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* If possible, stay at least 9 tiles away from all Esper Hunters (though further is generally better). | * If possible, stay at least 9 tiles away from all Esper Hunters (though further is generally better). | ||
** This will (mostly) keep you out of the range of many of their mental mutations, including: [[Burgeoning]]*, [[Confusion]]**, [[Cryokinesis]], [[Pyrokinesis]], [[Disintegration]], [[Syphon Vim]], and [[Time Dilation]]. <br> <small>* There is a chance for plants from burgeoning to appear up to 10 tiles away from the Esper Hunter. </small> <br> <small>** At mutation levels 18 and above, confusion's cone length extends further than 9 tiles.</small> | ** This will (mostly) keep you out of the range of many of their mental mutations, including: [[Burgeoning]]*, [[Confusion]]**, [[Cryokinesis]], [[Pyrokinesis]], [[Disintegration]], [[Syphon Vim]], and [[Time Dilation]]. <br> <small>* There is a chance for plants from burgeoning to appear up to 10 tiles away from the Esper Hunter. </small> <br> <small>** At mutation levels 18 and above, confusion's cone length extends further than 9 tiles.</small> | ||
* Carry | * Carry {{favilink|normality gas grenade|plural}}. The {{favilink|normality gas}} which they create: | ||
** Destroys {{favilink|forcefield|plural}} (as from [[Force Bubble]] and [[Force Wall]]), {{favilink id|Space-Time Vortex|spacetime vortices}}, and [[Temporal Fugue]] clones. | ** Destroys {{favilink|forcefield|plural}} (as from [[Force Bubble]] and [[Force Wall]]), {{favilink id|Space-Time Vortex|spacetime vortices}}, and [[Temporal Fugue]] clones. | ||
** Contests the use of [[Clairvoyance]], [[Precognition]], [[Psychometry]], [[Syphon Vim]], [[Teleportation]], [[Temporal Fugue]], and [[Time Dilation]]. | ** Contests the use of [[Clairvoyance]], [[Precognition]], [[Psychometry]], [[Syphon Vim]], [[Teleportation]], [[Temporal Fugue]], and [[Time Dilation]]. | ||
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==== [[Burgeoning]] ==== | ==== [[Burgeoning]] ==== | ||
* Carry at least one (though more than one is better) {{favilink|defoliant grenade | * Carry at least one (though more than one is better) {{favilink|defoliant grenade}}. {{favilink|defoliant}} gas will quickly clear out many of the summoned plants, such as the various aloes and vantabuds/vantablooms. Keep in mind, however, that it will deal significantly less damage to other plant types, such as {{favilink|red death dacca|plural}} or {{favilink|irritable palm|plural}}. (See the {{favilink|defoliant}} page for more information) | ||
* Stay at least 10 tiles away from the Esper Hunter to keep outside the range of their burgeoning. | * Stay at least 10 tiles away from the Esper Hunter to keep outside the range of their burgeoning. | ||
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==== [[Force Bubble]] ==== | ==== [[Force Bubble]] ==== | ||
* Use attacks which can affect the Esper Hunter through their {{Favilink|forcefield|plural}}, such as [[Sunder Mind]], [[Confusion]], [[Cryokinesis|Cryo]]/[[Pyrokinesis]], etc. | * Use attacks which can affect the Esper Hunter through their {{Favilink|forcefield|plural}}, such as [[Sunder Mind]], [[Confusion]], [[Cryokinesis|Cryo]]/[[Pyrokinesis]], etc. | ||
* Carry | * Carry {{favilink|normality gas grenade|plural}}, and throw one at the Esper Hunter once they use force bubble to destroy the forcefields. Another source of {{favilink|normality gas}}, such as a {{favilink|normality gas pump}}, would also work, but would be less readily available than grenades. | ||
==== [[Force Wall]] ==== | ==== [[Force Wall]] ==== | ||
* Often, Esper Hunters will use force wall to trap you in place the instant you enter the zone they have spawned in. This force wall cage can be escaped by simply moving one tile back into the zone you just exited, then re-entering the zone containing the Esper Hunter a short distance away from the forcefield cage. | * Often, Esper Hunters will use force wall to trap you in place the instant you enter the zone they have spawned in. This force wall cage can be escaped by simply moving one tile back into the zone you just exited, then re-entering the zone containing the Esper Hunter a short distance away from the forcefield cage. | ||
* Carry | * Carry {{favilink|normality gas grenade|plural}}, and throw one at any problematic {{favilink|forcefield|plural}} they create ([[normality]] destroys forcefields). Another source of {{favilink|normality gas}}, such as a {{favilink|normality gas pump}}, would also work, but would be less readily available than grenades. | ||
==== [[Light Manipulation]] ==== | ==== [[Light Manipulation]] ==== | ||
* Having the light manipulation mutation yourself gives you a chance to reflect the Esper Hunter's lase beams, though keep in mind that they also have a chance to reflect yours. | * Having the light manipulation mutation yourself gives you a chance to reflect the Esper Hunter's lase beams, though keep in mind that they also have a chance to reflect yours. | ||
* Use a non light-based ranged weapon or attack in order to prevent the Esper Hunter from reflecting back your attacks. | * Use a non light-based ranged weapon or attack in order to prevent the Esper Hunter from reflecting back your attacks. | ||
* Carry at least one {{favilink|glitter grenade | * Carry at least one {{favilink|glitter grenade}}, and detonate it in your inventory to create a protective shield of {{favilink|glitter dust}} around yourself. | ||
* Wearing high {{AV}}[[AV]] armor can reduce the damage taken from lase attacks, as they target AV rather than [[MA]]. Having high {{DV}}[[DV]] will not help, as light manipulation cannot miss. | * Wearing high {{AV}}[[AV]] armor can reduce the damage taken from lase attacks, as they target AV rather than [[MA]]. Having high {{DV}}[[DV]] will not help, as light manipulation cannot miss. | ||
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==== [[Precognition]] ==== | ==== [[Precognition]] ==== | ||
* Carry | * Carry {{favilink|normality gas grenade|plural}}, and throw one at the Esper Hunter(s), as [[normality]] contests the activation of precognition. | ||
==== [[Psychometry]] ==== | ==== [[Psychometry]] ==== | ||
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==== [[Space-Time Vortex]] ==== | ==== [[Space-Time Vortex]] ==== | ||
* Carry | * Carry {{favilink|normality gas grenade|plural}}, and throw one at any threatening {{Favilink id|Space-Time Vortex|space-time vortices}}, as [[normality]] will destroy them. | ||
* Often, simply avoiding the space-time vortex is an effective strategy. | * Often, simply avoiding the space-time vortex is an effective strategy. | ||
* As a last resort, one can escape from the Esper Hunter by intentionally entering the space-time vortex they create, though there is a chance that this will teleport you to a much more dangerous situation. Additionally, it should not be attempted without a {{favilink|recoiler}} to take you back to a safe location. | * As a last resort, one can escape from the Esper Hunter by intentionally entering the space-time vortex they create, though there is a chance that this will teleport you to a much more dangerous situation. Additionally, it should not be attempted without a {{favilink|recoiler}} to take you back to a safe location. | ||
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==== [[Syphon Vim]] ==== | ==== [[Syphon Vim]] ==== | ||
* Stay at least 1 tile away (though more is better) from the Esper Hunter to prevent them from using syphon vim on you. Keep in mind that they still may use it on any melee-focused companions of yours. | * Stay at least 1 tile away (though more is better) from the Esper Hunter to prevent them from using syphon vim on you. Keep in mind that they still may use it on any melee-focused companions of yours. | ||
* Carry | * Carry {{favilink|normality gas grenade|plural}}, and detonate one in your inventory to astrally tether yourself, preventing the ongoing life drain effect of syphon vim. | ||
==== [[Teleport Other]] ==== | ==== [[Teleport Other]] ==== | ||
* In many cases, teleport other can be a helpful mutation for Esper Hunters to have, as it will help you stay at a safe distance from them. | * In many cases, teleport other can be a helpful mutation for Esper Hunters to have, as it will help you stay at a safe distance from them. | ||
* If for some reason you do not want to be teleported away from the Esper Hunter, carry | * If for some reason you do not want to be teleported away from the Esper Hunter, carry {{favilink|normality gas grenade|plural}}, and either throw one at the Esper Hunter or detonate one in your inventory while next to them to astrally tether yourself, keeping you from being teleported away. | ||
==== [[Teleportation]] ==== | ==== [[Teleportation]] ==== | ||
* Carry | * Carry {{favilink|normality gas grenade|plural}}, and throw one at the Esper Hunter ([[normality]] contests teleportation). | ||
==== [[Temporal Fugue]] ==== | ==== [[Temporal Fugue]] ==== | ||
* Carry | * Carry {{favilink|normality gas grenade|plural}}, and throw one at the Esper Hunter's fugue clones (as [[normality]] will instantly destroy them) or at the Esper Hunter themself to try to prevent the use of temporal fugue in the first place (normality contests the activation of temporal fugue). | ||
==== [[Time Dilation]] ==== | ==== [[Time Dilation]] ==== | ||
* Carry | * Carry {{favilink|normality gas grenade|plural}}, and detonate one in your inventory to astrally tether yourself, preventing the quickness-reducing effect of time dilation. | ||
* Try to stay at least 9 tiles away from the Esper Hunter, as this will keep you out of the range of their time dilation. If you are within 9 tiles of them, being further away (say, 5 tiles away rather than 2 tiles) will ''decrease'' the effect of their time dilation. | * Try to stay at least 9 tiles away from the Esper Hunter, as this will keep you out of the range of their time dilation. If you are within 9 tiles of them, being further away (say, 5 tiles away rather than 2 tiles) will ''decrease'' the effect of their time dilation. | ||
[[Category:Guides]] | [[Category:Guides]] |