Tuesday, August 7, 2012

Waterworks: a quick through

Several points about Waterworks to know.

1) You will always have four opponents with the mobs you fight, regardless of how many are in your group. The will average between 2500 to 3100 health. I think you'll find every school except myth in the mobs. You can try two tactics in building your deck. A couple of gargantuans, blades, and meteor strikes, banking on two being enough, or instead, one or two blades with either dragon fire or rain of fire. The safer bet would be Rain of Fire, elemental blade, fire blade, and amulet fire blade if you're me :P Then making sure to have something like Storm Lord or Tempest in your Sideboard (some other off school in case your fire won't be up to snuff). Don't forget Empowerment aura to speed things up for a second hit if you are relying on firing two heavy hitters. Empowerment is also useful for getting pips for any heals you may want to cast. This is if you are doing all the damage even. Likely not. If two others also have speed damage-all casts for turn two, that's going to be an average of 3000 to every enemy out and on to the next.

You really don't want to be doing Waterworks without a Theurgist or Sorcerer, or at least a really tough Thaumaturge tank. Three wizards in the dungeon just makes it go that much longer. Two can be a real long haul, and one of the two has to be a dedicated healer/shielder.

There are two "puzzle" rooms that turn into fight rooms. The follow-the-leader eel room is easy enough. One person reads book, and immediately swims forward to the switch ahead. The eel will get there first. Pull that lever and keep following the eel to the next switch and pulling that one after he pauses there (don't get ahead of him). The clams, however, I've never been able to pass. You have to open them up before time runs out, but something about not opening yellow ones? I might be thinking of another room. I'll consult and edit this after I find out. <looks it up> I was right! What they may NOT tell you is, the time is short AND the difference between yellow and blue clams can only be seen in the mouth... the blue is a sort of turquoise-tint blue, and the yellow is a pale maybe yellow-green yellow. You'll know when you pass it when red health balls appear. You'll know when you fail when someone gets sucked into combat. Some say you can bypass. This is probably done by everyone just exiting the room before the puzzle timer expires.

The bosses. There are two: Luska the squid guy (no minions), and Sylster the Manta thing (who has a fire and a death minion).

Luska... (from a youtube blurb of JuneAndAlyssa's)
"Every round, Luska will INK at the beginning of the round before any other actions. 
At the start of battle, he only INKS the first spot (sun), which places a Smoke Mantle on them, and a Hex on all other players. 
Only the INKED player can SINGLE attack Luska without consequences. 
This includes: SINGLE attack one enemy spells, SINGLE traps, SINGLE negative charms such as Weakness or Infection. 
If anyone else does these, he instantly removes all wards on everyone and says "If you can still see, don't look at me!". 
He then casts a 1,200 damage Skeletal Dragon or 700/round Power Link (200/round heal). 
Other players can cast all-enemy trap spells, attack-all spells, etc. with no consequences. Global spells work fine. 
When he loses 25% of his health (15,862) he starts to INK the second player (eye spot) each round as well. 
When he loses 50% of his health (10,575) he starts to INK the third player (star spot) each round as well. 
He never INKS the player in the last spot (moon). 
Some recommend a "tank" on the first place, a "booster" in second place, a "hammer" in third place and a healer on last place."

For this guy, I used Infallible auras. It might also be useful to include some Sniper spell enhancers in your Sideboard. If you are not in first position, you should just stick to using attack-all-enemies spells. And for heaven's sake, blades blades blades! I was using efreet spells since I was in first postion and started with the ink on me.

Sylster... (this is from Rogan at ninecrows.com)
9th Fight: Prepare for the final boss fight with Sylster Glowstorm. (Sylster is Star with 24,980 health points, the water-wing is fire with 8190 health points, and the SpellHammer Sorcerer is death with 6560 health points.) Allow yourself a few minutes to freakout quietly then get your head back in the game!
From the first turn, Sylster will cast a doom and gloom around your fight. What actions are and are not allowed during the round are determined by the colour of this doom and gloom. When the bubble is white, you can place any types of traps on the bosses. When the bubble is black, you can place any blades on yourself. Please note that whether the bubble is white or black, it does still function as a regular doom and gloom as well and will cut healing in half. Sylster will always begin with a white doom and gloom / traps permissable bubble, so feel free to place traps on your first turn.(Unused Traps and Blades will be removed when he changes the bubble)
Exceptions: windstorm, pet blades and pet traps are permissable at any time. They will, however, be removed the next time the boss changes the bubble.
He will change the bubble every four rounds Whether you start first or second it will be CHANGED make sure to count the rounds and attack before he removes your traps or blades.
IMPORTANT!!! (TO WHO READ THIS GUIDE BEFORE): Cloak doesnt work anymore, he will remove the cloaked blades.
Some stuff I learned about this boss: Try to kill the minions as fast as you can because they are mean. Killing the boss first is NOT a smart thing because he will come back to life. Every time you attack him he will heal himself and he can heal the mini bosses too it is part of his cheat so try to do big and fast attacks to kill them faster, even after killing the other mini bosses you will have to be prepared to do one or two huge attacks to over kill him by 3000 to 4000 to make sure he stays down

Some changes to the above blurb - attack-all-enemies spells won't provoke him to cast his heal spell. Neither will attacking with a target damage spell (him being your target) IF you have a blade or trap with the attack at the time. This depends on the white/dark phase of the rings. So if you attack him during white doom and gloom phase with a trap on him, he just takes it. If you attack him with a blade during dark doom and gloom, he just takes it. If you attack him specifically without the necessary buff, you fire off his special ability. If both his minions are dead, his special ability is cheat casting a RA spell. So think about it. If you can kill him with one shot (which is probably not gonna happen unless he's really low, since you won't have much of a buffed attack going), then you won't have to worry. Don't forget that the doom and gloom is gonna mess up healing on you. And finally, the doom and gloom colors switch every THREE rounds, not four. At least with us. Perhaps it's variable between 3 and four, but really, you're going to have to time your blade and trap casts. If they go first, you will have to anticipate the change and cast for your intended color on that round while the other color is up. It will switch on their turn, so your cast should then go off. Example, white circle been up 3 rounds, you know it will switch on this coming round, so you cast blade. Sylster goes, switches to dark circle, then on your turn you cast the blade and it sticks. Importantly, you may be able to cast multi-traps and multi-blades on the switch side, but it will take off one of them. The fire will be removed from blade if you attempt this with elemental blade! Fuel is just great.

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