This is a quick list of tips that I have found to be helpful when playing the game.
The hollowed lair shields is a game that has been around for a long time. It was created by the Hallowed Lair Gaming Community, and it is available on PC, Mac, iOS, and Android.
Good day, Guardians!
This week, Hallowed Lair makes its debut appearance as a GM, and the whole process may be stressful from start to end.
I’ve compiled a list of short suggestions that should hopefully help you blow through as quickly as possible, as well as a few pointers to keep in mind.
Please let me know if there are any that I’ve missed or that may be of use, and I’ll put them in.
Sacred is thy name.
Telesto / Lorenzo Driver / Witherhoard / AScepter (On a statis warlock due of the Bleakwatcher builds) / Vex Mytho / 1KV are all viable exotic weapon choices. Le Mon is deserving of a mention, however I think you want Fusions for the damage increases that Particle Deconstruction provides.
Biting Winds (K Bow) / Tarantula (Arc LFR) / Threaded Needle (Void LFR) / Ignition Code w/ Blinding Nades (K GL – No Blind Nades No Point imo) / Ignition Code w/ Blinding Nades (Void LFR)
Other viable alternatives Ascendancy (Solar RL) / Hothead (Arc RL) / Corsairs Wrath (Solar RL) / Helen Vengeance (Solar RL) (Solar LFR)
This season, Particle Deconstruction (Artefact mod) is a must-have among GMs. If anybody is utilizing a Light Subclass, a Focusing Lens is also a fantastic option.
Telesto was my favorite floor spray for killing spawn and stopping infant screebs. The same will be done by Witherhoard. Because Scorn signal their spawn, these weapons are ideal for being ready to dispatch them as soon as possible.
In the kinetic slot, Biting Winds / Whisper Slab are excellent bow choices.
There are no void shields available. Only the huge Abomination chamber has solar and arc shielding.
With the sharpshooter, you can withstand the void. As snipers fire void and Stalker nades are a death sentence, resist is a smart move. The boss is Arc, with some recommending Arc resistance, but I think it’s simpler to avoid that than a super sniper, so Void would be my option.
The adds can be spawned before the tank enters the room. Simply move the plate down gently till the adds spawn and leap off. That means you may battle the tank alone and it will only get phased once.
Try to one phase the Tank while it is skipping an add wave (this has no impact on the plat medal). It’s much simpler to go up into the tank’s face / inside the shield for DPS if you performed the plate method properly.
Right side | right corner We found this area to be the safest, however be aware that there are adds on the right side and sniper sight lines on the left, so take care of them first.
Go slowly with the 2 plate room. Adds / push plate, jump off when spawning wave / adds / push plate, jump off when spawning wave / adds / push plate, jump off when spawning wave / adds
Don’t aggro too hard on the Final Ogre here because he’s an absolute tank. Don’t blow him up, but chip away at him.
You may safely pick up all ads from here if you move to the right immediately before the spinning wheels / steps to the bridge.
You should be clearing the adds as soon as possible in the boss room. They spawn from the right to the left, which I think happens after a lot of boss damage, so take it carefully here to be safe.
As Fikrul travels slowly, attempt to maintain rotating around the area. Because he has no other means to strike you, his lightning motion is the ideal moment to move. His lightning beam, on the other hand, may kill you in a single shot.
two champions In the boss’s office (1 each after each big add wave when he hides in the door). The first wave was overloaded, but the second was unstoppable.
Don’t be afraid to hurl everything at the add waves. Because this is the most hectic phase, gloomy observers and Supers are excellent choices. Because Fikrul only joins the room once it’s down, you may save the champion as the’last add’ to re-group and calm the group down again.
You may pop a super just as you are transported during his tether phase, and he will dump you right away.
With Omni, we utilized two stasis warlocks and a bottom tree nightsalker hunter. The invis worked great for rotations and the tether for extra waves in the boss chamber.
The Final Word
This is a difficult task, but I wouldn’t call it the nightmare fuel of Corrupted / Garden World / Proving Grounds.
Be willing to change and modify your loaoduts. Starting with 1KVs, we progressed to 2 Telestos and Lorenzo. There’s plenty of space to take your time with this one and proceed at your own speed.
When you need to have a good feel for the boss area, remembering to ‘jab and move’ and ensuring the adds are removed makes it much more stable.
Best of luck!
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The hollowed lair strike is a card in the game, which can be used to deal damage to an enemy. It has a high chance of dealing 4 damage to the enemy.
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