Nathan
I missed 2 grenades here and didn't get the 3rd nova bomb off which is possible. I hit 2.6 mil with no debuffs doing the same thing but with royal entry, it was not a perfect phase either so this is probably the best possible option for a solo atheon on a warlock this season.
updated 3 years ago
Build is at the end of the video.
I probably could've killed the tormentor much quicker. I had only fought him once prior to this clear, where we killed in about 8 seconds, so I was unsure how he'd behave. That's why I decided to go with the ultra safe strategy of using graviton/eager/forerunner. I thought he would be pushing me anywhere in the boss room, like the previous weeks boss, so I could use the combination of eager and permanent invis to run away and take pot shots at him with forerunner.
Timestamps:
0:00 Waves 1-10
9:15 Boss 1
13:30 Waves 11-20
23:05 Boss 2
27:05 Waves 21-30
37:50 Boss 3
45:20 Waves 31-40
1:00:20 Boss 4
1:09:00 Waves 41-50
1:28:00 Final Boss, Tormentor
1:41:30 Build for waves
Solo Cord: discord.gg/DGtHxJQb3f
Timestamps:
0:00 0-1 Transition
1:10 Cataclysm (1st Encounter)
6:10 1-2 Transition
8:30 Scission (2nd Encounter)
19:17 Flower Puzzle 1
20:50 2-3 Transition
22:24 Waiting For Ammo
25:38 Explicator (3rd Encounter)
36:50 Explicator 3rd Phase & Final Stand
39:40 Flower Puzzle 2
41:45 3-4 Transition
43:00 Remaking Loadouts
49:37 Nezarec, Final God of Pain (Final Encounter)
1:00:10 3rd Phase & Final Stand
If you want to get into solo challenges or want the loadouts for any of these you can find me in the solo discord: discord.gg/D2SoloRaids
Thoughts:
Cataclysm - Practically the same as lock, thoughts are much the same as a result. I think this is a fantastic entry challenge for anyone looking to get into solo raid challenges.
Scission - The easiest encounter in the raid. Even solo I don’t like this encounter. For my money, this is the worst raid encounter they’ve ever made.
Explicator - I really enjoyed this encounter on hunter, despite hating it on lock. Explicator is the opposite of lock, lots of leeway with damage but running is tight. The lack of passive ad clear with damage over time grenades means you need to be a lot more on point with clearing ads, but that also makes it feel a lot more action packed. Gunpowder gamble and calibans hand genuinely shocked me at how good they were, especially gunpowder which I’m quite sure I’ve never even equipped. Doing the majority of the theory crafting myself was probably a big reason I enjoyed Hunter so much. Only took around 15 hours, which felt really fast considering a lot of that time was theory crafting.
Nezarec - I forgot how truly irritating it is to be constantly slowed by the colossus at Nez. That aside, I’d give this encounter a 6/10 for enjoyment. Much easier than lock because Hunter damage is insane right now, really glad goldie was buffed this season. Took me around 8 hours, most of that spent remembering how to run at Nez and figuring out where to stand to not die in DPS. Wondering if someone will cook up a 2 phase with Hunter on this by the end of the season.
Timestamps:
0:00 Entrance
1:09 Cataclysm (1st Encounter)
6:14 1-2 transition
8:20 Scission (2nd Encounter)
23:30 Puzzle 1
25:00 2-3 Transition (With Skip)
26:31 Explicator (3rd Encounter)
39:44 Puzzle 2
42:00 3-4 Transition
43:49 Nezarec (Final Encounter)
55:45 Victory
Timestamps:
0:00 1st Phase Running
3:10 1st Phase Damage
4:10 2nd Phase Running
7:10 2nd Phase Damage
8:10 3rd Phase Running
11:00 3rd Phase Damage
11:27 Final Stand
12:42 Builds
Solo Cord: discord.gg/d2soloraids Build: dim.gg/3x3p4ha/Planets-Running All loadouts in the description below.
More fun than lock imo, damage is quite lenient. I've been at the X in explicator after 2 phases before and this was only at the A, and I still sent to final. Took somewhere between 10-15 hours altogether.
Builds:
dim.gg/3x3p4ha/Planets-Running
dim.gg/vm6twby/Planets-Ammo
dim.gg/2csqiri/Planets-Merciless
dim.gg/ly2wcoy/Planets-Goldie
dim.gg/sulusva/Planets-Light-Rockets
dim.gg/5g57gmi/Planets-Final-Stand
0:00 Phase 1 Running
3:10 Phase 1 Damage
4:05 Phase 2 Running
7:26 Phase 2 Damage
8:25 Phase 3 Running
11:29 Phase 3 Damage
12:15 Final Stand
13:17 Builds
It's pretty cool to have a full raid be solo-able and I enjoyed the encounters, mostly. Being able to beat the raid solo somewhat makes up for the lackluster 6 player eperience of this raid for me as someone who likes doing solo challenges.
However, this is bittersweet because the whole raid is solo-able using completely intended mechanics and no glitches at all. While that may sound like a positive, for me it really speaks volumes on the immense lack of depth of the mechanics in this raid considering it's supposed to be designed for 6 players which I find dissapointing.
Cataclysm:
This is a great solo for anyone wanting to try out solo raid challenges. Straight forward and very flexible with loadouts, just have to learn the node locations and go fast.
Scission:
The easiest solo in the raid and it's great for anyone wanting to practice shatter/well skates under pressure, though skating is not needed. I very much dislike this encounter as it doesn't feel different enough from the first, which is probably why I don't like this solo either. The solo took me just over an hour to beat for the first time, which was the second time I'd done the encounter and I was not the runner on my day 1 team so I didn't know the node locations on the 3rd floor when I cleared.
Explicator:
Definitely the hardest encounter to solo in the raid. It's pretty frustrating to learn, but satisfying to become consistent and beat. The damage phase is very unintuitive so understanding how it works is key to getting consistent good damage.
Nezarec:
I enjoyed solo Nez a lot, I did some of the theory crafting at the start which is always fun. Early on, before the volt shot tech was discovered, damage was exteremely tight which made the encounter feel quite tense. I had a number of final stand trades with rockets before Snazzy figured out the merciless strat which was heartbreaking but I'm in the same boat as about 20 other people there. There's a lot of nonsense in this encounter which can be very frustrating when you're learning but in my opinion you can play around almost all of the nonsense once you have a better understanding of the encounter and how Nez works.
-- Timestamps --
0:00 First Encounter
5:46 Second Encounter
20:37 Third Encounter
33:30 Final Encounter
This solo was a frustrating experience, there's a ton of bugs/inconsistencies and final stand comes down to whether you have enough heavy bricks remaining. I probably failed final 10+ times due to not having a a couple extra rockets for final.
-- Timestamps --
0:00 1st Phase
2:57 1st Damage
3:59 2nd Phase
7:11 2nd Damage
8:11 3rd Phase
11:11 3rd Damage
11:52 Final Stand
12:48 Loadouts
--Timestamps--
0:00 1st Phase
3:17 1st Damage
4:07 2nd Phase
7:16 2nd Damage
8:12 3rd Phase
11:25 3rd Damage
11:50 Final Stand
Quick Guide:
- Die before you start (allow self res for dying load zone)
- Pickup all strengths as fast as possible (more DPS time)
- Kill enough ads to setup a detain. This is not a specific number, It's more like a specific composition of ads. Full detain setup below.
- Use x5 energy converter to build ~50% super, then swap to HoIL double dynamo for the remaining super
- Fly to OoB gjally spot, Keep less than 60 sword ammo (might be higher if you don't have 70 ammo in sword).
- Kill the remaining ads with gjally via lineups to force the detain. If you kept 60 ammo you will have 3 gjally shots, which will leave you with 5 sword ammo for later
- Get detained and do the following 2 things:
1. Upon Detain immediately start a timer for 1m:45s
2. Die at the shuro load zone, sometimes you will not die unfortunately. (higher FPS = more chance at death and the slower you walk into the load zone = Higher chance of death). If you were consistently dying to it and are suddenly consistently NOT dying to it, restart your game.
- Kill self while in the new load to allow self res up to morgeth (might not be necessary)
- When the timer hits 1:45 kill yourself as you cross the load zone to warp to morgeth
- Pick up the strengths as fast as you can (more DPS time)
- Set yourself up for DPS, I got my CWL stacks/ammo for tractor/setup devour because the axioms hit like a truck.
- Once you pick up the DPS orb strengths will build significantly faster so build stacks prior to picking this up
- Either hit 2 full bashes OR 1 full and 2 without OS with a full blessing or full curse set (Helm of s14 is an option for OS during DPS)
0:00 - Aquiring Strengths
1:40 - Setting up Detain
2:55 - AFK Building Super
4:30 - Flying
5:15 - Gjally Lineups
6:06 - Death to Shuro Chi Load
7:48 - Death Warp to Morgeth
9:16 - DPS + Kill
10:10 - Loadout
Golgoroth 0:00
Build 10:26
Timestamps
0:00 1st Phase
2:26 2nd Phase
5:03 3rd Phase
7:30 Final Stand
This is my 2nd ever solo GM and I really didn't remember how to do the boss room so I could've done this much faster.
Time stamps:
0:00 Opening area
6:00 Big room
12:55 Tanks
17:20 Rocks
29:50 Boss phase 1
34:40 Boss phase 2
42:03 Boss phase 3
49:10 Boss kill
49:43 Build
Made some mistakes on duality vault and pit entrance which cost me the 36 in this particular run, the wizards RNG did not help me either.
Timestamps:
0:00 Duality
15:30 Swapping gear
17:57 Throne
26:20 Swapping gear 2
27:40 Pit
Senne: youtu.be/9rtjTFZAg7w Warlock
ATP's Solo Atheon server discord.gg/mgdfdzrnmv
Vendetta POV: youtu.be/wZ9lxZ0_Wog
Rytown POV: youtu.be/y-cy5-JTgic
We got this run only a few runs in. We later optmised the entrance quite a lot where i only had to shoot one deathbringer and were getting to access conflux around 30-35 seconds, which puts more pressure on the person doing the skip. Despite this we still didn't manage to beat the sub 7 we got.
The damage is super tight, the difference between this successful run and five previous unsuccessful runs where Riven was 1hp was literally one extra light attack from me.
I had 3/2 curse/blessing armour and my partner had armour from a previous season that allowed him to have 4 or 5 of both curse and blessing. So with two people with that armour this would be significantly easier, however this armour is no longer obtainable. I was hitting 205k max damage with crownsplitter and Beta was hitting 238k.
BUILD: High energy fire, Blast radius, Shield break charge, Stacks on stacks and Powerful friends (for the mobility). 1x concussive dampener and 1x arc resist (could be void, not sure what's better). 100 mobility. Anti barrier sniper.
Forgot to put on major spec on my sword lol.
Time stamps
0:00 Entrance
2:56 1st ad room
3:44 2nd ad room
4:39 Transition
5:09 Fancy skips
6:44 Boss
Sub 14 is extremely do-able with these exact strategies. Based off the 14:48 i save 10~ seconds on first and 40 seconds on boss, and that's sub 14 right there without even mentioning slipstreaming. I think somewhere in the 13:30s with god tier RNG and execution is probably possible, albeit unlikely with the amount of RNG.
Phalanx: Using the blasphemer for 2nd knight and karnsteins/riskrunner to not kill ads i was consistently saving 10-15 seconds on first based on Daestrix Gamings 14:48. If the knight is close enough blasphemer with swash can one tap.
Wasteland: This run is not a good wasteland in terms of RNG, wasteland is almost entirely RNG. My execution was ok, not good but not bad. This wasteland is 40s~ slower than the 14:48. Not sure what the best combo is but anything that doesn't make you cross map or end at the bottom is usually fine. I'm also not that good with sparrow movement so there is much time to save here.
Cube: You can be reeeeallly far away from the plates to slam. Try to keep devour up 100% of the time. I opted for a 1-2-1-2 early knight strategy, i found getting 2 early knights back to back seemed to get me killed a lot, i'm not sure if it spawns extra hobs getting 2 early knights back to back. Cube can be optimised a good bit further by just knowing and understanding the encounter better, I could have saved a good amount of time in cube if i was better at it.
Sparrow Fly: Slipstreaming is the obvious time save here, should save about 10 seconds.
Boss: The whole idea of this strategy is to do enough damage kill the boss in 1-2 teleports on phase 2. It is extremely consistent, it is possible to do enough damage for a 1-2 TP kill with just anarchy top but it relies on more than one green drop during boss. If you don't miss the whole 1st mag of snipe it's probably possible to get a 0 TP. I've tried a lot of DPS options on the boss and i'm confident in this set up. Room 2 was kinda slow.
Mods: Striking Hand, Energized and Giving Hand.
Weapons:
Alone as a god (140rpm with triple tap). Supremacy with triple tap is better but i don't have it.
Recluse
Anarchy