A lot of people tell me that 6.3 was a little difficult but was fun. HOW IS THIS POSSIBLE!!! Havok, mysterio, nf, imiw don’t seem easy at all. Is it easier than 6.2 or worse?
It will be rough. I just beat it last week, and it required some very specific counters that I don’t see here. I do think you could do it, it’ll take maximum effort and unit man
Which would be the easier path on 6.3.4? Tryna push as far as possible so I can Rank 3 KingPin from SoP and hopefully get ThroneBreaker by the end of Fall.
A lot of people tell me that 6.3 was a little difficult but was fun. HOW IS THIS POSSIBLE!!! Havok, mysterio, nf, imiw don’t seem easy at all. Is it easier than 6.2 or worse?
6.3 is exponentially easier than 6.2. The lanes are much easier and the bosses just have beefed up health pools and a couple nodes to work around.
Havok: use a champ with armor up buffs and play around crumbling armor (or use Colossus, he’s insane for this fight)
Mysterio: bring a champ that ignores miss, or you could spam heavies, or you could just use red Mags, and bait the sp1.
NF: Use champs that apply debuffs to push him to the sp2, and don’t hit into his block unless you bring a bleed immune champ.
IMIW: Just a beefy version with armor break immunity, more power gain, and some regen. Use a champ that can keep the regen at bay (can’t reverse it), or can outdamage it, and play like you would against any other IMIW. Torch and Proxima are good examples of each approach - and you could also just use red Mags and make it a cakewalk of a fight.
All of those fights are very doable and much less restrictive than what I believe to be the most diabolical quest ever designed: 6.2.5
6.2 is terrible. Rough bosses. Annoying global nodes, it locks out 6 stars on a lot of paths for no reason. Very niche, tons of paths. And class gates.
A lot of people tell me that 6.3 was a little difficult but was fun. HOW IS THIS POSSIBLE!!! Havok, mysterio, nf, imiw don’t seem easy at all. Is it easier than 6.2 or worse?
6.3 is easier than 6.2. Even though some of the 6.2 bosses are better than 6.3 the only thing that I thought was hard in 6.3 was the bosses. The lanes were really easy and none of the bosses were as bad as mordo or the 6.2 champion.
In my opinion 6.4 was the easiest other than the revives you have to use to learn and do the grandmaster fight. 6.1 is next; there are a few annoying bosses but the lanes were pretty easy. 6.3 had a lot of annoying bosses but I can’t even remember any of the paths because they went so quickly. 6.2 had some really annoying completion paths and bosses. 6.2.5 mordo makes you revive (plus I didn’t like any of the paths) and the 6.2.6 champion was a huge pain for me even after the nerf.
In my opinion 6.4 was the easiest other than the revives you have to use to learn and do the grandmaster fight. 6.1 is next; there are a few annoying bosses but the lanes were pretty easy. 6.3 had a lot of annoying bosses but I can’t even remember any of the paths because they went so quickly. 6.2 had some really annoying completion paths and bosses. 6.2.5 mordo makes you revive (plus I didn’t like any of the paths) and the 6.2.6 champion was a huge pain for me even after the nerf.
I don’t recall ever having a problem with 6.2. All of the fights were a breeze, Torch nuked Mordo, and with about three revives I got the Champion boss done with Sorcerer Supreme. That’s compared to act 6.3, where I was stuck for 3 months because I didn’t have a reliable bleed counter for Medusa.
In my opinion 6.4 was the easiest other than the revives you have to use to learn and do the grandmaster fight. 6.1 is next; there are a few annoying bosses but the lanes were pretty easy. 6.3 had a lot of annoying bosses but I can’t even remember any of the paths because they went so quickly. 6.2 had some really annoying completion paths and bosses. 6.2.5 mordo makes you revive (plus I didn’t like any of the paths) and the 6.2.6 champion was a huge pain for me even after the nerf.
I don’t recall ever having a problem with 6.2. All of the fights were a breeze, Torch nuked Mordo, and with about three revives I got the Champion boss done with Sorcerer Supreme. That’s compared to act 6.3, where I was stuck for 3 months because I didn’t have a reliable bleed counter for Medusa.
i meant choose 6.2 ... SO MANY PATHS was just all kinds of ridiculous ... exploration was in no way shape or form fun for me. i hope the game NEVER introduces that many paths in content ever again.
For sure either 2 or 3. I got stuck for well over a month on the sinister boss because I didn’t have a counter. Mordo and the champion were also a little bit of a pain. Chapter 3 was a little annoying when it came to cap, I don’t remember the rest. Chapter 1 was pretty easy for me, and I zoomed through chapter 4 in a little over a day a few days ago. Not bad, but I had to use 2 team revives and maybe 5 or 6 l2s on gmaster
i meant choose 6.2 ... SO MANY PATHS was just all kinds of ridiculous ... exploration was in no way shape or form fun for me. i hope the game NEVER introduces that many paths in content ever again.
Could be worse (in terms of energy), could’ve been Act 4. That act had easy fights, but was horrible on energy. Took me about a year just for exploration.
To me the it’s Grandmaster.. so I’ll just say 6.4 even tho it’s just 6.4.6 Grandmaster lol.. that was my only problem trying to get his commands right.. but for the most part I was good on all but that second one.. I just had a hard time getting that one right with the champs I had at that time.. but the chapters were not that bad it was the boss that got me.. when I fought that champion on 6.2.6.. I didn’t even know you had to do certain things I just be fighting..
Before the 6.2 nerf it was the biggest roadblock since sinister u needed a fury buff u couldnt use too many buffs or u die by shock so u needed angela hiemdall synergy with gulk warlock and robot synergy or hiemdall fury synergy quake it was so restrictive and a big roadblock same with the champion but slow worked back then unlike now slow dont work so the counters people used dont work now, not gonna mention mordo as fighting 10 times on like 4 pain paths were horrible the 2 paths that had a regen node then the cosmic and tech lane by far the worse gate nodes they ever done also with a dumb global.
6.2.1 - 10 paths !? 6.2.2 - 10 paths !? 6.2.3 - 10 paths !? 6.2.4 - 12 paths !?!? 6.2.5 - 9 Paths ! 6.2.6 - 3-9 paths (best I can tell, it's doable it in as little as 3 passes if done right? but it seems to have up to 9 paths ... but to be fair, interesting map, and I like the way this one is built - it offers choices to the player ... ) total: 54 - 60 paths
that's just a crazy # of paths throughout this chapter ... So tedious ...
In my opinion 6.4 was the easiest other than the revives you have to use to learn and do the grandmaster fight. 6.1 is next; there are a few annoying bosses but the lanes were pretty easy. 6.3 had a lot of annoying bosses but I can’t even remember any of the paths because they went so quickly. 6.2 had some really annoying completion paths and bosses. 6.2.5 mordo makes you revive (plus I didn’t like any of the paths) and the 6.2.6 champion was a huge pain for me even after the nerf.
I don’t recall ever having a problem with 6.2. All of the fights were a breeze, Torch nuked Mordo, and with about three revives I got the Champion boss done with Sorcerer Supreme. That’s compared to act 6.3, where I was stuck for 3 months because I didn’t have a reliable bleed counter for Medusa.
Have you fully explored act 6? I think 💩 starts to hit the fan when you start exploring it. Chapter 2 is by far the worst content in mcoc particularly 6.2.5. The path gates are what actually make this the worst chapter.
Comments
It knows what it did.
School is starting soon so I’ll barely be on 😞
Havok: use a champ with armor up buffs and play around crumbling armor (or use Colossus, he’s insane for this fight)
Mysterio: bring a champ that ignores miss, or you could spam heavies, or you could just use red Mags, and bait the sp1.
NF: Use champs that apply debuffs to push him to the sp2, and don’t hit into his block unless you bring a bleed immune champ.
IMIW: Just a beefy version with armor break immunity, more power gain, and some regen. Use a champ that can keep the regen at bay (can’t reverse it), or can outdamage it, and play like you would against any other IMIW. Torch and Proxima are good examples of each approach - and you could also just use red Mags and make it a cakewalk of a fight.
All of those fights are very doable and much less restrictive than what I believe to be the most diabolical quest ever designed: 6.2.5
I will always have PTSD. Always
Also I was able to beat 6.3.4. Onto Mysterio
6.2 - pain globals with meh rewards. Boring and w gates
6.3 - just...okay. No big pain points, ok rewards.
6.4 - hard imo (high attack values, nodes etc) but has the glorious feel of killing GM.
# of paths ...
seriously .. the # of paths in most maps throughout 6.1 and 6.2 are absolutely nuts ...
6.1.1 - 8 paths
6.1.2 - 10 paths !?
6.1.3 - 7 paths
6.1.4 - 10 paths !?
6.1.5 - 10 paths !?
6.1.6 - 10 paths !?
total: 55 paths
6.2.1 - 10 paths !?
6.2.2 - 10 paths !?
6.2.3 - 10 paths !?
6.2.4 - 12 paths !?!?
6.2.5 - 9 Paths !
6.2.6 - 3-9 paths (best I can tell, it's doable it in as little as 3 passes if done right? but it seems to have up to 9 paths ... but to be fair, interesting map, and I like the way this one is built - it offers choices to the player ... )
total: 54 - 60 paths
that's just a crazy # of paths throughout this chapter ...
So tedious ...