Advanced Colosseum Arena: Difference between revisions
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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:
- Bludgeon Rending Caster w/ Mukkir Slayer.
- Bludgeon Rending Caster w/ Undead Slayer.
- Critical Strike Bludgeon Caster
- Critical Strike Frost Caster
- Ultimate Singularity Scepter of Life Magic
- Saulandoi
Melees:
- File:Weeping Sword icon.png Weeping Weapons
- File:Spectral Sword icon.png Spectral Weapons
- Fire Rending Weapons w/ Undead Slayer
- Lightning Rending Weapons
- Pierce Rending Weapons w/ Mukkir Slayer
- Slash Rending Weapons
- Armor Rending Frost Weapons
Archers:
- File:Weeping Bow icon.png Weeping Weapons
- File:Spectral Bow icon.png Spectral Weapons
- Fire Rending Weapons w/ Undead Slayer
- Lightning Rending Weapons
- Pierce Rending Weapons w/ Mukkir Slayer
- Slash Rending Weapons
- Spectral Chill Arrows
- Olthoi Acid Arrows
- Raider Lightning Arrows
Spells
Mages:
- Curse of Raven Fury - Only used in Arena 14-1
- Tusker Fists
Rares
Mages:
- File:Spectral Crystal of the Hieromancer icon.png Spectral Crystal of the Hieromancer
- File:Spectral Crystal of the Life Giver icon.png Spectral Crystal of the Life Giver
- File:Resister's Crystal icon.png Resister's Crystal - Only 1 or 2 per group.
- [OPTIONAL] File:Evader's Crystal icon.png Evader's Crystal
- [OPTIONAL] File:Pearl of Defending icon.png Pearl of Defending
- [OPTIONAL] File:Pearl of Hermetic Linking icon.png Pearl of Hermetic Linking
- [OPTIONAL] File:Converter's Crystal icon.png Converter's Crystal
Melees:
- File:Spectral Sword Mastery Crystal icon.png Spectral Sword Mastery Crystal (or other melee weapon rare)
- File:Spectral Crystal of the Life Giver icon.png Spectral Crystal of the Life Giver
- [OPTIONAL] File:Pearl of Blood Drinking icon.png Pearl of Blood Drinking
Archers:
- File:Spectral Bow Mastery Crystal icon.png Spectral Bow Mastery Crystal (or other missile weapon rare)
- File:Spectral Crystal of the Life Giver icon.png Spectral Crystal of the Life Giver
- [OPTIONAL] File:Wayfarer's Pearl icon.png Wayfarer's Pearl
- [OPTIONAL] File:Pearl of Blood Drinking icon.png Pearl of Blood Drinking
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:
Spawn #2
- Creatures: Crystal Shard Sentinels, Sentient Crystal Shards, Crystal Lord, Crystal Minions
- Formation: Spread Out
- Roles:
- Mages: Bludgeon Rending - Cast Tusker Fists at Sentient Crystal Shards. Ignore Crystal Lord and Crystal Minions.
- Melees: Slash Rending - Attack Crystal Shard Sentinels first, then Crystal Lord. Ignore Crystal Minions.
- Archers: Bludgeon Rending - Attack Crystal Shard Sentinels first, then Crystal Lord. Ignore Crystal Minions.
Arena 9
Spawn #1
- Creatures: Olthoi Larvae, Olthoi
- Formation: East & West Teams
- Roles:
- Mages: Bludgeon Rending - Use Arcs to kill Olthoi Larvae first, then Tusker Fist everything else.
- File:Icon ParadoxSword.jpg Melees: Olthoi Slayer or Pierce Rending - Stand Behind Mages.
- Archers: Bludgeon Rending - Stand Behind Mages.
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
- Creatures: Tanada Nanjou Shou-Jens
- Formation: All West
- Roles:
- Mages: Imperil Everything.
- File:Weeping Sword icon.png Melees: Weeping Weapons - Attack Imperiled Creatures First.
- File:Weeping Bow icon.png Archers: Weeping Weapons w/ Olthoi Arrows - Attack Imperiled Creatures First.
Arena 11
Spawn #1
- Creatures: Tuskers, Virindi
- Formation: All West
- Roles:
- + File:Inferno's Gift Icon.png Mages: Imperil & Fire Vuln Virindi.
- Tip: One Mage can stand on the East wall and casts Tusker Fists toward the east wall, killing the Tuskers while everyone else attacks the Virindi.
- File:Spectral Sword icon.png Melees: Fire Rending - Attack Virindi Firstes that spawn in corners and on the permimeter first. Don't block Tusker Fists.
- File:Spectral Bow icon.png + Archers: Olthoi Acid Arrows - Attack Sleeches that spawn in corners and on the permimeter first. Don't block Tusker Fists.
- + File:Inferno's Gift Icon.png Mages: Imperil & Fire Vuln Virindi.
Spawn #2
- Creatures: Tortured Spirits
- Formation: Spread Out
- Roles:
- Mages: Bludgeon Rending - Cast Tusker Fists over and over. Try to cover all of the arena.
- File:Spectral Sword icon.png Melees: Attack Tortured Spirits that spawn in corners and on the permimeter first. Don't block Tusker Fists.
- File:Spectral Bow icon.png + Archers: Deadly Fire Arrows. Attack Tortured Spirits that spawn in corners and on the permimeter first. Don't block Tusker Fists.
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.