ForumsGamesGemcraft Chasing Shadows Endurance: Is it beatable?

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toastprime
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toastprime
8 posts
Nomad

I can kill the ones with over a quintillion HP but this is a little rediculous.

How's everyone else fairing? I'm starting to think endurance might be designed to be unbeatable.

[URL=http://s899.photobucket.com/user/mritem/media/crazygemcraft.jpg.html][IMG]http://i899.photobucket.com/albums/ac191/mritem/crazygemcraft.jpg[/IMG][/URL]

  • 85 Replies
bilboCGL
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bilboCGL
323 posts
Peasant

Hey folks,
I just joined the club, did f1 endurance - in HAUNTING )
Took a little bit longer than 4 hours, around 10 days...

The Gem, 32s, 64c up to G90, then updated and waved a copy of G91 or G92 in the G95: http://www.bilderhoster.net/safeforbilder/gz3k6n3v.jpg

No more monsters: http://www.bilderhoster.net/safeforbilder/pavsds66.jpg

The outcome: http://www.bilderhoster.net/safeforbilder/3dnmx66g.jpg

The Haunting Proof: http://www.bilderhoster.net/safeforbilder/5nk5bsxm.jpg

It took a lot of WoE and freeze spells,a good use of Infection shrines, my focus shrine had a charge time far over 1k secs.

I used target priority least hp.

Astroshak
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Astroshak
268 posts
Peasant

What kind of monster HP were you looking at, at the end?

bilboCGL
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bilboCGL
323 posts
Peasant

They had around e67hp. Btw: WoE in the end is a little nasty as the monsters recover their hp...

fractalman
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fractalman
635 posts
Nomad

i've been over this: WOE banishments DO NOT work like normal banishments.

yes, they dispell freeze and curse.

No, they do NOT increase hp a la corrupted banishment.

bilboCGL
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bilboCGL
323 posts
Peasant

But they recoverup to their original hp! I had some apparitions on the field, they were only hit by accident with WoE, When I took a look on them, they were down to e46, an easy one-shot target while the respawne monsters had their original hp of e66, e77...
And WoE dispells 'stop healing' by infetious shrines, too.

Insomnia115
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Insomnia115
13 posts
Nomad

F1 Looming, All traits maxed except mana lock, completed endurance also made a grade 100 gem been trying for a while to do that lol. unfortunately dont have pictures of the end of the battle,i do however have a screenshot of the grade 100 if you guys wanna see

bilboCGL
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bilboCGL
323 posts
Peasant

Well done, too. Don't be afraid of mana-lock, at least if you've got enough starting mana (and I guess you have) it is no big deal, just a little bit slower mana-pool-leveling.

Astroshak
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Astroshak
268 posts
Peasant

A few WoE hits should remove a huge chunk of their health regeneration though - I'm not sure if its 30% of their current healing rate or 30% of their maximum healing rate, but either way, 4 casts should at least quarter it. Combine that with gems made specifically for suppression, and you *may* have a decent regen stopper.

Insomnia115
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Insomnia115
13 posts
Nomad

i usually use manalock for XP farming. i just hate waiting and am impatient so i left it out. Grade 100 Pure orange gem was nice. if i had upped my manafarm to the same as my killgem (grade 100 Equvalent supergem) the bloodbound component was insane!, id seen it at about 200 per elevel before but at over 500 per level is just ridiculous lol

http://i.imgur.com/2uVO6qF.png?1

Insomnia115
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Insomnia115
13 posts
Nomad

Sorry for double post,

So is it actually possible to beat endurance on haunting difficulty? and if so what HP are the final waves?

Astroshak
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Astroshak
268 posts
Peasant

That's what Bilbo has done, with screenshots to prove it.

He said e67 HP, too.

Kind of makes me worried - playing on A1, I bombed the last 44 waves to e60 HP to learn for myself the practice of permafreeze manafarming. I had wondered how far into endurance a killgem that can handle that monster HP would get me on Haunting, all traits set. I'm guessing, since e67 was the easiest stage around, that it won't be through to the end hehe.

Oh, BTW - my Grade 70 supergems (killgem and managem, cost equivalency is Grade 84) have over +900/hit level for their bloodbound component.
Managem : x33,545.99 bloodbound, +906.621/hit level, 1,364,240,178 hits
killgem : x32,417.12 bloodbound, +953.415/hit level, 319,535,714 hits

Insomnia115
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Insomnia115
13 posts
Nomad

I cant remember my exact bloodbound component in my killgem was but it was a grade 79 16X supergem. also i play on the latest vesion so no bloodbound in amplifiers for me.

Makes me feel even better about it tbh

Astroshak
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Astroshak
268 posts
Peasant

Yea, pure orange or yellow in amps here, too.

bilboCGL
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bilboCGL
323 posts
Peasant

e67 at haunting is only true for f1 - I remember an endurance run on r-hextile with e77hp at the end, so there is a difference between the fields! I don't think, that e77 endurance can be done in a reasonable time (an I am the one playing up to two weeks for one map). On the other hand: with my experience from this run I might do it faster. A bit.
And for bloodbound: My Gem (manacost 2.8e35, don't know what grade it would be ) had more than X14.600 per hitlevel

Astroshak
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Astroshak
268 posts
Peasant

Ten e levels is a LOT of difference.

For what its worth, using the 64 gem upgrade on all 6 pure yellow amps and the 32 spec killgem, the killgem in my experience so far gains roughly 1000 (maybe a little bit less) times its power each upgrade. If you are looking at e31 at one Grade, after one round of upgrades on the amps and the gem you are looking at roughly e34. That's NOT exact (since I am not looking at the actual numbers, just the e level) but that is the general happening that I've seen thus far.

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