Shedao Shai's Colosseum Walkthrough - Standard Fellow: Difference between revisions

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== General ==
== General ==


The most important thing any group will need for a successful colosseum run is a group of 9 players who can work well together and follow directions. There are no set rules to beating the colosseum. This walk through is intended as a guide only. How your group succeeds is largely up to you.
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 over the last year or so 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 8+ minutes remaining.
 
'''Important:''' This walk through is not designed for [[Darktide]]. 


=== Augmentations ===  
=== Augmentations ===  
Although these are not required, here are a couple [[Augmentations]] that are extremely nice to have:
Although these are not required, here are a couple [[Augmentations]] that are extremely nice to have:
* {{Icon|Archmage's Endurance}} [[Archmage's Endurance]] (at least 1)
* [[Archmage's Endurance]] (at least 1)
* {{Icon|Enduring Enchantment}} [[Enduring Enchantment]]
* [[Enduring Enchantment]]


=== Weapons ===
=== Weapons ===
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* Shadowfire Weapon (optional)
* Shadowfire Weapon (optional)
* Assess Creature Lense (optional)
* Assess Creature Lense (optional)


'''Archers:'''
'''Archers:'''
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=== Formations ===
=== Formations ===
* '''<font color="green">Spread Out</font>''' - Spread out '''evenly''' around the permieter of the roomThe goal is to allow mages to apply [[Tusker Fists]] coverage accross the entirety of the arenaArchers and Melees will pick off the remainders, heavily focusing attention on creatures that spawn on the edges and corners of the arena.
* '''<font color="green">Ring</font>''' - Mages form a "ring" around the bell and cast ring spellsArchers stand under the bell attack any throwers.  Melees attack monsters that don't enter the mages rings.
 
* '''<font color="green">All West</font>''' - Everyone moves to the '''West''' side of the arena, huddling together in the area.  The goal is to keep the spawn as close as possible, which makes for easy targeting for both mages and melee/archers.
** '''Tip:''' Occasionally in this formation, its a good idea to put a mage on the East wall to [[Tusker Fists]] toward the crowd on the West wall to speed things up.


* '''<font color="green">East & West Teams</font>''' - Before staring, the quest leader will split up the fellowship into two teams, '''East''' and '''West'''.  Typically, its best to split the mages evenly between the teams, and then stack the archers on one team and the melees on the other. 
* '''<font color="green">Spread</font>''' - Spread out around the arenaAttack the monsters closest to you.
**'''Tip:''' When lineing up in East & West Teams, use the bell to center yourself on the East and West side respectively. The goal is to cast [[Tusker Fists]] directly back and forth from East to West and vice versaDon't get too far North or South.
**'''Tip:''' Melees and Archers should stay ''on top'' of the mages on their teams in order to keep the creatures within reach of [[Tusker Fists]].  If everything is on the opposite side, its perfectly ok for a melee to temporarily join the other team until the spawn is over.


* '''<font color="green">Northeast & Southwest Teams</font>''' - Same as '''East & West Teams''' ''(see above)'', adjusted so teams set up in the Northeast & Southwest corners.  This formation is only used on '''Arena 18-1''', the [[Tremendous Monouga]]s.
* '''<font color="green">South</font>''' - Spread out in the South 1/3 of the Arena.


== Walkthrough ==
* '''<font color="green">Modified South</font>''' - 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.


== Arena 6 ==
* '''<font color="green">Clock</font>''' - 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.


=== Spawn #1 ===
* '''<font color="green">SE Corner</font>''' - Everyone groups in the SE corner of the ArenaUsed only for the Demon Olthoi in Arena 16. In some groups we have 1-2 mages take "post" positions and cast ring spellsThese mages should have good melee d.
* '''Creatures: [[Mosswart]]s'''
* '''Formation: <font color="green">Spread Out</font>'''
* '''Roles:'''
** {{Icon|Tusker Fists}} '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] over and overTry to cover all of the arena.
** {{Icon|Fire Rending (Sword)}} '''Melees:''' Fire Rending - Attack nearest creatureDon't block [[Tusker Fists]].
** {{Icon|Fire Rending (Bow)}} '''Archers:''' Fire Rending - Half Speed Attacks. Try to attack creatures that near the walls/corners.


=== Spawn #2 ===
* '''<font color="green">Post</font>''' - 2 archers are designated as the "post" playersThey 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.
* '''Creatures: [[Lugian]]s, [[Mattekar]]s
* '''Formation: <font color="green">Spread Out</font>'''
* '''Roles:'''
** {{Icon|Tusker Fists}} '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] over and overTry to cover all of the arena.
** {{Icon|Lightning Rending (Sword)}} '''Melees:''' Lightning Rending - Attack Lugians First. Don't block [[Tusker Fists]].
** {{Icon|Lightning Rending (Bow)}} '''Archers:''' Lightning Rending - 3/4 Speed Attacks. Attack Lugians First.


== Arena 7 ==
* '''<font color="green">By the Door</font>''' - Everyone groups by the exit door on the north wallOnly used for the Elites in Arena 18.
=== Spawn #1 ===
* '''Creatures: [[Eater]]s'''
* '''Formation: <font color="green">East & West Teams</font>'''
* '''Roles:'''
** {{Icon|Tusker Fists}} '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] over and overTry to cover all of the arena.
** {{Icon|Slash Rending (Sword)}} '''Melees:''' Slash Rending - Stand Behind Mages.  Don't block [[Tusker Fists]].
** {{Icon|Slash Rending (Bow)}} '''Archers:''' Slash Rending - Stand Behind Mages.  Don't block [[Tusker Fists]].


=== Spawn #2 ===
== Setup ==
* '''Creatures: [[Viamontian]]s
* Designate someone as the "Caller".  They will be responsible for calling the spawns in each room.
* '''Formation: <font color="green">East & West Teams</font>'''
* '''Roles:'''
** {{Icon|Tusker Fists}} '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] over and overTry to cover all of the arena.
** {{Icon|Lightning Rending (Sword)}} '''Melees:''' Lightning Rending - Stand Behind Mages.  Don't block [[Tusker Fists]].
** {{Icon|Lightning Rending (Bow)}} '''Archers:''' Lightning Rending - Stand Behind Mages.  Get Throwers First. Don't block [[Tusker Fists]].


== Arena 8 ==
* 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 reasonThis role is usually given to a melee or archerIt is important that the person who has the fellow lead NOT be the Caller.
=== Spawn #1 ===
* '''Creatures: [[Armoredillo]]s, [[Zefir]]s'''
* '''Formation: <font color="green">All West</font>'''
* '''Roles:'''
** {{Icon|Gossamer Flesh}} '''Mages:''' Imperil Everything.
** {{Icon|Slash Rending (Sword)}} '''Melees:''' Slash Rending - Attack Imperiled Creatures FirstNote: PIerce Rending also works here.
** {{Icon|Slash Rending (Bow)}} '''Archers:''' Slash Rending - Attack Imperiled Creatures FirstNote: Ditto above.


=== Spawn #2 ===
* Designate the 1-2 mages that will go north for the modified south formation in Arena 15 and 16.
* '''Creatures: [[Crystal Shard Sentinel]]s, [[Sentient Crystal Shard]]s, [[Crystal Lord]], [[Crystal Minion]]s
* '''Formation: <font color="green">Spread Out</font>'''
* '''Roles:'''
** {{Icon|Tusker Fists}} '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] at [[Sentient Crystal Shard]]s. Ignore [[Crystal Lord]] and [[Crystal Minion]]s.
** {{Icon|Slash Rending (Sword)}} '''Melees:''' Slash Rending - Attack [[Crystal Shard Sentinel]]s first, then [[Crystal Lord]]. Ignore [[Crystal Minion]]s.
** {{Icon|Bludgeon Rending (Bow)}} '''Archers:''' Bludgeon Rending - Attack [[Crystal Shard Sentinel]]s first, then [[Crystal Lord]]. Ignore [[Crystal Minion]]s.


== Arena 9 ==
* Designate the 2 archers that will be the "posts" in Arena 18 for the TMs.
=== Spawn #1 ===
* '''Creatures: [[Olthoi Larvae]], [[Olthoi]]
* '''Formation: <font color="green">East & West Teams</font>'''
* '''Roles:'''
** {{Icon|Tusker Fists}} '''Mages:''' Bludgeon Rending - Use Arcs to kill [[Olthoi Larvae]] first, then [[Tusker Fists]] everything else.
** {{Icon|Paradox-touched Olthoi Sword}} '''Melees:''' Olthoi Slayer or Pierce/Bludgeon Rending - Stand Behind Mages.
** {{Icon|Bludgeon Rending (Bow)}} '''Archers:''' Bludgeon Rending - Stand Behind Mages.


=== Spawn #2 ===
* Designate a melee/archer with a lense to IMP in some rooms.
* '''Creatures: [[Shadow]]s
* '''Formation: <font color="green">Spread Out</font>'''
* '''Roles:'''
** {{Icon|Tusker Fists}} '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]]. Try to cover the room.
** {{Icon|Fire Rending (Sword)}} '''Melees:''' Fire Rending - Attack [[Shadow]]s that spawn in corners and on the permimeter first. Don't block [[Tusker Fists]].
** {{Icon|Fire Rending (Bow)}} '''Archers:''' Fire Rending - Attack [[Shadow]]s that spawn in corners and on the permimeter first. Don't block [[Tusker Fists]].


'''Note:''' You can optionlly use [[Shadowfire Weapons]] instead of [[Fire Rending]] weapons, however the attack modifier is low and you can potentially miss often, causing your team to not beat the spawn.
* Designate 1-2 melee/archers that are spec life to vuln in some rooms.


== Arena 10 ==
== Walkthrough ==
=== Spawn #1 ===
* '''Creatures: [[:Category:Sleech|Sleeches]]
* '''Formation: <font color="green">East & West Teams</font>'''
* '''Roles:'''
** {{Icon|Tusker Fists}} '''Mages:''' Bludgeon Rending - Cast [[Tusker Fists]] back and forth.
** {{Icon|Slash Rending (Sword)}} '''Melees:''' Slash Rending - Attack [[Sleech]]es that spawn in corners and on the permimeter first. Don't block [[Tusker Fists]].
** {{Icon|Bludgeon Rending (Bow)}} '''Archers:''' Bludgeon Rending - Attack [[Sleech]]es that spawn in corners and on the permimeter first. Don't block [[Tusker Fists]].
 
=== Spawn #2 ===
* '''Creatures: [[Tanada Nanjou Shou-jen]]'''
* '''Formation: <font color="green">All West</font>'''
* '''Roles:'''
** {{Icon|Gossamer Flesh}} '''Mages:''' Imperil Everything.  Better Yet, VULN everything, assuming Melees and Archers can all use the same element.
** {{Icon|Weeping Sword}} '''Melees:''' [[Weeping Weapons]] - Attack Imperiled Creatures First.  Armor Renders work just as well or better.  Everyone should try to keep to one element (fire is probably the most useful)
** {{Icon|Weeping Bow}} '''Archers:''' [[Weeping Weapons]] w/ Olthoi Arrows -  Attack Imperiled Creatures First.  Armor Renders work just as well or better.  Everyone should try to keep to one element (Fire is probably the most useful, Acid if the archers have Weeping arrows, Lightning if they have Raider arrows).
 
== Arena 11 ==
=== Spawn #1 ===
* '''Creatures: [[Tusker]]s, [[Virindi]]
* '''Formation: <font color="green">All West</font>'''
* '''Roles:'''
** {{Icon|Gossamer Flesh}} + {{Icon|Swordsman's Gift}} '''Mages:''' Imperil & Slash or Pierce Vuln [[Virindi]] only. If you can't get everyone on Slash or Pierce, use Fire.  Then pull out your Singularity Wands and cut them down.  Concentrate fire to eliminate individual Virindi as quickly as possible.
*** '''Tip:''' One Mage can stand on the East wall and casts [[Tusker Fists]] toward the east wall, killing the [[Tuskers]] while everyone else attacks the [[Virindi]].  Gang up and kill individual virindi to eliminate their war casting as fast as possible, do not take individual targets.
** {{Icon|Spectral Sword}} '''Melees:''' Spectral Weapons - Attack vulned [[Virindi]] first.
** {{Icon|Spectral Bow}} + Deadly AP's or Frogs: '''Archers:''' Use Deadly AP's or Frogs if possible, Fire if not.  Attack Vulned Virindi first.  Concentrate fire on Virindi's to kill individuals as quickly as possible, preferrably all archers on one virindi at a time.
 
=== Spawn #2 ===
* '''Creatures: [[Tortured Spirit]]s'''
* '''Formation: <font color="green">Spread Out</font>'''
* '''Roles:'''
** {{Icon|Gossamer Flesh}} '''Mages:''' Bludgeon Rending - Cast Tusker Fists over and over. Try to cover all of the arena.
** {{Icon|Spectral Sword}} '''Melees:''' Spectral Weapons - Attack [[Tortured Spirit]]s that spawn in corners and on the permimeter first. Don't block Tusker Fists.
** {{Icon|Spectral Bow}} + {{Icon|Deadly Fire Arrow}} '''Archers:''' [[Deadly Fire Arrow]]s. Attack [[Tortured Spirit]]s that spawn in corners and on the permimeter first. Don't block Tusker Fists.
 
== Arena 12 ==
;ARENA 12 – Ruschk / Mukkir
 
Ruschk - We start in ROOM formation. Mages cast Tusker Fists with bludgeon rend non-stop. Make sure you line up multiple targets for mass damage. Switch to Arcs when only a few remain. Archer and Melees attack at will using bludgeon rend, pierce rend, or slash rend.  It is advisable to have at least one skilled with Life Magic or a Lens casting Imperil to speed the process along.
 
Mukkir – We move to WW formation. Mages cast Tusker Fists non-stop at the opposite group using bludgeon rend with Mukkir slayer. Melees stay on your assigned wall and cast support spells like heal, stamina, or mana as needed. Archer kill at will using bludgeon, slash, or pierce rend with Mukkir slayer.


== Arena 13 ==
=== Arena 6 ===
;ARENA 13 - Ravager & Virindi / Lugian / Ursuin
* '''6a''' - Mosswarts - '''<font color="green">Ring</font>''' - Fire Rends
** Mages - cast fire rings
** Archers - attack farthest
** Melees - attack closest


* [[Inflamed Ursuin]]
* '''6b''' - Matties/Lugians - '''<font color="green">Ring</font>''' - Fire/Light Rends
** Mages - cast fire rings (the Soulbound wand and pierce rings also works well vs both)
** Archers - target lugians first
** Melees - target Matties first


Ravager & Virindi Quidoxes – Here we start in SW formation. Equipping Sing wands Mages cast Imperil and Vuln (Pierce or Slash if Possible for Archers, Fire if not) on all Virindi and then one continues on to Frost Vuln the Ravagers. The other mages switch to Arcs and kill the Virindi. Melee attack the Viriindi with AR weapons (Soulbound Slash or Pierce, agree ahead of time, or AR FIre if not). Once dead, switch to Frost AR and help finish the Ravagers. Archers shoot the Virindi with AR bow and AP or Frog arrows (or Fire if you must), then switch to Spectral/Frost for the Ravagers. 
=== Arena 7 ===
The Virindi are the main threat.  WOlfpack, gang up, and concentrate fire to remove their warcasting as quickly as possible.
* '''7a''' - Eaters - '''<font color="green">Ring</font>''' - Slash Rends
** Mages - cast slash rings (the Soublund wand and pierce rings also works well)
** Archers - attack farthest
** Melees - attack closest


Path of the Blind Lugians – We move to ROOM formation. Mages imp all the Lugians making sure not to miss any in the room. Melees and Archers kill at will using Lightning rend. If a Mage or two can go racial here it will make the room much easier. A group of 5 impers and 4 killers is a good mix.
* '''7b''' - Viamonts - '''<font color="green">Ring</font>''' - Light Rends
** Mages - cast light rings
** Archers - attack farthest
** Melees - attack closest


Enflamed Ursuins – We stay in ROOM formation . Mages imp all the Ursuin making sure not to miss any in the room. Melees and Archers kill at will using fire rend. Again if a Mage or two can go racial it will make this room easier and faster.
=== Arena 8 ===
* '''8a''' - Dillos/Zefirs - '''<font color="green">South</font>''' - Slash Rends
** Mages - IMP all
** Archers - attack IMPed ones first
** Melees - attack IMPed ones first


== Arena 14 ==
* '''8b''' - Crystals - '''<font color="green">Spread</font>''' - Blunt
;ARENA 14 – Virindi / Olthoi
** 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


Virindi Quids and Paradoxes – EVERYONE USE MAGIC DEFENSE RARE - We start this room in SW formation. Mages equip Sing wands and target Quidox Virindi first. Mages VULN their selected target with Pierce or Slash (or Fire if they must) and then shoot Arcs until it is dead, then switch to the next target and repeat. Melees move out from the wall a bit in an even formation and cast life rings (Raven Fury) over and over with the Life Sing wand. Keep yourself healed between rings (if you have a spare Life rare you can use it in the previous room in preparation for this). Archers will also move in with the Melee and cast life rings with the same instructions as the Melee. Use of a life rare in the previous room is not absolutely necessary, but will help quite a bit.
=== Arena 9 ===
* '''9a''' - Olthoi - '''<font color="green">South</font>''' - Olthoi Slayers
** Mages - attack all
** Archers - machine gun the larvae, then attack all
** Melees - attack low on the larvae


Optional Tactic: For those without Raven's Fury/Life Magic.
* '''9b''' - Shadows - '''<font color="green">Clock</font>''' - Shadowfire/Fire Rend
Repeat the tactic of the prior Virindi Room.  Mages Vuln to the selected Element (Pierce/Slash/Fire) and use SIngularity wands to finish them off.  Melees and Archers use AR weapons of the same element to gang up on the Virindi and bring them down.  Quidoxes should be killed first and fastest, as they shoot the high damage war spells.  Paradoxes should be kept until last.  Ideally, one caster should be doing nothing but vulning, and possibly one of the others following up with Imperils. Everyone should concentrate on killing something that someone else is...the faster individual Virindi die, the less magic damage is coming your way.  Do NOT spread out the damage.
** Mages - cast streaks
** Archers - attack closest
** Melees - attack closest


Egg Orchard Olthoi – We move to WW formation. Mages cast Tusker Fists non-stop at the opposite group using bludgeon rend. Melees stay on your assigned wall and cast support spells like heal, stamina, or mana as needed, or Imperilling the Olthoi. Archers kill at will using Bludgeon Rend.
=== Arena 10 ===
* '''10a''' - Sleeches - '''<font color="green">Clock</font>''' - Blunt/Pierce Rends
** Mages - cast streaks with Soulbound wand
** Archers - attack closest
** Melees - attack closest


Making it out of this room entitles you to Two Coins.
* '''10b''' - Ninjas - '''<font color="green">South</font>''' - Fire/Acid Rends (weepings also work)
** Mages - attack all
** Archers - attack all
** Melees - attack all


== Arena 15 ==
=== Arena 11 ===
;ARENA 15 – Mosswart / Undead
* '''11a''' - Virindi/Tuskers - '''<font color="green">South</font>''' - Slash/Fire
** Mages - 1 mage SLASH vuln the Vs, kill the tuskers (the Soulbound wand also works well vs both)
** Archers - Attack Vs first
** Melees - Attack Vs first


Mosswart – We start in SW formation. Mages cast Imperil on all targets. Once all are Imped, then switch to Arcs using Fire Rend. Mages must focus on Gladiators once everyone is Imped. Melees kill at will with Fire Fend. Archers kill at will with Fire Rend.
* '''11b''' - Ghosts - '''<font color="green">Clock</font>''' - Soulbound (fire rend if no SB)
** Mages - Cast streaks
** Archers - attack closest
** Melees - attack closest


Undead – MAGES USE WAR RARE. MELEE/ARCHER USE SKILL RARE – We move to BELL formation. Mages cast Fire Rings with Fire Rend wands with Undead slayer. Switch to Arcs when a few remain. Tusker Fists can also be used by a few mages here, but only if they have Undead slayer on a Bludgeon Rend wand. Also make sure if you use this technique you are not drawing too many away from the main attack. Melees can attack at will any that make it inside the ring with Undead Fire Fend or play support as needed (with Imperils). Archers kill at will with Undead Fire Fend.  If someone is able to Fire Vuln the undead, then Melees and Archers should use Undead Fire AR, if they have such a thing (not likely).
=== Arena 12 ===
* '''12a''' - Ruschk - '''<font color="green">South</font>''' - Blunt/Pierce Rends, lense IMP in melee heavy groups
** Mages - Soulbound wand pierce arcs/bolts
** Archers - attack IMPed ones first
** Melees - attack IMPed ones first


== Arena 16 ==
* '''12b''' - Mukkir - '''<font color="green">South</font>''' - Mukkir Slayers (Pierce/Blunt)
;ARENA 16 – Hands / Swarm Demons
** Mages - attack all
** Archers - attack all
** Melees - attack all


Viamontian Hands – We start in BELL formation. Mages cast Lightning Rings with Lightning Rend, then switch to Arcs when a few remain. Melee and Archers attack at will with Lightning Rend.  Note: This tactic works with Fire, as well.
=== Arena 13 ===
* '''13a''' - Carenzi/Virindi - '''<font color="green">South</font>''' - Frost/Slash, lense IMP
** Mages - FROST vuln all the Carenzi then SLASH vuln and kill the Vs
** Archers - AR frost on the Carenzi
** Melees - AR frost on the Carenzi


Swarm Demons Olthoi– EVERYONE USE MELEE DEFENSE RARE - Start this spawn in Bell formation. The EAST side group will cast Bludgeon Vuln on all Demons. The WEST side group will cast Futility on all Demons at the same time. Once ALL are Vulned the group will split up and go to the WW formation. Mages will cast Tusker Fists non-stop with Olthoi slaying wands. Mages will switch to Arcs when a few remain. Melees will play support and heal, stamina, or mana as needed, or cast Imperils via Lenses or buffed Life Magic. Archers can attack at will using Bludgeon Rend.
* '''13b''' - Lugians - '''<font color="green">South</font>''' - Light Rends
This is the room that tends to make or break a Colosseum Run.  Archers should try to concentrate fire to remove individual olthoi as fast as possible.
** Mages - IMP all
** Archers - attack IMPed ones first
** Melees - attack IMPed ones first


Note: IF you can't pop Melee Rares, then the best way to do things is have one mage BLud Vuln all the olthoi, and someone else Imperil them all (preferably a Lens user).  Then concentrate attacks on individual olthoi to remove them rapidly from the equation.  Melees just chip in with Olthoi Slayers or Blud AR, Archers use BLudgeon AR.  Once they are all Imperilled and VUlned, they die fast...it just takes a while to get there.
* '''13c''' - Ursuin - '''<font color="green">South</font>''' - Fire Rends
** Mages - IMP all
** Archers - attack IMPed ones first
** Melees - attack IMPed ones first


Making it out of this room entitles you to 3 coins.
=== Arena 14 ===
* '''14a''' - Virindi - '''<font color="green">South</font>''' - Vslayers (AR slash if no Vslayer), lense IMP
** Mages - SLASH vuln all the Vs first then attack
** Archers - attack the vulned ones first
** Melees - attack the vulned ones first


== Arena 17 ==
* '''14b''' - Olthoi - '''<font color="green">South</font>''' - Olthoi Slayers
;ARENA 17 – Tuskers & Virindi / Penguins
** Mages - attack all
** Archers - attack all
** Melees - attack all


Tuskers & Virindi – We start in BELL formation. Mages cast Rings using Fire Rend wands non stop, then switch to Arcs when a few remain. If only Virindi remain, quickly switch to your Sing wands (remember to switch back before the next spawn). Melees cast Fire Vuln on all the Virindi and then cast Imperil on all the Virindi and switch to Fire rend or Fire AR once all are Vulned/Imped . Archers can target and attack the Vulned/Imped Virindi as they are debuffed with Fire Render or Fire AR.
=== Arena 15 ===
* '''15a''' - Mosswarts - '''<font color="green">South</font>''' - Fire Rends
** Mages - IMP all
** Archers - attack IMPed ones first
** Melees - attack IMPed ones first


Penguins – We stay in BELL formation. Mages cast Fire Rings with Fire Rend wands, switch to Arcs when few remain. Melees and Archers attack at will with Fire Rend while not disrupting the Mage's Rings.
* '''15b''' - Falatacot - '''<font color="green">Modified South</font>''' - Undead slayers
** Mages - Blunt rend undead slayers cast Tusker Fists
** Archers - attack farthest
** Melees - attack closest


Making it out of this room entitles you to Four Colosseum Coins.
=== Arena 16 ===
* '''16a''' - Viamont Hands - '''<font color="green">Modified South</font>''' - Blunt/Light Rends
** Mages - Blunt rend cast Tusker Fists
** Archers - light, attack throwers first
** Melees - light, attack closest


== Arena 18 ==
* '''16b''' - Demon Olthoi - '''<font color="green">SE Corner</font>''' - Pierce, 1-2 melee/archers PIERCE vuln, lense IMP
;ARENA 18 – Tremendous Monouga / Guardians
** Mages - Paradox wand, pierce bolts
** Archers - AR pierce, can go almost half speed
** Melees - AR pierce


TM's – We start in the TRI formation. Mages using CS/Blud wands or specially tinked TM wands cast Tusker Fists at any open TM. Keep turning side to side to get clear shots. Melees and Archers cast Bludgeon Vuln, Futility, Imperil, and Frost Vuln on all TM's in that specific spell order. Once all TM's are fully vulned then the Melees and Archers may attack at will using Frost AR weapons (spectral arrows for Archers preferred). Be sure not to impede the Mage's wall spells,
=== Arena 17 ===
* '''17a''' - Virindi/Tuskers - '''<font color="green">South</font>''' - Slash/Fire, 1-2 melee/archers vuln, lense IMP
** Mages - Tusker Paw Wand and fire on the tuskers, ring when reasonable, if no Paw wand help FIRE vuln
** Archers - attack Vs first then AR fire on the tuskers
** Melees - attack Vs first then AR fire on the tuskers


Guardians – We move to SW formation. 2 Mages will be assigned to Frost Vuln, Imperil, and Magic Yield all the guardians. Mages will use frost Arcs with CS wands, with Undead Slayer, if possible. Melee will use AR Frost weapons (with Undead Slayer, if possible!). Archers will use AR frost bows (spectral arrows preferred) with Undead Slayer, if possible. Kill the guardians one at a time from the left to the right, concentrating fire.
* '''17b''' - Penguins - '''<font color="green">South</font>''' - Fire Rend, lense IMP
** Mages - attack all
** Archers - attack IMPed ones first
** Melees - attack IMPed ones first


NOTE: If you don't have Frost Undead Slayers for Wands, use your Fire Undead Slayer Wands, and only WAR the ones that are Frost Vulned.  The Undead Slayer effect is more important then a CS effect.
=== Arena 18 ===
* '''18a''' - TMs - '''<font color="green">Post</font>''' - Blunt/Frost/Slash, 1-2 melee/archers vuln all, lense IMP
** Mages - cast Tusker Fists with a CS blunt wand
** Archers - AR frost/blunt/slash
** Melees - AR frost/blunt/slash


YOU WIN!!!!
* '''18b''' - Elite Guardians - '''<font color="green">By the Door</font>''' - CS/AR Frost
** '''Note:'''  First spawn is 1 Elite, then 3 Elites, then 6 Elites
** Mages - IMP/FROST vuln all the elites then war with CS frost wand
** Archers - AR Frost
** Melees - AR Frost


[[Category:Column]]
[[Category:Colosseum]]
[[Category:Colosseum]]
[[Category:Player Guides]]

Latest revision as of 19:27, 8 April 2014

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 over the last year or so 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 8+ minutes remaining.

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 (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. In some groups we have 1-2 mages take "post" positions and cast ring spells. These mages should have good melee d.
  • 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 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. 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 Rends
    • Mages - cast fire rings
    • Archers - attack farthest
    • Melees - attack closest
  • 6b - Matties/Lugians - Ring - Fire/Light Rends
    • Mages - cast fire rings (the Soulbound wand and pierce rings also works well vs both)
    • Archers - target lugians first
    • Melees - target Matties first

Arena 7

  • 7a - Eaters - Ring - Slash Rends
    • Mages - cast slash rings (the Soublund wand and pierce rings also works well)
    • Archers - attack farthest
    • Melees - attack closest
  • 7b - Viamonts - Ring - Light Rends
    • Mages - cast light rings
    • Archers - attack farthest
    • Melees - attack closest

Arena 8

  • 8a - Dillos/Zefirs - South - Slash Rends
    • Mages - IMP all
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first
  • 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 low on the larvae
  • 9b - Shadows - Clock - Shadowfire/Fire Rend
    • Mages - cast streaks
    • Archers - attack closest
    • Melees - attack closest

Arena 10

  • 10a - Sleeches - Clock - Blunt/Pierce Rends
    • Mages - cast streaks with Soulbound wand
    • Archers - attack closest
    • Melees - attack closest
  • 10b - Ninjas - South - Fire/Acid Rends (weepings also work)
    • Mages - 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 (the Soulbound wand also works well vs both)
    • Archers - Attack Vs first
    • Melees - Attack Vs first
  • 11b - Ghosts - Clock - Soulbound (fire rend if no SB)
    • Mages - Cast streaks
    • Archers - attack closest
    • Melees - attack closest

Arena 12

  • 12a - Ruschk - South - Blunt/Pierce Rends, lense IMP in melee heavy groups
    • Mages - Soulbound wand pierce arcs/bolts
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first
  • 12b - Mukkir - South - Mukkir Slayers (Pierce/Blunt)
    • Mages - attack all
    • Archers - attack all
    • Melees - attack all

Arena 13

  • 13a - Carenzi/Virindi - South - Frost/Slash, lense IMP
    • Mages - FROST vuln all the Carenzi then SLASH vuln and kill the Vs
    • Archers - AR frost on the Carenzi
    • Melees - AR frost on the Carenzi
  • 13b - Lugians - South - Light Rends
    • Mages - IMP all
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first
  • 13c - Ursuin - South - Fire Rends
    • Mages - IMP all
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first

Arena 14

  • 14a - Virindi - South - Vslayers (AR slash if no Vslayer), lense IMP
    • Mages - SLASH vuln all the Vs first then attack
    • Archers - attack the vulned ones first
    • Melees - attack the vulned ones first
  • 14b - Olthoi - South - Olthoi Slayers
    • Mages - attack all
    • Archers - attack all
    • Melees - attack all

Arena 15

  • 15a - Mosswarts - South - Fire Rends
    • Mages - IMP all
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first
  • 15b - Falatacot - Modified South - Undead slayers
    • Mages - Blunt rend undead slayers cast Tusker Fists
    • Archers - attack farthest
    • Melees - attack closest

Arena 16

  • 16a - Viamont Hands - Modified South - Blunt/Light Rends
    • Mages - Blunt rend cast Tusker Fists
    • Archers - light, attack throwers first
    • Melees - light, attack closest
  • 16b - Demon Olthoi - SE Corner - Pierce, 1-2 melee/archers PIERCE vuln, lense IMP
    • Mages - Paradox wand, pierce bolts
    • Archers - AR pierce, can go almost half speed
    • Melees - AR pierce

Arena 17

  • 17a - Virindi/Tuskers - South - Slash/Fire, 1-2 melee/archers vuln, lense IMP
    • Mages - Tusker Paw Wand and fire on the tuskers, ring when reasonable, if no Paw wand help FIRE vuln
    • Archers - attack Vs first then AR fire on the tuskers
    • Melees - attack Vs first then AR fire on the tuskers
  • 17b - Penguins - South - Fire Rend, lense IMP
    • Mages - attack all
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first

Arena 18

  • 18a - TMs - Post - Blunt/Frost/Slash, 1-2 melee/archers vuln all, lense IMP
    • Mages - cast Tusker Fists with a CS blunt wand
    • Archers - AR frost/blunt/slash
    • Melees - AR frost/blunt/slash
  • 18b - Elite Guardians - By the Door - CS/AR Frost
    • Note: First spawn is 1 Elite, then 3 Elites, then 6 Elites
    • Mages - IMP/FROST vuln all the elites then war with CS frost wand
    • Archers - AR Frost
    • Melees - AR Frost