Rencently i used my dk as a hb mule in auf run, and found the touch damage is around 12-13k, and i can easily survive with honsters. It makes me wonder it should be possible to zerk safely in auf. Any pro dk have alr done that? Is it possible(not require to much skill) right now to zerk in auf? @sparky95 @Relmy
It is posible, and quite easy if you have a bucc, witouth one if you havent washed your dk to 30k natural disp+sed can be deadly...aside that, i would say that you require some skill/exp in zerking(you need to handle a 3 different hp pot set up) and due to constant dispels to melee, is not like we deal hell of a dmg or whatsoever.....but still its a walk on the park with bucc+pally, decently easy with just a bucc,kind of challenging with just a pally....and i would say its doable with none of them....but it has to be hard asf... Now that i see youre asking "how?" in the title... You need PE+cheeses/milks(whatever youre more used to) +unagi/watermelon. b4 you enter into zerk range you need to measure the distant of slash atack(on a certain distance it avoids whatever its in front) and stay at that distance, and stay on 13.8k hp+..use PE when she aproachs and youre stunned.....and thats it...(way easier to say than actually do tho)
The touch damage and magic damage of auf after achilies is like 12.56k and 7.6-7.8k, so i guess i can set hp alert to 15% and use 40% auto pot+unagi to control hp around 14k when touching, and use 2 cheese when hit by magic skill? I have 22k natural hp, so it can auto pot even after dispel as long as i can control hp around 14-15k. I would definitly go auf with bucc, but i guess bucc in auf right now is just like pally? since they cant use snatch in auf anymore.
Imo bucc is superior in auf then pally in the pinning department simply of the large hitbox of barrage. compared to paladin that would be stunned for quite alot of times, since he can’t hit 100% on the “Bucc platform” Its able to KB auf even as a TL mule efficiently
it might work, try it out a few times and let me know!, as for me its import to have a heads up on how much HP you have left, so the fact of hp being healed caught my atention for a bit and kind of by instinct i use a cheese, if i try oyur config i can totally see myself focusing in other things meanwhile getting 2 magic atacks....but thats one of the cararectistics of drk gameplay, you kind of have to create your own style. aside that im really interested on your drk def, currently auf does from 13 to 13.2k dmg to me, so i really cant say why youre getting so little touch dmg. And on regard buccs, as Joon said the real deal is barrage+ that safe spot where pretty much just them can hit 100% accuratelly.
Actually I just calculate the damage by the neo tokyo guide and it says Auf has 15.7k body damage and I simply multiple by 0.8, I cant remember the exact damage I got lol.
I barely run auf and my dk only 179 right now, so I guess need other more pro ones to give a try. Looking forward to a nice video!
Imagine saying drks are whiney because every boss is zerkable but don't convey the conditions required to make it plausible. Maplestory is not a skill based game, and quality of life changes shouldn't be dampened because you want the game to be harder for you.
Drk Auf solo with zerk will be practically impossible, assuming it's a true solo with no barrage mule. Even with a mule, I doubt one can multi-task on berserk mode. It's been a while since the release of Neo Tokyo and we had enough time to establish the stable conditions to defeat Auf Haven. Due to the uninterrupted knockback capability of barrage skill, buccs are almost always treated as a compulsory component of the common raiding squads. Strong paladins, especially with guardian skill, can also help a lot with knockbacks but because of the limited vertical hitbox range, they are exposed to unpredictable stun debuffs that negate the pin attempt. However, you can still make flexible adaptations depending on the strength and condition of the squad members. Before I get to the technical explanations, plz remember that you should be concerned about the debuff spams, not the touch dmg. You aren't supposed to be tanking Auf as Drk. As Relmy described, there are a number of scenarios a Drk may encounter in Auf. 1. A party without Bucc or Pally Boy, you are more or less a HB mule in this case. You won't find an active NL or Sair who can land constant 75k+ dmg to stably pin Auf. As a zerking Drk, you can only attempt to attack from its right side when it's on the left half of the map. The bad news is that you will barely have time to do this because the absence of a constant Barrage pin leaves Auf free to spam its debuffs and you'll be constantly dispelled, stunned or seduced. So what can you do? Play like a support class and make sure everyone gets HB while you occasionally land few bashes on Auf in favorable positions. IF the ranged attackers in the squad are heavily washed (since they'll have your HB too), they can attack Auf, situated at the middle, from the left middle platform. Mobile bosses usually react to characters that inflict more damage so Auf will be facing left and spamming dispel + magic attacks to the left side of the map. This gives you the room to attack from the right side and Auf will completely ignore you. This is the only way you can zerk safely in this scenario. 2. A party with Pally but no Bucc Some say a pally can also pin just like a Bucc but it's a fat lie based on my experience. This only works if there are multiple pallys + holy shield buff. They can easily knock back Auf for sure but constantly pinning it against the wall is a different story. There will be enough knockback for ranged attackers to attack toward the left side in safety but it will be too inconsistent for the Drk to zerk from the melee range. There may be rubber band effects as well. IF Auf gets pinned to the left corner with the help of guardian skill RNG, you should attack from the right side but just be ready to use PE as soon as you see the stun debuff. I personally think this party layout is worse for Drk than the 1st scenario with tanky-ranged attackers. 3. A party with Bucc (and maybe pally) This is ez pz. With barrage, Auf will almost always get pinned to the left corner. The broken thing about barrage is that each knockback attack cancels the debuff casting animation of Auf so you'll experience only a fraction of debuffs when compared with other scenarios. You can float at the furthest distance of the spear crusher's range and zerk like you are hitting HT. I doubt you'll even touch Auf once under this condition (except sword slash skill). Even if you get stunned, Bucc standing on the platform above will keep Auf pinned so you won't be harmed. Now that snatch is disabled, if Auf approaches the right corner during mass sed, just float at a safe height until it's pinned to the left wall again. Conclusion: If you go Auf with a Bucc friend, it's like going HT. If you go Auf without a Bucc friend, it won't be fun.
@sparky95 x2 bucc + x1 drk each mule 1x bishop (3 total) and holy shield chain. X2 bucc just barrage and your drk can zerk all the way Super fast coreblaze & mob stage clear ! Have fun with royal guard tho
Not precisely as HT,but bucc in pt make it way easier.Also due stun, touch dmg is something to care about. I set ginseng roots set at 25%(tried from 10to 25, and this last one seems to be the best option) manual heal PE(in case 2 touch dmg) cheese(for sword slash) and unagi/watermelon to stay above 13k) also used an sunblock(can be replaced with an HTP for extra m def) makes it more viable to zerk even getting touched. Idied there, but i blame lag over anything else, gonna reply again if i succed running with no bucc.BTW, not saying that drk can bring anything remarkable to the expedition, as you can see, in terms of dmg, due stun+dispel, makes it not the best scenario, but we can actually bring 2 things to the table 1.-HB in case is needed(having 2-3 bish here is quite good, so HB can be a good thing for those) 2.- As you can see in min 3.22, if youre lucky with crits we can pin it a bit(not as good as pally, and kms away form bucc pin, but better than nothing) Also big thanks to @CreamGoddess for the recording, i was laggin already too much to record myslef...
not taking credit out of him, but he did it on the 2nd stronger sair in game,washed, also one of the most skillfull players behind the screen, with a hb mule(perhaps bait mule too, bcs at full hp 20% achilles is quite OP) also theres a method for ranged players to be safer at a cost of a bit longer run. Solo auf on a sair is something extremely remarkable, but doing it on a Drk its a completely different lvl, perhaps impossible as sparky said b4...