Shedao Shai's Colosseum Walkthrough - All Melee/Archer
Related topics: Colosseum, Advanced Colosseum Arena
General Edit
This strategy is designed for a group of high level melees and archers to beat the Colosseum using no rares and without war magic. Credit for this run goes to several people on Harvestgain.
Augmentations Edit
Although these are not required, here are a couple Augmentations that are extremely nice to have:
- Archmage's Endurance (at least 1)
- Enduring Enchantment
Weapons Edit
Having the correct weapons is a huge part of not only beating the Colosseum but in doing it quickly:
Everyone:
- Pierce Rend (Mukkir Slayer)
- Slash Rend
- Blunt Rend
- Fire Rend (Undead Slayer)
- Light Rend
- Acid Rend (optional)
- AR Frost
- AR Fire
- AR Blunt
- Paradox-touched Olthoi Slayers
- Upgraded Singularity (Vslayer) Weapons (Melees need one that does slash damage)
- Soulbound Weapons
- Shadowfire Weapons (optional)
- Assess Creature Lense
Formations Edit
- Spread - Spread out around the arena. Attack the monsters closest to you.
- South - Spread out in the South 1/3 of the Arena.
- By the Door - Everyone groups by the exit door on the north wall. Only used for the Elites in Arena 18.
Setup Edit
- Designate someone as the "Caller". They will be responsible for calling the spawns in each room.
- Give the fellow leader role to a specific person in the fellow. They will be responsible for recalling to the lobby and recruiting anyone that happens to disconnect or drop from the fellow for any reason. It is important that the person who has the fellow lead NOT be the Caller.
- Designate a 2-3 melee/archers with a lense to IMP in most rooms.
- Designate 2-3 melee/archers that are spec life to vuln in some rooms.
Walkthrough Edit
Arena 6 Edit
- 6a - Mosswarts - Spread - Fire Rends
- Archers - attack farthest
- Melees - attack closest
- 6b - Matties/Lugians - South - Fire/Light Rends
- Archers - target lugians first
- Melees - target Matties first
Arena 7 Edit
- 7a - Eaters - South - Slash Rends
- Archers - attack all
- Melees - attack all
- 7b - Viamonts - South - Light Rends
- Archers - attack farthest
- Melees - attack closest
Arena 8 Edit
- 8a - Dillos/Zefirs - South - Slash Rends
- Lense IMP
- Archers - attack IMPed ones first
- Melees - attack IMPed ones first
- 8b - Crystals - Spread - Blunt Rends/AR
- IMP/BLUNT vuln the Sentient Crystal Shards (black ones)
- Archers - attack then Sentinal shards (blue ones) first then AR blunt on the Sentient Crystal Shards
- Melees - attack the Lord first, then AR blunt on the Sentient Crystal Shards
Arena 9 Edit
- 9a - Olthoi - South - Olthoi Slayers
- Archers - machine gun the larvae, then attack all
- Melees - attack low on the larvae
- 9b - Shadows - Spread - Shadowfire/Fire Rend
- Archers - attack farthest
- Melees - attack closest
Arena 10 Edit
- 10a - Sleeches - Spread - Blunt/Pierce Rends
- Archers - attack farthest
- Melees - attack closest
- 10b - Ninjas - South - Fire/Acid Rends (Weepings also work)
- Archers - attack all
- Melees - attack all
Arena 11 Edit
- 11a - Virindi/Tuskers - South - Fire Rends/Vslayers
- 1-2 SLASH vuln the Vs
- Archers - Attack Vs first
- Melees - attack tuskers first
- 11b - Ghosts - Spread - Soulbound (fire rend if no SB)
- Archers - attack farthest
- Melees - attack closest
Arena 12 Edit
- 12a - Ruschk - South - Blunt/Pierce Rends
- Lense IMP
- Archers - attack IMPed ones first
- Melees - attack IMPed ones first
- 12b - Mukkir - South - Mukkir Slayers
- Archers - attack IMPed ones first
- Melees - attack IMPes ones first
Arena 13 Edit
- 13a - Carenzi/Virindi - South - AR Frost/Vslayers
- 2-3 FROST vuln the Carenzi and SLASH vuln the Vs, lense IMP
- Archers - Vs first, then AR frost on the Carenzi
- Melees - AR frost on the Carenzi
- 13b - Lugians - South - Light Rends
- Lense IMP
- Archers - attack IMPed ones first
- Melees - attack IMPed ones first
- 13c - Ursuin - South - Fire Rends
- Lense IMP
- Archers - attack IMPed ones first
- Melees - Attack IMPed ones first
Arena 14 Edit
- 14a - Virindi - South - Vslayers
- 2-3 SLASH vuln all, lense IMP
- Archers - attack the vulned ones first
- Melees - attack the vulned ones first
- 14b - Olthoi - South - Olthoi Slayers
- Archers - attack all
- Melees - attack all
Arena 15 Edit
- 15a - Mosswarts - South - Fire Rends
- Lense IMP Gladiators
- Archers - attack all
- Melees - attack all
- 15b - Falatacot - South - Undead slayers
- Lense IMP
- Archers - attack farthest
- Melees - attack closest
Arena 16 Edit
- 16a - Viamont Hands - South - Light Rends
- Archers - attack throwers first
- Melees - attack closest
- 16b - Demon Olthoi - South - AR Pierce
- 2-3 PIERCE vuln all, lense IMP
- Archers - AR pierce, can go almost half speed
- Melees - AR pierce
Arena 17 Edit
- 17a - Virindi/Tuskers - South - AR Fire/Vslayers
- 2-3 FIRE vuln tuskers and SLASH vuln Vs, lense IMP
- Archers - attack Vs first then AR fire on the tuskers
- Melees - AR fire on the tuskers
- 17b - Penguins - South - Fire Rends
- Lense IMP
- Archers - attack IMPed ones first
- Melees - attack IMPed ones first
Arena 18 Edit
- 18a - TMs - South - AR Blunt/Frost/Slash
- 1-2 vuln all, lense IMP
- Archers - AR frost/blunt/slash
- Melees - AR frost/blunt/slash
- 18b - Elite Guardians - By the Door - AR Frost
- Note: First spawn is 1 Elite, then 3 Elites, then 6 Elites
- 1 FROST vuln, 1 IMP
- Archers - AR Frost
- Melees - AR Frost