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From the
Rekindling
the Light event.
Guide from
Nihiiji the Great of TD:
ITEMS TO BEAT COLOSSEUM :0
First thing's first. What items will we need to bring?
--Mana
Chugs
--Stamina Chugs
--Health Chugs
--attribute beers
--gems of stillness
--2hour level 7 buffs
--mansion buffs
--diamond scarabs
--platinum scarabs
--prismatic tapers
What weapons will we need?
--BRASS tinks are a WASTE: we're using melee rares
--Mukkir Slayer
--Pierce Rend
--Fire Rend
--Undead Slayer
--Gaerlan's
--Olthoi Slayer
--Shadowfire
--Shadow Slayer
--Royal Runed Weapon
RARES TO BE USED FOR COLOSSEUM
4 Mages will have:
--4 War Magic
--4 Mana Conversion
--3 Melee Defense
--3 Magic Defense
--# Spirit Drinker
2 Mages will have:
--4 War Magic
--4 Mana Conversion
--3 Melee Defense
--3 Magic Defense
--4 Life Magic
2 Melees will have:
--4 Weapon Mastery
--4 Life Magic
--3 Melee Defense
--3 Magic Defense
--# Blood Drinker
1 Bowyer will have:
--4 Weapon Mastery
--4 Creature Magic
--3 Melee Defense
--3 Magic Defense
--# Blood Drinker/Coordination
WHEN TO USE THE RARES
Someone is going to have to be time keeper. They turn
in the ticket to start the
colosseum run and can check the ticket to see how much time is left. Ideally,
this will be one of the melees, since they will be
using lifetank to vuln frequently, giving them time to check the ticket.
Every THREE minutes the timekeeper
will callout /g 3 MINUTES or /g 18 minutes etc.
so everyone knows when to use rares. Below is a list
showing when to use each rare. Spirit drinker rares affect your wielded weapon,
and thus are not going to be timed. You need to use
them when we get to the places where they are needed most, such as virindi and
swarm demons. It is best not to use any rares
unmentioned, as you may prevent the use of a needed rare in three minute wait
time. :( Each place it says "two mages uses life rare" is where anyone else has
an opportunity to pop a
drinker/coord rare.
--START: War Magic/ Weapon Mastery
--3 minutes: Mana/ Life Magic/ Creature Magic
--6 minutes: TWO MAGES USE LIFE RARES
--9 minutes: Magic Defense
--12 minutes: Melee Defense
--15 minutes: War Magic/ Weapon Mastery
--18 minutes: Mana/ Life Magic/ Creature Magic
--21 minutes: TWO MAGES USE LIFE RARES
--24 minutes: Magic Defense
--27 minutes: Melee Defense
--30 minutes: War Magic/ Weapon Mastery
--33 minutes: Mana/ Life Magic/ Creature Magic
--36 minutes: TWO MAGES USE LIFE RARES
--39 minutes: Magic Defense
--42 minutes: Melee Defense
--45 minutes: War Magic/ Weapon Mastery
--48 minutes: Mana/ Life Magic/ Creature Magic
--51 minutes: TWO MAGES USE LIFE RARES
--54 minutes:
--57 minutes:
STRATEGY ROOM BY
ROOM
Fellow:
6 Mages 2 Melees 1 Archer
If everyone has their war magic rares, the archer's
yielding role is omitted.
Melees Vulning?!?... This obviously requires a
LOT of rares.
ARENA 6 -- SPAWNS 1 AND 2
--Weapons: Fire Rend
--Positions: Central Honeycomb
--Debuffs: None
--Monsters: Mosswart Scavenger, Mosswart Scrounger,
Mosswart Swamp Lord
--Strategy: Everyone is near the bell. All mages
fire-ring repeatedly, making sure not to stand TOO close to each other which
causes miscast. Melees attack, switching targets after every swing so as to
bring as many HPs to "ring-killable". Archer attacks anything that's far away to
lure it into rings.
ARENA 6 -- SPAWNS 3 AND 4
--Weapons: Fire Rend
--Positions: Central Honeycomb
--Debuffs: None
--Monsters: War Mattekar, Bokrok Lugian, Kroktok
Lugian, Gotrok Juggernaut
--Strategy: Everyone is near the bell. All mages
fire-ring repeatedly, making sure not to stand TOO close to each other which
causes miscast. Melees attack, switching targets after every swing so as to
bring as many HPs to "ring-killable". Archer attacks anything that's far away to
lure it into rings.
ARENA 7 -- SPAWNS 1 AND 2
--Weapons: Slash Rend
--Positions: Central Honeycomb
--Debuffs: None
--Monsters: Repugnant Eater, Ravenous Eater
--Strategy: Everyone is near the bell. All mages
slash-ring repeatedly, making sure not to stand TOO close to each other which
causes miscast. Melees attack, switching targets after every swing so as to
bring as many HPs to "ring-killable". Archer attacks anything that's far away to
lure it into rings.
ARENA 7 -- SPAWNS 3 AND 4
--Weapons: Lightning Rend
--Positions: Central Honeycomb
--Debuffs: None
--Monsters: Viamontian Tribune, Elemental Adepts
--Strategy: Everyone is near the bell. All mages
light-ring repeatedly, making sure not to stand TOO close to each other which
causes miscast. Melees attack, switching targets after every swing so as to
bring as many HPs to "ring-killable". Archer attacks anything that's far away to
lure it into rings.
ARENA 8 -- SPAWNS 1 AND 2
--Weapons: AR Slash, CS Slash Wands and Slash Rend
Wands
--Positions: None
--Debuffs: ImpMage Imps and Vuln Mage Vulns Slash
--Monsters: Titanium Armoredillo, Infernal Zefir,
Kirit Zefir
--Strategy: Upon entering, all melees attack with AR
Slash, the ImpMage imps everything and than attacks
with slash CS. The VulnMage vulns everything and than
attacks with CS slash. All WarMages must start by attacking with with a slash
rend wand, and after everything seems to be vulned
switch to CS Slash.
ARENA 8 -- SPAWNS 3 AND 4
--Weapons: Slash Rend
--Positions: Mages: 9-point Melees: None
--Debuffs: ImpMage Imps sentients only
--Monsters: Sentient Crystal Shard, Crystal Shard
Sentinel, Crystal Lord, Crystal Minion
--Strategy: Melees immediately attack crystal lord
until dead and than sentients
and sentinels. Archer attacks sentients and sentinels.
ImpMage Imps ONLY the
sentients and then attacks sentinels and sentients.
All WarMages and VulnMage
attack sentinels and sentients. NOBODY attacks the crystal minions because they
all die automatically when the melees kill the crystal lord.
ARENA 9 -- SPAWNS 1 AND 2
--Weapons: Bludgeon Rend or Pierce Rend
--Positions: None
--Debuffs: None
--Monsters: Olthoi Larvae, Olthoi Slashers, Olthoi
Slayers, Olthoi Rippers
--Strategy: All mages attack with Bludgeon Rend and
all Melees attack with Bludgeon Rend or Pierce Rend if Swordsman.
ARENA 9 -- SPAWNS 3 AND 4
--Weapons: Shadow Slayer Weapon or Fire Rend
--Positions: 9-point
--Debuffs: None
--Monsters: Depraved Shadow, Degenerate Shadow
--Strategy: All mages and melees attack
with Shadow Slayer or Fire Rend.
ARENA 10 -- SPAWNS 1 AND 2
--Weapons: Bludgeon Rend or Pierce Rend
--Positions: 9-point
--Debuffs: None
--Monsters: Parfal Sleech, Listris Sleech
--Strategy: All mages attack with Bludgeon Rend and
all Melees attack with Bludgeon Rend or Pierce Rend if Swordsman.
ARENA 10 -- SPAWNS 3 AND 4
--Weapons: Acid Rend or Fire Rend
--Positions: 9-point
--Debuffs: None
--Monsters: Disgraced Nanjou Shou-jen
--Strategy: All mages and melees attack with Acid rend or Fire rend.
ARENA 11 -- SPAWNS 1 AND 2
--Weapons: Virindi Slayer or AR/CS Slash and Fire Rend
--Positions: 9-point
--Debuffs: Archer yields all virindi, ImpMelee imps
all virindi, VulnMelee vulns all virindi.
--Monsters: Stomper, Virindi Paradox
--Strategy: Archer Yields all virindi and then
attacks virindi with AR/CS Slash or Virindi Slayer, than attacks Stompers with
Fire Rend. Imp melee Imps all virindi then attacks
virindis with AR slash or Virindi Slayer, than attacks Stompers with Fire Rend.
VulnMelee vulns all virindis slash vuln, than attacks virindis AR Slash or
Virindi Slayer, than attacks Stompers with Fire Rend. All Mages attack virindis
with CS Slash or Virindi Slayer, then attack Stompers
with Fire Rend.
ARENA 11 -- SPAWNS 3 AND 4
--Weapons: Fire Rend
--Positions: 9-point
--Debuffs: None
--Monsters: Tortured Spirit
--Strategy: All mages and melees attack with Fire Rend.
ARENA 12 -- SPAWNS 1 AND 2
--Weapons: CS Bludgeon Wand or Royal Weapon
--Positions: 9-point
--Debuffs: VulnMage vulns all Ruschk
--Monsters: Ruschk Draktehn
--Strategy: VulnMage Bludgeon Vulns all Ruschk and then
attacks with CS Bludgeon. All other Mages attack
with CS Bludgeon. All melees attack with Royal Runed Weapons. *royal weapon idea
from VN boards, not my idea, sounded good.
ARENA 12 -- SPAWNS 3 AND 4
--Weapons: Mukkir Slayer-Pierce Rend Weapons
--Positions: 9-point
--Debuffs: None
--Monsters: Mukkir Laktar, Mukkir Kartak, Mukkir
Draktehn, Umbral Mukkir
--Strategy: All mages and melees attack all Mukkirs with Mukkir Slayer
Pierce Rend weapons.
ARENA 13 -- SPAWNS 1 AND 2
--Weapons:
--Positions: 9-point
--Debuffs: Archer yields everything,
ImpMelee imps everything, VulnMelee vulns all virindi Slash and all
Ravagers Frost. ATTENTION!! Debuff Virindi's first by
setting them to priority 4 in lifetank! TY :)
--Monsters: Virindi Quidiox, Ravager
--Strategy: Archer Yields everything then
attacks virindi with AR/CS Slash
or Virindi Slayer, then attacks Ravagers with CS
Frost. Imp melee Imps everything then attacks virindis
with AR slash or Virindi Slayer, then attacks Ravagers
with CS Frost. VulnMelee vulns all virindis Slash Vuln and all Ravagers Frost
Vuln, then attacks virindis AR Slash or Virindi
Slayer, then attacks Ravagers with CS Frost. All Mages
attack virindis with CS Slash or
Virindi Slayer, then attack Ravagers with CS Frost.
ARENA 13 -- SPAWNS 3 AND 4
--Weapons: Fire Rend
--Positions: None
--Debuffs: ImpMage imps all ursuin
--Monsters: Inflamed Ursuin
--Strategy: ImpMage imps all ursuin, then
attacks with Fire Rend. All other mages and melees attack with Fire Rend.
ARENA 14 -- SPAWNS 1 AND 2
--Weapons: Virindi Slayer or CS Slash
--Positions: 9-point
--Debuffs: Archer yields all virindi, ImpMelee imps
all virindi, VulnMelee vulns
all virindi Slash.
--Monsters: Virindi Quidiox, Virindi Paradox
--Strategy: Archer yields all and then attacks
with Virindi Slayer or AR/CS
Slash. ImpMelee imps all than attacks with Virindi
Slayer or AR/CS Slash. VulnMelee vulns all Slash Vuln
then attacks with Virindi Slayer or AR/CS Slash. All
mages use Virindi Slayer or CS Slash, vuln first target Slash, and then
all targets after that should be vulned already.
ARENA 14 -- SPAWNS 3 AND 4
--Weapons: Bludgeon Rend or Pierce Rend.
--Positions: None
--Debuffs: None
--Monsters: Olthoi Progenitor, Olthoi Slayer, Olthoi
Ripper
--Strategy: All mages attack with Bludgeon Rend and all Melees attack
with Bludgeon Rend or Pierce Rend if Swordsman.
ARENA 15 -- SPAWNS 1 AND 2
--Weapons: Fire Rend
--Positions: 9-point
--Debuffs: None
--Monsters: Mosswart Gladiator, Mosswart Agitator,
Mosswart Elder
--Strategy: All mages and melees attack with Fire Rend.
ARENA 15 -- SPAWNS 3 AND 4
--Weapons: Undead Slayer-Fire Rend Weapons
--Positions: 9-point
--Debuffs: Archer yields all Falatacot, ImpMage imps
all Falatacot
--Monsters: Enraged Ancient Soul
--Strategy: Archer yields all targets and then
attacks with Undead Slayer. ImpMage imps all targets
and then attacks with Undead
Slayer. All melees and other mages attack with Undead Slayer.
ARENA 16 -- SPAWNS 1 AND 2
--Weapons: Lightning Rend
--Positions: 9-point
--Debuffs: None
--Monsters: Viamontian Hand
--Strategy: All mages and melees attack with Lightning Rend.
ARENA 16 -- SPAWNS 3 AND 4
--Weapons: Olthoi Slayer or AR/CS Frost
--Positions: None
--Debuffs: Archer yields all targets, ImpMelee imps
all targets, VulnMelee
vulns all targets with Frost Vuln
--Monsters: Swarm Demon
--Strategy: Archer yields all then attacks with
Olthoi Slayer or AR/CS Frost. ImpMelee imps all than
attacks with Olthoi Slayer or AR/CS Frost. VulnMelee
vulns all targets with Frost Vuln then attacks with
Olthoi Slayer or AR/CS Frost. All mages vulns attack with Olthoi Slayer or CS
Frost, vuln your first target Frost vuln, then all
after that should already be debuffed.
ARENA 17 -- SPAWNS 1 AND 2
--Weapons: Virindi Slayer or AR/CS Slash and AR/CS
Fire
--Positions: 9-point
--Debuffs: Archer yield all targets, ImpMelee imp all
targets, VulnMelee vuln all virindi Slash and all Annihilator Fire Vuln.
ATTENTION! Yield debuff all virindi
first by setting priority to 4 TY!!~
--Monsters: Annihilator, Virindi Paradox
--Strategy: Archer yields all then attacks
virindi with Virindi Slayer or AR/CS Slash,
then attacks tuskers with AR/CS Fire. ImpMelee imps
all then attacks virindi with
Virindi Slayer or AR/CS Slash, then attacks tuskers
with AR/CS Fire. VulnMelee
vulns all virindi Slash Vuln and all Annihilators with Fire Vuln then
attacks virindi with Virindi Slayer or AR/CS Slash, then
attacks tuskers with AR/CS Fire. All mages attack virindis with Virindi Slayer
or CS Slash, Vuln first target Slash vuln and all you attack after that will be
already debuffed, after virindi attack annihilators with CS Fire.
ARENA 17 -- SPAWNS 3 AND 4
--Weapons: Fire Rend OR AR/CS Fire
--Positions: None
--Debuffs: I've never been
to this part, but suspect these are undebuffable. Archer
and melees test to see if your debuffs work.
--Monsters: Uber Penguin
--Strategy: Archer and melees test to see if debuffs work.
If they don't, we all
stay
attacking with Fire rend. If these are debuffable, Archer yield all, Impmelee
imp all, VulnMelee vuln all penguins with Fire vuln, and then
everyone use AR/CS Fire.
ARENA 18 -- SPAWNS 1 AND 2
--Weapons: AR/CS Frost or CS Bludgeon Wand
--Positions: Central Honeycomb
--Debuffs: Archer yields, ImpMage imps, VulnMage vulns
with Frost Vuln
--Monsters: Tremendous Monouga
--Strategy: Melees attack with AR/CS Frost. Archer yield all monougas and
then
attack with AR/CS frost. ImpMage imp all targets then
attack with CS Frost and
Frost Wall or CS Bludgeon and Tusker Fists. VulnMage
vuln all targets Frost Vuln
then attack with CS Frost and Frost Wall or CS
Bludgeon and Tusker Fists. All
other Mages attack with CS Frost and Frost Wall or CS Bludgeon and Tusker Fists.
ARENA 18 -- SPAWNS 3 AND 4
--Weapons: Frost Rend or CS Frost
--Positions: 9-point
--Debuffs: Like the penguins,
I suspect these may be undebuffable so archer
ImpMage and VulnMage check to see if you can debuff
--Monsters: Elite Guardian
--Strategy: Archer, ImpMage and VulnMage try to debuff. If these are
undebuffable we all use Frost Rend (heard that's best). If these are debuffable,
archer yield all and then use AR/CS Frost.
ImpMage imp all than use CS Frost. VulnMage vuln all
with Frost vuln and then attack with CS Frost. If
debuffable
everyone else use AR/CS Frost. |
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