Gauntlet: Difference between revisions
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* Shadows should not be vuled as they counter protect. Even so, all damage types besides nether appear to do little damage. | * Shadows should not be vuled as they counter protect. Even so, all damage types besides nether appear to do little damage. | ||
* War mages, melees and archers should kill the mukkir. | * War mages, melees and archers should kill the mukkir. | ||
'''Stage | '''Stage 7'''<br> | ||
<br>Spawn 1 - | <br>Spawn 1 - | ||
<br>Spawn 2 - | <br>Spawn 2 - |
Revision as of 23:32, 5 March 2014
Related topics: Advanced Colosseum Arena, Societies
Walkthrough & Notes Dungeons & Maps Rewards Images Dialog Update History |
Gauntlet | |
---|---|
Level: | ?? |
Type: | Locked Fellowship |
Starts At: | ?? |
Time to Complete: | 1 hour |
Repeat: | ?? |
Quest Overview
You not need to be a Master member of a Society to participate.
- Important: Rare gems are not allowed - you will not be able to enter the Gauntlet if you have a rare gem in your inventory. Any active rares will also be dispelled upon entry. However, you can enter with spectral rares.
- There are three distinct dungeons accessed in front of each society stronghold but you can enter any one of them irrespective of what society you belong to.
- To initiate the event one must be in the society hosting the event rooms
- Each society may have two concurrent groups attempting the event at the same time for a total of six possible concurrent groups
- There are mini-bosses that can be accessed after you complete a certain number of stages.
- Required slayers include tumerok, virindi, mukkir, shadow and (for void mages) burun.
Walk Throughs
Here is a rough set of notes. Note that some spawn information is incomplete and so is the detailed breakdown of the spawn waves:
Most stages have 3 waves of spawns. An exception is stage 5. Recommended group composition is 2-3 void mages, 2-3 war mages, and the rest melee/archer.
Stage 1
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Hollow Pawns > Virindi Rival > Corrosive Archer > Tumerok Savage
- Tumeroks are melee and archer fodder, imperil and slash vul, use tumerok slayer. Mages should also use the slayer but do far less damage. Void mages focus on keeping dots on what the melees and archers are attacking.
- Virindi tend to stand still and cast lightning rings so meeles beware.
Stage 2
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Hollow Pawns > Virindi Rival > Lugian Launcher
- At least one mage should use a spectral life rare and imperil the lugians. Melees and archers use light rend. Lugians have very high resistance and are also resistant to spell damage itself, including void.
Stage 3
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Hollow Pawns > Torment Wisps
- Spread out (e.g. along the edge of the room) because the wisps cast waves that can kill multiple people at once, especially if stacked.
- Wisps should be imperiled and slash vuled but mages tend to do more damage to them. This spawn appears to take a very long time to kill. Unclear if there is a better strategy.
Stage 4
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Hollow Pawns > Virindi Rival > Vicious Remoran Sapper
- Do not stand in SW corner as a group of remoran spawns there.
- Remoran stand still and chain-cast war spells. Bring lots of dispell gems for this room.
- Remoran should NOT be vuled. They counter protect. Instead mages should use Tusker Fists with bludge rend. Void mages can get dots on them to increase fist damage, and also use volleys.
- Remoran can be imperiled and melees and archers can use bludge or fire rend.
Stage 5
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority:Grievver Darter > Pike Grievver
- Upon entering, your group will be split (at random) between two separate rooms. It's a race. The group that clears their room first will open the way for both groups.
- The room is small, and has a central column. Flame waves shoot along the outer edges of the room so don't stand there.
Stage 6
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Mukkir Predator > Vibrant Shadow, void mages always focus shadows
- Void mages should focus on the shadows using slayer the whole time.
- Shadows should not be vuled as they counter protect. Even so, all damage types besides nether appear to do little damage.
- War mages, melees and archers should kill the mukkir.
Stage 7
Spawn 1 -
Spawn 2 -
Spawn 3 -
Kill priority: Mukkir Predator > Ruuk Ranger > Guruk Grunt unless Guruk Grunt is vulnerable, in which case everyone should focus on it. Void mages always focus the burun, either the Ruuk or Guruk.
- Guruk Grunts are resistant to all magic (all damage?) unless they become vulnerable, which appears to occur at random. A level up animation plays, and there is a green chat message. Everyone should switch on them at this point and ignore other spawns.
- Guruk Ruuk cast a high damage bludge volley (forward cone attack). It does 250-300 damage. A level up animation is played, and there is a chat warning when this occurs.
- Void mages should focus on the burun all times, Ruuk until Guruk becomes vulnerable and then switch to Guruk. Use burun slayer.
- Burun are immune to life magic and destructive curse.
- Unclear if burun slayer would help war mages, archers or melees.
- Due to extremely high health (~150k) the burun take a very long time to kill. Unclear if there's a better strategy.
Maps
Dungeon | Coordinates | Wiki Map | ACmaps |
---|---|---|---|
?? | ?? | -- | -- |
Items
Gauntlet Coin
Gauntlet Treasure Key
Gauntlet Vault Key
Yellow Society Locket
Brown Society Locket
Blue Society Band
Purple Society Band
Red Society Band
Experience Rewards
Reward Chart
Room | Title | XP | Luminance | Coins |
---|---|---|---|---|
1 | ?? | ?? | ?? | - |
2 | ?? | 50,000,000 | 5,000 | - |
3 | ?? | ?? | 7,500 | - |
4 | ?? | ?? | ?? | ?? |
5 | ?? | ?? | ?? | ?? |
6 | ?? | 125,000,000 | 15,000 | 1 |
7 | ?? | ?? | ?? | ?? |
- Note: You must use the exit door to have completed a room. For example, killing the spawn in room 2 then using the door and entering room 3 counts as having beaten 2.
Lore & Dialog
??