Dealing With Esper Hunters: Difference between revisions

Filled out the rest of the mutation-specific strategies section, though some of it could do with more content
(Filled out the Light Manipulation section)
(Filled out the rest of the mutation-specific strategies section, though some of it could do with more content)
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To-do:
To-do:
* Check that all of these mutations function for Esper Hunters like I think they do
* Check that all of these mutations function for Esper Hunters like I think they do
* Note alternative strategies for players who themselves would be hampered by my anti-mutant strategies (like, for example, if ''they'' need to get within 9 tiles to use their short range mental mutations)


A guide detailing techniques for dealing with the Esper Hunters who are attracted by high [[glimmer|psychic glimmer]].
A guide detailing techniques for dealing with the Esper Hunters who are attracted by high [[glimmer|psychic glimmer]].
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==== [[Burgeoning]] ====
==== [[Burgeoning]] ====
* Carry at least one (though more than one is better) {{favilink|defoliant grenade mk I}} (though {{favilink|defoliant grenade mk II|&cmk II}} or {{favilink|defoliant grenade mk III|&cmk III}} are preferable if available). {{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)
* Carry at least one (though more than one is better) {{favilink|defoliant grenade mk I}} (though {{favilink|defoliant grenade mk II|&cmk II}} or {{favilink|defoliant grenade mk III|&cmk III}} are preferable if available). {{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.


==== [[Clairvoyance]] ====
==== [[Clairvoyance]] ====
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==== [[Cryokinesis]] ====
==== [[Cryokinesis]] ====
* If hit by cryokinesis, quickly move outside of the 3x3 square of {{favilink|frozen mist}} to avoid taking additional damage and, more importantly, additional temperature decreases.
* If hit by cryokinesis, quickly move outside of the 3x3 square of {{favilink|frozen mist}} to avoid taking additional damage and, more importantly, additional [[temperature]] decreases.
* Try to have decent [[cold resistance]], as the main danger of cryokinesis is becoming {{favilink|frozen}} due to temperature decreases.
* Try to have decent [[cold resistance]], as the main danger of cryokinesis is becoming {{favilink|frozen}} due to temperature decreases.
* Stay at least 9 tiles away from the Esper Hunter to keep outside the range of their cryokinesis.
* Stay at least 9 tiles away from the Esper Hunter to keep outside the range of their cryokinesis.


==== [[Disintegration]] ====
==== [[Disintegration]] ====
* Try to stay at least 3 tiles away from the Esper Hunter at all costs, as disintegration deals massive unavoidable damage, easily enough to instakill a player without extremely high [[HP]].
* Try to stay at least 3 tiles away from the Esper Hunter at all costs, as disintegration deals '''massive''' unavoidable damage, easily enough to instakill a player without extremely high [[HP]].
* Once an Esper Hunter has used disintegration, they are completely incapacitated for 3 turns, which can be used to heal, reposition, or attack.
* Once an Esper Hunter has used disintegration, they are completely incapacitated for 3 turns, which can be used to heal, reposition, or attack.


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* 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 mk I}} (though {{favilink|glitter grenade mk II|&cmk II}} or {{favilink|glitter grenade mk III|&cmk III}} are preferable if available), and detonate in your inventory to create a protective shield of {{favilink|glitter dust}} around yourself.
* Carry at least one {{favilink|glitter grenade mk I}} (though {{favilink|glitter grenade mk II|mk II}} or {{favilink|glitter grenade mk III|mk III}} are preferable if available), 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.


==== [[Mass Mind]] ====
==== [[Mass Mind]] ====


==== [[Mental Mirror]] ====
==== [[Mental Mirror]] ====
* Because mental mirror can only defend against one attack before going on cooldown, it can be effective to disable an Esper Hunter's mental mirror with a "dummy" attack. Unfortunately, there are currently few good candidates for this attack.
* Use methods of attacking which cannot be defended against with mental mirror.


==== [[Precognition]] ====
==== [[Precognition]] ====
* Carry {{favilink|normality gas}} grenades ({{favilink|normality gas grenade mk I|&cmk I}}, {{favilink|normality gas grenade mk II|&cmk II}}, or {{favilink|normality gas grenade mk III|&cmk III}}), and throw one at the Esper Hunter(s), as [[normality]] contests the activation of precognition.


==== [[Psychometry]] ====
==== [[Psychometry]] ====


==== [[Pyrokinesis]] ====
==== [[Pyrokinesis]] ====
* If hit by pyrokinesis, quickly move outside the 3x3 square of {{favilink|shimmering heat}} to avoid taking additional damage and additional [[temperature]] increases.
* Carry a small quantity of either {{favilink|convalessence}} or {{favilink|water}} (convalessence technically has a higher cooling multiplier, but the difference is almost negligible) and pour a few drams (4 should suffice for even the worst-case scenario) over yourself if you catch [[Burning|on fire]]. However, keep in mind that most of the time, [[burning]] is a much lesser threat than the Esper Hunter, and one should usually focus on defeating them rather than spending a full turn dealing with a relatively small source of passive damage.
* Stay at least 9 tiles away from the Esper Hunter to remain outside the range of their pyrokinesis.


==== [[Space-Time Vortex]] ====
==== [[Space-Time Vortex]] ====
* Carry {{favilink|normality gas}} grenades ({{favilink|normality gas grenade mk I|&cmk I}}, {{favilink|normality gas grenade mk II|&cmk II}}, or {{favilink|normality gas grenade mk III|&cmk III}}), 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.
* 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.


==== [[Stunning Force]] ====
==== [[Stunning Force]] ====
* If possible, stay at least 11 tiles away from any Esper Hunters, as this will keep you outside of the range of their stunning force.
* Investing in [[Toughness]] (or boosting it with the [[Ego Projection]] mutation) will help you succeed at the toughness save to shake off the [[stunned]] defect early if you are hit by stunning force.


==== [[Sunder Mind]] ====
==== [[Sunder Mind]] ====
* If you are locked in psychic combat (i.e. have used sunder mind on an enemy or are currently being attacked with sunder mind) you are completely immune to other sunder mind attacks for the duration of the psychic combat. Thus, sundering an Esper Hunter's mind before they get a chance to sunder yours can be an effective strategy. Keep in mind, however, that they may have [[Mental Mirror]], which will reflect your sunder attack back at you.
* Reducing the Esper Hunter's [[Ego]] score (such as through [[Berate]]) will make it more difficult for them to penetrate your own [[mental armor]].
* Investing in a decent [[Willpower]] score to increase your [[MA]] will help protect against sunder mind attacks.
* A sunder mind attack can be interrupted by:
** Moving into a different zone than the attacker. (Thus, it can be useful to attempt to stay near the border of the zone when fighting Esper Hunters with sunder mind)
** The attacker becoming [[confused]]. (This makes [[confusion]] an extremely useful mutation against Esper Hunters with sunder mind)
** Forcing the attacker to take an action other than passing their turn.
** Successfully reflecting a sunder mind attack with [[Mental Mirror]]. (This makes mental mirror very useful against Esper Hunters with sunder mind, though less useful if there is more than one Esper Hunter attacking)


==== [[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.
* Carry {{favilink|normality gas}} grenades ({{favilink|normality gas grenade mk I|&cmk I}}, {{favilink|normality gas grenade mk II|&cmk II}}, or {{favilink|normality gas grenade mk III|&cmk III}}), 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.
* If for some reason you do not want to be teleported away from the Esper Hunter, carry {{favilink|normality gas}} grenades ({{favilink|normality gas grenade mk I|&cmk I}}, {{favilink|normality gas grenade mk II|&cmk II}}, or {{favilink|normality gas grenade mk III|&cmk III}}), 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 {{favilink|normality gas}} grenades ({{favilink|normality gas grenade mk I|&cmk I}}, {{favilink|normality gas grenade mk II|&cmk II}}, or {{favilink|normality gas grenade mk III|&cmk III}}), and throw one at the Esper Hunter ([[normality]] contests teleportation).


==== [[Temporal Fugue]] ====
==== [[Temporal Fugue]] ====
* Carry {{favilink|normality gas}} grenades ({{favilink|normality gas grenade mk I|&cmk I}}, {{favilink|normality gas grenade mk II|&cmk II}}, or {{favilink|normality gas grenade mk III|&cmk III}}), 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 {{favilink|normality gas}} grenades ({{favilink|normality gas grenade mk I|&cmk I}}, {{favilink|normality gas grenade mk II|&cmk II}}, or {{favilink|normality gas grenade mk III|&cmk III}}), 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.


===TL;DR (Fighting Esper Hunters):===
===TL;DR (Fighting Esper Hunters):===
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