There’s been a lot of rage posts on the subreddit lately about how people conduct themselves in the Kulve Tarroth siege, mainly about using rocks in the first and third areas, timing of mounts, and when to use status. For the most part, i actually disagree with a lot of the advice going around, and as such i’m here to explain why.
The most important piece of information, is understanding how the Kulve Tarroth siege works, and the limited number of outcomes. Kulve Tarroth has no true fail condition, you just keep repeating the quest until his horns are broken, by you or another team in your session. As such, what is important in Kulve Tarroth fights, is minimizing the amount of rounds she has. Unless you are playing with the true god team, you are not going to break the horns in round 1, and if you do, your reward level will be tiny to the point of why even bother due to all the missed criteria. And this brings me to the next part, maximising rewards, getting 17 rewards with 3 gold and 4 silver, over two fights, is significantly better than getting 12 rewards, no gold 2 silver, over two fights that are 3 minutes faster.
With those two points in mind, establishing the goal of breaking the horns in 2 rounds, for 17 rewards is the actual goal. Requiring three rounds is inefficient, and getting only 14-15 rewards is also inefficient, more so since gold and silver are really the only important rewards and they occur at higher reward tiers.
What affects rewards?
When playing in a dedicated squad, do whatever you feel is best, the rest of this post, is about maximising your contribution to a team of random players. Kulve Tarroth rewards, are based on ONE factor, the checklist of body parts broken. This can be seen while in the fight by going across in the menu to special assignments, then paging through with R1 to see what is broken. You receive full points on any break done while you are in the area, and a percentage credit for any breaks that occur in another session member’s fight. In order to get level 17 rewards, you need to be present for all breaks, which means other fights, should not have any relevance towards you. You should be fighting Kulve Tarroth as if you are in a team of 4 and no more, if there are another 12 players in your session, doesn’t affect you in the slightest.
Kulve Tarroth’s mechanics
I could spend 6 more pages describing the different weapon approaches, and Kulve’s moveset/weaknesses but that doesn’t really help anyone. It takes 2-3 runs to completely discover how those work for your weapon. The important part is how Kulve Tarroth’s molten state works, and how its unleashed form works. To make Kulve Tarroth molten, attack its chest weak spot, once this gets triggered Kulve’s entire body becomes a weak spot. You really should always be aiming for this. As for unleashing Kulve, this occurs once a certain total damage has been dealt to Kulve. Remember this part, as it will be important. Once Kulve is unleashed, it loses ALL of its possible breaks except for its tail and horns.
The true multi-stage fight
Here is where i will start talking heresy to the rage post players mentioned earlier. Kulve Tarroth has two stages, round 1 and round 2. Your goals in each of these are completely different, and most players fight as if they are constantly in round 2. The quickest way to understand the difference, is with how pursuit levels work, and how they tie in to the completion of the fight. Pursuit level builds from tracks and breaks, the higher a pursuit level, the faster Kulve’s parts break and the longer the fight will go on for.
At pursuit level one and two, a completion horn break is nigh on impossible with a group of 3 other randoms. As such players need to understand that a horn break isn’t going to happen. When pursuit level one and two fights occur, the ONLY goal is to build the best foundation of which the next fight will occur. Breaking parts and building a better pursuit level by collecting footprints. In pursuit level 3 a horn break can occur with 4 players quite easily without needing sleep or other status. Pursuit level 4 makes this possible with 3 people, level 5 with 2 people and level 6 solo.It doesn’t matter to a group of 4 whether it is level 3/4/5/6, Kulve should die consistently.
In the first round, which occurs at pursuit level 1, your goal is to set up the best possible kill in the second round. This means reaching pursuit level 3, and getting as many breaks as possible. Where my opinion differs from the general public, is understanding that once Kulve Tarroth is unleashed, she only has two possible breaks remaining, horn and tail. In pursuit level one neither of these are likely to happen. So if you unleash Kulve tarroth, it extends the fight by 5 or so minutes, in which you attack and don’t break the tail or final horns, what does this accomplish? Literally nothing. You wasted 5 minutes on nothing. You might chip her horns, but you were going to do that anyway in the final fight, if you chip her horns in the final fight, then all previous chips mean nothing. Your goal is to avoid unleashing Kulve in stage one, if you do, just return to the hub there’s nothing to be gained because you may as well have considered that round a fail.
How do you avoid unleashing Kulve? You want to maximise the damage dealt to breaking parts, and minimize the damage dealt to her that doesn’t lead to breaks. Now let’s look at all those massive boulders people love dropping. They deal a MASSIVE 1500 damage each, that doesn’t count as part damage, and stuns her, making her already accessible weak points…. Accessible. They do NOTHING beneficial in pursuit one, except reduce the total part damage you can deal before unleashing by 1500 each. There is one exception to this, her horns give a carve on the first break, so you do want to stun her using the boulders, but only do this when she is in red mode, as attacking her when not molten is mostly wasted. As soon as she goes red, drop a boulder, get a quick break on the horn and then stop dropping rocks.
In area 2 and 3, try to attack as many unbroken parts as possible, ignore the head if its already broken. You want to get as many breaks as possible so you can ignore those parts in the second round. You don’t want to get to area 4, so avoid dropping the boulders in area 3 unless her horn gold plating is still present.
Assuming you made it to pursuit level 3 or higher, you are now at a point where a horn break is reasonable. Upon entering the area, open your special assignments and have a look at what parts are unbroken, if you get them all, pursuit level will automatically hit 6 for maximum points, you don’t really care about horns or tail until after released and reaching area 4 will happen naturally. But everything else you want to get before unleashed, and given the raised pursuit level this should be super quick and easy to accomplish. It’s now that you want to start dropping all the boulders since they will speed her to unleashed form. Once she’s unleashed, the fight will be long enough to comfortably get the head and tail. If your a gunner, just focus on the head, but everyone else should go for the tail to guarantee it gets done. After that its a simple matter of breaking the head. Since all parts should be broken already, you want to save the mount and all status for this room.
If you correctly follow this, you should be able to get level 17 pursuit rewards easily with complete randoms outside of faints. I’ve gotten them for the last 8 sieges this way, in two rounds maximum each time. The best possible outcome.
Avoiding dropping rocks on Kulve except for getting the first horn break when doing pursuit level one. When doing pursuit level 3, read the special assignments and target any part that you don’t have full credit for. Make sure these are all broken before dropping the rocks in area 3.
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