SusieQue's Colo Guide: Difference between revisions

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*Upgraded [[Singularity Weapons]] (At LEAST Ultimate, preferably Upgraded as soon as you can)
*Upgraded [[Singularity Weapons]] (At LEAST Ultimate, preferably Upgraded as soon as you can)
*[[Jester's Lost Marbles | Spectral Bow]]
*[[Jester's Lost Marbles | Spectral Bow]]
*[[Aerbax's Prodigal Olthoi | Olthoi Slayer]]


Arrows they need to have in supply:
Arrows they need to have in supply:

Revision as of 13:19, 24 July 2010

Susie Que of Solcaim

General

Some things have changed with the way we run Colo on Solclaim with new weapons and such that can effectively and consistently win Colo without the use of rares. The following is how I do my runs - I hope this helps others feel more prepared and get more involved in Colo Runs!

I have uploaded the guide in Excel format which can be downloaded from the following link. This is handy to print out and keep nearby when on a run.

Third Party Apps

Call It

http://www.asheronstoybox.com/decal_CallIt.htm
I have also uploaded the XML file that the Decal Plugin Call It uses for efficiently calling each spawn according to the strategy listed below. The file is called Quests.xml and it can be downloaded here. Once installed, you will need to replace the existing xml file it uses, with the one I provided above.

The quests file for Call It can be found at the following locations:

  • Vista - C:\ProgramData\Gouruware\CalIt (I believe the ProgramData folder is a hidden folder by default)
  • XP - C:\Documents and Settings\All Users\Application Data\Gouruware\CallIt

Target Info

http://decal.acasylum.com/target_info.php
Target info is considered almost a must have plugin to avoid duplicate debuffs/vulns being cast as well as making sure you are attacking a monster that has been prepped by a mage. Once installed, you will want to make sure you turn on the HUD display.

Strategy

We usually take no more than one melee at a time using this strategy. I know there are other strategies that people use, and I'm always up for learning! But this is how we regularly win colo and I just thought I'd share. I hope this is helpful to others, and good luck!

RM Archers Spawn Formation Mages
6-A Fire Rend Mossies Spread Bludge - TF
6-B Light Rend Mattys-Lugians Spread Bludge - TF
7-A SlashRend Eaters Teams Bludge - TF
7-B Light Rend Viamonts Teams Bludge - TF
8-A Slash Rend Dillos - Zefirs West Spread Bludge - Imp All - Bolt Zeph's
8-B Bludge Rend Crystal Lord Spread Bludge - TF (NO Debuff Lord)
9-A Bludge Rend Olthoi + Larvae Teams Bludge - Bolt/Streak Larvae - TF
9-B Bludge Rend Shadows Spread Bludge - TF
10-A Bludge Rend Sleeches Spread Bludge - TF
10-B Weeping - Acid Ninjas West Spread Weeping - Acid Vuln Only - War
11-A Sing - Acid Virindi - Tuskers West Tight Tusker Paw - Acid Vuln Virindi - War
11-B Ghost - Acid Ghosts Spread Undead Bludge - TF
12-A Ghost - Pierce Ruschk West Tight Ghost - Pierce Vuln - War
12-B Mukkir - Pierce Mukkir West Tight Mukkir Pierce - War
13-A Sing - Acid Virindi - Dogs - ONE SPAWN West Spread CS Frost - Acid Vuln Virindi, Frost Vuln Dogs - War
13-B Light Rend Lugians - ONE SPAWN West Spread IMP ONLY
13-C Fire Rend Fire Ursin West Spread IMP ONLY
14-A Sing - Acid Virindi West Spread Sing - Acid Vuln - WAR
14-B Bludge Rend Olthoi Teams Bludge - TF
15-A Fire Rend Mossies West Spread CS Fire - Imp All, Fire Vuln Gladiators Only
15-B Undead Fire Rend Undead Falatacot Teams Undead Bludge - TF
16-A Light Rend Viamonts Teams Bludge - TF
16-B Ghost - Bludge Swarm Demons SW Corner Olthoi Slayer - Bludge Vuln & Imp - WAR
17-A Sing - Acid Virindi - Tuskers West Tight Tusker Paw - Acid Vuln Virindi, Fire Vuln Tuskers - WAR
17-B Spectral - Fire Uber Pengiuns West Spread CS Fire - Fire Vuln - WAR
18-A Spectral - Bludge Tremendous Monougas SW & NE Corners CS Bludge - Bludge/Imp/Fester - TF
18-B Spectral - Acid Elite Guardians North CS Acid - Acid Vuln & Imp - WAR

Glossary

Teams

You should separate your fellow into two teams, EAST and WEST. The archers/mages should be even distributed to each team. When the formation calls for Teams, all the people on each side of the room should be standing ON THE RING ON THE FLOOR, and they should look like ONE PERSON (all should be standing on top of one another - mages might have to maneuver just a touch to ensure their TF's are flowing smoothly).

Spread

When the formation calls for SPREAD, the entire fellow should be standing ON THE RING evenly spread out in a circle.

West Spread

This formation means all along the west side of the room near the ring. WEST means that the ENTIRE FELLOW should be standing on the West side, on the ring, looking like ONE PERSON. When the formation is SW CORNER, all the mages should be as far into the corner as possible, while the archers need to QUICKLY form a wall in front of the mages.

SW & NE Corners

Means the East team will stand in the NE corner ON THE RING on the floor, not necessarily in a tight formation, while the West team will be in the SW corner ON THE RING on the floor in the same fashion.

North Spread

This is same as West spread, only along the North wall.

TF

In case you aren't familiar with the term TF, it stands for Tusker Fists.

Role Requirements

The following is a list of the weapons you will need to acquire to follow the above strategy.

Archers

Arrows they need to have in supply:

Mages

Melees