With the release of Eureka Orthos on the horizon,
I finally began to make my push to complete Heaven on High solo. And I did it. So here I am to
give you my experience and tips. As a result of being a recent Lone Hero, I'm far from an
expert. But more guides are better than less, giving people more options and more points
of view. There are some amazing resources from people like Finh and Angelus Demonus
to watch and see how they handle things. That's what I used to learn how to solo.
But those are less structured, less guide-like. They are mostly PoVs with live explinations
of their actions. This is extremely good info, but not what a person might first want when
looking for how to solo. There's a lot of extra things to take into account when trying
to solo a Deep Dungeon, things that tend to get mentioned less than they should.
So here's my go at giving you a guide to follow to become a Lone Hero. Better
late than never? And maybe Eureka Orthos got you wanting a clear yourself.
Let's start off with the basics. Heaven on High is the second Deep Dungeon, unlocked in Isari after
the Ruby Sea story quests and having done Palace of the Dead to floor 50. Heaven on High is 100
floors high, getting progressively harder for each set of 10 floors. It has its own unique elements
that the other two dungeons do not have.
Too basic? Well, you'll learn the specifics
of Heaven on High from the tutorial of it, and doing the casual floors. I also made a
Palace of the Dead guide that should cover everything of the basics. The main thing
to worry about is the Magecite from Silver chests. Those are extremely important for the
final floors of soloing, hoarding them as best you can. You can only hold three, so they
better be made to count. They completely and instantly clear an entire floor of enemies.
For Deep Runs, you must meet one requirement: Have 0 party wipes. If at any point in a save
file you fail a duty, the save is dead. Even if you were on floor 100 and run out of time on the
way to the reward point, you have to start back at floor 1 or 21. For Lone Hero, you MUST start
from floor 1. Floors 1 to 100 all in a single solo save file, no wipes. You can die at least, so
long as you have a Pomander of Raising active.
Before you even attempt to do a solo run, you
may want to do a run to 100 with a few friends to scout things out. But even then, your group
will want to prepare for a journey to floor 100. You will want to farm floors 21-30 over and over
until your Aetherpool Gear levels are near capped out. I would say at least 80s before starting
a Deep run. Because even with maximum gear, things at the top floors are very dangerous.
Every clear of floor 30 will grant you +1 to both armor and your weapon, as well as give you an
Empyrean Potsherd. These Potsherds can be traded to an NPC outside for a bunch of rewards,
including 20 Empyrean Potions each. You are going to want a large stack of these before you
begin. I would say at least 400 for the purposes of having a buffer and leeway to be wasteful.
These potions give you a strong regen for their duration, 30 seconds. They have a 15 second
cooldown too, so you can have these up 100% of the time. Deep floors while solo, you will
never fight a battle without a potion active unless you are a tank. You will also want a
stack of food that gives +10% vitality for a notable HP buff. In the deepest floors,
every extra point matters quite a lot.
Also, all those Super-Potions you are picking up?
Do not throw those away. Those are on their own, different timer than the Deep Dungeon
potions. That means you have multiple potions available for healing. The regen ones,
and your massive stock of cooldown potions.
This guide will be done from a Summoner point
of view. Because Summoner is a god tier pick for Heaven on High. Level 70 and getting Bahamut
turns Summoner into the biggest nuke on a 60 second cooldown. Even Machinist isn't THIS
good, making it the ideal job to do this on. The other choice would be Warrior, because,
well... Warrior. But also Inner Release is at 70. But that's neither here nor there.
Summoner has extremely high movement for kiting enemies running away from them in circles
- which massively reduces the damage you take. Pair it with sprint, and for 10 seconds you could
potentially just be immune to damage. You also have a shield on a short 60 second cooldown. And
then again... Bahamut is just such high damage.
A deep dungeon run not even just solo runs - have
a number of extra things you need to deal with that normal content does not have.
Kill Count
Patrollers
Exploration
Traps
Time
Economy
Treasure Rooms
Risk Vs. Reward
Floor Modifiers
Kill Count is simply the number of kills you
need to open the way to the next floor. In normal content, you kill everything. Deep Dungeons, you
are avoiding specific enemies entirely, and only killing the minimum number if possible. Typically,
to get to the next floor you need 6 kills. But sometimes you need even 7 kills. Or 8 kills.
That's a lot of kills, especially when solo.
Using a Pomander of Flight will typically
reduce your kill count requirement in half, rounding up to 4. This also reduces
enemy density for the floor.
Patrollers are enemies that patrol the floor.
They will always keep moving forward until they hit a dead end. When given a split
path, it will randomly choose one of the two. In lower floors, you might not even
notice that they patrol. In high floors, watching for and keeping track of patrolling
enemies is extremely key to success.
In the middle of a fight with an enemy
with big AoEs, you often need to duck into hallways. But there is now an enemy there,
walking into the room you're fighting. You are now in combat with two enemies. That's a
bad idea given how hard even one hits for.
Some floors, you might get five patrolling
enemies. Which means either you are dodging like crazy, or killing a lot of enemies. Which,
at the least ups your kill count to get out. But some patrolling enemies are an "avoid at all
costs" situation in the final floors. So you need to get used to hiding in corners, keeping
track mentally of where a patroller might be, and generally constantly checking
hallways as you progress.
Sometimes a patroller can get stuck in a pair
of dead ends for an entire floor's duration, even though there's two other paths it could
be taking. Start in room one, move to room two, pick room three, hit a dead end, backtrack to
room 1, and back and forth until you eventually get there. This weird and specific situation can
put you in huge danger if you aren't expecting it. Even when all patrols are dead... assume you
missed one. It might just be stuck at the exit.
Exploration is obvious. Dungeons are linear as
hell, because people don't like variety. Heaven on High and other Deep Dungeons, exploration
is required. You start in a random room with a random layout though there are consistent patterns
to what a floor's layout can be with the exit in a random room. You need to find the exit, while
getting kills, without killing a lot of time.
Traps are an ever dangerous thing as you explore.
You've probably hit a ton of these in the casual floors. In a deep dungeon run, hitting one
of these is practically fatal. Landmine traps can be used to great personal gain if
you have a good plan or are a tank. Otter, Summoning, Pacification... the rest of
the traps are just huge penalties.
The spawn room will never have a trap, making
it super safe to fight enemies in by dragging them back. All other rooms, stick to the walls
as much as you can. With very little exception, walls are safe to rub your face
against. The middle floors, 41-79, there is one or two weird trap placements
that are next to certain walls. Its this specific room on screen. Try to stick to the
flat wall rather than the corner stones. Tip of the stones is where traps usually are.
A room can have up to one trap, but it might have none. Also, hallways never have traps.
Those are another safe spot to fight in.
Time. Time is your biggest threat in Deep
Dungeons. Well, arguably. But Time is always an issue. Sixty minutes seems fine, you only
need six minutes a floor... but a bad floor can take up to ten minutes. Which means you need
to somehow make up some time from another floor, or you'll fall behind and run out.
You also want to reach the boss floors with a bit more than six minutes, especially if you
don't have buffs running. It is a doable time, you want to have some leeway. So more like,
you need an average of five minutes a floor, and ten minutes for the boss.
Killing enemies, takes time. Exploring, takes time. And clearing a full run takes a lot
of time. An Angelus clear video from 1 to 100, is over six hours long. And he's an expert
at this. You will likely not be doing a run in a single play session. Nor will you need to,
since every 10 floors is still a save point.
But look back to even patrollers. Patrollers
mean you are not exploring. Not exploring means you're not cutting a path through to other
rooms. Not cutting a path means you're not finding the exit. Which is all a complex web of
priorities with time. Time remains an enemy to all. Even with the insane firepower of Summoner,
time will be an issue. Less so than something like a tank or healer, but still an issue.
Economy means resource economy. Your Pomanders and Magicite. These are your way to fight back
against time. Simple Strength ups, floor clears, or other effects. If you fall behind in
time on a floor or two, you can just use a Magecite to instantly skip a floor.
You don't want to just be haphazardly using things. Some pomanders are so strong, using
one is absolute worst case scenario. Again, a magecite is a floor clear. Nothing can
survive it except for bosses unless it is an Odin Magecitie. And with how hard floors get,
wasting a resource on an easy win is a huge loss. Not only was it a safe win, but now you are down
a resource. A resource that might be super useful later... Like say for floor 99 which guaranteed
has three negative floor effects every run.
You have to budget essentially. Try and use
your time wisely, then use Pomanders to gain back time as you go. Make sure to open
coffers as you pass them for hopefully gaining more resources. This is something
you will see is what lead to my victory.
Beyond even just using wisely though, you need
to use the timer wisely too. Let's say you have a Strength running at the start of floor 95. There
is 30 seconds left on it. You have a room with a hard to kill enemy in it, but is a decent pick
for getting kill count to open the exit. It is also blocking the door. There's also a very easy
to kill enemy. Rather than killing the easy enemy, kill the hard one first. Not only does
this make moving into that door safer, but gets you kill count, and makes maximum
use of that 30 seconds of Strength.
Or perhaps you are deep into a floor. You
just cleared the exit room but didn't open the way forward. The chest has a Pomander of
Strength but you're full on them. Do you use it now? No. You will go find your next target
then use it. But maybe your next target is an easy one. Kill the target, open the exit, return
to the chest, and then use the Strength. Then the next floor one that may be worse than your
current floor has an advantage running.
Small optimizations like this,
can be HUGE in Deep Dungeons.
Treasure Rooms are special rooms that you might
also have heard called Monster Houses or Monster Closets. They are rooms filled with like, 20
enemies at once. Packed in so tightly that there's no space between them. They also always contain a
bunch of chests to plunder in return. But this... isn't exactly a fair trade unless you're
willing to dip into your economy and the next topic risk versus reward.
A treasure room can be tempting, but that means killing enemies. Killing enemies
takes time. It might also be in the way of the exit, meaning you have to fight through it to
get to the exit. But to fight through after the exit opens means you're wasting precious
time. Or you have to use a Petrification one of your strongest pomanders to kill it all.
Or you can use a Concealment, stealth through the room, and avoid anything that ins't a safe bet.
Sometimes the treasure room is even the exit, so you have no choice but to use
something. There really is just no time to clear it out in the deepest floors.
But I mention skipping things that aren't a safe bet. This leads right into Risk vs. Reward. This
is one of the biggest factors for a winning run, mostly when done poorly. One of the unique aspects
of Deep Dungeons is the chests that appear. Bronze Chests will have potions, phoenix downs, and a
chance for a Potsherd. This chance increases the deeper you go. Silvers upgrade your gear, can have
Magecite those super good nukes and can explode, doing 80% of your max HP in damage.
If you aren't at max HP, don't open a Silver. And then Golds have Pomanders in them.
In the first 30 or so floors, Bronze chests have a chance to become Mimics instead. The next
set, Silvers can become mimic instead. Then finally Gold chests can become mimics in the last
40 floors, while Bronze and Silvers are safe.
Magecite is a super low chance to obtain,
especially in the higher floors. And you can only hold three. Which means you will
be relying on your much larger pool of Pomanders usually. But then that means you are
either permanently down a resource... or have to risk spawning a mimic with every Gold Chest
check. Every chest can be a mimic. A Gold chest dropped from a mimic, can also be a mimic.
And mimics... can cast Pox on you. A long 10 minute debuff that reduces your damage, turns
off auto regen of HP even outside of combat, and applies a nasty Damage over Time effect.
This is so bad that there's a Pomander just for clearing Pox. On top of all this, mimics are
often one of the strongest enemies on any set of floors. They can kill you and have high HP. So
unless you are a job with an interrupt, you're guaranteed to get Pox in the final floors.
Or spend another resource like a Witching to cancel the Malice cast. Risk
versus reward. You risk losing more, for gaining some random pomander. You might
not even get something good. Capped out on 3 Raisings and already have one used? Well
that risk was completely worthless unless you coincidentally die on the same floor.
And this goes back to time and treasure rooms. If the exit is open and you go for an extra chest,
you might lose time for that extra Mimic kill. When going through a treasure room while under
Concealment, a mimic will break the concealment. So will a Silver that explodes. Concealment
and going for the chests in a room full of enemies... huge risk without plans to also just
Magecite or Petrify when the mimic appears.
If you got spare Purity Pomanders to remove Pox,
an early floor mimic can just add to your kill count at a Purity cost. Or you can eat the time
loss from the Pox and just deal with it.
Finally, there are floor modifiers. There's
a large list of them, including positive ones like Hatse and Sprint. But mostly, we need to
worry about the bad ones, which is more risk and reward. Max HP down is a minor one, there's
Gloom which ups enemy attack and defense, but most worrying of all we have No Items. No items locks
both your Pomanders and your Potions. That shuts down all of your options for the floor except
for Magecite. And in the deep floors, you want a potion running for basically every enemy.
A no items modifier is essentially a forced Serenity usage. They clean up the effects a
floor has on it and are usable even under a no items effect. It's that, or a Magecite
usage which is arguably even worse.
Either way, you're going to be taxed. You
need to make sure you are saving your Serenity pomanders for only the floors that matter, that
force you to use one. Floor has Gloom? Well, you're fighting through it, too bad. Floor has
no Abilities? Huge time loss, pick your targets right and nothing that can enrage. Floor 85 and
it's a No Items floor? That's a tax, or become a god tier player that doesn't need potions.
And I'm pretty sure that's not an option.
These are things you need to account for,
plan for, and execute on for maximizing your chances of success. The less you try to
account for the content being different, the less you will succeed. Even some insane luck can
be squandered if you do not take advantage.
Which leads us into actually doing a run.
And I'll sum up the first 70 floors as this: If you care about the first 70 floors, you
probably are not ready to clear. If you insist on seeing a bit of what I do not cover in this
video, I will have a video of all the bosses and my full run from floor 51 onward. That is in the
description and should be a card in the corner.
I didn't even need that many runs to
clear, and by the time I did clear I already thought the first 70 floors were
completely free. They might take time, still need you to actually fight stuff for a bit,
not be reckless, but those are the basics.
You don't want to be running through the middle of
a room lest you run into a trap. Sticking to walls minimizes trap activations, with one or two spots
still possible to trip you up. You don't want to be multi pulling. Summoner is squishy, but can
easily survive most enemies just by kiting a bit in a cleared out room. The regen potion will be
more than enough even for the "scary" enemies.
The only enemy that you will specifically want to
care about up to floor 70 is the Onryos in 61-70. They can do a nasty dot and some nasty damage and
are also Proximity based aggro. Everything else, basic kiting and potions running is more than
enough to survive. At most you will also want to know that the Wakakusa Morbol Seedlings are Sound
based aggro. RP walk to skip them if you want.
That isn't to say they are literally
free wins. Mentally and experience wise, by the time of my clear, they were. Enemies have
AoEs that will one shot you if you don't dodge, but the vast majority are slow casting. Just
don't try to be 20 miles away at max casting range when there's enemies that can do donut
shaped AoEs. Like the plant ladies of 61-70.
Again, the difference is feel versus reality.
You can still very much die to anything, you still need to use your potions and play
carefully. But if you do that, Onryos are essentially the only major threat of these
floors. That and mimics. It isn't a free win, but with even a little bit of experience, you'll
feel like it is. Summoner is just that strong.
Treat the first 70 like 71+, and you are
pretty golden. The exception is exploring. Full clear every floor of chests on your way up to
70 where you can. You want to max out the Pomander stash before we hit the difficult floors. On my
winning run, I did this and still only found like, two Raising Pomanders in the entire thing. I
went into floor 71 with two Raising Pomanders, and got no more afterwards. So while
things are easy, loot the place.
Otherwise, the only things I'll go over
for the first 70 floors are the bosses. Just to show you how to deal with them.
Floor 10: Its literally just the Sirensong Sea boss. Avoid the targeted AoE. Run behind it after it does the knockback. That's
it. You don't even need potions.
Floor 20: Very little to this. Does a conal AoE in
your direction. Will summon small butterflies that dot the outside edge of the arena while it casts
a Gaze. Stand middle, dodge the occasional AoE, and avoid the gaze by looking away.
Floor 30: To even get to this point you probably fought this thing 30 times or more. Stand far away
when it casts the proximity based AoE, and stand under one of the clouds. Being knocked up removes
a cloud, where otherwise everywhere would be hit by one. Dodge the AoEs that come. Supercell is
the "scariest" one since it covers the entire arena in the front of the boss. So don't be overly
far away. Likely still don't need a potion.
Floor 40: Basically free. Will do a targeted
AoE, line AoEs, and a knockback like floor 20. Get knocked back to one of the sides
where there is no wind currents on the edge. These safe spots are perpendicular to
the wind currents. You may need a potion or two if you don't also try some kiting.
Floor 50: Basically just the Sunken City of Skalla boss. Has a gaze attack, frontal cone
and line AoEs based on the pose it makes, with no cast bars. Seems to always go Conal,
Line, Gaze, and then the only real dangerous part. It will do a Proximity AoE with a buinch of
orbs dotting the arena randomly. These explode a few times before they vanish, into the next
Conal AoE. Stand far and away from the orbs. Circle strafe around the boss or arena
and you are safe. May need potions.
A special note here. Starting from floor 51,
I would recommend having +10% Vitality food running at all times. 10% extra Vitality is
worth a ton, whether you realize it or not.
Floor 60: Bosses finally starting to hit
hard. Boss herself does very basic AoEs. Targeted Circle, frontal cleaves, and boss
centered circle. The real danger is the spawning staves. Staves will always do the same
things. First they will do a thin donut AoE around themselves, then a line AoE in your direction.
The first set of staves will appear in two groups of three and four, randomly placed around the
edge of the arena and then four toward the middle. Three spawn, four spawn, three do donuts, four do
donuts, three line AoEs at you, four line AoEs at you. Circle around the edge of the arena where one
of the first staves is not, and you are safe.
The second set of staves will cover nearly the
entire outer arena. Don't rush, but start heading toward the middle as you bait a targeted AoE.
Or head to one of the small safe spots that are "behind" the staves, toward the edges but inside
the donut. I prefer the large middle zone since it is always safe. Then head back toward the edge,
slightly outside of the staves and between two of them. From here, all the line AoEs will converge
in a very small square that is easy to dodge. Staying in the middle, its less clean.
Oh and the boss is doing an AoE here I guess? It doesn't hurt really at all
as long as you keep potions running.
Starting from Floor 61, Golden chests can be
mimics. Grab every Silver chest you can find for the chance to get a Magecite floor clear. Even
if you are at 3, passing up on a silver is passing up on the chance to freely skip a floor.
Floor 70: A boss with a real mechanic here, but otherwise is entirely rendered
non-threatening by basic circle strafing around the edge. Predator Claws is a basic
frontal AoE. You've dealt with this before. Slabber is a large AoE on your location.
Innerspace is a small bit of damage that makes a small puddle, into Ululation raidwide
damage. Do not stand in where the puddle appears, and ignore the targeting icon over you. That
only applies in a party, as this is indicating who gets targeted by Hound out of Hell. This
will stun you on hit, and instantly kill you with the Devour follow up. Stand inside the
puddle to turn mini and avoid the Devour.
You can use self sheilds like Radiant Aegis to
entirely negate the damage of Hound out of Hell, and also the stun. Be careful of this if you do
it. You MUST wait for Devour before you leave the puddle. The stun would normally last until
after Devour, so may even be a safety measure to intentionally be stunned while in the puddle.
Once Devour goes off, walk out of the puddle for Ululation again. The rotation then repeats until
it dies. Keep your potions running when you're taking damage and you will survive handily.
From here, a Solo run finally begins. I say again, 1-70 will become routine and easy if you need
more than even just one run to clear. Any mistake you make in 1-70 would be twice as lethal, if
not more so, from 71 and beyond. From here, you will want a potion running for almost
any and every enemy you fight. Maybe after taking a hit or two, but it does have the
real chance of killing you by itself.
This is also where the biggest rewards are. The
Platinum sacks from Accursed Hoard findings have the rarest loot. But we don't want to go
deep exploring when an Intuition procs. If we pass by where an Intuition shows you
a Hoard location, grab it. But the time loss from exploring just for the hoard... not
worth it since we're aiming for a solo clear. Try not to ever use an intuition on
the 7th floor or higher as there is a good chance you just waste the pomander.
The following info also becomes very relevant: What is Sight, Sound, and Proximity aggro. Some
enemies you can just run right behind without them knowing. Others you can turn on RP walk and just
pass right by them from any direction. Others, if you are anywhere near them at any point,
they will aggro to you. Assume a mob is Sight based unless otherwise noted.
You may have also noticed that mobs tend to be grouped by floors. At the very
least, mentally assume two groupings. Set 1 on the first half of the floors, Set 2
on the back half. But some enemies appear more in the middle of these two sets.
The first half of 71-80 is relatively safe. A number of very easy pick offs with
some dangerous mobs here or there.
Patrolling Tigers are pretty dangerous in their
damage is high. They do a huge frontal cone AoE that is slow to cast and easy enough to avoid
just by kiting in circles. Eyeshine is a gaze, just don't look at them during.
The frozen golem patrolling mobs have basic AoEs that you'll avoid
just by basic kiting. Easy kills.
The final patrol mob is lions. They are similar to
the tigers and another mob you will target a lot, wraiths. They do very high damage like the
tigers, and have a large AoE around itself that necesitates you have a good amount of
room to dodge. Like a hallway available.
Wraiths are Proximity aggro and like to
attack with large AoEs outside of combat, but have a seemingly pretty small range of
influence. Be careful when approaching any new room for these to just cast AoEs as you
approach. In combat, they have a massive AoE of Scream. Make sure you have a hallway or
other escape route as you begin the fight, as it is a huge AoE. It will follow up with the
same AoE as out of combat. A good kill choice.
The deer I believe cannot do anything but auto
attack in a solo run. Very easy kill choice.
Bombs are also a good kill choice. All they
do is a small explosion around themselves every now and then. Kite them and
they can't get near you at all.
The Elbst fishy enemy can do cleaves
and targeted AoEs. These are kind of dangerous outside of combat, as they have
a good distance that they can just decide to shoot a targeted AoE at you. Be sure to watch
under your feet at all times with these around, and are a good target for killing.
Mammoths like to spam Prehistoric Trumpet outside of combat. It doesn't hurt overly much
but it is damage better avoided. In combat, it does a fronal cone AoE into a second conal
AoE with a much wider range. Get to the sides and more behind a mammoth when it uses Wooly
Inspiration. Good to kill just due to Trumpet.
Yetis are pretty safe to kill. They do a giant
conal AoE but as long as you kite near the enemy, you can quick get out of it. The main issue is
Northerlies. If you let it live long enough, it will cast the skill and kill anyone hit.
Line of Sight it with a wall to survive.
Yaks are very non-threatening on the surface. They
only auto attack and not even that hard. However, they have a 30 second or so enrage. They
will draw in everyone nearby and do a stomp, killing you. Focus it down and you should
be fine. Here you see me barely avoid the enrage because I did not have any
burst and the floor was under Gloom.
Okami, avoid at all costs. These guys hurt harder
than anything on these floors. They also have a drain. The only times I have fought these, I felt
like I was in a losing battle, even when I won. Be sure you have a steel or strength running, and
your Bahamut ready if you decide to fight one.
Puddings, avoid as well unless you are good
at using line of sight. Ducking in and out of corners can cancel the spammed casts. These
hurt, and get even more painful shortly into the fight when it will buff itself. Similar to
Okami, kill it fast if you fight it at all.
Here we can see in my winning run, I actually made
the mistake of fighting one. It... didn't end well because I am not good at Line of Sight.
Griffins are Proximity Aggro. If you get anywhere near them, they will attack. But
you also absolutely want to avoid them if you can. These hit harder than anything else on
this floor set and have an enrage. On pull they will cast Freefall, targeting your position with
an AoE. A bit later, it will cast it a second time. This about marks the 30 second enrage.
Words of Winter will cast, killing anyone within line of sight so hide behind a wall when it
starts to cast. This also buffs the griffin even if you survive. If you must fight a
griffin, go all in on destroying it.
As you can see, a number of these enemies become
very deadly. Even considering fighting them, you probably want to have a burst phase ready,
abuse Line of Sight, and kite because your life depends on it. Maximize your Bahamut uses as best
you can to take out the biggest threats first.
I'll reiterate, on these floors and beyond, you
need to prioritize cutting a path straight to the exit, minimal exploring. Open chests as
you pass them, and find the exit as soon as possible. Ideally before you start these
floors and when you finish them you will be maxed out on pomanders. You do not want to be
missing anything for 81+. 71 was notable enough to finally be worth talking about in depth. 81
and beyond is a step harder than even that.
Here's some highlights that show my
process for doing these floors.
I immediately Serenity Floor 73 due to
getting an extra. I got very lucky here, since it was an awful floor modifier. No
Abilities and Gloom? My DPS was basically zero.
I have to Serenity floor 75. Was very bad luck
there, but what can you do? Get yet another Serenity is what. That, that is pure luck.
A common theme for this set of floors is hunting down patrolling enemies instead of leaving them
go. If an enemy is killable, I like taking it out of the equation where possible. Just remember
that this can take time you do not have.
Floor 77 I make a stupid move and use an
AoE. This gets two Griffins into a fight and forces me to Witching, or die. Be very
careful of your AoE moves as a Summoner. Pull with single target and let things get close
before you AoE. Which is Egis and Ruin IV.
Getting out of 78 was a huge risk.
Two enemies right next to the exit, one being a deadly griffin and the other an even
deadlier for me at least - pudding. But if you watch the timings and positionings of enemies,
sneaking through most rooms is very doable.
Run almost ended on 79 since I forgot Yaks have an
enrage. And this floor had Gloom, making it take far less damage. On a normal floor I would
have been fine. Here it was a huge risk.
Also here on 79 I realized these hallways with
railings, the rails count as walls. So if you Line of Sight behind it after pulling an enemy,
they will be forced to run toward you. This makes Griffin hunting way safer since they seemingly
can't auto attack until after the Freefall.