SusieQue's Colo Guide: Difference between revisions
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| [[Uber Penguin]] | | [[Uber Penguin (240)]] | ||
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| CS Fire - Fire Vuln - WAR | | CS Fire - Fire Vuln - WAR |
Revision as of 19:01, 15 December 2011
General
Some things have changed with the way we run Colo on Solclaim with new weapons and such that can effectively and consistently win Colo without the use of rares. The following is how I do my runs - I hope this helps others feel more prepared and get more involved in Colo Runs!
I have uploaded the guide in Excel format which can be downloaded from the following link. This is handy to print out and keep nearby when on a run.
Third Party Apps
Call It
http://www.asheronstoybox.com/decal_CallIt.htm
I have also uploaded the XML file that the Decal Plugin Call It uses for efficiently calling each spawn according to the strategy listed below. The file is called Quests.xml and it can be downloaded here. Once installed, you will need to replace the existing xml file it uses, with the one I provided above.
The quests file for Call It can be found at the following locations:
- Vista - C:\ProgramData\Gouruware\CalIt (I believe the ProgramData folder is a hidden folder by default)
- XP - C:\Documents and Settings\All Users\Application Data\Gouruware\CallIt
Target Info
http://decal.acasylum.com/target_info.php
Target info is considered almost a must have plugin to avoid duplicate debuffs/vulns being cast as well as making sure you are attacking a monster that has been prepped by a mage. Once installed, you will want to make sure you turn on the HUD display.
Strategy
We usually take no more than one melee at a time using this strategy. I know there are other strategies that people use, and I'm always up for learning! But this is how we regularly win colo and I just thought I'd share. I hope this is helpful to others, and good luck!
- (Colo Chart Printout)
Room | Archers | Spawn | Formation | Mages | Notes |
---|---|---|---|---|---|
6-A | Fire Rend | Mosswart Swamp Lord Mosswart Scavenger Mosswart Scrounger |
Spread | Bludge Rend - Tusker Fist | |
6-B | Light Rend | Bokrok Lugian War Mattekar Gotrok Juggernaut |
Spread | Bludge Rend - Tusker Fist | |
7-A | Slash Rend | Repugnant Eater Insatiable Eater |
Teams | Bludge Rend - Tusker Fist | |
7-B | Light Rend | Viamontian Tribune Adept of Acid Adept of Fire Adept of Frost Adept of Lightning |
Teams | Bludge Rend - Tusker Fist | |
8-A | Slash Rend | Titanium Armoredillo Kirit Zefir Infernal Zefir |
West Spread | Bludge Rend - Imp All - Bolt Zefirs | |
8-B | Bludge Rend | Crystal Lord Sentient Crystal Shard Crystal Shard Sentinel Crystal Minion |
Spread | Bludge Rend - Tusker Fist | Do not debuff the Crystal Lord |
9-A | Bludge Rend | Olthoi Larvae Olthoi Ripper Olthoi Slayer Olthoi Slasher |
Teams | Bludge Rend - Bolt/Streak Larvae - Tusker Fist | |
9-B | Bludge Rend | Degenerate Shadow Depraved Shadow |
Spread | Bludge Rend - Tusker Fist | |
10-A | Bludge Rend | Listris Sleech Parfal Sleech |
Spread | Bludge Rend - Tusker Fist | |
10-B | Weeping - Acid | Disgraced Nanjou Shou-jen | West Spread | Weeping - Acid Vuln Only - War | |
11-A | Sing - Acid | Virindi Paradox Stomper |
West Tight | Tusker Paw - Acid Vuln Virindi - War | One mage goes east to tusker fist to group with Bludge Rend |
11-B | Ghost - Acid | Tortured Spirit | Spread | Bludge Rend - Tusker Fist | |
12-A | Spectral - Pierce | Ruschk Draktehn | West Tight | Spectral - Pierce Vuln - War | |
12-B | Mukkir - Pierce | Mukkir Kartak Mukkir Laktar Umbral Mukkir |
West Tight | Mukkir Pierce - War | |
13-A | Sing - Acid | Ravager Virindi Quidiox |
West Spread | CS Frost - Acid Vuln Virindi, Frost Vuln Dogs - War | One Spawn Only Archers switch to Spectral/Frost Arrows for dogs |
13-B | Light Rend | Tukora Sentinel Tukora Commander Tukora Lieutenant |
West Spread | IMP Only | One Spawn Only |
13-C | Fire Rend | Inflamed Ursuin | West Spread | IMP Only | |
14-A | Sing - Acid | Virindi Paradox Virindi Quidiox |
West Spread | Sing - Acid Vuln - WAR | |
14-B | Bludge Rend | Olthoi Progenitor Olthoi Ripper Olthoi Slayer Olthoi Slasher |
Teams | Bludge Rend - Tusker Fist | |
15-A | Fire Rend | Mosswart Agitator Mosswart Elder Mosswart Gladiator |
West Spread | CS Fire - Imp All | Fire Vuln Gladiators Only |
15-B | Undead Fire Rend | Enraged Ancient Soul | Teams | Undead Bludge Rend - Tusker Fist | |
16-A | Light Rend | Viamontian Hand | Teams | Bludge Rend - Tusker Fist | |
16-B | Spectral - Bludge | Swarm Demon | SW Corner | Olthoi Slayer - Bludge Vuln & Imp - WAR | |
17-A | Sing-Acid/Ghost-Fire | Annihilator Virindi Paradox |
West Tight | Tusker Paw - Acid Vuln Virindi, Fire Vuln Tuskers | Fire Ring Monkeys |
17-B | Spectral - Fire | Uber Penguin (240) | West Spread | CS Fire - Fire Vuln - WAR | |
18-A | Spectral - Bludge | Tremendous Monouga | SW & NE Corners | CS Bludge - Bludge/Imp/Fester - TF | |
18-B | Spectral - Acid | Elite Guardian | North | CS Acid - Acid Vuln & Imp - WAR |
Glossary
Teams
You should separate your fellow into two teams, EAST and WEST. The archers/mages should be even distributed to each team. When the formation calls for Teams, all the people on each side of the room should be standing ON THE RING ON THE FLOOR, and they should look like ONE PERSON (all should be standing on top of one another - mages might have to maneuver just a touch to ensure their TF's are flowing smoothly).
Spread
When the formation calls for SPREAD, the entire fellow should be standing ON THE RING evenly spread out in a circle.
West Spread
This formation means all along the west side of the room near the ring. WEST means that the ENTIRE FELLOW should be standing on the West side, on the ring, looking like ONE PERSON. When the formation is SW CORNER, all the mages should be as far into the corner as possible, while the archers need to QUICKLY form a wall in front of the mages.
SW & NE Corners
Means the East team will stand in the NE corner ON THE RING on the floor, not necessarily in a tight formation, while the West team will be in the SW corner ON THE RING on the floor in the same fashion.
North Spread
This is same as West spread, only along the North wall.
TF
In case you aren't familiar with the term TF, it stands for Tusker Fists.
Role Requirements
The following is a list of the weapons you will need to acquire to follow the above strategy.
Archers
- Lightning Rend
- Slash Rend
- Bludge Rend
- Pierce Rend - Mukkir Slayer
- FIRE REND - Undead Slayer
- Weeping Bow - Heart of Innocence Quest & Isparian Weapons Quest
- Upgraded Singularity Weapons (At LEAST Ultimate, preferably Upgraded as soon as you can)
- Spectral Bow
Arrows they need to have in supply:
- FIRE - Deadly
- PIERCE - Deadly
- SLASH - Deadly
- BLUDGE - Deadly {or} Preferably Crate of Greater Deadly Blunt Arrowheads
- FROST - Deadly {or} Preferably Spectral Chill Arrow Bundle
- ACID - Deadly {or} Preferably Crate of Olthoi Acid Arrowheads
- LIGHT - Deadly {or} Preferably Wrapped Bundle of Raider Lightning Arrowheads
Mages
- Tusker Fists
- CS Frost (Critical Strike Imbue)
- CS Fire(Critical Strike Imbue)
- CS Bludge (Critical Strike Imbue)
- Bludge Rend - Undead Slayer
- Bludge Rend - Mukkir Slayer
- Weeping Wand - Heart of Innocence Quest & Isparian Weapons Quest
- Fabled Tusker Paw
- Spectral Wand
- Singularity Wand (At LEAST Ultimate, preferably Upgraded as soon as you can)
- Olthoi Slayer
Melees
- Light Rend
- Slash Rend
- Bludge Rend
- Pierce Rend - Mukkir Slayer
- Fire Rend - Undead Slayer
- Weeping Weapon - Heart of Innocence Quest & Isparian Weapons Quest
- Singularity Weapon
- Spectral Weapon
- Olthoi Slayer