Darkspawn: Difference between revisions

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→‎Tips: Added major tips Hope this stops them from dying 3 seconds in - Thanks Cuddle Catto
m (Added tips to Darkspawn)
(→‎Tips: Added major tips Hope this stops them from dying 3 seconds in - Thanks Cuddle Catto)
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*Darkspawn don't have hearts and don't passively revive in the dark light Nightmares do. If they die, the only ways to revive them are cloning or revival surgery, both of which require a fairly heavy hold on medbay. Veil Mind is helpful for this, too.
*Darkspawn don't have hearts and don't passively revive in the dark light Nightmares do. If they die, the only ways to revive them are cloning or revival surgery, both of which require a fairly heavy hold on medbay. Veil Mind is helpful for this, too.
*Plasmaman helmet lights can be extinguished by Pass tendrils, but this leaves them without a helmet - which means they catch fire - which means you have limited time to devour them before they go into crit, they're still glowing, and they can set you on fire. Don't.
*Plasmaman helmet lights can be extinguished by Pass tendrils, but this leaves them without a helmet - which means they catch fire - which means you have limited time to devour them before they go into crit, they're still glowing, and they can set you on fire. Don't.
*Darkspawn have no particular mobility powers except Crawling Shadows' ventcrawling, which is useless in maintenance where you will be spending most of your time, and Pass-Help, which is just a lunge. Don't get pincered. Be wary of your surroundings, including and especially what's offscreen.
*Darkspawn have no particular mobility powers except Crawling Shadows' Vent crawling, which is useless in maintenance where you will be spending most of your time, and Pass-Help, which is just a lunge. Don't get pincered. Be wary of your surroundings, including and especially what's offscreen.
*Knocking out lights all throughout the station is more of a shadowling thing. You can break any light that bothers you, are considerably more durable against light than shadowlings are, and don't rely on the dark to fly through walls, because you can't fly through walls. Don't fret too much about power, although a blackout sure doesn't hurt.
*Knocking out lights all throughout the station is more of a shadowling thing. You can break any light that bothers you, are considerably more durable against light than shadowlings are, and don't rely on the dark to fly through walls, because you can't fly through walls. Don't fret too much about power, although a blackout sure doesn't hurt.
*Darkspawn's greatest strength is their mobility, tentacles and lowered damage from light with sigils. Go for maint access or try and bolt open maint doors everywhere. Hopping from one maint to another is your friend, even though light-filled corridors. Darkspawn don't have good choices against multiple targets that don't require bought abilities, so your best option is to throw tentacles or help intent and fly away.
*Duality sigil is the most important upgrade. Allowing you to throw your tentacle and have them be dragged to you. While also being dragged to the tile Infront of you, increases the paralyze from 2 seconds to 3, meaning they can't do anything, and the knockdown from 6 to 8. This gives you enough time to sleep them or reform tentacles and disarm strike to turn off their lights. Perfect for throwing at someone and running away. Also increases action speed when opening/destroying airlocks.
*Veil mind is useful if you rush after putting a point in duality. Allows thralls to play sneaky as they have no visual tell outside of their actions, and forces security to focus on mindshielding all of crew instead of hunting you down. Focus on it, or don't go it at all. With 15 being the most likely number of people you'll need to devour will, most of your 18 lucidity will be spent towards the 10 required for all of the sigils required to ascend, leaving little room for defensive abilities.
*Demented outburst. Big cost, long cast time and noise that gives you away, but perfect as a defensive move. At 100 psi, up to 125 with the sigil, using it twice is about all you have in you.
*Creep is good for switching between areas, to jump out from maints to devour someone.
*Silver tongue allows the darkspawn to call the shuttle no matter what time it is at making this a very powerful ability especially if you are doing the veil mind rush.
*Always Acquire maint access. Always make sure you have a way out of, and into, maintenance. Pick a quiet spot to divulge, you'll have a 3x3 area around you of purple sparkles. Careful of capes, some emit light. Pick up duality and lightward sigil. Now you have a longer stun and less burning from light. Your go-to combo is to have your tentacles ready on harm intent, throw them, wait for the person to fly TO you (if you walk forward, you can be hit and stunned by them as if they were thrown AT you) and hit devour will to create an orb in your hand to click on them with. They're slept. Take their ID if they're sec/high ranking, and bolt. Sleeping people wake up in 30 seconds, each second reduced by each point of damage they take while sleeping. Disarm intent to hit lights so you don't throw yourself or the tentacle. Switch maints often. As you gain more lucidity, either pick up faster healing, faster psi regens or a defensive ability such as demented outburst. Your ascension requires UNIQUE sleeps, so don't be afraid to poke out of maints for a thrown tentacle. You WILL be found out, but darkspawn thrive on being mobile in light and their stuns. Throwing tentacles at Borgs WILL stun them and turn off their light, but you can't fight them consistently without a flash. While in maints, always have a second escape route and avoid fights where you're outnumbered. If in doubt, throw tentacles and disarm-attack people if they're hit and down, which will force them to retreat without a light. You are fast but are weak in light, meaning you need to be smart about picking your fights. Thermal vision is your best friend, and helps you poke out from maints for people staring gawk-eyed at the door.
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