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**'''Tip:''' When lineing up in East & West Teams, use the bell to center yourself on the East and West side respectively. The goal is to cast [[Tusker Fists]] directly back and forth from East to West and vice versa.  Don't get too far North or South.
**'''Tip:''' When lineing up in East & West Teams, use the bell to center yourself on the East and West side respectively. The goal is to cast [[Tusker Fists]] directly back and forth from East to West and vice versa.  Don't get too far North or South.
**'''Tip:''' Melees and Archers should stay ''on top'' of the mages on their teams in order to keep the creatures within reach of [[Tusker Fists]].  If everything is on the opposite side, its perfectly ok for a melee to temporarily join the other team until the spawn is over.
**'''Tip:''' Melees and Archers should stay ''on top'' of the mages on their teams in order to keep the creatures within reach of [[Tusker Fists]].  If everything is on the opposite side, its perfectly ok for a melee to temporarily join the other team until the spawn is over.


* '''<font color="green">Northeast & Southwest Teams</font>''' - Same as '''East & West Teams''' ''(see above)'', except adjusted to so teams set up in the Northeast & Southwest corners.  This formation is only used on '''Arena 18-1''', the [[Tremendous Monouga]]s.
* '''<font color="green">Northeast & Southwest Teams</font>''' - Same as '''East & West Teams''' ''(see above)'', except adjusted to so teams set up in the Northeast & Southwest corners.  This formation is only used on '''Arena 18-1''', the [[Tremendous Monouga]]s.

Revision as of 04:08, 11 November 2008

See also: Colosseum, Colosseum Arena

General

The most important thing any group will need for a successful colosseum run is a group of 9 players who can work well together and follow directions. There are no set rules to beating the colosseum. This walkthrough is intended as a guide only. How your group succeeds is largely up to you.

This is by no means the only way to beat the colosseum. This is one way of many. Every group or clan has their own preferred method.

Templates

Specific templates are needed for many aspects of the colosseum with mages being the most prevalent. All characters should be maxed out in there offensive and defensive skills and attributes. You have to be able to deal damage on some of AC’s toughest mobs while taking minimal damage.


All templates can be useful in colosseum. There is literally something for everyone. The important part is assigning players to specific tasks that maximize their skills. Mages who can go racial are a definite bonus to the group and will make success easier.

Augmentations

Augmentations are important. At a minimum all players should have 1:15 minute buffs and the no spell drop on death aug. Of course multiple augmentations will only make it easier.


Weapons

Weapons play a large role as well. All players should have max or near max tinked weapons in the following varieties:

Mages:

Melees:

Archers:

Spells

Mages:

Rares

Mages:

Melees:

Archers:

Extras

There are several extras you can use to help increase your chances of success:

Fellowship & Teams

As a general rule of thumb, the less Melees in your group, the better. The most reliable and effective team consists of 5 mages and 4 archers. However, there are many successful combinations:

  • 5 Mages, 4 Archers (Best)
  • 5 Mages 3 Archers, 1 Melee
  • 5 Mages, 2 Archers, 2 Melees
  • 6 Mages, 3 Archers
  • 4 Mages, 3 Archers, 2 Melees
  • 6 Mages, 2 Archers, 1 Melee

Note: There are even more successful combinations, these are just some known combinations.

Formations

  • Spread Out - Spread out evenly around the permieter of the room. The goal is to allow mages to apply Tusker Fists coverage accross the entirety of the arena. Archers and Melees will pick off the remainders, heavily focusing attention on creatures that spawn on the edges and corners of the arena.


  • All West - Everyone moves to the West side of the arena, huddling together in the area. The goal is to keep the spawn as close as possible, which makes for easy targeting for both mages and melee/archers.
    • Tip: Occasionally in this formation, its a good idea to put a mage on the East wall to Tusker Fists toward the crowd on the West wall to speed things up.


  • East & West Teams - Before staring, the quest leader will split up the fellowship into two teams, East and West. Typically, its best to split the mages evenly between the teams, and then stack the archers on one team and the melees on the other.
    • Tip: When lineing up in East & West Teams, use the bell to center yourself on the East and West side respectively. The goal is to cast Tusker Fists directly back and forth from East to West and vice versa. Don't get too far North or South.
    • Tip: Melees and Archers should stay on top of the mages on their teams in order to keep the creatures within reach of Tusker Fists. If everything is on the opposite side, its perfectly ok for a melee to temporarily join the other team until the spawn is over.


  • Northeast & Southwest Teams - Same as East & West Teams (see above), except adjusted to so teams set up in the Northeast & Southwest corners. This formation is only used on Arena 18-1, the Tremendous Monougas.

Walk Through

Arena 6

Spawn #1

  • Creatures: Mosswarts
  • Formation: Spread Out
  • Roles:
    • Mages: Bludgeon Rending - Cast Tusker Fists over and over. Try to cover all of the arena.
    • Melees: Fire Rending - Attack nearest creature. Don't block Tusker Fists.
    • Archers: Fire Rending - Half Speed Attacks. Try to attack creatures that near the walls/corners.

Spawn #2

  • Creatures: Lugians, Mattekars
  • Formation: Spread Out
  • Roles:
    • Mages: Bludgeon Rending - Cast Tusker Fists over and over. Try to cover all of the arena.
    • Melees: Lightning Rending - Attack Lugians First. Don't block Tusker Fists.
    • Archers: Lightning Rending - 3/4 Speed Attacks. Attack Lugians First.

Arena 7

Spawn #1

  • Creatures: Eaters
  • Formation: East & West Teams
  • Roles:
    • Mages: Bludgeon Rending - Cast Tusker Fists over and over. Try to cover all of the arena.
    • Melees: Slash Rending - Stand Behind Mages. Don't block Tusker Fists.
    • Archers: Slash Rending - Stand Behind Mages. Don't block Tusker Fists.

Spawn #2

  • Creatures: Viamontians
  • Formation: East & West Teams
  • Roles:
    • Mages: Bludgeon Rending - Cast Tusker Fists over and over. Try to cover all of the arena.
    • Melees: Lightning Rending - Stand Behind Mages. Don't block Tusker Fists.
    • Archers: Lightning Rending - Stand Behind Mages. Get Throwers First. Don't block Tusker Fists.

Arena 8

Spawn #1

  • Creatures: Armordillos, Zefirs
  • Formation: All West
  • Roles:
    • Mages: Imperil Everything.
    • Melees: Slash Rending - Attack Imperiled Creatures First.
    • Archers: Slash Rending - Attack Imperiled Creatures First.

Spawn #2


Arena 9

Spawn #1

Spawn #2

  • Creatures: Shadows
  • Formation: Spread Out
  • Roles:
    • Mages: Bludgeon Rending - Cast Tusker Fists. Try to cover the room.
    • Melees: Fire Rending - Attack Shadows that spawn in corners and on the permimeter first. Don't block Tusker Fists.
    • Archers: Fire Rending - Attack Shadows that spawn in corners and on the permimeter first. Don't block Tusker Fists.

Note: You can optionlly use Shadowfire Weapons instead of Fire Rending weapons, however the attack modifier is low and you can potentially miss often, causing your team to not beat the spawn.


Arena 10

Spawn #1

  • Creatures: Sleeches
  • Formation: East & West Teams
  • Roles:
    • Mages: Bludgeon Rending - Cast Tusker Fists back and forth.
    • Melees: Slash Rending - Attack Sleeches that spawn in corners and on the permimeter first. Don't block Tusker Fists.
    • Archers: Bludgeon Rending - Attack Sleeches that spawn in corners and on the permimeter first. Don't block Tusker Fists.

Spawn #2


Arena 11

Spawn #1

Spawn #2


Arena 12

ARENA 12 – Ruschk / Mukkir


Ruschk - We start in ROOM formation. Mages cast Tusker Fists with bludgeon rend non-stop. Make sure you line up multiple targets for mass damage. Switch to Arcs when only a few remain. Archer and Melees attack at will using bludgeon rend, pierce rend, or slash rend.


Mukkir – We move to WW formation. Mages cast Tusker Fists non-stop at the opposite group using bludgeon rend with Mukkir slayer. Melees stay on your assigned wall and cast support spells like heal, stamina, or mana as needed. Archer kill at will using bludgeon, slash, or pierce rend with Mukkir slayer.



Arena 13

ARENA 13 - Ravager & Virindi / Lugian / Ursuin


Ravager & Virindi – Here we start in SW formation. Equipping Sing wands Mages cast imperil and frost rend on all Ravagers and then fire vuln the Virindi. Once ALL are vulned mages switch to Arcs and kill the Virindi. Melee attack the Ravagers with frost AR weapons. Once dead, switch to fire rend or sing weapon and help finish the Virindi. Archers shoot the Ravagers with AR bow and frost arrows (spectral preferred). Melee and Archers help with Virindi as needed after the Ravagers are dead. Mages help with the Ravagers using arcs if needed.

Lugian – We move to ROOM formation. Mages imp all the Lugians making sure not to miss any in the room. Melees and Archers kill at will using light rend. If a Mage or two can go racial here it will make the room much easier. A group of 5 impers and 4 killers is a good mix.


Ursuin – We stay in ROOM formation . Mages imp all the Ursuin making sure not to miss any in the room. Melees and Archers kill at will using fire rend. Again if a Mage or two can go racial it will make this room easier and faster.



Arena 14

ARENA 14 – Virindi / Olthoi


Virindi – EVERYONE USE MAGIC DEFENSE RARE - We start this room in SW formation. Mages equip Sing wands and target Quidox Virindi first. Mages fire vuln their selected target with fire rend and then shoot Arcs until it is dead, then switch to the next target and repeat. Melees move out from the wall a bit in an even formation and cast life rings (Raven Fury) over and over with the Life Sing wand. Keep yourself healed between rings (if you have a spare Life rare you can use it in the previous room in preparation for this). Archers will also move in with the Melee and cast life rings with the same instructions as the Melee. Use of a life rare in the previous room is not absolutely necessary, but will help quite a bit.


Olthoi – We move to WW formation. Mages cast Tusker Fists non-stop at the opposite group using bludgeon rend. Melees stay on your assigned wall and cast support spells like heal, stamina, or mana as needed. Archers kill at will using bludgeon rend.



Arena 15

ARENA 15 – Mosswart / Undead


Mosswart – We start in SW formation. Mages cast imperil on all targets. Once all are imped, then switch to Arcs using fire rend. Mages must focus on Gladiators. Melees kill at will with fire rend. Archers kill at will with fire rend.


Undead – MAGES USE WAR RARE. MELEE/ARCHER USE SKILL RARE – We move to BELL formation. Mages cast fire rings with fire rend wands with Undead slayer. Switch to Arcs when a few remain. Tusker Fists can also be used by a few mages here, but only if they have Undead slayer on a bludgeon rend wand. Also make sure if you use this technique you are not drawing too many away from the main attack. Melees can attack at will any that make it inside the ring with Undead fire rend or play support as needed. Archers kill at will with Undead fire rend.



Arena 16

ARENA 16 – Hands / Swarm Demons


Hands – We start in BELL formation. Mages cast lightning rings with lightning rend, then switch to Arcs when a few remain. Melee and Archers attack at will with lightning rend.


Swarm Demons – EVERYONE USE MELEE DEFENSE RARE - Start this spawn in BELL formation. The EAST side group will cast bludgeon vuln on all Demons. The WEST side group will cast decreptitude’s grasp on all Demons at the same time. Once ALL are vulned the group will split up and go to the WW formation. Mages will cast Tusker Fists non-stop with Olthoi slaying wands. Mages will switch to Arcs when a few remain. Melees will play support and heal, stamina, or mana as needed. Archers can attack at will using bludgeon rend.



Arena 17

ARENA 17 – Tuskers & Virindi / Penguins


Tuskers & Virindi – We start in BELL formation. Mages cast rings using fire rend wands non stop, then switch to Arcs when a few remain. If only Virindi remain, quickly switch to your Sing wands (remember to switch back before the next spawn). Melees cast fire vuln on all the Virindi and then cast imperil on all the Virindi and switch to fire rend or Sing weapon once all are vulned/imped . Archers can target and attack the vulned/imped Virindi as they are debuffed with fire rend or sing bow.


Penguins – We stay in BELL formation. Mages cast fire rings with fire rend wands, switch to Arcs when few remain. Melees and Archers attack at will with fire rend while not disrupting the Mage’s rings.


Arena 18

ARENA 18 – Tremendous Monouga / Guardians


TM’s – We start in the TRI formation. Mages using CS wands or specially tinked TM wands cast Tusker Fists at any open TM. Keep turning side to side to get clear shots. Melees and Archers cast bludgeon vuln, decreptitude’s grasp, imperil, and frost vuln on all TM’s in that specific spell order. Once all TM’s are fully vulned then the Melees and Archers may attack at will using frost AR weapons (spectral arrows for Archers preferred). Be sure not to impede the Mage’s wall spells,


Guardians – We move to SW formation. 2 Mages will be assigned to frost vuln, imperil, and fester all the guardians. Mages will use frost Arcs with CS wands. Melee will use AR frost weapons. Archers will use AR frost bows (spectral arrows preferred). Kill the guardians one at a time from the left to the right.



YOU WIN!!!!


IN GAME CHEAT SHEET


Arena 6 spawn 1 = ROOM – Fire Rend All


Arena 6 spawn 2 = BELL – Pierce Rend Mages – Light Rend Melee/Archer



Arena 7 spawn 1 = BELL – Slash Rend all


Arena 7 spawn 2 = ROOM – Lightning Rend All



Arena 8 spawn 1 = SW – Slash/Bludgeon Rend Mages – Bludgeon,Pierce,Slash Rend Melee/Archer


Arena 8 spawn 2 = ROOM – Bludgeon Rend All - Pierce is alternate



Arena 9 spawn 1 = WW – Bludgeon Rend All – Pierce is alternate


Arena 9 spawn 2 = ROOM – Shadowslayer All – Fire Rend is alternate



Arena 10 spawn 1 = SW – Bludgeon Rend All – Pierce, Slash Rend is alternate


Arena 10 spawn 2 = ROOM – Lightning or Acid Rend All



Arena 11 spawn 1 = BELL – Fire Rend All – Sing as needed


Arena 11 spawn 2 = ROOM – Fire Rend All



Arena 12 spawn 1 = ROOM – Bludgeon Rend All – Pierce, Fire is alternate


Arena 12 spawn 2 = WW – Mukkir Slayer Bludgeon Rend All – Slash is alternate



Arena 13 spawn 1 = SW – Sing wand Mages – Frost AR Melee/Archer


Arena 13 spawn 2 = ROOM – Light Rend All


Arena 13 spawn 3 = ROOM – Fire Rend All



Arena 14 spawn 1 = SW – MAG DEF RARE – Sing wand All


Arena 14 spawn 2 = WW = Bludgeon Rend All – Pierce is alternate



Arena 15 spawn 1 = SW – Fire Rend All


Arena 15 spawn 2 = BELL – WAR/SKILL RARE – Undead Fire Rend All



Arena 16 spawn 1 = BELL – Lightning Rend All


Arena 16 spawn 2 = BELL – WW – MELEE DEF RARE – Olthoi Slayer Mages – Bludgeon Rend Archers



Arena 17 spawn 1 = BELL – Fire Rend All – Sing as needed


Arena 17 spawn 2 = BELL – Fire Rend All



Arena 18 spawn 1 = TRI – CS Mages – Frost AR or CS Melee/Archer


Arena 18 spawn 2 = SW – CS Mages – Frost AR or CS Melee/Archer



Hope this helps some of you. Practice makes perfect and the better you get as a group the fewer rares you will need.