Shedao Shai's Colosseum Walkthrough - All Melee/Archer

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Revision as of 22:57, 21 August 2012 by imported>Arkalor
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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:

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
    • Lense IMP
    • Archers - attack farthest
    • Melees - attack closest

Arena 10

  • 10a - Sleeches - Spread - Blunt/Slash/Pierce
    • Lense IMP
    • Archers - attack farthest
    • Melees - attack closest
  • 10b - Ninjas - South - Fire/Acid
    • Lense IMP
    • 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
    • Lense IMP
    • 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
    • Lense IMP
    • 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 - Blunt
    • 2-3 BLUNT vuln all, lense IMP
    • Archers - AR blunt, can go almost half speed
    • Melees - AR blunt

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