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Visitor Stage 3 Brief Tutorial
#1
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#2
I'd like to refute the nx clothing bit. I've gotten in twice while wear an NX ribbon on my aran's head.
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#3
shouri Wrote:I'd like to refute the nx clothing bit. I've gotten in twice while wear an NX ribbon on my aran's head.

I went in wearing my full NX set with the Visitor equips beneath them.
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#4
Snipe also damages the Unjust Visitor during its "attack me and I heal" state.
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#5
Something else worth mentioning with regards to the laser/JQ room. My wife and I were doing the PQ today, and she is not very good at jump quests. Eventually the timer ran out and we "lost". She stayed in the time out/death room and I was able to do the jump quest by myself. Presumably with a large party you could then let all but one of the party members die to the lasers leaving one person to complete this room. This seems significantly easier than getting all six party members in synch.
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#6
Marksman Bryan Wrote:Snipe also damages the Unjust Visitor during its "attack me and I heal" state.

EDIT: Nevermind, apparently reading is hard for me zzz...
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#7
Sanctuary = Heaven's Hammer. Already mentioned. ;-)
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#8
Jamie_Kurosawa Wrote:Sanctuary = Heaven's Hammer. Already mentioned. ;-)

Yeah, I just saw it after I made my post lol
Reading is hard for me D:
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#9
Jamie_Kurosawa Wrote:I think you also have to have a minimum of 3 people to enter as a party.
You can get in with 2 people.
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#10
For the level 30+ PQ, you don't need to be wearing the full Visitor set. You don't even take damage if you don't wear it. The damage and equip requirements only apply for the 60+ and 120+ PQs.
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#11
Light Room:
Room goes dark and a ball monster appears if all the Aliens aren't taken out in time.

Solution:
Only regular attacks will be used. Lure the ball to bottom center and use regular attacks to make the ball drop a "power source". The loot will activate the lights and you can continue to take out the aliens. If you are in a party, it is a good idea to have one person aggro all monsters to them self so when the lights go out your other party members will not be harassed/stunned while trying to get the lights back up.
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#12
The "Cleric" boss is actuall a Blaze Wizard. Wink
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#13
I've found that, in the light room, it's very handy to have a paladin use ice charge so that his/her regular attacks will freeze the orb and make it sink to the bottom of the map where you need it. Also, heaven's hammer is great for weakening the mob while the lights are still on.
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#14
That only works on half of the room as the assassin type ones are ice resistant.


In regards to what you call the cleric boss aka The blaze wizard:
I'd also like to mention that arans are easily capable of rendering her useless. She's ice weak. Also, if the aran manages to hit her during certain frames when she's not attacking they can KB her once and it's basically all over. With a normal speed weapon, an aran can keep the blaze wizard in it's knock back animation and it'll basically be pinned and unable to do anything so long as the aran can keep connecting. This means no dispel, no going into heal mode, and an easy kill.

I've done this multiple times on my aran during the lvl 60 PQ. I can't survive the lvl 120 pq without HB so I can't test whether it ends up being like this in the lvl 120 PQ.
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#15
shouri Wrote:That only works on half of the room as the assassin type ones are ice resistant.

I wasn't talking about freezing the normal enemies, I meant using ice charge to freeze the light when it's darting about the room. Even when you lure the thing it can be irritating because the Lucky Visitors love to stun, and the orb also seems to be able to pkb sometimes, so freezing the orb is extremely helpfull.
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#16
Ah my bad. Freezing the orb would indeed be tremendously helpful. Notedly, one of the DBs low level skills that hits 3 times doesn't miss on that orb. So in two hits that thing goes down.
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