Shedao Shai's Colosseum Walkthrough - Standard Fellow
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 in the last 6-8 months 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 6+ minutes remaining.
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 (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.
- 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 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 all
- Melees - attack all
- 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 all
- 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
- Mages - Soulbound wand pierce arcs/bolts
- Archers - attack IMPed ones first
- Melees - attack IMPed ones first
- 12b - Mukkir - South - Mukkir Slayers, lense IMP
- Mages - attack all
- Archers - attack IMPed ones first
- Melees - attack IMPes ones first