luni, 31 mai 2010

Full Steel Rake Guide, Instance, Bosses, Epic Repetable Quests And StrategiesQuests



Full Steel Rake Guide, Instance, Bosses, Epic Repetable Quests And Strategies


After the Cataclysm, the Abyss formed and everything changed. Within that vastness, some Shugos became more aggressive-- warriors rather than merchants. They call themselves Shulacks. A particularly fierce band of Shulacks formed the Steel Rake Pirates and call the pirate ship Steel Rake home. Enjoy new adventures in this instance with a rescue operation, espionage, and more!
This is a party instance where up to six people in the group can enter at a time, every six hours.


Steel Rake has some access quests:



1. Suspicious Shugo
- Find Roikinerk and investigate who he is.

- Roikinerk appears in three different areas in Heiron: Along the road from the south end of Black Tears Swamp to Patema Ruins, the road through Orton Farm into Medeus Manor East, and the road in the very northwest corner of the zone west of Lepharist Research Center. His route and times appear to be random.



o 7am - 3pm he will be at the spawn point south of the Decayed Grove

o 3pm - 11pm he will be at the spawn point in the Lepharist Research Centre

o 11pm - 7am he will be at the spawn point to the east of Orton's Farm (I suspect this is actually on the other side of the mountains to ortins farm, close the shugo campsite)

After talking to Roikinerk you're get another quest:

2. Price of Goodwill

Roikinerk will teleport you into the brig inside Steel Rake. Talk to Haorunerk, then click on the backpack in the corner to get the teleport scroll to get you to Black Cloud Island!
*TIP-[Don’t Forget to talk to Jielinlinerk for a future quest: [Group]For the Black Cloud Traders]
After you talk to Garkbinerk just travel to Sanctum and talk to Koruminerk to finish.





Steel Rake Quests



In Steel Rake there are 4 repeatable quests that give you in the end orange armor: Shoulders, Head and Gloves.

You will need to get some prequests done before you can take the repeatable ones.



I. [Group]For the Black Cloud Traders
Prequest for [Group] Hairpin Ahoy! - lvl 40 required
You take it from Npc Jielinlinerk on the
Black Cloud Island in Reshanta




II. [Group] Snow Blessing
Prequest for [Group] A Promise to a Customer - lvl 40 required
- Starting Npc Mikurunrunerk on the Outer Dock in Sanctum
- You just have to talk with one Npc on the Black Cloud Island in Reshanta and then back to Sanctum.



III. [Group]Bring Back the Booty
Prequest for [Group]The Pirate's Pouch and [Group]Plunder the Pirates, lvl43 required
Starting Npc - Lukania in Hall of Prosperity, Sanctum once you have reached at least level 43.



1. [Group]Hairpin Ahoy!

Required lvl 40

Starting Npc - Koruchinerk in Outer Dock in Sanctum

Repeatable quest - 30 times

Last rewards:

Koruchinerk's Cap


Koruchinerk's Chain Cowl


Koruchinerk's Mask


Koruchinerk's Chaperon



2. [Group]A Promise to a Customer

Required lvl 40
Starting Npc - Ludina in Dionysia Tavern in Sanctum
Repeatable quest - 30 times
Last rewards:

Steel Beard Pirate's Pauldrons


Steel Beard Pirate's Leather Pauldrons


Steel Beard Pirate's Chain Pauldrons


Steel Beard Pirate's Plate Pauldrons


3. [Group]The Manduri Imperative

Required lvl 40
Starting Npc - Peperinrinerk in Outer Dock in Sanctum
You need to kill the Tamer of Golden Eye Mantutu boss



4. [Group]The Pirates Log

Required lvl 40
Starting Npc - Mikarinerk in Dionysia Tavern in Sanctum



5. [Group]Shameless Peperinrinerk

Required lvl 40
You receive this quest from the same Npc you'll turn in The Manduri Imperative



6. [Group] Rescue Haorunerk
Required lvl 43
Carry out Haorunerk's final mission., kill Warden Tantaka and Engineer Lahulahu


7. [Group]Steel Rake Spy

Required lvl 43
*Deliver the documents to Rabinerk, a spy on the Steel Rake, he is located in the room right after the final boss in lower.



8. [Group] The Missing Cube

Required lvl 43
*When u find Sidrunerk, update and escape him to the door in the left side hole(1 person for whole group need), invisible mobs will appear, 1st time two and 2nd time three.If u have SM use fear on them or kill one by one.



9. [Group]The Pirate's Pouch

Required lvl 44
Starting Npc – Koruchinerk
Repeatable quest - 30 times
Last rewards:

Steel Beard Pirate's Plate Gauntlets



10. [Group]Plunder the Pirates

Required lvl 43
Starting Npc – Mikurunrunerk
Repeatable quest - 30 times
Last rewards:
One of these Blue weapons



Boss, Tips, Triks And Strategies


You can exit and re-enter by clicking on the anchor for up to 5 hours from your initial entry without worry, but after 5 hours if you need to leave (for a turn-in, for instance) be sure to leave at least one player inside to hold the instance open.
Also, treasure keys obtained in the instance are "notkeep-able". If the player holding them exits the zone they vanish, so be sure any keys are held by someone that does not need to leave the ship for turn-ins. Most, if not all, door keys are "keep-able".
The treasure keys should not be confused with the door keys, which drop from most named mobs in the zone and are required to progress.These do NOT vanish if you zone. This is very important, as it is wise to get the key from the Engineer once, then do NOT unlock the steam tunnel to the Upper Deck. Instead, exit and save this key. In this way, ever after, you can easy-mode the Engineer by pulling him into the Steam Tunnel!

The Airship is divided into three decks, Middle Deck, Lower Deck, and Upper Deck. Your point of entry is the Stern of the Middle Deck.

 
Middle Deck
 


The middle deck only has a couple of bosses (and a rare spawn you'll probably never see) and the amount of trash between each one doesn't exactly make this deck worth doing more than a few times for quests. Also, there isn't much variety with the mobs within the ship; you'll see the same few types the entire time. But, personally, pirate rodents never really get old, especially with those mustaches they sport so finely.

The two main bosses you'll face aboard the middle level are a little more involved than any previous bosses you've probably run across in the game.

Madame Bovariki


The first of which being Madame Bovariki. This rotund beauty will be found hiding behind a bar in a large room with a catwalk circling above. The fight isn't too complicated, but there are a couple things to note. *Firstly, she casts an area of effect daze that can either be ranged or line of sighted.
*This ability makes the fight troublesome for any melee classes you've brought along.
*Though ranged can easily avoid it.
*If you throw yourself at Bovariki ill prepared then the daze can really cause some issues.
*Since the tank can be dazed out of line of sight, healers should really be on their toes so they can slip in with any quick heals.
*The real fun begins at 50% though, when Madame Bovariki summons a level 50 cat to assist her. The beast of a kitty can't be crowd controlled or slowed and on top of that she hits like a truck. You can try to have someone offtank it or have the tank hold both, but in all likelihood the kitty will just run around and eat things.
Since the few things she drops aren't that great, normally I'd recommend skipping annoying bosses like this.

 But Aion Mid-Deck Steel Rake has another trick up its wooden sleeve. To progress through the instance you need to kill specific key bearing mobs, of which our rotund friend is one of. For almost every other key holder, this is of little consequence since they're little more than minibosses worth a little more experience. Madame Bovariki, however, is an exception to this rule. She's a road block in every sense.

Once you've overcome that hurdle, it's not far until the next one. This hurdle, however, is not in the form of a boss. As you make your way to the end of the catwalk above Bovariki, you will find a nice little platforming death trap. Calling it a death trap is probably a little hyperbolic, but you'd be surprised how many people miss a jump and tumble to their untimely demise at the hands of the mobs below.


There's one final challenge before the main boss. As you make your way further into the instance up and down some ramps you'll come to an area that triggers a short timer. When this timer begins, you must hurry into the next room where a chest can be found with a key inside of it that will open a treasure chest at the end of the instance once the main boss has been slain.

Now that your group has stumbled their way past the jumps (or cleared it with ease if you have half a brain and breathe through your nose rather than your mouth), there's only about 20 minutes of trash until you get to the last boss, which is a giant Manduri.


Golden Eye Mantutu
The monkey boss is a relatively simple fight, the key to success is correct and swift operation of the levers that remove buffs from the boss. At this time I am only aware of one strategy for the fight, others may exist, very over leveled groups (49+) may even choose to ignore the "food" buff as the tank will be sufficiently robust, and Cleric heals large enough to overcome the monkey's increased damage.
On thing to note, there is another mob in the room with the monkey, his trainer, this mob is non aggro unless attacked, and throughout the fight will announce the monkeys buffs. If he is killed the group will have to rely on looking at the monkey's buffs to determine which levers need activating.

During the fight levers will appear around the room, food levers on the right of the room as you enter, water levers on the left of the room. Throughout the fight the monkey will gain Thirsty and Hungry buffs activating the appropriate lever will remove the buff from the monkey. It takes 3 players to activate one lever, and this role is best assigned to ranged DPS, the tank and healer will probably be too busy to help activate levers, and melee will be slowed, impairing their ability to get to the lever in time. It is of course possible for melee to help on levers in melee heavy groups, and when the levers appear near the monkey the may be closer than ranged.
Activating levers takes priority over DPS and must be attended to immediately, the monkey can 2-shot some tanks while hungry.

Monkey abilities:
"Hunger" A buff that significantly increases the monkeys damage, on a level 40 tank he will easily hit the tank for 40% HP. This will be announced by the the trainer as as "he wants something delicious". This is removed by activating a Food Device Lever.

"Thirsty" A buff that places a protective shield on the monkey reducing damage of all attacks against him to one. This will be announced by the the trainer as as "he wants something refreshing". This is removed by activating a Water Device Lever.
Frontal cone area attack, the monkey needs to be tanked facing away from the group and players should avoid moving in front of the monkey, he uses this attack throughout the fight.
*AoE fear, a close range fear (15 meters or so) that lasts about five seconds, only cast later on in the fight.
*AoE damage/knockdown, this only occurs infrequently after 50% HP
*Positioning:- The tank should engage the monkey by running through him, until the tank is against the back wall of the room, this will prevent the tank moving out of range of healing when feared, and face the monkey away from the party. The cleric should stand in the middle of the room at maximum heal range from the tank. Melee should stand behind the monkey and ranged towards the middle of the room.

I found it useful to put a red or blue brand on a reliable ranged lever operator, this marked player should keep an eye out for the positions where the levers appear and keep a eye on the trainers emotes/monkey buffs to determine which lever to move to. This will make it easier for the other lever operators to see where to go to, improving reaction times and reducing confusion
It is possible for the monkey to have both Food and Water buffs at the same time, food should always be dealt with before water, the food buff will kill your tank, while the water buff will just make the fight take longer.

Healing method:
Healing is fairly simple in this fight, just make sure the tank is kept topped up, save fast heals for dealing with spike damage if the lever operators are a bit slow. If the monkey buff is up for a long time it is almost impossible to out heal the damage if you are not high level.
Keep an eye out for the AOE damage towards the end of the fight and use Healing Wind as required.
None of the debuffs cast on your party are dispellable, so don't bother attempting dispels.

The middle level of Aion Steel Rake is really only the beginning, the second half of the instance is far superior to the first--there are more bosses and less trash between them. Chances are the lower and upper levels are the ones that will keep you coming back to Steel Rake if not just for your advanced stigma quest a level 45.

Lower Deck


The lower deck begins unspectacularly enough; once you've clicked the elevator switch you find yourself teleported somewhere below deck in a hole. You won't have to wait long for your first chance at a rare spawn. In the center of one of the first rooms is a Genie's Cauldron where a Freed Genie can be floating around in circles.



Beyond that, this level of Steel Rake Aion doesn't provide much excitement for a while with the exception of a few key mobs, which are little more than trash mobs. After a pretty hefty chunk of trash clearing, you'll finally come to the prison area, a large room with a lot of happenings. If you take the time to investigate each of the cells in the area you will find quest mobs, captured prisoners worth decent AP, treasure chests and a beautiful damsel in distress.

 There are three mobs of interest in this area, the first being the Warden. He's basically just a tank 'n spank with a couple of Tog adds that are of little consequence. The other is Timid Alakin, a simple key keeper. He's important though because he holds the key to the Big Brig Cell in the center. The brig contains a random spawn, it can range between a worthless normal monster to a hero.

Once you clear the brig, the next stop is Engineer Lahulahu,
 
 
who sits, after a fair bit of trash, at the end of this leg of the Aion Steel Rake Instance. This battle, though long, is all about positioning; it takes place in a large room with many valves that spout noxious gasses, they may want to be avoided. If you're not careful you'll find yourself obliterated by the gas, since they stack and if you're standing too close to too many spouts, you'll be vaporized.
The best way to counteract this pain and suffering is for the tank to position itself in the corner, between the wall and the glowing broiler. The rest of the group positions themselves across from the engineer and tank at the next closest broiler.
 
 Because of the AoE damage from both the room and the boss, melee DPS has to be very careful with the engineer or they will meet a most untimely demise only to be resurrected multiple times and meet that untimely demise again and again. We normally just have them stay out and use their bows.
 
Engineer abilities:


"Iron fist":- deals approx 2k damage to your tank and is always followed by "Iron Leg kick" deals approx 3k damage to all in 15 meters and knocks them down, it is essential that your healers are outside of this range or the knockdown will interrupt healing, causing a wipe. This ability will be a test of your melee's movement abilities, your healer cannot take much time out from healing the tank, and a melee who fails to move away once he sees Iron Fist, will most likely die from accumulated damage, if the healer switches to heal the melee individually, a wipe is a high possibility due to spike damage killing tank.
"Activate Steam Vent" is an occasional AoE causing 3000 damage, melee need to have heal serums ready for this, and should go and wait with ranged for AOE healing after vent if the healer can't bring them back to full HP.

"Pincer" the tank will be lifted into the air by the boss, causing damage and incapacitating the tank for a short while (tank must use Steel Wall Defense )
Periodically the vents on the floor will release pink gas, a few seconds after the gas is released, damage will be dealt to all in 12.5 meters range of the vent by a short duration DoT. Initial damage 500 HP per tick, <25% damage 1000 HP per tick.
Later on in the fight 75%/50%/25% the damage from the vents will increase, and the frequency of vents will increase. It is strongly recommended that DP skills/long CD skills are saved for the last 25% to burn down the boss ASAP before your healer becomes overwhelmed with damage.

At various points in the fight the boss will run off and turn on valves positioned on the columns around the room, do not chase the boss, he will return to the tank once he has turned the valve on.

Once you've vanquished your foe, the nearby door can be opened which leads to a large anchor that can be clicked on in order to port up.

Upper Deck


If you look around you'll notice just how open this area is and how there are mobs covering the entire thing. Your primarily goal going into this part of the instance is to track down a pair of pirates that can spawn in two different locations, the first of which being just off to the left of where you emerged from.
 The second is across the deck on the far side; this one is obviously the longer of the two to clear to. Regardless of where they end up spawning, a decent chunk of the mobs on the main deck need to be killed in order to secure the area. Once you've figured out where the two named pirates are, you can mosey on over and pull them together, while keeping one of them controlled. They die easily enough and you can loot a flint off them.


As expected, this flint is used to light something; and that something just happens to be the nearby cannon. Just as expected, the cannon is used to obliterate the large cluster of mobs that have been looming ominously at the base of the large stairs. Be on your toes though, the obliteration of said mobs triggers a small little boss, Chief Mate Menekiki


to spawn. His threat radius is ginormous, so if you're anywhere near the stairs he'll probably already be headed in your direction, little monkey pal in tow. Fret not, though, he poses little threat, so just whack him, grab his key, and continue on.

Up the stars and next to the entrance to this area is the door that leads into the next room. Once you've opened it and peered down the stairs, be on the lookout for raiders that are lying in stealth waiting to pounce you like a cougar. In the center of this room is a ramp that leads down into yet another room. This entire small section takes only a small amount of time and you should be able to weave through many of the mobs without aggravating them. Before long, you will find yourself at a doorway leading to the next boss,
Chief GunnerKoakoa


This is a fairly easy fight, but if you don't have any idea of what's to come, chances are you will die pretty quickly when the time comes. Firstly though, upon entering the room--don't move, there are spawns to the left and right and since you are temporarily invisible after teleporting, they aren't much of an issue... unless you move. As for the boss, occasionally he will spawn dozens of bombs all around the room, colossal ones and tiny ones. As their names imply, the colossal ones will cause more damage than a few missing toes. The tiny ones still hurt, but won't blow your face off like the others, but if you do happen to be caught by two tiny bombs--it's lights out as they hit for 3500 damage I believe. The bombs can be targeted and attacked and the tiny ones drop fast. The strategy I've always used for this fight is for the group to stand at the entrance of the room and when Koakoa does his bomb thing one person chooses a tiny bomb for everyone to stand on and destroy while avoiding all other bombs. This chosen bomb is normally one just to the left or the right of the boss, who is invulnerable to attacks during this time. Because of the nature of the fight, it can be a little on the longer side as Koakoa is invulnerable for much of the battle. Assuming that none of your group members are bomb-huggers, the fight should go off without a hitch, though.

Once Koakoa has been dealt with, you can exit this room and proceed further. There is a second clickable cannon up the hallway to the right. You now have two options on how to go about getting to this cannon. The first and safest of which is to clear the area, which is simple enough. The second and more haphazard but ultimately more fun method is to make a mad rush for the cannon and to click it, launching you and your friends across the deck to the next area before any of the mobs can figure out what the hell just happened.

Once everyone has flown their way across the deck and after clearing a marginal amount of trash, the final boss of the instance awaits, Brass-Eye Grogget


It is believed by many that Grogget is practically impossible to kill in his current state for anyone other than a group of decently geared 50s. And at 50, I don't see many people, present company included, who would be interested in Aion Steel Rake. Basically though, this is an add fight and an AoE damage fight. Grogget will frequently spawn groups of elite adds with increasing difficulty. Right now, those adds will overwhelm you rather quickly. But I assume once his difficulty has been scaled back the fight will be tough but nothing insurmountable as it is now.
For now though, most groups just end a run after Koakoa has been killed.

Steel Rake is easily the most visually impressive instance in the game, but its length will probably cause that to grow old after only a few runs. The advanced stigma quest will keep you returning for a while to attain a semi-rare quest drop from a few of the later bosses. Ultimately, though, Steel Rake is an epic and long instance that if done from beginning to end would take the better part of a day; but is divided in a way that that's hardly necessary

2 comentarii:

  1. Damn You Grogget...no drop, again!

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  2. Aion Mid-Deck Steel Rake has another trick up its wooden sleeve. To progress through the instance you need to kill specific key bearing mobs, of which our rotund friend is one of Aion Kinah . For almost every other key holder

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