Defiance Free to Play
75 Achievements
1,625
166-207h
Eminifyo
Humbled the Merchant Caste
15
How to unlock the Eminifyo achievement in Defiance Free to Play - Definitive Guide
As the rounds go on, there are several factors in play that significantly reduce the number of enemies available to kill, which makes it nearly impossible to maintain your multiplier beyond round 2. Fewer cannon fodder enemies spawn in lieu of the larger ones, the raiders and afflicted fight and kill each other, and a greater number of the flamethrower traps activate more frequently which cook the rest. Fortunately, there are enough enemies to simply dash between them and kill them at your leisure while still collecting enough points to gain the gold medal.
In an ideal run, collect around 3500 points in the first round and hover around 6500 by end of the second round. I was able to hit the gold medal 10000 by the end of the third round, so I was using the fourth and fifth rounds almost exclusively to hunt golden skitterlings. Don't forget that you get 2000 points for not dying (X button self-revive is okay, A button extract is not), so acquiring the easy 3500 points in round 1 means you only need 1125 points for each of the following four rounds, which is completely doable with almost any setup.
Because you're going up against groups of afflicted and rioters, you're going to need a weapon to bypass the riot shield and level groups of enemies quickly. This means detonators. If you max out and equip the perk called Deadly Cascade (first row, seventh column, above the overcharge tile) your explosives do 30% bonus damage per enemy caught in the explosion radius, which often means only one or two detonator rounds will vaporize entire mobs. Because enemies continuously thin out as you go on, you want to check your minimap often for groups of enemies and chunk detonator rounds in there for tons of easy points. It's infrequent, but it does happen.
For all arenas in general, you need something you can fire from the hip. Taking the immense speed penalty and tunnel-visioning on a single enemy to ADS (aim down sight) is what's going to get you overwhelmed extremely quickly. If you have not discovered the wonders of the VOT Pulser, the arenas are certainly a good place to become familiar with them. They are equally as accurate from the hip as they are when ADS (as is evident when the reticule actually expands when you do so), and equipping a maxed Gunslinger perk (ninth row, fifth column, right of the cloak tile) gives you a whopping 12% critical multiplier from the hip. If you get a good Pulser with several critical rolls you can wreck everything from the hip with little effort, inside the arena and out.
I recommend Respark shields in general, since their recharge time is the lowest of any type (three seconds of not receiving fire to begin recharge) and they regenerate moderately quickly (40% of total shield capacity per second) for a slight penalty in total capacity (about 80% of what an Ironclad or Hurricane would have). Some shields offer a large capacity but do not regenerate for 6 or 9 seconds which is an eternity when you're in the midst of a firefight, especially when you're in an arena that requires you to go find the enemies for score. Regardless of the shield type you choose, a Regenerator variety gives you 25%-75% health regeneration depending on its rarity, which is invaluable because health does not regenerate on its own.
To make a quick recap, these are my recommendations (and the setup I used in this arena):
Weapon 1: VOT Pulser (the higher the critical, the better)
Weapon 2: FRC Big Boomer/Matchlock Boomer (ground pounders are okay, but the initial explosion does no damage and the bomblets are unpredictable)
Shield: Respark Regenerator
Grenade: I'd go with Frag, Cluster, or Pyro. If your low multiplier in later rounds is bothersome, perhaps Hatchling
Spike: No matter, you shouldn't be standing still long enough to use it
Stim: Heal
Ability: Decoy
Perks (row/column):
Assassin's cache, R10 C4 (regenerate ammo on a critical kill)
Kill or be killed, R9 C7 (huge critical multiplier when your shield is empty)
Execution, R7 C4 (recharge shield on critical kills)
Fortitude, R4 C5 (extra health)
Deadly cascade, R1 C7 (bonus damage for each enemy caught in explosion radius)
Gunslinger, R9 C5 (extra critical damage from the hip)
Detachment, R3 C4 (each kill reduces damage taken)
Thick skinned, R3 C7 (half damage for a moment after your shield breaks, great for getaways)
Failsafe, R4 C3 (take less damage while shield is recharging)
-Invader
-Respark Shield
-Decoy
-Nerves of Steel
-Single Minded
-Gunslinger
-Sucker Punch
-Fortified Stance
-Thick Skinned
-Cellular Armor
-Fortitude
-Kill or Be Killed (or better if you prefer)
This combination is what i've used for get the gold and i tryed it few times before write this guide, try to use weapon and shield purple or orange if you have it and Good Luck!
This arena throws fire into the mix with some annoying raiders and uncanny afflicted. You will need to get to 9,999 points in order to snag the gold, and remember, free 2,000 if you survive. You have two main options: Distance or Invader carnage. Personally I went with the invader as the bugs will devistate at a distance, and will help even the odds against those riot shielders. If you went with the distance method I would suggest a strong assault rifle and a shotgun for upclose battles.
Prep:
I go with the Invader yet again with a blast shotgun as my backup. The key to remember this time around is that each progressive round will add fire obstacles to the arena, which can be either a great boost, or a hurtful element depending on how you play it. I decided to stick with the Invader because taking enemies from a distance and then working on the ones I could keep my chain going with helped me kill 2 birds. If you do even 1 damage to an enemy that then runs into and dies because of fire you will get full points for the kill. Your bugs will also go out and wound enemies that will in turn run into the flames and die. I once again went with overcharge as my active ability because of its power to not only take down enemies quickly, but with the auto-reload and the increased damage for bugs, it made for a devastating tool in the later rounds on the bigger enemies.
Rounds:
The rounds here should not be too taxing with each one adding a few differences. From the first round you will see the majority of the enemies you will face throughout the entirety of the arena which consists primarily of raiders and later afflicted. By round 3 you will begin to run into afflicted as well as an arena that is covering about half of the escape routes and close quarters with lines of fire making escapes a little more hairy. The important thing to remember is sticking to the outside ring of the arena, but focusing your blasts at the enemies in and round fire. There will be plenty of opportunity to take out the stragglers that will harass you on the outskirts, but a majority of the enemies go toward the middle first and then out. The Raider Tanker is the one enemy I advise you do not waste your time on. Hitting him in the back and making sure he goes down takes too much effort and will drain your Invader clip quickly. If your bugs take one down, power to them, but do not waste your time.