^ Lately it's not as bad though, people are becoming stronger, using different classes more, and the runs shorter.
Before patch I'd often be stuck in a team of 5 bows hoping to evade everything and not doing damage. Instead of 7-10 mins runs, it often took 20 mins using up all items.
In last run I've done with 4 axes, realized hammer knight was obsolete too (well.. more like "not all that needed", but still nice to pressure madoras, do AoE buffs and the like, and nice at start when he's flying instead of cannonball). We broke the barrier in like 5 seconds without hammer with simultaneous 4x deathdrivers.
Edit: EDIT : @ionenwks do you have the drop dlc ? yes, item and box, always had them
My best run was 7:29, and I'm convinced could do a better one (that was before +15 gears).
Did a 10min run with my guild not long ago too.
People generally aren't aggresive enough, ending up in a situation where we're just healing/buffing each others the entire timer. Pressuring madoras by constantly attacking him (like sereval deathdrivers at once plus maybe a knight giving him a hammer in the face) actually makes him attack less often (especially if also slowed). Some ATK debuff/fortify makes you not really need fate at all time too (I've survived some of his specials without defending or fate).
Edit: similar thing happened with gog-magog in desert free.. instead of guardian aura.. hammer knight, everyone attacking from the back. The golem was always staggered or being knocked back (from crits / hammer and the like), and died in a few minutes (3 mins I think? wasn't looking at timer) barely getting to hit anyone (again, had 4 axes, and everyone was hitting leg, even the knight).
dgcool3783 posted... Excellent! Quick question: why use Larvayne instead of Aldomea?
thanks :) because larvayne gives better defense than adolmaea (120hp+5vit for larvayne2 vs 80hp for adol2). --- PSN ID : superpj1 (no blank friend requests) - WKC2 GR30 My Trophy Collection : http://www.yourgamercards.net/profile/superpj1?sort=title&order=asc