Topic is mainly focused on 'highest runs' and just the verbatim (though I should consider making notes about improving tactics in them and making a place for the other runs). Sadly, gow3forums is gone.
GoW:A
VH PAIN+
[spoiler]
NOTE: The rules are easy to understand save for 'rage'. That is the one that is complicated for this entry (and where DQ's come into play). You aren't allowed to use any attacks you wouldn't have without rage, so no s4b, s5, s6, t3 or rage dump (whiff antics are grey territory, but you are DQ'd if it lands for sure *your call*). Moves adjusted by rage are also disallowed. In the final build, rage doesn't add anything to ground t1, so it is fine irregardless of rage status. Air t1 and t0 both gain bounce, so they're disallowed while rage is active. Indeed, you must be careful even landing t0 as you gain rage as it will have this property (and later it will have elemental bombs you're not to use). Being stuck with Fire means I won't have some lock options. Don't think rage-less had other ways around Shields (think it was rage soul hands and ice elemental that did it). While in rage, I can use s1, s2, s3, t1, T and the air lights (s1, s2 and s3). If I want access to t0, I need to let the meter cool off (pain in the ass). Same for s4.
Prison of the Damned
Aegean:Mouth:Interior
-QTE
Aegean:Entrance:Hall
-You get one guess.
Aegean:Entrance:Path
-...
Aegean:Entrance:Damaged Bridge
-...
Aegean:Arm:Interior:Hall A
-Navigate
Aegean:Arm:Interior:Cell Block
-Grab spam.
NOTE: Beware that OH builds rage (unlike WB *don't think CG does either*). Slaps during Tether taking them either halo instantly goes into that grab (for the Tethered party).
Aegean:Arm:Interior:Hall B
-Navigate
Aegean:Arm:Exterior:Path A
-Navigate
Aegean:Arm:Exterior:Path B
-Toss/WB for ring-out.
-OS at each other.
Infected Hand 1
S1P1 - As before (top-right), but with purely t1 whoring.
S1P2 - Same.
S2P1 - Work the alcove (bait stab), leap out and t1 spam (repeat).
S2P2 - Same.
-Slide
Aegean:Sewers
-Navigate
Aegean:Abdomen:Exterior
-Pull lever
-WB/Toss for ring-out.
-Pull Chain
Aegean:Abdomen:Interior
-Walk
-Grabs for ring-out.
-Same, but toss parasites at each other.
-More ring-out via OS.
-Grapple
Aegean:The Guardhouse
-Pull lever, return and pull chain
-Actually had to fight him this time. Rode his posterior with t1 whoring. Took awhile. Couldn't just t0 spam for dizzy (rage building too fast and boundary wasn't doing the trick).
-Pull chain, grapple and QTE wall
Aegean:Arm:Exterior
Infected Hand 2
S1 - Get to center, t1 spam during pin (block stabs).
S2 - Get to foreground-right so birth fails. Then t1 spam from center during pin again.
S3 - Make birth fail each time it makes distance for it. Now just block its attack and respond with more t1.
Aegean:Ribs:Interior:Hall
-Pull lever
Aegean:Ribs:Interior:Elevator
-Kick dogs into gears.
-Interact with lift
-Kick them into each other (be it into the gears or for ring-out).
-Interact with clamps and lift
-Grapple to leave them to their doom.
-Navigate
Aegean:Brothel
-...
Aegean:Head Platform:Exterior
-Grab for ring-outs at the top with grunts. Toss parasites into each other.
Infected Head
-Make space for yourself (lead mob well away or toss them into the distance) in the foreground-right when the time comes and t1 spam.
Infected Hand 3
-No respect. Block his attacks and t1 spam.
-Do the mini-game.
Kirra:Path
-Navigate
Kirra:Market
-Lured the Jugg away from the hounds at the bottom, went for the dogs (OS until all dead), kept on luring Juggs until I got one uptop, then I could rush to the bottom with the other for a 1v1 (stand in his face, block and t1 away *just evade his grab to play it safe rather than trying to hop into air lights though an option*). Repeat t1 spam for other.
Kirra:Path A
-...
-Navigate
Kirra:Fire Trial
-Use Fire Dump
-Grabs.
-Use Magic
-Grabs.
Kirra:Path B
-...
Kirra:Satyr Arena
-Just 3x t1 each Javelin user uptop. Lure the Captain in. Use T to OH from above. Opted to just stick to t1 spam, but it might have been faster to try OH or air OS. Juggling probably wouldn't be good in that confined space. Lure grunts one at a time to wall just below higher ground for t1 spam (until armor breaks, then WB to OH along it). Probably could have tried for t0 dizzy (then let meter reset).
Kirra:Path C
-Rush for final Slinger, slap his armor off and WB him down, OS and toss harpies the same way. Slap armor off remaining Slinger for another WB.
-Navigate
Kirra:Waterwheel Puzzle
-Just slap them silly (right to left).
-Puzzle
Kirra:Path D
-Navigate
-Sidle
-....
Kirra:Streets
-Grab spam from boundary.
Kirra:Roller Puzzle
-Do it and return to the pillar
Kirra:Gate
-Use CQC. Get Gorgon to corner me with its 2 string, respond with t,s and repeat. When dizzy, just spam t1 to keep it simple. Painful.
Cistern:Hall A
-Navigate
Cistern:Arena
-...
Cistern:Hall B
-...
-Slide and Navigate
Passage to Delphi:Ice Trial
-Grabs.
Passage to Delphi:Path
-Navigate
Passage to Delphi:Python A
-Ride
Tower of Delphi:Shaft:Exterior
-Navigate
Tower of Delphi:Shaft:Interior
-Navigate
Tower of Delphi:Neck
-Even more OS spam.
NOTE: And that's all I have time for today. Don't know if I'll get much playtime in until Monday. Chimera is up next.
Tower of Delphi:Head
Chimera
(Snake) Strafe the charge, then strafe both the tail swipe and spit for one t1 punish.
(Lion) Counter-clockwise strafe to avoid melee and punish with t1. Same for ice attack (if he wraps, just get away and then re-engage so you don't get tagged).
(Goat) Block/air block the charge, but he should use ice quickly (get to his flank and t1, then he tends to loop with that over and over).
-Chain
Delphi:Python B:Interior A
-Slide
-Tether shield away, WB for ring-out. Repeat. OS for ring-out on spawns.
Delphi:Python B:Exterior A
-Swing and navigate
Delphi:Python B:Interior B:Electric Trial
-Grabs.
Delphi:Python B:Exterior B
-Slide, grapple, navigate, grapple, QTE
Delphi:Python B:Interior C
-Slide, jump and grapple
Delphi:Python B:Exterior C
-Bully spawns in starting position corner one at a time (OS). When able to work to halfway down the snake, began trying to kick them for ring-out.
-Grapple, navigate and QTE
Delphi:Python C:Exterior A
-OS for ring-out.
-Slide, jump, grapple, navigate and swing
Temple of Delphi:Exterior A
-Slide
-Air block strats to avoid slide again. Right to t,s,s,s for the hive. Tossed a parasite at a spawn for giggles. OS whoring away from chests (so he won't try to grab them).
-Grapple
Delphi:Python C:Exterior B
-Start ride
-Turtle (just be sure to move out of the way of barriers and have them break the last one).
-Grapple
Delphi:Python C:Exterior C
-Turtle.
-Grapple, navigate and grapple
Delphi:Python C:Interior
-Slide, jump and slide
Delphi:Python C:Exterior D
-Turtle.
-Grapple and navigate
Delphi:Python C:Exterior E
-Turtle.
-Grapple, swing, slide and jump
-Grapple
Tower of Delphi:Shaft:Exterior
-Navigate
Towerof Delphi:Shaft:Interior
-Navigate
Tower of Delphi:Neck
-Navigate
Tower of Delphi:Head
Manticore
S1 - Mostly time-out air phases. I did opt to just movement cancel t1 spam though I could also air light (more risky). Ground lights can reach, but you have to manually block cancel when rage fills (just s1, s2 and s3 allowed). Didn't bother with t0. Moving aside from his double breath sufficed while keeping close to bait charge (get clear and chase down without hanging out too near fire trail so unnecessary damage isn't taken without realizing it). See telltale sign of landing, block at where he'll be (as even the second bounce from his landing is a continued hitbox *lingering*) and begin t1 spam. If he roars, you get a free attack. Mostly it will be tail stabs to evade trick into after ~2 t1 (remember the wingstep before it is not an attack). Wingflap is an annoying keep out, but less of a problem than with Shield Plume focus (o1 pushes you forward into the hitbox after evading). Just block, evade into it and begin t1 spam. He'll likely fly. If you're lucky, he'll taunt or otherwise opt to stay on the ground.
S2 - I still have trouble telling which melee is coming and the timing, but if you perfect block either, you get a free t1 (just be ready for flamethrower off the tailstab). If you get guard broken, don't bother fretting with an attack and be ready to last moment side evade the flamethrower (timing being off means near death from full life *a lot of this and actual instant-death with how damage is balanced in this entry seeing foes have higher base values than normal and us with lower values than normal with less growth on the element specials*). Just watch for random flamethrower or birthing (twice) with the latter being wise to get away from and 4x OS spawns.
-Pull
Temple of Delphi:Bridge
-Cross
Temple of Delphi:Front Gate
-Open
Temple of Delphi:Cerberus Mongrel Arena
-Face it uptop first. Tactic is just block and t1 as much as you're able so long as it doesn't warp (if so, run away and be ready to hop if too close to the spawn and/or AoE). Once pups spawn, rush away from the 'fence' for the entrance (pulling the mongrel). Clear the the warp and back to close range strats. Keeping it up long enough, you dizzy it (ride and use fireballs as you work your way up). Rush back to the bottom as before. Kill mongrel. Remaining hounds (if any) ringed out with OS.
Temple of Delphi:Mist Gate
-Navigate
Temple of Delphi:Hall
-Navigate
Temple of Delphi:Upper Halls:Eastside Hall
-Easiest to let the Shield guy open things up (slapping the Cap away off-screen or into a wall stun) before pulling the shield away. Alternatively, if you see Cap glitch at the camera border, just use that opening. With that settled, next is Tether on grunt to WB (and maybe OH) the Cap over and over. If the Cap is dizzy, you're welcome to grab him and maybe t1 before going back to it. This will do most of the needed damage. With just Cap, block an attack and begin juggling (T to s,s,s and repeat until ready to lose the lock, then OH).
Temple of Delphi:Upper Halls:Eastside Hall:Room A
-...
Temple of Delphi:Upper Halls:Eastside Hall:Room B
-...
Temple of Delphi:Upper Halls:Westside Hall
-Just bait overhead from range, respect the aura (give it a little time *not too much or you will get zapped*) and begin juggle lock (T,s,s,s). When she gets dizzy, feel free to slap her with t1 a few times and use the grab if you like (then back to the other approach *create distance rather than trying to catch her with other moves*).
Temple of Delphi:Upper Halls:Westside Hall:Room A
-...
Temple of Delphi:Upper Halls:Westside Hall:Room B
-Mist
Temple of Delphi:Lower Halls
-Navigate
Temple of Delphi:Lower Halls:Soul Trial
-The usual. Seems like something along the rightside wall interferes with targets (watch for that).
NOTE: Had no idea you get a full HP refill after this one.
Temple of Delphi:Lower Halls:Catacombs Chamber
-1v1 strats (working boundaries to keep them taunting). Use t1 slaps to work towards each rage flare-up (just be ready to block/evade it). Bait the rage attack back by the block we use for the puzzle later. Recall that camera abuse cancels their non-rage attacks and forces a taunt (another control measure).
Temple of Delphi:Upper Halls:Catacombs Chamber
-Navigate and pull lever
Temple of Delphi:Lower Halls:Catacombs Hall A
-Navigate and cross
Temple of DelphI:Lower Halls:Catacombs Hall B
-OS harpies into pits and each other. I won't do this again in future bits (just a waste of time).
Temple of Delphi:Lower Halls:Hourglass Puzzle:Chamber
-Exploit boundary after opening summon into burrow (OS for burrow counter then again for OH to force burrow and loop *killing Phantoms by consequence of the dead Wraith*). Same for the other, but if he doesn't burrow, you can launch to OH (starting the loop).
-Navigate
Temple of Delphi:Upper Halls:Hourglass Puzzle:Chamber
-Navigate
Temple of Delphi:Lower Halls:Catacombs Chamber
-I drop right where the Guard spawns, pull the shield away and begin slamming him into harpies (before OS spam on them).
Temple of Delphi:Upper Halls:Catacombs Chamber
-Navigate
Temple of Delphi:Lower Halls:Hourglass Puzzle:Chamber
-Do puzzle
Temple of Delphi:Oracle's Chamber:Bridge
-Navigate
Temple of Delphi:Oracle's Chamber:Arena
Castor and Pollux
-Toss rock
S1 - Plan on using a lot of rocks to speed things along (lots of t1 focus to keep things simple, too). Just have to be careful not to use it point blank on the off-chance his repel deals damage to me through the i-frames. Get in on him (avoid sweeps) after using up rocks and block his melee string. For the final hit, either circle strafe (with a hop to avoid shockwave) or double jump over it into air lights (probably easier *went with this as the focus*).
S2 - Keep in his face. If he dives, move under it and come back for t1 punish. Keep out of time slow. You shouldn't have to deal with his melee string for long as he likes to burst here (upon doing so, just block it and 2x t1 *repeat until done*).
S3 - Slap away the pillars. Not much to it, really (quick rolling helps with the penultimate and air blocking for the approach on the last).
S4 - Free hits during exchange (not sure if they count). Make use of rocks. Warp to overhead is air light territory if you see it coming (otherwise evade it). Warp grab is the same. Four hit string is just about turtling up (blockable gets 2x t1 punish while dive just gets 1). Burst won't loop infinitely, but you can try.
S5 - Get in on him (paced double jump over the floor sweep) and turtle up. If he uses blasts, block the first two, evade under the rest and t1. If he bursts, block and move to get back in for a t1 or two. If he melees, quickly block the first two then strafe to confirm the ender (if blasts, just let two whiff and 2x t1, but if the overhead, let it whiff and land a single t1 before seeing his next move).
S6 - Always land a rock to start things off (get rid of that aura). After that, S5 again (though you will probably want to use the other rocks before treating it precisely the same).
Passage to Delphi:Bridge
-Stomp and get AoU
-Puzzle and navigation
Passage to Delphi:Path
-Navigation
Passage to Delphi:AoU Trial
-AoU and move along. Silly oversights in design.
Cistern:Hall B
-Was going to go for t0 for dizzy into BR (for both Grunts), but I bumbled into another (less refined() way. Started with a somewhat risky launch during the overhead lightning at the start, then lured the charge of grunts as I retreated to bring them (preferably one) to the start. Launch to air lights to air OS (CG) until armor broken, then WB to OH on the other (for the same, but on the Siren). Siren now alone, bait overhead lightning, 'T,s,s,s', t1 punish dizzy and repeat for kill.
Cistern:Arena
-Fought at exit barrier (opted for T to OH over and over for Cap this time). OS whoring.
Cistern:Hall A
-Navigation
Kirra:Gate
-Tossed Parasites at Berserker until alone (usual handling). Bugs tossed at each other.
-AoU bridge
Kirra:Path D
-Navigation
Kirra:Waterwheel Puzzle
-Do it
Kirra:Grotto:Swim Tube A
-Navigation
Kirra:Grotto:Gate
-Just opted to 1v1, but not rely on the taunt opening. Lots of t1.
-Puzzle
Kirra:Grotto:Swim Tube B
-Navigation
Kirra:Harbor
-Navigation
Prison of the Damned *return*
Aegean:Mouth:Interior
-Could just dump all the grunts over the side before facing Mongrel, but opted to WB to OH for dizzy, mount and fire ball them over and over (then t1 chip Mongrel). Worked well enough.
NOTE: Got a Blue Screen when updating to this point, but GFAQs has become the real MVP with regards to remembering things written in the textfield. "I love it!" - Gene
-AoU
Aegean:Entrance:Hall
-Navigation
Aegean:Empusa Balcony
-She can get stuck during scurry (along foreground where there is no real wall), but don't count on this (if it does, t1 spam). OH spam against a wall (real or otherwise) is okay. Same for air OS. Damage on the grabs are just too low for my liking. Should be at least 3x stronger than this (if not 5x). As is, I'd rather T,s,s,s some more (preferably along the invisible walls so she doesn't bounce though that would be 1DMG extra per instance *as you can lose control*). When dizzy, get in a t1 or so, use it and look to set her up again.
-Navigate
Aegean:Rooftop
-WB them into each other.
Aegean:Entrance:Path
-WB first to foreground pit. Toss others towards it. Those that miss will be WB'd over.
-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
-T,s,s,s Siren around until grunts appear. Begin (carefully) slamming them into her until used up (she'll probably die first). Gorgon gets the usual CQC with blocking her double tail slap into t1,s1 until grunts appear to slam into her. Once used up, more of the CQC (just tedious as Hell).
-Drag block and climb out
Aegean:Arm:Interior:Hall B
-Navigate
Aegean:Arm:Exterior:Path A
-Do QTE
Island of Delos
Delos:Landing
-Plume spam from range (abuse of camera can help control them) for dizzy, then BR. Repeat. Preferable not to get multiple dizzy at once (wasted). Captain appears. Lure his charge and take him and spawns down the dock, then lead him back the same way (away from them) to the top-right corner (where an elevator is constructed later). Launch to air OS is what I went with (over and over). With him gone, back to t0 for stun (into BR at walls).
-Interact, AoU, Navigate, AoU and lever
Delos:Path A
-Lured the javelin guys below, then got where we interact later, pulled one at a time for openings to launch to OH (or air OS) for CG based ring-out. After the first, I then pulled the sword grunts in the same fashion (before finishing the rest of the javelin boys).
-Interact for QTE
Delos:Path B
-Couldn't spread damage around with t0 owed to fire bombs being disallowed. Just got the first one to push me into a corner, punished his thrust with 2x t1 and an s1 between his double swing (then t1 *though you could hop the thing and go for air light spam, but if you don't react to flare-up properly you will take damage*). With rage, just bait it in this corner, move just outside range (while using the boundary to keep the other away), get back in (repeating this) and put yourself into the corner (repeating for red halo). Same for the other.
-Navigate
Delos:Foot of Apollo:Scaffolding
-Mostly t1 spam. Block the third hit of his flurry, then get clear (or evade the last hit) before punishing his downtime. Unarmed is same as usual.
Delos:Foot of Apollo:Exterior:Path A
-Navigate
Delos:Foot of Apollo:Interior:Path
-Navigate
Delos:Foot of Apollo:Broken Gears Puzzle Room
-Could have worked the top-left (background) as usual, but tried bottom-right (foreground) instead. Went okay though I did make it easier by getting rid of the spawn over there while the Empusa was away (not sure why they varied HP for these things between the 'boss' spawn and this version, the the former is better only taking 4 grabs versus fucking 12. Anyway, usual handling for the rest.
-Puzzle and Navigate
Delos:Foot of Apollo:Interior:Hive
-Focused on the hive with Plume before tossing remnants.
-Navigate
Delos:Foot of Apollo:Exterior:Path B
-Navigate
Delos:Foot of Apollo:Amazon Scaffolding
-OS queens into the entrance corner (really wish we had ring-out). Amusing as it is for an enemy to have a counter for wall collisions (Amazon), I don't much like them also having a counter to OH and air OS in addition to this (would help if it was a case with a CS mini-game to win for both *like RBP*). Too many foes are drags to fight with basics. Anyway, get rid of all harpies, then take on the Amazon. I ended up not caring for getting her in the corner for attempted lock (she kept falling out of it), so I went with t1 spam (punishing her wall collision bounce over and over). Slow and steady. To think, if the wall collision scaled to 5 as it should, this would be quite quick. But then, t1 shouldn't have been nerfed and the invisible wall shouldn't prevent ring-out.
-Destroy scaffold and navigate
Delos:Foot of Apollo:Gondola Lift
-Toss them into each other for ring-out.
-Navigate
Delos:Head of Apollo:Sibyl Chamber
-I was going to lure one to the top-right (lift) as before, but I pulled two. Ran from this and saw one slightly followed back out, so I lured her away from her friend (doing nothing). Once in the open, I locked her down up until it wrapped all the way back (waking the friend), but too late. Dizzy state abuse (went back and forth between them). Last one got the usual lock.
Delos:Head of Apollo:Gear Path
-Navigate
Delos:Head of Apollo:Hive
-Went for ground one first with quick combo, then air lights for the other before backing up to toss Parasites.
-Zipline
Delos:Leg of Apollo:Exterior:Arena
-Reverse Centaurs. Got Amazon near cliff, baited taunt, launch and slaps to float her over.
-Yank and Navigate
Delos:Leg of Apollo:Interior:Flame Lift
-Navigate
Delos:Leg of Apollo:Exterior:Scaffolding
-Navigate
Delos:Statue of Apollo:Interior:Path
-Navigate
Delos:Statue of Apollo:Interior:Hive
-Toss parasites into each other, then the long air light spam session begins. Terrible.
-Navigate
Delos:Gauntlet of Apollo
Megaera
S1 - Biggest issue is not having t0 spam available (can use it, but have to watch rage building). Still quite doable to use s,s,t at them (just watch for signs of hyper armor starting *and rage building*).
S2 - This is more troublesome, but if you take it slow you'll be fine. Mostly working corners and using t1 to slap her away. Her attacks can help knock away those that would interfere.
S3 - This continues the trouble as now you want to finish off Spartans (who won't respawn for now). The good news is that her grab will rid you of all rage build-up. Hell, if she misses you and runs into one of her own, she throws them to deal damage (and opening them to a hit from us). You'll start by killing adds, then t1 her.
S4P1 - Need to acquire a javelin WW. While we could endure the alternative method (bug), there isn't any real point (just makes things harder when it isn't forced). Just get the WW and toss some her way.
S4P2 - Use the rest to move her along.
S4P3 - Beat down Spartans for another Javelin (toss a few her way to end this).
-QTE
Tisiphone
S1 - Kept close for t1 spam. If she went to the sky, I'd confirm which attack it was (dive bomb gets blocked, then t1 while meteors were run away from long enough that my air light spam wouldn't see me punished on-landing). Shotgun is dangerous to count on just walking under, so I evaded it.
S2 - Run around long enough for the barrier to drop then air light spam.
Furies 1
S1 - Mostly punished team attacks. When Maggy is thrown, I hopped over the shockwave and began some t1 punishment (had to get away if Tissy tried to grab). If she got Daemon, blocked the first attack, hit with t1, blocked the multi-hit, got away and jumped over the shockwave before a bunch of free t1. Other than that, occasional ranged t0 or t1 (then evade away if too near a grab).
S2 - Took this slow by leading Maggy well away, making her whiff an attack and rushed in (ideally when meteors were halfway finished so I would arrive as it became safe to air light spam). Repeat until at right/center position where it becomes about this, but having meteors just end before you get there so you can use grounds strings (unless you want to keep at air lights *fine*).
Delos:Forearm of Apollo:Oathstone Puzzle Trial
-Do it
Delos:Forearm of Apollo:Oathstone Combat Trial
-Wait until enemies spawn, then cast OSoO (else they never stop). Tether to WB/Toss over foreground cliff.
-Navigate
Delos:Forearm of Apollo:Interior:Path
-Navigate/Puzzle
Delos:Leg of Apollo:Exterior:Arena *again*
-Was going to wait on killing the Amazon, but I saw her taunting near the cliff (after I'd kicked the hounds out from mid-range), so I launched to juggle (floating her over). Normal Mongrel handling.
-Puzzle/Navigate
Delos:Leg of Apollo:Interior:Flame Lift *again*
-I was having a little trouble with my OSoO placement here, but I got it sorted (after losing half my HP). Ended up with t0 chaining (from boundary) for dizzy into BR into walls, but also some armor breaks into WB to OH into others until down to just the Fire Talos (normal handling).
Delos:Ribs of Apollo:Scaffolding A
-Navigate
Delos:Arm of Apollo
-Navigate
Delos:Ribs of Apollo:Scaffolding B
-Took the shield away right away, then used him on the Captain (only needed a few launched into air OS *turtle to weight on opening* to get rid of it). Final Captain had normal handling.
Delos:Ribs of Apollo:Interior
-Navigate
Delos:Ribs of Apollo:Furnace:Lower
-Baited the charge towards the red hot gate boundary, evaded its attacks and got it walking at me for free hits here (when it dizzied, I had to set it up again). OS to kick spawns for ring-out.
-Interact and Navigate
Delos:Ribs of Apollo:Furnace:Upper
-Open and Navigate
Delos:Ribs of Apollo:Furnace:Lower *again*
-Do it
-Usual opening (rushing for top, T for three ring-outs), but then pulled Gorgon to bottom-left boundary by the HP chest for slow chip. Was getting angry with the Sling users proving difficult to easily ring-out, so opted to lure them near the top-right boundaries for t0 build-up of stun, BR into a wall and repeat.
-Interact and Navigate
Delos:Ribs of Apollo:Furnace:Upper *again*
-Triggered second wave of spawns, took them to foreground and rung them out.
-Navigate
Delos:Ribs of Apollo:Furnace:Flame Conveyor
-Navigate and Interact
-New idea (air OS) didn't work well. Just had to carefully use WB and toss to get groups into the fire, not get caught on many dizzy grabs (or OS kill), etc.
-Navigate
Delos:Shoulder of Apollo
-As my testing showed, opening is going to top-right, Tether Shield, get away (quick rolling around the arena) until you've lured the crowd away with one shield guy able to pursue (other whiffing an attack), go back to the corner for another Tether towards off-screen, repeat.
That's the first step (and a pain to do repeatedly). Second step is tossing all the grunts out until you get the next wave of shield users. Not so bad to ignore Juggs like this.
Now the shitty part. Getting an opening like both Juggs running themselves ragged, no sling guys tossing shit and only one shield guy chasing you so you have an opening to take his shield away is unlikely (though it happens). More reliable would be having them group up as you get charged by Juggs and evading their attack just before impact. If done right and the game wants to give it up, they'll ring-out the shield users for you. Can take a few attempts (annoying as you get pelted by sling guys if they aren't all dead).
Then you just use the remnants (starting with slingers) to get close to the Juggs and lock both down with WB to OH while trying not to use their dizzy grab (Tether evade around to stall if need be). Use ammo well and you'll soon have one at red halo. Do it some more while keeping track of which Jugg you've been hurting all this time for the other red halo (whilst weakening the new guy). Once all your ammo is used up, it is a 1v1 with a hurt Jugg (normal handling). Don't choke now.
-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
Delos:Ribs of Apollo:Furnace:Flame Lift
-Kicked dog into pyre, launch to OH for CG (into the pyre), boundary abuse for another, kicked another dog and everybody fell between dividers.
-Interact
-Same idea. Start is a Fire Talos, beat it for rage state, bait the move over the pyre with a diagonal jump and it insta-dies. When the next one spawns (later), have it over a divider before getting enough kills (can just wait for hounds to spawn for easy sacrifices). Better not to waste time chipping away at them.
-Interact and take lift
-AoU
Delos:Eyes of Apollo:Light Puzzle Room
-Clear the crystal
-This fight sucks ass in PAIN+. Way too long and the finale has 2x Sibyls without a good way to control them (like ToA W1). It is optional, at least. Just move the block along the boundary (tough until you get to the leftside wall with foes far away).
If doing the fight, t0 chip the Phantoms away (low HP means two will do the trick). Alternatively, t1 (but you need to be closer with that). Wraith spawns. We cannot stop the summon, so just let it happen, he'll burrow and you'll use the boundary to get pause his movement (run up and begin OH loop or at least start it, then run away as you get him to the boundary away from help).
When a Captain spawns, it won't pay attention to the boundary, so just bait it there for launch to OH (or air OS) over and over while the Wraith giggles. Then another one. Then normal Wraith handling (can catch him before he can summon stuff).
Final wave is finding an opening to launch to air OS (or OH) the Wraith (starting the loop), then getting safe OS to OH in. When just 2x Sibyls, it is like my ToA W1 PAIN+ testing reports (and it is absolutely awful to chip with T to air lights). The crystal above can block their overhead lightning, at least.
-Do puzzle and Navigate
Delos:Latern:Landing
-Same S2 handling as before. Just t1 spam. Block his blockables. If guard broken by the wing flap, you're still fine. If the tail does it, you're guaranteed a flamethrower with only enough time to at most get two light slaps in (risky). The idea with the tail is to perfect block it (if not air blocking, but that takes effort too *and evasion is too risky for my liking with how long this takes and chance of mistaking it for the wing slap*) and get another t1 in before needing to last second side evade flamethrower. I look to keep the fight in the center (most room to see and move). Despite my best efforts, I couldn't keep up pressure enough to be sure if PAIN+ could prevent birthing like my NUR+ did. Just get away from Manticore and OS whore the weak spawns (only takes 4 here, which is far more reasonable than 12) before getting back to it.
Delos:Lantern:Eyes of Truth
-Do it
Delos:Lantern:Trial of Archimedes
-EoT and Interact
W1 - The idea here with the 'bonus credit' would be to have just 1x Hooded Gorgon with 2x Siren Sibyl (two respawns from a shared pool, so taking out one then its respawn won't leave you with just 1x Siren with a respawn *would have been a blessing*). That much is obvious (as before). Based on my testing, the strategy would be to get safe openings to launch into air lights on a siren until you get red halo (gold halo isn't on the table as we can't keep up pressure enough for dizzy *if we could, we would stand a better chance as then you could switch between sirens until one is dead and the other is near death with the possibility you stall just long enough for the surviving dizzy one being used to catch a new spawn and loop some more, then again and suddenly the fight is down to a weakened lone siren with a gorgon). Repeating this long, painful process twice more leaves you with one Siren (less painful to get in on) for another drag before just a chipping battle with the gorgon (as done before this, but no need to force things into the corner like before).
It would be ideal if we could isolate, but those tactics feel through. There are no ring-out means in PAIN+. Petrification build-up slows (can help) and total petrification on the ground keeps a threat or so behaved while you chip away with less barrages comign your way (which is nice). The real money is getting a Siren frozen while in the air...as you air or ground juggle her. If you don't, my experience has been she'll stay afloat in the sky (or fall and not shatter). If you land hits while she's getting this kind of love, she'll fall (and shatter instantly *we don't possess nearly the dps even left alone to break statues, so this workaround is precious especially with neither partial petrification nor petrification damage or even really friendly fire to help us in the task*). I don't see myself getting even two (much less three *I'd be dreaming with four*) lucky early shatters so I can just chip one down (over a long period) to get a lone siren (to do the same to *more easily). If that happened, I'd stand a chance. I've only ever been that lucky once (and still jobbed with the lvl5 BoC from before). I've had a single siren shatter around a dozen times, but that is still uncommon compared to the number of attempts I've made. It is hard to set-up/go far.
Anyway, this wave is optional for PAIN+, so I don't hold back (using NUR+ strats to decimate it).
-EoT and Interact
W2 - Opted to cause both to spawn at the top (to keep them away from harpies). OS all harpies out at bottom. Had a Hell of a time getting Amazons to co-operate. The only reliable time I could launch them was their taunt, but they often didn't want to do it when even half across the arena unless I was along the boundaries unless off-screen, which means they're at the foreground and me at the background. Floating over the background invisible wall doesn't work. I think the foreground might, but they both died before I set it up as I needed to get them apart, have the bottom one taunting with me at the boundary near the middle with her off-screen, rush in during the taunt and T,s,s,s (repeat) with her at the center (so no wall bounces) all the way to the edge.
Tall fucking order. If Amazons had better design, this part wouldn't have dragged so damn long. They could have even made it so that Tether on their mounted state would cause CG (and be able to ring them out), but even that isn't a thing (if one wanted to risk having harpies around to begin with). Reversal not being able to ring them out (nor the blowback from the likes of t1) sucks shit through a straw (along with even the grab available to me *reversal* being weak as shit). Once they died, the last of the harpies finally spawned (more ring-out). Electric Talos got the usual handling, but had to mind the flame trap (fought from more towards the center and kept track of flame jet location).
NOTE: Still nowhere near as fucked as W1. That's truly nightmarish. I've said it many times, but there were a few easy fixes for the enemies and arena that would drastically improve the quality of the fight (without getting into bigger changes like adding a taunt to the siren, not allowing off-screen attacks, not having the camera pan far out, fixing OSoO, making the gorgon light as in the older games, only having the false OS punish apply when grounded, drastically rebalancing petrification, etc.). Even just adjusting petrification to be like GoWII (their resist isn't a big issue here) would mean a petrified Siren gives 5 seconds to deal 10DMG (more like 35 here) aside from allowing friendly fire (and no glitches where they don't fall). We can't break them as things are now, but with even that (much less GoW1's set-up for them) they become vulnerable. I could go on and on about improvements here.
-EoT and Interact
W3 - A total joke. Reverse centaur charges for red halo. Get to boundary, launch a Wraith into OH, get back to boundary, pull that wraith into a loop until dead and repeat.
-EoT and Interact
Delos:Lantern:Eyes of Truth *again*
-Do it
Aegean:Arm:Exterior:Path A *again*
-Do it and Navigate
Aegean:Arm:Exterior:Path B *again*
-2x Empusa in super tedious fashion. Why not allow ring-out? Why not have grabs deal real people damage? Why not even the normal default collision damage (much less scaling)? Just awful. They make so many fights into boring slogs almost demanding cooldown trash (sign of things to come with Nu-GoW's runic crap as with a mess of unskippable cutscenes and more 'humanizing' garbage *or even platforming being de-gamed with loss of combat and fail states from it by and large*).
Anyway, the tactic I used was based on finding I would get off-screened with their AoE DoT (making air OS unsafe with another nearby as you fall into an unblockable that hits a bit into the sky) or the projectile (doing tons of damage and stunning me for more damage). I lured them to the top-right and moved to the top-left. I found moving up along the entrance wall (left) would draw the aggro of only one of them (likely bug as they shouldn't behave differently) then go back to the boundary when it comes for me (but not too close to the wall). Launch to OH. No more, no less. Repeat until dead. When one goes down, I use the juggle strats on the other (when dizzy, use it and repeat for red halo *use it and move along*).
NOTE: Again, just re-imagine this fight with a Parasite Hive, even. Make them ice type. Allow friendly fire on statues and you're already sitting pretty. This aside from lowering statue HP to reasonable levels. Don't even need petrification damage (toss a parasite at an already frozen statue for big damage shattering them). Partial petrification wouldn't apply here. Really wish they hadn't fixed that (even though it threatens us, it is worse for enemies as that alone would make ToA W1 eat shit *hard to believe they caught on to that oversight from GoWIII*). What were they thinking having the ice rage dump reset build-up (and drag airborne foes to the ground)? Why have all spells cost the same (and need lvl5 for non-Fire)? This HoB rip-off can't even do statue damage (or be held much less released early so you don't waste time needed to shatter things). Things fall out of the cast, too. But enough of this.
-AoU and Interact
Fury Citadel:Alecto's Chamber
-QTE
Fury Citadel:Illusion Maelstrom:Boat
Furies 2
S1 - I really want to keep my life high, so I went for no damage. This fight is much more frustrating than I expected. Like the case will be soon, it is about patience. She is daring you to forget the game's panned out camera will make it hard to see as with foes blocking view of each other, bad cues and off-screen attack start-up. Idea was to try and keep Spartans away (so I wasn't being pinned down or poked during openings) going from one side to the other. Her charges were good for clearing out those in her path (ring-out), but they tend to respawn on our location (annoying), so that can backfire. At least she brings herself to us faster than they can follow. It is the same as her original S1 aside from meteors hitting in the sky (which is frustrating as air light spam would do well to punish this and ignore the adds). I opted to focus solely on landing t1. If it hits and she no-sells, it will be dive, flight or shotgun. The former two are no threat, but watch for signs of the latter. If she gets blown back (why you might want to try getting her back against a wall), she was starting up her 4 hit string (won't interrupt her on later hits, but the first jobs to t1). Better not to count on jumping over her dive clean (so air block if not evading or running aside).
S2P1 - I just went with air light spam, EoT and blocking ink.
S2P2 - More air lights at center while watching for signs of other attacks. Ink and stings are blocked, but clear out for the first part of double slam (stand aside for follow-up). EoT barrier.
-QTEs
Fury Citadel:Illusion Maelstrom:Elevated Ruins Arena
S3 - Air light spam is fine. Just get back from double bite (punish with 2x t1). Don't use s4. Back away from shockwave (and jump over). Easy.
S4 - This is fucking ridiculous (as expected). The same as before, except I can't speed it along (OSoO) or use my get out of jail free card (at least the WW keeps re-appearing as one-time i-frame use, but there is a brief bit of recovery after it where you aren't safe, so you can still get yourself killed pulling the thing out). It is just about safely landing t1 over and over (air lights for punishing meteor *sometimes for punishing the 4 hit grab ender*). It doesn't seem like an absolute, but most of the time Ally will roar after doing an attack (an obvious free space).
I've noted before how her ink doesn't hit on the left (free space) aside from the double bite not reaching the back (so left is safe from that too). The only threat from Ally is the shockwave (and what a threat it is). Tissy's meteors are back to not hitting in the air (letting you air punish her). I don't feel like it is wise to try and punish Tissy there if Ally is roaring (as I've too many times been in a hard to negotiate spot where RNG next picks Shockwave and fucks me up). Punishing Meteor during inking (so long as you and Tissy are on the left) and double biting seems fine.
Shotgun is super annoying when used with the camera panned out (hard to see coming). Charge can easily push you into danger with hopping it not always being safe (air block can help). We can get stuck on the WW (preventing a dodge from moving ahead), so I sort of feel you should pull it away as soon as it is safe to do so (or just recognize that is a thing and try to avoid it, I suppose). Ink is shit as break-out is impossible without taking another (hit) or using OSoO (death). It is, of course, unblockable here, so just stay out of the area when you see the set-up.
I tend to favor the center-back so I have more room to move either way, but I wonder if that is the best bet (maybe just stay on the left the whole time). As hinted at with handling of meteor, I prefer to see what attack Ally is doing before trying to punish Tissy with t1 (watching for signs of what moves she'll pick and figuring what the best course will be *some combos are very dangerous as with failing to lands t1 to interrupt the 4 hit string so as to be locked down while Ally gets time to try something like shockwave or even ink when not on the left*).
I really don't feel like I've lost that much skill with age. The fight just seems absurd with what it asks me to keep up with (worse than Hades' "beautiful queen") and for how long. Select abuse is being employed now to give me a chance to react, but there is a delay after it that I don't recall in other GoW entries (the sort of thing that makes it almost not work as an option). The game just finds all sorts of ways to frustrate you (sort of like how in VH NUR+ it wouldn't always display all my items as they cooled off or even when cooled *just seemed a little random about it*). Makes me legitimately angry playing this bit.
Seems important to not use t1 too early. Want to land it to interrupt her 4 hit string else things get hairy. You can trot to around her charge, which can be a good strategy, but takes a lot of skill (less so with select abuse). Towards the end I was thinking it might only be safe to punish things during Ally attacks other than shockwave given how often I got caught up by some combo as roar transitioned into something else. That she can opt to attack twice in a row sometimes really throws things off (not a fan).
Felt like RNG let me win on the final go (not much shockwave, wasn't getting meme dives into charges at bad times, etc.). Not sure how I'd consistently beat this bit even while playing patiently and exploiting Select as I once had done for Persephone's overly long fight (where at least there was only one foe to keep track of with pretty simple attacks versus two who can mix attacks at different time and place intervals to create fuckery well beyond what you would expect in GoW *truly playtesting champs were on point here*).
NOTE: I find myself wondering where this "Blade Charge" was the whole playthrough (among other things). Sure would have been nice if Ally had low HP in S4, so targeting her would speed through that bit (versus targeting Tissy who has recovered and is up your ass the whole time). Also, friendly fire (because I'll always advocate for it).
S5 - S3 again. Really could have used that checkpoint for S4's start (so I could bash my head up against it without delay *the real piss-off*). I'd say this fight pretty well rivals Persephone PAIN+. Might be harder. GoW:A should probably have two 'gold star' fights, but I'd have to hear the opinion of other vets. It just seemed way harder than the rest of the game (save for ToA W1, of course). SoA was perfectly reasonable by comparison (already a clusterfuck).
Hopefully SBK found some things for this fight. I don't feel there is much I'll have missed elsewhere, frankly. Here it would be beneficial to have better reaction time, ability to track multiple targets better, etc. (read: higher skill). I don't think I was making terrible calls so much as just not seeing things clearly in-time (getting me fucked up aside from losing patience for a bit). I suppose I'll find out shortly, now. I don't anticipate any vets will ever beat ToA W1 in VH PAIN+. Those who have the potential to pull it off (like Taz) aren't coming back to endure that bullshit. Seriously. 30 seconds to start the fight, multiple minutes of chipping down Gorgons to get to the 'real fight' of that wave. Each failure means wasting all that time just to (probably) get wiped out without having done much. For one wishing to try this, I recommend doing what I did (HP regen and one-third damage cheats activated while using your best damage to get to the 'meat' quickly, then limiting yourself to tools you would have in PAIN+ *you will be killing three times faster thanks to lvl3 and the launcher is slightly different, but the testing would go more smoothly as you practice for the real thing, thus I'd advise two save files on this matter*). I don't think I have the luck and/or skill to pull it off. I can only pass one what I learned to those who might finish leading our people through the desert in my stead as Taz had done for us as my Joshua (regarding the Clone War). Sadly, GoW:A is such garbage none wish to even play it, much less suffer such a horrid fight.[/spoiler]
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