Since the later half of 2016, a good number of my posts have been registered as defunct and outdated due to the massive changes in gameplay mechanics and strategies. Combat, stronghold and the way to select and customise gear are now much different from the way they were since the time of writing.
In this post, and many others down the line, I’ll be working on reviewing and updating the old posts starting with the stronghold ones. This will be seen as a replacement to the original entries.
For this scenario, let us start with the Ruby Temple, one of the strongest fire-based trap rooms currently existing in DH5.
Before I start, a shout-out to my good friend and guildmate, Xinkashi, for allowing me to experiment and test his Ruby Temple.
Ruby Temple (stats at T6)
Special Trait: Buff Minions (combat abilities and life leech)
Fire minion attack bonus: 90%
Fire minion armor bonus: 110%
Fire minion HP bonus: 100%
Buff minion by: 25% (2 minions per pulse)
Great as a late-game fire stronghold, the Ruby Temple is one of the more frequently used trap rooms in the higher leagues…which is pretty painfully obvious if you see it popping up in the top guilds.
To improve upon the previous post, the function of the central ruby crystal now bestows the following observed effects:
- Attack Boost
- Attack Speed Boost
- Damage over Time (when hit)
While none of the core functionalities have deviated from its initial setup, the only big change is that monsters now regenerate a good deal of health through a HP/Hit buff whenever the ring of fire around them is active. This is largely different from the original mechanic of instant HP regeneration upon getting buffed.
Additionally, as written on the special ability in the item card, the special trait is its ability to gradually buff 1-2 minions at a time, dependent on the tier of the trap room. Described in the recent changelog, the pulse rate is now confirmed to be 12.5 seconds and the nearest minion in its vicinity will be buffed. This buff will continue to take place until all minions are buffed or cease when the crystal is destroyed.
While I classified it as a ‘status inflictor/ support‘ type trap room in my general trap room post, this trap room is extremely offensive. This is primarily due to the speed and strength of which the buff aura is dished out, making it particularly dangerous if you aren’t prepared for quick combat as the monsters inside will simply overwhelm you very quickly.
The manner of which the trap buffs also allows it to be versatile in terms of element, since it offers buffs to whichever minion approaches it first regardless of element. This makes it almost equivalent to Guardhouse, where every minion, regardless of type and elemental colour, is made stronger simply being within it. The only difference being Guardhouse being a ‘defensive‘ type, while Ruby is an ‘offensive‘ trap.
If I’m fighting one…
Fundamentally, this does not differ from the strategy described in the previous post, where using the urns for cover helps you shield off incoming damage, especially from stronger ranged monsters. This is even more imperative if you do not possess a decent water set (more than 8k/8k) or do not have a dark weapon to fend off potential opposing light monsters within this trap room.
For those who are extremely confident and well geared (Ashray Mantle, Oceanbreacher, Ice Stalagmites), a quick way to clear this trap room would be to run in the center of the room, preferably within range of the crystal. Once the monsters gather upon you, instantly lay a field of Ice stalagmites to take out the crystal as well as all of the swarming monsters. Then you can pick off the remainders one-by-one after that.
Unfortunately, this ‘strategy‘ does not always work since not all monsters will be Fire types. Also, if there were Fire types, they should be sufficiently buffed to withstand that degree of onslaught (ie. high minion permanent boosts to def and HP).
Therefore, Guerrilla warfare is much more vital now that there are only 5 stronger minions. This is especially so if each of them have the potential to be buffed to the strength capable of taking an inexperienced raider out.
Regardless of being a melee or ranged user, stay far far away from minions – except for the chaser types or melee strikers who will catch up no matter what. Run speed helps you from being swarmed too quickly. If there are colossi around, I would also suggest running quickly from urn to urn, only stopping for a few hits before taking off again to the next one to prevent getting caught in bombardment attacks (esp. Lightning Colossus stun attack at the end of this bombardment mode).
Running around will allow you to wait out the cooldowns of your stronger defensive (eg. Smoke Veil, Shield spells) or offensive skills (eg. Immortal Justice, Ice Stalagamites, Ice Burst) before charging back into the fray again. All of which should be hard-hitting ones, to get in large bouts of damage instead of relying solely on less-effective smaller faster damaging skills (eg. Ray of Darkness) or DOT-based ones (eg. Fire Cone), particularly against high HP minions inside…which trust me, will be plentiful inside.
In addition, a fair caution to raiders about the burn damage sustained in this trap room. While the lava rivers do not deal damage over time (DOT), the minions themselves do very significant burn damage in a T6 trap room. Although the damage shown is numerically small, it ticks much much faster than previously applied DOTs and makes it misleading if you are only focused on the base number. Furthermore, always watch for elements opposite of yours as this DOT damage is doubled, making your HP drain quicker than you realise.
Last of all, watch for minions which either have damage reflection (eg. Ogres, Dominators) or those that have high critical hit chance (eg. Monkeys, Assassins), both classes will be elaborated in the below section. To deal with damage reflection minions, use regular moderately damaging attacks and never attack them in a group with an AoE skill as this will instantly drain your HP or even kill. Running constantly can also help to break up the group to ensure that they don’t swarm you quickly or you can use fear to reduce the numbers that you deal with directly. As for those with high critical chance, keep your distance and the constant running should do fine to avoid you getting hit.
TL;DR: Keep running from urn-to-urn to allow skills to cooldown; Use hard hitting skills; Beware of DOT, Opposing elemental minions & Damage Reflection
If I own one…
As described above, I mentioned the Ruby Temple is an ‘offensive‘ trap room, referring to it as a dangerous room that can kill you quickly. Nonetheless, proper minion setup and layout is required to maximise the offensive potential of this room, especially now since there are only 5 slots available.
The primary objective of this would be to take out the raider in the shortest amount of time possible. This can be achieved by having minions that are either heavy hitters or those that constantly chase you around the room. Below are some minion types which you can consider:
Damage reflection minions, such as Ogres and Dominators, are able to reflect damage by a fixed percentage (reportedly 10%) and this passive ability can effortlessly damage raiders should they have hard hitting skills or choose to attack them in a group.
Armor shredding minions, such as Assassins and Yulongs, as they can reduce the defences of the raider, allowing other minions to deal increased damage against the raider.
Critical hit minions, such as Monkeys and Assassins, which get their critical damage boosted by the crystal as well, making their hits even more deadly than usual.
Fast chasing minions, such as Dominators, Ignicores, Immortal Gatekeeper, Monkeys, Corvus etc., these will constantly keep the raider on his/her toes and prevent attacks from being initiated so often. This allows the buffs to kick in for all minions, resulting in a quicker end to the battle.
Stun or knockdown minions, such as Monkeys, Immortal Gatekeeper, Cicatrizers or Lighting Colossus, to ensure that the raider gets rooted to the spot, allowing minions to quickly come in.
Moreover, it is good to mix and match different elemental minions together. This will greatly aid in GW where your stronghold will get blind-raided often. Of course, this will be even better if you can afford boosting all of their different stats up. If not, putting mostly fire types and some light types as a countermeasure will do nicely.
Another great thing about this trap room is that simply building it with non-champions is more than sufficient to fend off a number of raiders, due to the great boosts offered by the crystal. This makes it great for both early and late-game setups.
To summarise a list of recommended minions is given below. Do note that the list is non-exhaustive and I might add more to them if I were to gather viable feedback.
Ogre (Defender) – High HP, Invulnerability while attacking, Damage reflection
Monkey (M.Striker) – Invulnerability while attacking, Stun, Critical, High dodge
Cicatrizer (Defender) – Knockdown, periods of invulnerability, Ally def buff
Yulong (Defender) – High HP, Moderate invulnerability, Knockdown, Silence
Wolf (R.Striker) – Bursts of invulnerability, Stun
Ignicore (Chaser) – Fast hitting, knockdown
Dominator (Chaser) – Damage reflection, High damage from bombs
Immortal Gatekeeper (Chaser) – High def, Stun, Immortality with totem
Assassin (Vanisher) – Hard hitting, Armor shred, Critical, Limited Immortality
Corvus (Chaser) – Fast hitting, blind, ally attack + speed boost
Mezzogian (Chaser) – Fast hitting, Slow, Freeze
Fire, Lightning, Ice Colossi (Heavy-weight) – Hard hitting, Long invulnerability, stun (light)
Do avoid support minions like Pyre Voror, Gelid Voror or Druids or Ranged strikers that are outside of Fire and Light elements as these are purely easy pickings in this stronghold. Having any support units is a complete waste of one slot as their buffs do not reach everyone due to the large size of the room and their HP are too low to survive a couple of hits. Non-fire/light ranged strikers do not possess the necessary defences and can easily be taken out as well.
TL;DR: Hard hitting and Fast moving chaser minions. Best to pair them up with debuffs or stun types. Avoid support minions and non-fire/light ranged strikers.
Center – This slot is highly significant as the minion you want to place closest to the crystal will be usually the first to get the buff at the start of the raid. Thus, I recommend this to be your fastest most durable minion (eg. Ignicore, Dominator) or your hardest hitting one (eg. Colossus, Assassin).
Sides – Honestly, I don’t think the placement of the other 4 slots matter a lot unless you have vulnerable minions which you want to put in the back. This would be if you decide to have ranged strikers (eg. wolf, scorchers) within your setup, then putting them at the back makes more sense as they won’t be touched so quickly.
Alright! Hope this helps in your raiding and defending strategies.
Have fun and enjoy! 🙂