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Tlosk's Colosseum Walkthrough
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== Coin Run Strategies == For most rooms the strategies are the same as for a rare run (and importantly serve as practice). However there are a few rooms where it can be beneficial to alter your strategy when you're not using rares, or do not have the firepower to make it all the way to the final rooms. '''Arena 12''' :*When using rares the Mukkir drop so fast healing isn't much of an issue. Without rares though, mages are at much higher risk of death. Melees can help a lot more by healing mages than by fighting. '''Arena 14''' :*This is an advanced technique, use at your own risk. If many in your party are lower level and would be in danger of dying you can send a single person into 14 (someone that is high level and preferably has some PK experience). Everyone else waits in room 13. The person rings the bell, waits for the second wave of virindi to spawn (after about 10 seconds) then tells the others to come in. Every single virindi will target the person that went in to ring the bell. The target person skitters and jitters around the room doing nothing but healing. This allows the rest of the party to attack without danger as long as the target can stay alive (it sounds hard, but I've done it a lot and it's not as hard as it sounds). For the second round of virindi you won't be able to do this, but you'll still have your full group (unlike if you lose half your party in the first round, then the second round comes and wipes out the rest). Again, this is just if you have a lot of lower levels and would have a lot of deaths. :*If your group is higher level, instead of doing ring spells like on a rare run, it can be faster (and less dangerous) to focus on thinning them out quickly. The keys to this are attacking the same ones and double vulning for the archers and melees so they can use Armor Render weapons. Clear the quiddioxes first. It's critical for melees to watch for ones that get vulned and attack those, don't keep attacking ones that are unvulned waiting for a mage to vuln it. :*If a lot of virindi are targeting you, it is preferable for you to stop fighting and just heal. You are extremely valuable as a target. If you die you are doing the same damage as if you were just healing (zero) but if you are dead the ones that were targeting you are now targeting those left in the room, making them take time to heal and possibly dying also. '''Arena 16''' :*Instead of a Spread formation, use Crossfire with bludgeon rending wands, archers attack throwers and melees can either attack, or preferably heal mages. :*If your group is well practiced and high level, Crossfire can still be effective (especially if you are going for 3 or 4 coins). Everyone that can do so should bludgeon vuln for the first half minute then start the tusker fists. Assign one mage to be a finisher, the Swarm Demons have insanely high health regeneration, so the finisher cycles through them looking for ones with low health, then uses arcs to finish them off. Because the fists are very random, and early on there are so many that some of them will rarely get hit, you can lose a lot of the damage you caused because they regenerate it back. :*If your group isn't able to handle the Demon Swarms in a Crossfire without dying, or spending most of your time healing, use the SE Corner formation. This is vastly safer and reasonably fast. Everyone targets the same one (to avoid fighting against their regeneration). One easy way to all target the same one is focus on the closest one on the left that's touching the south wall. When that one dies, attack the one that replaces it (also on left, touching south wall). Assign one mage to bludgeon vuln, and one to imperil. Melees can attack here because mages take little damage.
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