On the runs I have been with in Bello (which have all succeeded with more than 50mins remaining) We have at least 3 DKs run with us BTW:
1.Have our Bucc go Pin bottom Grandmasters while everyone Kills Mangara
2.Keep Rellik right rush other two Grandmasters left and all, but the Bucc beat BOTH the other two Grandmasters to death with Melee and Ranged
3. Red Nirg always dies first when killing Hsalf is generally 3/4-1/2 dead about that time. (as one of 3/4 bishops we all alternate between dispel/Magic claw/heal)
4.Everyone heads right to kill Rellik. This is where almost all deaths occur-
Mostly ranged that get 1/1 then stunned. Bishops generally stand back dispelling ranged and casting Holy Shield.
Notes: we have done this with as few as one DK which we had switch parties to keep HB.
Chompy Wrote:On the runs I have been with in Bello (which have all succeeded with more than 50mins remaining) We have at least 3 DKs run with us BTW:
1.Have our Bucc go Pin bottom Grandmasters while everyone Kills Mangara
2.Keep Rellik right rush other two Grandmasters left and all, but the Bucc beat BOTH the other two Grandmasters to death with Melee and Ranged
3. Red Nirg always dies first when killing Hsalf is generally 3/4-1/2 dead about that time. (as one of 3/4 bishops we all alternate between dispel/Magic claw/heal)
4.Everyone heads right to kill Rellik. This is where almost all deaths occur-
Mostly ranged that get 1/1 then stunned. Bishops generally stand back dispelling ranged and casting Holy Shield.
Notes: we have done this with as few as one DK which we had switch parties to keep HB.
Pretty much the same way Al's runs have gone, including the DK swap (I was that DK lol). Lag from the ranged classes spammage can be a major issue, but I found that changing graphics settings every few minutes helped a bit. But yea,
-Everyone vs Margana, excepting pinners (warriors with rush, buccs)
-Margana dies, everyone vs Hsalf/Nirg, excepting pinners (at least 1-2 pinners keep Nirg in place with rush)
-Nirg dies and summons the Nirgnibs, they die, Hsalf dies
-Everyone vs Rellik (Bishops stay out of range to avoid stun and to dispel ranged)
-Rellik dies, pendants are given out, bonus is either skipped or done.
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I find it strange that not many people have noticed that warriors who fight close range are able to avoid Rellik's stun. Same thing goes with Shadowers due to their BStep. It's almost like the boss was engineered to fend of ranged players.
Perhaps more people should take that into their equation when formulating their strategies.
Jaruddd Wrote:I find it strange that not many people have noticed that warriors who fight close range are able to avoid Rellik's stun. Same thing goes with Shadowers due to their BStep. It's almost like the boss was engineered to fend of ranged players.
Perhaps more people should take that into their equation when formulating their strategies.
Bstep has invincibility frames, warriors usually sit on him, so neither can easily be stunned (same strategy as for manon/griff)
I've haven't done the PQ so this is just speculation: but wouldn't heroes and drks be the most effective at the bottom bosses since they can rush all 3 to the side, and hit all 3 of them (effectively tripling their DPM)?
TFindlay Wrote:I've haven't done the PQ so this is just speculation: but wouldn't heroes and drks be the most effective at the bottom bosses since they can rush all 3 to the side, and hit all 3 of them (effectively tripling their DPM)?
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MasPan Wrote:Bstep has invincibility frames, warriors usually sit on him, so neither can easily be stunned (same strategy as for manon/griff)
Exactly. Since that's the case, it seems like it would be common sense to make a Hero/Shadower party for taking down Rellik solely. You save Rellik and Hsalf for the final two bosses, and divide forces between them.
Rellik on one side, Hsalf on the other. Melee party takes out Rellik while ranged works on Hsalf. They should finish about the same time if the melee party is decent.
Hopefully, I can sum up an all-encompassing strategy all in one post.
Once the pre-boss summons are dead and the leader has talked to the statue, have all warriors, shadowers, and buccaneers party up and rush/corkscrew the three bottom bosses into the bottom right corner (kb purposes, in case of no/little stance/fake/avoid). Then, they can hug the bosses and just keep hitting them with little worry. All other classes up at Margana, of course.
If there's nobody available to consistently deal 20k+ damage to Margana to keep her pinned on the left of the platform (Corsair, F/P, etc.) OR if a person/party needs hyperbody to survive the poison attack, then keep one dark knight up there or more if over five people happen to need hyperbody, though this shouldn't really happen. And of course, bishops should hold off healing until a couple minutes after Margana's death.
If Margana dies before Red Nirg and Rellik die
If red nirg hasn't powered-up yet (67% hp or lower), it's safe for a warrior/buccaneer to rush hsalf to the left side of the room, where everyone else can pin it down. Hsalf should not be any trouble at all; it doesn't really run around much. Warriors, shadowers, and buccaneers continue on rellik and red nirg. If red nirg has already started to power-up, just make sure Hsalf is dispelled or power crashed before pinning it on the left.
If Hsalf dies before Red Nirg and Rellik
Assuming archers, night lords, or corsairs don't have enough hp to take red nirg's powered-up hits, have someone rush Rellik to the left. If Rellik is powered-up, have a bishop dispel it or a dark knight power crash it. Having rellik on the left is important because of the small ledge on the far left side of the room on which ranged characters can still hit Rellik but can avoid the 1/1 + poison attack entirely. Hopefully, Rellik will have already taken a beating from the melee party and won't take too long to take out, but the stuns will be extremely annoying. If Red Nirg dies first, just have everyone attack Rellik. Melee classes stand on top of Rellik, and ranged classes stand on the small ledge so that everyone is free from unexpected death by 1/1 + poison. If Rellik dies first, people who don't have enough hp to take red nirg's powered-up hits can either wait it out for everyone else to finish up or depend on skillful bishops and dark knights, if available, to dispel or crash the powerup as soon as it appears.
If Red Nirg and Rellik die first before Hsalf
Well, this should be pretty simple. Everyone with enough accuracy should all attack Hsalf, and anyone without enough accuracy should just sit out and not waste potions I guess.
If Red Nirg and Rellik die before Margana dies
At this point, nothing in the room should be deadly, really, so just swap the melee party up to Margana, where it won't have any accuracy problems, and swap everyone else down to Hsalf. It should be very easy from there.
TFindlay Wrote:I've haven't done the PQ so this is just speculation: but wouldn't heroes and drks be the most effective at the bottom bosses since they can rush all 3 to the side, and hit all 3 of them (effectively tripling their DPM)?
Because having all three of them together is ridiculously dangerous. They all have supportive buffs and when you let them stay together these create really bad combos between them. Not a big deal for the warriors maybe, but that would mean that the ranged can't do anything.
The strategy for this PQ is far too easy considering the rewards that come from it. I know many people who are bored of this PQ already including myself. I just come for the money and it helps to have more than 1 CWK able characters ^^. What I think makes this worse is that this PQ is totally removed the need to HT since Hackers provide skills for everybody...
TFindlay Wrote:I've haven't done the PQ so this is just speculation: but wouldn't heroes and drks be the most effective at the bottom bosses since they can rush all 3 to the side, and hit all 3 of them (effectively tripling their DPM)?
As Isaac said, this is incredibly dangerous for everyone but the warriors, as Nirg will power up the other 2 and they have very long distance attacks to kill the ranged people with.
Killing all 3 at once only works efficiently with a lot of warriors in the squad (6+ heros maybe). A speed run of cwkq bosses would consist of as many heros as you can get.
TFindlay Wrote:I've haven't done the PQ so this is just speculation: but wouldn't heroes and drks be the most effective at the bottom bosses since they can rush all 3 to the side, and hit all 3 of them (effectively tripling their DPM)?
QSCX Wrote:Yes. I don't know why no one does this, though.
It depends on who you take on the pq and which class is the dominant force. If you have numerous warriors, then stacking all three would be feasible. However if you have a majority of ranged, separating them one by one is much faster.
One ranged party full of NL's and Bowmasters and another party melee (takes on the 3 at the bottom).
Ranged party goes appleless on the mage boss which stands in the center by the four chairs.
Melee are given apples and rush all 3 to the left side. The melee party atks inside of all 3 bosses, this however avoids you from getting stunned by the Archer boss. Heros and DrK's (since they can hit all 3) are very good at this job and can take them down around 15 minutes in the group I currently run with now.
Bishops should not heal after an estimate of 5 minutes AFTER the mage boss is dead since Nexon did not add the Zombify icon that appears above your head once effected by it. Bishops should only spam dispel and use HP pots/ % pots to stay alive.
Today, maybe for lack of organization (but I don't think so, everything was going so fine..), all my group died at him, including a level 200 Bishop.
His 1/1 + Poison attack is just terrible.. wow.
Well, our strategy was:
- First, killing Margana
- Then, killing Hsalf, rushing him in the left corner
- Then, killing Red Nirg, rushing him in the left corner
- Lastly, we planned to kill Rellik rushing him at the right corner, but I don't know why, we didn't. So, we killed it at the left corner like all the other bosses. Everything was going fine, when at almost 40% of Rellik's HP left, everyone died. Probably, he did 1/1+Poison too fast and people weren't able to use potions. Well, its attacks (like all the other bosses) are random, so if he uses Poison + 1/1 too fast, it can be lethal.
Deviant Wrote:Im confused what 1/1+poison means, why is it bad? Isnt it pretty much just a 1/1? Poison cant take you below 1 hp... right?
Uh, in this case it can. IDK who started the rumor about not being able to be killed when poisoned down to 1 hp, but Rellik's poison is different. I personally have maxed Partial resistance. That means that I'll have reduced poison damage. When Margana poisons me, I take 9 damage per second. <~ This is "true" poison.
When Rellik poisons me, I take the full 30hp damage. <~ This is "imitation" poison.
We can't really call Rellik's poison "poison" because it's not. Rather, it's an effect that kills you over time. True poison stops at 1hp. Imitation poison brings you to death.
The reason it's so dangerous is that when you're 1/1ed, if you don't pot during the invincibility period that you get after getting hit, you die from the "imitation" poison's effect.
Harrisonized Wrote:Uh, in this case it can. IDK who started the rumor about not being able to be killed when poisoned down to 1 hp, but Rellik's poison is different.
I personally have maxed Partial resistance. That means that I'll have reduced poison damage. When Margana poisons me, I take 9 damage per second. <~ This is "true" poison.
When Rellik poisons me, I take the full 30hp damage. <~ This is "imitation" poison.
We can't really call Rellik's poison "poison" because it's not. Rather, it's an effect that kills you over time. True poison stops at 1hp. Imitation poison brings you to death.
The reason it's so dangerous is that when you're 1/1ed, if you don't pot during the invincibility period that you get after getting hit, you die from the "imitation" poison's effect.