ALLMIND is amongst these bosses that only a few gamers will face throughout their playthrough of Armored Core 6 Fires of Rubicon. The explanation for that is that the boss is locked behind the second New Sport+ cycle. Nonetheless, for those who energy your method by means of the sport’s a number of completely different endings, and make your approach to the tip of NG+2, you may be confronted with among the best boss fights Armored Core 6 has to supply.
Being the true ultimate boss of the sport, ALLMIND is definitely considered one of, if not the hardest enemy you encounter in Armored Core 6 Fires of Rubicon. As such, it is not a shock that many gamers wrestle to defeat this boss on their first try. With a number of phases and a few actually highly effective weapons at its disposal, ALLMIND poses an awesome problem as the ultimate boss of the third ending.
Nonetheless, very like another boss within the recreation, ALLMIND has its personal set of vulnerabilities, which may simply be exploited to your benefit. Whereas it took me almost a day to get previous this boss battle, I did finally determine a construct that you need to use to defeat ALLMIND in Armored Core 6.
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Notice: This text comprises spoilers for Armored Core 6 Fires of Rubicon.
Greatest construct to make use of towards ALLMIND in Armored Core 6 Fires of Rubicon
Very similar to the Ibis Collection, ALLMIND is a boss that, regardless of its reasonably cumbersome look, is pretty agile and may simply overwhelm you with its fixed barrage of assaults. What makes the boss much more troublesome to handle, for my part, is the extra MT models it has entry to. Within the first part, ALLMIND’s AC (Thoughts Alpha body) is pretty nimble.
Nonetheless, the boss compensates for its lack of defensive attributes with the sheer overwhelming variety of MTs it has entry to. These MTs consistently assault you, and may simply stagger you for those who keep in a single place for too lengthy. To counter the boss, I targeted on a construct that depends on impression injury above anything.
Having extra impression injury allowed me to simply stagger the boss with a couple of pictures and follow-up with two of my very excessive DPS weapons. Here is a breakdown of the construct that I used for the ALLMIND boss battle in Armored Core 6 Fires of Rubicon:
- Proper-arm unit: IA-C01W6: NB-REDSHIFT
- Left-arm unit: SG-027 ZIMMERMAN
- Proper-back unit: VE-60SNA
- Left-back unit: VP-60LCS
- Head: IB-C03H: HAL 826
- Core: IB-C03C: HAL 826
- Arms: IB-C03A: HAL 826
- Legs: IB-C03L: HAL 826
- Booster: BST-G2/P06SPD
- FCS: VE-21B
- Generator: AG-T-005 HOKUSHI
- OST Growth: Pulse Safety
I name this construct the “Doom Bringer”, partly resulting from its means to reliably stagger and deal injury to even the hardest bosses in Armored Core 6, but in addition resulting from its menacing look.
Tricks to defeat ALLMIND in Armored Core 6 Fires of Rubicon
ALLMIND would require you to get accustomed to an agile playstyle. Though it is doable to defeat the boss with a Tank construct, I like to recommend utilizing a light-weight construct (Biped or Reverse Joint) to raised your possibilities at victory. Listed below are a couple of ideas that ought to show you how to simply defeat ALLMIND in Armored Core 6:
- The primary part is a pure DPS verify. As such, I like to recommend utilizing exhausting lock-on and focusing solely on ALLMIND, as a substitute of the MTs. Ensure you have a correct mid or long-range FCS geared up, since that’ll show you how to simply observe the boss throughout the sector.
- ALLMIND begins the battle with a charged plasma cannon. Ensure to rapidly lock on to the boss and dodge to the correct. This could offer you sufficient time to unload your cannons on the boss, and probably staggering him (granted you are utilizing the Doom Bringer construct, I urged).
- When you stagger ALLMIND, rapidly increase near it and dish out injury utilizing Zimmerman or any of your different excessive DPS weapons. In case you do these steps proper, then the primary part ought to recover from in a single or, at worst, double staggers.
- In case you’re struggling to land hits on the boss reliably, make use of the Assault Armor enlargement, which can show you how to deal huge quantities of impression injury and follow-up with shotgun blast to stagger ALLMIND.
- In its second part, ALLMIND switches to a a lot larger and extra highly effective AC that options talents much like the Ibis Collection mechs, particularly the one utilized by Ayre within the “Fires of Rubicon” ending.
- Not solely does ALLMIND get entry to new strikes on this part, but in addition will get an AP and Angle Stability buff, making it a lot more durable to deal injury to the boss. Happily, utilizing plasma rifles or the rail cannon, which I used on this construct, are completely appropriate for C-weapon bosses.
- One of the best ways to stagger the boss on this part is to remain near it and deal fixed impression injury utilizing our shoulder cannons. As soon as ALLMIND is staggered, you might want to rapidly get near it (I extremely suggest the Assault Enhance and Enhance Kick combo), and begin capturing the boss with Redshift and Zimmerman.
- You may must repeat this course of a few occasions to lastly defeat it. There are two assaults to look out for specifically, each of that are melee. The primary one is a charged melee swipe, which you’ll be able to keep away from by boosting backwards and the second is a Laser Lance assault, which could be prevented by both Assault Boosting away from the boss or sideways.
When you defeat ALLMIND, you’ll witness what is actually the true ending of Armored Core 6, alongside some actually fascinating revelations concerning the Coral in addition to destiny of Ayre and the Rubiconians.
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