Area 7: Assassins
This is the bad motha for many. There are 4 basic spawns here, two of which I’d consider among the 3 hardest spawns in all of the Peak.
First, the easy ones. Each of these begin with Reeth and Wott spawning together. Reeth will spawn to your right, Wott to the left. Wott is easier to kill, but with this starting pair, always kill Reeth first. Once the first of these two goes down, you’ll either get a spider tank in the middle, or clutter will start popping up all around. Clutter here is varied… spider ants, loaders (watch out for RPG loaders), surveyors. It’s uuuuusually not deadly, but you can catch loaders with crazy guns or grenades who’ll wreck yo face, sucka. If you get the spider tank, shoot the ‘neck’.
Once the clutter or spider tank are clear, you’ll have Wott, and Oney and Rouf will spawn in. I’d kill Oney and Wott, leaving Rouf for last. Rough is very squirrelly. He’s a lot easier to bury once he’s isolated.
Spider tank spawn:
This is the one most people seem to feel is about the worst spawn in all of the Peak. It pops up on the run at OP7 to unlock OP8. when you drop in, you’ll be almost on top of Oney’s spawn point. Counter-clockwise from there are Reeth (right), Rouf (straight across from Oney), and Wott (far left). In short, Reeth and Rouf are the most mobile, with Reeth also being the most dangerous. Reeth throws a burning axe, and the fire DoT is naaaaaassssttttyyyy. This is especially rough with the other 3 helping keep your shield down. Wott is resistant to shock, but has the least health. He will run away and try to hide if you press him. Oney is resistant to explosive, and he’s slow.
With every other class, I try to drop Reeth first. As Zero, I’ve had best results killing Oney and Wott first. Simply put, they’re easier to get down than R&R, and you want to remove threats ASAP.
This is the recording of my second Zero getting them at OP7:
OK… turret spawn. This is a complicated one, and possibly worse than 4x Assassins, once you learn that one.
You’ll know you’re getting this spawn when you drop in and see a single red dot appear, then others quickly begin appearing in variable locations. As they populate, this will become a wave of 4 turrets. When you kill 3 turrets, Rouf and Oney will spawn. When one of those two goes down, the second wave of turrets comes in. [note: I’ve never tried killing Oney and Rouf before downing the final wave 1 turret. It may be possible that the second wave of turrets will not pop until that 4th turret and an Assassin are down]
This is where things get screwy. The turrets will again appear in variable locations, so you have to be quick to read the mini map and create/find a safe space, or you will go down.
The easiest way I have found to get through this transition is this:
when Oney and Rouf spawn, always kill Rouf first. It’ll be annoying, but his mobility makes it very difficult to find a safe area if he’s up when wave 2 starts. In contrast, Oney is very slow.
when turret wave 2 starts, I try to move to a space where 2 or fewer turrets will be able to target, and down a turret as soon as it finishes spawning in. Fastball, Pimpernel, whatever works quickly, WITHOUT using Deception, unless you use Deception and Fastballs to drop two turrets in one Deception.
if you use a gun, I advise killing one turret, then using Deception + Kunai + gun on the next turret. This should leave you with 2 turrets plus Oney, at full health.
When you drop the third turret in wave 2, Reeth and Wott appear. At this point, you should have Reeth, Oney, Wott, and one turret. My suggestion would be clearing the easiest first. Turret, Wott and Oney in your preferred order, then Reeth. Reeth is the most dangerous, but he can be obnoxious to finish, and having too many of these guys up for long will be very bad.
This clip is 9 minutes, because it includes the trash between Docs and the Assassins. The Assassins fight starts around 2:26
I hope those are helpful!