Monday, March 12, 2012

Aion Online Beshmundir Temple Guide

I could not find any English guide, so here's what we found out and bits from other multi language guides. I've skipped the bs and just put down the need-to-know stuffs Understand this, 1st time we did this we had no guide and was a nightmare, no we know how to do everything and where to go, this instance can be done in just over an hour or so if you go the fast route.

(elyos version re quests and so on)

Disclaimer:
I will keep updating the guide as I get time, please bare in mind I wrote this originally as a basic guide, NOT an OFFICIAL walk through. I am not paid or employed by NCSoft nor do I claim to know everything about BT. I have written this to help not to guide.


Pre Quest= Campaign
QuestChains: Advance Stigma quest obtained from Outremus and Rudra Pre Quest


Any doors you see which you cannot open, it is because you do not have the prequest or you are not far enough through the campaign, stigma, or stormwing quest chains.

STIGMA CHAIN:
Boss 10 is needed kill bosses 1,7,9 to get there and kill the 4 protectors in the rooms around.
Boss 11 is in Alter of Souls and needed a little later
After this you will need to kill bosses 2 and 5

-To get Abhara the Wicked to spawn you need to kill a random number of monuments

MONUMENTS are the GREEN DOTS on the MAP

NOTE: the Stigma quest splits into two parts after the first 10 or so quests. 1 part for Advanced Stigma, the other to get to StormWing.

STORMWING PREQUEST:

Eventually you will need to kill the wonderful Shadowshift boss to get the rod to use on the rift orb after partying with the marvelous Isbariya (10).

So, let me first describe to you the main difference between Safe and Difficult mode: Safe: less mobs, less moves. Difficult: double the mobs pretty much and bosses with either new moves or well, you'll see as I describe later 

Oh and one phrase before you enter you should know: YOU WILL DIE - at some point <3 This isn't DP!

First thing:
ESSENTIALS FOR Beshmundir Temple:
Safe Mode:

-Res Stones (Everyone) both stones to res others and self res stones.
-Mana pots - Lots of.
-Health pots
-Abyss pots
-Good communication

Hard Mode:
-Tank
-Chanter
-Res Stones (as above)
-Health, Mana pots and obviously Abyssal ones too

Gladiators so it seems cannot tank some of these bosses, too much damage.



Bosses who drop gear / Gear Run: *1-3-6-7-8-14-9-10-15
StormWing/Rudra Gear bosses known to drop:
FlameStorm: Shields (boss 14)
Isbariya: Legs (boss 10)
Dorakiki: Pauldrons (boss 8)
Abhara: Boots (boss 6)
Maccubello: Gloves (boss 3)
Chest Piece: have a guess >.<
Stormwing run: Kill bosses: 1-7-9-10-15 *<< THIS IS ALSO THE BEST RUN TO FINISH THE CAMPAIGN>>

Upon Entering you will zig zag two passages of mobs before finding a room with a boss in the middle. Clear the room of mobs before engaging the boss.

IMPORTANT ADVICE: IF you are doing this late and you're worried about being tired, do bosses 1,7,10 first because these (7 and 10) are the most tiresome on hardmode. Remember you can go back and kill the others afterwards. Killing Isbariya when you are tired is not a good idea ;)
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1st Boss: Captain Lakhare


Requires solid healing
Debuffs - which cannot be dispelled
Aoe Submissive - followed by 3-4 more aoe's - just stay away abit
25% = one shot on one person (tank)
There is a move called, CERTAIN DOOM which is massive damage and is what it states. One team mate will die unless the pop cooldowns or resist or evade.

The skill does physical dmg if the tank has full dp he should use nazekan shield, it blocks the attack. (shinji)

All in all, a pretty easy boss just heavily reliant on heals more than anything else.

HARD MODE: Boss will do a pull as well as a lot more damage compared to Easy Mode. Very heavy heals needed.
The chanter must heal too, forget dpsing, since the tank takes a lot more damage than on easy mode.

Raises arms be out of range for 2 - 3 aoe's and then back to boss. Templar try to avoid his pull or you will be taking too much damage.
Doing hard mode without a chanter? Good luck ^^
When Lakhare raises his hands in air, Tank get hit once and then move out of range of the next aoe's then run back in. Saves your healers a lot of mana.

After this boss you will proceed toward your next chosen detination - see the above maps with the numbers corresponding to the bosses below.

Boss needed for campaign quest: 10 - Isbariya. To get there kill boss 1, 7, and 9
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2nd Boss: Manadar

Healers and dps from MAX range because this boss sometimes does a aoe knockback followed by a big attack on the tank.
Tank must use remove shock immediatly.

AOE on the traps near the healers, ranged dps and healers stay together. Make sure you kill traps near healers.
Hard Mode: Shock and Stumble traps...
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3rd Boss: *Macunbello the Dark Sorcerer


4 minutes to get to this boss via the boats. You should kill everything on this island as fast as you can because if you don't everything will transfer to the next island. When you kill the elite, a boat man will spawn and you go to the next island. This happens 3 times.
The more adds you kill on the island, the easier the boss becomes.

Then kill Macunbello and boss will spawn.
Fast fight, just watch aoe's.

Cleric use Winter Circle.

HARD MODE:
USE Line Of Sight for the AOE with the pillar. One player kill adds that spawn on the door side, and later when / if adds spawn on side with pillars, get another to kill those. In short, AVOID AT ALL COSTS the AOE with LOS on the pillars, and kill adds.

To be honest, I've never bothered to kill all 3 islands, we've had time, for sure, but just bothered to kill the first 2 islands (hard mode) and left the 3rd island to save time and mana.
Having left the last island, killed the elite and the boss elite and moving to the boss, it's never really been a problem. So if you are short on time or just lazy like me :P leaving the last island isn't such a big problem.

This boss is a piece of cake if you kill the islands ;) if you kill islands his aoe does less than 4k dmg, if you dont, his aoe's do 8k If you don't kill the islands get a ranged dps to tank :)
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4th Boss:The Plaguebearer

Need ranged DPS for this boss. 360 aoe, debuffs which cannot be dispelled.

Pretty easy boss.
HARD MODE EXPLAINED:
This boss with do 2 or so different AOE's. Whoever is tanking the boss when the boss aoe's needs to move away from the grp. Adds around the cleric need to be killed as priority and keeping Clothies alive for max dps.
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5th Boss: Vehala Curse

AOE Stun which can be avoided by running out of range, tank in corner to make this easier. DPS STOP DPS WHEN TANK IS STUNNED OR RANDOM AGGRO WILL OCCUR.

However when you recieve the quest for him he is a ghost mob and will initiate fear from 100% to 75% then powerful strike and at 25% does 2x powerful strike which becomes heavy on heals needed.

This boss is needed for advanced stigma quests later in the chain

HM he'll also do a fear and in 2.1 this seems to be more frequent - if not, I am blaming Freedom :)
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6th Boss: Ahbana the Wicked

This boss only appears after having killed a random number of monuments, these monuments are found in the rooms before Plaguebearer and Manadar.
Debuffs the team every 5-10 seconds for a while. This debuff cannot be dispelled and stops heals.
Make sure the team is full health before this debuff happens. Cleric can use healing wind inbetween debuffs with shield if needed / splender of recovery.
Easy boss, just Cleric needs to time heals correctly.

HARD MODE:
Similar to Easy, just more damage taken, Clerics and chanters healing tanks and group, time your heals towards the end of the debuff since the time between debuffs in hard mode is LESS you need to be faster.
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7th Boss: The Great Virhana

In the room there are statues. Some are monuments some are statues and the rest - assassins, gladiators and so on will aggro. Statues and monuments will not aggro, only the other types.

You can run down one side and only aggro one side or if you need DP you can aggro both sides.

Requirements essential: RES STONES

Boss fight: Now here is the fun part!!!YOU WILL DIE
4000-6000 dmgs -> 30k dmgs
Tip: DPS stand NEXT to boss if you dont you die.
* * *DPS FAST to 50%, becomes a dps race, the faster you kill, the less people die.

Also, will CURSE A RANDOM TEAM MEMBER, team member will INSTANT DIE (unconditional Death) Clerics do NOT waste FLASH on curse member you cannot heal the damage as it is ONE SHOT.
This fight: race dps to 50% then res each person as they die and use res stones when you can whilst dpsing.

Make sure cleric is aware of who is about to be instant pwnd :) so no good heals are wasted.

EASY WAY TO DO BOSS: ULTRA DPS THIS BOSS BEFORE IT EVEN GETS CHANCE TO CURSE! :) We killed it from 100% to 0% before it even did a curse on safe mode. ^_^

HARD MODE: Make sure you have self res stones and res stones for other members - THIS IS A MUST.

MAX DPS to 50% as fast as you can. Use dp, use wow, use scrolls, use food. Just get this boss to 50% before he starts the curses.

Boss will curse 3 people to the easy modes one (or there about). So imagine the fun you will have ;)
DPS from close range or you hit a reflect type mode and will die.

Make sure tanks (gladiators, assasssins, templars) and obviously healers are res'd as priority incase Cleric needs to do a group res at any point when 4 people might be dead.
If this situation does occur, where 4/6 of the group are dead, Cleric use Prayer of Focus, Sage's Wisdon and then Fast Cast Loci. As soon as the members get it, res, avoid the aoe, and cleric group heal.

CHEEKY TIP: If Cleric dies and group is low health, when the cleric resurrects, they can spam a group heal (especially ripple of purification) which will have no cast time and heal the group. ;)

Hard mode this boss is tiring, try to let the chanter res most so that dps can concentrate on killing the boss. The boss will follow a similar pattern (mostly the following), curse, curse, curse, AOE. Sometimes 2 curses to AOE, so watch the boss, and try not to res into the AOE.

However, if you take too long to kill this boss with slow dps, and manage to survive all the curses, he will eventually put reflect shield up again and then you have the count down to the curses again.
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8th Boss: Bold Dorakiki

Kill Fillit (or w/e his name is), Kite Chopper, DPS BOSS.
Boss does debuffs on tank - which, what a surprise, cannot be dispelled. The debuffs slow the tank to 3.3 attack speed ! :D

ONE thing: DO NOT LET DPS or HEALERS GET AGGRO only tanks.

HARDMODE:
Best way:
CC the Sorcerer throughout the fight. (this is the extra mob you see with this boss on Hard Mode.)
Chopper as in Easy mode - kite around away from group.

Don't think our ranger has ever witnessed this fight properly :D

2.1 UPDATE: STAY INSIDE THE BRICK BOUNDARY.
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9th Boss: Legendary Warrior Taros / Taros Lifebane

Frontal dmg, tank and spank :)
Tip: DPS stand NEXT to boss if you dont you die.

Save Cd's for 50% when he is enraged. IF you have sm, sm can dispel his buff:)
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10th Boss: Isbariya the Resolute
2nd only to Stormwing. 4 phases to this boss
a
Arcane Confussion: RED
Seething Explosion: BLUE

TIP: Strafe to and from artifacts, whilst you don't NEED to all hit the artifacts, it depends how good your team work is, waiting an extra 50ms for whole group to be in range before activating artifacts is the best way IF you can manage it ;)
Also, Make sure you move as a unit to the artifacts, if you are not there as a group, people will miss the buff for protection against the aoes. Make sure you are in range of the artifact even if you aren't hitting it.

PHASE1: These two attacks, when you see them, attack the corresponding cube. IF you don't you will either get one shotted or have 3 pixels of health left :)
EVERYONE MUST BE IN RANGE WHEN ARTIFACT IS HIT EVEN CLERIC - I bound auto attack and so forth just incase.
NOTE: MUST BE in RANGE

PHASE 2: Spirits. Boss will phantom 1 or 2 members of the team. These members must auto attack the souls before the get to boss: essentially - tab - hit - tab - hit. Even cleric if cleric gets transformed.

PHASE 3:BLUE ORBS - kite around or suffer ALOT of damage. Will random aggro one member of the team, and changes aggro during the phase.

Phase 4: DPS - Healing adds: MUST KILL ASAP or they will DRAIN MANA and HP Try to avoid using mana pots when the servants are alive or mana will become a BIG problem in the rest of this phase.

HARD MODE:
This is one of the Hardest.
Work through the phases as usual BUT let tank DPS and build aggrro for 10-15%, you'll see why in abit.

PHASE 1 WILL HAPPEN THROUGHOUT THE ENTIRE FIGHT.
At 75% or so, you and your team will be dealing with PHASE 1 & PHASE 2 at the same time. Have one person call out which cube to attack so the phantoms know when to move to cubes.

At 50% for a few moments you will have 1, and 3 phases, but possibly phase 2 for a little but will finish gradually then you are left with Phantom grouped members and Blue orbs. Kite them to 30% up top of stairs.

Next, the hard part:
50% as usual kite adds until they change, get artifact buff straight away - no waiting and move (esp Cleric)
30% EVERYONE except melee's move down to the BOTTOM of the STAIRS. Cleric be ready to dispell your melee from fear.
from 27% - 0% you will be doing the following:

Ranged DPS on boss, use pots re mana drain.
Sorry DPS but Cleric is going to be the only killing the HEALING SERVANT (since there is only one) to REMOVE THE MANA DRAIN buff IF they have the debuff, if cleric doesn't have debuff then the chanter kills it. You can kill it with ranged attacks.
The debuff (re dpsers who have the debuff) will drain 7k MP and if yoiu don't have 7k MP it will then drain HP.
After the first fear, EVERYONE is at the bottom of the stairs, using bows or whatever else to dps the boss down with ranged attacks. Cleric can use Salvation for mana is the servants are bugged in the stairs.

So basically its, fast up to artifacts for buffs and then IMMEDIATELY back down the stairs since fear follows the aoe.

Really easy if you do it this way, and doesn't take too long if you have a good ranged dps.

Worst part of this boss on hard mode = 50% to 25%.
 ENJOY :D

P.O.A: I have been informed from Tatari that this boss actually did fear more than once... not too sure if this is a bug or not, BUT I have never seen this. As he stated and as I propose, 25% becomes a dps race to kill him before he does another fear.

HARDMODE VID: This is in 3 parts








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11th Boss(Hidden) The Soulcaller - Utra
Drops no loot and is needed for a Quest for greater stigma



He has a 200% reflect Shield, whoever is not paying attention will die.
Earth Retribution = one shot - interrupt it or silence him.
Punishment = reflect.
Speaking of reflect shield: you can take it (SM) and of course, silence can also be interrupted with (Ranger, Sorcerer).
This boss is easy. Your godstones (esp silence) will proc on him alot.
Cleric be ready to dispel melees from tree and so on.
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12th Boss (Hidden) Loyal Sulragan/ ShadowShift



Appears only after 11th killed < i.e you recieve the next part in the chain to proceed through the forgotten store room - Which is located on the way to kill Virhana on the right hand side before the room with the boss and the statues< Part of the quest chain to get to StormWing.

This boss is a pain. He does massive damage from the little adds he spawns. When I say massive, I'm talking 4k damage every 2 seconds.... if you have a melee tank it;)

Tank this boss on the top stair with a RANGED DPS ONLY ATTACKING THE BOSS

Tanks and melee attack any orbs than come towards the ranged dps who is tanking the boss. Sorc or ranger should stand in front of the entrance and ranged dps the boss.

This is a slow fight and don't worry if the boss heals.
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13th Boss:13th (Hidden) Thurzan


This boss drains mana completely so don't bother using pots.... but this isn't such a problem because this boss also spawns little blue add friends :D 

I don't want to explain this boss in great detail because its easy and I believe what I have said above is plenty ;)

Only thing I will say, is HARD MODE = Fear.
For Hard mode make sure dps have backs to walls so that you don't get feared 6 miles out of the room. Survive the fear, say hi to your little blue friends and continue the fight :)
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14th (Hidden) Blue Flame Incinerator / Flarestorm

Needed for quest - obtained from Teressa
Easy mode= Aoe on the adds, get the buff from the ash spell, avoid pressure wave.
HARD MODE:
Skill to be aware of: ORB OF ANNHILATION - big damage
To stop this insane damage you need to attack the boss after he casts PRESSURE WAVE and get the BUFF which increases darkness resistance (from the ASH skill).

This buff will decrease damage from orb. When the boss casts orb, move 9m back, stop dps and get healed, when boss has finished with pressure wave, move back to boss and attack. Everyone should be close to the boss to get the buff.

When adds spawn (easy mode) get a glad to aoe on them around the boss, on hard mode, reset them out of the room - everyone needs to move out of the room. If you don't reset them on hard mode, you are looking at insta-wipe.
When returning back to the room, wait for orb (this happens every 16s or so) and then start to run back in when you see pressure wave the skill will finish just as you get close so you can continue to the boss.

IF at any point a member of the group doesn't have the buff for resistance they will need to move up the ramp out of range of the aoe and then move back in as described. If the cleric misses the buff, everyone can move up the ramp without resetting the boss ;)

AOE on the Adds around the boss - safe mode.
HM Video (Thanks to stok 0123 for posting on yt)




NOTE: EASY MODE the skill to get SHROUD OF ASH has a cast time, on HARDMODE - it is instant cast and has NO CAST TIME, just know it is the skill AFTER pressure wave.
Drops really nice head gear for classes (like the dp ones)

You do not need to leave the room when you have the ash buff. Save time and DPS at this point move back 8m or so for pressure wave and so on.
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15th Boss: ROD STORMWING

Easy Mode:
This pretty looking dragon spawns tornados. These hurt and should be avoided IF near boss when aoe goes off.
Tried and tested:
100% to 50% the more dps the boss recieves the more tornados... so easiest thing to do is to let the tank do dps.
At 50% you get a big aoe 20-25m range everyone should move out of the way, Dragon Quake is the name.
Most important players in this fight are Healers and Tank. Best thing to do, is for people to jump in tornados to stop cleric from being lifted.
We had sin and glad jumping in tornados who got close to healers, they took not much damage and stopped the healers being lifted. Once someone gets lifted into a tornado, it also makes the tornado change path.

50% to 35% is dps race before the next big aoe.
Also Volcanic storm - watch this, its an area affect and hurts.
Tank this boss on the edge where the tornados do not pat.
Watch his aoe's and stuns and ofcourse avoid the tornados.

Hard Mode:
Starts aoe's and tornado spawn way way way earlier ;)
As above but increase damage and so forth.
This boss has only been killed in Korea using a bug - which has been fixed now.
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Tank
Cleric
Chanter
Off-tank
DPS but 1 must be ranged if you want to kill all bosses.
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Gear:
Since 2.1, Gear isn't a problem ;)
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Hard Mode is essentially a higher drop rate for the gold items and also the chance for Eternal Drops.
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Comparison of Difficulty with Dark Poeta:
S Rank Tahabata is nothing compared to some of these Hard Mode bosses especially Hard Mode Isbariya

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Special thanks to everyone who put with with learning new bosses where guides didn't exist and taking the time to learn with me :)
Crystal(Ranger), Ferix(Slacker), Pakko(Chanter), Bloodseeker(Templar), Pesmerga(Templar), Taro(Gladiator), Zuri(Sorcerer), Lenia(Sorcerer), Konina(Sorcerer), Killa (Gladiator), Igorok(Chanter), Pseud(Spiritmaster) and Adeon(Gladiator)

Credit to Kor site for maps.
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Getting to the Root of the New Aion Kinah Guide


So, there is a new Kinah guide on the market. It’s been sitting there waiting for me to read it for the past three days now and I didn’t really get to it until last night, when I realized that the rain was not going to let up any time soon. Let’s just say this – boy am I ever glad that it kept raining, because otherwise I might not have stumbled upon what is clearly the best and brightest new Kinah guide on the market…by far.

So, what’s the big deal about this Kinah guide as opposed to the rest of the guides that hit the market seemingly every month? To start with, this guide doesn’t try to walk that fine line between telling you how the game works and actually providing useful information about the game. Rather, it focuses on how to get your characters into position to make some serious Kinah and then shows you how to do it.

What You Get

The guide focuses largely on crafting and then on some basic hunting and gathering to get the materials you need to sell or craft with. It then tells you exactly what you need to focus on when it comes to getting your character up to the necessary levels in the game. From the most basic, simplistic style of play that has you out there gathering fish and ore, to the high risk high gain world of rare proccing Legendary gear, the guide shows you pretty much everything you need to make Kinah effectively.

To be fair, it doesn’t cover as many farming spots as I would like, but the guide has already been updated once and promises to continue updating as more locations open up later in the game, beyond those first few levels.

The Bottom Line
Here’s the deal – the Aion Kinah Guide is easily the biggest and best looking new Kinah guide on the market. I made some solid profits on day one and am still reviewing the text in the guide to see what else I can pry out of it. With a couple of updates and a patch or two to the game, this thing will be near unbeatable.

Get the guide here

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Saturday, March 10, 2012

Aion Online BT Hardmode Walkthrough

The order the bosses are killed in generally are done so cool downs are up at the right time for the bosses that need them. Most bosses in hard mode have about 2x the health as normal mode and hit a bit harder. Feel free to do the bosses in any order whoever you will want cool downs for Captain Lakhare,The Great Virhana, Isbariya the Resolute, and probably Legendary Warrior Taros. Most other bosses shouldn't be necessary.

I skipped mentioning a couple bosses because we haven't done them.

This is a hard mode guide and should be used once you know how to do normal mode as a reference.

Group makeup will be essential. My group tends to run very heavy range group. This seems to work very well for us.

We run with 1 ranger, 1 or 2 sorcerers and an Spirit Master if only one sorcerer. We also have the Templar, chanter and cleric off course. Only a couple bosses are harder or take longer with melee so it isn't a big deal to roll with all range or range and melee.

Recommendation to melee/physical damage classes. Bump accuracy with a piece of armor or two with all accuracy stones in them. Try and get around 2100-2200 accuracy after food otherwise your dps in BT will be terrible since you will not hit very frequently and all that critical stones and attack stones won't mean much when you are swinging at thin air. Trash mobs use normal gear.


First Boss Hard Mode – Captain Lakhare

New Ability: AOE pull- pulls everything in from roughly 16 meters or so.
Use WOW right away

Healers stand and heal at range like normal mode.

Range dps stand outside of aoe pull range

melee runs out when bosses arms go up.

When curse of doom is cast chanter use WOQ and Tank use invincibility

Some times it is helpful if the tank kites a little back and forth in front of the group.


2nd Boss Timed Island boss-Macunbello

Note our group only kills one island and is still a very easy fight.

Hide behind pillar and range dps dpses from range and should be an easy victory.

Temp rezes people and kills add by tombstone

Chanter and cleric heal

Dps stand on both sides of pillar this allows the whole group to not get hit by one of his AOE moves. Both sides meaning left and right side. Kind of in an arc.

3rd Boss The Great Virhana

This is a major obstacle to the rest of the instance.

Have resurrection stones and self resurrection stones

Cleric should have Rebirth on themselves.

This boss does three curses and then AOE as soon as the reflect wears off.

The strategy is to dps as much as possible right away.

Chanter pops WOW right away and everyone make sure you have shards and any possible scrolls and buffs up

Run in dps like crazy 30sec in chanter pops speed cast WOQ.

Once Curses start to go off just after the 2nd death the healer should loci resurrect people and the timing should be so that the resurrection goes off when the third person is dead.

IMPORTANT ALWAYS wait till the boss AOES then resurrect.

This is a dps race so dps need to be dpsing at all times.

When the reflect is off, the range should move outside the AOE range about 18 meters or so.

The tank can save the healer using a bodyguard and take the curse death for them.
Spirit Master can have their pet out and use spirit substitution and save themselves that way.
Chanters can use their 4k dp skill and save themselves this way also.
Video of fight in hard mode to get an idea of what goes down.(In Russian sorry)



4th Boss Stun boss- Vehala Curse

Similar to normal mode

Just dps
Stop dps when tank is stunned

A trick to tanking this boss is to tank in back of the room by a column in the center of the wall tank the boss on either side of the column and then when implosion occurs tuck into a corner on the other side there are a couple spots and you won't get hit .

5th boss monument boss-Ahbana the Wicked

Similar to normal mode just no orbs to fill mana and add cast speed.

6th boss Horse boss- Legendary Warrior Taros

Do this boss next because cool downs are probably up. Pop WOW right away and tank saves Invincibility for 50% and chanter saves speed cast for after that.

7th boss incinerator key boss- Flarestorm

We range dps from up the ramp. Wait for orb of destruction run in to dps range dps and count to15 then run out healer needs to heal.
Do this the whole fight.

Every 20% a massive amount of adds spawn just run up and out of the room and away till they explode our Templar just stood on the hill.

This is a long fight doing it this way however it is a pretty safe method

8th boss Shugo- Bold Dorakiki

Same as normal just CC the sorcerer the whole fight. Kite Chopper and kill Fillit.

A good Trick for this fight also is to run off chopper and you will have an extra dps to help kill the boss.

9th boss blue orb boss-Thurzan

Same as normal mode just make sure to have everyone topped off every 25% and have your back against the wall because he does a fear damage dot at the 25%, 50%, and 75% marks.

10th boss artifact boss-Isbariya the Resolute


Special note as off patch 2.1 you will no longer be able to run out of the room.

Dps like normal first 25% Phase 1 lasts the WHOLE fight.
75% to 50% is phase 1 and phase 2

There will be only 1 person on ghosts and it seemed to be healers a lot. just kill ghosts but make sure hitting artifact is highest on your things to do then get back to ghosts once u see the buff on your bar.

50% to 25% Amazingly hard phase.

One person stays dead the whole phase to call out AOES very easy job. The person should die 3/4 the way toward the door so the temp can rez them when he pokes his head in. Just have the rez ready to go so you don't have to do it later is all.

We dps the boss till orbs come out then hit the artifact and then run out of the room.

BEFORE 2.1 Strategy

We sit in between the pillars outside the room.

The boss will be focusing on one person when the group moves into the room so make sure that person stays back by the door with the cleric. The rest of the group runs all the way up and dpses the **** out of the boss till he casts the AOE. At this point hit the artifact and the people by the door move back to the pillars. Once u get the buff run out and get healed up. You can stay for more then one round by using pots and chanter heals.

Agro may switch around eventually when that happens that person needs to run out and get
healed by the door.

Phase 3 patch 2.1 strategy
Once the orbs come out cleric and temp stay at the base of the stairs and heal while dps moves around. Call out artifacts and run up and hit the artifacts when needed. As soon as buff is applied spread out.

30% the boss kicks off with a fear after that make sure everyone is ready and dps right after artifact goes off to bring him down and cause fear.

Once he is done AOEing run in as an entire group and resurrect your dead group members. Burn the boss down and this part is just like phase one.

Special Note: The artifacts have a glitch that if refreshed at the exact time the AOE goes off it will slaughter your group. To avoid this stop hitting the artifact once you receive the buff. Also once you receive the buff spread out there is no reason to stand on the artifact once you get the buff.

Reason behind this guide was i had no internet for 9 hours and is more of an in depth run through on specifically how to make some of the hard bosses easier.
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Aion Online Melee Weapon Comparison Guide

It occurred to me that there isn't a whole lot of easily accessible information on the differences between certain weapon types, and many people end up gimping their class


Melee weapon Damage Comparisons.

This was designed in order to compare differences between melee weapon types, to provide a more cohesive guide when deciding on your characters equipment. This information was researched from various locations, and in some cases tested. I believe it all to be accurate, however I could always be wrong.

The Kromede's Gold weapon set was used to calculate these stats as it is a widely recognized set. Additional attributes were not calculated as these vary weapon to weapon, and this is designed to give a broad view of all weapon choices. Not specifics, these are examples.

Other attributes such as + attack, +crit, weapon speed, extendability, and attack speed must also be considered when making your choice of weapon.

Remember that I am using AVERAGES, and in reality, each hit can be wildly higher or lower than is shown, but will still even out. Remember the law of large numbers.

I cannot stress enough that these are the weapon stats only, not factoring in player stats, only what the weapon adds.

For the sake of simplicity, I am not counting evasion/parry/or blocks, as the differences between weapons are marginal, so I am assuming that every hit is successful


For multiple hit weapons, I will use this explanation:

=========
Multiple hits proc around 30% and each additional hit does 10% of the initial hits damage.
Though, the total damage is shown at the last hit (In big numbers)

so it'd be like.. 74 - 7 - 7 - 89

Also, the chance of critical striking only pertains to the first hit. The following hits, is the extra "boost" from that weapon type.
=========


So, for example we take Kromede's spear:


Kromede's spear
2h weapon
Very slow 4 strike weapon.

Attack 186 - 346
Atk Speed 2.8
Physical Critical 50
Crit value 1.8

What we know:
Kromede's spear has a very wide damage range, but the average of it 266. Therefore, factoring out enemy defense, and additional player attack stats/bonuses, a normal hit from this weapon will do 266 damage.

If the weapon procs to a multiple hit, the damage will be as follows: 266-26-26-26=344. Therefore, we find that 30% of all hits will deal 344 damage rather then 266.

Attack speed of this weapon is 2.8. Without factoring in crits, or multiple strikes, the DPS of the weapon is 266 divided by 2.8 or 95.

The critical hit rate is 50. This means that this weapon has a 5% chance of dealing a critical hit. The crit value of this weapon is 1.8, so 266 * 1.8 = 478.8. Therefore 5 out of ever 100 hits will do 478 damage.

Attack speed of this weapon is 2.8. Without factoring in crits, or multiple strikes, the DPS of the weapon is 266 divided by 2.8 or 95.

Out of 100 hits, we can assume that 65 will do 266 damage, 30 will do 344, and 5 will do 478.

65 * 266 = 17290
30 * 344 = 10320
5 * 478 = 2390

Total damage out of 100 hits = 30,000 (yes, exactly 30,000)

Now we find damage per second by factoring in attack speed

30,000/2.8 = 10,714

and by backtracking a little bit:

10,714/100= 107.14

You still with me? Through all of that we find that the average DPS of a normal strike is 107 every second.


I will know apply this to everyone of Kromede's weapons, but without all of the explaining.

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Kromede's spear
2h weapon
Very slow 4 strike weapon.

Attack 186 - 346
Atk Speed 2.8
Physical Critical 50 - %5
Crit value 1.8

Normal strike 266
Multiple Strike 344
Critical strike 478

100 hits: 30,000
100 seconds: 10,714

Average DPS 107

Things to note:

Spears have a very wide damage range, there is a chance that a normal strike from this weapon can do 346, or that it can be as low as 186. This offers a chance to have some very high burst damage, if you are lucky, but also some very low.

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Kromede's Greatsword
2h weapon
Very Slow 3 Strike Weapon

attack 243 - 257
Atk Speed 2.4
Physical Critical 10 - %1
Crit Value 1.8

Normal Strike 250
Multiple strike 300
critical strike 450

100 hits: 26700
100 seconds: 11,125

Average DPS 111

Things to note:

Unlike the polearm, the greatword has a very small damage window, this results in a very steady amount of DPS, where is will never dip below a certain amount, but you will never get a massive blow like you can with a pole arm. The difference in average DPS is marginal, and the attack speed difference is barely noticeable. You are free to decide either one, based on whether you want to be doing steady damage, or have large peaks and valleys. Neither is a bad choice. You should certainly consider all other factors, for example Kromede's spear is extendable, which doubles its range. Making it a clear winner. Many greatswords have attack speed attributes, which will make them an easy choice over a polearm.

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Kromede's Sword
1h weapon
Normal 2 Strike Weapon

Attack 119 - 147
Atk Speed 1.4
Physical critical 50 - %5
Crit Value 2.2

Normal Strike 133
Multiple Strike 146
Critical Strike 293

100 hits: 14490
100 seconds: 10350

Average DPS 103

Things to note:

Being a 1 handed weapon, it has the positive side of being able to equip with it a shield, dagger, mace, or another sword.
On its own, dps is not severely lower then its GS counterpart, which means, that for those temps who lay down the shield, in favor of a gs are sacrificing a lot of extra defense, for a very small offensive boost.
The downside to this weapon, is that it lacks the random knockdown chance that comes with 2 handers, which is very useful in pvp.

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Kromede's Serated Knife
1h Weapon
Fast 1 Strike Weapon

attack 108 - 120
Atk Speed 1.2
Physical Critical 100 - %10
Crit Value 2.2

Normal Strike 114
Multiple Strike 114
Critical Strike 251

100 hits 12770
100 seconds 10641

Average DPS 106

Things to note:

The Dagger's DPS is only higher because of its high critical hit chance. This is great at lower levels, for sins that haven't capped their crit yet, but becomes much less effective once you hit the soft crit cap of 440. After that, sword vs dagger dps is very similar, and either is valuable. This topic has been explained in great detail in many other places, and the most effective combination seems to be Dagger main hand, sword off hand.

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Kromede's Staff
2h weapon
Normal 3 Strike Weapon

attack 152 - 228
Atk Speed 2
Physical Critical 60 - 6%
Crit Value 1.8

Normal Strike 190
Multiple Strike 228
Critical Strike 342

100 hits 21052
100 seconds 10526

Average DPS 106

Things to note:
The staff is the premier chanter weapon, it has a fairly high crit rate, ability to do some high burst damage with luck, and is easily the fastest of the 2 handed weapons. Being a 2 hander, it has a chance of knocking down your opponent, making it excellent for PVP. However, chanters often find themselves playing the role of a healer, and should be prepared to sacrifice it for the survivability of a shield.

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Kromede's Warhammer
1h Weapon
Normal 3 Strike Weapon

attack 113 - 171
Atk Speed 1.5
Physical Critical 10 - %1
Crit Value 2.2

Normal Strike 142
Multiple Strike 170
Critical Strike 312

100 hits 16740
100 seconds 11160

Average DPS 111


Things to note:
As a chanter this was the biggest surprise for me. It would appear that in a direct comparison, the hammer out damages the staff. And seeing as how dps is a large part of a chanter's job, it really surprised me that it wasn’t more widely used. The downside is that you are loosing some range, and the staves random knockdown chance (which is invaluable in pvp). The mace/shield combo, however offers additional DPS, and the added block/defense/damage resist that a shield gives. All chanter's should have both, in pve situations, a mace and shield is far better, especially in group pve, where elite mobs make the extra defense invaluable. And a staff for pvp, where the extra knockdown chance could very well save your life.

Never let anyone tell you that a chanter doesn’t you a mace/shield, (as is the case every time I roll on either) you have as much of a right to roll on it as anyone else. I won Kromede's warhammer over a temp, and it succeeded in being the most useful item I have thus far.
Remember kids, staff=pvp, mace=pve.
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Tuesday, March 6, 2012

Aion Online PvP Guide


Aion is a PVP game, hands down. PvE content is there but you will quickly grow tired of the game if you focus merely on the PvE Aspect of the game. All great pvpers have ONE thing in common, miragents.

Just joking, miragent's was not the answer! While gear is definitely important, it pales in comparison to a skilled pvper. With the help of some of the other big pvpers in the legion, I've decided to throw together some tips/tricks and strategies for people to better themselves at PVP. Keep in mind, everything in pvp is situational and your ability to adapt and apply with be key in your success (or failure) when it comes to the implementation of any of these tricks/tips. So lets begin:

1.) PVP jitters. This is the biggest problem I see with "fresh" pvpers. When a fight is about to begin, the jitters begin. It's true of any game, and it's detrimental. Nerves are hard to fight, but you should definitely find a way to relax yourself before you try to get anywhere as a pvper. Nobody will get mad at you for messing up, pvp is fun, relax and focus! The quicker thinking and quicker adapting team always wins!

- Tips -

Flight Lines and wtfninja's getting away.
At 50 in semi decent gear, you should easily be flight speed capped. (16 is cap). So why then, are these people you are face raping getting away? I mean, you are both at cap, and he's still escaping? Flight lines: The statement "The shortest distance between 2 points is a straight line" applies ten fold in aion.
There are 2 key things you need to be aware of:
  • If he turns sharper then you, he will gain distance on you.
  • If you turn when he does not, he will gain distance on you.

There's the obvious reasons of distance/time of course, but ncsoft throws us a curve ball by amplifying the fact. When you turn, strafe, gain altitude, or drop altitude in aion, your flight speed is reduced. so while you may have 16 in a straight line, pressing "r" or "f" or "q" or "e" does in fact reduce your flight speed to lower then 16. When giving chase you want to fly as straight as possible while he flies straight and while he turns, you want to turn sharper and faster (don't over do it). If he begins gradually banking left, you turn sharper left and then straight to cut him off mid turn. It takes practice, but when you get used to it people become a lot easier to catch!

Your target is too far away, your target is too far away.
This thing sucks. The only things you can do to try and get around it are:

  • Carry a bow. (glads/sins) Autoshoot while you chase, stay within bow range and keep auto shooting. Crits from a bow can stun, which can give you valuable seconds to catch up.
  • Don't get too eager. The urge to hit your target may well up inside you like a bad burrito, but hold off on those skills and wait until you get AHEAD of your target before you unleash hell.
Roping bulls and running away.
For any class, the worst thing to have happen in mass pvp, or while you are running is the dreaded Templar lasso. Nothing sucks more then going for a quick ride into a group of horny asmo's with your sweet clean ass unprotected. Carry shock scrolls. I see far to many people without them, and perhaps it's because they don't understand their true value, they resist IJ. When baiting or pushing as a dps you should have a shock scroll up, when it goes down, you get out. When Moving in to make a pull as a Templar, you need a scroll up, when it goes down, get out. Nothing is better feeling then seeing that shiny silver rope coming at you and having your char not move and watching the enemies Templar cry at his IJ cool down and nothing to show for it.

Narcotics and how to abuse them.
Healing potions (Not life potions) are the greatest thing in the world! (next to a certain breed of puppies that live in sweaters) They get you out of root, silence, dots and much more! Carry them and use them wisely. But even more then learning to use them effectively, is the importance of knowing how to beat them! Greater healing potions remove the first 2 debuffs from a target (1st meaning the 1st applied). Stacking debuffs properly can make or break a duel or pvp encounter.

Example:
Fighting a sorc, you have wind cut down, flame cage, and silence. Which is most detrimental to the enemy sorc? Obviously silence completely destroys the sorcs usefulness on every front. But what good is it if he just pots out? If we silence him then dot him, he will healing pot and lose silence and 1 dot, while the other remains. However, if we dot him twice then silence him, his greater healing pot will remove both dots but he will remain silenced. See what I mean =)? Always provide padding for your most important effects, silence, root, festering wound ect. ect. Make sure you have 2 debuffs to pad whatever effect can win you the battle.

EVASIVE MANEUVERS PEWPEW
If you notice while you're moving, around your character in the HUD, these cool little arrows appear. Convenient isn't it? Just in case you forget you are currently moving forward Ncsoft will remind you! No, that's not what they are for. They are infact "Stat manipulation" indicators. Yeah, so basically movement in different directions affects your stats differently!

Forward movement:
  • +10% Physical Damage
  • +10% Magic Damage
  • -20% Physical Defense
  • -20% Magic Defense
Backwards movement:
  • +500% to Parry
  • +500% to Block
  • -70% Physical Damage
  • -40% Movement Speed

Strafing:
  • +300% to Evasion
  • -70% Physical Damage
  • -20% Movement Speed

The changes are significant, this is part of the reason "Jump shots" are so effective for archers. By canceling the animation on impact with the ground, they can receive the 10% damage buff for their skills as well. Templar's can also tank while backing into a wall to gain +500% block/parry.

Asmodar WeeEoOoo WeEEeEoOo
Using a special chat box, you can detect enemy Asmodian's before you can even see them!

Create a new Chat Tab. Chat Preferences Menu -> Add Tab
Name the new tab "Asmo Radar"
Drag the tab away from your chat window so it makes a new window.
Go into the Tab Options. Under "Combat - Others", turn off all except the 5 message types for "Enemy's..."
Position and size the window so it does not block anything else. It does not have to be large, as it will be faded most of the time.
You will see white text whenever an Asmodian is in the area!

FEAR NO MAN (OR WOMAN)
Fear is the bane of any class. Nothing sucks more then being fear locked for a whole fight (Well I can think of things that suck more but I dun wanna get in trouble). so learn to glide! If you are mid glide while a fear hits, you automatically resist the fear. It takes practice, but glide canceling as an SM tries to fear shriek you can be a god send!

For those SM's cussing at me for this, learn to fear bait as a counter. Start casting a fear, when you see them glide, cancel the cast and then recast! confuse them!

Blue hands are bad for your health.
In any large scale or small scale pvp, situational awareness is a necessary skill. Sorcs and SM's are the key targets you have the ability to react to, and Ncsoft has done us a favor with their skill animations. Supplication of Focus, Sleep, Tree, and fear all share "blueish" color to their animations. When you see them, GTFO 35 Meters or silence!
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