Shadow Shard Tips
This is probably a REALLY stupid question, but is the Shadow Shard and Firebase Zulu basically the same place?
If it was REALLY stupid it would be in AASQ
The Shadow Shard consists of 4 zones,
Firebase Zulu
The Cascade Archipeligo
The Chantry
The Storm Palace.
FBZ is the first zone of the shard, and may be the only part of it some folks see.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
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Note that when Update 4 comes in, the Shadow Shard is going to get a whole lot less frustrating for the jumpies and the speedies. The reason for this being that you can buy temporary flight packs in the Arena that will work anywhere--which means a missed geyser jump need no longer be a one-way ticket back to entrance-of-zonesville. They only allow 2 minutes of use for the flight and 5 minutes of use for the hover versions, but you only need a few seconds to salvage a badly-aimed geyser.
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Although an excellent suggestion at the original date of posting, the use of temporary powers outside of the arena has been changed. They will now be greyed out outside of the arena. Sorry!
Fireclad - Neon Peon - Inner Voice - Confused Larry - Pep Squad - Bob's Secret - Squidclad
I feel like throwing my 2 cents in on traveling in Shadow Shard, based off my SR/Super Jumping scrapper.
My life is Hell
More seriously, there are issues with running a perma-elude build in this place. That, Swift, and Quickness can have you shooting... well I'm not always certain these things aren't meant to fling me into the void.
Lessons learned though:
1. Don't stop clicking Elude. Landing in enemies without it is bad.
2. Don't have Super Jump on. It really alters your jumping arc. This is how it works as a movement power. But it also can throw you way below where you need to go if you're going forward too fast.
3. Mid-air Combat Jumping is your friend. So is Super jump. Just not at the start. Given you might already be expecting some issues these two can be _very_ handy. Combat jumping allows you to stop gonig forward. Super jump to change direction and make a dash for land in mid jump. Both of these take practice. Emphasis placed on CJ since it really stops you on a dime.
4. In the Cascades, you can use SJ to get around between a number of the islands, mostly while heading downward. This can shorten your time getting from the entrance to the center island again considerably.
5. In the Cascades, you can you SJ to avoid a number of gysers. Just because you're mad at them doesn't make this a good idea though.
FIgure out what's a good short cut, and when you're spending half an hour to climb a rockyou coul dhave been shot to the top of.
Reading over these notes to check them over.....
Ruladak's PBAoE nuke is a lot more than 40ft. I think it might even be 80.
TF's no longer give a Souvinere. They should give a badge come issue 5. I would really recomend taking screenshots of that poem you put together in the 3rd and 4th TF.
More geyser tips.....
You can keep your travel powers on. In fact, Superjump helps steer a lot. The secret to keeping them on is timing - you have to let go of your W key BEFORE you get to the geyser! When you let up on the key you keep going forward for a split second - make sure that split second is when you hit the geyser.
There are some problem geysers in the Cascades. The one near the molepoint, which I noted above, is by far the worst but you can easily skip it without loosing time. The ones that go up the Crimson Falls can not be avoided.
Here's the best route for me: When you first jump into the Crimson Falls zone, you'll be near the bottom of some huge blood-red waterfalls. When you land, turn around - there should be a geyser almost directly behind you. (There's another more toward your left but I've never had good luck going that path.) If you do this geyser the normal way you'll just end up in a pool near where you launched. SJ's, turn on your superjump and, when your altitude is about even with the next level and start running forward. SS's, don't hit the geyser running but do start running as soon as you start going up. Instead of aiming for the main island, aim for a rock that his hovering just beyond the top of the waterfall. Once you land on that rock you can easily jump to the mainland.
Then comes the Most Evil Geyser (I call her Meg ). This is a pretty verticle jump and the top of the arc isn't much higher than the island. That means there's a very small window where you land on the island on the way down but do not hit your head on the island on your way up. The landing zone is kinda steep, too, so you'll have to claw your way up when you land. Missing will probably mean going back to the start of the zone, though you can sometimes run backwards and land back near the geyser if you see you messed up fast enough. Whats where you are going (look UP dude!!) and don't be in a hurry because you likely will miss a few times.
There are only two geyser I know harder than Meg. The hardest is near the molepoint, the other is the one you would have had to take if you had used the geyser more toward your left down at the bottom of the falls.
A hint for superjumpers headed to the Chantry ship: A geyser from an island in the Bastion of Pain will shoot you to a small island. That small island will shoot you to another small island. There will be another island to your right (west) and to your left will be another small island and the Chantry. The island on your right is actually close enough that you can superjump to it and save about five jumps. (At least it was close enough for me in my upper 40's and just one jump SO in my power.)
A bit over a year - this can use even more updating.
The big change is the new portals in FBZ. You can now zone directly to all three other zones. The molepoint portal is still handy for getting to a couple of contacts (and for quick xp missions) but these portals are going to be your main way of moving around. Heck, I haven't seen Meg (see previous post) in months.
Your map will now display faint lines showing where geysers will go. It's a 2D overhead view, though, so don't expect too much from it. Still, it should be handy when you are first learning a zone.
There are now NPCs that will buy enhancements from you near the portal entrance/exit.
Missions in the first TF that require you to click four glowies now really do require that.
A word about the Rularuu themselves - they do be deadly. The eyes can see through stealth. The wisps are extra hard to hold and do psi damage. Brutes are hard to stun. Something in there (eye shots?) lowers defense. Basically, they've got a little something for everyone. Keep your own eyes open and figure out what enemy type is most problematic for you then either let somebody else take them or make sure you finish them first.
Also, don't eat any purple donuts. They'll go straight to your waistline!
BTW, even if you aren't interested in the Shadow Shard at all, it's worth poking your nose in and doing the General's first few missions. When you get into the 40's you get a ton of Portal Corps missions so he's a very convenient place to sell your enhancers. Prices are the same (i.e. terrible) as the PI store.
Just something to add, the contacts in the Shard sell you inspireations backwards. Meaning instead of offering you luck, catch a breath, and rage they sell you insight, respite, discipline, and awaken when you first meet them. After a few missions they will starting offering the remaining inspirations just like a normal contact.
It's probly just a bug, but it's there and probly worth meantioning.