Heavy Rains/Strategy: Difference between revisions

From A KoL Wiki
imported>Greycat
Rain Man: Bram sounds like a higher priority to me.
imported>Damian Domino Davis
 
(42 intermediate revisions by 16 users not shown)
Line 4: Line 4:


==Astral Gear/Consumables==
==Astral Gear/Consumables==
Given the path's extra built-in +ML, the [[astral belt]] might be overkill.  However, it's not as simple as it may seem at first glance.  You should definitely not struggle for stats once you hit level 11, but there may be stat bottlenecks at level 6 (especially if you are stuck waiting for a reanimated writing desk to wander by), and level 10.
Notable gear:
 
* [[astral mask]]: as useful as ever for +item%
The inhibition of your familiars by the flood water means the familiar equipment slot becomes nigh useless for non-[[:Category:Water-breathing Familiars|water-breathing]] familiars because the [[Miniature life preserver]] is so important for maintaining their proper function.  So, the [[astral pet sweater]] is not as useful as it would be in other paths.
* [[astral pet sweater]]: significantly devalued, since many familiars will be stuck wearing a [[miniature life preserver]]
 
* [[astral belt]] / [[astral shirt]]: if leveling is still a limiting factor even with the path's built-in bonus ML, the shirt's +3 stats/fight may be more manageable than the belt's additional +20 ML
Additionally, since the [[pool skimmer]] and [[heavy duty umbrella]] are both off-hand items, it makes taking the [[astral shield]], [[astral bludgeon|bludgeon]], [[astral statuette|statuette]], and [[astral longbow|longbow]] all unappealing choices.
Consumables: No path-specific differences
 
That leaves the [[astral mask]] as the default choice, at least in Hardcore.  More +item is always helpful.
 
If you are struggling, the [[astral shirt]] is an excellent pick.  It gives bonus stats from combat without raising difficulty, and the prismatic damage will be welcome against some of the path bosses, if you are using weapon-based attacks rather than spells.
 
On the consumable side, nothing really changes from No Path.  Take the [[astral energy drink]]s if you have no path-usable spleen familiars.  Take the [[astral pilsner]]s if you want to maximize turn gen and can delay turn gen until level 11.  Take the [[astral hot dog]]s if you want to maximize stat gains from consumables, at the cost of turn generation.


==Water Management==
==Water Management==
Line 26: Line 20:
However, there are a few occasions where you want to keep the water level low, if you need to find non-conditional items for a quest (i.e. the Liver of Steel items and [[goat cheese]]). The 100 turn duration for [[Personal Thundercloud]] and [[The Rain In Loathing]] makes it hard to decrease the water level on demand, so be sure to keep an eye on the turns remaining on those buffs when you're close to having to do those quests.
However, there are a few occasions where you want to keep the water level low, if you need to find non-conditional items for a quest (i.e. the Liver of Steel items and [[goat cheese]]). The 100 turn duration for [[Personal Thundercloud]] and [[The Rain In Loathing]] makes it hard to decrease the water level on demand, so be sure to keep an eye on the turns remaining on those buffs when you're close to having to do those quests.


Increasing the water depth also increases your probability of losing item drops to the water. This means your [[yellow ray]]s are no longer 100% reliable turn savers, greatly diminishing their importance. Generally you should count on needing to fight more than one of a given monster, even if you can "cap" its drops with +item or yellow rays. This places a greater importance on combat selection mechanics ([[Transcendent Olfaction]] or [[banishing]]). If you rely heavily on Olfaction, you'll need extra [[soft green echo eyedrop antidote|SGEEA]]s.
Increasing the water depth also increases your probability of losing item drops to the water. This means your [[yellow ray]]s are no longer 100% reliable turn savers, greatly diminishing their importance. Generally you should count on needing to fight more than one of a given monster, even if you can "cap" its drops with +item or yellow rays. This places a greater importance on combat selection mechanics ([[Transcendent Olfaction]] or [[banishing]]).  
===Lists of all ascension relevant hard zones===
*[[:Category:Underground Locations (Hard)|Underground]] (base depth 6)
*[[:Category:Indoor Locations (Hard)|Indoor]] (base depth 4)
*[[:Category:Outdoor Locations (Hard)|Outdoor]] (base depth 2)
 
===What Water Level ML doesn't affect===
Extra [[Monster Level#Special Interactions|Monster Level]] from Water Level does not affect out-of-combat things: the ML is added in combat. This means that:
*[[Random Lack of an Encounter]]: When investigating the crew quarters, Water ML will not make you fight MagiMechTech MechaMechs.
*[[Tavern Cellar]]: Water ML does not increase the chance of fighting bunches of drunken rats or drunken rat kings.
*[[Death Rattlin']]: While Water ML does not give you bigger swarms of ghuol whelps, it ''does'' reduce the same amount of Evil since it scales off ML regardless, so do not be fooled by its appearance.
*[[Oil Peak]]: Water ML does not give you tougher opponents. You would still need at least +100 ML to fight oil cartels.


==Path Skills==
==Path Skills==
Line 33: Line 38:
Generally speaking, the Rain skills are the most critical to speed, and the #1 path skill by a huge margin is [[Rain Man]]. This means every time you use Rain for some other skill, you are comparing the opportunity cost of that Rain against another Rain Man pseudo-fax.
Generally speaking, the Rain skills are the most critical to speed, and the #1 path skill by a huge margin is [[Rain Man]]. This means every time you use Rain for some other skill, you are comparing the opportunity cost of that Rain against another Rain Man pseudo-fax.


You can start with an [[aquaconda brain]] if you knew more Rain skills than the other skill groups on your last Heavy Rains run (Needs Spading), but if you didn't, you'll need to learn [[Thundercloud]] ASAP in order to get it. Once you have [[Rain Man]], [[Thunder Clap]] is the next-best skill for speed, and afterwards you can fill in the other path skills however you see fit.
Rain Man is easily obtainable if you start your run with at least one [[aquaconda brain]], but if you don't, you'll need to learn [[Thundercloud]] ASAP. Once you have [[Rain Man]], [[Thunder Clap]] and [[Lightning Strike]] are the next-best skills for speed, and afterwards you can fill in the other path skills however you see fit.


===Thunder Skills===
===Thunder Skills===
Line 39: Line 44:
* [[Thunder Clap]] (40 dB): Banishes one monster at a time for up to 40 Adventures. Like with every other form of queue manipulation, it's very useful for speeding up runs by removing undesirable monster encounters.
* [[Thunder Clap]] (40 dB): Banishes one monster at a time for up to 40 Adventures. Like with every other form of queue manipulation, it's very useful for speeding up runs by removing undesirable monster encounters.
* [[Thundercloud]] (20 dB): Increase water depth by 2 for 100 turns. Required for [[aquaconda brain]]s, making it a top priority skill.
* [[Thundercloud]] (20 dB): Increase water depth by 2 for 100 turns. Required for [[aquaconda brain]]s, making it a top priority skill.
* [[Thunder Bird]] (1 dB): Delevels monster by 15%. Good for gremlins and boss fights, especially if you don't have the skills or equipment needed to jack up your stats.
* [[Thunder Bird]] (1 dB): Delevels monster by 15%. Good for gremlins, boss fights, and many tough encounters, especially if you don't have the skills or equipment needed to win the combats otherwise.
* [[Thunderheart (skill)|Thunderheart]] (20 dB): +100% Max HP for 100 turns. Generally unnecessary, even in late game, but it can help for the last few bosses.
* [[Thunderheart (skill)|Thunderheart]] (20 dB): +100% Max HP for 100 turns. While generally unnecessary to learn, it can help for [[A-boo Peak]], places where you can't equip the Underwear, and the last few bosses. With [[Thunder Thighs]] you will likely gain so much Thunder that you can easily stack hundreds of turns of this.
* [[Thunderstrike]] (5 dB): Stuns for 4 turns, even up to 150ML, where monsters become stun-immune otherwise. Best used for [[The Rain King]], since he's not resistant to it and he can't remove your buffs while stunned.
* [[Thunderstrike]] (5 dB): Stuns for 4 rounds, even up to 150ML, where monsters become stun-immune otherwise. Best used for when you are running tons of ML when stuns become less reliable, and against [[The Rain King]], since he can't remove your buffs while stunned.
* [[Thunder Down Underwear]] (60 dB): Gives you a [[thunder down underwear]] until rollover. While it won't save any turns by itself, the huge amount of Damage Absorption, Max HP, and HP regen it gives greatly increases your survivability, making it an excellent quality of life item.
* [[Thunder Down Underwear]] (60 dB): Gives you a [[thunder down underwear]] until rollover. While it won't save any turns by itself, the huge amount of Damage Absorption, Max HP, and HP regen it gives greatly increases your survivability, making it an excellent quality of life item.
* [[Thunder Thighs]]: Increases Thunder generation. Its use is mainly for using more Thunder Claps with less downtime, making it important for optimizing your run.
* [[Thunder Thighs]] (passive): Increases Thunder generation from 30 to 50 dB. Helpful for using more Thunder Claps with less downtime, which is handy in places where you want a lot of banishes close together (e.g. [[The Hidden City]] or [[Spookyraven Manor Cellar]]).


===Rain Skills===
===Rain Skills===
Many of the Rain skills can be used for direct turn-saving, but with an average gain of 1 Rain per combat it is more precious than Thunder.
Many of the Rain skills can be used for direct turn-saving, but with an average gain of 1 Rain per combat it is more precious than Thunder.
* [[Rain Man]] (50 drops): Lets you fight any monster you know, like a Fax Machine, but with ''multiple uses''. By far the best turn-saving skill, so most of your Rain will be used on this.
* [[Rain Man]] (50 drops): Lets you fight any monster you know, like a Fax Machine, but with ''multiple uses'' per day. By far the best turn-saving skill, so most of your Rain will be used on this.
* [[Rainy Day]] (20 drops): Increase water depth by 2 for 100 turns. Required for [[lightning milk]] and boosting ML overall, making it a top priority skill.
* [[Rainy Day]] (20 drops): Increase water depth by 2 for 100 turns. Required for [[lightning milk]] and boosting ML overall, making it a high priority skill.
* [[Make it Rain]] (10 drops): +300% Meat Drops for the combat it's used in. Speeds up Nuns greatly.
* [[Make it Rain]] (10 drops): +300% Meat Drops for the combat it's used in. Speeds up [[Recover the Sisters' Meat|Nuns]] greatly.
* [[Rain Dance]] (10 drops): +20% item drops for 100 turns. Self-explanatory why it's useful.
* [[Rain Dance]] (10 drops): +20% item drops for 100 turns. Self-explanatory why it's useful.
* [[Rainbow]] (3 drops): Deals 6-7 Prismatic Damage. While it could make early bosses easier, it's generally a waste of Rain.
* [[Rainbow]] (3 drops): Deals 6-7 Prismatic Damage. While it could make early bosses easier, it's generally a waste of Rain.
* [[Rain Coat]] (40 drops): Gives you a [[famous blue raincoat]] until rollover. Grants +2 resistances and bonus Item Drops and Initiative, making it a nice shirt to have on if you didn't bring an [[astral shirt]]. Best used on Moxie classes, and you stop needing Rain Man as much.
* [[Rain Coat]] (40 drops): Gives you a [[famous blue raincoat]] until rollover. Grants +2 resistances and +10% Item Drops and +40 Initiative, making it a nice "quality of life" skill if you didn't bring an [[astral shirt]], but mostly a waste of Rain from a speed perspective.
* [[Rain Delay]]: +3 to all elemental resistance. Can potentially speed up [[A-boo Peak]] and is more useful onr low-skill characters.
* [[Rain Delay]] (passive): +3 to all elemental resistance. Can potentially speed up [[A-boo Peak]] and is more useful on low-skill characters. And it doesn't cost any Rain!


===Lightning Skills===
===Lightning Skills===
Besides free runaway and Yellow Ray, Thunder is suited for spellcasters. However, you can't gain any extra Lightning until rollover, so it is a resource you can't afford to waste.
Besides free runaway and Yellow Ray, Lightning is suited for spellcasters. However, unless you own [[Thor's Pliers]], you can't gain any extra Lightning until rollover, so it is a resource you can't afford to waste.
* [[Lightning Strike]] (20 bolts): Turnless insta-kill (like a free runaway but you get stats, meat and items), saving up to 5 turns a day.
* [[Lightning Strike]] (20 bolts): Turnless insta-kill (like a free runaway but you get stats, meat and items), saving up to 5 (or more with the Pliers) turns a day. It's the most important Lightning skill out of them all, and any extra Lightning you gain with the Pliers should go into this. The most effective places to use this are zones where you wish to conserve turns of limited buffs (<s>+meat for [[Recover the Sisters' Meat|Nuns]]</s> (not as useful now because of 1000 meat drop cap on free fights), +item and gland effects for [[Exterminate the Filthworm Infestation|filthworms]]) or other special effects (Ultrahydrated in the desert). Otherwise, use it anywhere you want. It also makes a great panic button, letting you kill a monster that might otherwise beat you up.
* [[Clean-Hair Lightning]] (10 bolts): +100% Max MP for 100 turns. Redundant due to [[Riding the Lightning]] and overall a waste of Lightning.
* [[Clean-Hair Lightning]] (10 bolts): +100% Max MP for 100 turns. Redundant due to [[Riding the Lightning]] and overall a waste of Lightning. Might be useful for low level Pastamancers (for high-MP Thrall binding) if you're running out of Lightning skills to learn.
* [[Ball Lightning]] (5 bolts): Yellow Ray disintegration with a 99 turn cooldown. While Yellow Rays have diminished effectiveness in Heavy Rains, it remains a useful skill because you can never have enough item drops.
* [[Ball Lightning]] (5 bolts): Yellow Ray disintegration with a 99 turn cooldown. While Yellow Rays have diminished effectiveness in Heavy Rains, it remains a useful skill because you can never have enough item drops. As a downside, if you don't have the Pliers using it will deprive you of one extra Lightning Strike a day.
* [[Sheet Lightning]] (10 bolts): +100% Spell Damage and damages attacking opponents for 100 turns. A situational skill for when you need a lot of spell damage, depending on your Ball Lightning uses.
* [[Sheet Lightning]] (10 bolts): +100% Spell Damage and damages attacking opponents for 100 turns. If you don't have the Pliers and used Ball Lightning, you will have some leftover Lightning that you can't use for Lightning Strike. Therefore, spellcasters have a way to make use of those 15 or so remaining Lightnings on something that benefits them.
* [[Lightning Bolt]] (1 bolt): Deals massive damage when cast 3 times in a single combat. Sounds good on paper, but experienced players should be able to one or two-shot monsters anyway, not to mention it uses Lightning. It also doesn't work on bosses due to their damage cap.
* [[Lightning Bolt (Heavy Rains)|Lightning Bolt]] (1 bolt): Deals massive damage when cast for the third time in a single combat. Sounds strong on paper, but experienced players should be able to one or two-shot monsters anyway, not to mention it uses Lightning. It also doesn't work on path bosses due to their hard damage caps. Could be used in some [[tower killing]] setups (but not by itself).
* [[Lightning Rod]] (20 bolts): Gives you a [[lightning rod]] until rollover. While it gives very large bonuses that benefit a spellcaster greatly, it cost equal to Lightning Strike (so you can't use it to get rid of surplus lightning, unlike Sheet Lightning). Its use is situational, depending on what other Spell Damage sources you have available.
* [[Lightning Rod]] (20 bolts): Gives you a [[lightning rod]] until rollover. Gives very large bonuses that benefit a spellcaster greatly, at the costs of a Lightning Strike. If you are willing to trade an extra Adventure for a lot of Spell Damage and some MP regen, you can steamroll through almost anything with it.
* [[Riding the Lightning]]: +100% Max MP. Mainly a quality-of-life skill in some cases. Watch out for storm cows, though.
* [[Riding the Lightning]] (passive): +100% Max MP. Mainly a quality-of-life skill in some cases, but as a passive skill, it doesn't cost you any Lightning. Watch out for storm cows, though.


===Skill Acquisition===
===Skill Acquisition===
If the theory that you start with an item based on the most common type of skills you had in the previous Heavy Rains run turns out to be correct, this means you should try very hard to ensure that you end each run with more Rain skills than any other category, to ensure that you start with an [[aquaconda brain]] for Turn 1 Rain Man. (Needs spading!)
Every time you complete a Heavy Rains run (by breaking the Prism), the game counts which skill tree you have the most skills in. On future Heavy Rains runs, you'll start with the corresponding skill-giving item. Each run's item is remembered independently. If you have a tie for most skills in multiple trees, the game chooses one at random.
 
There is a limit of 3 of each starting skill item (i.e. you max out at 3 [[thunder thigh]]s, 3 [[aquaconda brain]]s and 3 [[lightning milk]]s). If you've already maxed the skill tree you have the most skills in, the game will use your second-highest skill tree for this run. However, you must have learned at least ''one'' skill in a second tree. You can't start with lightning milks if you have never learned a Lightning skill at all.


Either way, the first step you need to take in any Heavy Rains run is to acquire some [[thunder thigh]]s ASAP, which you can find in a high-level underground zone. The earliest available zone of that kind are the [[A Maze of Sewer Tunnels|Hobopolis sewers]] and the [[Slime Tube]], but you will need to be able to survive there (at minimum you have to deal with 160 ML from the [[slime]]s). If you are unable to handle the monsters or adventure in those zone, then the earliest available zone is [[Menagerie Level 3]] (faster, but somewhat RNG-prone and not ascension-relevant), followed by [[The Cyrpt]] zones. [[The Dungeons of Doom]] is also available once the Cyrpt becomes inaccessible.
It's recommended to finish your first run with more Rain skills than others for a Turn 1 [[Rain Man]], and then with the most skills in whatever else according to your needs in future runs afterwards.


The [[giant tardigrade]] itself has 40 initiative; water depth 6 gives +60 ML which is -60 initiative, so you need 100 initiative to get the jump on it ''if you aren't raising ML at all''. Water plus [[detuned radio]] (set to 10) is -90 initiative, so you would need 130, and so on.
Either way, the first step you need to take in any Heavy Rains run is to acquire some [[thunder thigh]]s ASAP, which you can find in a high-level underground zone. The earliest available zone of that kind are the [[A Maze of Sewer Tunnels|Hobopolis sewers]] and the [[Slime Tube]], but you will need to be able to survive there (at minimum you have to deal with 160 ML from the [[slime]]s). If you are unable to handle the monsters or adventure in those zone, then the earliest available zone is [[Menagerie Level 3]] (faster, but somewhat RNG-prone and not ascension-relevant), followed by [[The Cyrpt]] zones. [[The Dungeons of Doom]] are also available once the Cyrpt becomes inaccessible.


Once you have learned [[Thundercloud]], zones in [[Spookyraven Manor, Second Floor]], [[Barrrney's Barrr]] and [[Pandamonium]] can be used to find [[aquaconda brain]]s, and all but Pandamonium are ascension-relevant to boot. However, these zones will take some time to open, so you probably won't be able to get Rain Man until at least the second wandering monster without starting with an [[aquaconda brain]].
Once you have learned [[Thundercloud]], zones in [[Spookyraven Manor, Second Floor]], [[Barrrney's Barrr]] and [[Pandamonium]] can be used to find [[aquaconda brain]]s, and all but Pandamonium are ascension-relevant to boot. However, these zones will take some time to open, so you probably won't be able to get Rain Man until at least the second wandering monster without starting with an [[aquaconda brain]].


By the time you have [[Rainy Day]], there are multiple high-level, ascension-relevant outdoor zones that can be used to acquire {{plural|lightning milk}}. The earliest high-level outdoor zone is [[The Obligatory Pirate's Cove]], but there is no shortage of such zones from level 9 onward.
By the time you have [[Rainy Day]], there are multiple high-level, ascension-relevant outdoor zones that can be used to acquire {{plural|lightning milk}}. The earliest high-level outdoor zone is [[The Obligatory Pirate's Cove]], but there is no shortage of such zones from level 9 onward.
<!--This might be strangely fiddly, strangely worded and inappropriate for this page, but:-->Attempting to adventure in the [[Daily Dungeon]] (low-level, underground) when it has been completed for the day fires adventure.php but does not take a turn, so you can "adventure" here each turn during the rain monster window. This lets you guarantee an [[alley catfish]] or [[giant tardigrade]], with at least one water-depth increaser active. [[A Massive Ziggurat]] and the Overgrown Shrines in [[The Hidden City]] work similarly, as high-level, outdoor zones that can be adventured in without consuming turns.


===Rain Man===
===Rain Man===
Line 83: Line 92:
Since Rain Man works a lot like the fax machine, the standard [[fax machine strategy]] applies -- except that you get way more Rain Man casts than you do faxes.  Some of the better choices for this path include:
Since Rain Man works a lot like the fax machine, the standard [[fax machine strategy]] applies -- except that you get way more Rain Man casts than you do faxes.  Some of the better choices for this path include:


* [[writing desk]]: '''You must read the [[Telegram from Lady Spookyraven|telegram]] before fighting these.'''  You need to fight 5 of these to open Spookyraven's second floor, bypassing all of the first floor zones.  With the [[Reanimated Reanimator]] you can wink at the first one, Rain Man a second one, and then wait for the 3 wandering copies.
* [[mountain man]] (requires [[Monster Manuel]] or access to a [[A Fax Machine|fax machine]]): Outside of [[Unaccompanied Miner]], your only other speedy choices for acquiring the ore you need in Hardcore are mountain men, [[Either Ore|clovers]], and [[zapping]].
* [[mountain man]]: With [[Unaccompanied Miner]] being type69ed, your only speedy choices for acquiring the ore you need in Hardcore are mountain men, clovers, and zapping.
* [[ninja snowman assassin]]: You need to fight 3 of these to bypass the middle of Mt. McLargeHuge.
* [[ninja snowman assassin]]: You need to fight 3 of these to bypass the middle of Mt. McLargeHuge.
* [[lobsterfrogman]]: You need to fight 5 of these to bypass [[Sonofa Beach]]
* [[lobsterfrogman]]: You need to fight 5 of these to bypass [[Sonofa Beach]]
* [[Quantum Mechanic]]: This can drop a [[large box]], allowing you to bypass the greater-than sign and the Dungeon of Doom.  Remember that the flood water can wash this away.  Also remember that if the QM hits you, you can be inflicted with [[teleportitis]].
* [[Quantum Mechanic]]: This can drop a [[large box]], allowing you to bypass the greater-than sign and the Dungeon of Doom.  Remember that the flood water can wash this away.  Also remember that if the QM hits you, you can be inflicted with [[teleportitis]].
* [[Bram the Stoker]]: Reduced [[Combat Frequency]] is as useful as ever, and [[Bram's choker]] has a 100% drop rate, so it can't be washed away.  Getting this before the semi-rare unlocks at level 11 can save many turns.
* [[Bram the Stoker]]: Reduced [[Combat Frequency]] is as useful as ever, and [[Bram's choker]] has a 100% drop rate, so it can't be washed away.  Getting this before the semi-rare unlocks at level 11 can save many turns.
* [[Orcish Frat Boy Spy]]: Drops the [[Frat Warrior Fatigues]] items with a base rate of 30%.  They ''can'' be washed away, but at least you don't have to waste a [[Ball Lightning]] on them, so you can always try again.  It also allows you to skip the [[Filthy Hippy Disguise]] and its potential YR-washaway grief.
* [[War Hippy Spy]]: Same concept as the Fray Boy Spy, if you want to fight the war as a hippy.
* ([[big swarm of ghuol whelps|big]]/[[giant swarm of ghuol whelps|giant]]) [[swarm of ghuol whelps]]: You'll be giving up some +ML by fighting them in the (low-level, outdoor) "Rain Man zone" rather than their native (high-level, underground) [[The Defiled Cranny|Defiled Cranny]], but it can still be worth it if you have enough. Evil reduction is based entirely on +ML, so the only consideration for which swarm to summon is group damage and base HP.


If you have extra Rain Man casts available, you can also consider some lower-priority targets, depending on what you need:
If you have extra Rain Man casts available, you can also consider some lower-priority targets, depending on what you need:
* [[screambat]]: Its screams can't be washed away by water, like [[sonar-in-a-biscuit|sonars]] can.  '''You must open the bathole before fighting these.'''
* [[screambat]]: Its screams can't be washed away by water, like [[sonar-in-a-biscuit|sonars]] can.  '''You must open the bathole before fighting these.'''
* [[gaudy pirate]]: You have to fight 2 of these... but remember, you also have to unlock the [[Belowdecks]] to ''use'' the [[gaudy key]]s.
* [[Baa'baa'bu'ran]]: Good for not only unlocking [[The Hidden City]], but with the 3rd [[stone wool]] you can use it for 3 extra Adventures or extra stats.
* [[alley catfish]]: Its whiskers (potion) help you prevent items washing away, and it's a fish, whose DNA you may want to extract.
* [[alley catfish]]: Its whiskers (potion) help you prevent items washing away, and it's a fish, whose [[Little Geneticist DNA-Splicing Lab|DNA]] you may want to extract.
* [[piranhadon]]: A useful source of [[freshwater fishbone]]s as well as fish DNA. The large Spell Damage bonus [[fishbone bracers]] will allow you to defeat strong monsters more easily, if you're using spells.
* [[piranhadon]]: A useful source of [[freshwater fishbone]]s as well as fish [[Little Geneticist DNA-Splicing Lab|DNA]]. The large Spell Damage bonus [[fishbone bracers]] will allow you to defeat strong monsters more easily, if you're using spells.
* gremlins, assorted types: Be sure to select the correct one.  The ''second'' one is the tool-bearer.
* [[Retrieve Yossarian's Tools|gremlins, assorted types]]: Be sure to select the correct one.  The ''second'' one is the tool-bearer.
* [[Mer-kin drifter]]: With its high base ML, it comes in handy for [[Advertise for the Mysterious Island Arena|flyering]], if you haven't made up the necessary exposure some other way.


==Pool Skimmer==
==Pool Skimmer==
Line 102: Line 114:
==Quests==
==Quests==
===Guild Entry Quest===
===Guild Entry Quest===
It should be noted that Mysticality classes have to adventure in [[The Haunted Pantry]] for their guild entry quest, which is 2 depths higher than the entry level zones for other classes. Therefore, equipping the [[water wings for babies]] is recommended.
It should be noted that Mysticality classes unlock their guild in [[The Haunted Pantry]], which is indoors (water depth 3). If you choose to unlock the Myst guild, and if you are struggling with the additional [[Monster Level]] at this point, consider equipping the [[water wings for babies]].


===[[Boss Bat Quest]]===
===[[Boss Bat Quest]]===
Due to the high water depth inside [[The Bat Hole]] and the fact that {{plural|sonar-in-a-biscuit}} and [[enchanted bean]]s can be washed away, it would be a good idea to equip the [[heavy duty umbrella]] here.
Due to the high water depth inside [[The Bat Hole]] and the fact that {{plural|sonar-in-a-biscuit}} and [[enchanted bean]]s can be washed away, more item drops may be helpful. While a [[heavy duty umbrella]] in the offhand can reduce losses, it can still be beaten by high item drop equipment in that slot, namely a [[A Light that Never Goes Out]].  
:[http://forums.kingdomofloathing.com/vb/showpost.php?p=4667077&postcount=339 Or it might not].
:[http://forums.kingdomofloathing.com/vb/showpost.php?p=4667077&postcount=339 Full analysis].


===[[The King of Cobb's Knob Quest]]===
===[[The King of Cobb's Knob Quest]]===
Line 122: Line 134:


===[[The Rain King]]===
===[[The Rain King]]===
The Rain King is significantly tougher than any other final bosses, so plan accordingly:
The Rain King is significantly tougher than many other final bosses, so plan accordingly:
* Similar to the Aquagoblin, apply as many buffs as possible to reduce the chance of having your stronger buffs removed.
* Similar to the Aquagoblin, apply as many buffs as possible to reduce the chance of having your most important buffs removed.
* If you're using weapon-based attacks, stock up on elemental damage to deal more damage per attack. Drinking a [[Sockdollager]] adds a whopping 100 damage per hit, which helps finish off The Rain King much faster.
* The Rain King fight has a (hidden) water depth of 6, even without depth-increasing skills. This gives him effectively +60 ML, which gives him a chance of stun resistance. However, wearing -ML gear (such as [[water wings for babies]]) at the start of the fight reduces his effective +ML bonus, '''even after he removes them from you'''. So, turn off all your +ML stuff, wear those water wings, and stun away.
* A [[Pastamancer]] with [[Bringing Up the Rear]] and at least +100% bonus Spell Damage can deal 120 damage per round with [[Ravioli Shurikens]]. Anyone with the skills permed can deal 80 damage per round with [[Saucestorm]] or [[Weapon of the Pastalord]], or 120 with [[Turtleini]].
* The Rain King is vulnerable to stuns, and won't remove buffs while stunned. Having multi-round stuns will help turn the fight in your advantage, and the more you have the better. [[CSA obedience grenade]]s are an excellent choice, as they both stun for a few rounds and delevel the enemy. [[Thunderstrike]] is also a good choice for stunning, and should be considered for those without a [[Camp Scout backpack|backpack]].
* The Rain King is vulnerable to stuns, and won't remove buffs while stunned. Having multi-round stuns will help turn the fight in your advantage, and the more you have the better. [[CSA obedience grenade]]s are an excellent choice, as they both stun for a few rounds and delevel the enemy. [[Thunderstrike]] is also a good choice for stunning, and should be considered for those without a [[Camp Scout backpack|backpack]].
* Stagger-locking him with [[macrame net]]s or [[superamplified boom box]]en, plus another damaging item if you can [[Ambidextrous Funkslinging|Funksling]], is also viable.
* Stagger-locking him with [[macrame net]]s or [[superamplified boom box]]en, plus another damaging item if you can [[Ambidextrous Funkslinging|Funksling]], is also viable.
* The Rain King hits progressively harder as the battle goes on (needs spading), and repeated applications of [[Thunder Bird]] or [[crayon shavings]] are an excellent way to reduce his strength.
* If you're using weapon-based attacks, stock up on elemental damage to deal more damage per attack. Drinking a [[Sockdollager]] adds a whopping 100 damage per hit, which helps finish off The Rain King much faster.
* A [[Pastamancer]] with [[Bringing Up the Rear]] and at least +100% bonus Spell Damage can deal 120 damage per round with [[Ravioli Shurikens]]. Anyone with the skills permed can deal 80 damage per round with [[Saucestorm]] or a tuned [[Weapon of the Pastalord]], or 120 with [[Turtleini]].
* Since this fight can take quite long, the [[Warbear Drone]] familiar can be a good source of additional damage (for a familiar), as long as you can provide some buffs for extra weight.
* [[Seal Clubber|Seal Clubbers]] who haven't already should consider learning [[Hide of the Walrus]], which will reduce damage by up to 12% per hit, if they didn't perm [[Astral Shell (skill)|Astral Shell]] and [[Ghostly Shell (skill)|Ghostly Shell]] already.
* The Rain King hits quite hard when you're naked, but repeated applications of [[Thunder Bird]] or [[crayon shavings]] are an excellent way to reduce his strength if you can't stun-lock him.
* Using a semi-rare on [[scented massage oil]]s before the battle may be wise if you think you will need more in-combat healing than you can get from the war's [[gauze garter]]s or [[filthy poultice]]s.
* Using a semi-rare on [[scented massage oil]]s before the battle may be wise if you think you will need more in-combat healing than you can get from the war's [[gauze garter]]s or [[filthy poultice]]s.
==Mr. Store Items==
Most of the usual applications for various items from the [[Mr. Store]] as there are no restrictions in the Path. Some IOTMs give strong QoL. This guide was written post-Standard.
*[[Thor's Pliers]] is one of the IOTMs connected to this path and provides lightning every 11 combats among many other benefits. In-run, it can save many turns with appropriate lightning skills.
*[[Monster Manuel]] is connected to this path in a different way. If you have unlocked factoids for monsters, you can immediately [[Rain Man]] them in the path as long as you have enough rain.
*[[Grey Goose]], as mentioned in the skills strategy section, can dupe skill drops from wanderers.
*[[Model train set]] fixes leveling and provides progression for multiple quests. As Monster Level is a major factor in combat, there is some leveling already. However, for low-IOTM runs, this can make things more difficult when trying to hit on more difficult quests early. Starting with doubled mainstat experience can help.
*[[Cookbookbat]] can fill your entire diet if necessary, especially in Hardcore.
*[[Jurassic Parka]] is strong in this path with its insta-block ability helping with potential survival issues.
*[[The Neverending Party]] has a water depth of 3 and indoor.


{{Ascension Strategy}}
{{Ascension Strategy}}


[[Category:Ascension Strategy]]
[[Category:Ascension Strategy]]

Latest revision as of 01:24, 10 February 2024

This page discusses strategies for the Heavy Rains challenge path.

Overall the path plays much like No Path, but with extra skills available, extra wandering monsters, and extra built-in +ML.

Astral Gear/Consumables

Notable gear:

Consumables: No path-specific differences

Water Management

You will have an extra +10 to +60 ML due to the flood waters, depending on which zone you're in. You have some control over this:

  • You can increase the depth by learning and using the Thundercloud and Rainy Day skills. Increasing the depth is the only way to learn the Rain and Lightning skills.
  • You can decrease the depth by equipping the heavy duty umbrella (offhand) or the fishbone corset (shirt). If you are playing for speed, you will never have enough fishbones to make the corset in Hardcore, and in most cases you wouldn't want to reduce the water anyway. But if you are struggling in softcore, and aren't seeking more skills, the corset might be a reasonable pull.

For speed purposes, you want to increase the water depth as much as you can, as soon as you can. This raises the Monster Level and gives you more stats, and it allows you to pick up more of the path skills. Once you reach level 11 and got the skills you need, you can stop renewing the water depth increasing effects, allowing the water to recede to its default levels by the time you're ready for the lair.

However, there are a few occasions where you want to keep the water level low, if you need to find non-conditional items for a quest (i.e. the Liver of Steel items and goat cheese). The 100 turn duration for Personal Thundercloud and The Rain In Loathing makes it hard to decrease the water level on demand, so be sure to keep an eye on the turns remaining on those buffs when you're close to having to do those quests.

Increasing the water depth also increases your probability of losing item drops to the water. This means your yellow rays are no longer 100% reliable turn savers, greatly diminishing their importance. Generally you should count on needing to fight more than one of a given monster, even if you can "cap" its drops with +item or yellow rays. This places a greater importance on combat selection mechanics (Transcendent Olfaction or banishing).

Lists of all ascension relevant hard zones

What Water Level ML doesn't affect

Extra Monster Level from Water Level does not affect out-of-combat things: the ML is added in combat. This means that:

  • Random Lack of an Encounter: When investigating the crew quarters, Water ML will not make you fight MagiMechTech MechaMechs.
  • Tavern Cellar: Water ML does not increase the chance of fighting bunches of drunken rats or drunken rat kings.
  • Death Rattlin': While Water ML does not give you bigger swarms of ghuol whelps, it does reduce the same amount of Evil since it scales off ML regardless, so do not be fooled by its appearance.
  • Oil Peak: Water ML does not give you tougher opponents. You would still need at least +100 ML to fight oil cartels.

Path Skills

You get the first wandering monster on the 9th to 11th turn (after 8-10 turns spent). You can set a /timer for this as soon as you begin the path, to remind you. Afterwards, you will start encountering the wandering monsters every 35-45 turns.

Generally speaking, the Rain skills are the most critical to speed, and the #1 path skill by a huge margin is Rain Man. This means every time you use Rain for some other skill, you are comparing the opportunity cost of that Rain against another Rain Man pseudo-fax.

Rain Man is easily obtainable if you start your run with at least one aquaconda brain, but if you don't, you'll need to learn Thundercloud ASAP. Once you have Rain Man, Thunder Clap and Lightning Strike are the next-best skills for speed, and afterwards you can fill in the other path skills however you see fit.

Thunder Skills

You gain an average of 3 Thunder per combat, or 5 with Thunder Thighs, which makes it the most available resource of the three. Contains mostly survivability skills.

  • Thunder Clap (40 dB): Banishes one monster at a time for up to 40 Adventures. Like with every other form of queue manipulation, it's very useful for speeding up runs by removing undesirable monster encounters.
  • Thundercloud (20 dB): Increase water depth by 2 for 100 turns. Required for aquaconda brains, making it a top priority skill.
  • Thunder Bird (1 dB): Delevels monster by 15%. Good for gremlins, boss fights, and many tough encounters, especially if you don't have the skills or equipment needed to win the combats otherwise.
  • Thunderheart (20 dB): +100% Max HP for 100 turns. While generally unnecessary to learn, it can help for A-boo Peak, places where you can't equip the Underwear, and the last few bosses. With Thunder Thighs you will likely gain so much Thunder that you can easily stack hundreds of turns of this.
  • Thunderstrike (5 dB): Stuns for 4 rounds, even up to 150ML, where monsters become stun-immune otherwise. Best used for when you are running tons of ML when stuns become less reliable, and against The Rain King, since he can't remove your buffs while stunned.
  • Thunder Down Underwear (60 dB): Gives you a thunder down underwear until rollover. While it won't save any turns by itself, the huge amount of Damage Absorption, Max HP, and HP regen it gives greatly increases your survivability, making it an excellent quality of life item.
  • Thunder Thighs (passive): Increases Thunder generation from 30 to 50 dB. Helpful for using more Thunder Claps with less downtime, which is handy in places where you want a lot of banishes close together (e.g. The Hidden City or Spookyraven Manor Cellar).

Rain Skills

Many of the Rain skills can be used for direct turn-saving, but with an average gain of 1 Rain per combat it is more precious than Thunder.

  • Rain Man (50 drops): Lets you fight any monster you know, like a Fax Machine, but with multiple uses per day. By far the best turn-saving skill, so most of your Rain will be used on this.
  • Rainy Day (20 drops): Increase water depth by 2 for 100 turns. Required for lightning milk and boosting ML overall, making it a high priority skill.
  • Make it Rain (10 drops): +300% Meat Drops for the combat it's used in. Speeds up Nuns greatly.
  • Rain Dance (10 drops): +20% item drops for 100 turns. Self-explanatory why it's useful.
  • Rainbow (3 drops): Deals 6-7 Prismatic Damage. While it could make early bosses easier, it's generally a waste of Rain.
  • Rain Coat (40 drops): Gives you a famous blue raincoat until rollover. Grants +2 resistances and +10% Item Drops and +40 Initiative, making it a nice "quality of life" skill if you didn't bring an astral shirt, but mostly a waste of Rain from a speed perspective.
  • Rain Delay (passive): +3 to all elemental resistance. Can potentially speed up A-boo Peak and is more useful on low-skill characters. And it doesn't cost any Rain!

Lightning Skills

Besides free runaway and Yellow Ray, Lightning is suited for spellcasters. However, unless you own Thor's Pliers, you can't gain any extra Lightning until rollover, so it is a resource you can't afford to waste.

  • Lightning Strike (20 bolts): Turnless insta-kill (like a free runaway but you get stats, meat and items), saving up to 5 (or more with the Pliers) turns a day. It's the most important Lightning skill out of them all, and any extra Lightning you gain with the Pliers should go into this. The most effective places to use this are zones where you wish to conserve turns of limited buffs (+meat for Nuns (not as useful now because of 1000 meat drop cap on free fights), +item and gland effects for filthworms) or other special effects (Ultrahydrated in the desert). Otherwise, use it anywhere you want. It also makes a great panic button, letting you kill a monster that might otherwise beat you up.
  • Clean-Hair Lightning (10 bolts): +100% Max MP for 100 turns. Redundant due to Riding the Lightning and overall a waste of Lightning. Might be useful for low level Pastamancers (for high-MP Thrall binding) if you're running out of Lightning skills to learn.
  • Ball Lightning (5 bolts): Yellow Ray disintegration with a 99 turn cooldown. While Yellow Rays have diminished effectiveness in Heavy Rains, it remains a useful skill because you can never have enough item drops. As a downside, if you don't have the Pliers using it will deprive you of one extra Lightning Strike a day.
  • Sheet Lightning (10 bolts): +100% Spell Damage and damages attacking opponents for 100 turns. If you don't have the Pliers and used Ball Lightning, you will have some leftover Lightning that you can't use for Lightning Strike. Therefore, spellcasters have a way to make use of those 15 or so remaining Lightnings on something that benefits them.
  • Lightning Bolt (1 bolt): Deals massive damage when cast for the third time in a single combat. Sounds strong on paper, but experienced players should be able to one or two-shot monsters anyway, not to mention it uses Lightning. It also doesn't work on path bosses due to their hard damage caps. Could be used in some tower killing setups (but not by itself).
  • Lightning Rod (20 bolts): Gives you a lightning rod until rollover. Gives very large bonuses that benefit a spellcaster greatly, at the costs of a Lightning Strike. If you are willing to trade an extra Adventure for a lot of Spell Damage and some MP regen, you can steamroll through almost anything with it.
  • Riding the Lightning (passive): +100% Max MP. Mainly a quality-of-life skill in some cases, but as a passive skill, it doesn't cost you any Lightning. Watch out for storm cows, though.

Skill Acquisition

Every time you complete a Heavy Rains run (by breaking the Prism), the game counts which skill tree you have the most skills in. On future Heavy Rains runs, you'll start with the corresponding skill-giving item. Each run's item is remembered independently. If you have a tie for most skills in multiple trees, the game chooses one at random.

There is a limit of 3 of each starting skill item (i.e. you max out at 3 thunder thighs, 3 aquaconda brains and 3 lightning milks). If you've already maxed the skill tree you have the most skills in, the game will use your second-highest skill tree for this run. However, you must have learned at least one skill in a second tree. You can't start with lightning milks if you have never learned a Lightning skill at all.

It's recommended to finish your first run with more Rain skills than others for a Turn 1 Rain Man, and then with the most skills in whatever else according to your needs in future runs afterwards.

Either way, the first step you need to take in any Heavy Rains run is to acquire some thunder thighs ASAP, which you can find in a high-level underground zone. The earliest available zone of that kind are the Hobopolis sewers and the Slime Tube, but you will need to be able to survive there (at minimum you have to deal with 160 ML from the slimes). If you are unable to handle the monsters or adventure in those zone, then the earliest available zone is Menagerie Level 3 (faster, but somewhat RNG-prone and not ascension-relevant), followed by The Cyrpt zones. The Dungeons of Doom are also available once the Cyrpt becomes inaccessible.

Once you have learned Thundercloud, zones in Spookyraven Manor, Second Floor, Barrrney's Barrr and Pandamonium can be used to find aquaconda brains, and all but Pandamonium are ascension-relevant to boot. However, these zones will take some time to open, so you probably won't be able to get Rain Man until at least the second wandering monster without starting with an aquaconda brain.

By the time you have Rainy Day, there are multiple high-level, ascension-relevant outdoor zones that can be used to acquire lightning milks. The earliest high-level outdoor zone is The Obligatory Pirate's Cove, but there is no shortage of such zones from level 9 onward.

Attempting to adventure in the Daily Dungeon (low-level, underground) when it has been completed for the day fires adventure.php but does not take a turn, so you can "adventure" here each turn during the rain monster window. This lets you guarantee an alley catfish or giant tardigrade, with at least one water-depth increaser active. A Massive Ziggurat and the Overgrown Shrines in The Hidden City work similarly, as high-level, outdoor zones that can be adventured in without consuming turns.

Rain Man

This skill is so critical it gets its own section. You start each day with 100 Rain, and it regenerates at approximately 1 drop per combat. So, you can cast Rain Man twice immediately at the start of each day, then again every 50 combats or so, if you don't use Rain for anything else.

Any leftover Rain at the end of a day can be used to spam the Rain Dance or The Rain In Loathing skills, to stockpile turns of the effect for subsequent days.

Since Rain Man works a lot like the fax machine, the standard fax machine strategy applies -- except that you get way more Rain Man casts than you do faxes. Some of the better choices for this path include:

If you have extra Rain Man casts available, you can also consider some lower-priority targets, depending on what you need:

Pool Skimmer

Whenever you are not actively raising +item with A Light that Never Goes Out (or +meat with Half a Purse at the brigands), you should spend as many combats as possible using the pool skimmer to get random items. The items you get are extremely random, and most will not be useful, but a few lucky finds can help you enormously.

Quests

Guild Entry Quest

It should be noted that Mysticality classes unlock their guild in The Haunted Pantry, which is indoors (water depth 3). If you choose to unlock the Myst guild, and if you are struggling with the additional Monster Level at this point, consider equipping the water wings for babies.

Due to the high water depth inside The Bat Hole and the fact that sonars-in-a-biscuit and enchanted beans can be washed away, more item drops may be helpful. While a heavy duty umbrella in the offhand can reduce losses, it can still be beaten by high item drop equipment in that slot, namely a A Light that Never Goes Out.

Full analysis.

Similar to the Bat Hole, lowering the water level can speed up the acquisition of the harem/guard outfit.

The Aquagoblin removes a buff on hit, so if you are relying on buffs to defeat it, you should at least apply several cheap buffs on yourself to reduce the chance that a powerful buff gets removed. Having a stun also helps.

Keep the water level low for this quest since losing one or more items may prevent you from obtaining your steel margarita in that day.

If you do manage to get the items, it should be noted that this is one of the earliest high-level indoor zones you can adventure in.

While the swarm of ghuol whelps do not grow bigger from water depth, it still counts towards the Evility reduction.

The Rain King is significantly tougher than many other final bosses, so plan accordingly:

  • Similar to the Aquagoblin, apply as many buffs as possible to reduce the chance of having your most important buffs removed.
  • The Rain King fight has a (hidden) water depth of 6, even without depth-increasing skills. This gives him effectively +60 ML, which gives him a chance of stun resistance. However, wearing -ML gear (such as water wings for babies) at the start of the fight reduces his effective +ML bonus, even after he removes them from you. So, turn off all your +ML stuff, wear those water wings, and stun away.
  • The Rain King is vulnerable to stuns, and won't remove buffs while stunned. Having multi-round stuns will help turn the fight in your advantage, and the more you have the better. CSA obedience grenades are an excellent choice, as they both stun for a few rounds and delevel the enemy. Thunderstrike is also a good choice for stunning, and should be considered for those without a backpack.
  • Stagger-locking him with macrame nets or superamplified boom boxen, plus another damaging item if you can Funksling, is also viable.
  • If you're using weapon-based attacks, stock up on elemental damage to deal more damage per attack. Drinking a Sockdollager adds a whopping 100 damage per hit, which helps finish off The Rain King much faster.
  • A Pastamancer with Bringing Up the Rear and at least +100% bonus Spell Damage can deal 120 damage per round with Ravioli Shurikens. Anyone with the skills permed can deal 80 damage per round with Saucestorm or a tuned Weapon of the Pastalord, or 120 with Turtleini.
  • Since this fight can take quite long, the Warbear Drone familiar can be a good source of additional damage (for a familiar), as long as you can provide some buffs for extra weight.
  • Seal Clubbers who haven't already should consider learning Hide of the Walrus, which will reduce damage by up to 12% per hit, if they didn't perm Astral Shell and Ghostly Shell already.
  • The Rain King hits quite hard when you're naked, but repeated applications of Thunder Bird or crayon shavings are an excellent way to reduce his strength if you can't stun-lock him.
  • Using a semi-rare on scented massage oils before the battle may be wise if you think you will need more in-combat healing than you can get from the war's gauze garters or filthy poultices.

Mr. Store Items

Most of the usual applications for various items from the Mr. Store as there are no restrictions in the Path. Some IOTMs give strong QoL. This guide was written post-Standard.

  • Thor's Pliers is one of the IOTMs connected to this path and provides lightning every 11 combats among many other benefits. In-run, it can save many turns with appropriate lightning skills.
  • Monster Manuel is connected to this path in a different way. If you have unlocked factoids for monsters, you can immediately Rain Man them in the path as long as you have enough rain.
  • Grey Goose, as mentioned in the skills strategy section, can dupe skill drops from wanderers.
  • Model train set fixes leveling and provides progression for multiple quests. As Monster Level is a major factor in combat, there is some leveling already. However, for low-IOTM runs, this can make things more difficult when trying to hit on more difficult quests early. Starting with doubled mainstat experience can help.
  • Cookbookbat can fill your entire diet if necessary, especially in Hardcore.
  • Jurassic Parka is strong in this path with its insta-block ability helping with potential survival issues.
  • The Neverending Party has a water depth of 3 and indoor.
Ascension Strategy
Rankings: HC Skills - HC Familiars - HC IotMs
General: Class selection - Familiar usage - Lucky adventures
Paths: BHY - Fist - AoB - BI - ZS - AoJ - BIG! - KOLHS - CA2 - AoSP - SS - HR - Picky - Ed - Random - AoWoL - Source - NA - GN - LtA - L.A.R. - PF - G-Lover - DD
Additional Paths: DG - 2CRS - KoE - PotP - LKS - GG - Y,Robot - QT - WF - GY - JM - FotD
IotMs: Tomes - Faxing - Copying - YR - Garden - Correspondent - Workshed - Tea party - Florist