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The Ruined City of Arah explorable path 2

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The Ruined City of Arah explorable path 2

Post  RavenSDE on Thu Jan 10, 2013 4:46 pm

Path 2: Mursaat.


Level 80. Medium. Long.
Focus Deadeyes. Their ranged attack deals up to 1500000 damage.
Control Inquest Stunners to prevent stun-channeling.


Operative Belka

Belka is immobilized so she doesn't reset unless you wipe. This allows hit&run-tactic if needed.
Teleports.
Knockback bolt: Medium Damage. Knockback.
Fire bolt: Low damage (3x). Burning.
Glowing Ball: AoE circle. Very high damage.
*- May overlap/get mixed with Fire barrels. Dodge if unsure.
At 75%/50%/25% Fire barrels: AoE circle. Burning.


Golem suit

One players takes the suit and reapplies shield when needed.
Everyone else charges the suit.
*- Charge when "Energized" buff disappears, don't wait until shield runs out!
*- Decide initial order.
*- Good idea to call "Charge"-skill before charging to avoid overlap (if problems).
Everyone else also brings mobility, stealth, etc.
Leave dead people behind. You get a waypoint in the end.
Alternatively just run without suit.


Berserker Abomination

Abomination Swing: High damage melee. Slow animation. Auto-attack.
- Circle-strafe or run through to avoid.
Jump: Very high damage melee AoE. Slow animation.
- Dodge.
Rock: Very high damage and slow projectile.
- Moving works, dodging is more safe.
Berserks: Initial knockback. Grants invulnerability and more damage. Very strong Burning on melee-range.
- Dodge knockback and use Tranquilizer.
- Tranquilizing interrupts animations but doesn't stop attacks so watch out for unfinished attacks (rock, etc.).


Lupicus: On big room you can hug left/right wall to skip most of the enemies (risky if you aggro too much).
Three phases, triggered at 75% and 50%.
Get immunity, blocks, Vigor, etc.
To quickly gain health run to other side of the arena to get out of combat (don't do this with 1-2 alive).


Phase one

Ranged players should stack to kill Grubs and Locusts faster.
Melee players should avoid each other and not stay in front of Lupicus. Lupicus will turn to face you when it is going to attack/infect.
- Warning: If you can't dodge infection you will most likely hurt your team.
Infects players: Greenish effect.
- Dodge when its arm is up. Learn it, without infection no Grubs will spawn.
- Avoid using melee-range summons. Lupicus may also infect them.
- Run to other players when infected to allow everyone focus it.
Roars: Knockbacks infected player and spawns a Grub.
- Try to dodge knockback. Focus Grub.
- Each Grub which reaches Lupicus increases its power and armor.
Spawns Locusts: Deals medium damage upon contact.
- Focus them down if stacking.
- Keep moving to avoid damage (circle, etc.).
Kick: Melee. High damage. Knockback.
Phase two starts when Lupicus turns invulnerable. Melee players should run away from Lupicus. Ranged players should scatter. Spawns an additional Grub when invulnerability ends. Focus last Grubs.


Phase two (use ranged weapons)

Keep your distance. When at low health focus more on your own survivability than damaging Lupicus.
Lupine Blast: Bolt with splash. High damage. Poison. Doesn't hit on melee-range.
- Keep side-stepping to one direction. Change direction to avoid.
Frenzied Blasts: Three waves of multiple projectiles with splash. High damage.
- AoE circles show estimated end-point for one projectile. Very unreliable, you will get hit outside of circles.
- Dodge twice, use AoE anti-projectile skills or invulnerability skill.
- If you run out of everything try to out-range whole attack (if everyone does this you risk reset).
Dash: Dash. Evades. Knockback.
- Dodge, leap, teleport or dash.
- Targets same player (highest armor?).
Melee: Knockback. High damage. Bleeding. Slow animation.


Phase three

Necrid Trap: Melee. Bubble. Medium damage ticks on area. Edges Knockback. Tracks movement.
- Don't dodge too early (safer to eat one tick). It just tracks your movement and you will still be inside.
- Dodging forward seems safest (minimum range?).
Frenzied Blast: Area effect on melee. Lots of small damage projectiles (high damage).
- Keep moving and dodge to same direction.
Life Drain AoE: Huge AoE. Medium ticks on area (high damage).
- Run away dodging when Lupicus starts rising.
Life-steal channel: Medium damage ticks.
- Dodge twice.
Lupine Blast: Bolt with splash. High damage. Poison. Doesn't hit on melee-range.
- Keep side-stepping to one direction. Change direction to avoid.

Water & Big mine field

When you reach end of first water area go and right, then follow sharks and blue torches.
Hug right on big mine field to find "secret, no mines at all" way.
After waypoint stick to left, wait for monsters to go and skip everything.


Alphard, Serpent of the Waves

Rapid-fire (medium damage): Dodge, abuse line of sight or use anti-projectile skills.
Pull & Bomb (one-hit): Run away if you get pulled.
Spin-attack (high damage): Flashes to indicate, may also teleport to middle. Shoots bouncing projectiles. Dodge behind cover.
*- Watch out for uncovered pets and minions.
Summons clones: Kill.
If you die and need to get back to fight, walk up on pole and jump over the gate.


Operative Brie

On room before boss stick to left and clear Deadeye and few Asuras.
First phase: Only one player can have the "buff", cycle attacking players. Everyone else defends terminal.
*- With high damage that one player is enough.
Second phase (50%): Everyone can go in.


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RavenSDE

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