Buffslave II and Azura's Colosseum Guide

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Related topics: Colosseum, Advanced Colosseum Arena

General

  • The Colosseum runs on Darktide take a slightly different approach in a few areas, but overall tend to be nearly the same as one done in a non-PK world.
  • This guide makes heavy use of quest weapons.
  • This guide assumes no rares will be used, but mentioned when rares can be. A well-equipped, experienced fellowship without rares can finish with 5-7 minutes remaining.
  • This walk through is designed for Darktide and high level players (nearly maxed). Some parts only work correctly with PK status. If you want PK status in a non-PK world, use /pklite.
  • A good fellowship should probably have at least 5 mages, maximum of about 7, and the rest archers/melees, with strong preference for archers.

Optional Augmentations

In general, it is assumed that most PvP augmentations are already obtained, such as Asheron's Lesser Benediction. The following augmentations can help but are not necessary for a win.

Special Roles

  • Pick one mage with Life Magic specialized be the "designated mage". Pick another archer/melee be his/her partner. This pair will be the "Commandos" who will take various specialized roles in the later portions of the arena.
  • Pick a melee be the fellowship leader, or if there are none, an archer. See Time Savers.

Equipment

Equipment plays a huge role in the success of the fellowship and its importance should not be underestimated. Most guides suggest that rares are required, but this is only the case in a poorly equipped fellowship or one that drags along lower level players. Since there is a variety of equipment needed, this section is broken down into common equipment and then class-specific equipment.

Common

Mages

Melees

Archers

Rares

In general, rares are not required for a well-equipped and experienced fellowship. The only useful rares for this run are War Magic rares, but Mana Conversion rares can improve performance when casting Tusker Fists, which uses a lot of mana. Since Spectral Rares are no-drop and very cheap to get (only two Ancient Mhoire Coins), it is nice to have them if the fellowship starts losing time. If truly desired, Blood Drinker (Spell) rares can be used, but it is suggested by the authors that these be saved for PK fights.

Mages

Melees and Archers

Formations

  • Bell - As the name implies, everyone runs to the center of the arena and tried to get as close to the bell as possible. This is usually due to fast moving monsters such as Viamontian Hands which switch targets quickly and cause war magic spells to miss.
  • Corner - The entire fellowship crowds into a corner, usually the southeast since it is near the drop. The weakest should be towards the back since this effectively blocks melee attacks from reaching them. They can even jump on top if they are very weak. Melee characters should always be near the outer most part of the pile facing the bell, otherwise they will be stuck and unable to attack.
  • Spread Out - The fellowship spreads out evenly along the arena around the bell. This is done typically when monsters do not move, or typically cast a few spells then attack.

Time Savers

  • If your fellowship has experienced a few deaths, using rares may be able to steal a win from an otherwise coin-run.
  • Killing the entire first spawn before a second group can spawn makes the second group not spawn at all. Always aim to do this!
  • Use a voice chat program to coordinate quickly and effectively.
  • If someone is disconnected, the leader of the fellowship must recall to the Colosseum drop to recruit them again. Have the leader be a melee, since they tend to deal the least damage (except for perhaps two-handed combat).
  • Have one person designated to ring the bell as soon as they enter.
  • Visually check for another monster in the far corners so you do not find yourself waiting for a new spawn when there is still one alive.
  • As soon as the last monster is dead for that arena, pile on the North wall for the door.

Walkthrough

Arena 6

Spawn #1

  • Creatures: Low-level Mosswarts
  • Formation: Spread Out
  • Roles:
    • Mages Pre-ring fire, then streak after spawn.
    • Melees - Fire Rending - Attack nearest.
    • Archers - Fire Rending - Attack nearest.
  • Rationale:

Low level Mosswarts tend to die in one to two hits from even modest weapons. It is usually possible to clear this before the second spawn comes, saving 10-15 seconds.

Spawn #2

  • Creatures: Lugians, War Mattekars
  • Formation: Spread Out
  • Roles:
    • Mages - Fire Rending - Shoot one war and then streak into a Mattekar, switch to next.
    • Melees - Lighting Rending - Attack Lugians.
    • Archers Lightning Rending -Attack Lugians.
  • Rationale:

These too, tend to die in one to two hits from even modest weapons. It is usually possible to clear this before the second spawn comes, saving 10-15 seconds.

Arena 7

Spawn #1

The Eaters are exceptionally vulnerable to slashing weapons, but the Soul Bound Staff can 1-hit them on a critical hit. Pre-ringing usually takes down a few the moment they spawn.

Spawn #2

  • Creatures: Viamontians
  • Formation: Spread Out
  • Roles:
    • Mages Lighting Rending - Pre-ring lighting, then streak.
    • Melees Lightning Rending - Attack nearest
    • Archers Lightning Rending - Attack nearest.
  • Rationale:

So far, this strategy is somewhat effective, need to try out Tusker Fists to see if it is any faster.

Arena 8

Spawn #1

The high health but low armor of the Armoredillos makes them fodder for physical attacks when imperiled. The Zefirs are a bit harder to kill, but a critical hit from the Soul Bound Staff can devastate them. Since there are relatively fewer Zefirs than Armoredillos, one mage can continue to imperil the Zefirs afterwards while all of the mages shoot wars.

Spawn #2

Rationale: The shards are large, weak to bludgeoning, and extremely slow moving, making them a very good target for Tusker Fists. It is often possible to kill a few before they even can engage in melee combat. Since using a bludgeon vuln increases the damage per fist by around 60% (Rend caps at 150%, level 8 is 210%), this dramatically improves the rate at which they go down. The Crystal Lord is immune to magic, and thus why archers and melees attack it.

Arena 9

Spawn #1

  • Creatures: Olthoi Larvae, Olthoi
  • Formation: Corner
  • Roles:
    • Mages: - Paradox-touched Olthoi Wand - Use arcs and/or streaks to kill the Larvae, which spawn first.
    • Melees - Paradox-touched Olthoi Weapons
    • Archers - Paradox-touched Olthoi Weapons
  • Rationale:

Nothing kills Olthoi dead quite like Olthoi Slayer weapons. Using wall spells isn't recommended here because there is a large (10-15) second gap between when the larvae spawn and when the actual Olthoi do, which makes most of the efforts wasted. Clearing the larvae before the other Olthoi spawn is extremely difficult due to their long death animation.

Spawn #2

The Dark Isle Shadows are notoriously hard to hit, even with 530+ melee skill. The Shadowfire melee weapons have a low attack modifier, making them even harder to hit, which is why a Fire Rending weapon is recommended, especially if it has a Heart Seeker cantrip. The Biting Strike, high damage bonus percent, and Shadow Slayer property on the wands makes many streaks into one-hit kills.

Arena 10

Spawn #1

  • Creatures: Sleeches
  • Formation: Spread Out
  • Roles:
    • Mages - Soul Bound Staff - Pre-ring piercing, then streak once and switch targets.
    • Melees - Pierce Rending or Paradox-touched Weapons - Attack Sleeches that spawn in corners and on the permimeter first.
    • Archers - Pierce Rending - Attack Sleeches that spawn in corners and on the permimeter first.
  • Rationale:

Sleechs have relatively low health and tend to die quickly to the mages. Streaking works very effectively, usually killing them in one to two hits. The Paradox-touched weapons work well since they shoot can an additional shockwave, though it can be hard to hit them if they aren't moving. Overall though, it should be easy to kill all of these before the second spawn.

Spawn #2

Arena 11

Spawn #1

  • Creatures: Low Tuskers, Virindi
  • Formation: Spread Out
  • Roles:
    • Mages - Fire Rending weapons and Upgraded Ultimate Singularity Wand (Commando) - Streak the Tuskers. The Commando mage should Blade vuln all of the Virindi, then shoot wars.
    • Melees - Fire Rending weapons and Upgraded Ultimate Singularity Weapons (Commando) - Attack Tuskers. The Commando helper should use an Upgraded Ultimate Singularity weapon to kill Virindi. Attack only vulned targets first.
    • Archers - Fire Rending weapons and Upgraded Ultimate Singularity Weapons - Attack Tuskers. The Commando helper should use an Upgraded Ultimate Singularity weapon to kill Virindi. Attack only vulned targets first.
  • Rationale:

There are many Tuskers in this room, but they all have low health and can be easily taken down by anyone. There are only a few Virindi here, thus the Commandos take them out.

Spawn #2

  • Creatures: Tortured Spirits
  • Formation: Spread Out
  • Roles:
    • Mages - Soul Bound Staff - Pre-ring piercing, then streak once and switch targets.
    • Melees - Soul Bound Weapons - Attack nearest.
    • - Soul Bound Weapons - Attack spawns furthest from the bell.
  • Rationale:

The ghosts here have low health and go down very quickly to streaks. It is often possible to kill the first spawn before the second arrives.

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 13 - Ravager & Virindi / Lugian / Ursuin

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. The Virindi are the main threat. WOlfpack, gang up, and concentrate fire to remove their warcasting as quickly as possible.

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.

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 14

ARENA 14 – Virindi / Olthoi

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.

Optional Tactic: For those without Raven's Fury/Life Magic. 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.

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.

Making it out of this room entitles you to Two Coins.

Arena 15

ARENA 15 – Mosswart / Undead

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.

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 16

ARENA 16 – Hands / Swarm Demons

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.

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. 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.

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.

Making it out of this room entitles you to 3 coins.

Arena 17

ARENA 17 – Tuskers & Virindi / Penguins

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.

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.

Making it out of this room entitles you to Four Colosseum Coins.

Arena 18

ARENA 18 – Tremendous Monouga / Guardians

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,

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.

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.

YOU WIN!!!!