High Wizard Cartney has a debuff that can make any player die the next time they are hit (which is always aimed at the player who farthest south within its range) and a polymorph skill that turns all players near it into nerines. It can cast the shield on High Wizard Cartney or itself. High Healer Helic has a shield, which heals itself for any damage taken by the mob that also has the shield. This room also has 3 bosses named High Healer Helic, High Wizard Cartney, and High Protector Vantis. This room contains a lot of Spargy Wizards, Spargy Healers, and Spargy Protectors. The Mine Hopper only has a basic attack and one long range attack (which is always aimed at the player who farthest south within its range). This room contains a lot of Ruby Hoppers and a boss called Mine Hopper. This room is probably the easiest room to clear considering there is nothing you need to worry about other than overpulling the mobs. It is very important that you keep these alarm systems silenced or stunned until your group can kill them. This area only contains Detector Alarm Systems, which can spawn Dierke Guard Soldiers if they are not stunlocked/silenced. This refers to the circular area before each individual room. The only mobs in this area are Dierke Guard Soldiers, which have an AoE silence in the direction of the person with the most aggro. This area is the path straight through the dungeon beginning at the entrance and ending at the teleporter that sends you to the last boss, Reagor. I will be referring to the picture included in the overview when referring to rooms by their numbers. This dungeon also has a final boss which you need to use a teleport to get to. In this dungeon there are 6 rooms that you can get to normally, each containing its own kind of mobs and bosses. Kill High Protector Mantis, High Wizard Cartney, and High Healer Helic
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |