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First off, this is a work in progress, so bear with me. Second, there
may be minor errors in this document – even Team Leads do not have
complete access to all information. Finally, for the suggested number
of players for an encounter (and other issues, such as tactics), some
of you will disagree with me – that’s fine. Different servers will have
different tactics, different equipment available, etc. and the numbers
required for any specific monster cannot be completely predicted.
This document was copied and pasted from Microsoft Word, so the format
may be unclear in certain locations.
Certain areas will be missing from the first versions of this report.
This is primarily because I feel these areas are inefficient compared
to other areas in the game, or I have not yet explored them enough that
I feel confident in making a comment on their Encounters. Feedback on
this document or information on zones I haven’t explored (or monsters
not listed that should be) is welcome. I am avoiding tactics that are
“exploits” of bugs or the like, so those will not be listed in this
document.
General Tactics
These tactics have served me well in the past, and some may apply to
all three realms.
Relog Pulling: This tactic, almost essential in the new Epic Dungeons,
is something I came across when first hunting Callieach Urgaig before
the Epic Armor Quests were put in. While many others probably used this
tactic before I did, it’s become something that I’ve used very
frequently in my raids since my own personal discovery. Essentially, if
a person disbands and logs off between pulls, they will almost always
get a single monster on a pull, even with BAF (Bring a Friend) mobs. If
someone casts a healing spell on the puller, invites them to the group,
or attacks the monster target immediately, the BAF code could be
triggered. Also, if the puller is killed, this tends to serve the same
purpose as relogging as long as the player is not healed after they are
resurrected. For this reason, it’s often good to have a dedicated
healer with 100% resurrect for the puller.
Aggro Management/Aggro Groups: Most fights are much easier if you can
keep the target monster on a specific player. The best candidate for
this tends to be a defensively speced Paladin, but defensive Armsmen
and two-handed paladins can also work. One effective group for aggro
management would be: Defensive Paladin, Two Earth Theurgists (stacking
PBT), One Minstrel (Ablative/Power), Defensive Armsman (Guards the
Paladin), Three Rejuvenation Clerics. Your mileage may vary.
Necromancer absorption buffs are also helpful. In many cases, it can be
helpful to have this “Aggro Group” attack the target for several
seconds before the main group in order to insure the Paladin or Armsman
gets aggro.
Dartmoor: While this was considered to be one of the three “Epic Zones”
at release, the difficulty is now sub-par compared to more recent
areas. The loot was marginal at best until the most recent patch, 1.60,
which increased the Bonus % on old area loot significantly. If you’re
looking for easy to obtain level 50, 35% bonus items, these should be
available in Dartmoor now. Most items are only 90% quality, however, so
larger groups wouldn’t have much to gain.
Golestandt: This is the final boss of Dartmoor, and the Mainland dragon
for Albion. I have had more failures than successes against Golestandt,
however, most of my raids were not recent by any standards (most were
before there were Realm Abilities or Epic Armor, for example). My
successes (I’ve had four) had a number of players ranging between 125
and 160. In the case of one of my smaller raids, we also had almost all
of the relics. I have not run any raids on Golestandt since the recent
decrease in Epic Monster resistances, but he did seem significantly
easier to affect on the raids I attended after this time.
Lyonesse: Another of the “Old” zones, this area benefits from the same
loot upgrade as Dartmoor, as well as some new monsters for standard
hunting. The “trees” and “pygmy goblin” camps here are extremely
popular for hunting at high levels. The loot in the zone is of
comparable quality to Dartmoor, as they were itemized simultaneously.
Overall, due to how well the spawns are spread out and how easily
controlled and predicted the BAF can be, this can be an excellent zone
to hunt in for experience.
Llyn Barfog: There are six “Epic Monsters” in Llyn Barfog, all of which
are fairly easy by current standards. There also are several high level
places to hunt now, with loot comparable to Dartmoor and Lyonesse, but
with “Charges” on the weapons.
Mouth: One of the easier Epic Monsters, but they seem to have a large
spawn level range or some other variable that affects their difficulty
somewhat.
Fester: Fester has a fast attack rate, but low health. They typically
drop mage items, such as cloth and focus staves.
Teaz—(Can’t remember the spelling =P): High defense and damage, slow
attack rate. Moderate overall difficulty.
Afanc: Afanc is the second hardest “Epic Monster” in Llyn Barfog, and
while even a small group or even a duo or trio with a Cabalist focus
damage shield can easily defeat most of the other monsters, Afanc
typically works best with a full group. Their melee damage is extremely
high (over a thousand), which makes healing and pet damage shield
tactics difficult in many cases.
Halls of the Corrupt: This area has items created by the Random Object
Generator (ROG) system. As such, the loot Quality and Bonus% are
unreliable, but potentially powerful items are possible. Statistics on
the items also many not be optimum, as you may find statistics meant
for more than one character class on any given item. The zone’s
difficulty is moderate, and it is primarily meant as a method of
reaching the other “RvR Dungeons” and the central area between them,
the “Summoner’s Hall”.
Archwizard: A fairly difficult boss, good for about two groups, in my
experience. During the fight, he will split and make weaker duplicates
of himself. Only the real wizard will drop items, however.
Rewards: Fairly mediocre. Not sure what the quality is if he has any
unique drops, I only remember seeing ROG items.
Summoner’s Hall: I don’t know this area well enough to really comment
at this time.
Ellyl Lord: This is an Epic Quest monster, and he doesn’t seem to have
much other use or reward. Ellyls do have a particle effect longsword
that they occasionally drop, however, and a few other items. This
particular named is best handled with at least one full group, since
there can be massive BAF in the area. Relog pulling may be possible,
but it’s difficult due to the respawn rate in the area.
Darkness Falls
Since this is not technically an Albion zone, I’ve chosen to give the
area its own section. There are also some very unique aspects of
Darkness Falls worth mentioning, especially in terms of item
availability. First off, the items purchased with Diamond Seals from
this zone are 91% Quality and 30% Bonus, which makes them superior in
Quality to standard level 50 drops, but inferior in Bonus due to the
recent increase in Bonus percentages.
The items from the Princes and High Lords in Darkness Falls, however,
are fairly easily obtainable, and they should be Quality 94% and Bonus
35% now – significantly above even that of Llyn Barfog’s Epics, the
Grand Summoner, or the Green Knight. In addition, the majority of these
weapons also have procs and particle effects. This makes hunting in
Darkness Falls extremely efficient, due to the low number of players
required to obtain moderately high quality loot. High Lords tend to
drop about two items and seals, Princes tend to drop three.
Albion Prince: A fairly “straight fight”, though you can get a lot of
adds if Relog pulling is not used. One to two groups of level 50
characters should be sufficient depending on group makeup and tactics
used, but three is safer.
Hibernian Prince: This prince has the hardest bridge area, and there
are two possible paths to the Prince on it, which can cause groups to
get split up a bit if there isn’t a clear leader.
High Lord B: Alright, I’m not very good with names. The second high
lord is a fairly standard fight – I’ve never noticed anything
particularly outstanding about this guy.
High Lord Baln: Big demon guy. Little bit harder than the previous two
High Lords, and he uses a Point Blank Area of Effect attack sometimes.
High Lord Saeor: This “vampire” type boss attacks fairly quickly and
for high damage, as well as regaining life whenever they kill a player,
making them the most difficult of the four high lords.
Grand Chancellor: Just a standard melee boss, really. They drop prince
quality loot, and guard the entrance to Legion’s chamber.
Legion: The final boss of the dungeon. Legion can be defeated by as few
as about three groups, but this takes an incredibly long period of time
in most cases, and I would suggest a group of about fifty players in
order to get the best multiple attacker bonuses possible.
Standard Tactics: Theurgist pet spam, Debuffs, Resurrection Groups,
Aggro Management.
Specific Tactics: I generally send in one group initially to draw
Legion’s aggro onto the main tank. This should be done as soon as the
rest of the room is cleared, to prevent an early respawn. Legion melees
for up to about 800 damage, which isn’t horrible considering you can
block some of it with block, guard, PBT, etc. This is especially
important because Legion regains health whenever he kills a player,
thus making the fight much slower if he is allowed to attack freely.
Legion occasionally teleports a group into the Behemoth’s chamber –
this group of players, who are seemingly randomly selected, should run
across the room to the portal on the other side to be teleported back
to Legion’s chamber. Behemoth is invincible, and hits for a ton of
damage, so don’t try to play with him. The clinging monsters in
Behemoth’s room also root, so be careful. If there is a respawn, I
would highly suggest the lesser monsters are killed first, since Legion
himself can be easily controlled into hitting a specific target, and
the rest of the monsters pose a greater thret. Legion’s main challenge
is simply to outlast him, due to his strong defensive capabilities and
the ability to regain health after a kill.
Rewards:Legion drops four 100% Quality items, Eight Prince-Quality
items, and a lot of seals (what, 500?). The 100% Quality items have a
fairly low spellcrafting value, but their particle effects are often
quite spectacular. Legion’s one-handed sword, the Ensorcelled Blade of
Power, looks like a “lightsabre” and is often considered extremely
valuable. Overall, he is the easiest mainland monster to kill for 100%
Quality drops, if not the easiest one overall.
Shrouded Isles
Shrouded Isles areas in general have Random Object Generator equipment,
of higher quality than the items available in the “RvR Dungeons”. This
makes them excellent to hunt in overall, especially when a large “raid”
type group is not available.
Gwyddneau: This zone, which borders Aldland and Caldey, has a bit of
each of them. There are several types of monsters here, so it can be
very interesting due to the variety available. It’s also the location
of Clifton, the Lammia city. This is a faction town, and you can gain
enough faction to shop there by hunting Orcs, Drakoran, and Undead.
Dales of Devwy:
Tower Keeper & Tower Guardian: These are fairly easy monsters, even for
a small group, but they are listed here because they drop Epic quality
equipment. Most of their items are approximately 95% Quality, which is
very hard to find in the old world.
Krondon: I’m not familiar with the drops in this dungeon, as it was not
itemized when I hunted there in Beta. The only boss I’ve killed during
live is Scurceol Hyrde, who seems to drop about two items, and is the
boss for the Ogre’s Might quest. Most of the bosses, with the exception
of Scurceol and Orylle, can be taken down with only a few groups of
players.
Scurceol Hyrde – One of the two main bosses of this dungeon. I would
suggest about fifty players in order to be able to get a reasonable hit
rate, because the level of the Nodes, which must be destroyed, is quite
high. There are four Nodes, and while they are around, Scurceol is
invulnerable. Pet spam and such are very effective. The nodes are
stationary, and “fight” by throwing players into the air and using
similar attacks. /stick will help minimize the falling damage you take.
Once the four nodes are cleared, Scurceol can be harmed.
Beran the Supply Master – This ogre ignites the barrels around the
room, causing sections of the room to explode and deal damage to
players in that area. Not very difficult overall.
Orylle and Orshom Brong – Orshom and Orylle are both very powerful.
Orshrom can generally be pulled first and fought separately, at least
for a while, which makes things much easier. I’d suggest at least 50 or
more players for this encounter. The fire that Orshom keeps lit can be
put out by ice damage, which makes Orylle significantly less dangerous,
since throwing players in the fire is one of her most frequent attacks.
They both parry, so those tactics apply. Pet spam, Debuffs, etc. will
probably be helpful for Orylle. Aggro management will be difficult, as
Orylle has simply massive melee damage.
Fuladl – A named blob, which splits into several smaller blobs when
attacked. The main monster has high defensive abilities, so the adds
should be taken out first.
Ulor and Jehrog se Bysen – These are two ogres that work in tandem.
Ulor casts offensive magic, while Jehrog melees. It would be wise to
pet spam and attack Ulor first, then target Jehrog.
Avalon City: There are five major bosses in this zone, each of which
corresponds to one of the five Drakoran clans. By targeting one
specific clan, you can gain faction with one other clan, and thereby be
safe in a small part of the city. In addition to this safety, I suspect
the clan leaders may give quests at some point in time. The Crystal
Caves are under this zone. I haven’t seen anything other than ROG items
here yet, but the bosses tend to drop good quality ROG.
Dra'argus the Mighty: Probably the hardest of the Avalon City bosses.
In order to harm this boss, you must first destroy the powerful Orb
upstairs in his building; he is invulnerable until after this happens.
Be wary, if you destroy the orb and do not quickly assault Dra’argus,
he will flee and disappear. The Orb is the real danger, due to its
powerful fire PBAOE. I would suggest 40-50 players for this encounter,
if not more.
Weno'iak the Enlightened: He has some lightning effects and such that
deal extra damage, but this is essentially a straight fight as far as I
remember.
Sys'sro the Ruthless: Easiest one, as far as I recall. One solid group
can take him if they hug the wall and don’t aggro adds. He throws
players into the pit in his area, so be very careful. Resurrect fallen
players from outside the pit. Clearing his area before you fight him is
possible, and probably helpful.
Dura'ek the Empowered: His adds can be cleared before the fight, except
for the last two. A fairly straight fight otherwise.
Crystal Caves: Your average Avalon group is not going to want to wander
in here. There are three Elites as soon as you walk in, the center one
being a roaming mob. If you’re a bit unlucky, you may get aggro the
moment you walk in, and each of these monsters is nearly as powerful as
Legion. There are only about eleven mobs here, total (ten Elites and
Xanxicar, more if you count what Xanxicar calls for help), so it’s not
a “hunting” zone.
Xanxicaran Elites: These are essentially level 75+ Reavers. They use
Reaver chants, hit for massive damage, and take massive damage to kill.
They drop ROG items on occasion as well.
Caldey:
Vortanos: A moderately powerful Lich. He’s not really intended to be a
boss for level 50s, but it still would take a small group of them or a
larger group of lower levels to take him down. Excellent loot for his
challenge, he tends to have 95% Quality items.
Amphiptere(s): These creatures are all different, and they seem to
correspond to the four elements. Each of them will cast different
spells. I would suggest a full group of level 50s for each of these.
Caer Sidi: Caer Sidi is the “Epic Dungeon” for Albion, and located
inside Caldey. It is intended for very large groups of players,
however, as few as three full groups can generally fight the first
bosses. There are fifteen Epic Bosses inside, so be ready for a long
night. The respawn time in Caer Sidi is 8-10 hours after the first
Keylord (the weakest type of boss) is killed, and the whole place
respawns at once, so moving through is a race against the clock. To be
safe, I suggest having two to three dedicated Relog pullers to pull the
monsters continuously as your progress through the dungeon.
Keylords:
Skeletal S.: This boss calls for help and runs away at high speed –
that’s about it. If you’ve cleared his whole area beforehand, you’re
safe. Try to wall him between two groups, so he keeps turning around
and gets stuck. I suggest two groups minimum.
Spectral Provisioner: This guy actually fights back, but he’s not too
difficult. He will drop items in your backpack to encumber you and run
away sometimes, so make sure you watch your backpacks. I suggest at
least three groups.
Lich Lord Irion: This boss is far harder than the previous two, and
probably harder than the next several as well, in my experience. I
suggest you keep your raid at the central staircase until the pullers
have brought over everything except the boss. When the boss fight
begins, Irion will create several duplicates of himself, all of which
will attack. If the real Irion (who will appear solid, and the others
ghostly) is killed, they will all die. This can be difficult, however,
since selecting them can be hard in a small area, so assisting the
leader here is a must. Also, this boss will cast Area of Effect mezz
spells, which can make the fight much more difficult. I suggest at
least four to five groups.
Warlord D.: This is a straight melee fight. The boss does significant
damage and has quite a few hit points, and he also parries. This
encounter is similar to a harder version of the Wrath of Mordred fight
in Llyn Barfog overall.
Silencer: This ooze boss adapts to damage types. If that damage type is
used, the Silencer will teleport the offender to a pit nearby. I
suggest that the pit is cleared before you enter this area, to make the
teleportation much safer. Due to his high level, this can often require
a large number of people, but Silencer’s offensive capabilities are
generally unimpressive. Four to five groups is fine.
Lich Lord Sanguis: This boss begins as a Archwizard, but when you kill
him, several adds will spawn and the Archwizard will respawn as the
Lich Lord. This boss parries, and he is vulnerable to crush and thrust,
but strong to slash and most magic types. At least four groups is
probably a good idea.
Crypt Lord: This boss isn’t very difficult, but you will get massive
numbers of adds in the area if you do not clear all of it before you
get his aggro. This has the potential to be very dangerous. The boss
himself simply melees for moderate damage.
The Host: The Host is actually several separate powerful mobs that
travel as a group. If any one of them is killed, they all die, but they
all fight together and are quite powerful. If you don’t clear the
entire area before aggroing the Host, you can get some rather
impressive aggro in this area.
Rewards: One 100% Quality item per Keylord, plus random drops. These
drops are very powerful, some of which are better than Epic class-
specific armor. Almost all the weapons have particle effects as well.
If a full suit of the class specific armor is obtained, one can wear
one of the powerful necklaces from Apocalypse (see below). Each Keylord
has their own specific drops, as well as some of the class armor.
Horsemen
If you intend to take on the Horsemen, I suggest you get reinforcements
beforehand unless you have a very large group of players already.
Remember, the respawn should be eight to ten hours after the first
Keylord (Skeletal S.) was killed. When entering the Horsmen’s room, the
encounter will trigger, and they will begin a speech. Respond to their
question, and the Horsemen will prepare to fight. You will be given
about a minute between each Horseman to prepare – they are invincible
during this time.
First Horseman (Fames): Simple melee fight, and the easiest of the
Horsemen.
Fourth Horsman (Funus): This boss can only be harmed by clerics, all
other character classes instantly restore him to full health if they
attack.
Rewards: Two 100% quality drops per Horseman, including some that
cannot be found on the Keylords.
Apocalypse
Apocalypse may well be the single hardest boss in the game, since the
other Epic Dungeon Bosses are designed differently. As such, at least a
dragon-sized raid is probably required. Due to Apocalypse’s extremely
high level, a minimum of about 100 people is required simply to have a
reasonable hit rate on him, so any amount of strategy will not get a
raid very far without at least 70-100 players. The lowest number I have
killed Apocalypse with on a live server is 105.
General Strategies: Pet Spam, Debuffs (especially AF), Zerging,
Avoiding Parry, Aggro Management.
Specific Strategies: When the fight begins, Apocalypse will fly up and
cause fire to rain from the ceiling. This will persist for the duration
of the battle. When four (?) players have been killed, Harbringers of
Fate will begin to spawn. These powerful creatures should be taken down
before Apocalypse is, as they have much less health and almost as great
of attack power. A total of four Harbringers will spawn, two at a time.
For Apocalypse himself, holding his aggro on a single tank is possible,
but unlikely. Just try to keep as many attackers on him as possible at
all times, and keep him debuffed and pet spammed. I do not suggest
resurrection groups here, as they will decrease the number of
attackers, and there’s no real way to resurrect after a failure here.
Apocalypse teleports characters who move too far away into the center
of the room, so don’t run away. Good luck.
Rewards:Three to four 100% quality items, with the highest imbue point
values in the game (aside from the other Epic Dungeon final bosses for
Midgard and Hibernia). Apocalypse has several powerful weapons, the
class-specific breastplates for Caer Sidi, and several necklaces that
are essentially the most powerful items in the realm. These necklaces
require a full suit of the class-specific armor to use, but provide the
wearer with unlimited charges of a powerful buff (such as 75 points of
strength/constitution or permanent power regeneration.)