So i recently beat plantera and heard that a whole new arsenal of weapons and armor is unlocked now so i wanted to know the best weapons and armor post plantera, here are my current weapons and armor: True Nights edge - 142 dmg, hallowed armor - 52 df, leaf wings. daedalus stormbow - 52 ranged dmg
Early hardmode I just used Clockwork Assault Rifle, Amarok, and Golden Showers as my weapons and Titanium armor. Now I have Hallowed Armor but working at getting Chlorophyte. I have no real class that I'm going for, but probably will be sticking to range. Right now I'm using Amarok(Waiting for Code 2 from the merchant), Light Discs, and Megashark with Crystal/Chlorophyte bullets, and the equipment I use are Hoverboard/Bee Mount for flying, Obsidian Shield, Star Veil, Frostspark Boots, then just a random piece for whatever I'm currently doing, Lava Waders for undergound, etc. Is there a better ranged weapon than the Megashark right now, or should I stick it out until I can get a Phantasm Bow? I haven't gone much into magic besides Nimbus Rod and Golden Showers but what are some bad ass spells or magic equipment that I could use? I think I could get into it.
Iโve just killed plantera and the golem I have mega shark and shroomite but Iโve basically had the same equipment since the start wings, Hermes boots,cloud in bottle, band of regeneration and sun stone
hi there me and my buddy are playing an expert world, and recently beat plantera. im a ranger and hes a yo-yo melee. i currently have a shroomite set and chlorophyte shotbow/megashark. he has the mothron yoyo and i think turtle armor.
we tried to get items to make naughty presents for frost moon (to get me a chaingun) but had a really hard time with that event and only survived till the 2 or 3 santa spawned (no drop cause bad luck).
also getting those was pretty difficult since the post plantera dungeon has some strong mobs and we got fucked by paladins diabolitianists and so on.
what should we do in such case? is it just a skill thing or we are going in the wrong order of progression?
I just beat plantera with full shroomite and I dont know what to do next.
I know that there's the pumpkin moon, the dungeon, and the temple left to go. I already have turtle and shroomite armor. Also what kinds of key farms are the best right now? I have seen many different ones but it's hard to figure out which ones are outdated. Do people still use meteor heads? Ocean biome? (also idk whats so special about the ocean)
Also, please feel free to start up some general Lategame Ideas Discussion. I'll link a pic of my base here shortly
I'll preface by saying that I have never set up a grinder in the dungeon. I just ran around killing things with battle potions and water candles for a couple hours to get all the gear I needed.
What preparations do I need to make to make a safe dungeon grinder?
I am not actually sure that you can. Quite a few enemies in the dungeon can pass through walls. Several can teleport. There are also many attacks that can pass through walls, including the Paladin's hammer and The Ragged Caster's Lost Soul Bolts. The Ragged Casters in particular can hide just off screen and shoot directly at you.
How deeply should it be built?
I can't find anything that would support the spawn rate being higher at lower levels. You can use water candles and battle potions in the Dungeon, though.
According to the Wiki, the Dungeon has 2 different spawn rates depending on the layer you are in:
+-----------------------+------+-------------+
| Biome | Rate | Max Enemies |
+-----------------------+------+-------------+
| Dungeon (dirt layer) | 97 | 15 |
| Dungeon (stone layer) | 86 | 15 |
+-----------------------+------+-------------+
What that means is that every 60th of a second, there is a 1 in Rate chance of a monster spawning. As you can see, the difference in the Dungeon is pretty negligible. Other factors should probably take priority, but technically building it in the cavern layer is slightly better. You will have to figure out the cavern layer depth outside of the dungeon by taking a GPS and finding where the background changes. You can get a guide from the depths listed on the wiki page:
+----------+-----------------+---------------------+-----------------+
| Map Size | Min Start Depth | Average Start Depth | Max Start Depth |
+----------+-----------------+---------------------+-----------------+
| Small | 120 ft | 480 ft | 840 ft |
| Medium | 180 ft | 720 ft | 1260 ft |
| Large | 240 ft | 960 ft | 1680 ft |
+----------+-----------------+---------------------+-----------------+
For more information, see the page on Monster Spawning.
Preferable background?
That depends on what items you want to get. As you said, some monsters only spawn on specific backgrounds. For those purposes, you could almost consider the dungeon 3 different biomes-- one for each wall type. It might make sense to set up a farm on each background. You might also try to set up your farm on an intersection between the 3 backgrounds so you can get spawns from all of them. I should note that the backgrounds behind the foreground blocks do not necessarily match the adjacent walls. You might be able to get other enemies to spawn in an area by mining away some of the foreground blocks.
I have a huge amount of dart traps, lava and some spear and spiky ball traps I got from the entrance of the Lihzahrd Temple (they generated outside of the door).
The hard mode monsters in the dungeon are actually really powerful. I would actually recommend going to the lihzahrd temple first to get some of the traps there so that you can set this up with traps that will kill monsters in a reasonable amount of time. You can go in there as soon as you kill Plantera. You don't need anything special to get the traps and you won't need to beat the golem if you don't want to.
I will say that Dungeon farming is tricky as I have built a couple different ones. The issue is that 2 of the Post-Plantera casters in the dungeon are painful and can bypass walls with their spells.
However, since you are doing this Pre-Plantera, A simple lava pit with a either a honey pool/campfire/heart lantern (or all 3!) on a floating platform can keep you healing well enough and eliminate the Blazing Wheel threat. Basic Dungeon Farming Pit this is not an AFK because of the chance of Ragged casters and a Diabolist now and again. (I have not searched out the tiled walls I need to remove, and the pygmies sometimes get bunched in the honey pit)
My pygmy setup, that unfortunately uses the staff so it is post-Plantera. Using a summoner group, like pygmies, ravens, or sharks (Duke Fishron staff) can keep the riff-raff cleared out including the Cursed Skulls and Dark Casters. Two water candles and a battle potion and holding a third water candle spawns thing very nicely if using summon groups. I like to put a Safe house (but I stole the statue for something else) out of harms reach with a king or queen statue in it to get a merchant NPC so I can sell stuff. I like to build it below the cavern level, where the Dungeon gets more convoluted.
The really nice loot comes after Plantera though, and that is trickier. I build an arena with just brick walls, and possibly some slab walls if I want sniper gear. The tiled wall creates the Diabloist whose attack is a persistent fireball that does lots of damage and passes through bricks, so I don't like that one. Ideally, the area you build should not have the tiled walls within a full screen from your safe spot to keep the Diabloist from spawning. Traps active, but I forgot my battle potions Notice the side walls around the honey pool. They are because the paladin is deadly if he has line of sight on you, and Bone Lee is just crazy fast and jumps very high, and finally, the sniper can shoot you from off screen if he has line of sight. So basically you need a spot that puts the spawns in harms way before they can get line of sight on you.
EDIT: Just for fun last night, I ran that farm for a little bit, maybe 15 minutes. For notable drops, I got 2 sniper rifles, a scope, a paladin shield and a bunch of miscellaneous but very saleable items. It filled a chest and half my inventory, for just sitting in the honey, and dodging the errant Ragged Caster that showed up about 3 times. So even without the Battle potion, that one works well for me. Since you can't see it well, in the pit I have a piggy bank and a safe, as it makes switching out stuff and storing coins easier.
me and my friend are having a hard time killing the mechanical bosses and was wondering what are the best weapons and armor?
If you're having trouble with bosses even with proper gear, remember you can build arenas to make it easier, along with campfires, heart Lanterns, heart statues wired to timers and honey pools, they can all add up to a lot of regen over the course of a fight. Not to mention any appropriate potions.
If you're struggling to even mine or find ores fishing is always an option, too.
The best armor before you kill the mechanical bosses is Adamantite/Titanium. If you are able to kill at least one mechanical boss, you could probably farm its hallowed bars for Hallowed armor.
Not 100% sure what the most optimal weapon set would be but at that point of the game I was using a Night's Edge (or Cutlass if you can get one), Magic Dagger, Crystal Storm, Amarok with Yoyo Bag, and if you killed at least one of the bosses, Mushroom Spear.
guys what is the best gear to use against plantera it s so hard i built an arena but it has killed me and i have to rebuilt the arena because i dont wanna lure it in cause it despawns ,what i want is the best gear and wepeons to use against plantera for ranged class