Saturday, April 6, 2013

General Instance Info - Mystic Altar to RT, and GCHM (repeat of an old post of mine)

Word of Warning - These are old guides from an old post. Some things might have changed in the tactics since then especially in gchm. Otherwise, should be a good general guide of what you need to do be able to run the instances.

Also if you're planning to read this, it might be better to copy and paste the entire post into Microsoft Word.  I had to manually add the paragraph spaces, so it looks weird in blog. __________________________________________________________________________________________ So I've heard alot of people complaining they don't know how to run instances or what the requirements for instances are, so I will be answering the second question. What requirements should you meet to effectively run an instance:

This first guide is Mystic Altar to Raksha Temple:
http://www.rompros.com/rom-guides/1984-guide-instance-required-level-listings.html

This next one is for Grafu Castle:

http://rom-unity.guildlaunch.com/forums/viewtopic.php?t=8064981

Hope you find these helpful :)

(This is a posting of the content from the sites linked above. Posting just in case the requirement sites get shut down.)

This is:
http://www.rompros.com/rom-guides/1984-guide-instance-required-level-listings.html

Just found this and thought it was great!! I wanted to share because I think alot of people should see this.

Instance abbreviations
MA – Mystic Altar
Clops - Cyclops
Lair Kalin's - Kalin Shrine
TT- Treasure Trove
HoTO - Heart of the Ocean
Origin - The Origin
HoS – Hall of Survivors
ZS - Zurhidon Stronghold
LODD - Lair of the Demon Dragon
DL -Hall of the Demon Lord
DOD – Dungeon of Dalanis
WA - Warnorken Arena
RT - Raksha Temple

Here are a list of the instances, and what the req's are.
MA or under - quest gear will be fine.

Clops - 4-6k hp min, blue weapons will do.

Kalin's - 6-8(10?)k hp will do fine.

HoTO - big jump here, but even still, statted in whites with 35, 30, and 40 greens, your group should do fine. 10-15k hp for dps/heals, 15-20k for tanks. mages do especially well in this instance.

Origin - like HoTO, with the only exception being the razor lurker fight. Do it often, and with the strategy, you should be able to clear it with a flurry of yellow VII from HoTO(or by current means, mementos in Dalanis, which are easily obtained.) The other option is to burn through the fight, but tanks should have 40k+ hp at that point. Mages do especially well in this instance HoS - big jump, group should have at the very minimum 15-20k hp, with tanks having 30 or 35k+ for a "safe" group setup. You should have a majority being purple gear by this point. Mages do especially well in this instance. Note; this is where the group has to start to learn to pull strategically, and not with the tank aggro'ing the room.

ZS - a smidge harder than HoS; but upping everyones' hp by around 10k (20-25 for dps/heals, 40-45 for tanks) it should be clearable. Nothing under purple(accessories, meh) and no greens. Note; dont underestimate the mobs.

LODD - one boss, not long, but needed to kill Sirloth, the 4th boss of DL.

DL - well, you can see where the pattern leads; 40-55k hp, 25-30k for dps/heals. DOD - everyone must have at least 20k hp for first boss. Normally, you farm the first boss; 35-40k hp tank, 20k+ dps/heals.

WA - another gear check instance, tanks must have at least 65k+ hp, 80k+ pdef, and 10-15k patk. Not sure about dps, but 30+ should do fine.

RT - Tanks minimum 60k hp unbuffed, 100k pdef, 20k patk. DPS minimum 35k hp (i recommend 40k), 30k+ patk/matk, level 60 for whole party. More or less, the general ideology is, well if your group is able to clear one instance, by theoretic means, they -should- be able to clear the one diretly over it. If they can't, then using a few upgrades here and there from what you can kill, will allow you to do so. ie: if you can clear hoto, and Life Leecher(first boss Origin) but not razor lurker+, then farm LL for a bit, use the gear and upgrades from that, and go from there.

Clops - Dragonfang ridge. Attunment: Yes (quest chain)

Kalin's - Dust Devil Canyon. Attunment: No TT - Ravenfell. Attunment: Yes (quest chain)

HoTO - Weeping Coast. Attunment: Yes (quest chain)

Origin - Aslan Valley, in the Jade Forest. Attunement: No

HoS - Silverspring. Attunment: No

ZS - Autoulia Volcano. Attunment: Yes (Kill Sharleedah)

DL - Autoulia Volcano. Attunment: Yes (clear ZS)

DoD - Thunderhoof Hills. Attunment: No

WA - Southern Janaost Forest. Attunment: No

RT - Northern Janost Forest, Requires Angren quest chain (or teleport runes)

As far as group setups go,
Clops - Tank, Haler, 4 dps.
Kalin`s - Tank, Healer, 4 dps. TT - Tank, Healer, 4 dps.
HoTO - Used to be that you needed two healers, but with a group heal of over 10k, it should be, Tank, Healer, Mage, 3 dps. If not, then, Tank, Healer, Healer, Mage, and 2 dps.
Origin - Tank, Healer, Mage. 3 dps.
HoS - Tank, 2 Mages, 2 Healers, 7 dps.
ZS - Tank, 2 Mages, 2 Healers, 7 dps.
DL - Tank, 2 Mages, 2 Healers, 7 dps.
DoD - Tank, Healer, 4 dps. Alternatly, Tank, 2 Healers, 3 dps.
WA - Tank, Healer, 4 dps. Alternatly again, Tank 2 Healers, 3 dps.
RT - 1 Tank, 3 DPS, 1 Healer, 1 Mage or 1 Tank, 4 DPS, 1 Healer. (2 Healers Recommended to ease the healing difficulty of bosses)

Note; These numbers are based on a -normal- group, following the thoery in my last post. Of course if you`re overgeared, these values are less. I`ve 5-manned ZS, solo`d Clops, and duo`d DoD first boss farms with a scout. I`m a Knight lol.

Mana/Matk/Patk/Wep Tier.
MA - quest gear will be fine in all four areas.

Clops - 3-8k, 2-4k, 2-5k tier 5 and 6 are fine. Statted in dirty 3-stat green X and XI will let you excel here.

Kalin's - 5-7k, 3.5k, 3-6k, tier 5 and 6(7?) are fine. again, dirty-statted greens will get you in here. White/green gear stops here.

IDK - 6-8k, 4k, 3-6k, t7(6?) are fine. Puri-statted greens with VI yellows will do nicely.

TT - See above. HoTO - 9-11k, 4k, 5k, t7 purple.

Origin - 9-11k, 5-6k, 6-7k, t7 purple. (yellows from HoTO to get here)

HoS - 16-18k, 9-10k, 9-10k, t7(8?) purple. (must be puri-statted in yellows)

LODD - 16-20k, 10-12k, 10-12k, t7.

ZS - 18+, 10-15k, 10-15k, t7-8.

DL - 18+, 12-17k, 12-17k, t8. DoD - 16+, 15-20k, 15-20k, t7-8.

WA - 20+ 20k+, 20k+, t8(9)

RT - 30-40k, 25-30, 30-45, t8(9) Hope this info will help you and your group. -Cheers,

This one is:
http://rom-unity.guildlaunch.com/forums/viewtopic.php?t=8064981

Grafu Castle Hard Level Requirements:
65+ Bosses: 7 Raidable instance(12-man)

Minimum requirements (unbuffed):
Tank: 120k hp 180k pdef, good aggro
DDs: 50k Patt/Matt, RT dia T10 +16 weap, 60k HP
Priest: 100k+ GH, 80k HP
Druid: good heal, 60k HP
Reccomended party 1 Tank, 1 high-hp DD (130k+ buffed), 6 DDs, 3P, 1D

I. Trashmobs
There are quite a few different types of mobs, some of them quite deadly for the party. Pay attention when aggroing patrols.
Castle clown - small mob that stuns and does very short range aoe. Mdam immunity food or skills (leopard, HA, shield of truth) work against their stun. Everyone, especially tank, should use this before aggroing large groups.
Armors (Steel Soldier)- dangerous mobs with quite high (100k+ hits on non-/k) close range "Whirlwind" AOE.
Manipulated Steel Soldier- Either have the tank keep them away from party or assign 2 players to interrupt their "Whirlwind" skill.
Cursed Steel Soldier- you can't interrupt these It's highly advisable for melee to always keep an eye on them if they want to avoid countless runs to repair NPC during the run.
 Jumping Clowns - Just watch out for their skill - Heavy Shielding. Have someone interrupt it or go away, it's 1hit AOE.
Brown Bears - Small bears that give fear. Have the tank Charge on them and the rogues SP in order to avoid getting feared.
Purple Bears - Bigger bears that can't be CCd. Kill them fast to avoid trouble. Conjurer Apprentice - Treat them as 1st priority kill. Easy to kill but after some time they put a party member in a hat. When the hat is gone, it will do high-dmg medium range AOE that usually means wipe. Better to kill before this happens.

II.Bosses

1. Cayus
This boss has two skills:
1. Juggler's Trick - close range AOE, high damage
 2. What About That... - long cast. After it you enter colors phase:
 - Every party member gets a colored debuff and has 8sec time limit to click a box. You can check your debuff in 2 ways: in the debuff interface or easier by reading the yellow text on the screen.
- At the end of the cast you'll get either fear or slowed down. Position yourself close to the middle and use "/kneel" macro if you get fear. Debuffs are: Purple Terror - you must click the box on the purple square Still Dusk - you must click the box on the red square Indigo Melancholy - you must click the box on the green square -Clicking the box deals 55k dmg.
 -Boss does a non-cast frontal AOE when the debuff runs out and after it will start casting Juggler's Trick. Good to know:
 - It's almost impossible to click boxes if boss or pets or players are on them. remove pets at first "What about that..." cast
- use speed title/maid potion if you have

2. Ardmond + Isaac
Both bosses should be killed at same time and tanked separately.

1.If Isaac is killed first Aardmond enters rage, and does high hits.

2.If Ardmond is killed first Isaac does random charges on party members. Popular tactic is burning down Isaac first then Armond. When tanking Armond enraged, the tank must avoid his AOE [Feral Attack] or it's high chance he dies. It's best for tank to use Holy Shield when Isaac is almost dead.

3. Boro Boro Brothers
Easy Tactic: The main thing you must know is
- If you see your name with yellow on screen, run away from the rest. Some players will get imprisoned in stoned, kill stones when you see them.

 Full Tactic: In this fight, this boss talks a lot. You must pay attention at what he says, and read the yellow text on the screen. He'll say the name of that player and what he'll do to him:
 1. , try out being imprisoned hehehe. At the end of "Iron Maiden Imprisonment" he traps in an 1M hp stone. You must kill the stone so he survives.
2. , let the rapture of pain course through your being. He says that then starts casting "Acupuncture Torment". At the end of the cast, will do a 90% MAX HP AOE + 4% HP dot. Him and everyone close is in danger of dying. Pop-up a phirius pot not to die, or ask priests to use SS or time the GH to hit just after the cast ends. Best is that player runs away from the party so only him will get hit.
3. You think you can escape, ? Aggro buff.
4. Conjurer Chapeaunoir + You'll see some rabbits, catching them will summon the boss.

a) Hats
This boss will randomly put 1-3 party members in hats depending on how big the party is (4-12). If you get teleported and find yourself in a small room search for a rabbit. Kill the rabbit. It will absorb damage at start, you keep shooting until it's dead then inform the party. - failing to kill the rabbit and clicking hat - you'll get out of the hat with one of these debuffs: rabbit, squirrel or flower.
All close to you will catch this debuff and usually ends up in wipe. It can be cleaned. - killing the rabbit and failing to click the hat - you'll get out of the hat and do 80% HP medium range AOE dmg Three people will get big and have their HP/damage lowered. If you're big, you can click the hats. Wait until the person inside kills the rabbit, then go click the hat to free him.

If there's more than one person in hats, you can click on his name in raid interface and you'll have his hat selected.
b) Boss skills Conjure Energy - high dmg low range AOE Conjure Skill - frontal AOE Shuffle Deck - Aggro reset. - stop DD and let tank take back aggro. Since last patch the boss casts this skill then 1s later dissapears and spawns again. Tank wait for him to respawn before taking aggro. Good to know: As tank, keep the boss not facing the party, away from hats and from ranged DD/healers. Keep whirlwind shield available for Shuffle Deck. For more than 4 people some form of teamspeak is NEEDED.

The Road To Barkud
After 4th boss, everyone gather at the entrance to next room, but don't enter.
Do a countdown, and enter at the same time. You'll see a door closing behind.

The mobs.
Inside there are several types of mobs. You can only kill the bears, others will keep reviving until you do a trick to be able to pass this room.

Keep the bears CCd and kill them fast, to avoid unnecessary deaths. Have the tank aggro and kite the other mobs. Opening the door.

You will see several boxes scattered around the room and a torch on the left side. Your aim is to build a stair with these boxes to reach that torch. To pick-up a box, go really close to it and click it. You'll get it in your inventory. To place it, just right -click on it.

There is an NPC? on the opposite side of the room from where you enter. Have a player go talk? to it, he'll get a [Long Stick].

Have this player climb the stair you built and click on the torch. He'll get a flame buff for few seconds. There are several (4) green mobs around the room, he has to run to them and use them. They turn into zombies, you must kill and you get either a rusty or a gold key . Repeat this until you get the gold key. Use the gold key to open the doors, kill the mobs and you're through.

5. Larvanger Barkud + Before being able to attack the boss, you'll have to kill 8 waves of mobs. They can only be killed with tactics.
Mobs phase
As you enter you'll see a big room with 4 pillars on the side, and tables full of food. Some items on these tables will kill the mobs.

Use them in this order:
1. meat: placed it on the ground to aggro the mobs. Place only one at a time, in the middle of the room.
2. wine: cast on mobs to make them vulnerable to fire.
3. candle: cast it on mobs to set them on fire. If they have wine debuff, they will eventually die.
2a. soup: can be cast on mobs to lower their defence. Useful in theory if you can't kill the mobs using wine/candle or you can't find them. Mobs with soup on them get full damage from attacks, but they also have 3M hp and 2-hit tank if there's no meat on the ground. Have your party hide themselves behind these pillars, half on left and half on right.

-Assign 2 people as runners
- one on left, and one on right. They'll stay in the middle of the room on flanks. When mobs spawn, they'll aggro them. Have them run in "0"s with mobs after, until meat is placed.
-Assign one player to place meat. His job is to take a meat after each wave spawns and place it in the centre of the room.
-Assign one player on wine. He must cast wine on mobs after they gathered on meat.
-Assign one player on candles. After mobs have wine on them, he must cast candles.
-Tell the others to take soups in order to make room for the other 3 required items to spawn. Repeat this wave after wave.

Good to know:
- it's best to put tank and some high hp/pdef priest as runners, so they can survive one hit. -
 runner must use speed title and preferably speed maid potion.
- it's better to have a backup for every person doing the tactic.

Boss phase
After the 8 waves are done, and some time while he has his speech, the boss attacks. Tactic is simple, only skill you have to watch out is "Throw Poison". Have your party stay in a line and run in same direction one second after the cast is finished. Any mdam immunity skill/serenstum will give you enough time to comfortably move away from poison. His other skill is a debuff that kills if not cleaned. The boss sais "Pain is merely a process, [Player Name]" after he casts his debuff. You have 6 seconds to clean it, and it can only be cleaned by druid.

6. Herl Grafu
Easy boss. Has a buff that regens him and increases level every 2s. After 25-30s it's almost impossible to kill him. Have 2 players check on left and right side of the room and tell you if they find a puppet. Tell the tank to take the boss to the puppet and the DD to click it when the boss is close to it. After the cast is finished and the boss is close enough, it will enter rage and loose the regen. The tank has to use some kind of immunity/dmg reduction skill and run with the boss back to the party. After 20-30s, boss calms down and gets a mask buff+regen. You have ~15-20s to find another puppet or he'll 1hit tank (2x200k hits).


For boss 4-6 you can check this video here:
http://www.youtube.com/watch?v=-FpyD1yxr18


7. 
Annelia

+ Best "popular" way to fight it is in the right corner of the room. This boss has 4 stages.

-Stage 1- Start the bossfight and wait for annelia to get transformed into demon. You will be able to DPS up to 90% after which anneia gets invulnerable.

-Stage 2- Two bears will spawn in the middle of the room, up where the boss was before you started the fight. They need to be split and killed at the same time. Have the tank take the left side one, and another high-hp DD from 2nd group the right one. The DD takes his boss on right and keeps it up, while 2nd group goes to him. The tank takes his bear back to down-right corner. They must be killed within 2s of each other, or you'll have to fight again.

-Stage 3- After bears are killed, have your raid regroup in the down-right corner. Boss 6 comes. He will spawn in the same place as the bears. Tank go aggro it and kill it fast.

-Stage 4- Tank&Spank heavy healing phase. Annelia becomes vulnerable again, with 59% HP left. From now it's mainly just tank and spank. Annelia gets a new 75% HP AOE, and stuns, and a new 400k HP bear spawns on party. He must be killed fast, as one DD becomes useless and the bear can easily kill party members.

The fun part:
During the whole boss fight, 4 small bears 800k HP each will spawn around the middle of the room. Each bear disappears after 8s and does 25% HP AOE (4x25% HP aoe). You have to assign one DD with AOE to aggro and kite them away from party + one priest to heal him. If that DD fails one time, it's wipe. The bears are fairly fast. You can use serenstrum to keep you alive one wave, soulbound is useful also.

Good to know:
- have all party use pheonix at the start of fight, otherwise your chance to kill at least in first tries are close to 0. - no AOEs except for the one assigned on small bears, unless you really like wiping

For marked bosses teamspeak is advisable or even required.

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