Solo Machinist Guide for Palace of the Dead in FFXIV

Last updated on Dec 16, 2022 at 12:00 by Chiela and Angelus 2 comments

Thius page offers information and advice for doing Machinist in the Deep Dungeon Palace of the Dead as a solo player. This guide will cover general tips and various details that can help you clear Floors 1-200 on Machinist and obtain "The Necromancer" title.

1.

Introduction to Machinist in Palace of The Dead

Machinist in Shadowbringers had the most solo Floor 200 clears of any job. In Endwalker, Machinist still has the same playstyle as it did in Shadowbringers. If anything, as of Patch 6.2, it is even stronger than it's Shadowbringers counterpart.

Machinist excels in kiting and burst damage, as well as highly useful crowd control in the form of Head Graze Icon Head Graze, Leg Graze Icon Leg Graze and Foot Graze Icon Foot Graze. Peloton Icon Peloton will also be an extremely valuable skill for navigation through the floors, as the movement speed can prove to be invaluable.

This guide will discuss information in respect to first time/newer runners and gamers looking to obtain their title, "The Necromancer" via Machinist. It will provide a perspective that leans towards a safer run with a consistent chance to succeed. Bare in mind certain strategies may vary depending on the situation, the player, and change based on your goals.

2.

Machinist Strengths and Weaknesses

V Strengths
  • +High Overall damage and burst damage
  • +Mobile damage without losing damage uptime
  • +Full kit of Crowd Control abilities
X Weaknesses
  • -Kiting is a requirement, not an option; might not be suitable to everyone
  • -Even with mobile movement, unlucky crits or chain damage can kill you very fast
  • -Rotation has a low ping requirement
3.

Solo Preparation

It is recommended to have your Aetherpool levels close to or at 99/99 for a title attempt. If you are going for your first time, or considering doing some initial progression for solo, you can start with your arm/armor as low as 60/60. Assuming you will pick up Silver Chests along the way, you will generally get to 99/99 or very close to it as you climb to the higher floors. Basically, you'd only want 99/99 if you feel you are ready to reach Floor 200!

It is also recommended to have between 400-500 Sustaining Potion Icon Sustaining Potions for a full clear attempt, starting at Floor 1.

It will be a great idea to add this macro to your hotbar: /statusoff "Transfiguration". It will remove Rage, Lust, or Resolution transfiguration on demand. You are able to click it off, but this will prevent any misclicking when you need to remove your transformation early.

In order to obtain "The Necromancer" title, you must go from Floor 1 to Floor 200 without a KO/Duty Fail. You are able to create a file starting from Floor 51, but you will not obtain the title if you do so. In fact, the game will give you a message on your first scorecard at Floor 100 that your file will be ineligable to obtain the title. Also, you can theoretically continue your file between Floors 1-100 even if you Duty Fail/have a KO, but you will be unable to go past Floor 100 into Floor 101+ if you have a KO on your file. In the event of a Disconnect, or you have not restarted your file after a long period of time, it would be recommended just to start a brand new file.

In order to obtain the "Lonely Explorer" title, you must either die any time after Floor 101+, or clear on Floor 200 when you see your scorecard. You do not obtain "Lonely Explorer" by going without KOs and defeating the Floor 100 Boss. This has been the requirement for the title ever since Palace of the Dead was introduced, and while it sounds rather convoluted, that is just how it goes. Additionally, if you happen to disconnect, you will not get the title.

4.

Palace of the Dead Floor Guide for Machinist

1 - 50 51 - 100 101 - 110 111 - 120 121 - 130 131 - 140 141 - 150 151 - 160 161 - 170 171 - 180 181 - 190 191 - 200
4.1.

Floors 1 - 50

Starting off on Floor 1, you will start at level 1 and gradually raise your level towards the level 60 cap. As a newer runner or trying this for the first time, it is recommended to kill all enemies that have spawned in each room before proceeding to the next floor. This helps keeps your level on par with enemies and 10th Floor boss levels.

Here are the levels of each boss from Floor 1-50:

  • Floor 10: Palace Deathgaze - Level 20
  • Floor 20: Spurge - Level 35
  • Floor 30: Ningishzida - Level 49
  • Floor 40: Ixtab - Level 59
  • Floor 50: Edda Blackbosom - Level 60

By killing all the enemies on each floor, you will roughly stay around the same level as the enemies. If your level is far less than enemies on the floor, especially the boss, you will take a little more damage and things will take longer to kill, potentially requiring you to utilize Sustaining Potion Icon Sustaining Potions to survive. On the flipside, the higher your level is in respect to enemies/bosses, it will be much easier to kill and survive.

It is also recommended as a first time/newer runner to fight all bosses with Pomanders of Strength and Steel to make the fights much more manageable. You can use either of these Pomanders on the 9th floor to get the most out of the 8 minute buff, but its ok to use a Strength and Steel as you enter the boss floor. Bosses will typically take 1 minute to 4 minutes to kill on Floors 1-50, so you can distribute some of the Strength and Steel to fight though the previous floor(s).

Lastly, you will pick up a guaranteed Gelmorran Potsherd from defeat the Floor 50 boss, as well as a guaranteed +1/+1 on your Arm/Armor if you are less than 99/99.

4.2.

Floors 51 - 100

These floors can go by very quickly, but there is a lot of ways to take deaths. Most deaths happen from the following situations:

  • Corner traps/Tricky trap locations while fighting an enemy, which can combo into a death. Examples: Luring Traps, Landmines, and/or Toad Traps while fighting something.
  • A rare but possible situation is stepping on a landmine, followed by an exploding silver chest, causing a death. Always make sure your HP is 100% before checking Silver Chests, and also wait 1-2 seconds just in case a trap triggers slightly delayed.

A great way to climb safely and consistently is to kill any enemies in hallways before proceeding through or towards the next room. Hallways will always be clear of traps and spawns! Alternatively, if you are sure you will not aggro any additional enemies while kiting, you can move from room to room while fighting, keeping to single kills to not get caught off guard. You can be susceptible to stepping on traps that may create potential death wombo combos as mentioned above, but provided you are ready to react if and when you do, you can still survive.

4.2.1.

Floor 100 Boss

A notable mention is the Floor 100 Boss: Nybeth Obdilord.

This boss has gotten more difficult in Endwalker versus Shadowbringers. It dies slower, and although the boss itself does not hit very hard, the Corse adds hit like a truck. Getting hit with multiple Glass Punches from the adds will have the ability to kill you, even with the Pomander of Steel on. I highly recommend to prepare to use Sustaining Potion Icon Sustaining Potions for this fight even if you kite the add spawns.

For this boss, adds spawn at the following health thresholds:

  • 90% - two Corse adds
  • 63%~ - two Corse adds
  • 39%~ - three Corse adds

When the adds spawn and are killed, they will re-raise after 20 seconds due to the special mechanic of the boss. You need to use a Pomander of Resolutions to remove the Corse body off the field so it will no longer re-raise and revive. Pomander of Resolutions will one shot the adds, then you will need one more shot to actually remove the Corse body off the battlefield once it is dead. I recommend doing two shots on the same spot and make sure you see a white glowy animation to make sure you correctly hit the add. You can also kill the adds normally, then use a Pomander of Resolutions after to remove them.

Here are some stategy ideas on how to handle your Pomander of Resolutions on this fight:

  • 3 Resolutions - The absolute safest strategy to handle this boss is, assuming you have three Pomander of Resolutions, is to utilize one Pomander of Resolution per set of adds at the appropriate boss HP. I would only recommend this strategy if you are a bit terrified on how to handle this boss or if it is the very first time you are encountering this boss
  • 2 Resolutions - A little more optimal strategy is to use a Pomander of Lust between 100%-90%, get five stacks of vulnerablility on the boss, wait until the second set of adds spawn, use one Pomander of Resolution to kill the 1st and 2nd set of adds, then use a second Pomander of Resolution at 39% for the last set of adds.
  • 1 Resolutions - To try to keep the Pomander of Resolution to a single use, you can open with Pomander of Lust between 100%-90%, and kite the adds that spawn until around 45%. At this point, pop a Sustaining Potion Icon Sustaining Potions, then use the Pomander of Resolution and stay in Resolution until the last set of adds spawn.
  • 0 Resolutions - If in the rare situation you have zero Pomander of Resolutions, kite and kill the adds as they are revived is the best course of action to survive the Floor 100 boss fight. You will need to keep your Sustaining Potion Icon Sustaining Potions up as much as possible as damage will get a little spooky with all seven adds up. Also be aware that Nybeth Obdilord will use Doom, which is a gigantic conal from the boss. This will only be a problem if you have created a lot of distance from you and the boss. It might be recommended to hold Sprint Icon Sprint and save it if Doom comes out to avoid it in an emergency.

If you had to pick the ideal strategy to go with, you'd want to try to get out of Floor 100 using a single Resolution. You will not need another Resolution until the Floor 140 Boss, where you use that Pomander for a quick kill. It is likely you will pick up more Resolutions between F101-139, but it's best to not leave it up to chance!

It's also ok to use a Lust here since you really only use Lusts on the bosses going up, and the next time you really need a Lust moving forward is either on the Floor 180 boss, or bosses started at Floor 150 in case your time is getting low and you need to kill faster.

Lastly, you will pick up a guaranteed Gelmorran Potsherd from defeat the Floor 100 boss, as well as a guaranteed +1/+1 on your Arm/Armor if you are less than 99/99. You will also receive your first Scorecard!

4.3.

Floors 101 - 110

Note: Although you are unable to obtain "The Necromancer" title with a KO/Death on your file, you cannot enter past Floor 100 if you have a KO/Death file.

Floor 101 starts the hard floors, although Floor 101 is still relatively calm. The enemies will be very similar to their counterparts 100 floors ago, with some small changes here and there. For the most part, maintain single pulls and continue to not kite through rooms with an enemy aggroed to you, just in case you step on a trap. Kill most, if not all, enemies in the hallways. If you happen to aggro an extra enemy while fighting, it might be advised to use Sustaining Potion Icon Sustaining Potions because enemies this high will hit respectively hard.

You will need a higher number of kills to exit each floor, somewhere between four to eight, and the floors will have more rooms from this point forward.

The Floor 110 boss, Alicanto, has the same skill set as the Floor 10 boss. The only thing to keep an eye on is when it uses Stormwind, which deals damage over time. Without a Pomander of Steel active, the damage could be a little high between the DoT damage and the auto attack damage and you may need to use a Sustaining Potion Icon Sustaining Potion once in a while.

4.4.

Floors 111 - 120

This floor set is one you will need to pay extra attention to. Unlike many of the other floor sets, including the ones after this, some of the enemies here have some funky mechanics that you'd never find out unless you either know ahead of time, or find out the hard way.

Notable enemies to watch out for:

  • Deep Palace Gigantoad: Sight Aggro. Sticky Tongue is a positional. If your side or back is to the Toad when Sticky Tongue is used, you will be stunned and you'll get hit with the follow up AoE, Labored Leap. As a Machinist, if you are not at full health or have a Pomander of Steel on, you might get killed!
  • Deep Palace Cobra: Sight Aggro. This enemy has a unique mechanic where if you happen to aggro the Cobra, and then trigger a Frog Trap, the Cobra will use a special move called Devour and one-shot you. It's very specific to that scenario, and it's worth fighting Cobras with extreme care and not kite around the map with it on you. Fight them in hallways or in your spawn room.
  • Deep Palace Slime: Sound Aggro. Much like the Slimes in F11-20, this will enrage and use Rapture, dealing Massive AoE damage in 35 seconds after you pull. Be sure to kill these immediately as this will kill you.
  • Deep Palace Morbol: Proximity Aggro. Morbols will do a wombo-combo of abilities. It will open with AoE Sleep, then immediately a Bad Breath conal. It's designed to sleep you so you'd get hit with Bad Breath if you are fighting a Morbol at normal melee range or kiting range. The best way to handle this enemy is to be right inside it's hitbox because you will be able to dodge the follow up Bad Breath the moment Sleep wears off or you will be in range for it to auto attack you, waking you from sleep so you can dodge.

The Floor 120 boss, Kirtimuka, has the same skill set as the Floor 20 Boss. If you go without a Pomander of Steel, you will want to mind your health as it's tank buster will hurt for quite a bit if you aren't at full health. Prioritize the bees when they spawn due to their Final Sting enrage. A good strategy is to wait for the bees to spawn the first time, then use a Pomander of Lust to hit the bees and the boss for a faster fight. The logic is you probably aren't using your Lust anywhere else, so it's not a bad idea to use one here to speed up.

4.5.

Floors 121 - 130

Unlike Floors 111-119, there are not too many enemies to worry about in terms of weird mechanics and enrages.

Notable enemies to watch out for:

  • Deep Palace Biast: Sight Aggro. Will cast an unavoidable Paralyze, lasting 30 seconds, followed by an AoE. The AoE in itself is not going to kill you, and you can use Sprint Icon Sprint beforehand to avoid it. What makes Paralyze dangerous on this set is the Deep Palace Spriggans are capable of shooting small AoEs from a distance, and you could get cursed timing where your are paralyze right under their AoE.
  • Deep Palace Skatene: Sound Aggro. Will cast Chirp, which is an AoE Sleep. This can't be interupted and is more annoying than dangerous.

The Floor 130 boss, Alfard, is a bit rough even with a Pomander of Steel in terms of damage taken. If you decide not to use Pomander of Steel, be advised you will probably need a decent use of Sustaining Potion Icon Sustaining Potions. Be advised that Alfard's rotation is four puddles, then it will run to the middle for Fear Itself. Fear Itself is very fast compared to its Floor 30 counterpart, so it will be ideal to keep the middle of the arena clear of puddles, and go to the middle directly after the fourth puddle is used in it's rotation.

4.6.

Floors 131 - 140

Notable enemies to watch out for:

  • Deep Palace Ahriman: Sight Aggro. Can cast Level 5 Petrify, which is a conal in front of it. Move away or behind to avoid. This is not bad to deal with due to natural kiting, unless you have multiple mobs engaged. Note: Ahriman will NOT use "Level 5 Petrify" if you are far away from it; it will only use the ability if you are in melee range.
  • Deep Palace Dahak: Sight Aggro. Will cast Disease which is a 30 second Healing Debuff, but also reduces movement speed for those 30 seconds. Not a particularly great pull.

The Floor 140 boss, Ah Puch, is considered Ashkin. A Pomander of Resolution will do bonus damage and is the most ideal way to deal with it.

There are two main strategies:

  • If you are able to slide cast well, you will be able to do Resolution casts in a sequence of three hits, followed by two hits, so 3-2-3-2-3. You'll be able to kill the boss before worrying about handling the Deep Palace Follower adds that will eventually spawn.
  • If you are unable to get three casts in consistently, then getting two hits in between telegraphs and then killing both Deep Palace Followers when they spawn is ideal. You may need to deal additional damage to the boss if or when Resolution wears off.
4.7.

Floors 141 - 150

This set starts to get a little more difficult with more dangerous enemies showing up, as well as the Floor 150 boss being one of more complex bosses of all of Palace of the Dead.

Notable enemies to watch out for:

  • Deep Palace Gargoyle: Sight Aggro. Will cast an unavoidable Poison DoT called Corrupted Tail if in melee range, and without Steel this can be a bit dangerous to handle if you don't have a Sustaining Potion Icon Sustaining Potion on. It will also use Grim Reaper shortly after, which is a unavoidable ranged attack that does a little damage.
  • Deep Palace Demon: Sight Aggro. Will enrage and cast Charybdis if left alive about 30-40s. This only becomes a problem for Machinist if you aggro an extra one or hit a luring/toad/enfeebling trap while fighting one. If you hit any of the mentioned traps, it is advised to use a Pomander of Witching to reset it's enrage timer.
  • Deep Palace Succubus: Sight Aggro. Shoots a large Void Fire IV AoE from a distance, and can be particularly annoying in tight spots/hallways.

The Floor 150 boss, Tisiphone, is very different from the Floor 50 boss, Edda. For Machinists, you'll mostly just play keep away and occasionally keep your Sustaining Potion Icon Sustaining Potion up. You do not need to worry about damaging any of the adds that spawn; just maintain damage on Tisiphone, keep away from all the adds chasing you, and keep your health relatively high for Blood Rain. If you are running without a Pomander of Steel, you need your HP above 80% after Tisiphone absorbs the Succubus add to survive the upcoming Blood Rain. Blood Rain will also eliminate the crawling zombies on the ground when it goes off, which is the main reason you don't need to kill them yourself.

Ideal Pomander Situations if/when you clear F180:

Floor 150 is definitely a big checkpoint for those aiming for "The Necromancer". By this set, you should hopefully have three of everything except potentially Strength, Steel, and Lust which may be at two. If you are missing key pomanders like Flight and Rage due to having to use them on previous sets for time or emergency reasons, you will want to try to clean up your climb in the future to avoid utilizing those Pomanders. It's still very possible to make up said Pomanders as you continue, but RNG can be RNG! Starting at Floor 161+ and definitely Floor 171+, you will start to use Pomanders because you need to save time, and you would want to have a nearly full stock by then.

If your Pomanders are not fully stocked by this point, don't worry! Prog is prog, and each floor you do will teach you a valuable lesson. It might be a little more challenging working with less resources, but that's okay!

4.8.

Floors 151 - 200: Introduction

The start of the pretty floors! A major advantage to Machinist on these floors is that the floors are very spacious, and kiting is much better from here on out. Traps from this point forward are rarely along the walls, and by sticking to hugging walls you will avoid nearly 95%~ of all traps. On the previous floors, it is advised to keep fights in the hallways or spawn rooms, but on these floors it is advised to move room to room while kiting to save time, provided you don't accidently aggro when moving through the room.

If you like, you can use DeliciousDereban's F151-200 Trap Location video to help avoid specific traps on these floor sets. It's not needed for clears, but it can be very useful information!:

Generally speaking, on every floor set moving forward, the difficult will slowly rise from the 1st floor to the 9th floor. Floor xx1-xx3 will have some of the easier pulls, Floor xx4-xx6 will start to get a bit harder but still management without too much Pomander usage, and Floor xx7-xx9 will usually have the more difficult enemies to fight. It's a likely scenario on the last three floors (not including the boss) that you'll use a mixture of Strengths, Steels, Flights, and Rages to help you get through, especially on the Floor 171+ set. Be sure to study any notable mentions of specific enemies in the floor set guides so you can navigate the floors as efficiently as possible.

4.9.

Floors 151 - 160

4.10.

The Gameplan

F151-160 is fairly similar to the floors leading up to this one. Keep your kill count to a minimal and check as many rooms and chests as you can get to. Try to not overkill in one room without exploring the entire floor. You will want to check chests prior to opening the exit just in case you spawn a Mimic.

F151-160 is known for a higher rate of enchantments, or floor buffs/debuffs. Using a Pomander of Serenity is not uncommon, although you want to try your best to not use any OR try not to go below 2 Serenities. If you have a Pomander of Strength or Steel on, you can strongly consider fighting through any "No Item" debuffs up until F156/157 when Deep Palace Devilet/Soulflayers start to show up.

  • F151-153: will be your easiest floors to deal with.
  • F154-156: you'll start encountering enemies that will double attack on top of being Proximity Aggro, which normally is fine for Machinist if you are keeping Sustaining Potion Icon Sustaining Potion in use, but if a "No Items" debuff shows up, be advised these floors might get a bit tricky.
  • F156-159: will be your most difficult floors of the set and a common place for Machinist runners to die. Deep Palace Devilets and Soulflayers will be your most dangerous on this entire set.
4.11.

Enemies to watch out for:

  • Deep Palace Pudding: Proximity Aggro. These mobs have an special attack pattern; You pull it, they will cast Water, they will come to melee range, but then park and not move when you run away from them. For Machinist, pull them in the spot you'd like to fight it, then go away from them once they reach you so they do not melee/cleave you. It's common to get hit with their cleave at least once, so be ready for extra heals if your HP drops a little low.
  • Deep Palace Pot and Deep Palace Marolith: Proximity Aggro/Marolith is a Patrol. Both of these enemies hit semi-hard due to their unavoidable "double hit". With a normal floor and no debuffs, these are easy to deal with, but if you decide to fight these with No Items, Gloom, and/or HP Down, it might get a little spicy without great kiting, full cooldowns, and having full health.
  • Deep Palace Devilet: Sight Aggro. Probably the most dangerous enemies on this set for Machinist, outside of Deep Palace Soulflayer. It will cast Ice Spikes after about two Blizzard casts, folowed by Void Blizzard. There are a few ways to handle this:
    • My typical strat is to let Ice Spikes go, stop auto attacking, then use Head Graze Icon Head Graze to stop the Void Blizzard and stop auto attacking again. Using Head Graze Icon Head Graze will restart auto attacking.
    • The more advanced strat is to keep a distance away from the Devilet. Once it casts Ice Spikes, hit Sprint Icon Sprint and run away from the Devilet. You might be able to out-range Void Blizzard. Be sure not to Head Graze Icon Head Graze "Ice Spikes" or it will just chase you then follow up with Void Blizzard. Having it stationary and casting is part of the reason you can out range Void Blizzard
  • Deep Palace Soulflayer: Sight Aggro. Not as bad as the Devilets, but due to their Soul Drain move that recovers their health, it is not advisable to fight. With combination debuff floor such as HP Down and Gloom, Soulflayers may have the ability to kill you in one GCD if they critical hit their Water attack and Soul Drain back to back. When fighting Soulflayers, it is advised to fight them in melee range because it will occasionally use Mind Blast, which can delay the use of Soul Drain. If you kite Soulflayers, they will use Soul Drain more often since they are not using Mind Blast.
  • Deep Palace Arch Demon: Proximity Aggro/Patrol. They will use Abyssal Transfixion which will Paralyze you for 30 seconds after their conal telegraph move Abyssal Swing. They are not bad to kill since they mostly do single attacks, but the Paralyze is worth noting as well as the fact they are patrols, sometimes making them unavoidable to fight.
4.11.1.

Floor 160 Boss: Todesritter

Requires: Pomander of Steel

Boss Timers: (Note: as of Patch 6.28)

  • 90s Strength + Lust = 5:30~
  • Lust ONLY = 6:05~
  • 90s Strength, No Lust = 6:30~

This boss is very much the same boss as in F60, except he hits much harder. You will absolutely want Pomander of Steel on this fight and all the bosses going foward due to the very high damamge. You'll want to be in motion for most of the fight due to the mitigation in damage taken, but you also do not want to be standing still when the DoT puddle drops as that would deal a lot of damage if the DoT does damage.

Aside from the initial pull, where Todesritter will do one purple puddle, Hall of Sorrow, followed by it's knock-back move, Valfodr, you will want to try to re-position yourself in the center of the arena after two Hall of Sorrow casts and find an open spot to get knockbacked into. It's worthy to note that every single spot where the outside orbs will spawn will have an small open spot in between them, so if you cannot find a very clear open spot to get knocked back into due to puddle placement, you can still aim the knock-back at a spot in between orbs and you will be safe. You do have about 2-3 seconds directly after the knockback to re-adjust if you get pushed on top of a telegraph.

Note: It is actually better to get knocked back versus using Arm's Length Icon Arm's Length, which will prevent knock-back. Creating distance way from Todesritter means he needs to chase you to resume his auto attacks/damage, therefore it is considered a form of mitigation to just get knocked back. You wouldn't lose damage uptime either way. If you are not sure you'll position into an open spot for the knockback, that is when Arm's Length Icon Arm's Length would be very useful.

4.12.

Floors 161 - 170

4.13.

The Gameplan

For Machinist specifically, this set is going to be pretty simple and straightforward. You're not dealing with crazy enemy mechanics or debuffs, assuming if you won't get hit with telegraphs. This is the floor where you will work Machinist's speciality of Sprint Icon Sprint and Leg Graze Icon Leg Graze kiting.

If you are progging this set for the first time, I would recommend you use a Pomander of Raising just in case. Even if your kiting is on par and you are comfortable with it, mismanagement of your positioning or unfortunate traps can very quickly end your run. As you get more comfortable with this set, you will want to try to get out of F161-170 without the use of a Pomander of Raising.

Many enemies here will not have telegraphs and dWl souble autos, so keeping your distance from them via good kiting is the key to success. Also, towards the later floors of F166-169, you might be dealing with a lot of proximity aggroing enemies that may add to your kill count to get off the floor and finding the exit. Pick your pulls careful so you do not waste time killing more than needed.

Lastly, this floor set is known to challenge a lot of runners with time if you are being ultra conservative with Pomanders. It is possible to stay ultra conservative and not use Pomanders until you pick them up from chests on this set, but watch your time when you reach the 6th floor (F166). If you are under 30 minutes by F166, you may want to consider at least a Pomander of Flight to keep you time in check. As mentioned earlier, F166-169 may eat a lot more time if you get some unfortunate spawns of a lot of proximity enemies in your way.

4.14.

Ideal Enemies to fight:

  • Deep Palace Lindwurms and Deep Palace Sarcosushus (alligator type): Sight Aggro. Great to fight on early floors as they only do single attacks with occasional conal telegraphs.
  • Deep Palace Vinegaroon: Sight Aggro/Patrol starting at F164. The will open with front conal called Third Leg Forward. You would want to run behind them after to bait another conal called Third Leg Back. Right after the telegraph, go right back behind the Vinegaroon and it will continue to use Third Leg Back, allowing you to not take damage at all.
  • Deep Palace Archaeosaur: Sight Aggro. These start appearing at F164/165. Will be similar to Crocs and Wivres, but will also stop to do a point blank AoE if you are in melee range every so often, buying you some time to regenerate health.
  • Deep Palace Pteranodon: Proximity Aggro/Patrol. These start appearing at F166. Proximity and patrol enemies that will single attack and cast a slightly fast AoE called Lightning Bolt. You may want to stay in motion fighting these to not get hit with it's AoE. The AoE will not do too much damage, however.
  • Deep Palace Diplocaulus: Proximity Aggro. Starting at F166. Have Head Graze Icon Head Graze ready when you pull because it will use a move called Mucin, which gives it a very strong Stoneskin buff for 8 seconds. It will also single attack and occasionally use a Gaze move called Forelone Gleam that will cause Paralyze if you are hit.
4.15.

Enemies to watch out for:

  • Deep Palace Croc: Sight Aggro. Does not have telegraphs and only does double attacks, or in other words an attack that is instant and unavoidable if its in range. Think like a mini instant tank buster. You will want to take care of this enemy with proper kiting/crowd control. It's advised to utilize Sprint Icon Sprint prior to the pull, which gives you a full 20 seconds of increased movement speed, pull, then utilize Leg Graze Icon Leg Graze for an additional 10 seconds of crowd control/weight on the enemy after your Sprint Icon Sprint wears off. Utilize the length of the map for kiting or the around the spawn room.
  • Deep Palace Tursus: Sight Aggro/Patrol. It does a conal called Chilling Cyclone that can cause Deep Freeze, followed by Ice Dispenser which is an instant damage attack that also causes a 15 second slow debuff. If you fight these, try to save Heat Blast Icon Heat Blast for when you take the slow debuff, as Heat Blast's ability to set your GCD timer for a fixed duration bypasses the GCD speed reduction. Also, should you pull one Tursus, it would be a great idea to chain pull them (if applicable) since the Slow Debuff will have diminishing returns on repeated application. Any Slow Debuff dealt to you in under 60 seconds of the last application will be at half duration until you have full resistance.
  • Deep Palace Wivre: Proximity Aggro. Very similar to the Deep Palace Croc, but it hits slightly harder. Pull by opening Sprint Icon Sprint and later Leg Graze Icon Leg Graze.
  • Deep Palace Mylodon: Sight Aggro. Will do a front conal Snow Flurry if you are in melee range, followed by Slowball shortly after. It will use Slowball instead if you stay away from it and it doesn't get a chance to use Snow Flurry. Slowball is an unavoidable ranged attack that does regular damage, but can be more threatening in HP Down and/or Glooom floor.
  • Deep Palace Triceratops: Proximity Aggro. Very similar to Deep Palace Crocs and Wivres, but will do slightly more damage than the previous two. Pull by opening Sprint Icon Sprint and later Leg Graze Icon Leg Graze.
4.16.

Floor 170 Boss: Yulunggu

Requires: Pomander of Steel

Boss Timers: (Note: as of Patch 6.28)

  • No Strength/No Lust = 7:40~
  • No Strength/Lust ONLY = 6:40~
  • Strength ONLY/No Lust = 5:45~
  • Strength and Lust = 4:50~

This boss is somewhat similar to it's F70 counterpart, except this boss will hit much harder, and will use Douse much more frequently. The puddle buffs the boss with a haste AND attack buff if left inside.

The main goal of this fight is to keep Yulunggu out of the puddle as they drop them around the map. There can be at most about three puddles that can be on the ground at one time.

A very good strategy that can help mitigate damage and play to Machinist's strong suit is to drop the initial Douse puddle on the outer arena, and then run around in a circle away from the puddle. The video provided above will demonstrate this strategy. On pull it will use Fang's End, which will apply a 15 second weight/movement speed down on you. Save your Sprint Icon Sprint, as you would want to use it after Yulunggu uses Drench, a mini tank buster. Shortly after, the boss will use Electrogenesis. This is a large AoE centered on you, and without Sprint Icon Sprint while weighted means you will get hit 100%. It will not kill you directly, but it will do moderate damage. Having Sprint Icon Sprint used prior to Electrogenesis will allow you to dodge the AoE with just enough time provided you keep moving. Subsequent Fang's End applied during the fight will have a shorter duration weight due to diminishing returns, but be aware that later in the fight you will receive the full duration 15 second weight when diminishing returns resets.

4.17.

Floors 171 - 180

4.18.

The Gameplan

Use a Pomander of Raising!

With this being the last 30 Floors of PoTD, assuming you've kept your Pomander of Raisings in order up until now, or did not have horrendous RNG that you did not get enough, I highly recommend you start using them now. Ideally, you get one insurance Raising per floor set moving forward starting at F171+. Note: this is the last floor set you can pick up a Pomander of Raising! F181-199 you will not see Pomander of Raising in chests anymore. This is just a mechanic of Deep Dungeon that the last 20 floors will not yield Pomander of Raisings.

As much as Dendainsonne/Behemoth is the biggest part of this floor set, you still need to actually get to him with enough time. For those getting to F171+ for the first time or first few times, I'd offer the suggestion of going very heavy on your Pomander uses, such as using a lot of Rages/Flights, and try to get to F180 with at least 20 minutes. This will allow you to have two attempts on F180, assuming you have a Raising up, which can could be vital to you progging "The Necromancer" title. You may be forfeiting F181+ because you will burn a lot of Pomanders for two attempts at F180, but getting your first kill on Behemoth is tremedous for your confidence. Dying on F180 means you return back for F1 before you have another chance at this boss. If you can, study the various PoVs and strategies for defeating Behemoth as much as you can which are provided below. You can also practice your rotation on a Striking Dummy as the burst itself is very similar to a raid-like opener.

In terms of the F171-179 itself, you should have a semi smooth climb from F171-175. There won't be anything different then what you have been dealing with up until this point. At F175-179, you will start to encounter more complicated enemies, such as Sasquatches, Coeurls, and Anzus. Read below for details on what they do. It will be somewhat common to start using a Flight and/or Rage to speed up the floors, even if you are aiming for a single attempt at F180 Behemoth. You will want to use your Flights and/or Rages on the higher floors versus the earlier floors due the difficulty of enemies on later floors.

4.19.

Ideal Enemies to fight:

  • Deep Palace Dhalmel: Proximity Aggro. You'd want to prioritize these due to their Proximity Aggro as they may block chest and exits. It does single attacks with a conal move called Whiplash. Will eventually use Whistle which increases the attack power of the Dhalmel, but you will usually kill it before it uses that move or shortly after without Strength.
  • Deep Palace Snowclops: Sight Aggro/Patrol. Will usually open with Glower, which is a non-telegraph line AoE in front. It will then shortly follow with 100-tonze Swing, which is a point blank AoE with no telegraph. It will alternate between the two attacks. There is a small chance it can start with 100-tonze Swing first.
  • Deep Palace Bear: Sight Aggro. Single attacks with an conal move called Savage Swipe.
  • Deep Palace Lion: Sight Aggro. Starts at F174. Does an instant mini tank buster called Mark of the Beast, but it will also use a giant point blank AoE called Cry. The Cry cast will give you a lot of free time to deal damage to the Lion, therefore rendering it's ability to "double attack" less threatening.
  • Deep Palace Wisent: Sight Aggro/Patrol. Starts at F175. It only use Auto Attacks, but 30 seconds after the initial pull it will use a pull in + weight, then an AoE move called Horrendous Blast, which causes moderately high damage + paralyze. It is interuptable with Head Graze Icon Head Graze. You can also utilize Arm's Length Icon Arm's Length roughly 25-27 seconds after the pull to avoid the pull if you wish.
  • Deep Palace Coeurl: Sight Aggro. Starts at F176. Single attacks. If you are within melee range close to the start of the pull, it will use a conal called Megablaster which will apply a 15 second paralyze and do moderate damage with Steel on. If you avoid this attack, it will then use an unavoidable move that will place a 30 second paralyze on you for no damage. Although the paralyze is not great to deal with, Coeurl's single attacks do make it mostly manageable. It is worth noting the Coeurl will not use Megablaster if you are already paralyzed. If you pull a Coeurl, it would be ideal to chain pull them back to back to take advantage of the paralyze diminishing return.
4.20.

Enemies to watch out for:

  • Deep Palace Bandersnatch: Sight Aggro. Similar to Crocs/Wivres/Triceratops from the previous set. Will only auto attack with an occasional mini tank buster called Catching Claws. Pull by opening Sprint Icon Sprint and later Leg Graze Icon Leg Graze.
  • Deep Palace Wolf: Sight Aggro. Starts at F172. Will use Sanguine Bite every 10-15s, which applies a DoT on you that can almost neutralize your Sustaining Potion Icon Sustaining Potion, and it also heals itself with the same move. Very ideal to pull by opening Sprint Icon Sprint and later Leg Graze Icon Leg Graze, or ignore them and pull something else. With a Sprint Icon Sprint/Leg Graze Icon Leg Graze pull, you can kill the Wolves before they are able to hit you!
  • Deep Palace Sasquatch: Proximity Aggro. Starts at F175. When non-aggroed, it will occasionally use Ripe Banana, which gives it a massive attack bonus and will do an extremely large AoE that will do minor damage and apply a physical vulnerablility debuff each time you are hit, up to eight stacks. It is recommended to never pull a Sasquatch with the buff up, and also to wait for the vunerability to wear off. On the pull, Sasquatches are similar to Bandersnatches. They will only auto attack and use Browbeat as a mini tank buster every 10-15 seconds. This hits very hard, and in a HP Down and/or Gloom situation, you may be liable to being "one shot" if Browbeat and their Auto Attack both criticals. It is advised to pull by opening Sprint Icon Sprint and later Leg Graze Icon Leg Graze as you do most enemies, and you will normally kill Sasquatches just after 30 seconds~ with full cooldowns.
  • Deep Palace Anzu: Sight Aggro. Starts at F176. Most dangerous enemy of the set! It's advised to not fight these, but if necessary it can be beaten with a Pomander of Steel on or a Pomander of Strength on with full burst. It will use a Windburn DoT, followed by Flying Frenzy which is a gap closer, a 2 second stun and a 10 second vulnerability debuff about every 15-20 seconds. The stun/vulnerability debuff do not have diminishing returns. Anzu's damage output is extremely high versus the rest of the enemies on this set, and it's gap closer makes it difficult to kite consistantly. Again, it is killable, but if you can get away without pulling any at all, it is recommended.
4.20.1.

Floor 180 Boss: Dendainsonne/Behemoth

Note:PoVs of Behemoth Kills and Varies Strategies will be below this sections guide!

Requires: Strength/Steel/1x Lust

Boss Timers: (Note: as of Patch 6.28)

Note: It's extremely unlikely you'll want to go without a Strength on this fight, even if its delayed, as you'd want to:

  1. Have Strength for the burst at 15%.
  2. Kill Behemoth with Steel for a majority of the fight due to it's high damage output.
  • 100%-30%: Strength/Steel, takes about 4:15 off the clock.
  • 30%-0%: Lust Setup, Gauge and Damage holding, enrage burst, takes about 2:45 off the clock
  • 100%-0% - Time combined/Full fight is around 7:00
  • Note: 100%-30% should be fairly consistent for most gamers, but setting up for Lust and holding your gauges may vary from person to person. Unless you are being ultra conservative to hold damage, you should still defeat Behemoth in the duration of a fresh/full Duration Strength and Steel. If you are carrying over a Strength and Steel from the previous floor, you might want to keep an eye on the time left of the buff so neither of two will wear off before you burst!

This is Behemoth's rotation:

  1. Pull
  2. Auto attacks
  3. Thunderbolt (conal AoE)
  4. Auto attacks
  5. Charybdis #1
  6. Charybdis #2
  7. Auto attacks (if in melee range after Charybdis #2)
  8. Thunderbolt
  9. Will run to the south of the arena and use Trounce, giant conal AoE
  10. Auto attacks
  11. Charybdis #1
  12. Charybdis #2
  13. Auto attacks
  14. Thunderbolt
  15. Auto attacks
  16. Charybdis #3
  17. Auto attacks
  18. Will run to the north of the arena and use Trounce, giant conal AoE
  19. Repeat

From 100%-30%, this fight is pretty straight forward. You would want to take this time understanding it's rotation so you can plan out the last 30%, especially for Ecliptic Meteor spam at 14.9%. I will typically fight Behemoth along the walls to bait the Charybdis, and move clockwise around the arena to keep the middle more or less clear just in case. I will typically park Charybdis #1 around the North-East area of the arena, then Charybdis #2 around the East area of the arena, then move South so I can prepare for Behemoth's first Trounce when it goes South. I will then continue moving clockwise along the West side of the arena doing the same process, and then repeat.

You will want to start with Pomanders of Strength and Steel when you pull, and under most circumstances you will have enough Strength/Steel for this entire fight. The only time you may run into an issue is if you take a bit too long setting up the last 15% of the fight. Up until 30% you can fight Behemoth normally, but after 30% you will want to hold any big cooldowns/save your gauge. You will want to have a big burst for the last 15%.

At about 22%, you will want to use a Pomander of Lust and apply five stacks of damage vulnerabilities on Behemoth for your burst. The vulnerability stacks will last 90s, so be sure to start your big burst within the 90 second time frame. Plan to use a fresh Sustaining Potion Icon Sustaining Potion and Tactician Icon Tactician prior to using the Pomander of Lust so you can survive applying five stacks.

The following macros will be very useful to have on your hotbar:

Useful In-Game Macros
Remove Rage, Lust, or Resolution transfiguration /statusoff "Transfiguration"
Turn off food /statusoff "Well Fed"
Check enemy health (for F180 Dendainsomme/Behemoth) /echo <thpp>

Once you remove the Pomander of Lust, you'll want to reduce Behemoth's HP to 15%. You can be more precise with the HP using the /echo macro. 14.9% is the start of Ecliptic Meteor, so getting it close to this number will increase your changes at victory.

While I prefer to start my burst during Behemoth's double Charybdis pattern directly after the first use, your goal and ideal timing for starting your burst is when Behemoth is in the middle of using a skill. Behemoth has to commit to finishing the cast bar before Ecliptic Meteor starts. There are a number of various ways to burst Behemoth, and it's best to pick the one more comfortable to you. We'll go over the pros/cons of each strategy and some details surrounding each of them:

4.20.2.

Healing Strategy

This strategy involves using a Super-Potion Icon Super-Potion or Max-Potion Icon Max-Potion and Second Wind Icon Second Wind to heal enough health back to survive a second meteor. You would start with a Reassemble Icon Reassemble, place your Rook Autoturret Icon Rook Autoturret, Drill Icon Drill right as Behemoth is about to use an ability or when it is in the middle of it, then unload all your cooldowns. I suggest using a Heat Blast Icon Heat Blast without Wildfire Icon Wildfire first. You'll want to try to time a Sustaining Potion Icon Sustaining Potion right before the first meteor drops so you do not need to use a second Sustaining Potion Icon Sustaining Potion for the rest of the fight. Use all your heals after the first meteor hits, then burst with Wildfire Icon Wildfire after so there's no need to clip any GCDs in Wildfire.

Pros:

  • Survive up to three meteors.
  • Has room for error, such as missing GCDs in Wildfire Icon Wildfire or clipping GCDs, allowing a less of a need for a perfet burst rotation.
  • Viable for Free Trial players.

Cons:

  • Extra buttons to press and weave in, such as Super-Potion Icon Super-Potion which has a longer animation lock due to being a consumable.
4.20.3.

Tincture Strategy

This strategy involves utilizing a Grade 3 Tincture of Dexterity Icon Grade 3 Tincture of Dexterity (any higher is fine), and ignoring any healing except having enough health for the first meteor.

Pros:

  • Less extra buttons to worry about; you just need to do an reopener rotation.

Cons:

  • Survive only two meteors max.
  • Less room for error. If you miss a GCD or two, you may not produce enough damage.
  • Not viable for Free Trial players
4.20.4.

Itemless Strategy

This strategy has opened up due to the Machinist potency updates of Patch 6.28. Basically, it's identical to the Tincture Strategy, just without utilizing a Tincture. While not advised for people doing F180 Machinist for your first time/first clear, it is worthy enough to note because it may provide some context on how much room you have for error if you were to mess up your burst in different places.

4.20.5.

Early Push

This is not really a strategy, but more of a demonstration if you pushed Behemoth too early and he uses Ecliptic Meteor before you were ready. Utilizing the Healing Strategy, you can still kill Behemoth with a good reopener.

4.20.6.

Ideal Pomander Situations if/when you clear F180:

In terms of major pomanders, if you complete F180 with the following loadout you are looking in good shape for F181-190, assuming you did not burn Pomanders for two attempts at Behemoth:

  • 2 Strength
  • 2 Steel
  • 2 Serenity
  • 2 Flight
  • 2 Rage
  • 2 Lust
  • 2 Raising

If you end up having more than this, you are looking really good and it might make the next floor set even smoother or give you a lot of insurance just in case things go south.

Here is a small explanation as to why you'd be down certain Pomanders:

  • Being down a Strength and Steel is extremely common as you have to use one on F180. Hopefully you got out of F171-179 without needed anymore than that.
  • Having two Serenities is fine, although most times you can get out of here with three. Even something like "No Items" can be manageable on Machinist without needing a Serenity, although combination debuffs like "No Items"/"Gloom" or "Gloom"/"No Abilities" are particularly brutal and will likely force your hand on a Serenity unless you had a Steel running.
  • Being down 1 Flight and/or 1 Rage is common as well if you needed to manage your time. It's viable to retain the Rage and be sitting at 3, but having less Flights to save a Rage is 100% worth the trade off. Having 1 Flight but 3 Rages will be a perfect alternative.
  • Being down 1 Lust is normal as you need a Lust for Behemoth, and you shouldn't have too much of a reason to use Lust on the floors unless for some reason you used one back at F170 and haven't seen another pickup since then. You will want to keep your Lusts in stock since you will definitely want them for the F190 boss.
4.21.

Floors 181 - 190

4.22.

The Gameplan

Did you just beat F180 Behemoth? CONGRATULATIONS! I'd suggest you get up, stretch, and let that adrenaline go down a bit because I'm sure you are pumped. Things don't get easier from here on, but you will not have to worry about another Behemoth DPS check incident for the rest of the run, and for most people that's enough of a weight off your shoulder. It isn't uncommon for people to defeat Behemoth for the first time and then clear on that same file, to give some perspective. But even if you need a couple more attempts to get to F200, don't worry. Defeating Behemoth will be a massive confidence boost and you will be on your way to the title!

Hopefully your Pomanders are still in good shape. The main goal on F181-190 is to conserve as many Pomanders as you can while still making it through this set in a good amount of time.

As with the previous floor set, you will have an easier first half and a much more difficult last half. A suggested way to get through F181-190 is to take F181-185 semi-easy, meaning, don't go very heavy on Pomander usage. A lot of enemies will be viable to kill with No Strength/No Steel, and you want to take advantage of that. Once you reach F185+, you will start to run into Worms, Frost Dragons, and Scorpions that are not great to fight without Steel, and it's these floors you will strongly consider using Rages, Flights, and Alterations.

You may strongly consider the "Double Dip Rage" strategy, which means to take a Rage to clear one floor and try to bring it into the next floor to get kills and potentially exit that floor. This works by keeping your travel time to a minimal; ideally two rooms at most. It's best to use a Pomander of Sight to know where the exit is, as well as look for a Luring Trap to maximize your kill count. You would want to aim for an average of six or seven kills to exit a floor, then immediately go to the exit to carry the Rage into the next floor. This strategy can be a tremendous time save, but the downfalls are: You will skip potential chests that drop, and if the next floor is "No Knockback", it will render the Pomander useless.

In terms of you Flights and/or Alterations, you can opt to Flight over a Rage if you have a Steel and/or Strength on. Use your Steel/Strength on one Floor, use a Flight, then potentially clear the second Floor with whatever Steel/Stength you had left. Alteration will be very good F186-189 because you have a chance at changing Worms/Frost Dragons/Scorpions and potentially Chimeras into Mimics, which, even if it is Mimics, is more manageable than the aforementioned enemies. You can also decide to Rage the floor if Mimics spawn, or fight the floor if Mandragoras spawn.

Ideal Enemies to fight:

  • Deep Palace Garm: F181-183 and F187-189. Proximity Aggro/Patrol. Although having one of the highest kill counts in all of Deep Dungeon and one of the highest HP pools, Garms/Chimeras are generally the best enemies to pull due to them spamming telegraph attacks, which means no incoming damage. Beware of Ram's Voice and Dragon's Voice. It is advised after Dragon's Voice animation goes off to re-position yourself to melee range/outside of the Garm's radial because it will sometimes tend to immediately follow with Ram's Voice. If you are dead center of the Garm with Ram's Voice starts casting, you may not avoid the AoE and it is a one-shot kill. You can also interupt the Ram's and Dragon's Voice, but be aware it's a very strong possibility Head Graze Icon Head Graze will not be ready to use before another Voice is used.
    • Ram's Voice (fast cast): Point Blank AoE → get away
    • Dragon's Voice (slower cast): Donut AoE → get inside the Garm's hitbox
  • Deep Palace Wamoura: F181-183. Sight Aggro/Patrol. Single attacks, and will use a big front conal called Poison Dust. If you're kiting you should be away from this move. Handle like many other single attacking enemies before. Be advised, if you happen to aggro a 2nd enemy while fighting a Wamoura, the Wamoura must die first. It will heal any aggro'd enemy with an AoE heal if the aggroed enemy drops below 80%, however it will not heal itself if it is low HP.
  • Deep Palace Grenade: Sight Aggro. Single attacks and a point blank called Hypothermal Combustion which will likely one shot you. Typical kiting for this enemy.
  • Deep Palace Vindthurs: F181-186. Proximity Aggro/Patrol. Will spend a lot of time casting AoEs that are very avoidable, so these are very good targets to focus on, more so since they are patrols. It's also very viable to handle two at a time, should the situation occur.
  • Deep Palace Archaeosaur: F185-189. Sight Aggro. Similar to the F164 Arachaesaurs. Will do a double attack followed by a point blank AoE. The double attack can be very dangerous with a combination of HP Down and Gloom.

Enemies to watch out for:

  • Deep Palace Sprite: Sight Aggro. Use the arrow on their radial to know which direction they are facing, but be careful not to accidently pull. Without Pomander of Steel you should line up a strong burst with Reassemble Icon Reassemble and Wildfire Icon Wildfire, and also have Second Wind Icon Second Wind/Super-Potion Icon Super-Potion or Max-Potion Icon Max-Potion available if you pull. Since this enemy it is a caster, you can't stop their attacks like a typical melee enemy, resulting in a DPS race.
  • Deep Palace Wamouracampa: Sound Aggro. Provided you open with Sprint Icon Sprint, this is not too bad to fight. It will get an attack called Cannonball off, which is a instant ranged attack, but can be healed through with Sustaining Potion Icon Sustaining PotionS. If the Wamouracampa gets close to melee range it might be a lot of damage similar to Sasquatches in the previous set. This enemy is immune to Leg Graze Icon Leg Graze.
  • Deep Palace Worm: Sound Aggro (RP Walk to avoid aggro.) Non-aggroed Worms will use an instant/unavoidable long range attack called Sand Pillar, so it's advisable to be aware of their locations when fighting another enemy. As an enemy to fight, they will constantly melee while also getting off Sand Pillar, which is nasty if you do not keep distance from them. 30~ seconds after the pull it will enter it's enrage, which is called Bottomless Desert. This attack draws you in and follows up with a massive point blank tank buster, Tremor. There are a couple ways to handle this:
    • Kill it before 30 seconds pass. Advised only with a Pomander of Strength.
    • Save Sprint Icon Sprint for the timing of Bottomless Desert and run away from the Worm to avoid Tremor.
    • Pull these on a No Knockback debuff floor because Bottomless Desert will not pull you in, therefore you can avoid Tremor.
    • Interupt Bottomless Desert with Head Graze Icon Head Graze. The cast is very fast, so this is not easy to pull off. Relatively speaking, it is faster than the Deep Palace Arch Demon Abyssal Transfixion.
  • Deep Palace Crawler: F183-186. Sound Aggro. Will use Sticky Thread which applies a 30 second slow and then Poison Breath when it gets in melee range, in that order. Crawlers are not that bad if you plan for them! Save Wildfire Icon Wildfire for your pull, and use the burst after Sticky Thread, as Heat Blast Icon Heat Blast will bypass the slow debuff. Do the usual Sprint Icon SprintLeg Graze Icon Leg Graze kiting for this enemy.
  • Deep Palace Claw: F185-189. Sight Aggro. Will do a pull-in followed by Impale, making kiting this thing very annoying. Will also do Tail Screw about three auto attacks after the pull-in, which will be a medium damage tank buster and slow. A way to handle this is to Foot Graze Icon Foot Graze about one auto after Impale, get to maximum attacking range, break bind, and you should be out of range of Tail Screw while kiting. If you take the slow from Tail Screw, use Heat Blast Icon Heat Blast to bypass the Slow GCD debuff. Claws are also ideal to fight with No Knockback because it will cancel the Pull-in.
  • Flood Dragon: F186-189. Sight Aggro. Do not pull without Strength/Steel, and even with those Pomanders, you'll need to be careful fighting these. It will do Sheet of Ice, which is a ranged attack that applies a DoT called Frostbite. Frostbite will tick for slightly more damage than your Sustaining Potion Icon Sustaining Potion will regenerate for, so you do not want to extend this fight. It will also do Granite Rain, a point blank AoE. A short time after Granite Rain, it will look to use Sheet of Ice again, and it is advised to use Tactician Icon Tactician prior to the second Sheet of Ice as it will block Frostbite from refreshing on you due to it being weakened.
4.22.1.

Floor 190 Boss: Godfather

Boss Timers:

  • Strength/3x Lust: 5:25
  • Strength/2x Lust: 6:25

Requires: Strength/Steel/1x-3x Lust

With this fight, prepare to take a lot of damage as well as do a lot of kiting. Godfather will do tank busters along with auto attacks, and being low health could mean death with unlucky critical hits. It's also advised to not overheal, as you'd want a mix of potions, Second Wind Icon Second Wind, and/or Tactician Icon Tactician available for the tank busters.

Godfather will alternate between blue bombs (Remedy Bombs) and red bombs (Lava Bombs.) Blue bombs you must kill or you will take roughly 90% of your total health in damage and a Deep Freeze debuff. The red bombs you must park underneath Godfather to prevent a move called Massive Burst. It's advised to avoid the use of Ricochet Icon Ricochet when the Red bomb/Lava Bomb comes out, or you may unintentionally push the red bomb out of position. Massive Burst will do 99% of your max HP if it goes off. The fight rotation is:

  1. Pull
  2. Auto attacks
  3. Tankbuster (Scalding Scolding)
  4. Blue Bomb/Remedy Bomb spawns
  5. Sap AoE #1
  6. Auto attacks
  7. Sap AoE #2
  8. Auto attacks
  9. Sap AoE #3
  10. Auto attacks
  11. Tankbuster (Scalding Scolding)
  12. Auto attacks
  13. Sap AoE #4
  14. Auto attacks
  15. Massive Burst and Red Bomb/Lava Bomb
  16. Repeat

Do note that although kiting you will likely prevent auto attacks from landing, it will still go into the next part of its rotation after a short amount of time versus a specific amount of auto attacks.

Lust usage will be very tricky due to the high incoming damage, although very useful. Without any Lust use, you will come close to the 8 minute timer on your Strength/Steel. Ideally you'll want to aim for five stacks of Vulnerability, but you don't need to force five stacks in exchange of dying.

There are two strategies you can do to apply your Lust Vulnerability stacks:

  • The more common strategy is to kill the Remedy Bomb, wait for Sap #2 double check the rotation above, then use Pomander of Lust and get the five stacks on. You should get two or three stacks before you have to avoid Sap #3. Try to get to five stacks and be ready for the tank buster. When your stacks are about to expire you can re-apply Lust and increase the timer back to 90 seconds with a single usage versus trying to get five casts for a much easier time.
  • A more difficult method is to use a Sustaining Potion Icon Sustaining Potion before you pull, wait until the Sustaining Potion Icon Sustaining Potion is at eight seconds, then pull Godfather. When your Sustaining Potion Icon Sustaining Potion is ready to be re-used, use it, then go straight into Pomander of Lust. It will be good to position Godfather directly under where the Remedy Bomb will spawn so you can hit Godfather and Remedy Bomb at the same time. You can get a couple AoEs off before you have to avoid Sap #1, then you need four hits total to kill the Remedy Bomb, and make sure to get to five stacks on Godfather. As with the previous strategy, you can refresh the vulnerability stacks with 1 shot of Lust instead of waiting for it to completely drop to keep the debuff on the boss on.
4.22.2.

Ideal Pomander Situations for Clearing F190:

In terms of major pomanders, if you complete F190 with the following loadout you are looking in good shape for F191-200:

  • 1 Strength
  • 1 Steel
  • 2 Serenity
  • 1 Flight
  • 1 Rage
  • 1 Alteration
  • 3 Resolution

If you end up having more than this, you are looking really good and it might make the next floor set even smoother or give you a lot of insurance just in case things go south.

Here is a small explanation as to why you'd be down certain Pomanders:

  • Hopefully you have a Steel leftover! You will definitely use one on F190, but it might be likely you had used another on F181-190 depending on debuffs and what you were fighting. It is possible to get through F181+ without using Steel or very minimal Steel usage. Strength will probably be in the same situation.
  • Two Serenity might be a little difficult depending how you had managed the floors, however, walking into F191+ with only one Serenity can be very scary if the floors decide to be particularly nasty in debuffs, such as triple "No Item" debuff. If you have just one, you need to make sure you really can't proceed a floor without using it, or you might get a combination of debuffs that can simply end your run. No Item/Gloom/No Abilities for example could be a run ender even if you have Strength/Steel on.
  • One Flight and one Rage will really make your F191+ in good shape. You're probably using Flights and/or Rages on F181+ to get to F190, and that's perfectly fine. If you can, burning more Flights to save a Rage would be very ideal, but having one of each is good to have and to aim for.
  • You should have three Resolutions in the bank since the last time you probably used one was at F140! You will want to have Resolutions as a lot of enemies on F191+ are Ashkin/Undead.
  • Very Important Note: Even if you have way less than the recommended loadout of Pomanders, F191-200 plays out very differently than the previous 190 floors. I will repeat this now and again in the F191-200 Gameplan. You will benefit tremedously from playing very efficiently and limiting mistakes, such as extra kills, deaths, so on. The RNG on F191-200 is not crazy wild, and there is a lot Machinist can handle even with bad debuffs and a little luck on Gold Chest pick ups. Even mimics on a no debuff floor is fairly manageable without Strength or Steel and pretty good kiting. If you keep moving and killing, you may still get very far with almost no Pomanders.
4.23.

Floors 191 - 200

4.24.

The Gameplan

Welcome to the last 10 floors!

It doesn't get any easier from this point forward. With no boss to contend with, you are able to distribute your time a lot more between the floors, but the intangible factor of nerves and emotions will absolutely kick in for many runners. Whatever Pomanders you have in stock, your main goal on this set is to keep killing/pulling and try your best to not fight anything past the exit opening.

Another very important tip for this set is to not look at the clock and worry about how you are doing. Provided you are keeping your uptime pulls good and not overkilling, you will be on a good pace. It's very common to spend upwards of 10 minutes on F191 and nearly 30 minutes just getting through F193. Kill counts can be relatively high on F191+, ranging anywhere from four to thirteen, and it is not uncommon to need eight or more to exit a floor. Assuming you have at bare minimal three resolutions, which on F191-199 are considered floor wipes or at least the equavalent of a Flight, you will inevitably speed up on the later floors. Your time will more or less balance out the deeper you go.

Here are a number of ideas of how to utilize your Pomanders:

  • Resolutions will be very ideal for the last three floors (F197-199). The standard strategy is to try to kill enemies that are stunnable in groups, and non-stunnable enemies one at a time. Look for any enemies that are Ashkin
  • Another strategy for Resolutions is for F191-193. If you see three or more Deep Palace Iron Corse patrols moving around a floor, it might be a very good idea to use one Resolution to eliminate them. There are three main reasons why this is a good idea:
    • Deep Palace Iron Corses are stunnable.
    • These are enemies that are very difficult and not advised to fight without steel, so if you don't kill them, you may need to spend time waiting for them to move through rooms costing you valuable time.
    • With Strength on, you can kill them in two hits, assuming no Damage Down or Gloom.
  • Rages can be saved for either the last floors, or if you encounter a treasure room of enemies. The problem with F191+ is there seems to be a higher chance of treasure rooms occuring, on top of the fact a larger amount of enemies are proximity aggro. If a treasure room happens to be in your way to get to the exit, a Rage (and Fortune, if you have it) can be a very good way to get through.
  • Serenities will be extremely valuable, and you would want to keep what you have for as long as possible. Try to fight through seemingly bad floors early, so you can use your Serenities on the final floors. If you happen to have three Serenities, you're free to use one on an earlier floor, but try to hold on to your last two as long as you can.
  • Flights can be used at any time, although it is a great idea to use a Flight if you are forced into using a Steel. This may allow you to get through the floor you used the Steel on, plus another floor before it runs out. It may be ideal to use Flights on F192-196 assuming you have Resolutions, so you can spread out your time saving Pomanders.
  • Alterations are a pure gamble, more so since treasure rooms show up with higher frequency in F191+. My suggestion is to assume altered floors will spawn mimics, and you need to decide if you'll be ok to fight them. It is not uncommon for runners to avoid using Alternations altogether on F191+. Machinist can handle mimics very well, assuming you have running room and the floor isn't Gloomed. Increase enemy movement speed without Steel is a bad combination. Also, I'd advise to avoid Alterations if you do not have a Rage as a Mimic Treasure Room could be very complicated, and to avoid using it on F197-199 since those floors will spawn almost all undead and you'd rather not change a room of undead into mimics, in my opinion.
  • For Fortunes, I would suggest matching it with how many Rages you have. If you have more Fortunes than Rages, then use them as soon as possible due to potential high floor kill counts, which means more chances at random chest drops.
  • Try to keep your Steels at one so you can have a Steel when you use Resolutions later in the set. If you pick up any extra Steel along the way, feel free to use them if the floor is particularly bad with debuffs or you accidently aggro something unintended. Use Steels if the floor is particular bad, and if you do, consider a Flight for the next floor as mentioned in the Flight Pomander section.
  • For Strengths I would also recommend keep at 1 and use any extra you pick up to get the most out of them. Keep one for the last floors in combination of Resolutions or if you have to fight things towards the end of the run/timer.

I would highly recommend you check as many chests as you can while not drawing aggro. However, if you see a path to victory, for example, if you have 2 Rages and you step into F198, you can avoid opening chests and just make it to the end to avoid potential mimic spawns.

Lastly, as mentioned at the end of the F181-190 section, even if you are empty of Pomanders going into F191+, don't feel you have a zero chance at victory. Many runners still get as far as F198~ and maybe even a clear with almost nothing in stock. That's just how F191+ works sometimes. Fight and survive as long as you can for the 60 minute lock out, because either way the experience will be extremely valuable.

Ideal Enemies to fight:

  • Deep Palace Trap: F191-194. Sound Aggro. Will only attack from ranged, but attacks very slowly, so damage taken is very manageable and kiting is unnecessary. Great enemies to pull.
  • Deep Palace Mummy: F191-194. Proximity Aggro. Ashkin/Stunnable. Single attacks and uses Rotten Bandages that will do a five second stun and moderate damage if you get hit. Susceptible to Leg Graze Icon Leg Graze. Should be a priority pull if it's blocking chests/exits/paths to other rooms due to their proximity aggro.
  • Deep Palace Wraith: Common in F194-199, but can be found on F191-193 as well. Ashkin/Stunnable. Single attacks, with a very large AoE Scream around itself, followed by Accursed Pox AoE on the player. Scream and Accursed Pox can be interupted, but it would be better to let it cast and dodge. Non-Aggroed Wraiths will shoot Accursed Pox from a distance so be careful if they are in adjacent rooms.
  • Deep Palace Hippograph: F191-193. Sight Aggro. Will use a small point blank AoE and will do double attacks. This enemy is no different then fighting Sasquatches or Archaesaurs, so if you are comfortable with fighting those, you can manage a Hippograph.
  • Onyx Dragon: F193-196. Proximity Aggro. Ashkin/Not Stunnable. Similar to the Mummies, you would want to prioritize pulling these if they are blocking chests/exists/paths to other rooms. They will use Evil Eye gaze that afflicts terror on the player, followed by a large conal Miasma Breath that gives Disease and heavy damage. Will only single attack otherwise, so very good to kill.

Enemies to watch out for:

  • Deep Palace Iron Corse: F191-193. Proximity Aggro/Patrol. Ashkin/Stunnable. Highly advised to not pull unless using a Pomander of Steel. It will gap close with Butterfly Float and an auto-attack directly after, and will repeat Butterfly Float every 30 seconds or so, which makes it particularly nasty to try to kite.
  • Deep Palace Fachan: F194-199. Sight Aggro/Patrol. Caster that does heavy damage with each Stone cast and capable of using Level 5 Death. It is highly advised to not kite these and fight it in melee range, because it will use Level 5 Death every two Stone casts only if in melee range. If you kite, they will not use Level 5 Death and instead only cast Stone. You will want to have a few healing cooldowns if you fight these, otherwise you may want to avoid these when you can, especially since they are Sight Aggro.
  • Deep Palace Bicephalus: F194-198. Proximity Aggro. Ashkin/Not Stunnable. Will double attack followed by an AoE Catapult on you. Does a lot of damage without Steel, but is manageable due to not being immune to Leg Graze Icon Leg Graze. When it uses Catapult you are able to get distance from the enemy.
  • Deep Palace Knight: F194-199. Proximity Aggro. Ashkin/Not Stunnable. Will double attack with a heavy tankbuster, Skullsplinter, followed by a donut AoE, Death Spiral. Highly advised to not over kite this when you initially pull, and very advised to fight this with a Pomander of Steel. Knights are susceptible to Leg Graze Icon Leg Graze. If kept alive after 35 seconds it will use a soft enrage attack and defense buff that will definitly cause a significant amount of damage when it uses Skullsplinter.
  • Deep Palace Gourmand: F196-199. Proximity Aggro. Ashkin/Stunnable. Susceptible to Leg Graze Icon Leg Graze and is stunnable (good for Pomander of Resolution). It is basically like fighting a Sasquatch but will do a lot more damage. Highly advised to fight with a Pomander of Steel, or else be sure you have a lot of running/kiting room and Strength on if you do not have Steel.
  • Deep Palace Keeper: F196-199. Sound Aggro/Patrol. Ashkin/Not Stunnable. Will do a heavy tank buster and high damage. Susceptible to Leg Graze Icon Leg Graze, but cannot be stunned. It would be ideal to not fight these, even if using a Pomander of Resolution unless you have Steel on.

If you have made it to the end, congratulations and Welcome to the Club!

Be sure to let Angelus Demonus and the Deep Dungeon Community know your victory as we love to share and celebrate everyone who gets the title!

5.

Changelog

  • 16 Dec. 2022: Guide added.
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