Shedao Shai's Colosseum Walkthrough - Standard Fellow: Difference between revisions

From My Wiki
Jump to navigation Jump to search
imported>Shedao Shai
No edit summary
imported>Shedao Shai
No edit summary
(No difference)

Revision as of 12:45, 11 September 2012

Related topics: Colosseum, Advanced Colosseum Arena

General

Most of the credit for this style setup goes to a group of people on Verdantine. They are the ones that taught me and I have refined the run over the last year or so on Harvestgain. If done with a group of well equipped players that are willing to listen and that work well together, you should have no issues consistantly finishing without rares with 8+ minutes remaining.

Augmentations

Although these are not required, here are a couple Augmentations that are extremely nice to have:

Weapons

Having the correct weapons is a huge part of not only beating the Colosseum but in doing it quickly:

Everyone:

  • Pierce Rend (Mukkir Slayer)
  • Slash Rend
  • Blunt Rend (With Undead Slayer for Mages)
  • Fire Rend (Undead Slayer)
  • Light Rend
  • Acid Rend (optional)
  • Paradox-touched Olthoi Slayers
  • Upgraded Singularity (Vslayer) Weapons (Melees need one that does slash damage)
  • Soulbound Weapons

Mages:

  • CS Frost
  • CS Blunt
  • Soulbound Casting Staff
  • Shadowfire Wand
  • Tusker Paw Wand

Melees:

  • AR Frost
  • AR Fire
  • AR Pierce (Some Soulbound weapons will work as AR pierce)
  • AR Blunt (Some Soulbound weapons will work as AR blunt)
  • Shadowfire Weapon (optional)
  • Assess Creature Lense (optional)

Archers:

  • AR Frost (Soulbound bow with frost arrows works well)
  • AR Fire (Soulbound bow with fire arrows works well)
  • AR Pierce (Soulbound bow with pierce arrows works well)
  • AR Blunt (Soulbound bow with blunt arrows works well)
  • Shadowfire Weapon (optional)
  • Slash Arrows (to use with the Sing bow)
  • Assess Creature Lense (optional)

Formations

  • Ring - Mages form a "ring" around the bell and cast ring spells. Archers stand under the bell attack any throwers. Melees attack monsters that don't enter the mages rings.
  • Spread - Spread out around the arena. Attack the monsters closest to you.
  • South - Spread out in the South 1/3 of the Arena.
  • Modified South - Everyone groups by the South door. 1-2 designated mages head just north of the Bell and cast Tusker Fists back towards the south. Other mages stay south and cast Tusker Fists towards the north mages. Used for the Falatacot in Arena 15 and the Hands in Arena 16. Melees attack the closest, archers attack any throwers.
  • Clock - Spread out evenly around the perimeter of the Arena (on the blue/green ring on the ground). 1 melee can stand in the center by the bell. Melees/archers attack the closest, mages use streaks.
  • SE Corner - Everyone groups in the SE corner of the Arena. Used only for the Demon Olthoi in Arena 16. In some groups we have 1-2 mages take "post" positions and cast ring spells. These mages should have good melee d.
  • Post - 2 archers are designated as the "post" players. They stand a little ways out from the SE corner of the Arena to block the TMs from getting too close to the mages. Mages and any other archers group in the SE corner. Mages cast Tusker Fists out from the corner. Melees attack from the back side (bell side) of the TMs to avoid blocking Tusker Fists. Only used in Arena 18 for the TMs.
  • By the Door - Everyone groups by the exit door on the north wall. Only used for the Elites in Arena 18.

Setup

  • Designate someone as the "Caller". They will be responsible for calling the spawns in each room.
  • Give the fellow leader role to a specific person in the fellow. They will be responsible for recalling to the lobby and recruiting anyone that happens to disconnect or drop from the fellow for any reason. This role is usually given to a melee or archer. It is important that the person who has the fellow lead NOT be the Caller.
  • Designate the 1-2 mages that will go north for the modified south formation in Arena 15 and 16.
  • Designate the 2 archers that will be the "posts" in Arena 18 for the TMs.
  • Designate a melee/archer with a lense to IMP in some rooms.
  • Designate 1-2 melee/archers that are spec life to vuln in some rooms.

Walkthrough

Arena 6

  • 6a - Mosswarts - Ring - Fire
    • Mages - cast fire rings
    • Archers - attack farthest
    • Melees - attack closest
  • 6b - Matties/Lugians - Ring - Fire/Light
    • Mages - cast fire rings
    • Archers - target lugians first
    • Melees - target Matties first

Arena 7

  • 7a - Eaters - Ring - Slash
    • Mages - cast slash rings
    • Archers - attack farthest
    • Melees - attack closest
  • 7b - Viamonts - Ring - Light
    • Mages - cast light rings
    • Archers - attack farthest
    • Melees - attack closest

Arena 8

  • 8a - Dillos/Zefirs - South - Slash
    • Mages - IMP all
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first
  • 8b - Crystals - Spread - Blunt
    • Mages - IMP/BLUNT vuln the Sentient Crystal Shards (black ones), cast Tusker Fists when reasonable, DO NOT DEBUFF THE LORD
    • Archers - AR blunt on the Sentient Crystal Shards
    • Melees - attack the Lord first, then AR blunt on the Sentient Crystal Shards

Arena 9

  • 9a - Olthoi - South - Olthoi Slayers
    • Mages - attack all
    • Archers - machine gun the larvae, then attack all
    • Melees - attack low on the larvae
  • 9b - Shadows - Clock - Shadowfire/Fire Rend
    • Mages - cast streaks
    • Archers - attack closest
    • Melees - attack closest

Arena 10

  • 10a - Sleeches - Clock - Blunt/Slash/Pierce
    • Mages - cast streaks with Soulbound wand
    • Archers - attack closest
    • Melees - attack closest
  • 10b - Ninjas - South - Fire/Acid
    • Mages - 1 mage IMP, others attack all
    • Archers - attack all
    • Melees - attack all

Arena 11

  • 11a - Virindi/Tuskers - South - Slash/Fire
    • Mages - 1 mage SLASH vuln the Vs, kill the tuskers
    • Archers - Attack Vs first
    • Melees - Attack Vs first
  • 11b - Ghosts - Clock - Soulbound
    • Mages - Cast streaks
    • Archers - attack closest
    • Melees - attack closest

Arena 12

  • 12a - Ruschk - South - Blunt/Slash/Pierce, lense IMP in melee heavy groups
    • Mages - Soulbound wand pierce arcs/bolts
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first
  • 12b - Mukkir - South - Mukkir Slayers
    • Mages - attack all
    • Archers - attack all
    • Melees - attack all

Arena 13

  • 13a - Carenzi/Virindi - South - Frost/Slash, lense IMP
    • Mages - FROST vuln all the Carenzi then SLASH vuln and kill the Vs
    • Archers - AR frost on the Carenzi
    • Melees - AR frost on the Carenzi
  • 13b - Lugians - South - Light
    • Mages - IMP all
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first
  • 13c - Ursuin - South - Fire
    • Mages - IMP all
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first

Arena 14

  • 14a - Virindi - South - Vslayers (slash), lense IMP
    • Mages - SLASH vuln all the Vs first then attack
    • Archers - attack the vulned ones first
    • Melees - attack the vulned ones first
  • 14b - Olthoi - South - Olthoi Slayers
    • Mages - attack all
    • Archers - attack all
    • Melees - attack all

Arena 15

  • 15a - Mosswarts - South - Fire
    • Mages - IMP all
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first
  • 15b - Falatacot - Modified South - Undead slayers
    • Mages - Blunt rend undead slayers cast Tusker Fists
    • Archers - attack farthest
    • Melees - attack closest

Arena 16

  • 16a - Viamont Hands - Modified South - Blunt/Light
    • Mages - Blunt rend cast Tusker Fists
    • Archers - light, attack throwers first
    • Melees - light, attack closest
  • 16b - Demon Olthoi - SE Corner - Pierce, 1-2 melee/archers PIERCE vuln, lense IMP
    • Mages - Paradox wand, pierce bolts
    • Archers - AR pierce, can go almost half speed
    • Melees - AR pierce

Arena 17

  • 17a - Virindi/Tuskers - South - Slash/Fire, 1-2 melee/archers vuln, lense IMP
    • Mages - Tusker Paw Wand and fire on the tuskers, ring when reasonable, if no Paw wand help FIRE vuln
    • Archers - attack Vs first then AR fire on the tuskers
    • Melees - attack Vs first then AR fire on the tuskers
  • 17b - Penguins - South - Fire, lense IMP
    • Mages - attack all
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first

Arena 18

  • 18a - TMs - Post - Blunt/Frost/Slash, 1-2 melee/archers vuln all, lense IMP
    • Mages - cast Tusker Fists with a CS blunt wand
    • Archers - AR frost/blunt/slash
    • Melees - AR frost/blunt/slash
  • 18b - Elite Guardians - By the Door - Frost
    • Note: First spawn is 1 Elite, then 3 Elites, then 6 Elites
    • Mages - IMP/FROST vuln all the elites then war with CS frost wand
    • Archers - AR Frost
    • Melees - AR Frost