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.
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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.
http://www.youtube.com/watch?v=-FpyD1yxr18
7.
Saturday, April 6, 2013
General Instance Info - Mystic Altar to RT, and GCHM (repeat of an old post of mine)
7:26 PM
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