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There's like 4 melee pits and they take like 10 minutes each...
You can either search Youtube or figure out how to use the weapons at your disposal to bring it down ;) (It also depends on the Game Difficulty... above Normal you really need to know what you are doing and have properly upgraded Gear & Weapons. So, stick with Normal or Easy/Story).
The Slitherfang, christ knows how, but I managed to beat that one with like, 3 seconds to spare on my first attempt. Not even sure how tbh.
So I started trying to cheese stuff with traps. That was when I discovered the traps were exceptionally buggy.
In the end, I set the difficulty to Story and steamrolled the whole thing in about 30 minutes.
Arena is a great idea... but a crap execution.
The fact that is costs shards is another baffling decision. Like, you're already jamming it up our asses with this totally unbalanced, time-limited chaotic dreck (especially on higher difficulties), but we have to pay for the pleasure of it as well? Maybe I'd be more apt to ram my head up against the wall and grind through some of it on VH if I didn't have to bleed so many shards in the process.
But then again, there's so much grinding afterwards with the legendaries anyway that it really is just a total waste of time. Get what you need, then get out.
I find myself in CONSTANT need of shards. Upgrading legendary weapons/outfits (you know, so you aren't just a one-trick pony) is incredibly expensive.
It encourages you to save first, try it a bunch of times, then reset. That's also not good for gameplay.
Yep, right now I'm very low on shards because I've been consistently upgrading things. So I'd be forced to go seriously grind for shards or save scum the arena, and I'm not remotely interested in that.
At least the grinding for parts can be enjoyable, and you always get something back for what you put in even if you don't get the exact part you need.
I find it incredibly tedious. Gotham Knights equivalent to melee pits were a lot more tolerable.
Make sure you've unlocked the ability to craft advanced traps. Craft 3 advanced purge water traps, drop in to the arena, smoke bomb and place 3 traps. Backup and the snake will spot you and charge, getting drenched. Use frost light arrows to freeze (purgewater reduces resists to elemental), then use the disc thrower on the middle of the snake (bit touching the ground) which will knock it down. Take out the sacs to disable long range attacks, then refresh the freeze and use the discs to knock it down again. Rinse repeat until snake is dead.
The big problems are the electric tail ranged attack (slide/dodge to avoid) and the snake setting off the traps with a ranged attack (big loss of initial dmg spike). The earth burrow is easy enough to dodge and once you've popped the venom/purge sacs, it becomes a lot easier.
Also, discs do crap dmg unless you're catching them properly (when you catch discs, the next throw does more dmg up till the 3rd catch at which point it will explode on impact doing max dmg), so practice catching discs. The disc will generally bounce to the direction you're moving (left or right) when you throw it.
Hope this helps.
Yeah I did this without feeling ashamed about it. Just wanted the swanky (carja elite) outfit for transmog and be done with it. Such a waste of time otherwise.
Carja Trapper elite + Carja Hawk facepaint. Aloy actually looks half presentable that way.
Also to prevent wasting shards, do a manual save before you start any fight and reload the save if you lose.
In Siltherfang's case, there are three key mechanics to exploit with providen gear.
First: Freezing, that had to be stacked with arrows; Siltherfang is vurnable to frost, so it stacks fast - and in Frozen state it is very vulnerabie for shredders and arrows.
Second: acid, which can be thrice stacked by igniting canisters and then by arrows; somewhat similar to Frost, but with highter armor plates vulnerability at expense of lower bonuses on Impact damage - it works well with explosive javelins.
Finally: plasma; you are given Boltblaster with plasma bolts, that can be unloaded in rapid pace at main body; they will not only do nice damage on their own due to Siltherfang's vulnerability, but also give you chance to ignite Glowblast canisters AND trigger elemental reaction with quite powerfull explosion after it wears off (assuming that you can pack enough damage to fully load the bar).
To maximize damage output, try targeting weakspots while Siltherfang is Frozen, and tear armor plates and follow up with javelins when it's Corroding. Plasma bolts barrage is good in-between, especially from close-up. If you have troubles with keeping distance, don't be shy to use Staggerbeams tripwire.