Shedao Shai's Colosseum Walkthrough - All Melee/Archer: Difference between revisions
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Revision as of 12:59, 11 September 2012
Related topics: Colosseum, Advanced Colosseum Arena
General
This strategy is designed for a group of high level melees and archers to beat the Colosseum using no rares and without war magic. Credit for this run goes to several people on Harvestgain.
Augmentations
Although these are not required, here are a couple Augmentations that are extremely nice to have:
- Archmage's Endurance (at least 1)
- Enduring Enchantment
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
- Fire Rend (Undead Slayer)
- Light Rend
- Acid Rend (optional)
- AR Frost
- AR Fire
- AR Blunt
- Paradox-touched Olthoi Slayers
- Upgraded Singularity (Vslayer) Weapons (Melees need one that does slash damage)
- Soulbound Weapons
- Shadowfire Weapons (optional)
- Assess Creature Lense
Formations
- Spread - Spread out around the arena. Attack the monsters closest to you.
- South - Spread out in the South 1/3 of the Arena.
- 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. It is important that the person who has the fellow lead NOT be the Caller.
- Designate a 2-3 melee/archers with a lense to IMP in most rooms.
- Designate 2-3 melee/archers that are spec life to vuln in some rooms.
Walkthrough
Arena 6
- 6a - Mosswarts - Spread - Fire
- Archers - attack farthest
- Melees - attack closest
- 6b - Matties/Lugians - Spread - Fire/Light
- Archers - target lugians first
- Melees - target Matties first
Arena 7
- 7a - Eaters - South - Slash
- Archers - attack all
- Melees - attack all
- 7b - Viamonts - South - Light
- Archers - attack farthest
- Melees - attack closest
Arena 8
- 8a - Dillos/Zefirs - South - Slash
- Lense IMP
- Archers - attack IMPed ones first
- Melees - attack IMPed ones first
- 8b - Crystals - Spread - Blunt
- IMP/BLUNT vuln the Sentient Crystal Shards (black ones)
- Archers - attack then Sentinal shards (blue ones) first then 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
- Archers - machine gun the larvae, then attack all
- Melees - attack all
- 9b - Shadows - South - Shadowfire/Fire Rend
- Archers - attack farthest
- Melees - attack closest
Arena 10
- 10a - Sleeches - Spread - Blunt/Slash/Pierce
- Archers - attack farthest
- Melees - attack closest
- 10b - Ninjas - South - Fire/Acid
- Archers - attack all
- Melees - attack all
Arena 11
- 11a - Virindi/Tuskers - South - Slash/Fire
- 1-2 SLASH vuln the Vs
- Archers - Attack Vs first
- Melees - attack tuskers first
- 11b - Ghosts - Spread - Soulbound
- Archers - attack farthest
- Melees - attack closest
Arena 12
- 12a - Ruschk - South - Blunt/Slash/Pierce
- Lense IMP
- Archers - attack IMPed ones first
- Melees - attack IMPed ones first
- 12b - Mukkir - South - Mukkir Slayers
- Archers - attack IMPed ones first
- Melees - attack IMPes ones first
Arena 13
- 13a - Carenzi/Virindi - South - Frost/Slash
- 2-3 FROST vuln the Carenzi and SLASH vuln the Vs, lense IMP
- Archers - Vs first, then AR frost on the Carenzi
- Melees - AR frost on the Carenzi
- 13b - Lugians - South - Light
- Lense IMP
- Archers - attack IMPed ones first
- Melees - attack IMPed ones first
- 13c - Ursuin - South - Fire
- Lense IMP
- Archers - attack IMPed ones first
- Melees - Attack IMPed ones first
Arena 14
- 14a - Virindi - South - Vslayers
- 2-3 SLASH vuln all, lense IMP
- Archers - attack the vulned ones first
- Melees - attack the vulned ones first
- 14b - Olthoi - South - Olthoi Slayers
- Archers - attack all
- Melees - attack all
Arena 15
- 15a - Mosswarts - South - Fire
- Archers - attack IMPed ones first
- Melees - attack IMPed ones first
- 15b - Falatacot - South - Undead slayers
- Lense IMP
- Archers - attack farthest
- Melees - attack closest
Arena 16
- 16a - Viamont Hands - South - Light
- Archers - attack throwers first
- Melees - attack closest
- 16b - Demon Olthoi - South - Pierce
- 2-3 PIERCE vuln all, lense IMP
- Archers - AR pierce, can go almost half speed
- Melees - AR pierce
Arena 17
- 17a - Virindi/Tuskers - South - Slash/Fire
- 2-3 FIRE vuln tuskers and SLASH vuln Vs, lense IMP
- Archers - attack Vs first then AR fire on the tuskers
- Melees - AR fire on the tuskers
- 17b - Penguins - South - Fire
- Lense IMP
- Archers - attack IMPed ones first
- Melees - attack IMPed ones first
Arena 18
- 18a - TMs - South - Blunt/Frost/Slash
- 1-2 vuln all, lense IMP
- 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
- 1 FROST vuln, 1 IMP
- Archers - AR Frost
- Melees - AR Frost