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Forum for the Lords Corp, Galaxy Online 2


    Guide: Instances 11-20

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    Jycard


    Posts : 29
    Join date : 2011-03-17
    Age : 47

    Guide: Instances 11-20 Empty Guide: Instances 11-20

    Post  Jycard Wed Jun 29, 2011 9:55 am

    Instance #11: Wonderland

    Enemy Fleets:

    9 Fleets (2x 21-Ballistic, 2x 22-Laser, 1x 23-Missile, 1x 24-Ship-Based, 2x 26-Laser, 1x 29-Ballistic)


    Fleets Needed:

    Your fleets from Instance 10 work here as well. The big thing is to make sure your fleets are turned the right direction to start this Instance, because the Pirates will probably hit you first. As such, make sure your first 5 fleets are all turned SE or SW. Make sure your next 5 fleets are all turned NE or NW. Other than that and making sure you have tanks in your fleets or massive stacks, this one is easier than 10, so farm at will.


    Possible Loot (50+ Wins Used to Determine):

    Level 11 Blueprints (Infrared Scanner, Station Warehouse)
    30,195-34.511 Metal
    30,185-34,841 He3
    30,291-34,773 Gold




    Instance #12: Dead or Alive

    Enemy Fleets:

    8 Fleets (2x 26-Laser, 2x 27-Missile, 2x 28-Ship-Based, 2x 32-Ship-Based)


    Fleets Needed:

    The fleets you use in i10 work here, as well, but by now, you have probably upgraded them. Use what you have, and it will cost you less. The key here is to have your first 5 fleets facing NE or SE and your last 5 fleets facing NW or SW. You start very close to the enemy here, so have your tanks facing the enemy to start taking hits immediately. Farming this is not difficult, just time-consuming and expensive on He3.


    Possible Loot (50+ Wins Used to Determine):

    Level 12 Blueprints ("Blaze" Auto Cannon, Magneto Bomb, "Poacher" Firebomb, Dragonturtle, Star Shooter)
    35,172-39,983 Metal
    35,238-39,975 He3
    35,194-39,969 Gold




    Instance #13: Ship Graveyard

    Enemy Fleets:

    6 Fleets (6x 32-Ship-Based)


    Fleets Needed:

    Your i10 fleets work on this instance as they have for the last several instances. This one is a bit easier, because you do not have to worry about how close you are to the Pirates. You probably want your fleets all aimed NE or NW (first 5 NE and next 5 NW), but unless your damage ships are too glassy, you will not have any real problems with this one. The 6 fleets are all ship-based weapons and have Extreme Counterattack on most ships, but otherwise, this is one of the easiest instances between i10 and i15. Farm at will.


    Possible Loot (50+ Wins Used to Determine):

    Level 13 Blueprints (Space Hunter, Howler, Industrial Ship, Fleetfoot)
    40,189-49,893 Metal
    40,016-49,879 He3
    40,346-49,938 Gold




    Instance #14: E.C.R

    Enemy Fleets:

    10 Fleets (1x 32-Ship-Based, 2x 33-Ballistic, 2x 34-Laser, 2x 35-Missile, 2x 36-Ship-Based, 1x A11-Laser)


    Fleets Needed:

    Your i10 fleets can take this instance as well, but this will be the last one like that. The key here is to have all your fleets pointed certain directions. Fleets 1-5 need to be pointing NE or SE. Fleets 6-10 need to be pointing NW or SW. You start on either side of the Pirates, and everyone hits first turn. However, with decent tanks and some good shielding on the sides, you should have no problems farming this one.


    Possible Loot (50+ Wins Used to Determine):

    Level 14 Blueprints (Hull Maintenance Mechanic, Detonator Shield)
    50,075-59,955 Metal
    50,253-59,841 He3
    51,023-59,986 Gold




    Instance #15: Free Flight

    Enemy Fleets:

    11 Fleets (2x 32-Ship-Based, 2x A10-Laser, 3x A10-Missile, 1x A10-Ship-Based, 2x A12-Ship-Based, 1x A13-Ballistic)


    Fleets Needed:

    Here is the next leap in your Fleets. You need to have replaced your older ships with the last generation or two to effectively win this one. You have some hard-hitting Ship-Based Pirate fleets that can do some real damage. In the process of updating my ships, I also updated my Fleets. I tried with Tanks in the Front-Middle slots of each Fleet, and I have my heavier hitting fleets with Tanks in the Middle-Right and Middle-Left slots. One other key is to have full stacks. I prefer Fleetfoots due to stack size being 1100. Past that, once in a while, a middle stack may take enough damage to lose a few ships, but that is not often. Also, the more fleets you have, the better off you will be. The He3 cost is high, but farming with no losses on full, up-to-date Fleets should not be a big problem if you have 7 or more Fleets.


    Possible Loot (50+ Wins Used to Determine):

    Level 15 Blueprints ("Typhoon" Speed Cannon, Plasma Energy Cannon, Boomerang Rocket Rack, "Leopard" Streamliner)
    60,281-74,632 Metal
    60,415-74,414 He3
    60,740-74,450 Gold




    Instance #16: Spell Break

    Enemy Fleets:

    10 Fleets (4x A11-Missile, 4x A11-Ship-Based, 1x A13-Laser, 1x A14-Ship-Based)


    Fleets Needed:

    If you can survive the first round of volleys from the Pirates, you are almost home-free on this one. Here are some suggestions to help if you haven't started some of these ideas. First, start layering your weapons (using 1 of each level and multiples of the top level of the most recent weapon). Second, use mostly Ballistic and Directional Fleets (so you can get off more shots between enemy volleys. To add, your Fleet Directions should be as follows (if only 8 Fleets): Fleet 1 (NE or NW), Fleet 2 (NE), Fleet 3 (NE or SE), Fleet 4 (NW), Fleet 5 (SE), Fleet 6 (NW), Fleet 7 (SE), Fleet 8 (NW), Fleet 9 (SE), Fleet 10 (NW or SW), Fleet 11 (SW) and Fleet 12 (SW or SE).


    Possible Loot (50+ Wins Used to Determine):

    Level 16 Blueprints (Sparrow, Spinner, Bolencia Warship)
    75,377-89,787 Metal
    75,045-89,362 He3
    75,038-89,544 Gold




    Instance #17: Lucky Zodiac

    Enemy Fleets:

    14 Fleets (4x A12-Ballistic, 4x A12-Laser, 2x A12-Missile, 2x A12-Ship-Based, 2x A16-Laser)


    Fleets Needed:

    This one is tough. I suggest you make use of all 12 possible fleets and that they are stacked at least to maximum effectiveness. I like Fleetfoots for most of this, but the big problem is the Cerberus with Reflective Armor. You will lose ships if you don't stack high enough. Also, glass builds are no good here. You need to stack your Corp Ships at about 1.5 times effective numbers. Past that, you want some good shields and you need to make sure your odd fleets are facing NW and your even fleets are facing SE. You will take immediate damage, so make sure you are turned right. Good luck with this one. It's tough as nails. I use 10 Directional Fleets, 1 Ballistic Fleet and 1 Missile Fleet. I would prefer more Ballistic if my Tech was high enough.


    Possible Loot (50+ Wins Used to Determine):

    Level 17 Blueprints (Shield Regenerator)
    90,073-109,164 Metal
    90,035-107,123 He3
    91,418-109,956 Gold




    Instance #18: The Blackest Hole

    Enemy Fleets:

    12 Fleets (2x A13-Ballistic, 2x A13-Laser, 2x A13-Missile, 2x A13-Ship-Based, 2x A16-Ballistic, 2x A16-Laser)


    Fleets Needed:

    Your i17 Fleets will work here just fine. Make sure they are all pointed NW, and put your 4 strongest fleets as the first 4 you pick. Otherwise, have fun farming.


    Possible Loot (50+ Win Used to Determine):

    Level 18 Blueprints ("Tenho" Dimensional Bomb, Positron Bomb, "Hellfire" Missile Pod, Guardian, Smasher)
    110,890-129,395 Metal
    112,306-120,764 He3
    111,295-129,671 Gold




    Instance #19: The Matrix Returned

    Enemy Fleets:

    13 Fleets (4x A14-Ballistic, 2x A14-Laser, 2x A14-Missile, 2x A14-Ship-Based, 1x A17-Missile, 1x A17-Ship-Based, 1x A18-Ballistic)


    Fleets Needed:

    I adjusted my fleets to prepare for the League and the higher instances, so here is what I used for Instance 19. I have 7 fleets, all over 10K ships, and 4 had 27K when I first ran this instance. The key here is placing them right. Fleets 1-4 should be SE, 5 & 7 should be SW, 6 & 8 should be NE and Fleets 9-12 should be NW. This assumes your most durable ships are in front. These fleets hit relatively hard, but if you have good tanks or stacks of 3000, you should be fine. My weakest ships were Fleetfoots, so make sure you have your ships upgraded at this point. Enjoy farming.


    Possible Loot (50+ Wins Used to Determine):

    Level 19 Blueprints (Devourer, Hedgehog, Whirlpool, Wraith)
    132,782-148,991 Metal
    130,882-149,697 He3
    130,459-148,256 Gold




    Instance #20: Timewhirl

    Enemy Fleets:

    15 Fleets (4x A15-Ballistic, 4x A15-Laser, 4x A15-Missile, 3x A15-Ship-Based)


    Fleets Needed:

    This is an unusual instance as there is no reason for the placement to start with. A couple of your fleets will be very close to lots of Pirates while some of your fleets will not be close enough to take any hits in the first round or two. I ran this with 7 27K fleets, and once in a while lost a few of my older ships (mostly Wraiths). The newer ships were just fine. Once you beat it once, you should be able to farm. If you find you take some losses, just change the click order for any fleet that is taking damage.


    Possible Loot (50+ Wins Used to Determine):

    Level 20 Blueprints (ECM Booster, Powered Pulse Cannon, Reflective Plating)
    150,470-178,364 Metal
    150,590-179,750 He3
    151,840-179,297 Gold

      Current date/time is Mon May 20, 2024 1:27 am