Quote from Yogurticecream;15211:
1. Where is the best place to go looking for the strange pass?
Easiest way is to fish one up from any water source of Emain Macha area. Fastest way is from Sahagin drops in Rundal Lower/Siren.
Quote from Yogurticecream;15211:
2. I've heard high-rank defence is a must. How much defence/protection do you need in order to be able to clear this dungeon effectively?
This is mainly for Black Ship Rats. These little buggers multi-aggro, run fast (since they're using the running mice animation), and have lvl 2 melee/ranged passive defenses. The Def/Prot recommendation is because each of the rats hit 30-60 dmg per hit, for a max of 3 hits in a combo. Mana Shield can be a substitute if you have the MP and potions to back it up. If you can, try using the tactic of charging Icebolts (r9+) after each Icebolt shot while avoiding other rats' aggro radius. Use pets if multi-aggro occurs.
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3. What other important skills must you have?
Windmill is fine for everything else. Sahagin Fighters might be too fast for Windmill if you lag badly though.
Quote from Yogurticecream;15211:
4. I want to know more about critical and Sirens. How much % must be listed in your character info window in order to get a good chance at Siren to drop masks?
You need at least 61% Critical rate to have a chance of landing a Critical on a Siren (30% Protection). At most, 90% Critical is recommended for the cap 30% Critical rate.
Easiest way is to upgrade a Bipennis for maximum upgrade. 160, 168, or 180 upgrade paths for Bipennis yields 65% Critical alone, which means already a 5% chance of landing a Critical Hit on a Siren. Though you would want 180 for the least amount of damage, for more chances to Smash the Siren.
Add Stiff/Lizard to the Bipennis and wear a Stiff Tail Cap, that would be 85%. The extra 5% needed for a 90% rate will come from your stats.
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5. I've been to a lot of Rundal Adv. parties in the past, but hardly to Rundal Lower, so I lack experience in this part. What tactics are suggested against Sahagins and Knolls?
Regular melee Sahagins share the AI as Shadow Fighters and light-armored Skeletons, meaning they sometimes will automatically attack the second they aggro, and they sometimes can also continuously attack the target instead of switching to skills. The rest of the time, they act like Goblin/Skeleton AIs. Occasionally, Rundal Lower Sahagins can Windmill (also rumors of N+Windmill, but never seen it).
Knolls, same AI as Ratmen. However, they take about an extra second to cancel Smash.
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6. How does adv. magic (specifically Thunder) fare in this dungeon?
Fairly well. You just need about... r9, I think, to start 1-2 shotting things with fully charged Thunder. It works well against Black Ship Rats.