use their small shield to parry, they don't have their GoWII spin2win or the gimmick with falling apart (losing/gaining HP to bring the total to 20). Certainly not needing to be dizzy (or having unique grabs). No idea why they kept bleeding on them. This foe is just really lazy to me. Anyway, treat them as what they are (R1,s to death). Shame Souls wasn't around to give them some ideas of what to do with skellies (bring back the GoW priest as a green variant with Necromancy (summon undead and rez them), HP orb steal grab and a curse other than disabling jump (disable evade or block or grab or some other desirable ability besides normals). Where are the wheelsketons? Where are the giant variations? Hell, where are the re-skinned enemies from the rest of the game (with more HP and maybe more damage)?

Just bring back Hades Legionnaire (Captains), Pandoran Satyrs (Hades Satyr), Cerberus Breeder (with the Mongrel make-over that realized how it should have looked, but set on fire as an ode to GoW1), Minotaur Tormentor (with the burning look of Hades Minotaur *aside from that actual foe*), the already noted GoW1 Centaur Archers, etc. The foe ahead (Cyclops Remains being Berserker with 400HP and no new aspects *doesn't burn differently, can't grab its intestines, it cannot lasso or whip you with its guts, etc. and the club fails to attack like a Brute from GoW1 with sweeps*) is another lazy showing (hurts even more that they post it up as a glorified environmental hazard on a wall *and never have a Hades Fiend variant of Olympus Fiend ride it in place of a Beast Lord as you can see in the Arena*). Cronos himself is a damned boss level (not a proper fight as we cannot even use the BoO and/or Hope to regain Olympian size *closing the gap enough to have a better fight*). It isn't even like they had the balls to let us revisit the temple for a bit. This version of Tartarus didn't have any neat visuals (CoO had other Titans to gawk at) much less famous prisoners to visit (and kill/free). Could have used Campe and the like (demons and such) to spice the place up.

NOTE: Still a shame we never got a real boss Cerberus (or the actual Hydra) complete with a mane of snakes (not something you often see it depicted with). Hell, we never even heard mention of Echidna (and her lover got the shaft as far as I'm concerned) nor Ladon (could have gotten our immortality back with the apples *no need to act like Hope was necessary*, had an excuse to visit Atlas, could use the garden as a hedge maze, etc.). But enough (for now).

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MrStarkiller

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#11 MrStarkiller
Member since 2008 • 18984 Posts

NOTE: Got too long, but wasn't telling me that was the issue.

Cronos. R1,s at the spawn point. I don't feel our i-frames are quite long enough to trick breath though it might work on the arm slam (can just get off the ground). Probably better to clear out then go back to R1,s. If our damage were lower, I'd suggest going for ring-out (towards the foreground). When the nail is exposed, go in with R1,s. Navel is where you usually get your fill of grab targeting, but lucky us...we cannot grab. Pretty sure you cannot make the Stone (not Bronze *how merciful*) Talos run off the cliff. Pity. Can still send Cursed Remains down below (the usual means), then chip away at the statues. Think you can just wait out the left hand (for him to clap). As usual, a pity just baiting the big boy to hit where you would if you mounted it doesn't bypass the need to ride. Don't recall boundaries here. Just take out the skellies before prolonged Berserker handling for Cyclops Remains (then ride it so it slaps the wound open). No Dante style 'Leviathan' exploration for us inside Cronos (to get the item).

Too bad for Hephaestus he didn't have any of his automatons and friends backing him in his prison, eh? NW trial is pretty whatever. Shame about the dropped mechanic with its electric (beyond this one spot). Same talk for its spell trial. Next time, Hera's Garden (Satyrs) then we'll be soon enough to best boss (the Monster Truck himself). How exciting.

Hera's Garden. Minor skirmish with Legionnaires and Stone Talos. Boundary (both) and ring-out (former). Not much to it. Olympus Satyr has 300HP (60HP or less for OS damage to become OS kill). No grabs, so that's sad. No ring-outs in this hall, so that's worse. Non-scaling collisions to pile on. At least we have boundary abuse to provoke taunts (opening them up without having to block and wait *while suffering for no i-frames in pursue*). They lack air recovery still, so juggling (or Lifts) work just fine so long as the other doesn't get in on the fun (not so likely while riding the boundary). Raw thrusting other multi-hits might not be too wise given their parry (though it lacks a counter). The launcher won't mean much more than normal (despite us lacking an air block and CG owed to Icarus Wings and Hermes Boots) should you get hit. Their unblockable wall bounding attack (can be a grab) jobs to tricking. Odd that they made it work even on invisible walls (how nice for them). Don't know that the old wake-up (not an attack here, either) punish is necessary here, but that's an option. But yeah, boundary abuse to keep one behaved after baiting the other close, defend (block, parry or trick) and punish (launch to juggles/lifts). Maybe exploit their wake-up animation (can't recall if that's a thing for GoWIII's version).

NOTE: What a shame to have good grab damage (and a reasonable OS damage mashing requirement) wasted like this. OS kill could do better collision damage, I'd say.

I suppose I could have mentioned the option to chip with items, but whatever. It isn't like they burn especially well (despite their fur) or the blinding attribute leaves them wide open (unable to parry). Just wasn't developed as well as it could be (would have been neat to have a downed state grab for them, at least *Giant Swing, baby*). Really is nice that the OS damage is ~100, OH and air OS are ~50. GoW1's poor air OS was just 0 (surely an accident and meant to be in the same pathetic range as OH with ~20 *think OS damage was in that same range while making you work much harder than later entries to win the mini-game*). No fake-outs from this crew comes to mind.

Skorpius Spawn have 30HP (general grab types insta-killed by it *if only it was an option*). Would take two heavies, three lights, just over half a thrust or a single o3 (heavy ender) to do one in. They burn better than you would think (it spreads and opens them up). Pity their HP drops are so pathetic (not design with being of much help for VH *meant to be a light refreshment adding up quick for the boss ahead by standards of Normal, thus that balancing makes them trash when quartered*).

Box 2. 2x Enforcers. The moment one dies, you get flooded with more cyclops (2x Enforcers and 1x Berserker). Hopping up on the corners gives a boundary to abuse (taunt provocation) and a good degree of safety. With items, you can easily chip (over a long time). Not sure what to suggest. Don't know how well chest exploiting would work on these two offhand. Getting one in front of the other might be fine while using tricking to evade through the attacks, but I wonder if the chain attack doesn't have a hurt box on the chain (so you couldn't just trick it coming out and then again on the return). This aside from a lunge maybe messing up positioning (or the one behind it using its chain to attack through the other *ruining openings*). If you could negotiate them, the idea would be R1,s for "O" on one, then position for the other to block the near dead one's path (for the same). Grab (or damage kill) both. We lack a ranged hit or reliable stun locking tool (that I can vouch for), so I don't know how well taunts exploiting alone can carry the day. Of course, with so much room to move and just two, it wouldn't be that bad to get in and out.

Taking out the two Enforcers, you only have two more and the Berserker. Lure the charge of the latter to go between the two chests at the foreground (getting it stuck) and abuse the boundaries (any corner). With ranged chip, it is easy to get the Berserker to "O" (though slow with just items), mount it and try to get each cyclops to "O" (not necessary to outright kill, just spread the hurt around enough that you can reduce their numbers in a hurry). Without said items, you would go in while everyone is taunting (maybe by walking the rail along the visible barrier) and using R1,s (or at least o1) before retreating to repeat. Mind you, it is possible rapid tricking would be enough to cause this and could be done from any position (just not as likely *in my mind* to force taunts when point blank on a foe, but it isn't impossible *if I remember GoW1 abuse of this correctly*). With such a constant stream of i-frames, the game would function like you're at a boundary (just doesn't work on archers and bosses *might have something to do with them not having taunts activated by such things as not being close to you when they want to act*). If you can just break the fight with tricking, you would rapidly do so, get in (if not already) and do the noted (Berserker mount, butter up the rest and exploit some more before finishing each of the Enforcers).

NOTE: Getting the Berserker to chase to any corner might work well, too. Don't know if would try to keep attacking, but even that would work in our favor (not so much it retreating *doubtful*). Easily trick the attacks and thrust into it for big damage (quickly taken to "O").

Seems mounting the Berserker spawns in 3x Enforcers. Plenty to slap during that bit. As before, the idea is to get at least 3 of to "O" (or 2 to "O" and one nearly so). At least getting the fight down to 2x Enforcers (like the start) is the idea. I should note that though it isn't able to do great damage, Flare can hit them all at once from anywhere. Speaking of baiting foes to the corner, it might be a thing to just get the crowd busy attacking or taunting while leading one to a corner (or even between chests *then attacking from the trail/chest tops*), exploiting the boundary (keep the others behaved while only maybe having to trick the attacks of this one) and laying into it. Again, hard to say without hands-on (and that ain't an option, obviously).

NOTE: I don't remember recommending heavies while mounted. If not confident in your ability to spread the damage well during that, you might consider just taking your time with the 2x Enforcers backing the Berserker (killing these escorts, so upon mounting there are only 3x Enforcers to slap around).

Dark Pool. Gorgons have 255HP (wander value not noted). Can't false OS to provoke Stare (can't use grab strats on them or even use such a thing to take out the harpies). Think this fight is optional. Don't recall what 'net approach' refers to (old notes), but I see both the entrance and exit are treated as ring-out (Homerun, Punt, Spike, raw air t1, etc.). Tricking obviously handles Stare well, but why not just let them do it and return (to shatter the harpy back-up first, then the gorgons). My PAIN+ coverage (covering for lack of return and not just ringing out) brings up partial petrification by locking one with back to back launches while the other is at a distance (until she Stares at us *then evade away while the victim is in the air*).

NOTE: Reading on, my notes explain the net talk was the way we climb up (entrance) to get to the fight area (just using wall combat to chip the harpies away before engaging the snake ladies). Would be too big a departure from Artemis focus, I'd say (sort of like relying on items earlier).

It amazes me how much of an afterthought petrification was in this entry (Soul Summon's Gorgon Serpent being the only way we can cast it isn't even an excuse with the availability of weaponizing gorgon variants). Seems like everything has a 5 second break-out time (how nice for us), but the statue HP is often higher than it ought to be and resist and frequently higher than it should be (either you're depending on GR from returns or OS kill on serpents...or you're really working hard *possibly exploiting partial petrification*). But we've in no way hit rock bottom (GoWII is where the system peaked, but now we're in for a downhill slide *CoO just totally passed on the thing beyond foes and traps doing it to us and sometimes through i-frames*).

NOTE: Think I neglected to mention the Harpy Queen HP (earlier) at 80. Very high for this foe, but they barely attack (and their attacks are trash). Normally they job hard to grabs (getting mounted). Supposedly my BoA PAIN+ talk has more info, but I'm quite sure that's enough for Artemis here.

Skorpius "Monster Truck" Jackson. Denoting options for him, glitches, problems in design (with solutions), better picks, actual post-fight rewards, etc. could take me (easily) 5 posts. I still don't have a perfect understanding of his Onyx HP. Guide says it has 35HP per leg, but I don't know that this is entirely consistent with the actual values on the attacks (if Power % even factors for this *ignoring that would actually be bad for E, but great for VH*). Unless the "Daze Threshold" (100) means to refer to the HP on a given mouth phase (S1P2 and S2P2), then I don't have a concrete idea of what we're trying to deal (or the amount of time we're given *felt like sub-30s*).

Guide suggests failure of the S1P1 grab deals 40 damage. Good thing this ain't GoS where that would scale with Enemy Power %. Except, I'm pretty sure the false tip (unblockable) where the grab doesn't reach, but the arm connects like an attack hits for the same and does scale, so x5 and you get 200 damage on VH (instant death on our MAX HP). S2P1 only has the foul tip (grab doesn't work anymore). More on this later. Failure with the Phase 2 CS mini-game deals the same to us. Messing up any part of the later ones is 30 per blunder.

I'm definitely not going to go into listing all the things that would be better than this foe here (again) or joke about other stupid choices (again) much less going into detail for the former. Fight gives Boreas Icestorm, but that isn't a Spell (they're tied to weapons *we don't get its tail as a weapon like Sanctuary Guardian from Dark Souls*, so no surprise there) or even an Item (hard to balance a petrification type with regenerating resources fueling it). Wasn't much chance it was going to be a Relic (augmenting our options in some neat way). The spell could easily have been the lost GoWII spell (summoned swords functionality as one cast type, Titan Storm with petrification build-up on another, on-demand knockback *proto-Piercing Shards* as the base). Or trash like HoB (GoS) or the ice trash of GoW:A. Possibly mimicking boss moves. Didn't have to be proper petrification.

Could have been another system, which comes up in my talks of GoS and GoW:A when they're using freezing (rather than petrification). Having them as the same isn't necessary (though a good deal of extra work). Nu-GoW is mostly what I'd be recommending as an alternative (holding foes still for direct damage, knocking them into things for big bonus damage, slowing foes more generally, etc.). This aside from letting us platform off statues. Keeping the petrification attribute where (typically) friendly fire is fully enabled on statues would suit me. This aside from grabbing the frozen, turning them and rapid pushing (or charged kicking) as if just an object. I really fancy partial petrification (even petrification damage *GoS*), but at the cost of base balancing? Maybe not so much.

NOTE: The 'Liquid Fire' is another disappointment (key like Boreas Icestorm), but whatever.

Onyx (forcing Cestus unless you know the glitch options *which themselves require pulling out Cestus, but not hitting with it*) on the legs, body and tail, but nothing on the claws (not subject to hits even to disable those attacks for a phase or at least hamper them for a good while *give it 100HP or so each time you want to break them for all I care*) and face (stupidly not able to hit it in S1P1 or S2P1 unless down even while negotiating its 'keep out' moves *would give it a Kraken appeal in that you can bypass the 'puzzle' trash if smart and even the horrendous Phase 2 onslaught of babbies accosting us...not to mention the short window before it recovers ALL legs*). No option to get cute with having the spawns friendly fire the leg Onyx, sadly (much less vice versa *other than them being sometimes glitch blown off the arena as there is an invisible wall, but it isn't very high...which can work against you if I remember right*). Inferno on the little ones can see their flailing damage the Onyx if I remember right (think this might have been a Wulf find *hard to remember which vet did what, sadly*).

Pre-fight is killing a mob of spawns (same handling as has been done repeatedly up to this point). S1P1 begins. I won't be able to resist denoting some of the problems we face with this hypothetical coverage (and how I'd prefer things to be, before dealing with them as they are). Won't be easy to settle on a leg order, but I'll go over a few in a little detail. A lot to know about this bout. Like how one developer spoke of them working extra hard to balance him 'just right'. It fucking shows, amirite?

Right from the start, the issue is being forced to use a weapon other than Artemis. Legs don't have real HP (just the Onyx on them *though normally it works by way of number of hits, it functions different between individual cases*). Even uncovering them doesn't change that, but they get another function well get into. You can go from Cestus to Artemis for i-frames (which is desirable for staying close safely, at least). Artemis for killing the spawns is a thing, but it wouldn't be quite as good as Cestus at it (as it has AoEs doing similar damage to our lvl3 strikes). Tricking would break the spawn AI (for what that is worth), but not Mr. Jackson himself. I'm demotivated to cover the fight knowing so much of it isn't even Artemis.

S1P1. Use Cestus on Leg Onyx. Tail Slam jobs to tricking (don't need to get away). Normally we have to be careful not to get stuck under some of the legs (unless you can grab a spawn *not an option for Artemis*), but SS does the trick nicely (think it would have slightly less i-frames than said OS kill). The grab will land through even SS (and waste your time). SS will beat foul tip, but you would be better off knocking the range of the move and staying close enough to be grabbed (better still, outside the reach completely). It is greater than you would expect (reaching under his legs a bit, even). Painful learning process.

There are a lot of possible orders (more than I can reasonably recall). One might destroy as they go or stop shy (leaving the Onyx weakened as you go ahead). While there are six legs with Onyx, the rearmost legs make for two more (and they have no Onyx). Being uncovered from the start, they seem ideal for exploiting as striking legs in this state staggers the boss for a second or so (letting you hit spawns at the same time as with Cestus ground heavies *which, as it happens, do NOT damage the leg Onyx as if to conspire against the player as proof of malice towards us from the combat guys*). The trouble is that it won't interrupt attacks (at least, not all of them) once they start and it is easier to get stuck (and harder to get away quick) when in the back under the boss. Somehow, the tail slam can hit under him and (while the spawns can be birthed through the body itself and freely crawl through it) we cannot get around the back or evade under the boss (to switch sides) even with it standing.

Is it possible to hit the rearmost leg, then the next leg up (Onyx) on either side to break both (two of the required three for collapse to end a given Phase 1)? Sure. Just doesn't work as well as it should. Other options come to mind. You can focus on the foremost legs, first. Just trick the slam and reverse the grab (just don't be so close to the face/front it does the 'push' *forget if you can even block that*). Breaking both gives a new 'base' on both sides before hitting said exposed leg to stagger the boss, hitting the leg Onyx near it you want to weaken and looping. Perhaps better still, you can start on the middle Onyx leg on either side (and break it). Might be able to just duck more towards the rear legs during a grab to make it whiff completely, then you are right next to the stun control and things you want to weaken on either side to near destruction (pays to get an idea of how many hits each can take and stop one or two shy *destroy the third leg when you're ready to go towards the face in Phase 2, so maybe destroy a foreleg last and evade into place as it collapses before the visual cue starts*).

You could entirely ignore the uncovered leg abuse, but I don't recommend that (just going around breaking legs without a care or simply weakening them). It is a mechanic made for our benefit (don't ignore it). S1P2 is where we need to do enough damage (not getting hit out of attacks or dallying too much while trying to control spawns). Again, Cestus ground heavies are ideal for this. Artemis R1,s might work okay (the concern would be getting hit out of thrust before the spin2win). I'm not sure the heavy chain would do it. We don't have free spell canceling (or a spell to work with) here. If it extended to Item canceling (that is to say the priority is the same), pulling any of them out during L1+s or L1+x would let you go wild. Between the two, L1+s is probably better for hitting all around us with maybe enough range to not get poked out of the attack (the cancel being so there isn't enough downtime should something not be dead as it approaches *slapping us between uses*). While Artemis Lifts seem like an option (T into air s,s,o maybe to a bow shot and repeating, I wonder if we wouldn't have to fire a few low damage shots to keep from gaining too much height). Maybe Artemis would do alright just staying above the danger zone. Could be, actually.

Not a huge fan of all these spawns just appearing during Phase 2 (not birthed) much less them freely crawling through the boss (attacking through it, too *no friendly fire*). I suppose having them need to crawl around the claws or even over the body would be too much work, eh? We get the bill for that (in a poorly realized fight). As I recall, failure in Phase 2 fully regenerates the HP of the face (won't send S2P2 back to S1P1, but it will reset the total HP for a given P2 while also restoring broken legs (and I think even the damaged ones)...to blue, if I'm not remembering the horror wrong. I'd greatly prefer it be the case that (like Kraken), failure with doing enough damage during the face phase (mini-game failure punishment is where Kraken was also cruel like this) doesn't make you start over from square 1. Instead, it keeps the damage build-up, so the next time around you're closer to victory (just have to suffer P1 again each time). Also, fully restory leg Onyx is too much. One tier is plenty (broken to red, red to yellow and yellow to blue) punishment, I'd say. Someone who carefully gets all the legs to red, then breaks three would now have three at red and three at yellow (minor annoyance versus a total reset as if you had done nothing at all *like dying while still alive*).

NOTE: There being no checkpoint at S2P1 is another piss-off (like there not being one at the same part for Hades, really). With Cestus focus, lights quickly break a leg, you work between uncovered/covered to break (or stop short) for the others and have the option to heavies on broken legs to keep Skorpus behaved while killing off all the spawns (ground heavies also dominating the phase portion *AD's idea*).

S2P1 is the same, except the grab can no longer do that (just foul tip), so take care to remember this. It starts with the boss leaving, birthing a bunch (off-screen) and returning with a non-hit (breath *pushing us and spawns away*). As before, be careful you don't let it catch you in the air (ring-out). Don't get blown into a group of spawns without realizing it (else you might get combo'd to death). Movement techniques can resist this (and grabs fodderize the danger) greatly (getting to the flank in a hurry). Burning, flash, etc. all work fine (or just Artemis R1,s).

Population control might be a good idea (pure Cestus would just mean working uncovered legs with heavies until spawns are thinned, then using lights on covered legs). Long range isn't really desirable here, however (gains a tail stab *though it might not be too unreasonable to evade, it is an extra danger). Working the rearmost legs (leg 4 on either side, that is) in S2P1 has an extra weakness now (in that it strongly encourages the boss to scurry or hop away *wasting your time and possibly exposing you to attacks you weren't ready to anticipate*).

It only takes two leg breaks for the boss to leave again (repeating the start of S2P1) before the next leg break drops him for the S2P2 repeat of S1P2 (failure being as painful as it sounds in starting S2P1 over, thus having to put up with two more such instances of the boss leaving). Fortunately, the 'charge' it does isn't much of an attack (don't think it even does damage *same for its hopping around...amazingly not a body slam unlike with DMC1's Phantom who had a tail stab that created geysers, which Skorpius fails to have much less a stinger grab to freeze us with*). Sadly, he doesn't have to wait for these forced occasions to flee (he can turn and run whenever he wishes even if you aren't working his ass over). Really annoying design (would be less awful even on a timer). Even pounding uncovered legs won't prevent this (which would have really put that tactic over the top).

Neglected to mention 'leg 4' can place itself just beyond an invisible boundary on the box/arena, so there's that (further making it questionable to focus on them as is). He has a triple pound by his face. The mouth birthing thing is worth bringing up one more time to say that the frames where a spawn rolls in will not only go through is body freely, but they're invincible and will hit stagger us (no damage, at least). Just lovely. There could be more, but I don't wish to dwell on it (though I do wish to note how sweet it would be to get in damage on the tail's exposed part *or even Cestus hit the covered bit so even the tip is vulnerable* if only for the sake of disabling that for a given Phase like with the arm suggestion).

NOTE: How awful would it be if the grab had activation damage? The damn fight is forced to start with it, no less. If it didn't ignore i-frames (or have the foul tip *or phantom range*) and the stun after it lasted longer (with the option to hit the face in P1 working towards skipping much of it and P2), it could be a reasonable trade (even at 10 damage per case). Regarding spawns going through the body during P2, at most I could excuse them fitting under the pits (not the whole thing).

S2P2 is a repeat. S3 is the Icarus Vent bit. There are some patterns you could note flying in to clear the shots (it lacks during the main fight), but the reality is you don't have to humor this at all (notes say you can be in certain spots and never move from them during the approach *top of the screen in the center or just left-right of the central chain were noted*). Thus, just hold (R) up or down from the start to get through it. Glad to have that behind us. How unpleasant to recall this fight (more so on a run focused on a non-Cestus weapon *so often the thing we want to be using isn't getting used to attack with*). Glossing over the bugs/exploits for damaging the Onyx saved me some characters, at least. That isn't our focus here (still nearly took up 4 posts).

NOTE: Definitely a shame we don't have the option to get on its back (like Phantom) at all. Oh, well. Box 6 up next.

Gorgons, Sentinels and Minotaurs. Corners are a boundary like usual. No false OS is a shame, but she'll use Stare often enough. Return and shatter the Minotaurs and Sentinels (then the gazer). Without GF doing work, you would need to launch or knockback the Minotaur (wall collision along the ground doesn't work) for partial petrification to do the job. Sentinels are too resistant, apparently. Shattering their shields (other than the workaround) would expose them to Artemis cleaving, at least. All of these foes can be rung out, which Artemis is pretty capable at (just need the Onyx taken care of). Without petrification, you would boundary abuse for taunts, then Spike the Gorgons (then the Minotaurs). Crush the Onyx and then shred the Sentinels. Simple enough.

NOTE: Game is overly kind here (they get rung-out, but we cannot be). I suppose you could try for Homerun or Punt, too. With our damage output, maybe even go for damage kills (if not dizzy/wander for "O").

Inside the "Labyrinth" (read: Wooden Cube). Box 1 is 2x Bronze Talos. Usual handling (no boundary to exploit nor a ring-out option, sadly). Get both to "O" (or better still, so low on life you can damage kill at near the same time *maximizing the amount of time you 1v1 the Mongrel*). Cerberus spawns (usual handling for "O"). Mount it and dawdle (do mini-game to stay on if need be) until everyone is present, gather them around and flamethrower. For Artemis, doing enough damage to the Mongrel should be easy (especially when using tricking to keep in close). You don't want the pack of pooches to show up while you're fighting the Mongrel still for lack of a grab option (to weaponize them easily). 2x Bronze Talos should job to flamethrower (you would have to badly botch to not get them to "O" if not kill outright even with light attack spam).

NOTE: Again, maybe I'm selling the AI breaking short. Perhaps for GoWIII it would be so good that you could just quickly double or triple SS to get near every foe to taunt and get openings whenever you like. Just something to keep in mind (as I'm really not talking like that's the case).

Box 4. There is a floor spike pattern to learn (and it is important). SS would not save you from this enviro-hazard (traps are like that). No real need to fight things as if you don't have this tool (just guide them to their doom and get clear of it yourself). Forced to switch away from Artemis to grab the Harpy Queen (avoiding the spikes) then back to Artemis. Think this is after all the Minotaur Elites die (the Legionnaires are extra). Same idea for the next side (except with Siren Seductress). My old notes suggest hiding on the ledge in the background until all the Legionnaires die (for PAIN+, anyway) to leaves just the 3x Sirens (apparently Minotaur Elites appear a little after these two types, so they need to die like that, as well).

Normally, this would be followed with launch to air OS infinite while mind the floor spike pattern (stopping and getting away if need be). Artemis cannot air OS, so you would have to use Lifts or juggles (R1,s). Flash (or Flare) to deal with their intangibility if it comes up. Don't think you could thrust poke over and over from the ledge on the Sirens. Have to really watch for their air scream (especially on the ledge). I think Lifts would knock them out of it, but I forget how they react to normals during that (if not, get well away or trick it). Don't recall a way to make them get hit by floor spikes, but I know it can happen (maybe they just need to be neither off the ground nor in their neutral pose *some of their attack animations and the wake-up animation could do the trick*). Figuring that out would greatly speed things along (don't even need to get all of them for the harpy to show up, as it happens). Once they're gone, switch away from Artemis and ride another Queen (then back to it once more).

Box 5. Time to be grateful (with how things are designed) Pandora isn't vulnerable (though she does get in the way of grabs, that won't factor for Artemis *except forcing us to switch weapons to pick her up at times, I guess*). This before Box 7, even. This one is just Gorgon Serpents and Sentries. In PAIN+, you would BR with Sentries on Serpents for "O", use it and not finish off statues (until all the gorgons are gone) other than another Serpent. Here, we don't have a reason to be that sweet (just use Argo's Return on their Flash and shatter the Sentries *then the Serpents*). Ez munny.

Box 7. I'll start by painting a picture with a quote from my notes on it in PAIN+, "3x Siren. 6x Guardians. 2x Wraiths. 1x Siren. 3x Guardian. 2x Minotaur. 3x Guardians 1x Wraith. 2x Sirens. 3x Guardians. 6x Guardians *the critical wave to kill slowly and take out the things that spawn as you progress* 1x Minotaur. 1x Siren. 2x Wraith". I take this for the total foes (aside from some notion of who might spawn after what *as it can vary depending on what dies at a given point). It also notes how I wanted shields busted before I killed any Guardians (regarding PAIN+, anyway). Wraiths are given higher priority than Sirens (but neither are well loved). When a Guardian kill causes either foe type to spawn, give priority to the newcomer (to avoid weird wave mixes with foe pairings you don't want). Siren OS damage tosses to 1 o'clock (relative to where we look). No note about it colliding, but whatever. The point is having control of where they are sent so it is where you want (like a nearby wall away from foes *keeping pressure up*). Their OS kill (backbreaker) blows things away other than Guardians (presumably only while they have their shields still, but it wasn't specified in my coverage).

You would use the usual handling for a given foe, but the order is the real question (sucks to use Cestus CG pokes and the like for carefully break shields without doing damage to anything where not allowed). Without grabs, we lose some easy damage and control, sadly. Still can't just say authoritatively that GoW1 Artemis here with SS would guaranteed force things to taunt for openings all damn day. No proper boundaries to exploits here, sadly. Not even enviro-hazards. Pandora pulls aggro around (can be good or bad). Chests exist, but I can't recall what they are. *checks* Ah, left was EXP and right was a Minotaur Horn (had it been an Eye or a Feather, one could avoid having full extensions up to this point for the sake of a refill mid-fight like the Centaur Sacrifice in GoW). Anyway, we need Flash (or Flare) to unveil shadow sirens when that happens. Not really being allowed RoS is mostly whatever, but lacking the option to drop our payload with AoS (getting BoE to lvl5 by now along with Artemis shouldn't be that tall an order as Bick had 70K with Artemis taking 13.5 and BoE asking another 29K).

But yeah, isolate foes (camera abuse helps) for usual handling. Our lvl3 damage should do well (lvl1 wouldn't be too far behind, but definitely a dip) aside from maybe with quickly taking apart the Labrys Minotaur (375HP with no noted wander total). Wall collision/lock would help (with R1,s or Lifts). Have to really watch for off-screen attacks (can come out very quickly). Not having CG for the Wraiths is pretty bad, but we've gone over this before (block it *maybe trick* or let it time out).

Now to go over just a few foes. Gorgon Serpent is an okay addition. Just wish Gorgons had their re-colors via Assassin (slightly more HP, Flash rather than Stare and better break-out time/statue HP) and Queen (more HP, Blast rather than Flash while keeping Stare and even better break-out time/statue HP). Maybe have the Queens retain their CoO ability to grab like Serpents do (this not being for damage, just petrification *and not useful for damaging the monster woman on reversal*).

Maybe later I can go over some more, but I wanted to lightly touch on Minotaurs. GoW1 had the basic axe grunt, then came the hammer version (shockwave was the stand-out move) and eventually the Tormentor (ignoring less notable remixes *or the boss*) with its charges, resist to launch, monstrous HP, etc. GoWII had the mini-boss Titan Minotaur (non-mobile version was a bit meh and mobile version couldn't rock toss while walking around), Hades Minotaurs as heavies that could chase use (not an attack) and even do an unblockable (aside form a counter push that did damage), the original grunt (an overhead on-hit grab was added) and a new grunt (charge is a blockable). CoO/GoS would go on to have big boy Minotaurs only (heavy, unblockable, charge attack *GoS version could be reversed, so this worked against it not unlike the centaurs of GoWIII*, etc.). Just wish GoWIII did a better job with them (no real change between the two elites *at least their moves aren't the same as the grunt*). Where is the fabled axe toss, eh?

NOTE: Saw that even killing one Siren at the start can spawn in the Guardians. Hard to say what all the spawn rules are.

Hades Cerberus Breeder is noted at 900HP (S1 at 225HP, S2 at 375 and S3 at 300), but I don't remember that being accurate. I think I tested the value in the past, but whatever. The write-up has it at 27 kicks, then 19 and finally 15. Each are 20 damage (special value for a collision). Not relevant to our tactics, but that puts S1 at ~540 for dizzy, S2 at ~380 and S3 at ~300 for as much as 1,220HP total (like HCs earlier, you cannot bypass head removal/damage kill). It would be asking too much for petrification or ring-out, I suppose. Still, having invisible walls for Satyrs to bound off (and be saved by) isn't classy (regarding S2 and S3 *2x spawn limited to 1x if you keep one from S2*) sucks. I'd rather be vulnerable to ring-out in exchange for them being subject to it, too. Its attacks are like the HCs, except the straight fireball is now birthing of HCWs (Whelps) that look like War Hounds, except they only run straight for you, howl and blow up. Their explosion cannot harm (don't think it even hits) allies, which sucks. They have 1HP (don't think they explode shortly after dying, but I may be misremembering as normally you would just grab them and kick them back as ammo). Don't think they're invincible during their birth animation. Maybe briefly, but they at least don't stagger us (or get born through the body of the creature).

HCB itself tends to birth less HCWs per move with each successive Stage of the fight (S1 tends to be 3 at a time, S2 tends to be 2 and S3 tends to be 1 *take care to treat it accordingly unless you want to think you're safe only for him to suddenly charge in and ram you perhaps out of a grab attempt in a run with grabs*). This is to say, one would normally want to move further away from HCB when doing grabs relative to the stage you're in with the fight (so you don't go for OS only to false OS through HCW into HCB to open yourself up to some hurt). The boundary may work against us with the invisible wall, but at least it is a boundary for AI exploitation (helping to control the fight). HCB will sometimes use a paw stomp (unblockable) with high arcing fireballs (think these are blockable). Something to watch for when hanging near it too long and apply pressure (get too comfortable blocking and you can regret it). As it happens, that's what you'll want to do 1v1 with the HCB (take advantage of the birthing as a chance to R1,s repeatedly for good damage while the light ender portion clears away HCWs crowding you in attempts to kamikaze). Just have to watch for when you need to block cancel for a block or parry or even evade (if not using an Item draw animation and release for SS on-demand *just a slight delay* to trick the likes of the unblockable).

I don't think ignoring a near dead Satyr is in the cards for this. I should note that while Spike seems probable to fail with ring-out, it is possible you can just Homerun or Punt them up and over (not sure how high it is here). I'll assume that isn't the case, however (as with not giving SS too much credit with breaking wherever I wish). S1 would just be R1,s punishing of birthing while taking care to defend against its attacks (big opening with 3x birth). One full use is 78.75. If right up on it, I feel like getting two full ones in shouldn't be a stretch. That's 157.5 per birthing. Around 3 and a half of those for "O". Not too bad. S2 brings in a Satyr. I'd use the boundary to get them behaved, then (for lack of assured ring-out) bait the Satyr to the boundary (rather than facing it in the open), block its attacks, punish with a launch and Lift or R1,s juggle (ideally keeping us along the boundary so HCB across the way doesn't interfere). If HCB starts to charge or birth, change sides and repeat set-up. I don't think using the bow to pepper HCB until it charges to your position and shredding its face along the boundary is the best idea. With the Satyr down, you can focus on what is mostly a shorter S1, but with the birthing window shrunk to (usually) 2x HCWs (so getting a full 2x R1,s could be pushing it too far, thus slowing down the process enough to make the length feel similar to S1). S3 starts with a 2x Satyr spawn. Same idea, but now you have to deal with the Satyrs, too. If we had the option of RoS and magic dumping, this would be over (HCB would be dead, anyway). Oh, well. Suffering continues (if indeed you can't just send them flying over the invisible wall for the quick kill). HCB having a x1 birth means you should be ready to defend even during the first R1,s.

Optional fights ahead (Three Judges). Something about leaping the gap, letting them taunt, leaping back across to punish the taunt (maybe air t1 into the pit). Otherwise just shred the dogs first (usual Siren handling). Not sure if Homerun/Punt can send them over the invisible walls (making ring-out more widely available up here). Sentinels get shield busted, then sent into the pit. Satyr has them as back-up. Best to get them apart. You can bring the Satyr to a pit, too.

Zeus. As before, they don't give his HP, grab failure damage, etc. I don't have such info at the ready (not even air OS *though we can't use it here, anyway*). It is a major loss to not have air OS for S1 and S3, but we'll manage. S1P1's main string ends with an unblockable (easy to get away from or jump to the other side *back* of, but we can trick it now). Punch 3 only comes out if Punch 2 lands (blocked or otherwise). Don't think launch to Lifts or juggling would work too good (I know he later air evades and even counters such things). He can block, too. Not sure R1,s is the way to go. Maybe just use heavies. If near during lightning, maybe try Lifts to punish it. If far, stay away, I guess. You can trick the grab (rather than jumping over it). The angled slam could be air blocked, but we don't have one, so trick it or get clear. S1P2 gains a lightning lift (can just block it *don't know that SS adds anything*). Notes suggest going to crazy with hits makes him teleport around (annoying). S2 is a whole lot of nothing. You can trick his unblockable, but if you keep close, he only uses blockables. Just get in and block until this part is over. Time to wrap things up.

S3P1 has bolts we can return (block, trick and evade, even). S2 air counter was kept. Lightning Clone charge, too. Just landing heavies (taking turns on each other), really. He goes for the heart and makes a clone (scripted). S3P2. You really DO NOT want to go too crazy on him here if bothering to fight him properly at all. Without air OS, you lack a way to prevent clones from RNG. Your only good option is to take out the clone he makes (who cannot shrug off your options like the real one *can go crazy on it with R1,s or even Launch to Lifts, I suppose*). Doing it in while he's tossing crap at you can be a bother. Maybe do battle when he tries for the heart (allowing one extra 'heal'). After this, you are waiting things out until he makes for another charge (at the heart), then going crazy on him with R1,s to burst through his HP and break him out of the charge. I don't imagine him surviving even three such rounds, frankly. If you're to punish him from range while waiting for this, just return bolts (maybe). Peppering with arrows has a chance of clone spam, too. It just isn't worthwhile to attack him normally.

Anyway, that's about how I see the run going. Overall, not too shabby. Same problems as usual. Grab options are limited, no air block, no real ranged attacks, etc. Some new problems tied to this entry being the 'rage' or lack of a spell (as they are tied to weapons). Could have been selling it short with breaking potential, but I was pretty generous with Item cancel on Artemis right into SS, I'd say. Item cancel of the specials, too. Couldn't just rule Homerun/Punt beat the invisible walls without knowledge of how high they are (probably not at the CoO/GoS level, but at times they can be surprisingly high). Tried to be reasonable with my tactics (and mostly focus on Artemis itself) and not count on too many unknowns.

Next up will be GoS. Controls suggest grab is the interact here. R is for Thera's Bane, but it won't be an option for Artemis (problem for armor/shields). I presume AoS is chosen the same as GoZ was (and our solution for selecting Artemis would be the same). Unlike last time, while Artemis is out, we should have R (still being called R1) freed up for thrust. AoS had the button for unique specials. Strangely, I can't recall how to use spells in this one. *checks* Oh. They are the d-pad options this time. I don't want Artemis to swap with AoS and Athena's Blades, if it can be helped (makes it harder to abuse tricking on-demand), but it seems that's how it is going to be. What a pity. None of them are 'hold' types, so no free spell canceling for us.

NOTE: When next we resume, I'll look at the costs of upgrading things and their damage output (compared to Artemis). Probably move into the run coverage proper after that.

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MrStarkiller

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#12 MrStarkiller
Member since 2008 • 18984 Posts

VH seems to adjust stats as per the normal post-GoWII except EXP (untouched) like CoO. Collisions do exist here (unlike in previous PSP entry), but not for knockback (only off grabs, which we mostly lack access to *for the kind that would do it perhaps entirely*). Not missing out on much given they are all worth 3DMG and don't scale (what were they thinking). Not having grabs will have some problem spots, I'm sure (Deimos won't be jobbing to tackles all day *not sure I recall the fight without grabs well, frankly*). Enemy grabs (and I think their reversals from our stuff) scale with Enemy Power % (only entry making this mistake). Definitely don't want to eat any of those (Keres Wraiths are pretty good at landing them with their burrow to unblockable *though it can be parried, hopped over, evaded, etc.*). Speaking of block, we can't do it in the air (nothing we gain changes the Artemis issue). We don't gain a means to parry in this entry (both weapons just have it), so Artemis is back to GoW1 issues on this front (including delayed block compensation).

TB is Blades ONLY (even AoS can't get around shields/armor that I can remember). I remember weapon switch cancels working for at least one AoS combo, so I can give Artemis that should it ever want to quickly end the usual two specials (or some other moves we were able to cancel in GoW1, I guess). Not a big boon. SS access will be a little weak via manual cycling while stuck with three weapons on the same input (even if fast like CoO *with time slow*). Petrification/Freezing is underpowered (has petrification damage *mostly helps when enemies do it to each other*) with way too many foes resisting a bit too much for the type of tool we have (MIN to MAX), breaking out too quick for their HP and the HP being pretty ridiculous (often as high or higher than their full HP selves). The insta-shatter won't be a thing Artemis has access to, so that sucks. I'll need to check my notes for that sort of info (hopefully it isn't lost on gow3forums) if I'm to have an idea of whether Artemis dps could make up the difference (at least at lvl3).

Invisible walls are like CoO, so don't count too much on ring-outs even with visible cliffs. Spells aren't 'hold' types (and they're the d-pad), so this works against us, too (no free cancels there). No rage for that, either (TB takes its place and we cannot access it). Don't remember too well if taunt provocation is a big thing, but I know boundaries are important here and there. Spell DMG is tied to Power % again (pretty bad overall). Lifts will likely help with just doing damage (from the air). Not so sure about other utility offhand. DMG and EXP will be looked at next.

My testing only bothered with MIN and MAX. Blades with 1.0 to 3.0, but they reach MAX at lvl4. Same for AoS. An oddity of this entry. Former costs 29K (again). A lot of the gained specials are trash, but other moves are decent. Given the importance, you almost have to think of the Relic/Item TB as an extension of it, so the cost would go up with MAX there (lvl3) taking a total of 18K (47K). Expensive. AoS is 24,550 for MAX. For both weapons, lvl3 is cheaper than MAX Artemis (barely), but lvl4 makes them cost quite a bit more. AoS gains a lot of good tools with upgrading. For both weapons, their base remains solid. Regarding spells, EoA is a total cost of 16K. SoE is 18K. HoB is 19K. Hard to believe the latter is the most expensive, but it has the most potential value owed to one fight it can simplify at great cost. Thinking on it, I believe I recall this entry making settings scale the damn petrification system (before Nu-GoW pulled that stunt). Terrible. SoE obscures too much and the orbs are worth practically nothing. EoA just leaves you wide open (recovery lasting longer than i-frames in a game where foes attack during i-frames rather than going passive *means Artemis tricking shouldsn't AI break, I'd say*).

NOTE: Deck is looking pretty stacked against Artemis having a nice showing in GoS, so far. Of course, we're just looking to see how it compares to the other weapons (in particular, the other sub-weapons) in their home turf.

Now for DMG. Taking the guide's word for it, EoA does 10 damage in 2s (MP cost not listed *lovely*). MAX does 15 in 3s, but mashing increases the base with there being a means to arc, too. It was trash. SoE was 1 per hit while hitting every 0.25s, but they don't note how long it can last (or how many hits it can do at best). MAX increases its size (for suction), but DMG per tic is the same (just hits ever 0.15s). This coverage is shit, but so are the spells (part of why I didn't bother to trouble myself with testing them, I imagine). HoB is a mess to cover (will come up more with introduction of new foes). AoE increases with upgrades (SoE's MAX suction range to double that). 2.5 per hit while swinging the thing (same for statues, I presume *doesn't get to transfer to their real form should they break-out*), but MAX hits isn't noted (limited by MP bar, too). Hits every 0.4s. MAX takes this to 3.5 per hit every 0.2s. Whatever.

We know Artemis by now (especially at 75% Power), right? The BoA of GoS are largely the same values as usual (s3 is double damage like in CoO). Its t1 is like GoWIII (same value as t0). T is as weak as usual (think pursue lacks i-frames again *another count against Artemis tools*). S is twice as strong (still weak), but its real value comes from TB (cheapest, quickest option for accessing bombs). Notes say we retain the ability to cancel out of T with switch cancel. Maybe it would be reasonable to allow Artemis that same option (making T safer *not a huge boon, but it is something*). Without parries (how it is for Artemis), you can't AoE stun those near you while getting free 0DMG hits (building hit count for some small EXP bonuses, too). My notes mention an L+x attack (60DMG at 100% and MAX), but I don't remember it even slightly.

Anyway, AoS is the real focus, I'd say. Lights are less than half the strength of Artemis (balance reverses for the ender *s3*). Its launch (t1) hits like a light. The special heavies hit around 50% harder than Artemis lights. Air light is unimpressive, but the air heavy hits decently while affording a bounce off it (that it can do something with *not a weapon that can't access grabs*). Its Million Stab-lite is slightly stronger than an Artemis light, but can be switch canceled and supposedly had knockback (don't remember that). Other specials are much more potent, but they're not MIN.

MAX AoS vs MAX Artemis? Artemis lights still beat AoS lights (9), but it isn't quite so dominant. The AoS light ender is stronger than the Artemis heavy ender now, however (basically the same). Artemis T being a heavy, it compares very favorably to the AoS launcher option in terms of damage (with the allowance of switch canceling, it is safe, too). The special heavies of AoS together offer it pretty nice DPS, but I don't think it beats out Artemis Thrusts, at all. The lvl1 ability to toss a light attack scales up nicely to give it a potent tool (better than the multi-hit right light special *even with a cancel, you're still taking too much time for what Artemis can do rapidly*). The new specials gained give AoS the advantage in utility and DMG. To note it, air multi-stab is pathetic (we could have used a Stinger-like move). L+t is the same as an Artemis heavy, but it is a small AoE. If you hold (briefly) and just release (during flash), it doubles damage, which is nice. L+o hits harder than heavy ender, but not Thrusts. Air version is weaker (can block while attacking, I believe), but has the insta-shatter. R+S is stronger than non-extended Thrusts if all hits land (think it does better on big targets like a cyclops). Spear specials are noted as not being altered by Power % (bless the SoD), so that's just fantastic (for it). R+t hits almost as hard as o3 (just isn't as safe given you can't switch cancel it). Has better range/coverage, but only slightly (if I'm remembering right). R+T hits harder than Artemis heavy with a good AoE off a ranged move (harder than non-extended Thrust if on a large target). Counter hits like an Artemis heavy.

NOTE: Regarding when I think we might get lvl2 Artemis, I'd say the Caldera. For lvl3, first Cursed Remains encounter seems reasonable (though a tad early, perhaps).

I probably won't try too hard with denoting how foes handle freezing/petrification in this entry (too much work for too little *in both senses*). I might highlight an example or so, but it will mostly be just the HP I go over as per the usual. With GoW:A, I will not have a lot of that info (no guide to just give it and I did precious little such testing *still has to get done*). Nu-GoW will be a real problem as I have never and will never play it, it isn't well tested (and would be much harder to do without devices like what Wulf has *I'd have to trouble him for values on our attacks and enemy HP totals, at least*). I won't fret about it too much right now, but GoW:A has its fair share of obvious issues for Artemis (can't wield WWs, no elemental stuff, rage is irrelevant, no stun build, etc.). Nu-GoW's very controls work against the thing, no jumping, working the old system against the new (lots of clashing as with Artemis being able to block from all sides as a big boon), no ranged moves (Nightmares will be more annoying without boy, whom I don't think we could even use *I'd have to check on it* without switching *Revenants being just one of those armor/shield types it needs help with*), etc.

---GoS---

Flagship. Triton Soldier has 20HP and is a general grab condition type (this or 35HP is pretty normal for a minor grunt at the start). Can't use grabs, so those strats are out the window (amusingly, their ground OS is a rip from the Fiend OH). Not having mounts from our tackle (Hyperion Charge *HC*) might be something of a bother as we progress. I certainly don't recall Deimos handling that wasn't just all that all the time. Wish I had my NGR+ NUR+ notes (though we're at least able to allow his grab and reverse it to get in the same position even without ever switching away from Artemis *don't even think we suffer activation damage*). Don't remember if you can just block their grab. Don't think it is any sort of credible threat. With no parry tool, our delayed block will be questionable, so take care with that (or trick). Given our lvl1 Artemis damage at 75% Power (VH), you could go crazy with heavies or thrusting as per usual. They don't really have great tools to punish us while in the air, but on-landing might be dangerous. I suppose weapon switch would be the way to get air tricking (better than GoW1). Pre-AoS switching between Artemis and the Blades should be pretty easy (like CoO). Launch to Lifts would definitely be overkill for this level of foe (and a bit risky *not sure they respect the camera well enough to try it*). Don't yet recall if their AI goes as passive as in CoO with i-frame use. Seeing old footage should help jog my memory.

NOTE: From what I recall there are high invisible walls even in this bit, so you'll rarely hear me bring up such talk as ring-out as being an option (even with Homerun/Punt). Like CoO, Artemis will mostly depend on its damage output and tricking.

Scylla Brood. 10HP (general). Don't think their grab be can blocked (maybe parried). Might have DoT during the mini-game (insta-kills when you finish). Shame about lacking HC here as it is a 360 toss. This foe is the first where you see hit properties like knockback, launch and bounce replaced with some weird 'blowback'. Won't matter as they can't take even one hit from our heavy attacks (won't be until lvl3 that we would be strong enough to one-shot them with lights, but there won't be any more of them by then). HP for each Scylla tentacle is not listed. The slam is apparently blockable. I'm going to guess the HP of tentacles is ~40HP based on what I'm seeing. Exactly one R1,s would definitely do it in (no questions asked). From what I'm seeing, if you favor the foreground, the background tentacle can't even reach. Killing the Broods might be optional with this power, but still wise to get rid of distractions. Not sure if the HP is the same for all tentacles (much less the tip faced at the end of this bit). Probably in the same ballpark.

Scylla. Listed with 105HP, but not how this is distributed (guides got so lazy *then they just stopped making them*). S1P1. I don't know that we can lock her as with the BoA's t1 (movement canceled) from the top-right, but with our damage using heavies (o,o,o) or R1,s should do just fine. Her triple tentacle slap (forced to start the fight with this) is blockable. If something goes wrong, she can slam (unblockable, but parryable *we cannot parry, so evade or SS trick it*). If you don't want to need tricking, retreat to bait another 3x tentacle, get back in and punish it. If it only takes x7 4.5DMG attacks to end this bit, I'd guess her HP before a stagger is around 30 (two of them do her in with the total being around ~54). She definitely can't take a single R1,s (even one o3 should do the trick). Facing her on the platform to the right this early isn't a great idea (and her headbutt is entirely unblockable as I recall). After the first recoil (orb drops), she'll slam if you're next to her (back off if you want to bait tentacles, instead).

I'm guessing the spread of HP isn't too lopsided with the remaining two phases (if it is, Phase 3 would get the bulk of the remainder, I'm sure). S1P2 has her birthing her spawn (single heavy sends them packing or you can just R1,s some more). Take them out quick, block her bites (or trick) and punish. Alternatively, go to the higher platform and attack a wall that is connected to her hit box for no good reason (this isn't the only time that happens in this entry). The only thing she can hit you with when pulling this stunt would be her position change. S1P3 is apparently just phase 1 again (except it starts with some of the brood to clear out). While you can try to fight from the platform, just doing the same as before is wiser (quick and easy). Yeah, definitely most of the HP is in Phase 1.

Outer Walls. Destroying the wall and leaving is an easy option. The only notable new one would be using knockback from the likes of air t1 to send soldiers beyond their boundary for insta-kill, but that's unsafe and unnecessary with our damage. Minotaur has 120HP (think it is a dizzy type). I forget how much damage each reversal deals, but I'm thinking even our lvl1 Artemis dps potential is better (though reversing makes for a good set-up). Don't remember its other moves being unblockables, but then you don't see them in most runs (the dominate tactic noted is to blame). It can block/shove (don't think it deals damage to be shoved, but it could depart from the GoW1 convention), but I don't know that it will live long enough to try it (will certainly get to "O" in two R1,s after a reverse). From the looks of it, 6 reverses kill it (seemingly 20 per reverse). The usual tactic would be just baiting reverses from the foreground/bottom until it is at half HP (spawning soldiers), rush for the lever, Scylla will chime in (killing the soldiers outright for us) and leave us to finish off the minotaur from where we left off. Just a pity we cannot reverse it into ring-out at the pool in the foreground or even the wall break (nor can getting the minotaur close to the where Scylla appears even damage it). Lame.

Triton Assassin are general types with 15HP. When in-close on them, they can opt to melee string (not just a slap) aside from the AI being willing to retreat. They'll die fast to R1,s (or even just heavy spam). Not quite strong enough to 1 shot them with a heavy (lvl2 will be) other than the ender (o3). Not sure how much you can count on camera abuse in this one. I've already seen how Minotaurs will start up attacks from off-screen (their charge, for instance). Something one has to contend with this time around (like enemy grabs scaling with Enemy Power % when the base is already high *normally designed this way to make grabs feel strong compared to other moves until VH flips the script...now it is just overkill*). Anyway, Artemis lacks a basic parry, so I can't pretend we can return their projectile as an option.

NOTE: Feels so dumb to prevent us from quick killing with ring-out with such obvious spots to do it all over the place. My notes mention use of saves for fear of frequent game crashing in GoS.

I'll skip covering a lot of samey fights. Cyclops has 250HP (like a GoW1 Brute, it has three dizzy state grabs along the way to killing it *the last finishing it without fail*). Have to watch for the grab. Punch and Smash are true unblockables, I believe. Tricking with evades is easy enough (much less SS) though you have to really take care with the grab. R1,s it to ribbons. No need to evade away from its attacks and turn around to poke it. The smash is so slow you can just run around it (and baiting attacks while working the rear ain't hard, so rear strats is almost like a Souls experience). My notes suggest extra hits during dizzy are not worth a thing.

Callisto. 225HP. I forget the rules of her wall pins (I think only the avoidable ones have DoT you cannot avoid suffering a bit of for being caught). I imagine you need to get her to 0HP for the unavoidable wall pin. Notes suggest her grab is random on whether she'll toss you to a wall (0DMG) or jack you up (pressing you against one). Don't think hanging out in the center of the room will guarantee the former case. Won't matter. Block her attacks and punish with heavies (or R1,s if you're feeling bold). Could probably just trick through the grab. The boss having an attack for when you're behind her is about the most interesting thing about her.

NOTE: The guide is so dumb. It calls our tackle Hyperion Charge one moment, then Hyperion Rush the next (this while listing Deimos as N/A for that move, when he is made to eat shit by it).

EoA trial. Don't use that bullshit even with infinite MP. It is just that bad. Caldera means we have lvl2 Artemis now. Though Artemis isn't applicable for the wall bit, I should note the Cursed Wretches have 30HP (and while our rapid movement lacks i-frames, our grab *even the attempt* and even heavy attack has i-frames). We'll face them properly later. Even with lvl2, o3 itself can't oneshot them (though R1,s does). At this location, however, Fire Harplings (25HP) spawn. Same problem. Would need lvl3 Artemis to oneshot them with o3. They try to bomb you. While tricking would work, I don't recall if you can just be off the ground to avoid this attack (notes might cover it later).

Pretty sure you just can't fight Automatons with Artemis (at all). You could only use it for tricking their attacks while using the usual TB oriented tactics. Notes recommend T* to plant a core while going over its attack (and repeating *only holding R for the moment of impact to conserve FP*). Once enough armor breaks away, use s1 (bouncing off) to provoke stomp (just neutral single jump over it) before punishing with T* (repeat for "O"). Taz preferred to back away during the stomp (just to note it). He also flirted with parrying to interrupt its melee. Adjusting for Artemis here would mean T* into SS until armor breaks. Then Artemis s1, then hop/switch or move away/switch (switching to Blades and back and then back to Blades could be done, but seems like the sort of thing you might fumble) before T*. Repeat.

Lever Chamber. Barrier in the way (preventing the use of the lever and just leaving much less ring-out). At half HP, the minotaur gets a friend (another). When one dies, Fire Harplings appear. Could even out the HP of the minotaurs (killing both at near the same time), but it hardly matters (easy to ignore the bombers and reverse grab attempts). Your damage is better than before, so you can cleave them apart even faster than before. You might expect to ring-out at the float, but you would be wrong. It is just more heavies and thrusts (on Wretches).

NOTE: Guide doesn't cover Atlantis Civilian HP (think it was 6).

Hoplite Soldier has 55HP (general). My notes warn that spam of OS needs to be paced or an OS damage quickly become an OS kill lacking a visible display for the Random Button Press mini-game (giving you a 1/4th chance to get it right). Just to get it out the way, the wall/rope version of this foe has 45HP (won't mean much for Artemis coverage). One heavy string will take them out (if they don't block). R1,s would work, too. Launch to lifts would be another option (just don't know how much I want to advise this with foes so ready to ignore the camera in GoS). Hoplite Archer has 20HP (thus it takes at least o3 to insta-kill). Have to be careful with their 'bomber' shot (unblockable). Otherwise, not much of note. Don't think they even try to shoot around the block here (and they cannot destroy it). Odd we cannot so much as kick the blocks in GoS. We can't turn them, but we can rapid push (just won't collide with foes *would be neat to take small foes for a ride and smash them up against a wall*). Just get up to their position and murder them (or maybe clip their toes with Lifts during an opening).

NOTE: I suspect with how bombing works in GoS, rapid tricking would just keep them in the sky until you stop spamming SS.

Rapid Hounds have 35HP. I imagine tricking would keep them behaved between uses of o1 (or R1,s). Don't recall if knockback (like air t1) can send them into the gears (or just getting them to clumsily attack their way into it), sadly. Doubtful. Just sending in 3 or 4 will be enough to destroy the gears and blow off the rest if that's your bag. Gorgon has 150HP (apparently has the CoO Queen grab *except you only get petrified if you fail it*). As usual, no dizzy/wander listed. Stare does some unknown value of HP damage to statues, but I don't think this applies to us (else we would be destroyed in an instant). I imagine we would want to R1,s or use heavies during Stare (and trick to shake build-up). With 1v1, launch to Lifts makes sense (even juggling with R1,s).

Unlike CoO, the likes of t0/t3 do pop gorgons out of Stare (into the air) rather than just stopping it. Not sure if that would mean o3 from Artemis would do the same (don't think it did in GoW1). The OS kill of a gorgon is a free GR to petrify surrounding foes. With Artemis, you will have the dps to break statues quickly. For reference, this foe has 40HP as a statue (almost as much as a Hades Minotaur from GoWII *50HP* with the Gorgon Queens of that entry being only 20HP *the normal MAX HP cap for statues*). Despite what you might expect, I believe you can just trick with a gorgon between you and another (who is using Stare) to get a petrification (and maybe a shatter) out of the deal. *checks* Yeah, from what I saw with the showing Taz put on, it VERY quickly petrifies even a gorgon (2s) and shatters in an instant (the damage is absurd).

Hoplite Guard (75HP). Need searing cores to break their shield (with PAIN+, grouping up for one bomb to strip them all at once was the way to go). Then they're just 'soldiers' (with slightly more HP). Really don't care for being forced to use one particular weapon (much less TB) just to deal with a special defense on a foe. Ravens have 20HP. Soon we can one-shot trash like this with even o1. For now, R1,s. Cyclops Tyrant (300HP) has four layers of armor to break away before it can be fought normally (just get behind for T* back to back). Its 'rampage' is a blockable (odd). Handling is otherwise the same as the lesser variant (death sentence if you get caught by the grab).

Collapsing Chamber seems to have a lot of time for killing the H. Soldiers and Minotaurs. Shoulds be able to wipe out the former before the Minotaur can interfere much (just keep distance so if it does, you reverse a charge). Heraklion Forum has Gorgons and Fire Harplings. You can get the former to destroy their allies pretty easily. If you rush for "O" and get the free GR, that works, too (though be careful to watch for bombing harplings *pretty sure they finish the move, then shatter*). Get Crete Key and lvl3 Artemis.

Cursed Remains have 50HP (pretty standard), but lack the GoWII crumbling mechanic (again). They insta-die to mounting, but Artemis casn't do that. They like to crumple in a different way (to avoid attacks and wake-up attack) this time around. Heavy spam can work, but I'd go with R1,s (just watch for crumpling and defend appropriately). Keres Wraiths (120HP). Worst girl arrives (arguably more shit even than Siren Sibyl and Hooded Gorgon *GoW:A goodness to come*). Their 'morph uppercut' is a blockable attack appearing below our position (shitty for having a high hit box catching you in the air and staggering long enough for others to chain off it). It can also warp into the sky if against some walls (like boundaries). The grab jacks you up bad, but at least it can be parried (Artemis lacks this, so leap over it, evade clear or trick). The normal attack is blockable.

Their love of burrowing (no CG equivalent to foil it *even TB's SCs won't blow it out of the ground*) while not being open to grabs (if we had them) makes the design pretty AIDs. Hard to damage kill them (making NGR+ NUR+ a big bother with trying to damage them enough to outpace their regeneration during dizzy). Well, without Artemis. Our block is sort of shitty, so I don't know that I would want to rely on it (really have to do it early). Might just settle on o1 and defend. They have a block stance, but you need TB to break it (just wait it out). The delayed grab when using a heavy on a dizzy/wander means you need to do it quick and during a safe opening (else you could easily get punished). Don't use moves with strong hit properties (else you will, again, provoke the burrow). I feel like R1,s should do well on them (just have to be ready to block cancel early *if not weapon swapping away and back*).

NOTE: One grab will (at minimum) deal 50DMG to us. I suppose that makes the base damage 10. I should note you need to take care coming out of i-frames with them (as with the OS kill) as they can and will start-up attacks during it and your block will not come up soon enough (might have to evade as even your access to SS might be too slow *not sure I can just say that going from the OS kill to neutral brings up SS as it did in GoW1*).

Amusing to see Centaurs in the flashback (not in this game at all). Another fan favorite. Geryon (350HP). Not sure about its OS kill (like usual), but the most notable thing for Artemis will be hanging too close and provoking "Shock Field". Not too sure how this small AoE is triggered (can't block it). I suppose we could trick it too, but it is fast. The palm (Lightning Blast) is another unblockable, but is easier to see coming (and get around). Teleport Discharge is the main attack it works with (SS should do well against it though weapon swaps will be awkward even before AoS makes this more so the case). Using Thrusts to cleave it apart should make relatively short work of it. Might only take four of them for "O" as we are now. Guide says they are armored, but that's a crock (not like you can use TB to blow up their ball or something). Like the cyclops, this is another Souls case (ride their ass). I wonder if it would get to warp more than once, frankly. My notes say you need to maintain medium range to avoid jobbing to 'static sock' even if hugging his ass. Just mind your distance, eh? When staggered, he turns around instantly (remember this). Next time, Path B Gates of Crete (lovely naming, I know).

This bout is a bit of a bother in PAIN+ thanks to the want to not get DQ'd when blowing up shields in tight quarters with non-Guards around (Fire Harplings in this case). Various grabs (on birbs) while running from Guards is the idea before turning to set a bomb on the troublemakers (getting them all at once). With Artemis here, the idea would be to use heavies (even o1 oneshots them now) while running away (I'm quite sure rapid tricking won't fool AI here given their disregard for i-frames elsewhere) until left with the shield users (blow their shields and eviscerate them as per normal). The worst part of the fight by far is the checkpoint being before opening the damn gate.

NOTE: Thinking on it, I don't think any of our spells deal with armor in GoS. Maybe I'm overlooking SoE doing so, but I don't think I am. There isn't any sort of CW in this outing. They really funnel your options into elevating TB more than is necessary (it is already good, it doesn't need to be put over while holding other things back *same issue with BR in GoWIII making collisions far weaker than they should be*).

Wretch spit is blockable (and parry returns it *just don't have the option*). They fire at will even off-screen (GoS loved shitting on fair play). You can skip the boys on the ground if you like, but they'll do quickly to slaps anyway (a bit beefier than they probably ought to be *I'd sooner expect them at 15-25HP range*). Wall i-frames are not as reliable as ceilings, but that's not for Artemis coverage. Cyclops backed by Wretches. The former can hit the latter, but it merely flips them (0DMG). It is helpful here (not at all when paired with a certain other foe later). The idea would be to run around taking out the pests before addressing the mini-boss, I'd imagine. Another fight with a bad checkpoint.

Harpy Widows. 40HP and general. Slapping them dead wouldn't take long. A shame not to have grabs (air OS in particular). I think their swoop is like the CoO harpies. Their ice breath is like Stare (petrification), except it doesn't friendly fire at all (hate this favoritism). A bout ahead with Archer back-up is wisely handled by going after Archers first. Dredge of Boreas is a stand-in for a Cerberus Breeder. It has 400HP. No notation for "O", as usual. Talk is that it has armor, but TB isn't forced. Range provokes the charge (unblockable). Tricking could handle it while letting you keep your position (rather than a strict evade). Don't know that launching over the move would be wise. His melee is also unblockable, but can be handled in the same fashion. It is advised to keep at CQC (defend against its attacks and punish with R1,s to burst through its HP in short order *one concern is maybe hurting it too much at once and getting multiple spawn*). Not sure if the game gives him i-frames during the armor break. Don't think you have to do the "O", but I forget. I know it has an OS damage at half-life and another at near death. For the former, you will be thrown (0DMG), but just be ready to defend yourself afterwards (during wake-up). Annoying.

Where a Breeder births via RNG, this foe births via 'armor break' (enough damage dealt *nothing to do with TB* and only two). I don't remember its Ice Cloud well enough to comment currently. Anyway, its kids are Boreas Spawn (50HP *guide claims 21HP, but that's wrong*). They have a blockable melee and an unblockable Kamikaze (instantly freezes you *or even other enemies that can be while I think being an insta-shatter for the already frozen* but I forget some of the neat findings with it from Arena testing). It is suggested you keep near enough the Dredge even while killing each spawn so it doesn't use charge (not sure it matters with SS). R1,s for spawns is probably desirable (as even two heavies won't kill).

NOTE: The HP for the spawn is like a Seed. The HP for the Dredge is double a Breeder (unnecessary fluff). As an amusing note, the Archers from before (20HP) have 30HP as statues.

Shame the Dredge doesn't insta-die from Kamikaze as a neat exploit (like Piraeus Lion does *not meant for damage kills, but in the Arena this is the case aside from using Gravedigger*). A bunch of filler. Boreas Spawns team with widows. Kamikaze could be used for friendly fire, but it is more reliable to just kill everyone here yourself as things are.

Erinys. Listed at 450HP with no indication about how much of a portion each bit gets. S1P1 can't be the usual lock with a parry into some punish and repeating (having to stop the parrying once hurt enough so the game realizes she has lost). Blocking early would be fine (then punishing), but I don't know that this (or SS tricking) would limit her attack options. Hard to say. S1P2 is a repeat. She has a lot of HP between these two phases (real slog). Wing rips before it was 'cool' (valks). Phase 2 could have used some new moves (in particular, some one-winged angel stuff to spice the battle up). At least our damage here versus PAIN+ is just far, far better (BoA 't,s' being 4.5/1.5 *6* per parry and she is probably ~250HP per phase, which makes me thing it would be just over 37 such exchanges *Artemis R1,s is 78.75 like this, so just over 3 would be end a phase*). Without the parry lock, she can pick other moves like summoning Ravens (chop them up fast), using SoE (SS won't help, so quick roll away), etc. We kill her faster, but have to actually see some of her limited moveset (potentially). S2 forces TB. S3P1, S3P2, S4 and S5 are in a similar situation. The actual boss fight is already over (pretty scripted beyond S1P2).

Jails of Sparta. Satyrs have 140HP. Their grab (slide) is unblockable, I believe. 3 boundaries in this room (where they came from, where you came from and the hidden EXP chest area). I imagine launch to lifts would work well for 1v1 (just dangerous should they catch you on-landing). They can block/evade raw strikes, but you might get away with R1,s in the raw (welcome to try). Probably better to launch then go for it (weapon swap makes just using T plenty safe, so that helps). Their melee is quite blockable (can't start the grab from point blank *ranged move*). Anyway, get them to a boundary for 1v1 slaughter (easy money). Slaughter Wretches before the Minotaur Brute (240HP) spawns. Don't think it is that different from the other version (don't even recall the "Shockwave").

Piraeus Lion (500HP). If he leaps left/right, he will use melee or overhead. If he leaps back, Roar or Grab. Grab looks like overhead, but seeing the step back and/or the saunter towards us makes for a tell-tale sign. Just evade clear of the Grab (or SS), leap during the roar (negates the effect) *or SS it* and block the blockables while slapping him silly (heavies or R1,s) for "O". It won't waste a lot of our time with our damage this high, thankfully (just over 6 light extended thrusts). Learning its cues were the biggest annoyance when first facing it.

Wooden Arena teams Gorgons with Satyrs. Tactics favor taking the fight to the entrance barrier (to see the whole field) and taking on Satyrs first, but I wonder how well that will work without grabs. Another obvious spot where ring-out should factor, but doesn't. I imagine you can use the Gorgon's Stare against the others just fine. Not sure it matters too much who you work on first (probably launch and juggle *maybe lift* them). AoS trial. We can barely reach the archers with air attacks, so do that (just slightly more of a bother when soldiers spawn to back them up). Aronia Mounts Bridge forces spear tossing (do it after taking out the widows *whom cannot be rung out as usual*).

Another Dredge (same handling *no option to trick it into falling off the cliff or danger of it for yourself*). I should note that you can do enough damage to skip the mid-life grab (OS damage) and go right to OS kill (just have to get a feel for how many of your hits it will take). Shrine of Boreas forces mobile blocking uphill against the ice waves. Pretty sure AoS can't do this against the freezing of even widow breath (I call bullshit). Don't remember enemies with fire attacks, but pretty sure it won't foil them, either. Certainly not petrification (letting you walk it back to the source and return upon getting in range would have been neat). HoB trial has Hoplite Sentries (90HP). Not that different in terms of handling (just watch for their Fire Guard impression *think you need to parry or trick it*).

Skip some trash. At most, use EXP to get lvl3 HoB, catch 3x Keres Wraiths and shatter their 40HP statues with the power of Artemis (no insta-shatter, but just enough to get the job done the old fashioned way). Canyon of Sorrow Scaffolding. Take out the grounded Archer quick, then get under the other boys, cleave apart the Satyrs and then launch into air attacks to best 'high ground' abusers). Canyon of Sorrow Gate's archers will hit us if we don't take them out, but that requires return of spear tosses. If you can soak the damage, you're fine. River of Lament with King Midas. Carry, drop when around Hounds, Thrusts, catch him running away, repeat, etc. Can't really take advantage of the exit boundary insta-killing hounds like this.

Aronia Mounts Path B. Climb up to the Archers, slaughter them and then address the Sentries below. Would be tricky to air trick the archer fire on the beams, but doable (I think). Take out Harplings, then Cyclops (too simple and dull without ring-out and other neat tools *like friendly fire*). I think our ally solidier have 10HP. Doesn't matter. Triton Lords are 120HP. Nothing too special here (buffed version of soldiers). Not having a grab to make this braindead is the only issue. When lightning starts coming down, go to the top-left corner (flush against the wall) and you won't get hit by his hazard (and it can hit enemies while you fight from here *if even bothering to drop your guard*). It is SUPER potent on enemies (might be a two shots the lords), so let it do some work.

As usual, a grand shame there is no ring-out or decent collisions (zero for knockback). Harpies have 60HP. I forget what "Gust" looks like (or does), but I remember the grab as them flying in a circle and grabbing where you were (just getting off the ground beats it and I think even parries *SS would work, too*). If you get hit, it will do DoT until you escape (doing so kills it). This design is a problem for control in a later bout. Also, don't be near the guy who gets zapped in the cutscene just as it is ready to happen (you get stuck in place and take full damage from the cutscene playing out). Though they're not very aggressive, defensive or capable, the soldiers on our side actually can help (just not likely to be a big factor).

Sunken Atlantis Chamber. Geryon with assassin back-up (work the former over until the latter show up *jobbing to a single o1*, take them out quick and go back to bolt-ball-boi). Friendly fire from Geryon hits others, but won't do damage (familiar story). Elevator might not require fighting until the end, but you can pretty easily slap the lords to death (just mind assassin projectiles). Still no ring-out. Need spears or returns for the boys across the way. Nexus is another bit teasing ring-out we don't get to work. Gorgons can be used on the lords of the next bit. Amusingly, we have more resistance to Stare than fucking gorgons (Taz just stands in the shit with a gorgon in the line of fire then evades shortly before the statue blows up).

Assassins with Automaton. Take out the former, then the usual handling for armor boi. Next fight there is a Minotaur Brute with Gorgons (use snake ladies to win the day). Just know that a blocking minotaur will not fully petrify (just a thing). Reactor is just minding projectiles while killing lords (would be slightly annoying without grabs). Infamous Nexus Hub bout with Widows and Geryons. The normal idea is to leave one Widow alive so you only face one Geryon at a time (evading the birb while chipping down the baller). Taz shows the Shin approach for negotiating 2x Geryon at once. With our damage output, you are probably better learning the latter. Also, you could make use of full extensions and lvl3 HoB to catch two at once and shatter them in short order (leaving 1x Geryon alone to be anal mutilated).

NOTE: With the strat for keeping the harpy alive, you just ride the ass from medium range while carefully watching the harpy (hop the grab) before going back to punishing Gary (and evading *or SS* his warp). Once you're down to the "O" of the second one, you can afford to kill the harpy.

Domain of Death. Keep near where you start, reverse (and R1,s) the minotaurs to death. Then normal Satyr handling. Need TB for these plants. Block Puzzle has a Raven and Wraith pairing. Take care and o1 away the former before the usual handling of the latter. Hounds are optional garbage. Hall of Damnation has another really bad checkpoint. Tyrants teamed with Sentries here. Take out the latter (after they spawn *after either Tyrant dies, so get both to "O" before doing so*), then the former's armor and then kill off these damage sponges. The only trouble is killing Sentries effectively without grabs (lots of running away to play it safe).

Temple of Thanatos. Gear Room. Just the usual with Cursed Remains, except they keep pestering us when trying to take out the namesake with TB. Shitty for this run. Artemis is a non-factor (lure them away and chip away with TB then leave the punks behind). Wraith and Tyrant team-up is an awful design. If you stand in the center, you prevent the Tyrant spawn (until you move), but you need range to work from there (AoS strats). Otherwise, it is basically suicide to fight in the open. Favor the entrance barrier (minding the Morph Uppercut that can spawn even in the air while you're there). Shinobier's approach modified (into mine) is what I'd recommend with air s,s,s with TB active to get rid of the armor without DQ. When that is gone, Artemis can come out to play (just take care with watching the Wraiths *even the Tyrant to an extent*). This boundary isn't an absolute (semi-sweet spot, that is to say). If you had AoS, you could just lob spears to chip away at Wraiths. Not so much like this. Notes say the stomp of a Tyrant needs to be hopped over (can block the punches, but not this move).

NOTE: While you could use Lifts, they have forward movement (especially the heavy) and it is hard to trick (cannot air block) like this. I'd say you may as well be using R1,s to speed this along. This is the fight where Tyrants can hit the Wraiths and cause trouble.

Deimos is listed with 500HP. Air Slam is unblockable, I think (SS or evade). Paced use of knockbacks might lock him, so potentially a strat of air t1 over and over (recovery isn't too long for this) should do the trick (22.5 each meaning you need just over 22). Don't recall how his other moves really work, but I'm sure SS handles them. Normally the fight is just all tackles all the time. You could let him mount and reverse, I suppose. Don't know that you can get a good opening for R1,s.

Thanatos doesn't have his HP listed (the same bullshit from the GoWIII guide *I could strangle these cucks*). S1P1 can just be running away and calling on Deimos do the job. Alternatively, defend against his melee (don't think you have to parry) and punish. Evade (or SS) his ranged move (then cut him). He grabs, you help (or get helped). I doubt even tricking works on his version of the Perseus Flash. S1P2 forces TB (burn his arm *can attack the foreground for the same results*). Artemis SS would be for support/defense. You can return his projectiles (don't recall being able to block them). S2P1 air attack can be lept over (aside from evasion or SS). Still don't know if his melee move requires parries (or if it can be blocked). Like before, really. Think his imitation of 'Drive' (Dante) is unblockable (evade through, SS, leap over, etc.). Careful about trajectory with Deimos (his spears do 50DMG to us if they land). S2P2 gains a shockwave to jump over (or SS). Careful that Deimos isn't in the way of the return (can cause problems). S3 is just a one-sided beating.

And that's it. Pretty much as expected (noting too surprising). GoW:A next. I've touched on a few of the concerns before, but it is worth musing over once more. First off, I don't have a guide for GoW:A (there wasn't one *same for Nu-GoW as I understand the case to be*). My testing wasn't finished, so I won't have HP for even close to every foe (just a foe). I only did light weapons testing if I remember right, so that wasn't done either, but I have enough of an idea of how things are to place Artemis relative to our weapons (just that I don't have enemy values to get a clear idea of how quickly foes will die to our strikes). There is no complete run skeleton (only half). My coverage/testing wasn't finished for vanilla (mostly about MAX and humoring elements while sampling higher runs). My old notes will be tough for me to really grasp, but they'll somewhat clue me in while checking with Taz or Adel or whoever (and the comments I leave on the videos). Wish me luck with picking a good fellow to follow from place to place (jogging the old noggin'), won't you?

Collisions don't scale, but I believe the cases are like GoWIII (just nerfed bases *not as bad as GoS*). Petrification is somehow even worse, so you may as well ignore it as a tool. Ring-out is workable from time to time (so Homerun/Punt might get a time to shine *ToA comes to mind*). No super high invisible walls come to mind, but plenty with stupid rules for what can and cannot go through. Most enemies respect the camera and i-frames, so Tricking (and AI breaking) should factor along with boundary abuse and the like. Spells are tied to elements and Artemis doesn't have them, so they're ruled out (like GoWIII). Rage is for the Blades, too. WWs are not an option (no Shield for us). Artemis isn't part of the current system, so it wouldn't have stun build-up (I could not fairly just say it gets to have some amount). No grabs outside 'halo' (business as usual). A problem perhaps with shield users. Think you would need to switch to the Blades (nothing new there). There were other ways, but I think they all needed the Blades. Enviro-hazards weren't always well done here, but can be of some use if I'm not mistaken.

NOTE: I suppose whatever WW we pick-up gets held in 'hammer space' while using Artemis (else we would drop it and that would be terrible, but maybe it has to be that way).

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MrStarkiller

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#13 MrStarkiller
Member since 2008 • 18984 Posts

As far as I can recall, sampling of settings suggested GoW:A was no exception to the usual difficulty stat changes (75% Power). No parry tool, so Artemis won't have safe blocks. No mutilations, so no bonus EXP. D-Pad are for element switches. R2 is magic (would be nothing now). R1 is Tether (can just be Thrust now). Not sure L1+R1 would be a problem as a returning input (could also make it recognize L1+R2 given you don't cast spells while blocking, anyway). R3 is for sprint, but Artemis cannot do that (at least no attacks from out of it). At most, we could allow the sprint and its barehanded WW moves while in Artemis mode (that's a stretch). Items are on L2.

No spell canceling. Weapon cancel would be treated as no better than a block cancel (no precedent for it in this entry). Item canceling probably won't be a thing. Not for setting up tricking, anyway (so the only tricking we have is grounded and the slower method *switch to Blades and back*). Item canceling would work even for T (apparently) and you can simply use the draw animation, so that is nice (though you need to block cancel out of that *not as fast as past cases*). To follow the GoW:A rules, T cannot pursue without impacting an object/foe (even if blocked). If it does, it has i-frames during the animation. Also, you can jump cancel T (just wouldn't have an air block).

Existing outside the rage system, it won't suffer the nerfs to damage, hit properties and chains the BoC do (making it stand-out well). The canceling issues nerfing their safety won't even factor. We still have our glitched grab off heavies, but at least delayed death shouldn't be a thing. Don't have all my old notes, but I got my unfinished VH NG+ MAX testing at the ready along with a few runners (Wulf, Taz, Adel, Deeb, Mikey, etc.). I imagine Wulf, Deeb and Adel will be the focus (most coverage and comments). Probably not Bick (who deleted too many uploads of his videos with my old comments *bad habit of his*). Based on what I've seen with Tether rapid evasion, you can AI break in Ascension just fine using such antics (giving Artemis something to exploit against non-bosses *archers won't care*).

I don't recall WWs being immune to Power % (just to note it). Probably time to see how Artemis stacks against our normal damage options for this entry (really, just imagine GoWII and beyond values, but worse at base *especially for enders, which got devastated*). Can't say what the EXP cost of things was offhand. From what I'm seeing, we should have lvl2 Artemis after the first Juggernaut fight. lvl3 After the Fire Talos bout in the Oracle of Delphi Temple, I guess. Would be wise to safe up the rest to power-up OSoN (AoU is a bit meh *don't think it would even count for setting up Homerun/Punt* and EoT are pretty shit, too). Regarding elements (to note it), the spells are pretty samey (ice is just bad) and relatively weak (we start with Fire's, so no investment). Only Soul Rage dump is worth a damn for damage (we start with Fire's and it is for stun only). Parry is another stun focused thing (no i-frames, though). A special parry and it is this bad. Sad. Elemental specials can have utility, but are too weak (like they don't scale with our modifiers at all). BoC specials are decent this time (multi-hits on hold inputs are quite strong, but need set-up to be safe *Artemis will deal damage like that with less effort for sure*).

WWs do not upgrade, so their damage becomes unimpressive to MAX attacks. All that stays competitive would be Shield's plume (o,o,t) even before its glitch extension (rage with elemental swaps for "Captain Planet" bug exploiting). GoW:A has a lot of guard breaking moves, so that could be tough for Artemis (though we could evade cancel such a thing in GoW1 *giving it some sort of out other than always trying to trick things*). I suppose lots of block recovery and block push would be another issue (bullying turtles).

R1 interacts with levers and the like, so this would be a minor annoyance for Artemis. Ah, yes. GoW:A has a 'perfect block' system for allowing some protection against guard breaks and minor unblockables. Maybe this would make Artemis slightly less vulnerable (when not bothering to switch away and back for SS). For what it is worth, grab damage doesn't tend to be that potent in this entry (still ignoring Power % and controls fights, so it has appeal for higher runs). Old talk is that Satyr Grunts were 36HP (same for Infected Humans), Parasites at 10HP, maybe ~150 for Fire Talos, ~115 for Satyr Captain, ~120 for Juggs, etc. EXP cost for BoC is higher than usual here (only weapon, so they got you over the barrel unless you're a Shield Plume Chad like me). Think it is 3K, 5K, 13K and then 25K (unreal) for a total of ~46K to get lvl5. Watch as Daddy GMG turns his back, pays 13K and gets lvl3 Artemis with far better damage than the final release Blades:

https://www.youtube.com/watch?v=lb8fWUUXeKM&t=2m28s

Now hit the Artemis theme song, sports fans:

https://www.youtube.com/watch?v=8lBXmGUxf4k&t=22s

Old testing (presuming it didn't change much in final release) had 's,s,s,s' (that's the full string without rage) with BoC as 1.5,1.5,1.5,3 for lvl1 (1.0) on VH, so the light string is worth 7.5DMG. Artemis lvl1 s1 is nearly that strong (~6.5). Extended into rage it would be 1.5/1.5,1.5/1.5,4.5 (s4b, s5, s6) for an additional 10.5 (total of 18 *Artemis o3 doing exactly this much*). 3DMG t1 is sad (Artemis o1 is 13.125). Doesn't even bounce without rage. Plume (t0) does better at 3/3 (6). Almost as strong as Artemis s1. *hohoho* If you manage to get t3, it is 1.5/6.75/6.75 (15), thus just barely stronger than o1. I remind that R1,s is over 45 damage out of the gate. Artemis is going to tear the game apart when not up against nonsense (shields). The early game in particular will be trashed. Look at the enemy HP values above, a single o1 insta-kills bugs. R1,s takes out minor grunts. Three for Major Grunts. I don't think Berserker has as much HP in this entry as normal (probably 250 or so). Just a guess. Honky Tonk is going to eat shit harder than usual. How very sad for Maggy's babby.

Really don't feel comfortable doing this rusty and lacking as I am, but without further ado...

---GoW:A---

I'll spare words repeating myself with disappointment in implementation of bugs (or even the promptless QTEs *or a lot of things like elements, rage, WWs and so on*). Aegean. Prison of the Damned. Parasites. As said above, they job to a single heavy, but you could probably stand to R1,s anyway. Your call. Grab ain't on the table, but it isn't like their explosion is that great anyway (just nice to have the i-frames for slowing down the pace). Think they are the sort of foe that all hit properties do the same thing to (blowback), but it hardly matters with their low HP. All their attacks are blockable (can't even swarm you *much less take over other things mid-combat*). Infected Human is up next. The approximate HP means R1,s takes them out in one go. Just dropkicks all day (no grab that I can recall). Left/right walls of Cell Block are apparently AI boundaries. Notes suggest even just being far enough away (dead center, too) and a hop will provoke a taught (rapid switching Artemis should be the same). Camera abuse instantly cancels attacks, but the moment they get back on-screen, they start up another (so just be mindful of this). Notes suggest their statue form might be 25HP (of 35). Just awful. Talk was of Soul Rage Dump being around 60DMG (the good stuff). That one will be missed for this run, but we still have OSoO to pile on to Artemis attacks, so chin up, eh?

So, yeah. The fight last gone over would just be lots of heavies or R1,s while dodging around if you don't want to do anything special (like hop in the center away from foes to provoke taunts *or works the sides of the room* to open them up) like launch to juggles/lifts. They'll die in a hurry (perhaps slightly faster than with grabs if your handling is good). Aegean Arm Path B. Not sure there is a need to use air t1 for ring-outs (definitely not collisions), but you can do that. They just don't have enough HP (in my opinion) to really focus on that over damage killing. Then come the bugs (even more true here).

NOTE: I suppose I overlooked an issue. Halos rather than "O". It was already clear we couldn't get 'gold halos' (stun), but 'red halos' with damages should appear, just that the problem seems to be the heavy input would have to land to know it needs to register as a grab (as it is normally R1 in this entry). Do we assume you just go into the grab when a heavy impacts (like usual) or Artemis absolutely must weapon switch to grab even for forced OS kills (like with bosses)? The latter seems particularly annoying. Part of why the grab thing works as it does in the other entries is the grab input happens to be circle, so the heavy hits and then touches a "O" to register that it should become a grab now. I don't think it would even do that in GoW:A. We might not even have dizzy/wander (without switching as per forced cases) in this entry. Guess it has to be that way.

Aggy's Infected Hand (Encounter 1). Honky Tonk S1P1. I'm a little unclear here. My 'early' VH NG+ MAX coverage is so focused on things we don't normally have it sometimes neglects basic notation of tactics good for the fight (as I'd covered them elsewhere *hard to find some and others are just gone*). The 'back attacks' (left, center or right) are unblockable, but the drag of the center doesn't hit (unlike with GoWIII's Hungry, Hungry Hippo), so evade through it (use the drag and downtime before the next move for free hits). Apparently this attack is a rare case of i-frames getting stuffed, so don't just trick it (get clear of the hitbox for the stabs). In close, he has a triple strike (all blockable). It always stabs on the left (his right) first. Not sure if the hit box is such that if you just block (or trick) this, you could work the corner for free hits (or if the second and even third would land unless defended). Favoring the right, he would miss the first wide and give you more time to react, but you would need to defend the remainder. Maybe you could leap over one (or both) for continued punishment with Lifts. Doubtful his HP is up to taking this punishment, so he probably doesn't get to attack much before becoming dizzy. Anyway, the boss also staggers and even taunts (allowing even more free damage). I don't imagine this one is balanced for even a single R1,s. S1P2 is the same. Think he gains chaining of stabs (up to three times). But yeah, he taunts after his moves (and the close one doesn't change while center drag can't hit), so even if you're not punishing the center drag, you can go wild on him (and then punish his stagger for more free damage).

NOTE: Nice of them to put bumbers up for us, but being able to fall off the platform might have made things more threatening. It is a bit too easy like this.

S2P1. Starts with unblockable sweep. Could probably SS this. If standing in the center, the stab is blockable (for no clear reason). The rest are not. I suppose you could just stand there, block this attack (if not wanting to get fancy *maybe you could just jump aside its hit box and attack with Lifts*) and leap into Lifts to get damage on the left (his right) blade. BoC in this entry was adjusted so that even the ground strikes will arc up to reach high targets rather than whiffing below. Artemis will not be having that advantage, so you just need to DEAL WITH IT. The tactic I'd most strongly recommend would be getting into the alcove to bait its stab, then 'defend' (SS or evade trick and punish). Slap the claw or even get out (before the attack) to attack his main body before retreating into place to loop the fight. A glimpse at Deeb's fight suggests the blade arm I suggest attacking is low enough (the hurt box included) that the hit box of Artemis should reach, so you could just R1,s there and then (rather than waiting for the alcove stab). He won't get to attack much. S2P2 is a repeat, but gains sweep to alcove stab.

NOTE: If you really wanted to air trick, you would have to have already had the BoC out, then leap into the Sword Summon animation. Just don't know that there is a point in going through the trouble.

Aegean Abdomen. As before, you could ring these guys out, but it isn't worth the effort (without grab access). They're too squishy relative to your tool (apparently there is a boundary here, but I forget the location *probably where they came out of and/or the place with EXP chests*). Bits ahead will see a lot of R1,s. The main issue will be the camera going too far out and not having constant i-frames while attacking (grabs). I suppose you could play it safe with an o1 between tricks, but the input would be a bit annoying without a cancel from Artemis (versus having to switch away from it and back as things were in GoW1) just to fool AI.

Cyclops Berserker. Stomp is blockable (rest are not). Working from range baits a charge into kick to punch (classic). Tricking the kick would be easy (harder to do them back to back with the inferior SS means). Not sure if you could then just side-step the punch. Might be better to just evade (or even hop around its body just to continue the circle strafe on foot until the punch is going to whiff *before punish*) and give it a taste of R1,s. The high hit box of the punch suggests just jumping over for Lift punish would result in a trade. With it taunting after the punch (oftentimes), there is a ton of time to punish (and thrust shouldn't provoke it to cancel the animation *much less stagger*, so you'll get free hits). It has a sweep as a new (unblockable) move if you don't stick to ranged baiting. Might be able to just leap over it for Lift punish. Another case would be overhead slams (front then back *turning with it*). This one should be easy to trick the first part of and punish while it attacks the wrong way (but it will only do that if you move beyond a certain point on its flank *otherwise it will stomp afterwards*). Be aware it can raw kick to punch. Part of why I suggest the ranged approach is so you absolutely know what it will do (it has no choice) versus having to guess or react. How fortunate for us it cannot just charge into option select (making it better able to apply pressure and have us guessing).

I felt like getting a better idea of things, so I started up the game (been 5 years). Soft locked as soon as it could (first Infected Human fight). Neat. Time for some corrections, yeah?

S1P1. For the triple slash, you definitely cannot just be immune to the second and third strike by getting stuck in the top left corner (won't let that happen). You can hang out in the top right so the first and second miss completely. The third you would have to jump over, but you probably won't be missed unless you reposition towards at least the center for that (if not just blocking). For its left, center or right stab, you cannot evade i-frame (so no SS, either). Just how it is. NONE of their drags are attacks in this part of the fight (not much consistency with design). The center stab can just be side-stepping, but only to the right (the left is also part of its hurt box, apparently). When any of them miss you, you get a big opening with the drag not being an attack and it taunting afterwards (until P2 makes it chain up to three times). It's rightside stab whiffs if perfectly still in the top-right corner, but the same is not true for the left. All signs point to favoring the top-right position, I'd say. Triple slash in P2 will follow with a ranged move.

Abdomen checkpoint is terribad (puts you before the slow walk). For Berserker, the stomp can hit a little behind it, but not a lot and even a single hop (well timed) can defeat it (or just block). Said move does track a bit. Tracking on it and the overhead (turnaround) aren't very good. Working the rear the whole time is valid (like some handheld game stuff). There is enough of a delay in the kick to punch out of chase for you to just side-trot (strafe) aside (not even necessary to evade) and the follow-up can't track for shit, so you get a lot of free hits this way, too. Given how vulnerable the rear is, if you're comfortable with the tracking, you should probably just work the ass. Either works fine. Checkpoint is before pulling the chain (another bad one *Hotel loves this stuff*). Notes spoke of AI boundary abuse and air perfect block covering what a block cannot for what that is worth (nothing to Artemis in the latter case).

Honky Tonk 2. Beware his collapse (dizzy) as it is an attack (unblockabe, I think). There are three positions to face it in here (left, center and right). Left and right are basically the same, but I believe right is more favorable. For left/right, I'd say the worst position for safety would be the foreground corner. If it does the triple sweep, none of those are blockable. The starter hits the corner (not if you're in the background), withdraw of that arm can hit at the start of the animation, the slam of the near hand can hit (even in the back) and the sweep reaches about to the center of the map. Artemis probably can't trick (owed to lingering) the first and maybe not the second, but probably the third, but there is no need. Just move back (or evade) the first, put a bit of distance between you and the hand and be ready to hop over the hand slide (air punishment might be possible if close). Moving away from it won't stop the chain, but we can't really take advantage of it. This move's cue is the fingers glowing while low. It looks similar to the grab which brings the farhand back before the glow, slams far away and then brings it against the wall.

You can evade through the grab (or trick), leap over it or get foul tipped (for zero damage). If it catches you, there is no activation damage (only for each failure of doing L1/R1 alternation). Reversal doesn't do damage, but releases a tiny amount of HP orbs. If RNG gives you this move, you get a meaty punish, but it is so similar to the other (which is so dangerous and time wasting) I wonder if it is worth the trouble. It cannot do the grab on the leftside (and falls to the right, so if you're to pick a side *instead of center*, make it the right). The last move it can do from left/right would be stab the wall (might hit you if in the air). If you move far enough away from the side you're on, it cancels the rest. If in that corner, it stabs the ground (covering much of the zone) and then drags across towards the center. You cannot leap over this and I doubt tricking will work (lingering). These are all blockable, however. Just drags you away from the wall placement (which is whatever). It has a taunt and even a roar (openings).

The real money in my estimation would be working the divide between the center and left/right. When it is left/right, move to the center (just beyond the divide/its hand) and slap the resting hand. When it switches sides, you can just switch to the other. It can (and probably will) opt to slide the offhand from center to cover most of the left/right zone you went to (coverage isn't as extra as the unblockable string). This is, of course, unblockable (just leap over and punish). If you linger just long enough in the center when it goes to the center, it could use its center AI. Speaking of which, the only thing it wants to do here is 'pin' you with its hands. If you get out quickly (easy with evades) it will miss with pin (light punish opening) and do a quick hand sweep (just watch for this and leap over *it hits and drags you if too close, so don't try to punish it like the others*). If you get caught (it can't hit you that I recall), you can still escape (easier after one of its attacks fail) by going around the foreground past its fingers. Alternatively, do what they intend (slap the Hell out of it to force a recoil). The stabs it does during this are blockable (how kind). If you stay in pin too long it will crush you (don't think it can be avoided once triggered). Anyway, that's S1 (jobbing quick to R1,s while working the divides or expoiting pin, I'd say).

S2 starts with birthing of parasites. If you're in the foreground rightmost corner (don't think it applies to left) they will spawn into ring-out, which is desirable as we can't just grab them with Artemis for free damage on the boss (and we do better without that). Fight is the same save for the collapsed side being limited to a single new move (that is blockable). Right, the attack for the collapsed side is a blockable that covers the center and right (double probably trick it, but why take the risk). To note it, center's pin will attack the left/right of the central area depending on where you stand with blockables three times before it times out. Seems like it always sweeps from right to left quickly after that (avoidable). That's if you're somehow stuck in the attack still. S3 sees both sides using the blockable noted. Working the walls will prevent spawns from backing him up. Easy prey.

NOTE: My notes forgot to mention the parry on his blockables (at least the pin stabs) will recoil him. I imagine some would be surprised to see my playing to even this extent (with Ascension). But Artemis is a favorite of mine and not being able to speak authoritatively on it bothers me (but enough to play Nu-GoW *for later*, not so much).

Ribs Elevator has no boundaries. We cannot fall off. If you had air OS, you could leap into Tethers to pluck them and redirect for ring-out (or do this by the gear we nor foes can walk into). Amusing to have the animation bring us higher when low to the ground (to make it perpetual so long as there are dogs). Ground OS is still better with (L)+(R) to override targeting (go for kicking others into gears or ringing out in groups rather than one at a time). Hounds are among those with 'blowback'. Bleh. Fighting with melee is a bother, but at least our damage would be good (and air t1 has knockback, so they would be sent flying *as with Ascension, really*). Their grab is on-hit (does DoT until you get hit by another or escape *two circle inputs will do it* which results in a 360 toss killing the dog*). Because of the pressure and bad cues for close range melee (double attacks), it might be better to evade away for a clear view of them before R1,s at the crowd while watching for signs of the grab. Or maybe let them group up and leap (when safe) into air t1 (before putting on pressure).

Head Platform. I'll restrain myself from going too crazy with testing other shit. This is just about how Artemis would perform, after all. I think knockback at the openings would work, but you would need Homerun/Punt to get an Infected Human over the low rails (sadly). Probably better to stick to direct damage again. Infected Head is a big time waster. Just ignore everyone from a boundary (edge like the bottom right). Maybe lure foes away from that spot so when a weakpoint appears there later, you can attack with impunity to win the day.

Infected Hand 3 only has blockables (despite how some attacks look). I'd recommend standing in the center to bait a roar that signifies the head (not the hand) will do a big bite. During this, the hand won't attack, so go in for free hits. Or just block the hand attacks and punish. Whatever. Don't bother with the head (can't hurt it here). The crawl attack has a very precise hit box, so it is bad for hitting us (especially when you're in the background). What a poor execution for the boss. No pressure tools at all. The mounted finish is a glorified QTE (not nearly interactive enough). No traversal combat to get to Maggy or anything (much less a long dive hearkening back to Icarus Vent segments). Skippable cutscenes are nice. Too bad this isn't one of them.

Kirra Market. Juggs. Without a stun, you cannot get a bunch of free hits. With how the grabs are set-up, we can't even use the OS kill, really (only where forced with how we're handling things in this run *otherwise you would just switch*). Wolves are re-skinned hounds. The rush and grab of Juggs are both true unblockables (SS foils them). Their stomp is blockable, but covers more ground than the Berserker version (be careful about just spacing it out). Easy enough to just work the rear like the cyclops, frankly (even evading the charge in the same fashion). It will die before help can arrive. The hounds will die quick, too. Extra juggs comes based on a timer. Normally you would work the boundaries after getting the juggs away from back-up, but it won't come up this time. It shouldn't try to grab if you stay behind (the only move with good tracking is the grab, so take care of it comes out *can whiff, but might want to evade to be safe if not SS*).

NOTE: Forgot to mention, we should have lvl2 already.

Kirra Satyr Arena. Go up to the Archers and kill them first. Drop down and get far enough away from the ledge to bait the Satyr Captain (all blockables) then get flush to that ledge wall. Defend against his attask and punish (repeat). If you want to launch, do so when he's far enough from a wall that he won't bounce around (then you can use lifts or R1,s juggling to shred it quick). Its back-up spawns in and will just taunt if you're far enough from them and at this boundary. When ready to fight them, move away, then back. Same idea. I don't think any of them are tall enough for landing the likes of o3 or air t1 (or even T) from the higher ledge, but it does work for BoC here, so who can say. Could cheese that way.

Sling boys and Harpies. The only unblockable is the bomber (can just get off the ground to deal with it). Getting the former off-camera to single out harpies is easy. Or just rush to the last Slinger, kill him all alone, then kill his friend and abuse the bridge you're on as a boundary (or skip the whole thing). Their low HP means R1,s one-shots. Maybe even just an o1 for the Slingers. Probably better (for the next bit) to work from right to left as they will hit from off-screen (better to see what is going on). When the bridge collapses in the bout ahead (Streets), you get Hounds and Harpies. Go to the far right and the Hounds have a hard time following. Go to the bridge over there and they absolutely cannot while Harpies start having trouble getting to you). Take out the harpies first (then the dogs). Dogs require a little care owed to their hyper armor of light hit stagger.

Kirra Gate. Hooded Gorgon. No stun strats. Don't know if we could even try to stagger lock. Too heavy for higher hit properties. No return. Grab is like the Serpent of GoWIII, but better tracking, has activation damage and she can cancel it into other things (cute). If you keep close, she won't do that or Stare. There is a boundary, but it does you no good. Really, all you can do is block the 2 hit string and punish back (not enough time for all of R1,s). A slog. Fantastic. Evasion i-frames are so short we almost get petrified while rolling around. Can't interrupt the Stare. Just awful.

NOTE: The Ice Trial ahead reminded me just how much enemies hyper armor through light hit stun in this entry (also, lots of attacks reaching over their head while air block can't start right away when jumping). All this and a camera and visual design that makes it hard to see where we are and what foes are doing (to know danger is around).

Tower of Delphi Neck. Manticore Spawn on their own could be handled with air Lifts. Might want to try air t1 or even T to get them out of flying state. Maybe R1,s reaches, anyway. Whatever, they are blockable. Above is a Chimera. Its Snake stage charge is unblockable (how nice for it). Handling should otherwise be like GoWIII, really (lots of heavies to land o3 for a stagger to stun lock while minding the few moves that ignore this). Goat would be the main annoyance (hopping around to draw things out). Maybe just letting it charge, blocking/tricking and slapping while hopping it doesn't hop (as it can opt to do *if it does, leap over flamewave and punish before looping the process*). Notes say the run distance on the grab is about 5-6 rolls. Clockwise movement in melee range apparently trumps Snake's attack options. Ah, we can chase it during the grab to tire it out as an opening. If slightly off, he headbutts the air (no issue).

NOTE: Snake spit is a lingering unblockable pool that holds you in place for the grab. Its counter is rare and fast, but doesn't guarantee it a hit (blockable, too).

Lion. Run counter clockwise around him and react to his attacks. If you're fast, claws will whiff for a small punish (o1). If slow, you get hit, so maybe trick or block (though it guard breaks *not a guard crush and it doesn't set anything up*). Medium distance baiting is always the charge into melee. If he runs longer he'll roar. Lasts around 3-4 evades. Perfect block can help with the melee (bigger openings), but then you have SS. AI boundary won't mean much for Artemis here. Easy to strafe the 3x ice blast in either direction (gap between second and third, even). Could very easily get in R1,s after it. Goat. Ram has a high hit box to mind (not enough for a double jump though). Hmmm, not as much hopping. The ram can guard break, but it doesn't matter. Air block defeats it along with perfect block for what that's worth noting (Artemis can't air block). The unblockable and medium height hit box on the ice wave is dangerous to jump in on unless already close. Really, just get in, let it try to hit with ice, flank and punish and repeat. Nothing to it.

NOTE: If air t1 works anything like club o1 or air O, it would lock the bulk of the fight by itself. Chimera might have less HP in this entry than in GoWIII.

Python Interior. Guards. Don't think I can get the shield without OS or BoC (some rage moves disarm them). Exception noted. Strip one, kill it (narrow ring-out in foreground) or at least knock it away to grab the shield from the other away so you can fight them normally. More Manticore Spawns. Club Satyr doesn't have so much as a guards break, eh? Python B Exterior C. Spawns and Wolves. Ring-out doesn't work well here. Easier to work the boundary on either side, let the former come to use, kill them and then take on the dogs. Temple of Delphi Exterior. Spawns and Ice Parasites. Shame we cannot garb the latter (as they insta-freeze the former *though they won't fall and shatter like they should, our dps is good enough to break the statues*). Break the hives, kill parasites and use T or air t1 to get the Spawns behaved before going at them with R1,s. Python C Exterior B (the ride). Ring out works only in the front or back (not left or right). Just don't get stuck along the barriers towards the start. You can let the enemies crowd up and break the one you can't just move aside (rather than attack). This whole affair is turtling up. They even kill themselves during this.

Tower of Delphi Head. Manticore. S1. Unsafe to get too aggressive with is air state though we do have decent damage thanks to Lifts. Probably just try for R1,s (or more conservatively, just o1) and keep circling to make him whiff his double fire attack (rather than try to trick them as the second probably lingers). Don't be under him in his front during the second attack. His drive leaves lingering fire (better to get clear) and hits a bit under where he starts (watch for this). He can also sting in flight, but he rarely does this (think it is a guard break). Merely timing the air state out works fine. When he comes down, it is a blockable (small) AoE. Just clockwise strafe to evade his stinger if not using SS (then punish with R1,s). As Adel found long ago, you can air block or perfect block some guard breaking moves. The wing slam before this is not an attack (good to know). His most annoying attribute is flapping away (if you keep the flank stuff up, he's less likely to do that) which is an attack and the landing pushes you away if too close (true 'keep out' move).

S2. Fire Breath is his only true unblockable and lingers too long for SS (get clear). Tracks a bit, so be careful. Doesn't hit high enough to punish air attacks, but ours don't angle, so this would be purely to keep above it before coming down with air t1 (hard to say if we would stay above long enough and if the follow-up would be safe). Hard to tell apart the tail slap (guard break setting up fire breath) and wingflap. You can leap over both melee. He can use fire whenever, so be aware of that. Strafing alone won't cut it here. Birthing might be a guard break and even deal damage. Killing the spawns quickly is a bother without grabs to control the fight. Might have to settle for a few hits and retreat though maybe lvl2 Artemis is enough to cut them down before having to do something like that. Evade tricking the melee into light punish could work. Perfect block of the tail to provoke his breath then getting to his flank to punish it might be alright. Shame we can't just attack from over his reach in his face as with the Blades here. Not having ring-out for Spawns is ass. You can ignore them (at you own peril *had to run around while watching them only to get in during Manticore taunts to slap it*), but then you get four at once (and if you kill the boss, they don't go away *have to kill them...dying to them means starting over*). If unsure about his attacks, you might try provoking fire and getting clear (likely to taunt) only to go back in and punish. Really, I think air strats might be the way to go (lifts until you verify you've outlasted breath *or if you see it isn't that move, air t1 right when it is safe to do so*).

Mongrel Arena. Soul type. Can't stun (in any way), so that opening is out. No access to fire lock. Not sure if air t1, o3 and the like would substitute it. At a distance, the dogs can be ignored. Ring-out is doable for the dogs. Lots of i-frame instances (AoE burst, teleport, dizzy state, etc.) for the Mongrel (Manticore's most obvious was when it switched to and from flight in S1). If you don't ride him, another wave of Wolves will not spawn. You can hop over his melee until he tries for soul breath (blockable, low and has horizontal tracking). He can ring-out his help for us, but don't count on it. Opening shockwave isn't real. His gold halo can glitch (forcing a grab to fix). His teleport can't hit in the air (unlike the AoE), but is otherwise unblockable. Swipe is fast, but blockable. If he side steps, it will always be a fast swipe. Backpedal is always breath. His AoE just pauses the fight (stopping attacks from landing) until it bursts (no damage, but stuns us if it hits unguarded). Hounds spawn near you after some time interval (respawns are simialr). Suggested to fight near the exit gate until they spawn, then take the fight to the entrance away from them until the Mongrel is dead. If we had grabs, kicking them for ring-out would be best.

Upper Halls Eastside. Captain and Guard. I block until the Guard knocks the Captain far away, off-screen or into a wall stun (time for shield strip). Then, usual. Westside. Siren Sibyl. Juggles are all we got. Lighting in the feet is a cue that it will rise up for the Shriek (you can double jump over it, but the move has super armor, deals damage on activation, stuns you, set-ups for a guard breaking multi-hit projectile, has a slightly larger hit box than you can see, etc.). Just running around it also works fine. Unblockable, but the rest can be perfect blocked. AoE overhead lightning (stopped with a launch) has obvious cues and works off-screen too (rather than taunting, she does this over and over again *making her far more trouble than she should be*). Couldn't grab her (without AoU) even if we weren't using Artemis (would just be a CG anyway *without it she warp attacks*). You can plain block the overhead lightning and regular projectiles. Overhead lightining can't hit very far off the ground. Like the overhead lightining, the shriek won't stop once it starts (even if off-screen).

Catacombs Chamber. Fire Talos. All their attacks are blockable. They flare up upon taking enough damage into an invincible state that lasts around 10s. The activation and deactivation are both attacks. If close while the aura is active, it does its knock-off of harpy bomber. We don't have the tools to bypass this nonsense, sadly. I don't think air t1, o3 or T would be able to knock it down during flare up to glitch the state out. The AI boundaries get them taunting and allow for free hits. Getting them off-screen stops the ground explosions. Not much else to it. Hall B (harpies over pits) is optional. Skip it.

Hourglass Puzzle Chamber. Wraiths and Phantoms. Delphi Wraiths? Soul Wraiths? What should they be called? Whatever. Better not to have RNG summon Phantoms. They don't have all the real one's moves, but you can't do hit properties like launch on them. Low HP, but a waste of time (killing the real one kills them, too). Without grab we cannot just pluck them out of their burrow which is super shitty (they just keep wanting to stay down there unless you get them to the AI boundary *only up for the duration of the taunt provoked*). While you cannot interrupt the summon with a launch, the rest can be. Juggles or Lifts until dead. Favor the left so the other doesn't team up with him. Then the right. If you should get Phantoms, maybe try the boundary (real one starts to fancy approaching while the copies hang back). If you think you've got the opening to do so, finish off the authentic article. Otherwise, target Phantoms first (low HP, so it wouldn't take long).

Catacombs Chamber, again. Harpy Queens and Satyr Guard. I went with blocking until the Guard slapped his back-up away enough to pull the shield away. Then normal handling. Shame we cannot murder these harpies rapidly even with grabs. Way too much HP for a pest. Probably 80 again. Anyway, next time I resume will be Castor/Pollux. I'll probably slow down (dramatically) as I return to Cistern. I'll likely resume my old testing and finish the run skeleton while trying to imagine I'm using Artemis. So there's that (been a long time coming). Not looking forward to having to mess with the elements and such again just to see how shit they'll be.

Looking ahead for the GoW:A run, it seems obvious that it'll tear up ToA. W1's Gorgon Serpents won't give a lonely **** about ring-out (as usual), but Siren Sibyl is straight fucked (we not only have knockback without needing rage, but we have an aerial application of it for greater range *which is great as my knowledge of the invisible walls says Homerun/Punt would fail here as a they would register as launchers which would NOT get through the invisible wall like it ought to, so Spike is your god now*). W2's non-Talos foes would be in the same shape. Don't think the invisible walls let up on the bullshit. W3...I'm not 100% sure if you could Spike them beyond the invisible walls there. If it wasn't for that nonsense, Homerun/Punt would surely send them up and over (into insta-death). What a shame. I forget how the North and South walls in SoA differ. Hopefully my notes won't be hard to find on this (from vanilla H testing), but I suppose I'll see again during live testing. Not like the Juggs there can be rung-out (not even launchable).

NOTE: Picking up with Castor/Pollux should be amusing. We'll very soon be back to the Cistern, which means back to having to make the run skeleton as I go (so I'll be filling that out here, I guess). Just don't feel like doing the MAX testing (still have the save file for that *later*). Low priority, frankly. I'd rather get around to doing serious run work (finally). Somebody has to suffer ToA W1 PAIN+, dammit.

Thought my run skeleton/coverage ended at Cistern. Seems to go into Kirra a bit. Just not going to be easy to find the lost testing from my vanilla H run (don't think my vanilla VH bothered and I'm about at the end of the NG+ testing I'd gotten done *to continue later with the focus now being just to see what I can quickly pick-up for Artemis while naming areas in the run skeleton*). Have a few vet tabs open to check their videos (see if I commented and if not, if I can glean something from their videos to jog my memory while re-testing a bit *don't need to get too serious just yet*). As an amusing reminder to myself, Deeb demonstrated GoW:A lets you just fucking block harpy bomber. Truly pathetic.

NOTE: Rock tossing won't be an option (save for the forced case), which sucks a bit (sort of like not having the chance to abuse the Shield Plume and rage dumps as this fight eats shit hard from such antics). Castor's attacks bringing down pillars (for ammo) or how they return in S1, S3 and S6 become irrelevant tidbits where this run is concerned, sadly.

S1. Starts with the center shockwave (grab if hits). S1 has a checkpoint before it (rock toss), S2 gets one at the start, S3 gets one at the start, S4 gets one at the end (another after pushing him away), S5 starts with one and the end of S6 gets one (not the start).

His second and third hit in the 3-hit reaches high. More so the second hit. You can get over the third with full double jump height. So Lifts to punish the sweep and the three hits string are doable for what that's worth.

Zoning won't be an option for Artemis (regarding punishing his melee string ender). Maybe circle strafing the ground slash would work. If you keep close, you can block the first two and jump around his ender (landing into a punish like o1). Just loop this. Presumably, an alternative would be to double jump the ender into air t1. Or SS it into at least o1 (if not 'o,o' or even R1,s). Yeah, that's how it is. However, with SS, we can keep our footing during the 'sweep'.

S2 starts with the counter-clockwise shockwave (ring-out if you get caught). I like the 10:30 position before going to the center without touching his shield. His starting position teleports are always the same. Gains dive (can just walk under it or trick it) and time slow AoE. Has an explosive move that breaks all the pillars for you, but that comes as you deal more damage to him it seems. In theory, time slow AoE (AoU) would extend SS i-frames. If he starts to do his body explosion, just keep in his face and R1,s until he stops (think you only need to block the explosion). He can now warp into his string ender, too (something to watch for).

S3. Pillar time. His projectiles will not break them. As you beak them, the ground begins to crumble. You can damage each before breaking any to make it easier (not really necessary).

S4. Return to S2, but with new 4 hit string which can either end with another blockable or the dive attack. Also, he likes to spam a grab move. You can jump through it (or SS). He has a rarely used ground slam too (SS or evade *Artemis lacks an air block and it would need to be done high anyway*). Ends with a push to the foreground center. Could probably R1,s more than once after his blockable ender. Only once after a dive, I'd say. If you SS his ground slam or grab, probably just an o1. He won't keep up the pillar bursting move as much as in S2 (not as abusable), but it is still a good opening for damage.

S5 has Pollux take over. His hand blast doesn't aim up well from point blank. His explosion doesn't hit high above him (as with Castor's version). His new 3-hit string can either end in the unblockable ender or the four shot hand blast. The first hit of the string requires double jump height. The second is too high to evade even when at just above double jump height. The unblockable is like the second. Can't really punish the melee string until you can confirm the hand blast is coming. Transitions to S6 by forcing you to the center and firing hand blasts at you. The idea seems to be to get in (hop over his floor projectiles and evade into his straights), turtle up and see what he does. If he goes for the AoE, block and punish (R1,s). Watch for a quick melee string from him (the first one is quite fast). Block the first two, then strafe around him either way. Whether he uses the melee ender or projectiles won't matter (both whiff and become seeable during this). Don't think there is enough time for R1,s (just o1).

S6 - Starts with an explosion to return the pillars. Seems his projectiles can knock the pillars down (if only when high enough). Doesn't gain new moves. The arena is smaller (less foreground) and he briefly does air straight projectiles before returning to S5. Same as S5 except he has the time-slow aura on him throughout. You would want to get in on his projectiles, turtle up, evade or SS after the second attack and punish the third with o1 (not enough time for more and even this might need a cancel). Block the AoE and punish the same way (if we can even reach). When he starts shaking the place down, slap him silly with R1,s. End has him explode you away before the checkpoint at just before the mini-game.

Shame returns suck so much dick in this entry (especially here). The real game could have used his air states being punished by air OS (Tether), too. Helped make GoWIII Zeus more fun to bully out of his attempts to be safe from on high. Now that I have AoU, I can slow people for openings, juggles, etc. Don't think it would set-up Homerun/Punt (AoU to launch for the glitch, that is), sadly. The cancels won't make a huge difference as they aren't absolutes (can't just say they would let me escape air t1 recovery much less have quick access to SS out of Artemis (a grand shame as that would be a tremendous boon were it so *if I was more willing to bias things towards the weapon, then it would be riding high with this get*).

Seems some runners were confused (understandably) with how PAIN+ works in GoW:A (the runs they show are often just PAIN as they violate the rage ruling). Odd. I suppose my surprise with S6 (this time) being different from what my old coverage suggests isn't without reason. None of the other players I watched had a time-slow aura on the boss (must have been a glitch that just kept repeating reliably). Use of t0 is asking for a DQ (as it gets super meter building here and the moment it lands while full will cause the elemental discharge that invalidates your run). Bravery is what you need (ground t1, in particular). Yeah, I just got a 'unique' version of the fight (spicing up the end so it wasn't a repeat). Hopefully this sort of thing doesn't happen too often (otherwise I'm not playing the same game as other people, which is a bother for standardization). Also, as suspected, the issue I'd had with rocks to toss was unique to the first NG+ VH testing run (this one nor the showings from others had S6 losing half the ammo as options to pelt Pollux with).

Regarding the AoU trial, my notes say, "If you use AoU quick enough on the opening shield user, no other foes will spawn. If you don't use AoU, the fight never stops. If you use it before the shield user spawns, they all spawn, but the gate drops". Checks out. Cistern Hall B lacks a checkpoint (which sucks dick). A little tricky to get Sibyl away from her friends. AoU does indeed open them to a CG off Tether (for what little that is worth). Can't avoid their false OS punish at all if on the ground. AoU on Shield Satyrs (Guards) won't open them up, sadly (not without another glitch that tends to make it impossible to grab their shield, but lets you attack like it isn't there, so whatever). Such a buggy entry.

The idea would be to keep away from the Siren to take out the Satyr Elites first (don't recall if the overhead lightning of Sibyl lands when you're in the air, but I'd wager it does). Can't ring-out for no good reason. Without grabs, we can't just slam them around when their armor (of cloth) breaks. Would just be launch to juggles (if being more adventurous, lifts). More conservatively, pick a boundary, turtle up and punish with o1 (maybe the full heavy string) when safe to do so (like when lightning isn't pounding you). If you lead them away from the siren properly, you get an easier fight (possibly 1v1). With just the siren, it is like before (just in a narrow hall). I may as well start using the skeleton as I make it now (I'd named these areas in the past, but didn't full anything out from the Arena up to where I truly stopped making the form *Swim Tube B*). Going to be a bother to even do lazy naming conventions like in the past (I suppose I could have just watched any playthrough and did this as I went along, but here we are now).

Cistern:Arena

-Hounds and a Captain. The high ground is an obvious point to work, but even the slight elevation of the rightside is generally enough to filter the former from the latter (dividing things to make it easier even without grabs). However, this too is needless as the exit barrier does this even better (hounds don't want to go over there).

Cistern:Hall A

-Navigation

Kirra:Gate

-Electric Parasites and a Cyclops Berserker. The former are quite finite (though there are a lot of them). Working the boundaries lets you keep the cyclops at a distance, but you might have to get in on the bugs when they hang back. I think it is wiser to be rid of them before engaging One-Eyed Willy here where Artemis handling is concerned. The friendly fire just isn't going to help us (and we can't just toss buggos at him). Without stun, we can't just mount him (over and over) or use it as a big opening. Don't know that the likes of air t1 with Artemis would get the special knockdown (pretty sure it is just something for heavy elemental rage discharge as with fire, so probably not). If it did, we would be able to knock him around like a mook for free hits. The handling would be the same as the first appearance once his back-up are vanquished.

-AoU bridge

Kirra:Path D

-Navigation

Kirra:Waterwheel Puzzle

-Do it

Kirra:Grotto:Swim Tube A

-Navigation

Kirra:Grotto:Gate

-2x Ice Talos. Has the same base move and design (enough damage and it goes into invincible aura with a special move *unless glitched*). Its unique is slow overheads (can punish between with likes of o1 for sure) with a small AoE. Rage special is ice shockwave. All blockable. AI boundary along sides (works better on the left by the HP chest **which are apparently full refills for base in this entry even on VH**).

-Puzzle

Kirra:Grotto:Swim Tube B

-Navigation

NOTE: Lack of hidden fights is disturbing on revisits. Here on is 'new' (for the skeleton).

Kirra:Harbor

-Navigation

Prison of the Damned *return*

Aegean:Mouth:Interior

-Soul Cerberus Mongrel backed by Satyrs (Club and Javelin types). Ring-out is an option for the latter. For the former, even the mounted toss apparently won't work by cliffs (lame). Anyway, if you don't stun, there won't be extra waves of grunts to deal with. The main threat would be the unblockable warp (SS) of the mongrel. If you work the top and keep Cerberus close, you can just turtle up as club users ring-out (their light won't do it, but the heavy will) other mooks (takes awhile). Of course, you can land a hit or so during openings (and damage will be good). If more daring, you would launch into lifts (or even Spike with air t1). Just easier without distractions for the mongrel. Shame its swipes can't send them flying (even its AoE will only blast them away with a heavy knockdown, but that won't beat the invisible wall definitions). Further testing shows that more grunts turn up after the mongrel dies. There are a few unarmed in there at times (watch for their dropkick). The ones I want dead quickest are the annoying Javelin guys (pelting from range).

NOTE: Wulf's old NUR+ coverage reminds me that rage fire t0 explosions casn blow the mongrel off the cliff (but it requires it already being half off at the 'exit' zone, so it is quite particular). Won't apply to what we're doing, but this works all the way up to PAIN, so that's nice.

-AoU

Aegean:Entrance:Hall

-Navigation

Aegean:Empusa Balcony

-The methods to control them are limited for Artemis. Pretty much just juggling (and that suffices). Launch to Lifts or (better still) R1,s juggles (or maybe R1,t). No ring-out here, sadly. At range, she likes to dash into a slide (blockable). If too close, she can overhead (blockable) that can lead to two extra hits (only if the first lands will she do the others). Alternatively ,she scurries away for a ranged floor projectile (unblockable) that does damage, staggers and she dashes in for an overhead after (landing). Cue is raising her claws, glowing and the camera likes to pan out for it. If her whole body glows, she will do a ground slam leaving a DoT pool (damages through guard). A second while the first is out will get rid of it. If she scurries away (has hyper armor) in a corner she can get stuck doing this. Her grab (scurry and glowing) seems to be on-hit (blockable). If it lands, waggles (while taking DoT) to toss her. Her stun state is the triple slam (MP orbs). Shame it can't ring-out here. Her OH and air OS are equally weak, but control the fight (OS kill is meh). Anyway, juggle her and she'll die fast.

-Navigate

Aegean:Rooftop

-The Sword WW in the center is a big time hazard and the save point caught me (restart the moment I accidentally got it, but the save came up upon restarting *with the Sword WW*). Stay far away unless you want to get robbed. Won't matter for Artemis, at least. Sword Grunts. Can't ring-out, but fight is optional.

Aegean:Entrance:Path

-Can't ring-out where AoU gets used, but you can where there is a break between the hall from before and this upper area.

-AoU and Navigate

Aegean:Arm:Interior:Hall A

-Navigate

Aegean:Arm:Martyr's Chamber

-Do puzzle

Aegean:Arm:Scribe Jail Hall

-Navigate

Aegean:Arm:Interior:Cell Block

-Sibyl and Sw. Satyrs. When both are gone, a Gorgon appears. If working from below, watch out for the Club WW laid out. More Sw. Satyrs. You can get the siren atop the platform we mysteriously cannot move until all things die (this happens a lot in this game *should let you go for it, but be open to interruption*). With her up there, she's all alone for launch to juggle antics (with SS, it might be reasonable to stand your ground, trick her attacks and give your retort). If you don't feel comfortable working from the higher ground, consider taking out the satyrs (even if that means taking turns to land o1 as the siren harasses with overhead lightning *though maybe not if off-screen*). The crew backing the Gorgon aren't much for chipping her. You can fight uptop, but I don't know that Artemis would reach well for pokes on her (and you can't get up uptop). If you can, just mind that her 2 hit ender reaches up there and even the damned grab (if too close to the edge). Her sweep will go under (making it an opening). AoU would at least open up the major grunts for free hits.

-Drag block and climb out

NOTE: There have been so few skippable cutscenes and so many bad checkpoints in this fucking game.

Aegean:Arm:Interior:Hall B

-Navigate

Aegean:Arm:Exterior:Path A

-Do QTE

Island of Delos

Delos:Landing

-Forced to lose Shield WW here. Cursed Sword Satyrs. OH, air OS and AoU grabs would be CG. No ring-out option at all here. AI boundary helps make them behave (get 1v1 set-up by where AoU gets used later). AoU opens them up, but just launching to Lifts (or juggles) suffices. Our damage should break them down quickly, just recall foes hyper armor like crazy against light hit stun in this entry. Captain comes down. Baiting his charge can easily lure him well away from the others. I'd recommend getting the grunts away from the top-right AI boundary, so you can lure the Captain there (kill him, then the others). Shame about not having any stun damage as these 'cursed' types job super hard to stun grabs (BR) into wall collision (insta-death). Though the rage building is annoying, using t0 over and over controls the mob and builds stun fast enough for this sort of tactic (which is just swell as it takes too long with direct damage even after breaking their armor).

-Touch shiny, AoU, Navigate, AoU and lever

Delos:Path A

-Forced Spear WW (I feel violated). This part is such AIDs. Can't wait to have my precious Shield back (even if I can't use it). Armored Spear Satyrs quickly enough joined by Sword versions. Ring-outs all over the shop. Delicious.

-Interact for QTE

Delos:Path B

-2x Electric Talos. Its unique normal is a thrust (blockable). The rage move is an AoE unblockable (bait it and get away). Switching between them makes sense thanks to the super state behavior with this version.

-Navigate

Delos:Foot of Apollo:Scaffolding

-Juggernaut Brute. Same stomp. Has a quick single. Mostly roars into a flurry (3 hit string that extends to 6 hits total if the third lands *blocked or not* with the 6th being unblockable *ends in a long stagger state*). Light punishes after its attacks until the flurry. You want to block the third hit, then defend how you like with the rest (block then SS the last or just strafe it) before the big opening. At half life, it destroys the club (unblockable) to transition into the unarmed state. Rear strats start to work again. This besides boundary abuse, but that's not really something Artemis can do much with here.

NOTE: Really should have let at least the dizzy grab or fire bomb knockdown blow them off the cliff.

Delos:Foot of Apollo:Exterior:Path A

-Navigate

Delos:Foot of Apollo:Interior:Path

-Navigate

NOTE: Shield is back on the menu, boys.

Delos:Foot of Apollo:Broken Gears Puzzle Room

-Empusa and Manticore Spawns. Don't think ring-out is a thing (as much as I want it). Empusa AoE hits very high. The third hit of her breakdance is a launcher. If you keep the fight to the starting position, you won't get interference from the Electric MS crew (when she dies, they all spawn). If you touch the eggs (or even the Empusa), a given one will break free. You cannot ignore the fight (as usual). Fighting from atop the block is cheap, but way too slow. MS have triple lightning (blockable projectiles) or an on-hit grab (reversal insta-kills them, but it doesn't activation damage to us). Background along the broken chain is good for being an invisible wall (she won't get sent further away, but she'll also not bounce off a wall to mess up a juggle lock while keeping away from eggs with cargo). Murdering the spawns alone isn't so bad, but their HP is a bit high for pests. Launch to lifts or juggles while minding the group (try to get them all at once if not isolating some).

-Puzzle and Navigate

NOTE: One attempt (my first) I managed to Shield HJ right to the grapple, but couldn't do it on repeat attempts. Apparently it is easier at a different angle (as Wulf shows).

Delos:Foot of Apollo:Interior:Hive

-Electric Parasites. Can just ignore them. Watch for the Club WW though.

-Navigate

Delos:Foot of Apollo:Exterior:Path B

-Navigate

Delos:Foot of Apollo:Amazon Scaffolding

-Queens and Amazon. The former has an on-hit grab where reversal insta-kills it (like before, a consideration for one with low damage options willing to part with some HP to be done with them quicker). 2x Queens, then the Amazon before three waves of 2x Queens join her. While they are present, she won't use her grab (mini-game reversal with no activation damage, but only light reversal damage). With harpies out, she can grab one and double toss javelins a few times (you can slap her off). Amazon rolls into a javelin toss if she ground wall collides (just recovers from air version). OH and air OS are countered with a spear toss (with AoU active, she gets CG'd).

No ring-out option here (be it dizzy state or AoU CG). Lame. Amazon has uppercut into projectile, multi-stabs, the grab and overhead toss (all blockable except the grab). Juggling can work well, just stay away from walls. AoU can set up free damage (R1,s). Probably best to get rid of the Queens first. Maybe lure the Amazon to the bottom right, get away and take on Queens from the top-left. Our damage is sufficiently high and harpies attack so infrequently, you could probably get away with blocking and punishing back with o1 (AoU would allow R1,s) if not T into air Lifts or juggles (more risky).

-Destroy scaffold and navigate

Delos:Foot of Apollo:Gondola Lift

-Queens. Ring-out enabled. Not much to it.

-Navigate

Delos:Head of Apollo:Sibyl

-2x Sibyls. Can be unwieldy to herd them, but you want to rush for the lift and pull only one near it. If close enough, get in her face, guard her triple lightning to bait a close attack and evade/defend as needed. You mostly want the guard break melee so it pulls her closer (AoU could be the alternative safe way to get her). Once she's over the lift and her back-up isn't near (if she were, you would need to reset the set-up and maybe restart from checkpoint as their AI can get pretty dedicated to one spot and chipping at length is crap you don't have to put up with). Just divide and conquer.

AoE lightning aura's hit box on contact is larger than it seems. While it sometimes works, air Tether (sometimes needing an attack or some other action before input to get it to come out) as a false OS that causes their teleport attack (air blockable for runs allowing it as with PAIN+) won't always work even when not performing actions (not sure what breaks their AI, but there have been a lot of such problems in this title with behavior altering even in the same place depending on the playthrough). According notes, that is an issue specific to this fight zone (otherwise pulling one to the desired spot would be easy).

Delos:Head of Apollo:Gear Path

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Delos:Head of Apollo:Hive

-Soul Parasites.

-Zipline

Delos:Leg of Apollo:Exterior:Arena

-Amazon teamed with 2x Centaurs. They have their old charge (spam it more than ever and the reversal is easier as it is a random-button rather than left stick 180), but no rally. No early OS kill glitch in this entry. No Centaur ring-out. They can knock her out. Their glowing attack's second hit is unblockable. Their charge can't hit for knockback like in GoWIII (on friendlies). AoU on a center just slows and staggers. Valid approach is to try and get the Amazon near a ledge (as with standing in front of her blocking with her back towards where you want to go *reversing grabs*) for a launch over the side (can even float the rest of the way). That is more for PAIN+ though (as AoU does the job). Though a little slow, just reversing all the Centaur charges whittles them down before long (can get a hit after each generally). Same for the Amazon, really.

NOTE: NGR+ NUR+ here is a bother with everyone trying to grab you (centaurs are hellbent on it). Working the chests and setting them up to ram the walls while you land Shield Plume for fire explosions over and over chips them down slowly, but surely.

-Yank and Navigate

Delos:Leg of Apollo:Interior:Flame Lift

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Delos:Leg of Apollo:Exterior:Scaffolding

-Navigate

Delos:Statue of Apollo:Interior:Path

-Navigate

NOTE: Couldn't tell for sure what part we were in, so whatever.

Delos:Statue of Apollo:Interior:Hive

-Soul type again. Need to clear the hive to proceed.

-Navigate

Delos:Gauntlet of Apollo

Megaera

S1 - Spartans cannot be grabbed, but this matters little to Artemis. They can be knocked around, but it has no real use. AoU can open them up, but even it doesn't give CG. Plume breaks open their guard. They have two blockables. A poke and a team attack (jump off one to dive thrust, then retreat). Kill ~4 and the illusion is broken shortly thereafter.

NOTE: DaS2 tier tracking and hyper armor on their team attack (possibly invincible for the attacker).

S2 - Maggy joins them (starts by tossing one at us *blockable*). Checkpoint. More gets summoned to back her up. Her attacks are all blockable (grab, 3 hit *doesn't have to do all beyond he first* and ground pound). Working corners and punishing her after turtling is fine. Can't exhaust her help supply. If it gets too cramped (Spartans trying to poke out of sync with her and she's not slapping them away for you, just change sides/corners).

S3 - Same, but wider arena. Starts with a time-slow unblockable (jump over it). Some new melee strings. Seems her grab her is a real one (no activation damage, but low reversal damage, so whatever *more a problem for NGR+ NUR+ to worry about*) now. Same idea as before. Watch out for her dash-in thrust as the scurry part is an attack, too.

S4P1 - Think there was a checkpoint here. She hides above while Spartans do the fighting. The game wants you to WW Javelin her, but to keep the Shield (and not use WWs in this case) you need to keep landing air attacks during her summon animation.

S4P2 - Switches spot. Has kamikaze Soul Parasites (cannot grab). Same idea.

S4P3 - Goes beyond normal reach. Only attack that can land is the Fire Rage dump (doesn't have to wait for summon animation). Thus, not a PAIN+ option at all (to keep shield). For Artemis, you would (at this point) have to use the Javelin, too. No real choice, sadly. There are regular Soul Parasites added here, but you cannot toss them at her even if you air-to-air Tether, so this part is designed like shit in my book.

NOTE: Each of these takes '2 hits' and a given hit will bounce off. P3 is two rage dumps (if you're trying to keep the Shield).

-QTE

Tisiphone

S1 - I don't think she does it raw, but she has a grab (just leap, evade or SS it). Her 4 hit string can end in that (2H means grab) or the dash (1H *can be done raw*) she so loves (amazingly, doesn't even guard break). For the grab, just tricking (or leaping over *don't advise trying to strafe it*) into a small punish like o1 is fine. You can punish after the third attack (o1), even. The dash being defended against might open her to R1,s. Her air state either dive bombs (always ends in this) or casts meteors (unblockable *better to just move aside though just being in the air makes you immune to them, so you could go wild with Artemis Lifts*). For the former, I don't know that we have ground moves that reach her height (maybe T, t2, o3, etc.). I'm less uncertain about the rest. Block the dive bomb (including Daemon's *birb* wings), punish with o1 and defend against follow-up (think there always is one and it is the dash).

Her most dangerous move is the shotgun. You can perfect block (air block if you had it), but you still take damage through the unbroken guard. Instead, trick (SS shines) or (usually *not absolute*) stand directly in her face. Cue looks like the grab, except it is done raw (doesn't follow anything). General advice is to keep close and punish light after each of her attacks (mostly o1). Heavy bounce types knock her away, but I'm not suggesting such moves. She can block, but I didn't see her pull out a counter (so R1,s should be fine where the Centaurs from earlier would try to get cute with their new slap).

S2 - Meteor spam inside a barrier (just move around with an idea for when she will be done and go back towards her for hits *Artemis Lifts make the most sense*).

Furies 1

S1 - Tissy can still shotgun, but it is rare. She doesn't often dive with Maggy active. Her melee string is now a team move. She'll do two blockables (with the Tissy doing one at the start), which launches spider-girl as an unblockable (she often follows this with her dive as bug woman rests). She has another move she lands on her sister to give her Daemon. Briefly Tissy will be in medium height flight (like in S2 of her fight) before she goes high up as Maggy uses two blockables before another dive bomb (unblockable) that she needs to rest after. Tissy comes out of this quickly into her own dive bomb, but doesn't really seem to follow it with dive this time. Her grab isn't so low that you can single jump it now, but you can double jump pretty easily (or trick). Even if Maggy is resting, this team move wakes her up, which is lame. Tissy's solo options are quite limited. She will rarely scurry into a dash attack. Mostly she lets Tissy take the lead. If you get too close, she'll do her blockable ground pound.

My old tactic gives them a lot of respect. Just bait the team move and punish Maggy while she's down. Another variation on this would be to punish Tissy instead (more doable with her melee string into the team move as the dive gets her far away from help). The newer approach would be to get in Tissy's face (baits the grab *mostly*), leap/trick her grab and punish (o1 is fine) while blocking/tricking Maggy's pound (presuming she's right there). Just be aware they can move away and go into a team move, so be ready for that change of pace.

I've now seen Maggy do her other melee moves (blockables). Just rare to see depending on the approach. If you land a heavy hit property move during the hyper armor of her ground pound, you can prevent her from being blown away (if that suits you *as with keeping Maggy ahead of Tissy a good ways so you can chip her down as the other whiffs her grab over and over*). During the Daemon Maggy move you can punish the start and after the first blockable is defended against (other than after the unblockable).

S2 - Starts with meteors in the center background around them teaming up (think you can land hits, but not sure it matters), then goes into a team unblockable (just leap over and steer clear). I move to the left position (think she has to start here, then the right and then the center-back) to begin punishment, but if our DPS wasn't good enough, I would move Maggy away (now covered in the barrier *can only pound now*) and get to Tissy for Lifts until she moves along (ignoring meteors). While she's in the other positions, she seems low enough (right and center) for R1,s to really tear her apart in a hurry, but you would need to do that between meteor summons (else you get pelted). Don't know that you could easily land Lifts without being too close to the ground here.

NOTE: Apparently Mikey lost his recordings from here and beyond. Also, tempted to rename "Flame Lift" to "Screw of Archimedes". Completely forgot the ugly redo of the analog twist bits. Not a fan of this design (attempt to get it in-line with the other QTEs).

Delos:Forearm of Apollo:Oathstone Puzzle Trial

-Do it

Delos:Forearm of Apollo:Oathstone Combat Trial

-Have to use OSoO once or the fight never ends. Ring-out on top or bottom (invisible wall interferes if working the bottom-left for some reason). A fight that shouldn't be forced as there is no good reason for us not climbing out (at best, the Javelin boys hurls some at us while Club kids just gawk).

NOTE: I don't think the single use should force us to aim it off the cliff, but that would be a honorable choice.

-Navigate

Delos:Forearm of Apollo:Interior:Path

-Navigate/Puzzle

Delos:Leg of Apollo:Exterior:Arena *again*

-Soul Cerberus Mongrel (like there are any other kinds in this one), wolves and an Amazon. The puppies require more inputs of circle to throw off than the early ones. They also have a left stick shake to escape grab (the GoWIII dogpile). For Artemis, shy of letting OSoO and AoU do all the work, the PAIN+ approach I have in mind seems fitting, though adjusted (as I can't just OS the hounds *which has to be done a few feet from the cliff else it gets stuck on nothing* nor use NUR+ antics with AoU opening up the Amazon to a CG over the side). You can run around as needed to get the mongrel warp to blast its mini-me's over the side (at least until no one *least of all the Amazon*) is on whatever extreme side you face it at. If down to just an Amazon and the mongrel, but you get the former alone, you can reverse her grab (won't ring-out *also, likes to do it near walls she can bounce off*) before looking to catch her with a launch (maybe float the rest of the way). Could be best to abuse the boundary for a taunt, rush-in and go for Homerun/Punt (if Spike won't do the trick). Lone mongrel handling hasn't changed.

-Puzzle/Navigate

NOTE: Probably should have mentioned they snuck in a Javelin WW in the top-center. Such a shame even some bits where Shield HJ can get you clearly in position, they put up invisible walls (until a fight is done) or even plain don't load the next bit. As forced as the bits where you can't interact with stuff during a fight at all. Just dumb. Also, had no idea you could input circle on a mounted cerberus to toss it without waiting for the mini-game. Shame it (like many grabs) is so very weak. ...Un-be-fucking-lievable. I was wondering why I wasn't seeing any notifications for 'saving'. It wasn't saving. I go to load up and I'm back to Prison of the Damned with the Sword. The **** is wrong with this? Chapter Select for Shield WW there and wasting time getting back to the Flame Lift fight now.

Delos:Leg of Apollo:Interior:Flame Lift *again*

-Forced to use OSoO here (for the buttons). Tried evading through the flame jets, but it has invisible collision and I couldn't get around it without getting off the button (and not in a way you can keep progressing off of). My notes say I had found a way in the past, but wasn't going to force it for PAIN/PAIN+, anyway. Meh. It mentions how at some point you can release OSoO and just fight from the bottom (or keep going until at the top), which leaves the fire jets to contend with. Using boundaries controls the fight (keeping Talos behaved). Enemies lack weight for buttons (another blunder). Hazard only hurts us (despicable).

'Unarmed Cursed Satyrs'. They have an on-hit grab. Real pisser that the trap can't be used on them. I'll test for avoiding OSoO use (for the buttons) later. If you do the 'bottom' strat first, you leave jets to deal with (not ideal), but don't face the Fire Talos until the 8 or so goats are dead (upon raise the platform further. To note it, this is technically fighting at the 'mid' point (though it can glitch and drop you to the bottom. Only have direct damage to work with, so turtle up and respond with o1. Maybe launch to Lifts. Really, R1,s is ideal, but you might want to evade at a wall or something as you can easily run into the flame jets (easier to grove with the 'top' strat). The other approach is taking things to the top, but I wonder if this should be allowed for PAIN/PAIN+ where OSoO isn't allowed. I suppose it is fine (if a bit questionable). In either approach, OSoO and AoU can do all the work (as usual), but that's no fun. Slay the goats until the Fire Talos appears, abuse the boundary to keep him behaved, get him alone and face him as normal. As before, the top has no flame jets. Your shadow clone won't last the full trip, so you will need to reapply it.

NOTE: If you drop a clone on the button after standing there yourself a bit, you'll get a little extra time going into the mid-way (Fire Talos spawn) to unsummon (if needing to) and summoning the next though you might want to delay a little, lead away the horde, etc. Takes slightly more than two casts to get to the top. If you get the second late like this, you would be able to block on a button until finished off (locking in place). Then you can fight. Just recall the checkpoint is before all this fighting (not upon enemies spawning as would be desirable).

Delos:Ribs of Apollo:Scaffolding A

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Delos:Arm of Apollo

-Navigate

Delos:Ribs of Apollo:Scaffolding B

-Guard and Captain (time delay for another). Can't go to the top-left while they're alive (invisible wall). No ring-out. Can be done as before (let the Guard knock Cap away, into a wall, etc. for grab opening to get the shield away) if not launching the Captain to make the opening. With the shield taken off (the point where you would get it back after being robbed by Mags earlier), you can just wail away as per normal (no boundary that I noticed in brief time there). Watch out for the Club WW planted here. At least if you accidentally grab that, you'll have the shield drop from the grunt.

Delos:Ribs of Apollo:Interior

-Navigate

Delos:Ribs of Apollo:Furnace:Lower

-Cyclops Berserker (can't be rung out) and Manticore Spawns (can be). Boundary where the gold pours, another at the 'red hot gate' and the last being the narrow path we came from. The ideal would be taking out the pests first, then the Berserker (usual handling though AoU would help open it up and OSoO could add DPS though it can also be distracting). Mind you, if you don't disturb the eggs, they won't interfere in the fight, anyway. Fight towards the top (where it spawns), work the ass, trick, etc. and you won't have adds (just mop them up afterwards as you have to for the interact point to activate). If you exploit a boundary well, you can get especially cheap (like the 'red hot gate' *just mind that the Berserker charge doesn't see it pummel you here* set-up with the Berserker walking at you as you get free hits, so just R1,s until it dies). Watch out for the Sword WW in the middle.

-Interact and Navigate

Delos:Ribs of Apollo:Furnace:Upper

-Open and Navigate

Delos:Ribs of Apollo:Furnace:Lower *again*

-Do it

-Sling WW tossed in (along with the Sword WW). More crap to avoid. Can ring-out the Cursed Sling users, but not the Gorgon (typical). That's one option. Another being to abuse the boundaries. For the Gorgon, you can lure her by one and get free hits aside from normal handling (and things like OSoO for chip and AoU to open her up for more R1,s).

I'd say the best start is to rush to the top-center (by the gap), ring-out three and then cut your losses (unless you use AoU to get the Gorgon to behave while you mop up the rest). Lure her to a boundary (I like the hot gate) and keep her using her close range melee as you cleave her apart. Getting in on these sling guys can be troublesome with their off-screen attacks (at close range, they have a multi-hit spin to win ending in a guard break, too). With Artemis, you might be able to weaponize the Gorgon petrifying her friends (owed to our DPS keeping up with their absurd statue HP, so R1,s saves the day). Normally this wouldn't even really be on the menu.

NOTE: Just be sure you don't knock them to the platform alive (where you can't reach them).

-Interact and Navigate

Delos:Ribs of Apollo:Furnace:Upper *again*

-You can ring-out in the foreground for what that is worth. Just 2x spawns (2x more when you try to go higher).

-Navigate

Delos:Ribs of Apollo:Furnace:Flame Conveyor

-Navigate and Interact

-Probably Spike to send hordes into the flames. Without hit stun, R1,s seems dangerous (maybe less so with OSoO and AoU helping).

NOTE: Sampled the meme dream of Tether evade spam, but it can be broken and is inferior to just using WB to knock crowds into the hazard.

-Navigate

Delos:Shoulder of Apollo

-Starts with 3x Shields and 2x Slings. After killing two of either kind, you get a Jugg (the next is on a timer *upon killing one of them, you get the last*). Club users turn up at some point (think it is during the second Jugg. This is madness for PAIN+ (probably shouldn't be messing with that now, but I felt like it). Options to take off shields (relevant for Artemis) are limited to the grab mini-game (takes just long enough to get you into trouble). Winning it has i-frames (as does picking up the WW, as it happens *worthwhile for keeping things clear*). Ignoring the shield users isn't much of an option with how the targeting is hellbent on going after them, so by priority you want to strip all of them before causing a Jugg spawn (or, at least, before it begins coming after you as finding an opening won't be too likely even before things get crowded *their charge being allowed to time out is one way to get a breather*). Speaking of the spawn, the first one always charges straight down upon appearing for some reason.

Anyway, I find the rightside easier than the left for the starting grab of a shield from max range (so sling boys don't interrupt). If you're fast enough, you've got one down. While it might sound like a grand idea to Tether the others and toss them into each other to get another shield user alone, the targeting is so attracted to their shields, you will find that a hard sell. More reliable to loop around the arena such that sling users are on the side opposite of the (top) corner you're going to camera abuse next (only maybe tossing out slaps like Plume to fend them off as non-shield users tend to glitch at the camera edge). If you see the start of a shield charge, know that they aren't going to stop (like sling tosses won't *or Juggs*). Some enemies just don't respect the camera. Most of them are right here in this arena with no AI boundary (apparently).

We can ring-out, but it is really iffy (not entirely sure what the issues are with when it will and will not let you WB or toss as such). Anyway, with all shields taken off, I'd probably suggest going after the Sling boys (toss them off the cliff *don't want such foes pelting you*). Jugg spawns. Meet him at the bottom-center, Tether a grunt, WB at Jugg, OH and repeat while watching for attacks that might land during your gaps in i-frames (it'll happen). If you keep close, the Jugg won't charge (issue with that being it is an attack good at breaking Tether state). It is better (in my opinion) not to use the dizzy state grab, but targeting (again) is high priority to the halo (not as high as a shield, I think). If you can't make it (with distance, attempt to correct aim, etc.) grab a Satyr and hit him some more, you might just want to stall with evades (even Tether evades) until you can resume.

Part of the reason for that is that if you kill too many Satyrs, it eventually brings back some Shield guys, who feel like a game over scenario when the room fills. Too many things, too much off-screen attacking, unblockable charges, targeting issues, lack of boundaries, etc. Trying to scan the chaos for all cues, find the shield charge, lure them away from the rest and pick your opening (big enough for a shield pull) seems rather unlikely to me as they camera pans out by this point (making that practically a non-option). The other major issue is that Satyrs are infinite while the Juggs are around. One less Jugg would have been nice (as with no infinite Satyrs *or at least no repeat Shield users in the spawn pool*). AI boundary might be asking a lot (certainly a different feeling to the fight having to just deal with the aggression *unable to turn it against the enemy*).

None of my hypothetical plans work as we don't have a true sweet spot. The best we've got is a ledge above the HP chest (you can still be shot down by Sling users if they're in position). With collision damage so low, you can find yourself burning through too many Satyrs pretty easily. The best I've gotten in an hour of attempts was two Juggs down (of the three). Prospects are certainly better for lower runs (more options for taking out shields, controlling the field, etc.). With Artemis, it would be very tough (without OSoU or AoU *cheesing from the ledge above being ideal, but not really allowed for what we're doing here*). Our damage output is great, but we wouldn't have great access to SS tricking and it wouldn't really be able to control the horde too well, I feel. Again, you can't exhaust the grunts, so you would have to try going after the Juggs (without access to spells, rage dumps, WWs, grabs, etc.) when an opening presented itself for o1 as you quick roll around (unlikely to get an opening big enough for R1,s once 2x Juggs with a horde becomes a thing). Not really sure how viable this would be.

Okay, so 'v2' (Juggs first) is probably asking too much (limiting Satyr kills so strictly with efficient use of them to damage Juggs *don't bother with the dizzy grab as it is a waste likely to kill more Satyrs as with letting Juggs run free a lot*). The 'v1' of Satyrs first is a thing (my old notes confirm it). So the issue became 'how to get rid of shield users'. The answer was Juggs. Their charge can knock the shield users around, so if done right by a cliff, it can ring-out. Just have to have room to evade at the right time so you don't get trapped, pelted with projectiles, etc. There is a semi-sweet spot at the top right, but not quite the big cheese one would desire. I suppose once you get rid of the shield guys, it might be wise to stop feverishly killing Satyrs and start chipping with grabs (for PAIN+ as before). But then, you could do that the whole time up until you notice a shield, stop to have Juggs deal with them and proceed, but there will probably be way too many grunts running around for this to be reasonable. With just the Juggs, you have to watch for the grab and the charge (stomp and slap don't mean much). While clearing the Satyrs, I learned that the grab reverse ends i-frames before we regain control (as the other Jugg got a free slap in *killing me*).

If you can exhaust the spawns, that helps a lot (for Artemis). Shield users are a still a bother (Juggs halp) as would be getting pelted, but our damage should almost match being able to toss things (almost). Still, seems like a battle not well suited to the tool, frankly. Just not ideal. Seems like the South wall doesn't let tosses through. Don't think this would be an issue for knockback. These varying wall definitions annoy the Hell out of me (some even let you BR wall collide where normally you cannot). Finally beat it with Satyr first strats and luck with a Jugg charge getting three shield guys at once (less having to run around and try again, the better) while having boys to WB and OH at the remainder for damage (leaving just 1 Jugg before I had to do normal melee tactics). This would be a PAIN+ win. Definitely a tough nut to crack, this fight.

-AoU

Delos:Ribs of Apollo:Furnace:Slide

-left/right, left/right, right turn to center jump-zip, left turn (favor outside), right turn (favor outside), rightside jump, move left for leftside gap jump, move right (avoid break), right turn, center gap jump-grapple, favor left, favor right, center gap jump to end section

Delos:Ribs of Apollo:Furnace:Lower *yet again*

-Interact

NOTE: Another "Flame Lift" dead ahead. I'll rest up for now. Wasn't planning on tackling SoA without sleep (over 24 hours as of now), but I just wanted to take a swing (and don't like to lose and stop there). Forcing PAIN+ on myself didn't help. Time for bed.

NOTE: Neglected to highlight the danger here for PAIN/PAIN+ with how we struggle to recover lost HP on VH (and this isn't long before ToA W1 where you want to be as healthy as you can be going into it). I was at ~40HP when I won. Not ideal, but SoA is no joke (hard not to get chipped along the way with the evade i-frame window seeming smaller and foes happily attacking off-screen and even during i-frames *rather than pausing* to land blows as you come out of them like a handheld entry would pull).

Delos:Ribs of Apollo:Furnace:Flame Lift

-Hounds and Cursed Sword Satyrs. Can't ring-out through the invisible walls, but you can get ring-out as you go via the sections dropping (planning around this can be good, but that's more for the second part). The pyre at the center is the real hero. Boundary abuse helps keep things pretty calm. Send things into it (launch to Lifts should do the trick). Around 5 kills to drop all sections (at once). Whatever isn't dead, must be killed before you can proceed. Think you can ring-out towards the grapple point.

-Interact

-Flame Talos. Killing it (or taking too long) will spawn Unarmed Cursed Satyrs (eventually pups, too). Beating it up enough for its rage is good as you can bait the meteor over the pyre (with good timing, it will dive right in). To note it, there is an invisible wall in the center of the thing, so you have to jump along the edges diagonally. Without this, you just keep chip up. The hot spots are more for us than enemies (top-right and bottom-right at the start) with them taking little damage from what I can tell. 1 kill changes hot spots to top-left and top-right while dropping top divider. You might consider planning around this if you are slow with a Fire Talos kill (instead, have the others spawn, let Talos and friend hang-out over this killzone and work the boundary while going after an isolate foe you'll be sending into the pyre). Hound respawns are on a timer, so you can exploit them (though not ideal without grabs, I'd say). Top divider returns at around 4 kills. Top-left and bottom-left are hot spots now with their divider dropping. Another Fire Talos. At ~6 total the dividers drop (definitely have as many foes as you can in place for this). Mop up survivors.

-Interact and take lift

-AoU

Delos:Eyes of Apollo:Light Puzzle Room

-Clear the crystal

-Phantoms. These unique cases spawned without a master seem to have less HP (perhaps as much as halved). Feels like their OS kill (slam thing) must not do damage (or extremely low) as it never seemed to matter to the others. I wonder if it is the same for other instances (more for orbs, hit count and stun *forget if it builds rage*). Seems like the Wraith spawning (top-center) after killing a dozen of these has to summon (which seems to have some i-frames). Full Phantoms. Like to burrow while they're out this time (and just stays there). Killing them all (boundary abuse opening them up) is easy. However, it became clear I wasn't doing any damage while in its glitched burrow state (unlike before), so even this trick won't let you get around using Tether to pull them out of the ground. How sad. Of course, the fight is technically optional even without exploiting Shield HJ.

On that note, you can just push the crystal box to background and hold the top (with Phantoms far enough away) so the AI boundary keeps them behaved. Drag it along the boundary and begin the puzzle (for finishing it, you would pull the box along the wooden path (at the boundaries) to avoid combat as they taunt away. Two HP chests here is a bit overly kind (odd that neither are alternating). Club WW in the top-right, so be careful about it. The best you can do while working Artemis here is allow Tether to open the Wraith up when it is alone (to feel less dirty) and switch back for some cleaving.

-Do puzzle and Navigate

NOTE: Forgot to mention dirty tactics like OSoO from atop the platform (created when you pull the lever), crstyal, etc. for what they're worth. Would be frowned upon, but are still technically valid. Still won't solve the issue of needing to Tether the Wraith out of burrow state (not sure why it worked differently here). There is a Satyr Captain after you kill the first Wraith (soon after another). Think AoU might interrupt their summon (something Artemis can use and hope it does enough damage before the thing gets away for burrow).

Delos:Latern:Landing

-Manticore handling (starts in S2). Really seems like the tracking is too good for trots to strafe around flames, so it is probably better to either jump into Lifts or evade at the last moment. Maybe just stick to tricking its melee, then doing R1,s (o1 if not confident). Maybe air t1 after Lifts to punish Flamethrower (think it would be safe). Seems like if your damage output is high enough, it won't get a chance to birth, so there's a boon. Still not allowed to damage kill it.

Delos:Lantern:Eyes of Truth

-Do it

Delos:Lantern:Trial of Archimedes

-EoT and Interact

NOTE: Better hold on to your butts boys, this is the big one.

-Half the arena (top) is taken up with a flame trap in the center, but it does basically nothing (could have been a big help). The lip of the arena has a small rail (low knockback will hit it and stops sirens from wandering over) except at the center (shame it doesn't let a Gorgon slip through). Fight starts with 2x Gorgon. Easy enough to get them away from each other. Killing one brings in another. At that point, it is best to get Gorgon 2 and 3 to near death (kill back to back). Killing G2 or G3 will bring in the double Sibyl spawn pool and a complimentary fresh Gorgon (G4). If you kill the 2x Gorgon like this you only have one backing the sirens (who don't care about boundaries) when things get rough.

To note it, the edges of the arena are boundaries (top-left and top-right corners favored for combat strats). Controls the Gorgons well. For Artemis, petrification might not be off the table if sirens are set-up for it, but for PAIN+ that ain't on the table (not nearly enough damage). Homerun/Punt are foiled by the invisible wall definitions, but Spike still works to give Artemis an easy out. Without it, things would be troublesome. You can't just float sirens over (invisible wall definitions again). Wall splat (hypothetical best hope) has failed.

For PAIN, your only recourse is sprint to uppercut for ring-out (as its knockback goes through the invisible wall). The aggression of these boundary ignoring foes means they will absolutely NOT stop using their overhead lightning unless you're close to them (where they have guard breaks and an unblockable). Not reasonable to suggest somehow getting by both (at a boundary) to chip while having the gorgon far away. If the gorgon is staring, you're in a bad spot for trying to do any air stunts since you have no air i-frame options. Air OS to air block relies on the Tether landing at a time that the Siren will even respond to it (and too often they are attacking with hyper armor that blows off this option *won't even warp for us*).

Even IF you succeed to get one siren to the corner with the others away, you're not exactly getting the other Siren off-screen, so you're being pelted with attacks (shrinking attack openings) while the other has option select of guard cracking tools (aside from the Gorgon potentially getting close enough to try a grab or Stare to force your hand). The damned lightning itself is able to push you out of the corner (aside from glitching to hit the cover above or even turn fucking invisible when too many have been out *my explanation*). I just don't see a way to control PAIN+ W1 and running around for pokes is well and beyond a reasonable demand. With this aggressive covering, I don't see it as likely our stun build can get even one Siren to the coveted stun state for beginning an agonizingly slow chip process (going from one siren to the other with their grabs).

The idea of even getting into a corner with a gorgon while picking openings to t1 between 2x overhead lightning spam and the gorgon's melee seems like delusion now. Sirens just keep shuffling closer until suddenly within their (somewhat large) range for shriek to pressure you out of this set-up (making it not worthwhile to even bother in the first place). Would it even be reasonable to try launching (itself risky with the sweet spot needed to not whiff the attack or get hit by their aura aside from lack of i-frames when doing it) into air lights over and over on a Siren (at length) for chip while spotting all the set-ups below? I doubt it (as you could easily be caught by an unblockable while still in the air aside from the on-landing mix-ups). I'm getting my ass kicked royally in this 'gold star' (bonus credit) fight. Indeed, it is no joke (worthy of being put alongside the Clones **might even be tougher due to the unfair design choices made even without being a protection mission**).

Another option this Artemis would have would be OSoO doing chip work aside from AoU opening up foes (especially sirens *could air t1 for Spike based ring-out*). Not PAIN+. PAIN handling finds itself running around trying to scout out a chance to uppercut a siren if not landing something to open them for a mad attempt (even if accepting a trade) to get rid of them. Think there are 4 total. NUR+ and below have a spell use aside from the Items, Shield Plume, etc. (vanilla having Soul Dumping for even more DPS from range). If one wanted to try using EoT for some reason, it sometimes fails to come out (instead a WW attack). OSoO can fail cast (do nothing) and in NUR+ that means a long wait before you can try again. Sometimes it will glitch and float around until called off (aside from casting near a cliff where it rings itself out).

Yeah, Papy did about everything he could have to make this unfair for player using just the basic Kratos (balancing entirely around OSoO *his claim as it was his baby*). Even if you get a given foe in the corner, you just can't do much with them. Hit-and-run is the only real option. What about air petrification (since foes don't seem to shake off well)? I've been lucky enough to get a siren set-up like this twice and both times the same outcome. Recall I've mentioned in the past how statues can fall and not break or even just float? They just float until they escape. The game is rigged against us. This would be the out we would need while running around (sort of like NOT having the Gorgon grab do activation damage, so you just bait it, accept the attack with open arms and do 1/10th of her life in damage before running around to repeat the process). But I've been over these things before. While running around to find safe openings to launch into air attacks (for PAIN+), I didn't even get one to red halo in an hour of trying.

I've seen Sirens frozen during their attacks and break-out (after enough time) to continue it where they left off. Miraculously, we weren't set to 1HP in statue form for this entry (not sure why, but I'll take it). That and some scenarios allowing mashing to escape the statue state while in air. Getting slowed by petrification build-up during the shriek puts you in a super slow state with recovery as foes are free to slap your shit at will. There is just a lot to watch for as you switch sides and look for the opening. Really, truly feels like the three overhead limit of a single cast breaks during this (might just be imagination from the chaos). The invisible lightning really doesn't help (when too much is going on for the game to handle). Bad enough the shriek has phantom range, but the overhead is also a shit box case with a 'shockwave' exceeding the visual (just amazed they didn't have it hit in the air, too *well, it does, but not if you're high enough*).

Was finally able to beat it with focus on Sirens first...With DMG at one-third, HP regen, insta-QTE win and lvl5 BoC. Jests aside, in true PAIN+, avoiding mistakes and being patient while making openings to get safe damage in would likely take an hour (figuring the relevant hits *T, air s1, s2 and s3 at each 1.5 since s3 got nerfed after the original demo* at 1.5 each and allowing for an estimation of the Siren at 150HP, that is 100 hits to land though there would be the red halo to consider*) just for this portion of W1 (that is, trying to kill all Sirens in this way) and be far beyond my skill level (to keep up that level of play/attention with all the forces working against you). Even just killing ONE siren this way would be impressive. I don't think killing its respawn would keep the other alone (then its respawn would also be left alone with the Gorgon), sadly. Considering how long it takes to get an opening and many get ruined by RNG (if a Gorgon decides to Stare, you need to air block, land and evade away), perhaps the hour estimate to chip down four Sirens this way is selling it short (even though the last one should be alone, so easier to chip down while being able to focus down on one).

Ayyy, might have found some small hope. If you happen to be going for a safe-ish T (Gorgon starts up Stare, so you stop shy of rising with your pray), you can try landing slaps to keep the Siren afloat and the angle gives her a standing statue state that can fall and can shatter when it touches the ground. That's a big time saver (if you can manage it) and even if you get petrified, consider your statue HP as some insulation from death (as any love tap did the trick in the past, but even on VH they struggle a bit *gravity sure doesn't, so you gotta be fast in the air...not sure if you can reliably air slap to keep foes there with you and be ready to mash out to safety*). Perhaps this is 'da whey'.

I've beaten one Siren a few times (both ways *recall this is NG+, so I have MAX BoC for 3x damage, so even that is sketchy as this isn't like SoA where I was relying on damage that was the same as the real thing). Two with mutual death. I've seen a red halo Siren petrified (just removes that state when they recover). Seen a Gorgon start their grab from point blank, which is nice, too. Getting sirens syced in their overhead can be good or bad depending on if you're getting invisible lightning you didn't expect, but it also helps spread damage around while having less to evade on-landing. For getting a gorgon's assist, you need them at long range (unless there is already build-up with the Siren between you two so all of the Stare makes contact else it won't be enough). Oftentimes I would find myself pinned down and needing to hop/evade around to get near Sirens long enough to provoke them into actions other than overhead lightning spam (then get away) and re-evaluate. It's that sort of shitty situation.

I've probably done enough PAIN+ testing for W1, so I can afford to save the struggles for later, really. Hopefully my suffering was enlightening about some do's and don'ts (what can and cannot be done, what is good and what is bad, etc.). One more skilled than I (if they wish to bother with this entry further) could probably pull this slow chip off and maybe speed it up with some lucky rolls with the gorgon being in the right place doing the right thing as you set up the siren for the snake gurl to knock down (with all other what-ifs aside, I'm amazed they bothered to fix the GoWIII engine such that partial petrification was removed *it would make it quite dangerous for us to go into the air, but the trade-off with the likes of these sirens would be well worth it, I'd say*).

NOTE: Insult to injury, the checkpoint is before you use EoT on the illusion (as if the time wasted on gorgons prior to sirens wasn't bad enough *the fight would have been plenty starting with 2x Sirens and 1x Gorgon with maybe one respawn for the Sirens with how jacked up things are already or just make it so that the Gorgon 3 dying is the trigger, then you can game the system for a chance to have no gorgons going into the siren bit*), so you get to do that and watch the cutscene every time you redo this fight (no checkpoints until done *patch adds small orb drops after W1 for some reason, but I never updated*). Forgot to mention, you would do well to land the likes of T late into the overhead lightning start-up as the electric aura shrinks and eventually disappears, so it is easier to punish (without getting interrupted).

-EoT and Interact

-Combat zone changes to a hall going from top to bottom. Fires hold for ~7s going from top to bottom (looping rather than working their way back). Not really usable on enemies (big fucking surprise). Still not sure why it is so hard for me to land T without Amazons using super armor to ignore the launch. Can't ring them out with their grab reversal (which is always lame). Launch to float suffices, but that's if you can launch them. Artemis will have no trouble as the damage is high to begin with aside from not being restricted from using AoU to open them up (air t1 for knockback based ring-out). Just two of them (at once). Harpy Queens spawn before long (two at a time, six total). Air t1 should send them over the cliff (without that, you end up having to chip, so better to get them set-up near either extreme). Had a glitch where the remainder wouldn't spawn, so beating Electric Talos wouldn't allow progression. Think they spawned in the walls or something. Anyway, Etal here is to be fought as normal, but paying attention not to get cornered between its rage state unblockable and the fire (can be jumped over, but tricky to execute, so better to just play things safe).

-EoT and Interact

-Arena becomes a rectangular box with spikes along the left/right walls (hot floor on the foreground). Centaur. Same handling as usual (AoU opening for a few hits, but beware landing three hits rapidly *if you see a block, they'll quickly go to a counter-attack should a fourth hit land on it*). Can't toss him into hazards, sadly (again, typical of how ToA was made by that piece of gutter filth Papy). Wraith. Can't summon (even when it does the animation). AI boundary can help with control. Once again, burrow state cannot be beat by merely getting them exposed out of it with the taunt provocation, so you have to Tether them in the unlikely case (here) they use it. Lame.

-EoT and Interact

Delos:Lantern:Eyes of Truth *again*

-Do it

NOTE: It looks like the same room, but perhaps it is the B to the others A. Whatever. To note it, I despise the non-linear narrative here.

Aegean:Arm:Exterior:Path A *again*

-Do it and Navigate

Aegean:Arm:Exterior:Path B *again*

-2x Empusa. Ring-out is disabled (again). Launch and Lifts if not ground juggling when safe. If you divide them up, you can use the boundary to keep one behaved while going 1v1 with the other.

-AoU and Interact

NOTE: Technically this area is called "The Fury Citadel", but only just now tells you. Rather, the area it leads to is, but we don't go there. We go to "Alecto's Chamber" next. Stupid.

Fury Citadel:Alecto's Chamber

-QTE

Fury Citadel:Illusion Maelstrom:Boat

Furies 2

S1 - Spartans alone. Can be rung out. Tissy joins in on a time delay. Pretty much the same attacks as her first encounter's S1 (but with Spartan back-up). The meteors she uses hit in the air now (and don't friendly fire, which annoys me). Some of her other attacks can knock them around (even ring-out). Doesn't mean much as they just respawn.

S2P1 - Alecto snatches up the boat. Slap her tentacles. EoT to blow away the barrier when need be (can't get around it). You can block the ink attack (have to use OSoO if caught by it). Grab when dizzy. Not much to it (it'll go fast with this damage).

S2P2 - Now has triple stab and drag (blockable), double slam (unblockable) and ink. Tentacle hit box is in the center (won't count elsewhere). Get in, Trick double slam's first strike (the second will miss) and punish heavily with R1,s. Without tricking, just get near the mast to avoid the first, then go back near the target. Ink can be easily blocked, but doesn't make a big opening afterwards. If close during triple stab, you can start punishment soon after the drag starts (it won't pull us for a ride, at least).

-QTEs

Fury Citadel:Illusion Maelstrom:Elevated Ruins Arena

S3 - She starts with an unblockable floor attack (leap over it). Beware the Javelin WW they put here. Anyway, the shockwave can be evade tricked, so SS would definitely work. Her ink attacks are unblockable here, but can only either hit the left or right (just go the same side she is firing from). Got to love inconsistencies. Her thrusts are blockable. The double bite is not. You could trick the first, but you'll gt caught by the follow-up (probably even with SS). Better to get back for this one (one evade does it). Big punish after it, at least. Roar is a free space (opening to attack). Ends with ink (rightside, so go to the right).

NOTE: Truly bizarre how much rage builds off s4 here.

S4 - Tissy is back (using the same moveset as before). Ally returns on a timer. No friendly fire (as usual). Could go after either. Life bar is conjoined. Same ink antics after Tissy departs. Doesn't seem like Ally can do thrusts, but has all her other moves. Meteors couldn't hit me while airborne this time (so that's an opening for Lifts). Hard to say who should get focus. During Meteors, I'd say Tissy. If double bite or roar, Ally. Neutral leans towards Tissy, but it is hard to keep up with everything.

NOTE: Got a crash. Also, no checkpoint for S4 (goes back to S3).

S5 - Repeat of S3 (checkpoint at start and end of S5), but with less HP. Do the QTE and be done with the game.

Would have been nice if quick access to SS was a thing here (among other complaints denoted along the way). It is what it is. Sort of like not having enemy HP and other specifics to go off for this run (damn shame). Nu-GoW down the line.

After all this, I did some more studying, learning, testing, etc. Could probably improve handling here and there (as with x2 Chimera getting made to be stuck more reliably, better use of floor spikes in the Labyrinth, etc.). Didn't even realize taking hits filled meter for RotG (if allowing BoC leveling to lvl2, at least so as to have that boon). False OS was shown to do so by Zim (not in GoWII and beyond). Don't believe I yet had a grasp on how the HP during face phase of Skorpius worked, either. Don't have the exact HP amount (even now), but even if Artemis somehow was just shy of the first drop (it probably wouldn't be even on Apollo VH where lvl3 is concerned), the second drop would be where the money gets made.

Obviously not going over everything I might change at this point (or any time soon). Too much effort/time (would have to really go over GoW:A given I learned so much from runs following all this). Got a lot to attend right now as it is. Still need to go over that dream made reality bit noted previously. Obviously Nu-GoW got snubbed (so too shall Nu-GoW2 and beyond). **** 'em. Just wish I had my talk of Executioner's Cleave and such readily available here. Haven't messed with modern video links (or images) just yet. I'll try that in another post to wrap this business up (before any future update when I get to Zim's stuff).

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#14  Edited By MrStarkiller
Member since 2008 • 18984 Posts

This little sampler was just something I took from some guy's thumbnail (look how our off-hand goes through the thing). I was dissatisfied with the lack of concept art or good captures of the thing (nothing was HQ). Had to help that issue. Noticed Kratos hardly ever two-hands this thing in actuality.

Of course, the chaps I was watching use it wouldn't stay on lvl1 for long. Barely even saw lvl2, really. Mostly lvl3, so that's just how it goes. Still, took some fun shots to show love for the weapon. Don't have the old image from my tribute video (about Homerun techniques) with a RotG Ascension on a CDK (really should have let it send even big boys up and away if not also breaking shields on-hit).

Obviously, this is BotG (not Artemis), but it is the same weapon for the most part. Sure it has different base values (much higher to match Ares2's HP in the Tug-of-War gimmick fight). Sure it lacks SS, can't jump for shit, does 0DMG even if it somehow lands air t1 and has very different specials (and Homerun techniques don't apply). Mostly a reskin, so I'm giving it a nod. Maybe one day someone will figure out what even Wulf could not (neither by cheat nor by mod). On that day GoW1 will know fear through Easy Tycoonius RotG BotG.

NOTE: Got some good shots of Ares with his different moves and conjured weapon forms while I was here. Was annoying me that this was another thing with crap for references.

One of the first bouts when you get the thing. I imagine Zim would have liked having RotG be an option. Sure he wouldn't be willing to tank, but the x2 dps would have been pretty baller. Gorgon Assassins are the foe I consider most difficult to properly learn to handle with just this weapon.

Just an action shot of lvl2 (fun to pretend this is a CS kill as with even just an impale ala Nightmare in Soul Calibur). Not like anything special is happening on this downed foe. Sadly, this weapon can't pull a Heavenly Sword and cleave them along the groin. No special OTG, either.

Those in-the-know know why this is worth including.

lvl2's L1+x mutilating a Hades Satyr. If only it was half as cool as it looks here (or effective). Best to stick with Punt, kids.

Just a decent angle after cleaving the birb in two. Bats don't do well when bisected. I'd take shots of better use of the weapon in a more serious run, but Zim (like myself) ain't exactly got HQ capture. Taz and others did their stuff long ago, so it is questionable quality now. No, I had to rely on more casual players to this end. Everyone has their purpose, eh?

Just lvl2 with RotG chopping a Cap'n in half. Nothing too crazy. Just trying to get a view of the weapon like this.

Now it is crushing (not ruining *that would be hard to set-up*) with the help of MG. Too bad there was no oversight stacking bonus descriptors. We still got delayed deaths. Yay? Sort of a shame the equivalent with BoO had its bugs fixed in GoWII. CoO's demo had a Homerun via GoZ. GoWIII's Cestus isn't super reliable for that. Shame.

Air t1 (or just air t, really). Real pity it cannot work as Executioner's Cleave (same for actual heavy enders and the special). As it is now, probably should lose most of the start-up. Save all that time wasting for a charged version (and amp it). Let it have the same exploit as LotF for instant MAX. This is one of the few 2H strikes it actually has, but isn't actually that strong relative to the rest.

This air medium is still better than the odd air heavy (about the only value it has is during 'Lifts' for keeping aloft above foes or sequence breaking). Shame it wasn't some insane nonsense like Aerial Strike in SWFU1. That move is insane (when directly above foes, it is basically like this *but somehow worse*). At least we have it for Spike (aerial knockback)? Collision value is a real thing (as with sending into hazards).

I have a ton of lvl3 shots of the thing. Because my COSTANZA meme reference image (taken by another) already gives a decent look at the blade, I'll skip a lot of them. Here I'm making an exception for another idea. I've complained before how we have so little use for Power Orbs often times. EXP lacks shops outside GoS (which quickly gets cleared out). Getting MAX everything isn't super hard even without NG+ and/or bugs/exploits. Often you really just want a few things in what is likely the best build for crushing a given run. What to do with all this useless crap? The red blobs just don't mean much.

GoWII let us use HIT COUNT (of all things) to feed Prometheus Inferno during RotT. Bit of an oddball to say the least. Still, I appreciated the way to make use of something mostly of little value to me. Why not orbs? Even DMC eventually got around to it before us. The weapon could afford to generate more orbs on-hit much less on kill, but lvl3 gaining a MAX perk to weaponize/spend them? In the picture provided, you get a very clear image of the blade with a bit of aura around it.

Perhaps soaking in orbs (passively or maybe actively with the block animation *sort of pulling a Ryu Hayabusa even without mention his toys including a similar case without getting into Lunar where SoD is concerned...which I also took pics of*). Maybe having the guard animation up with the MAX version converts incoming orbs to empower the weapon (rather than collecting them for spending). Maybe another means would exist to spend what we're holding.

Maybe having an exaggerated glow like this when active. Not exactly a great shot, but it gets the point across. Take in the not-karma. Maybe not for UT access (though I'm not opposed), but instead to buff the thing: higher damage, better hit properties, guard break/crush if not unblockable, slapping around larger foes more easily, those open to mutilation gain % chance to trigger the kill scaling with orbs taken in by some formula (effectively an insta-kill *even if just 0.1 odds gained from 1 unit you would have 100% with 1K for a duration against specific foes*), shattering shields (no need for other hypothetical ways it could do this), etc.

This one is just a bug where Artemis is visible at the same time as BoC during SS (as with the glitch where you use Blades attacks with it out *purely visual, sadly*). About to clap to birth the mighty overgrown flaying knife of a hunter (huntress, I suppose) out. Sure would have done a lot for its clout if it worked around the boss gimmick by just directly ignoring S1 and S2 by slapping off the armor (as if in S3) by chunks from enough damage using lvl3.

NOTE: Got lots of cool and funny shots with the thing, but it can get repetitive. Not even sure what the image limit is per post here. Probably five or so.

Couldn't even give it uniques or perks. No respect, I tell ya. Here we've got lvl3 at the Clone War at the moment RotG (no doubt MAX though there is no visual indicator of that to look for) activates. One of the many ideas I had for this thing was just slapping projectiles away with timed strikes. Give it something. Not even much to look at here as the red and blue clash (instead of combining into purple lightning aura).

It is only by accident (confirmed by Derek) we got Homerun/Punt. Spike is probably an oversight. Lifts definitely are. SS is an exploit, but probably intended to cover for the crap defense. That it spell cancels with a few specials might also only be by happenstance (not planned for). So much could be done to help the old gal out (wish I knew where all I've spoken on this at length).

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#16 MrStarkiller
Member since 2008 • 18984 Posts

Just to pile on a bit (and test videos without more edits):

MrEmpirical (active around the time of the Late Golden Age into the Early Silver Age) making something of a shitpost/YT poop in his tribute (just horsing around):

Loading Video...

NOTE: When I tested putting images in spoilers, it didn't work out well. I can't imagine videos going any better. Current GS doesn't really allow for me to pretty up presentation to that level. Some quirks in the code aren't too hard to get around, but this is more than I can handle.

Now then, GodModeGOD (myself) using a favorite technique. Shame I don't have all the good stuff on display, but this is more just a light tutorial using the footage of others (Shinobier in this case) in place of my own.

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#17 MrStarkiller
Member since 2008 • 18984 Posts

While I didn't hit the image limit (per post) somehow with my previous spree, I've found I can only do one direct video link per post. Have to refresh the page often as a fix to enable more advanced features, too. Duly noted.

My Ace of Spades:

Loading Video...

While we're at it, shared Zim's, so why not the offering of TazOne1 (might be others, but I forget)? Didn't show everything in this very old run, but it might still be fun to compare with a more modern offering like what I linked to above: https://www.youtube.com/playlist?list=PL33C59B4898C8AF18

Speaking of old playlists, this is probably outdated, too: https://www.youtube.com/playlist?list=PL29B05BB0DF5B42C4

Now then, shy of getting to the evaluation, there probably isn't too much more I can say about this topic without getting back with Zim (need to at least wrap up business with his GoWII stuff before putting GoS back one place in line). Give me an excuse to re-learn some of what I used to know about the tool (while recalling what I don't know, too *fun to think of how to do things not otherwise possible in these what-ifs...a sort of vision training using imagination and knowledge*).

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#18 Masterkiller103
Member since 2022 • 468 Posts

I am currently trying to find a infintine jump using Blade of Artemis though, i am not having that much luck,I think if you managed to do an acension, use PR and did the blade of Aretemis air combo and repeated the procces, it should be an infinte jump, i am not the best practically, i wanna complete the NUR on god of war 1 and do a speedrun on God Mode with no damage, and move on to god od war 2.

i honestly prefer god of war 2 for techniques, i feel like there is use of typhones bane to it,I dont see many people use Typhone bane, which is weird hopefully i will finnally find some use to it, correct me if i am wrong though if there is some players who managed to find a technique to it then i didnt know of what i could find, i feel god of war 1 is completly destoyed by sequence breakers, while the sequel has so much left to uncover which is why i am gonna be focusing on it morer butfor now im keeping my focus about god of war 1 for now.

>NUR

i want to do it on GOD MODE since i want to give myself a bit of a challenge which i didnt do much in the early 2000s,and 2010s. since i used to just play games for fun

>a bit of a challenge

If you guys have any idea of an even bigger challenge give me some suggestions.

>God of War 2

i find it to be my future greatest body of work.

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#19 MrStarkiller
Member since 2008 • 18984 Posts

>find an IJ with Arty

Did you mean to say perform it? Have you read the Glitch FAQ?

>ND

More Zim's cup of tea than my own.

>TB uses

I'll help you with that when the time comes.

>destroyed by sequence breaking

For those running categories using them. Bored of that? Run one without them.

>bigger challenge

VH PAIN+ ToA W1 ought to be a good time.

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Masterkiller103

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#20 Masterkiller103
Member since 2022 • 468 Posts

I think only runs performed on very hard are allowed s oi think there was on need to mention difficulty.

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MrStarkiller

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#21 MrStarkiller
Member since 2008 • 18984 Posts

>I think

I know better. I made the rules (and the topics with them generally). It is just that I don't take seriously non-VH runs at this point (unless you can't do better owing to limitations as with costumes in GoW1 *without cheats to work around this*). It isn't a rule to kill everything, but we sure honor it. Likewise, you don't have to restart to avoid death exploitation. Just that it is thought well of to not get handouts.

NOTE: What of the Glitch FAQ of AKheon? Had a chance to peruse it?