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Space Pirate Nithiel wrote on 2013-08-08 18:54
This event sounds like a pain in the ass. Going to stick to my choice of not doing it.
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Blassreiter wrote on 2013-08-08 18:56
Really, the important skills to rank are Fireball (by extension Fire Mastery) for Mages and Shock for Alchemists. If you're a Giant you're better off in being a Gunslinger to Rank Stomp to at least 5 for faster load time to stall enemies.
Alchemists should use Shock whenever possible but always try to save it when the mage messes up. Even Rank F Flame Burst can effectively hold enemies in place so it's not too important to rank it. Shock hold priority since rank 1 calls for more duration and stun. A higher rank Flame Burst lasts longer and loads quicker but the idea is to hold as many enemies in place as much as possible to allow the mage to throw a Fireball out.
The reason why Fireball is better is because of Emerald Hyenas. They have Lv 2 Mana Deflector so Ice Spear and Thunder and even Flame Burst won't stun them in place effectively whereas Fireball will simply annihilate them. Stomp is essentially a better mobbing skill than Flame Burst because it's free AoE meaning you can use it even when there aren't enemies around, also Hyenas don't have Natural Shield so Stomp doesn't lose its effectiveness.
But the main idea is that every other class holds as much as enemies in place while the mages deliver the killing blow since Mages are essentially the strongest capable of OHKO.
Also make sure you have at least 10 Stamina potions, 15 MP potions per round if you're a Mage. Dont bother with HP Potions, Stamina Potions are more important since the enemies don't actively aggro you anyway you won't get hit a lot.
[S]It's not like a random party is going to listen to these advices.[/S]
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wildk wrote on 2013-08-08 19:10
Actually, shock isn't as effective as flame burst.
Quote from drezzt;1133288:
What do you recommend we do about the emerald hyenas and shriekers? Shock doesn't his the Shriekers, and hyenas have magic ping
Quote from wildk;1133411:
Which is why I recommended flame burst over shock. Shock mainly relies on stun duration to be effective, it may have longer stun at rank 1 but its discharge rate is still low.
Flame burst have a higher discharge rate, but much smaller area of effect. At round 5+, have the alchemists set up 2 barriers on each side of the base leaving only a small gap in the middle for both alchemists to switch flames. They are more effective as the last defense here. Don't bother using shock at all imo, focus on switching flames. Switching never fails if you do it properly.
The gunner is more effective as a stunner in round 5+ because of its load time and the occasional knockback effects. It is crutial that not to let either alchs or the gunner die in round 5+ because alchs are occupied with stalling and gunner is the only character that can move around quickly to escape explosions
As always, mage remain the main fighting force. If one has thunder, instead of using on those already in the room, use at the incoming ones in the tunnel. They have magic ping so they will keep charging towards you. It should execute by the time it reaches the main room.
Fireball the main room but only at monsters close to yourself. Fireball at any closer will effectively destroy the barriers and undermine the entire plan. Leave the clearing part to the gunner.
As always, good luck
At higher rounds and higher ranks, flame burst has more capability of holding emeralds back than shock does :3 shock is only good for round 4- round 5+ you should be spamming flame instead
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Kaeporo wrote on 2013-08-08 23:00
Quote from wildk;1133538:
Actually, shock isn't as effective as flame burst.
At higher rounds and higher ranks, flame burst has more capability of holding emeralds back than shock does :3 shock is only good for round 4- round 5+ you should be spamming flame instead
Shock is more important than Flame Burst. Shock has a similar load time and provides 30 seconds of supportive stun over a wider area of effect. Even if a large number of enemies deflect it in later waves, it's still very important to have active.
However, Flame Burst is also important and alchemists should get it to at least r4.
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wildk wrote on 2013-08-08 23:26
Quote from Kaeporo;1133609:
Even if a large number of enemies deflect it in later waves, it's still very important to have active.
o: what's the point though?
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Wasbewwi wrote on 2013-08-08 23:52
Is there a video demonstration of how a team does it?
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drezzt wrote on 2013-08-09 02:42
Actually curiously enough, I have two gunners on my team and i was the only mage, and we did really well until the violatile + hyenas. The gunners were able to aggro the hyenas and run around with aggro/ kill them while the others held all the other zombies in place. the only reason why we failed is because one of our alchs forgot to buy shock crystals so we weren't able to properly cycle through shock. I was trying to throw thunders, but 4 of my members died in the chain explosion following on of my 5 charge thunders on a large group of volatile zombies.
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Wasbewwi wrote on 2013-08-09 03:22
I've gotten to the end of round 7 today. Lots of fireball and thunder. The gunner was kind of useless. We did it with 4 people. So. Barrier spikes are really good. I'm not sure what the best skills to use vs. shriekers/dogs/liches are. Anyone have any tips for those three things?
I was thinking fireball for arch lich and ice spear for demi lich and I've never seen anyone kill master lich.
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Hexed wrote on 2013-08-09 04:40
Was actually able to get to the end round 8 [S]although in the process we went from 40 hp to 10[/S], but we got a master lich, and that was not a very fun experience. Anyone have any tips for taking down a master lich? I've never fought one before, so I have no clue. For the other liches, me and the other mage just kept firing off fireballs, while the party kept the lich away from us, but we didn't last 2 minutes against the master lich.
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Wasbewwi wrote on 2013-08-09 04:50
Quote from Hexed;1133712:
Was actually able to get to the end round 8 [S]although in the process we went from 40 hp to 10[/S], but we got a master lich, and that was not a very fun experience. Anyone have any tips for taking down a master lich? I've never fought one before, so I have no clue. For the other liches, me and the other mage just kept firing off fireballs, while the party kept the lich away from us, but we didn't last 2 minutes against the master lich.
Our team won with 39 hp. [S]It was the toughest thing of my life.[/S] It was really simple .. mainly because we had positioning lag on all the monsters so we were really lucky to complete it with such ease. To be honest, master lich is the worst of all liches. You can't really do anything. It chain casts lightning and spawns ghasts (which are so terrible to kill).
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wildk wrote on 2013-08-09 06:42
Quote from Hexed;1133712:
Was actually able to get to the end round 8 [S]although in the process we went from 40 hp to 10[/S], but we got a master lich, and that was not a very fun experience. Anyone have any tips for taking down a master lich? I've never fought one before, so I have no clue. For the other liches, me and the other mage just kept firing off fireballs, while the party kept the lich away from us, but we didn't last 2 minutes against the master lich.
For the liches, the important part is to seperate their summons from the team. You can kill it by normal means but
the easiest way is to use an elf.
Have an elf go up to the lich far at the end of the tunnel and use hide immediately when it aggros. It will spawn summons soon and slowly start waltzing towards your team. DO NOT AGGRO ANYTHING AT THIS POINT.
Simply wait for the lich to reach the main room. The spawns will stop shortly before the tunnel and afk there as long as nobody aggros them.
As for killing the lich itself, normal fireball thunder means + maybe debuff from fighter should do the job.
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Hexed wrote on 2013-08-09 07:09
Quote from wildk;1133742:
For the liches, the important part is to seperate their summons from the team. You can kill it by normal means but the easiest way is to use an elf.
Have an elf go up to the lich far at the end of the tunnel and use hide immediately when it aggros. It will spawn summons soon and slowly start waltzing towards your team. DO NOT AGGRO ANYTHING AT THIS POINT.
Simply wait for the lich to reach the main room. The spawns will stop shortly before the tunnel and afk there as long as nobody aggros them.
As for killing the lich itself, normal fireball thunder means + maybe debuff from fighter should do the job.
Ahhhhh. Yeah, we didn't have our elf do the luring, because she was the other mage, and we had assumed just have both of us with fireball already loaded before we lured the lich in. If I ever get to round 8 again, I'll keep that in mind.
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vayth wrote on 2013-08-09 11:12
Umm.. Any more tips against the volatile zombies? I must be doing it wrong since all three times doing the quest, the circle's HP went from 40+ to 10..
The explosion often kill some of us. We're 2 mage (1 rank thunder first and the other rank fireball first), 2 alch, and 1 gunner.
No giant.
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Blassreiter wrote on 2013-08-10 01:24
[video=youtube;zW2T5SJ0W7g]http://www.youtube.com/watch?v=zW2T5SJ0W7g[/video]
[S]Gonna add comments/annotations later. Saga ATM.[/S]
As you can see what the Gunslinger/Alchemists are doing is stall the enemies while the mages destroy the mob with Fireball. Fireball is much more recommended than Ice Spear, because Ice Spear loses effectiveness in later rounds because Emerald Hyenas and some Prison Zombies have Lv2 Mana Deflector making them unfreezable, and Thunder, although Thunder is strong had has distance it can only hit a maximum of 12 Enemies at Rank 1 while Fireball hits all. Also Fireball can effectively kill the Bosses. ([SIZE="4"]Note that in order to finish the 8th Round you must kill the final boss.[/SIZE] If the final boss is a Master Lich odds are you're screwed, otherwise what you can do is have your two mages charge FB, launch both at the same time to the Arc/Demi then everyone run back while the gunslinger/alchemists stall the Lich until the mages recharge another Fireball to land the killing blow.
Mages should, of course, get some potions first. Usually 10 MP Potions should last one round unless you're a Giant spamming Ice Spear which you shouldn't be using anyway. Ice Spear is fine for early levels, but it's recommended to not Rank Ice Spear, instead Rank Fireball as aforementioned. Mages should get Rank 1 Fireball ASAP, but watch for potion supply. Always make sure you have enough MP. After Fireball you can go for Fire Mastery for reduced MP usage and more damage (this is essential for dealing damage to the bosses although it's not really necessary, you can increase your MP instead but both can be done if your Gunslinger gives you their extra gold)
Gunslingers are the most worthless class in this Event. Why? Because their skills spread enemies apart and their damage is ridiculously low which doesn't make up for the spreading. Gunslingers would need to invest in a lot of gold into stats in order to deal high damage but then even after using gold for high int/str you wont have enough to rank your damn skills so you're weak regardless. Gunslingers should just use regular attack to either draw Zombies that got past the Alchemist or simply try to kill those zombies. Otherwise if you're a Giant like me (Giants should be the Gunslingers for the purpose of Ranking Stomp and do what I'm doing in the video) then Stomp away.
Alchemists should rank Shock up to 1 first for some cover AoE. Of course it loses effect on later rounds but it's still useful early and against regular zombies. Shock cannot stun Emerald Hyenas and cannot hit Emerald Shriekers. Be careful. Flame Burst doesn't really need to be ranked but get at least rank 4 for faster load time, any higher isn't really good. But anyway even the default rank can suffice so it's your jurisdiction to rank it or not.
Everyone should try to boost their HP, or +MP if Mage, for insurance against boss battles and Volatiles. Basically clump up as much enemies as possible for the Mages to destroy.
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wildk wrote on 2013-08-10 06:09
Quote from vayth;1133826:
Umm.. Any more tips against the volatile zombies? I must be doing it wrong since all three times doing the quest, the circle's HP went from 40+ to 10..
The explosion often kill some of us. We're 2 mage (1 rank thunder first and the other rank fireball first), 2 alch, and 1 gunner.
No giant.
A good method was to rely on alchemists to spam life drain then get exploded upon and repeat more life drain, although this method is rather slow. Anyone have any better ideas?
I put your post up in the guide, blass :D
Edit: Lullaby is an interesting idea, I haven't tested it out myself yet. Anyone care to rank and try?