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Incursions

971 bytes added, 18:39, 23 January 2019
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<u>Playing Condition</u> - this map will be the same enemy schedules for all lanes as found in a Chaos 1 expedition of this map. All map enemies will only have the 'Chrome' mutator, "cannot be stopped", which means that no slowdown effects will work. This includes stun, freeze, and slow. All normal minibosses may spawn. All spawned enemies and minibosses will also have a chrome skin flair applied, but lose it on their death animation. Summoned enemies (i.e. [[Dark_Mages|Dark Mage]] skeletons) will not have chrome skin, but the mutator is applied. Slowdown animations will still be applied (e.g. frozen enemies are encased in ice) but it will have no effect on the enemy other than a cosmetic.
<u>Playing Condition</u> - this map has three ground lanes, two of which will spawn normal Chaos 1 enemy schedules. There are no air lanes on any waves. All normal minibosses may spawn. This incursion assigns one mutator to each lane from the common pool of mutators. Each wave one of the three lanes will be designated as the Griblok Horde lane, and will blink red on the schedule. This is assigned at random, and may change lanes each wave. Minibosses can also spawn each wave, on any lane, at random. The Horde lane will consist of large numbers of three enemy types - [[Kobolds_(Regular)|Kobolds]] (skate version), mini versions of [[Quibly]] (high health version of [[Goblins_(Bomb)|Bomb Goblins]] with bright purple skin flair), and mini versions of [[Griblok]] (high health version of [[Goblins_(Regular)|Goblins]] with bright purple skin flair added). The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named Griblok the Razor on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.
<u>Victory Condition</u> - on Wave 5, the main crystal core still has health, and all enemies are defeated.
 
 
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<u>Playing Tips ('''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content"> Chaos One enemies have hefty defenses against projectile attacks, so unless you have Piercing MODs on your Relics, try using AOE based attacks such as auras, traps, and nodes. These work especially well on the Horde lane as enemies are packed so closely together. Keep in mind that the Horde lane moves, so don't overbuild only one lane. Barricades on each lane are highly recommended while your AOE defenses whittle down their HP, but place them back as far as you can. The Horde comes in groups of tight packs with Kobolds in front, mini-Gribloks next, and followed by mini-Quiblys. Enemy types in each group typically number from 3-12 of each class, with about 15-20 total in each group. Groups are separated by small packs of 3-6 mini-Quiblys. The Horde lane will last longer than the other two lanes with larger numbers and spread out groups. On wave 5, the Horde lane will change to 39 Kobolds and 140 mini-Quiblys. Griblok may also spawn as a large miniboss named Griblok the Razor on any red schedule lane, on any wave, and can spawn on more than one lane on a single wave. Wave 5 can have zero miniboss spawns.</div>
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<u>Playing Condition</u> - this incursion is very similar to a Chaos 2 expedition of Forrest Crossroads, where the four ground lanes are the same but the air lanes have greatly increased numbers, and a 3rd air lane is added on the north end of the map. This incursion assigns one mutator to each lane from the common pool of mutators. Air lanes will have up to three different types of enemies ([[Wyverns]], [[Kobolds_(Flying)|Flying Kobolds]], and [[Lightning Bugs]]) and number from 30-50 in each lane as waves progress. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. On Wave 5, three different [[Ogre|Ogres]] with unique armor flairs will spawn as minibosses, each with a separate mutator. If you look at the schedules, you can see where and in what order they spawn, as the first type Ogre (: Timothy, Wyvern Fan) spawns first, and second type (Jimothy, Wyvern Enthusiast) second, and the third (Gregory, Wyvern Aficionado) spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the West spawn point. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]], the large [[Cybork]]. He can spawn on multiple waves, and more than one lane at a time. His spawn rate is low.
<u>Victory Condition</u> - on Wave 5, the main crystal core still has health, and all enemies are defeated.
 
 
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<u>Playing Tips ('''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content"> The key to this map is having towers to counter Cyborks in each lane and having plenty of air defenses against the large amount of fliers that will come form 3 directions. Air lanes will number from 30-50 in each lane as waves progress, and typically all spawn late in the wave. On Wave 4, one air lane will drop to only 12 enemies, and on Wave 5 all three drop to only 12. This means you can readjust your air defenses on the last waves, and possibly move some towers into position to help with minibosses instead. On Wave 5, you can see where and in what order the ogres will spawn, as the first type Ogre (Timothy, Wyvern Fan) spawns first, and second type (Jimothy, Wyvern Enthusiast) second, and the third (Gregory, Wyvern Aficionado) spawns last. The Ogre spawns are delayed to be spread out. No Ogres will come from the West spawn point. The only additional miniboss that spawns is [[Thorc_the_Terrible|Thorc]], the large [[Cybork]]. He can spawn on multiple waves, and more than one lane at a time. His spawn rate is low.</div>
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