Palace of the Dead

Palace of the Dead Solo Tips/FAQ (6.4)

Resources

The following are fantastic resources for aspiring Necromancers

Maygi's Handbook

Finh's Warrior Guide 1-140

Finh's Warrior Guide 141-200

Angelus Demonus Warrior Playthrough 1-120

Angelus Demonus Warrior Playthrough 121-200 

Palace of the Dead Solo Tips/FAQ (6.4)

Which job should I take?

While every job has cleared PotD there are some jobs that are exceptionally strong and recommended for beginners.

Solo Strategy

The poms you will need vary by the job you play. Generally speaking the following is true when solo:

Floor 1-100 Strategy

These floors are the easy floors. Just about any job can climb fairly easily with minimal difficulty. You can practice all sets in this range regardless of deaths (though any deaths will prevent you from climbing beyond 100)

Floor 101-140 Strategy

These sets are still pretty "easy" and mobs don't really hit too hard (outside of specific mechanics), this is the point where you will want to start being mindful of your pomanders in preparation "harder sets". These can all typically be done with minimal pomander usage.

Floor 141-170 Strategy

These sets will start to test your time management. You should still be able to subsist off of the free poms provided by the set, but you need to be thoughtful of your time as the bosses start to take close to 10 minutes each.

Until 151, the spawn timer is still 1 minute 30 seconds. From 151 onward, the spawn timer for mobs increases to 5 minutes for the rest of the set.

From 151, be sure to use all your intuitions to try to get as many hoards early on, it's going to get harder to chase after them later.

Floor 171-180 Strategy

This is the first of the "hard" sets. This is the last set where you will be aiming to conserve as many of your pomanders as possible.

IMPORTANT: Always use a raising on this set. This is also the last set that pomanders of raising spawn on.

Important: All jobs other than healers and red mage need to have at least one lust and one strength for behemoth. 

Advanced option for tanks and healers: Floors 171, 172, and 173 all have a higher chance of spawning landmines. Tanks and healers can choose to make use of them by using a Sight pomander and intentionally stepping on them while having 3-6 mobs pulled to drastically speed up the set. If you do this well, you will reach 174 by about 52 minutes remaining providing you a massive headstart to the set and reduce the pomanders that you need. This is not necessary and you can opt to use a more traditional approach of using smaller pomanders for time.

Behemoth Preparation - Aka The Push

Behemoth behaves similar to it's floor 80 counter part with one major exception, from 15% behemoth starts a soft-enrage where it repeatedly casts Ecliptic Meteor which deals 80% of your maximum HP in damage each cast. This is "the push", and each job will handle it differently due to how many meteors they can survive.

In order to kill behemoth, you will need to know what is the order of your abilities that you will be using during "the push". 

Tip on How to keep your healing rotation straight: Once you know the abilities that you need to do the push, it is very useful to put them on a separate hotbar away from your normal abilities. If you want you can even remove them from your hotbar right before you start the fight. 

In my case, I have them bound to numpad, so as soon as I start the push, I can just hit my numpad keys in the required order. You can also opt to click them. What matters is that this simplifies your push as much as possible.

General Approach

The actual push is job dependent, but usually involves the following:

Some examples of the push:

Finh's Machinist Push: https://youtu.be/PidvepDBEbQ?t=293

Finh's Warrior Push: https://www.youtube.com/watch?v=vJvDq4tQpvc

Floor 181-190 Strategy

This set is the second of the three for the "hard sets" it has a lot of nasty monsters, far too many proximity patrols, and will test your decision making skills throughout. You can typically treat this as the "last set" with regards to using your poms (within reason, if you can bring more things into the final set it will make it easier, but don't be overly conservative).

This set starts off with the easier mobs and works it's way towards very scary mob in the last half. It is pretty much mandatory that you use timesaving poms and at least two rages during this set. It is absolutely fine to treat this set almost like it is your last. There is no set in stone as you need to react to the set based on the debuffs that you get and the poms that you pull.

Notorious Mobs

Proximity Patrols: Garms (Chimeras) and Vindthurs (orgres) are both patrols with proximity aggro type. Both are a priority target and Garms in particular you want to deal with early on your own terms. They are massive and can be hard to avoid. Even though they have 30% more HP than other mobs, trying to avoid them is dangerous and almost never worth the time.

Flood Dragons: These are viscious on DPS and can still catch you off guard on tank. You should always have steel if you want to fight them.

A typical approach

Aim to bring poms to 2 as soon as reasonable, so that picking up a pom doesn't overlap with existing effects.

Floors 181-185 - Use all of your flights to keep pace. Use strength to 1, in order to speed up the set.

Floors 186-189 - Use all your alterations (mimics are easier to fight than most things here) and plan to use rage as needed to get to the boss. The number of rages you use will be based largely on your time and whether you "double dip" or "full clear"

Fortune/Affluence: These are useful to save until you have used some poms

For DPS, you want to do your best to conserve your steel as much as possible in the set. It is very important that you know which mobs you can fight and which you need to avoid or witching.

Boss God Father

This boss requires strength and steel on all jobs. (Tanks, can fight without steel, but it is very spicy).

This is a good boss to use all your remaining lusts on as they aren't very useful on the last set. If you can get 3-5 stacks on the boss, you can maintain it by hitting him once when the buff is about to fall off.

There's a specific pattern that you need to follow with the rotation that you can find on the floor guide for DD compendium here: https://www.ddcompendium.com/potd_floorsets/181.html

The boss alternates spawning adds spawns "Remedy" and "Lava" in addition to a large number of smaller bombs.

The typical fight is to kite the boss to preposition for the Lava bombs. For handling the remedy bombs there are two options.

Ignore the Remedy bomb strategy

Here's two vods that demonstrate this technique:

GNB PoV (credit to Butters of the Deep Dungeon Discord): https://www.youtube.com/watch?v=4wX-pq_EOP8 

SGE PoV (from Aurora Moon's Guide which demonstrates both ways to do it) https://youtu.be/GKH2OJK9LdA?si=TFIuD3OPYB6ZSgAg&t=18222 (edited)

For all intents and purposes, you can treat this as your last set and use what you need to clear the set. You don't necessarily need to be stingy on poms and bring 3 of everything to the next set. A "clearable" holster at the end of the set contains something like the following:

Note: This is not a holster you are necessarily aiming to get use (bringing more is always better), but the above is completely viable to clear with.  Every poms of the above

Floor 191-200 Strategy 

The final set. The most difficult part of this set is the sheer number of proximity aggro mobs that spawn throughout the set. It is not uncommon if you get bad key placements to have to fight an excessive number of mobs beyond what it takes to actually open the key.

Similar to the last two sets, the early floors have easier mobs that steadily get harder to fight as you go. If possible, it is best to save your strongest poms for later in the set.

Pomanders

The strategy for your pomanders is going to vary by how many of the "key pomanders" you have available. 

When do should you use them?