"The Dimension Door in Poeta had been destroyed in the past, but the Balaur's constant efforts to infiltrate Poeta eventually led them to reopen the Dimension Door and take over Poeta. This is a story about a group of Daevas who stop the Balaur's plans and save Dark Peota which is already in ruins."
There are certain prequests that you should take care of before entering a DP run.
1. "The Secret Summons"get from Jucleas High Priest, and then we get the"[Group] Activation Stone Materials in which you will need 20 Blue Balaur Scale available in several places((killing lvl 50 balaurs near Fortress or Dedgion). Essence of Time and Space matches it sells at general goods merchant for 170.000 kinah . Theoretically, if they get delivered on the Time Activation Stone and he was to travel in the future using the Artifact of Transcendence.
You should do that every time you did a run before you log out, so you’re set to go for the next run.(The entrance is an artefact on heiron, near kishar village or in Abys Core)
Duration: 4 hours.
You need X (check table) for sumon last boss.
Tip:If you have18000+ points and @90 minutes remain time and 1 member higher than 1 star rank you can get more points in fast time and get S for the stronger end-boss.
Table:
Party setup:
•Templar (or Glad tanker) as your main tank
•Cleric
•Chanter (is a must be in DP for this mantras)
•Sorcerer - you will need CC and AoEs(a good SM can handle if u dont have sorc)
•Spiritmaster - add DPS and erosion bosses for better loot
•Ranger / Assassin / DPS - Ranger and Sin’s need, to locate Tree bosses(in steath mode) or you can use "Oculazen Candy"(dunno if three Boosses have hide 1 or 2)
Here’s a map of what’s waitinf for you
First, get the single-pull in front of the village and burn him down. Watch the patrol inside the village, he’s next on your list and should be a single-pull as well. Then there’s two mobs on the left, which you should take out as well. In any case, the tank should always face the mobs away from the group to mitigate as much AoE as possible.
Hugging the left, pass all other mobs and head to the little path that leads down to the waterfront. Here you’ll face another set of mobs, and will most likely get an add as well. Don’t fight them too close to the village, else you’ll get a patrol, too. After you’ve done that, you’ll see two mobs in front of the building with the Spiritmaster boss and a patrol between them. Wait a bit, that patrol does come out far enough to make him a single pull. Then finish off the two guards as well.
Fighting the boss himself can be done in two different ways. First, you should notice that on killing the boss, you will get two additional spawns of 2 mobs each.
One down the pathway, the other one from the other side of the village. Drag the boss all the way down into the water. If you turn left when reaching the waterfront, there’s a nice little nieche in which you can tank-n-spank the boss and have the possiblity to line of sight some of his AoE. This allows you to NOT engage the additional spawns (2 patrols of 2 mobs each) and save some time. The compass shows the stretch of the water in which you would have to fight the boss.
In any case, the SM does some nasty AoE, Sleep and has two Reflect spells, so be wary, stay out of LoS for AoEs and have the SM dispell the shield (Nightmare and Mind Division should be what you’re looking for). If you do that properly, it’s tank-n-spank.
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Lake Bosses:
Head down to the lake. As soon on the top level map, you basically have to circle it twice. Once outside, to clean the aggro, and only then attack the three bosses. Start from the location seen on the compass screen, and watch the patrol to your right there, you don’t need to kill that mob. Also note the tree on the right ahead of you, there’s an invisible spawn which you want to kill rather now. Since it’s just a single invisible, you should be fine having the tank just running up and making him spawn.
The whole reason for this is that you need to kill the three bosses at the lake, and mobs at the waterfront tend to be social - they join the fight. So dispose of them before that happens.
Have a look at the gigantic range of these bosses. You don’t want to aggro them before you cleared everything, so everyone in your party should be well aware to stay away from their range. Not doing so will cause you trouble !
Hugging the left, pass all other mobs and head to the little path that leads down to the waterfront. Here you’ll face another set of mobs, and will most likely get an add as well. Don’t fight them too close to the village, else you’ll get a patrol, too. After you’ve done that, you’ll see two mobs in front of the building with the Spiritmaster boss and a patrol between them. Wait a bit, that patrol does come out far enough to make him a single pull. Then finish off the two guards as well.
Fighting the boss himself can be done in two different ways. First, you should notice that on killing the boss, you will get two additional spawns of 2 mobs each.
One down the pathway, the other one from the other side of the village. Drag the boss all the way down into the water. If you turn left when reaching the waterfront, there’s a nice little nieche in which you can tank-n-spank the boss and have the possiblity to line of sight some of his AoE. This allows you to NOT engage the additional spawns (2 patrols of 2 mobs each) and save some time. The compass shows the stretch of the water in which you would have to fight the boss.
In any case, the SM does some nasty AoE, Sleep and has two Reflect spells, so be wary, stay out of LoS for AoEs and have the SM dispell the shield (Nightmare and Mind Division should be what you’re looking for). If you do that properly, it’s tank-n-spank.
___________________________________________________________________________
Lake Bosses:
Head down to the lake. As soon on the top level map, you basically have to circle it twice. Once outside, to clean the aggro, and only then attack the three bosses. Start from the location seen on the compass screen, and watch the patrol to your right there, you don’t need to kill that mob. Also note the tree on the right ahead of you, there’s an invisible spawn which you want to kill rather now. Since it’s just a single invisible, you should be fine having the tank just running up and making him spawn.
The whole reason for this is that you need to kill the three bosses at the lake, and mobs at the waterfront tend to be social - they join the fight. So dispose of them before that happens.
Have a look at the gigantic range of these bosses. You don’t want to aggro them before you cleared everything, so everyone in your party should be well aware to stay away from their range. Not doing so will cause you trouble !
Happily circle the whole lake and dispose of all the mobs near to the water front. If you see a Captain (and there are 4), grab these guys, they give you quite a few points which will help you on your rating.
Once you’ve circled and cleared, you’re left with the three bosses. Divide your group so everybody knows which controller they’re on. Have them kill the controllers as quickly as possible, while the tank goes in. Don’t use your iron skin as of yet, but make sure the Attack controller goes down quickly. They will respawn, so everybody needs to keep an eye on their assigned controller (Attack, Defense and Property controller). Tank and Spank the bosses down.
Take note that on the compass screen you can see the party being split so everybody is on one of the controllers to dispose them as soon as they spawn. The last boss (if you continue the circular motion) should be approached by the tank with Iron Skin up, as he can hit very hard and one-shot the tank.
For the healer, you need to position yourself rather close to the boss(Marabata of Power), but not facing him directly. You want to keep your whole group in heal range, and the controlers are spread afar quite a bit, so make yourself ready. Also, it doesn’t hurt if you keep an eye on controllers as well.
Lake Bosses:
Drops
Points:319
Drops
Anuhart Chanter's Chain Gloves
Anuhart Gladiator Plate Boots
Anuhart Sorcerer Pauldrons
Points: 319
Marabata of Poison
Drop
Anuhart Ranger's Leather Gloves
Anuhart Templar Plate Boots
Points: 319
Tree Bosses:
Next you move to the tree bosses. Again, there’s a lot of mobs you don’t need to engage, and you want to keep it down to a minimum to save time, depending on how fast / good your group is. Stay on the left and circle through the mobs, dragging the single-pull patrol a little bit deeper to the spirits. There’s a spot free of aggro to the left of that patrol, and that’s where the whole team has to move to while dragging the mob.
Then you head forward, killing the spirits on your way. Be aware that there are some invisibles as well, so dispose of them quickly. You should reach a location with two tree stumps. One is where your tank will be, the second one is still in heal-range and provides line-of-sight when facing the bosses. Clear the two mobs around that.
Now you should have either your Ranger, or the Sorcerer (optional Tank with Seed of Detection) locate the first tree boss and drag him to the tree and tank him. He does some nasty damage, but nothing that’s not healable. At 25% though, he puts a crippling condition on the whole team, and that’s when you HAVE TO LINE OF SIGHT and get behind your tree down there. Watch the boss, his Grudge Explosion will wipe the party of you don’t LoS him. If he runs away, just stay put. He’ll come back. As soon as Grudge Explosion is off (and it crits most of the time for quite a bit of damage), heal up the tank. So save your Flash of Recovery for that !
After the boss is down, you have to locate the 2nd tree boss and drag him to the same spot, rhinse-repeat. Only this time the tank should get his Iron Skin up when he see’s Grudge Explosion coming in.
Then you head forward, killing the spirits on your way. Be aware that there are some invisibles as well, so dispose of them quickly. You should reach a location with two tree stumps. One is where your tank will be, the second one is still in heal-range and provides line-of-sight when facing the bosses. Clear the two mobs around that.
Now you should have either your Ranger, or the Sorcerer (optional Tank with Seed of Detection) locate the first tree boss and drag him to the tree and tank him. He does some nasty damage, but nothing that’s not healable. At 25% though, he puts a crippling condition on the whole team, and that’s when you HAVE TO LINE OF SIGHT and get behind your tree down there. Watch the boss, his Grudge Explosion will wipe the party of you don’t LoS him. If he runs away, just stay put. He’ll come back. As soon as Grudge Explosion is off (and it crits most of the time for quite a bit of damage), heal up the tank. So save your Flash of Recovery for that !
After the boss is down, you have to locate the 2nd tree boss and drag him to the same spot, rhinse-repeat. Only this time the tank should get his Iron Skin up when he see’s Grudge Explosion coming in.
Tree Bosses:
Drop
Points:789
Drops
Points:789
Spider Bosses:
After killing the Tree Bosses, keep left and evade all mobs hugging the left wall. Sometimes somebody will aggro something, so carry on until you hit the little road and kill them right there. As soon as you hit that road, move to the right side and hug that wall. From now on, make sure to loot every mob since you want to get your Processed Drana for the Stigma Quest. It’s a group loot.
If you want to save some time, get the gate down on your way to the Bugs. It’ll spawn 2 mobs at 50% and once it’s down. Kill the first spawn, then almost get the gate down and finish it with ranged attacks only. The mob spawn, won’t aggro you and will despawn once you’re back, so you saved yourself 2 mobs and a bit of time there !
If you want to save some time, get the gate down on your way to the Bugs. It’ll spawn 2 mobs at 50% and once it’s down. Kill the first spawn, then almost get the gate down and finish it with ranged attacks only. The mob spawn, won’t aggro you and will despawn once you’re back, so you saved yourself 2 mobs and a bit of time there !
Clear your way to the spot with the Drana Lumps and make sure the first and 2nd (to the right) lump are free of aggro and allow you to move around easily. Don’t pull the big bug (Boss) as of yet, but also clear the way deeper in so your tank can freely move and pull. Now those Bugs are relatively easy to kill, it’s more endurance and proper reaction of all the team members. Basically, you want to drag the boss over the Lump of Drana, which will make him eat that lump. During that time, he won’t do anything, and you can happily DPS the hell out of him. Watch his ‘Drana Pause’ buff, at 5s, you need to get moving the respective other lump of Drana and repeat the process until he’s down. If all goes according to plan, you can more or less get 12% health down per stop.
However, there’s certain things to consider when doing this. As the groups stands at the Drana Lump waiting for the boss to come in, make sure that
However, there’s certain things to consider when doing this. As the groups stands at the Drana Lump waiting for the boss to come in, make sure that
- You are stacked on of each other. Else the boss will throw AoE which hurts !
- You are in line with the incoming boss to lead him directly over the drana lump. This might require moving around as the boss will sometimes change direction. Watch out for that
- Don’t attack the boss until he starts to eat his drana. Sheath your weapons if you have to.
- If the drana lump is bugged, you need to drag him back and forth between the two lumps until you’ve got him to eat, which can cause deaths
That’s more or less it for the bosses. Here’s where you will loose most of your time if something goes wrong, so don’t screw it up. Drag the remaining two bosses into the same location and rhinse-repeat. If you follow those 4 guidelines, it shouldn’t be a problem at all.
After the first big, the team moves up a little bit and clears some additional adds to make the pull for the tank easier, some happens for the last bug. If a bug has around 12.5% HP left, you can stop moving and burn it down easily.
Spider Bosses:
Points:789
Points:789
Points:789
Road to the Hell:
Now you need to head back towards the original Spore Road. There’s a barricade which you have to tear down. At 50% and 25% the barricade will spawn adds. The first adds are easily handled, the 2nd pair of adds is a Templar and a Mage. Sleep the Mage and kill the Templar first.
As soon as only the mage is left, the Sorcerer can push in and AoE (Big Magma Explosion) the Fungus inside. This will save some time due to the recharge. As for the Fungus, if you caught aggro and don’t want to deal with them yet, run. They are easily beaten, but they will kill your team quite as easily as well.
The double-spawn is the same for the 2nd gate as well - the Mage will spawn at the tree to the left of the 2nd gate, so that’s where the CC goes. Again, some procedure.
I mentioned above a tip for saving time on the gates, and strongly encourage you to do so !
As soon as only the mage is left, the Sorcerer can push in and AoE (Big Magma Explosion) the Fungus inside. This will save some time due to the recharge. As for the Fungus, if you caught aggro and don’t want to deal with them yet, run. They are easily beaten, but they will kill your team quite as easily as well.
The double-spawn is the same for the 2nd gate as well - the Mage will spawn at the tree to the left of the 2nd gate, so that’s where the CC goes. Again, some procedure.
I mentioned above a tip for saving time on the gates, and strongly encourage you to do so !
Upon reaching the mine, you have to stay right and kill those mobs there, making your way into the mines. If you want the research manual("Hewahewa's Research Report" for the third stigma slot quest-[Group] Stop the Shulacks!), you have to turn left inside the mine and kill the Shugo Professor
Points:409
(Professor Hewahewa) there but only if you have sufficient time left. There are some mobs here and there, but kill them easily.
Telepathy Controller Boss
That’s a huge tree boss who will pick you up to body-slamm you into the ground. It can hurt quite a bit.
That’s a huge tree boss who will pick you up to body-slamm you into the ground. It can hurt quite a bit.
Points:789
Three rules
- Don’t stand in a circle on the ground, stand between the circles
- Have tank and party not stand at the same spot
- No AoE whatsoever
There will be adds spawned, but as long as you don’t do anything to them, they will not attack you. So don’t use any AoE. Check which party member gets bodyslammed for spot heals and get your party heals off, and beat that critter down. Nothing really fancy about this, apart from occasional stuns from his attacks. You will also need to throw some party heals after the boss is down, as the damage doesn’t stop right away. Don’t forget about that.
Power Generator Bosses
Points:377
Points:377
Points:377
One thing to note about the generators is that you don’t want to aggro any of them unless you have cleared everything else. If you do, run into the cave to break aggro. Drag whatever patrols you can into the cave, that should leave some mobs to the right as well as 3 mobs to the left remaining. Move to the left, right where the path upwards starts. Move there as a whole team ! Kill the mobs there, make your way up and down on the other side. Sleep healers and kill the rest.
Now that only the generators are left, you can engange them. First get the one in the middle, then the one on the left (as seen from top of the Abyss gate). Avoid having anyone stand right next to your tank, those floating generator cores will one-shot them if they’re too close together. Burn them down quickly, and don’t loot them yet, as too many cores are floating (only if the tank actually gets to loot).
For the last generator, move to the other side, and have the tank stand in the corner and simply maintain aggro from range. The Chanter will heal, while everybody else will do ranged DPS. Too many floating cores there. Even the Cleric needs to DPS and only occasionally throw a group heal to support the chanter. Boring.
Once all three generators are down, the Brigade General spawns in front of the Gate. Now’s the time to quickly loot the three generators and advance to the boss.
Now that only the generators are left, you can engange them. First get the one in the middle, then the one on the left (as seen from top of the Abyss gate). Avoid having anyone stand right next to your tank, those floating generator cores will one-shot them if they’re too close together. Burn them down quickly, and don’t loot them yet, as too many cores are floating (only if the tank actually gets to loot).
For the last generator, move to the other side, and have the tank stand in the corner and simply maintain aggro from range. The Chanter will heal, while everybody else will do ranged DPS. Too many floating cores there. Even the Cleric needs to DPS and only occasionally throw a group heal to support the chanter. Boring.
Once all three generators are down, the Brigade General spawns in front of the Gate. Now’s the time to quickly loot the three generators and advance to the boss.
Drop
Points:954
You need to keep him on that platform, else he resets. He also spawns adds that the Sorc can kill with AoE, so keep the party close together, it makes it easier for the Sorc to AoE the adds.
The boss himself can hurt quite a bit, but isn’t really a big deal. At 25%, he does Absorb Energy, which is a heal. You need to get a Festering Wound on him, to mitigate that healing effect a bit.
Once the boss is dead, you’ll get your grade and have 5min to enter the Abyss gate to face the end-boss. Recharge Mana, rebuff and go.
The endboss depends on your grade:
Rank C:Asaratu Bloodshade
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Rank B:Vanuka Infernus
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Rank A:Calindi Flamelord
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Rank S:Tahabata Pyrelord
A Guide for Tahabata Killing
September 7th 1 AM (September 6th 12 PM EST) - [막장] Team from Kidorun server scored the world first Tahabata kill.
[막장] Members
덤프트럭 - Templar
ShowTime -Gladiator
사탄 - Assassin
Unique - Assassin
슬이 - Cleric
두워프 - Chanter
Boss Abilities:
Abilities
Raging Strike - This is a 35m radius aoe attack that Tahabeta uses randomly at 5~10% health loss. 5000~7000 fire damage
Eruption of Strength - Starting at 55% health, Tahabeta will occasionally gain a buff that reflects 300% of all damage received while summoning several adds.
At 25~27% health, Tahabeta gains several more abilities.
Petrify Soul- renders everyone immobile within 15m radius of Tahabeta
Shatter Soul- inflicts double physical damage on a single petrified target (instant death)
Explosion of Rage - 20m radius aoe fear
Dragon's Breath - Tahabeta breaths fire while summoning 4 Dragoon adds
A lot of groups were able to reach 25%. A couple teams reached 5%.
This is because Tahabata uses Petrifiy->Shatter 2x ->Explosion of Rage x2 right before 25% while summoning 4 dragoons. He does this again right after 25%. Then at around 5%, he does Petrifiy->Shatter 2x->Raging Strike 2x along with yet another 4 adds. 5% combo is the point of wipe for almost all groups.
This basically means the group has 40 seconds after 24% mark to burn the boss down before it uses double raging strike.
General Strategy until 5% [Templar, Gladiator, Assassin, Assassin, Chanter, Cleric]
-All members must equip fire resistance gear
The Templar starts the fight by going in first to tank the first raging strike.
The Gladiator main tanks the boss, then one of the Assassins takes over at 80%. The Templar is not the main tank for this fight but he has an important role at the end.
Starting at 55%, everyone needs to watch out for Eruption of Strength to immediately stop attacking when it's casted as it may mean instant death for the assassins. Vent is strongly recommended. The adds spawned here uses fire attacks and cleric should be able to tank them just fine.
At around 27%, everyone except the assassin tanking moves away from the boss and waits for the first Petrify->Shatter combo.
When the first group of Dragoons spawn, Templar grabs them all and starts tanking them in a corner. The Templar must survive on its own for 90 seconds.
After the second combo attack after 25%, the Gladiator grabs the second group of adds and tanks them next to the boss while constantly applying debuffs on the boss to maximize dps for the Assassins.
The Assassins switch to max dps gear at 30%. It is up to them to dps Tahabeta down before the 3rd combo attack.
It is crucial that assassins avoids shatter->petrify combos with dodge skills.
What [막장] Team did:
-Templar tanks all of the Dragoons using [Mass Taunt] and [Mass Pull].
-Once Templar has 8+ Dragoons on it, Chanter uses [Curtain of Aether I] followed by [Tremor I] then Templar pops [Zikel's Shield-Asmo]/[Nezekan's Shield-Elyos]. While staying alive, the Templar must hold aggro on all of the adds.
-If Templar loses aggro, the Chanter grabs them before they can reach the Cleric. Templar has to take the adds back before [Curtain of Aether I] and [Tremor I] expires.
-Cleric saves its aoe heal for Raging strikes. If anyone does get caught in Petrify, Cleric immediately spams cleanse. The petrify debuff has 3 counters. Assassins dodges all pertify combos with their avoidance skills while the Glad runs out for every cast.
-Wipe after boss kill from 12 angry adds.
-Everyone in this team had 900 fire resistance. With the chanter popping fire resistance buff for each fire attack, they had total of 1000 fire resistance.
Bosses Drops
Anuhart Elite's Scale Sword
Attack : 151-185
Atk Speed : 1.4
Accuracy : 804
Physical Crit : 50
Parry : 736
Magical Accuracy : 260
Atk Speed +19%
Physical Crit +52
Accuracy +128
Anuhart Elite's Scale Shield
Block : 746
Damage Reduction : 45%
Atk Speed +19%
Physical Crit +52
Accuracy +128
Maximum HP +105
2 Pieces:(Sword+Shield)
Physical Attack +30
Maximum HP +211
Anuhart Scale Sword
Attack : 151-185
Atk Speed : 1.4
Accuracy : 804
Physical Crit : 50
Parry : 736
Magical Accuracy : 260
Maximum HP +264
Physical Attack +30
Accuracy +117
Anuhart Elite's Reversed-Scale Sword
Attack : 151-185
Atk Speed : 1.4
Accuracy : 804
Physical Crit : 50
Parry : 736
Magical Accuracy : 260
Physical Crit +52
Physical Attack +30
Parry +112
2 Pieces:(Sword*Sword)
Atk Speed +19%
Physical Crit +52
Anuhart Dirk Set
Anuhart Elite's Dagger
Attack : 138-154
Atk Speed : 1.2
Accuracy : 817
Physical Crit : 100
Parry : 705
Magical Accuracy : 265
Maximum HP +264
Physical Crit +30
Accuracy +117
Anuhart Elite's Dirk
Attack : 151-185
Atk Speed : 1.4
Accuracy : 804
Physical Crit : 50
Parry : 736
Magical Accuracy : 260
Atk Speed +19%
Physical Crit +52
Parry +112
2 Pieces:(Dagger*Dirk)
Physical Attack+60
Anuhart Warhammer Set
Anuhart Elite'sWarhammer
Attack : 144-216
Atk Speed : 1.5
Accuracy : 854
Physical Crit : 10
Parry : 736
Magical Accuracy : 340
Magic Boost : 720
Atk Speed +19%
Magical Accuracy +52
Magic Boost +66
Anuhart Elite's Scale Shield
Block : 746
Damage Reduction : 45%
Physical Def +69
Magic Resist +38
Enmity Boost -2.3%
Maximum HP +105
2 Pieces:(Warhamer+Shield)
Magic Boost +60
Maximum HP +211
Anuhart Elite's Spear
Attack:241 - 449
Accuracy:780
Physical Crit:50
Parry:793
Atk Speed +19%
Accuracy +117
Physical Crit +57
Maximum HP +264
Anuhart Elite's Greatsword
Attack:316 – 334
Accuracy:880
Physical Crit:10
Parry:833
Atk Speed +19%
Maximum HP +264
Physical Crit +52
Physical Attack +33
Anuhart Elite's Longbow
Attack: 226-307
Accuracy:830
Physical Crit:50
Atk Speed +19%
Maximum HP +264
Physical Crit +57
Accuracy +117
Anuhart Elite's Staff
Attack: 196 - 296
Accuracy: 880
Physical Crit:50
Parry:793
Magic Boost:780
Atk Speed +19%
Parry +102
Physical Crit +52
Physical Attack +33
Anuhart Elite's Tome
Attack: 189-210
Magic Crit:30
Magic Boost:740
Magic Accuracy:390
Maximum HP +264
Magic Boost +66
Magical Accuracy +52
Casting Speed +16%
Anuhart Elite's Jewel
Attack: 234-299
Magic Crit:30
Magic Boost:780
Magic Accuracy:350
Maximum HP +264
Magic Boost +72
Magical Accuracy +47
Casting Speed +16%
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