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Incursions

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Chaos 6 Incursions
===Malthius Incursion===
[[File:Malthuis_Incursion_Stage_Banner.png|600px|thumb]]
'''<u>Map</u> - ''' [[The Ramparts]] (Dragonfall Castle), 5 waves.
'''<u>Playing Condition</u> - ''' Each wave pads , marks are placed on the map that heal enemies. You will also face the miniboss Malthius on the final wave. This map has the same enemy schedules for all ground lanes as found in a Chaos 6 expedition of this map, and one additional lane has been added as a [[Skeletons|skeleton]] spawn point under Malthius. Air lanes spawn on less waves. All normal minibosses may spawn. No mutators are applied to any lanes.
'''<u>Victory Condition</u> - ''' On Wave 5, all main crystal cores still have health, and all enemies are defeated.  
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<u>Playing Tips ('''WARNING - SPOILERS''')</u>:
<div class="mw-collapsible-content">  [[File:Malthius_Stage_Mechanics_Locations.png|Malthius Incursion's stage mechanics locations.|thumb]] Chaos six enemies add Hex Throwers to schedules. These units have very long range and target towers and barricades. It is best to try and kill them with traps, nodes, and auras before they get in range of anything they target. If you need to protect a defense against them, the best way is to use EV2's Reflect beam. Set one up in front of the defense you want to protect, with about one hero length away from it as the spears they throw penetrate the shield slightly and will hit your defense if it is placed too close. Dark Assassins also spawn, so be prepared to remove those as necessary.  What makes this incursion unique are the enemy healing marks placed on the map. There are red and purple auras that heal enemy units at a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations on the map. See the picture below for the locations. On Wave 1, only 1 aura is present, on the north double lane right where the two upper staircases end. On Wave 2, 2 more auras are added (3 total) just outside each of the archways on either side of the doorway control crystals. On Wave 3, 2 more auras are added (5 total) part of the way down on both the West and East lanes. On Wave 4, 2 more auras are added (7 total) near the control crystals, at the bottom of each staircase. On Wave 5, no more additional auras are added. The auras heal the enemies, but do not cure ailments or statuses. They have no effect on the hero or your defenses.
[[File:Malthius_the_Learned.png|Malthius the Learned|thumb]]
What makes this incursion unique are All normal minibosses may spawn, but typically just one spawns on Wave 3 from the enemy healing pads placed on "Gazebo Tower" spawn in the mapNW corner. There are red auras that heal enemy units at Sniper Warbleed (large version of a rate of 100% every 1 second. Each wave, the number of auras will increase in predesignated locations [[Hex_Throwers|Hex Thrower]]) also commonly spawns on the mapWave 5 from any lane. See the picture below for the locations A miniboss named Malthius (pic coming soonlarge version of a [[Dark_Mages|Dark Mage]]). On Wave 1, only 1 aura is presentas an NPC in the center of the map, on hovering above the north double lane skeleton spawn point, right where the two upper staircases endlanes merge. On Wave 2He does not do anything on Waves 1-4, 2 more auras are added (3 total) just outside each of the archways but on either side of the doorway control crystals. On Wave 35, 2 more auras are added (5 total) part of the he will drop down and become a miniboss about mid-way down on both through the West and East lanesbattle. Once he is killed, all Healing Marks dissapears. On Also on Wave 45, 2 more auras are added (7 total) near [[Ogre|Ogres]] will spawn from the control crystals, at the bottom 2 lanes on either side of each staircase. On Wave 5, no more additional auras are addedMalthius. The auras heal the enemiesOrges will spawn first, but do not cure ailments or statusesand then Malthius drops soon after that. They have There are no effect on the hero or your defensesair lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5.
All normal minibosses may spawn, but typically just one spawns on Wave 3 from the "Gazebo Tower" spawn in the NW corner. Sniper Warbleed (large version of a [[Hex_Throwers|Hex Thrower]]) also commonly spawns on Wave 5 from any laneFile:Malthius_Incursion_stages_vertical. A miniboss named Malthius (large version of a [[Dark_Magespng|Dark Mage750px]]) is present as an NPC in the center of the map, hovering above the skeleton spawn point, right where the two lanes merge. He does not do anything on Waves 1-4, but on Wave 5, he will drop down <sub>Stage mechanic's additions and become a miniboss about mid-way through the battle. Also on Wave 5, 2 [[Ogre|Ogres]] will spawn from the 2 lanes on either side locations of Malthius. The Orges will spawn first, and then Malthius drops soon after that. There are no air lanes for Waves 1 and 2, and then both air lanes are active for Waves 3-5each wave.</sub></div>
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<u>Special Weapon 1</u> - '''Megashark''' ([[Weapons#Rifles|gun]] for the [[Gun Witch]]). Has 1 spread, 8 speed, and fires "Meteor Bullets".
* <u>Special Weapon MOD</u> - '''Meteor Bullets''', "Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage." The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.
<u>Special Weapon MOD</u> - '''Meteor Bullets''', "Rapidly fires Meteor Bullets that pierce one additional enemy target or reflect off of one surface for 50% damage." The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.
<u>Special Weapon 2</u> - [[File:Tusnami_Icon.png|35px]] '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires "Jester Arrows" which is in the shape of a vertical straight line.
  <u>Special Weapon 2</u> - '''Tsunamic Jester''' ([[Weapons#Bows|bow]] for [[Huntress]]). Has 5 spread, 2 speed, and fires "Jester Arrows" which is in the shape of a vertical straight line.   * <u>Special Weapon MOD</u> - '''Jester Arrows''', "fires a column of Jester Arrows that pierce up to 5 targets." The values are fixed, so it does not matter what level the weapon is or what level the MOD is. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.
<u>Special Weapon MOD</u> - '''Master of Cats''', "Primary Attacks fire a piercing Meowmere projectile dealing XX% Ability Power as Magical Damage and bounces off three surfaces. Projectiles fire once per second and explode dealing XX% Ability Power as Magical Damage." Chaos 6 values [96-125%, 96-125%], Chaos 7 values [106-135%, 106-135%]. The projectile is a small cat head with a long trailing rainbow and cat "meow" sound that fires out at chest level horizontally and bounces forward in an upper arc motion on melee swings. The projectile will apply any crowd control or elemental values of the hero upon contact with the enemy. This attack pierces, but that does not include Chaos enemy's defenses such as [[Shield_Geode|Geode]] or [[Vanguard]] shields.
 
 
 
==[[Chaos#Chaos_VII|Chaos VII]] Incursions==
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