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We got a 127 VIP 1h sword, 120 att, 8 str, 4 dex clean from it
The people that went:
DigitalArc (162 MM, ArbelistMaster)
OcaLily (142 F/P, Dusk)
FluffyFoxxie (179 MM, Me of course  )
HiccaSqueak (171 Bish, guild member)
ChrisJWong (137 DrK, alliance member)
Paragus (141 F/P, alliance member)
I think the run took us about 1.5 hrs. It was hard as balls and we had to redo a few rooms a few times (Mostly the bomb rooms, and the final boss.)
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I think this one's special because we didn't have any funded-out-the-ass attackers at all, just great teamwork
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Dusk Wrote:I think this one's special because we didn't have any funded-out-the-ass attackers at all, just great teamwork 
Hmmm... That's a nice inspiration. May I ask if there is any special tips to combat the sheer need of DPS, like the Unjust Visitor room?
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Kalovale Wrote:Hmmm... That's a nice inspiration. May I ask if there is any special tips to combat the sheer need of DPS, like the Unjust Visitor room?
Well, we had enough DPS to complete the PQ, of course, but with 3 mages, a DrK that could barely hit the harder enemies, and 2 MMs, it wasn't much. Definitely make use of the ability to reset a room by having everyone die. We spent a lot of time in the resurrection room planning out our moves. For example, our first room was the Bully room. We weren't killing it fast enough, and it started duplicationg itself like Boomers and we had to reset. So the second time around, we had everyone focus their attacks on the Bully, and the room was a breeze. We also used the resurrection room to allow one person to solo the jump rooms. For the mini-bosses, the Bishop and I were the only ones able to tank the 15k damage from the Aran mini-boss, so we got the idea to have me distract the boss while everyone shot it from behind. A similar concept was used for the final boss, who can do 18k damage.
I think F/Ps are extremely useful for this PQ. Poison Mist halves the amount of work you have to do on the Bomb room, Fire Demon immobilizes monsters and does % DoT damage, and Slow helps keep the bosses in place. I added 8 points into Fire Demon today in preparation for this.
I'm glad it's a nice inspiration, we were all pumped at being able to clear the PQ without insane HP washing or damage. Good luck on your endeavors.
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I want SSes of the swing animation from it. All the VIP weapons have a special effect attached to them and a couple people plus myself wanna see the 1h sword effect.
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Dusk Wrote:Well, we had enough DPS to complete the PQ, of course, but with 3 mages, a DrK that could barely hit the harder enemies, and 2 MMs, it wasn't much. Definitely make use of the ability to reset a room by having everyone die. We spent a lot of time in the resurrection room planning out our moves. For example, our first room was the Bully room. We weren't killing it fast enough, and it started duplicationg itself like Boomers and we had to reset. So the second time around, we had everyone focus their attacks on the Bully, and the room was a breeze. We also used the resurrection room to allow one person to solo the jump rooms. For the mini-bosses, the Bishop and I were the only ones able to tank the 15k damage from the Aran mini-boss, so we got the idea to have me distract the boss while everyone shot it from behind. A similar concept was used for the final boss, who can do 18k damage.
I think F/Ps are extremely useful for this PQ. Poison Mist halves the amount of work you have to do on the Bomb room, Fire Demon immobilizes monsters and does % DoT damage, and Slow helps keep the bosses in place. I added 8 points into Fire Demon today in preparation for this.
I'm glad it's a nice inspiration, we were all pumped at being able to clear the PQ without insane HP washing or damage. Good luck on your endeavors.
would a buccaneer be usefull as a distraction with their barrage to inflict kncokback frames like that one strategy that people use for PB?
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Worthyness Wrote:would a buccaneer be usefull as a distraction with their barrage to inflict kncokback frames like that one strategy that people use for PB?
Not so much for the last boss, it seems. I have been aggroing it to me on a mule while my partner deals the significant damage portion, but his chains work everywhere on the same horizontal level. You can probably avoid the random 34k dmg explosions by splitting up, if that helps.
Honestly, after having experienced it on a duo, I pretty much labeled it not worth the effort. But now things seem heated up again. L > Pedro.
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Gives me some hope to complete it but not much.
Lvl 184 NL and a lvl 170 DrK joining a team in Khaini! -_-
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Congrats on that weapon. =3
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Nice work Josh  i spent 2 hours last night trying to wing the lvl 30 one i was told to back track to find other maps and i accidentally back tracked out of the pq.
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Wow 3 mages. That's some good team work/strategizing then. Good job guys, very well done.
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I need to try it some time D:
Damn me and my level, though.
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This is inspiring, although I doubt my level 143 self could actually help much in this PQ. Great job guys!
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How'd you do with the cleric mini bosses? (like bully but clerics) I went in a party the other time, but we simply couldn't kill even one of them we had good attackers and everything (17x BM, 200 MM, 17x Drk, 156 bucc, 145 pally), it would just keep healing because of attacks and it's not easy to coordinate 5 people to stop attacking sometimes, the BM would stand too far and heal like 200k damage everytime it went heal mode. Furthest we got was to like 5% on one of the clerics then time ran out.
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Darkmaniak Wrote:How'd you do with the cleric mini bosses? (like bully but clerics) I went in a party the other time, but we simply couldn't kill even one of them we had good attackers and everything (17x BM, 200 MM, 17x Drk, 156 bucc, 145 pally), it would just keep healing because of attacks and it's not easy to coordinate 5 people to stop attacking sometimes, the BM would stand too far and heal like 200k damage everytime it went heal mode. Furthest we got was to like 5% on one of the clerics then time ran out.
You said it yourself. Just don;t attack him while he heals. The animation for his heal is pretty obvious, he turns crystal blue. Make sure everyone is paying attention. Once both clerics are on the field, alternate between the two as they cast their heal buffs. That's pretty much it.
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Darkmaniak Wrote:How'd you do with the cleric mini bosses? (like bully but clerics) I went in a party the other time, but we simply couldn't kill even one of them we had good attackers and everything (17x BM, 200 MM, 17x Drk, 156 bucc, 145 pally), it would just keep healing because of attacks and it's not easy to coordinate 5 people to stop attacking sometimes, the BM would stand too far and heal like 200k damage everytime it went heal mode. Furthest we got was to like 5% on one of the clerics then time ran out.
On my squad I make one of the mobbers/weakest member be bait and lure all the other members full on attack. When they attack I tell them to pay attention, and at least two people call out stop as soon as they see the blue animation.
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OB3LISK Wrote:On my squad I make one of the mobbers/weakest member be bait and lure all the other members full on attack. When they attack I tell them to pay attention, and at least two people call out stop as soon as they see the blue animation.
what, i soloed the boss for you terry
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2 MM's? probably has been very hard soloing it with that many birds.
Just a guess though ^ since archers' birds are glitched.
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You guys got lucky with the drop 
The 2 bosses before final boss dropped nothing 
Final boss dropped a vip mace
A party of 2 ice archmages, 1 bishop, 1 BM, 1 NL, 1 Hero. None of us really funded a lot on those characters were able to finish.
- The bomb stage is very easy with 1 ice archmage (blizzard keeps them frozen and warrior mobs being ice weak) and 1 bishop just spamming ultimates. Just need to be sure they don't die and waste time from that.
- The stage where the lights go off is easy with someone that can do poison like damage (poison mist, ice/fire demon, shadow web etc) or just spam ultimates. Using puppet on the light ball after light goes out makes it easy. You can use puppet to make the light ball stay right where you want to break it.
- For jump quest stage, just wait till timer runs out if you have a warrior in there that can't do jump quest and then have 1 person do it. If no warrior, just let the people that can't JQ kill themself while the rest of them finish.
- In the cleric room have mages stand on bottom and spam ultimates. It keeps the mobs away from rest of the attackers and at the same time do a lot of damage. With ice archmages doing 199,999 each ultimate, it didn't take very long to finish the stage. Don't know if that boss is also fire weak. Rest of the attackers just focus on 1 boss at a time. Just shout out when its healing so everyone stops.
- Same with the mini warrior room that cast weapon damage reflect. Strong ice archmages make it easy here. All the other attackers just focus on the mini boss when it doesn't have reflect on. Each mini boss has to be taken down very fast. Last time I went in there, they just kept summoning so many monsters that the whole map was full of them. Just focus on getting rid of that mini boss before the next one spawns.
- For the aran like boss, you really need a tanker. Maxed stance warrior is really nice here. The ranged attackers can just stand back and attack while the warrior is keeping the boss busy. Archmages can spam ultimates (ice weak boss) to do lots of damage while disabling the bombs that appear. Using slow is also helpfull if the boss decide to move away from the warrior.
- The speedy alien room can be made a lot easier with maxed stance warrior and slow.
- The boss on the bottom room was a bit hard because of its AoE attacks with high damage. We managed to finish it by just spliting up and confusing the boss, KBing it from both direction. I think just a lot of damage quickly is the key here. Our warrior DC'd by this stage, but I don't think being a tanker here really helps that much because of its AoE attacks.
- The last boss was obviously the hardest. I didn't think we could take it down. Heard its easy for warriors to do this stage, and we lost the only warrior we had. But after a couple of tries, we managed to split up and attack from both sides. NLs can lure the boss here with their high avoid and attack at same time. Rest of the attackers can stand behind the boss and spam away.
NLs shouldn't use their skill that saves stars (shadow star or shadow claw) in this pq. Because of a lot of death and dispell, they run out of stars faster using that. Had 2 attempts before this, each time the NL ran out of stars lol.
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