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Topics - Mion

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16
Monster Hunter Online / Top Up Guide
« on: December 22, 2015, 10:59:15 AM »

Login here via http://pay.qq.com/ipay/index.shtml?c=gwlroly


Click the red tab on the top of the window


Hover over the box shown and choose paypal


Choose the denomination (denomination is in QPoints, not QB!). The price shown is in USD. 1QB (Q币)= 10QPoints (Q点) = 100MHO Game Points = RMB1. For example, 30 days VIP is 1680 MHO Game Points, so it's = 168 QPoints = 16.8 QB = RMB16.8 = USD2.59 (Google conversion rate). Click the confirm button at the bottom after keying the necessary info.


It will bring you to a new page. Click the blue button at the bottom to redirect to paypal. Remember to key in your email. After submitting the payment and it returns a blank screen, you are done, but to be sure, check your email for a receipt. It can sometimes take a few hours to charge due to traffic, but if you have not gotten it within 24h, you can file for a dispute with paypal.


After charging, click the box that I've selected on the top of the window.


Click Q币支付


Following the conversion rate I posted earlier, choose or key in the amount of MHO Game Points that you want to charge into your account. Click the blue button at the bottom to confirm.



17
Monster Hunter Online / Ticket System Explained
« on: December 20, 2015, 02:12:48 PM »
There will be 10 tickets a day. For main story quest, you will use one, but they will compensate one later. For tickets that are not used for the day, they will be carried over to a maximum of 30 tickets.

You can opt to claim weekly tickets if you run out, up to 20 weekly tickets per week. Weekly tickets will refill on Thursdays.

VIP level 3 might get extra 2 tickets in their VIP daily goodie bag.
VIP level 5 might also have the 2 extras, but they can claim both level 3 and level 5 goodie bag. So it's a total of 4 extras for VIP level 5 if you manage to win RNG.

You can buy tickets from the secret merchant, up to 7 a day (using game currency), but after the first 3 tickets, the next tickets will be extremely expensive.

For vigor system, there will be exp cap limit per day (see by hovering over exp bar). Once you use up all vigor you will not be able to gain anymore exp till reset. There's no use in comparing levels with players who didn't play for a few days since they will have stocked up vigor.



Any vigor that is not used for the day will be carried over to the next day as double vigor. You gain 2x exp till double vigor is used up and will start to use normal vigor thereafter. There is a cap for double vigor as well.

18
FFXIV: A Realm Reborn / FFXIV Heavensward Notice
« on: June 16, 2015, 01:30:13 AM »
Einzo and me will be returning to FFXIV for the Heavensward expansion. FC (ally with Immortal Flames) will be open for people who wish to join, but it will be casual. Returning players or possibly new players can PM Ismenia Acker or Einzo Hattori for invite.

19
ArcheAge / Help needed to form guild
« on: October 02, 2014, 01:03:28 PM »
Need 4 people (level 5 and above) as well as 40 silver to form the guild. Please leave your IGNs below if you want to help out.

We are on Ollo, Haranya faction.

20
ArcheAge / ArcheAge launch crafters
« on: August 05, 2014, 11:01:48 AM »
For those who are planning to take up crafting and/or gathering (doesn't matter if immediately or at max level), please leave your IGN and 2 main crafting classes that you are planning to take up.

Take note that you can only raise 2 professions to the highest tier, and also that certain professions does not require tiers (search online or in-game). Gathering classes like mining or gathering does not require any tiers.

Will create a Google Excel doc ASAP. This can greatly help pool resources for crafting of guild distributed items eg food, potions, ships, houses; ie everyone benefits.

Overview of professions, what they can craft and which other professions to acquire mats from guide by The Oran'Thul guild: http://oranthul.com/guides/m/22223434/album/189020

Format:

IGN:
Professions:

IGN: Mion
Professions: Cooking, Farming/Gathering (TBA)

21
Wildstar / Vet Team Neko
« on: July 28, 2014, 09:58:21 PM »
Veteran Team Neko is looking for 1 DPS and 1 Tank for Veteran instances!

(TBA) Time slots:

Weekdays: Monday and Wednesday, 8pm - 11pm
Weekends: Saturday 9pm - 12am

Current Goals:

Vet Stormtalon (req: DPS: 2.1-2.2k Assault Power, Healer: 1.8k Support Power, Tank: 14% deflect critical hit)
Any vet adventures for gearing up

Current members:

Einzo (Stalker DPS)
Myon (Esper Healer)
Nya (Medic DPS)

Code of conduct:

Same as EsF's raiding code of conduct.

Communication (Raidcall):

Optional for adventures. Compulsory for dungeons.

Communication II (Whatsapp):

Whatsapp group will be up as soon as all slots are filled.



Please PM Einzo/Myon in-game if you are interested!


22
Wildstar / Lost at level 50? Here's what you should do next:
« on: July 09, 2014, 05:00:34 PM »
So you've just hit level 50 and all of a sudden you feel lost. Should I do this first? Or that first?

This will be just a veryyyy brief point-form guide on what you should do, and what you should start first once you've hit 50.

- You should have received your attunement quest via datachron. Hit accept on that one.

- Move on to Northern Wastes and Crimson Badlands (which sequence is up to you). You can access them from Thayd. There will be a quest (either from your datachron or a board from Thayd) to enter these 2 areas. The quests there are daily repeatable quests. Put this as your priority as a way to earn elder gems and reputation.

- Done with dailies for the day? Move on to Blighthaven. This quest will be available to you via datachron. Blighthaven is the area just after Western Grimvault. The quest hubs in BH gives one-time completion quests. Do them to get rep, some EG, and gear.

- Done with BH? Veteran adventures is next. Vet adventures is a good way to earn EG, gold, gear, and rep. The gear from BH will give you an advantage in vet adventures.

- Somewhere along the line, you would have acquired 150 elder gems. Follow your attunement quest and buy the Genesis Key (Pictorial over here: http://einsofgaming.com/forums/index.php/topic,571.0.html)

Basically this should be enough to help fresh level 50s to show some direction on what they should do. If you are not planning to be a raider, it's fine doing just veteran adventures and veteran dungeons. Just don't ever ever go into a veteran dungeon when you have just hit level 50. Upgrade your gear via vet adventures first!! If you didn't see that (even though it's bolded and all), good luck getting scolded by your party mates >< I warned you, lel.

If you aspire to be a raider, put in your name here: http://einsofgaming.com/forums/index.php/topic,577.0.html
This will let all of us know who will want to raid, and also makes it easier for us to gather a raiding team closer to the achievement of completing attunement.

If you're looking for a veteran adventure/dungeon static team, group up with other level 50s in guild (who are not in a static team already) and put your names here: http://einsofgaming.com/forums/index.php/topic,576.0.html
You can include info like your team's progression, playing hours, etc.

If you have already started on attunement, why not list your progression here: http://einsofgaming.com/forums/index.php/topic,571.0.html
This will allow all of us to know if you are stuck at a certain section in attunement, and whether if you need help!

23
FFXIV: A Realm Reborn / [Tip] Important Tip for DoMs - Titan
« on: October 25, 2013, 05:48:31 PM »
By now, I think you might have already pulled off a bunch of your hair because you just can't seem to avoid Weight of Land/Landslide even though your character is already outside of the AoE boundary.

Well, thanks to Square Enix's weird timers, this is not due to lag. But it can be worsened by lag.

The problem about the logging timings is that it logs your position too early. For instance...


You were here...


Then you were out here.

Then you get blasted with a plume in your face. And you have no idea how. Or why. So you attribute to lag, and decide to try at off-peak hours. But you still get plumes blasting in your face.

And why is this so? This fault lies with Square Enix's way of logging positions, and DoMs have the shorter end of the stick in this case since they do not have auto attack.

For classes that are not DoM and have auto attack, the system is able to log your positions continuously from both your normal usage of skills that you use every time, as well as auto attack. So in simpler words, the system is able to constantly acquire new information on your position at a higher frequency.

However, for DoMs, you do not have auto attack. So the system is unable to log your position info as fast or as constant as a DoW. And here is where the problem comes in.

When Titan (or whichever mobs that has casting AoE) uses Weight of Land, a DoW in the best case scenario, will immediately stop all casting of whatever skills and move out of the way. Sometimes, the DoW will not receive damage since he's out of the AoE, but sometimes he still gets damage. Then he dies outside of the AoE.

However, if the DoW is late, he will definitely get hit even if he is out. At the logging site, the system only has data of your position when Weight of Land is just being cast. Because you don't have auto attack, there is no new information, or any information that you moved out of AoE after they logged your position at the start of plumes. The ends result would be you getting a plume blasted in your face because the system thinks you are in AoE.

So now you wonder, what should you do to prevent the system from pulling you down. This requires a bit of practice, but it is doable.

When Titan starts casting Weight of Land/Landslide/etc, stop anything you are doing, even though you are about to finish casting the skill or what not.

Move out of the AoE boundary. After you are clearly outside the boundary, spam any skill, be it heal or whatever or a buff or whatever.

Note that you do not need to finish casting the skill. As long as you have pressed the hot key and your character attempts to cast it, even though you interrupt it once it starts casting, you are fine.


Reason why you don't need to cast it till the end, is that the system has acquired your position info the moment you used the skill. If you wanna finish casting it, then whatever. LOL. Don't blame me if you get enmity because of successfully finishing the cast. I have already warned you :D

Hopefully this helps all the new DoWs who are attempting Titan (and hopefully I managed to prevent more people from tearing out their hair).

24
FFXIV: A Realm Reborn / [Guide] The Binding Coil of Bahamut
« on: October 24, 2013, 01:38:51 PM »
The Binding Coil of Bahamut (aka CoB) is a level 50 end-game dungeon. I wouldn't call it a raid, since it requires 8 people. If Square Enix's time plans proceeded on smoothly, CoB was supposedly a dungeon to be released alongside the Crystal Tower raid. However, Crystal Tower was deemed as too difficult, and is being delayed till patch 2.1 somewhere during end-November and early-December.

When patch 2.1 is released, CoB will still maintain its place as the hardest end-game dungeon (aside from Extreme mode Primals), and will be far more difficult than the casual raid, the Crystal Tower.

How to unlock:

In order to unlock CoB, it is required for the story quest to be completed up till the defeat of Titan in Hard Mode. On return to the Waking Sands after defeating Titan HM, there would be a new story quest which you have to receive and complete in order for the entrance of CoB to be unlocked.

Some important notes on CoB:

CoB's entrance is just outside Wineport. Do note that all party members has to be present in Wineport before the party can enter CoB. Another note is that a CoB party cannot be formed through the Duty Finder.

CoB is designed as an end-game challenge, and it is impossible to farm CoB for its drops. When a party clears CoB on Turn 1, anyone in the party will be unable to enter Turn 1 again, until the reset on Monday, 11pm (+8 GMT). The party will have to continue on to Turn 2 on wards if they wish to do CoB. This also applies even when one member from this party joins another party.

Therefore, it is possible to bring someone who has not completed eg. Turn 1 into Turn 2 or above, provided that the leader has completed the Turn 1. But it is not possible to enter Turn 1 again, since the leader has already completed it.

Strict Requirements:

For all members of the party, be it DPS/Tank/Healer, Full DL armor+accessories/Full AK armor+accessories and a Relic weapon is required.

Not to mention, the dungeon HAS to be unlocked before entering (YOU DON'T SAY~).

Highly recommended suggestions from most players (+me):

Some people do not follow the following suggestions, but it is highly recommended. Some (if not all) of them are actually requirements in certain parties.

1. Have a microphone and have the whole party join either Skype/any other VOIP. For EsF members, feel free to use Raidcall (Group ID: 3540514) to coordinate CoB runs. The reason why this is important for certain parties is that if anything happens, or if anyone decides to take some action, everyone will be aware. During the CoB fight, the battle will be too intense for you to take your eyes of the enemy and read the chat.

Having a microphone and communicating over a VOIP will definitely be extremely, extremely, extremely x 1000 helpful during Turn 2, where there will be A LOT going on (silencing, switching of tanks, Allagan Rot, announcing of boss attacks, guiding, etc). Unless you're a tank, you would definitely want to at least have the whole party congregate in a VOIP.

2. Read up on CoB, watch videos, or even read this guide (lololol shameless advertising). Take note of the different strategies shown on different sites. One party's strategy might not fit your team, but another might be suitable. So, why not?

3. Plan CoB timings together. This is more on organisation of a team.

4. Of course, determine who is responsible on what role. I will talk more about this in accordance to the different Turns.



25
The reason why I decided to separate this from the main Dungeon Guide topic is that this dungeon is one of the most ran dungeons besides Wanderer's Palace and previously, Castrum Meridianum*.

*In case you were wondering why CM isn't a popular choice now, reason being that it has been buffed up such that you are unable to skip certain groups of mobs that can previously be ignored. Also, WP has been changed to drop Allagan Tomestones of Philosophy and Mythology, and one round of WP would take 15 minutes with a Full Relic Party, therefore expect to be excluded from WP groups if you do not have a Relic weapon. AK and WP should drop about 100 ATP per run.

Before talking about AK, imma brief about what ATP and ATM are used for.

Allagan Tomestones of Philosphy (ATP)

ATP should be the second thing that you aim to gather after acquiring a Primal weapon (Ifrit, minimal). ATP is mainly used by fresh level 50s as a currency that can be exchanged at Mor Dhona, Revenant's Toll, for Darklight Armor + Accessories. Among the level 50 gear, Darklight gear falls in between your Artifact (AF) gear and ATM (also known as AF1)/ Allagan gear. It is at the same rank as the green tiered gears acquired in Amdapor Keep.

If you have leftover ATP after getting DL gear, not to worry. 900 ATP is required for your Relic Quest.

After acquiring DL gear, do not stop collecting ATP. ATP can be further exchanged for materials required for the crafting of high end accessories (animal fat/peacock ore).

Allagan Tomestones of Mythology (ATM)

So the first thing you think that should be purchased with ATM are AF2/ATM gear. Answer is, no. In fact, you should be saving up 900 ATM to upgrade your Relic to Relic +1.

So what if you have an excess of ATM? Get ATM gear. These gear are on par with Allagan gear obtained from the Binding Coil of Bahamut. The best way is to aim for the gear that drops on the later Turns, like Turn 4 or 5, since these 2 will wipe your party a lot before you can clear it. So let's say MNK's top drops in Turn 5 of CoB. The first ATM gear that I should aim for would be the ATM top.

Gathering ATM for the first piece will require quite some time due to the 300 ATM cap per week which resets on Monday at 11pm (+8 GMT). Take your time.

Amdapor Keep

Requirements:

Important: DPS roles. Minimum weapon: Primal weapon (At least Ifrit. Preferably Garuda weapon.

This applies for BOTH DPSes. AK tests a lot on DPS, and the difference in timing/success rate between a party with iLevel 49 weapons and a party with at least iLevel 80 weapons is extremely large.

If one of the DPS is a Relic Holder, the other DPS can be using a HQ crafted weapon. However, even though there would be a high success rate, the time taken to complete AK might take a long time.

For Tanks and Healers: It is fine if you enter with GC weapons. However, do remember that having a weapon of high iLevel even though you're not DPSing, can push out a single-target LB of higher damage since LB damage is based on the party's weapon iLevel.

Armor: It is fine to enter with AF armor for all 3 roles.

Dungeon Procedures

The Starting (before the first boss):

- Stun Lunatic Followers who are carrying a staff when they are attempting to use Void Call (a summon skill). Preferably a PLD can do this. This skill can be Silenced. For tanks: Please mark targets when there are more than one of them. For WHMs/BLMs: Sleep off-targets. Note that monsters such as the Hippogryph and Dullahan cannot be slept.

- Nothing much after that. Just tank and spank. Do not lure more than 1 group of monsters at any one time.

First Boss:

- Full DPS on the Lunatic Follower. He will use AoEs, so be sure to avoid them. When he uses Void Call, let him continue. That particular Void Call cannot be interupted by any means.

- When the Void Call skill is completed, full DPS on the Lunatic Follower until he dies. When that happens, the Tank should lure the summoned monster (I forgot it's name) to the side of the map where there is a lamp mounted on the wall.

- Golem adds will be summoned by the boss. Kill the adds ASAP.

- When the boss aims anyone and casts Canker, Silence/Stun it. If you are a melee DPS and you are targeted, move to the back of the boss so that he cannot finish the casting. If all else fails and Canker is casted, WHMs/SCHs should Esuna/Leech whoever that has gotten the Disease debuff from Canker.

- The boss will summon a GIANT golem which will use a large AoE skill (reason why tank should lure boss to side of map). You should be out of the AoE easily enough. There is NO NEED to kill this GIANT golem since it will destroy itself later.

- Kill the boss.

Middle part (before second boss):

- There will be certain areas where Vodriga Sleepers will spawn once someone steps into the area. Let the Tank walk in front. Kill the Sleepers.

- There will be a certain part where there is one Dullahan pacing across the room. Make sure the Dullahan is faaaaaar away (Dullahans aggro by range, so it has eyes behind it's back) before running to the next room.

- Kill Brontotaur first. WHMs and BLMs should sleep Hound Lights. Vodoriga Sleepers can be slept too.

- At the last part before the second boss where there is one group of Brontotaur and Hound Lights, and a Dullahan, hug the tree on the right. The tank should move first, so that he/she can aggro the Dullahan and bring it into the second boss room, where it is more difficult to accidentally aggro the group of Brontotaur and Hound Lights.

Second boss - Demon Wall:

- This is where the DPS plays a part. During the fight, WHMs should use Medica whenever Demon Wall uses Murder Hole.

- Demon Wall will summon stripes of a dark purple colour on the ground in this seqeunce: Middle, then both right and left hand side of the map. Avoid the stripes. They hit for quite a lot and it slows you.

- After Demon Wall uses the stripes for 2 cycles, everyone should move into the middle of the map. Where is the middle? Look at the arrow when you click on the Demon Wall. Standing on that arrow while facing Demon Wall will ensure that you do not fall of the map when he uses Repel.

- After 2 repels, Bloodlappers (bee-liek stuff) will be summoned. Single target DPS should LB the left bee. If the LB is inadequate to kill it, full DPS it down. Tank should maintain enmity on the right bee until the DPS finishes the left bee. The bees will use an AoE skill which can be Stunned. Continue on Demon Wall after both bees are dead.

- At the same time when the bees are summoned, a Void Pitch will be on the ground at the back part of the map. If your DPS is not enough, the Demon Wall will Repel until there is no clear ground to stand on. This Void Pitch will have a DoT effect on you until you die, so a high DPS is important.

Phase before last boss:

- WHMs and BLMs should sleep Hound Light and Smolenkos. Party should get rid of Soul Collector first.

- Avoid ALL AoEs.

- There might be Succubus in some group of the mobs. Ranged characters/Tanks should aggro them from far and get rid of them before moving to the main core group of mobs. When Succubus casts Void Fira, this should be Silenced or Stunned.

Last boss:

- Tank will draw boss to a position where the head faces the middle of the map, preferably near the furthermost pot at the right. All DPS and Heals should hold until the Tank is ready/in position.

- Melee DPS should enter from the side of the boss, as the boss will use Tail Drive whenever someone is behind it. Neither should Melee DPS stand in front of the boss to avoid Rotten Breath, which will have a slow debuff + high damage.

- When the boss casts Imminent Catastrophe, everyone should hide behind a pot. This skill is able to kill off any non-tanks.

- After Imminent Catastrophe, one of the pots will spawn into a Dark Helot. DPS should down this fast.

- After about 2 rounds of Imminent Catastrophe, the boss will cast a pink line on one of the party members. Member who is targetted should run to the corner of the map where there is no one standing. A ball will be summoned at where the targetted member is, which will deal damage every second around itself.

- LB the boss when LB hits 2 bars.

- End of dungeon.


Imma probably do a Turn 1 and Turn 2 written guide for CoB sometime :3 AK video will be up when I have the time. LOL.



26
FFXIV: A Realm Reborn / MNK Level 50 Combo List
« on: September 06, 2013, 02:41:28 PM »
D: Why are there not much MNKs in here... They don't suck in DPS if you keep up your combos. They are just challenging to play and needs full concentration...

Anyway, here's the NEW combo list that I made to maximise the duration of the 3 DoTs and to keep it up through the whole fight:

This list includes the MRD debuff: Fracture

Opener-

Bootshine -> Touch of Death -> Fracture -> Twin Snakes ->  Demolish

Main Body 1-

Dragon Kick -> True Strike -> Snap Punch

Main Body 2-

Bootshine -> Fracture -> Twin Snakes -> Demolish -> Dragon Kick -> True Strike -> Snap Punch

Main Body 3-

Bootshine -> Touch of Death -> Fracture -> Twin Snakes -> Demolish -> Repeat from Main Body 1 on wards.


You can use these combos on boss enemies with a lot of HP. If you're dealing with small fry, you can just start with Touch of Death and follow with a simple combo of Bootshine -> True Strike/Twin Snakes -> Snap Punch. You can also use the boss-combo if the mobs HP are going down slowly. Just make sure that you have the maximum number of stacked Greased Lightning (maximum of 3 stacks at level 40) as well as debuffs on the mobs.

EDIT for Perfect Balance: The only time I used Perfect Balance was to throw out hits that has the highest potency, aka, Snap Punch from the flank. Just stand at the boss' flank and spam Snap Punch when Perfect Balance is on until 3 stacks of Greased Lightning, then throw in Demolish and Twin Snakes. This is also helpful in the starting of the fight, as Greased Lightning will also come into effect after each Snap Punch/Demolish.

EDITs to the combo list: Implemented Demolish in each line of combo containing Bootshine, reason being that Bootshine and Dragon Kick has about the same timer, at most a difference at 1 seconds when Greased Lightning is at 3 stacks.

Changed the position of Touch of Death (weird timer) to be after Bootshine (other than Opener) in order to refresh it just as it goes off.

Implemented Fracture into the combo. MRD DoT skill.

-Edit-: Changed the position of the execution of Fracture and Touch of Death to be before Twin Snakes, so that Twin Snakes will not run out when Bootshine is being used. I have tried maximising the time for Twin Snakes to cover DoTs (maximum DoT damage), but couldn't do it, so this is the only way to minimise DPS loss. I might probably attempt to cover DoTs with Twin Snakes once I get ATM/Allagan gear.

Practice makes perf-- Oh wait, practice makes better :D

27
FFXIV: A Realm Reborn / [Guide/Tips] Dungeon run + tips
« on: August 29, 2013, 12:51:25 PM »
Since ARR's dungeons aren't just the typical "Go in there, clear all the monsters, full force on the boss, and come back out" and wipes are possible if you’re not careful, I have decided to compile a list of tips/hints if you are running one of the dungeons listed below for the first time. I will try to record videos if I can, but I can’t guarantee it. :D 

1.   Satasha
-   At the first stage after killing a group of monsters, there should be a <Bloody Memo> at the end of the path. Right-click on the note and take note of the last line that is in italics, especially the word at the end which usually sounds like <red, blue or green>. After that, proceed through the dungeon as per normal.

-   In the first stage before the first boss, there would be three switches, the <Red Coral Formation>, <Blue Coral Formation> or <Green Coral Formation>. Choose the right switch according to the last line of the <Bloody Memo> acquired in the previous section. If you chose the wrong switch, a group of monsters will spawn. If you chose the right switch, an <Inconspicuous Switch> will appear, and this will summon the boss. Please note that the correct switch is generated randomly.

-   The boss fight is pretty straightforward, just stay out of the AoE circle.

-   From here, the rest of the dungeon is pretty straightforward as well, until the last boss.

-   At the last boss stage, there would be four “drains” of sorts with the <Unnatural Ripples> label above it. If you’re not a tank, please stay near to at least one “drain” and prepare <Sprint>. If you’re a tank, please lure the boss to the middle of the four “drains”.

-   When the message “Bubbles has started to form on the water surface” appears, close the “drains” which have bubbles coming out of them. Use <Sprint> if necessary. If you’re not fast enough, adds will spawn through that drain. Unless you’re a THM with sleep, these adds will prolong your dungeon run unnecessarily, and that of course means, more chances to get wiped. (And it is true. I just ran Satasha with a newbie tank, and he died.)

-   If you are a DPS other than BRD or ARC, and when the boss reaches to about 10-15% of HP, pump up all your attack buffs/critical buffs and use <Limit Break>, which can be found in your actions window by pressing <P>. Doesn’t matter if the boss still has a slight bit of HP. FINISH HIM!

Video run-through:


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2.   Tam-tara
-   This dungeon is pretty straightforward, and has lots of interactions. There are treasure coffers lying around in the small rooms, so you can check it out. Main point of this dungeon, especially to Thaumaturges (THMs): Please please please please please use <Sleep> on monsters that your party is not attacking, especially if your tanker is a Gladiator (GLA).


--------------------------------------------------------------------------------------------------------------------------------------------


3.   Copperbell Mines
-   This dungeon would be a breeze if the party consists of AoE classes like Marauder (MRD) or THM. But don’t fret if your party doesn’t have any AoE classes.

-   The first boss you encounter will put your AoE skills to full use. Monsters would come falling from the top and overwhelming you. Just remember: Keep the monsters off your healer’s back. The monsters are pretty squishy, so just get rid of them ASAP. After the hordes of monsters are killed, the boss will appear. It would be quite a straightforward fight, so… Nothing much to talk about it.

-   The second boss is the interesting one. This hugeeeee slime will be INVULNERABLE to all attacks. The tank just needs to keep his enmity up on it. While the tank is running around with the slime chasing him, one of the DPS roles can activate the <Improved Blasting Device> to summon a blasting cap. DO NOT I repeat DO NOT KILL THIS BLASTING CAP or you would waste precious time. Lure it to the huge slime that is chasing your tanker, and it would cast an AoE self-destruct to break the slime to smaller pieces.

-   After the first blasting of the slime, continued summons of the blasting cap will summon spriggans which would attempt to attack the cap. Kill the squishy spriggans. Repeat the above until the small pieces of slime can finally be attacked.

-   Finally, the last boss. After you damage the boss to about 80% of HP, he would run to a wall and break the wall, allowing adds to enter. These adds will go to the other side of the dungeon and break another wall to allow even more adds to disrupt you. I wouldn’t recommend focusing fully on the boss, as the DPS might not be enough and your healer might die.

-   When the boss breaks the wall, the tank should be the only one attacking the boss to hold enmity. The 2 DPS roles should kill the adds ASAP to buy time before more adds come breaking in. There wouldn’t be a need to use <Flash> on these adds since they’re focus would only be on the wall, so tanks: Just focus on the boss.
 
-   The dungeon has been nerfed since Phase 3, so when the wall breaks, the boss would only have less than 30% HP remaining. At this point of time, focus on the boss till about 10-20% HP, and use Limit Break if you’re a DPS role.





28
Age Of Wushu / War Against GoonTangClan(GTC)
« on: January 20, 2013, 02:49:04 PM »
War (Einsof) against GoonTangClan (GTC)

Date: 21st Jan 2013
Time: 11:30 (+8GMT) 19:30 (PST)

Posting this here as some members are unable to make it due to work/study.

Konono if you see this please PM me in RC or in-game.

29
Age Of Wushu / (Taiwan Server) Newly implemented Wedding System
« on: January 07, 2013, 08:28:15 PM »
After a quick read, it seems like marriage between player+player is now possible in the Taiwan server.

http://news.mmosite.com/content/2013-01-06/age_of_wushu_introduces_new_wedding_system.shtml

Ming, go save your coins for Kono now so you don't have to sell your butt.

LOLOL~!

@Shaolins: Don't worry, you guys don't need to be virgins for life :x

30
Age Of Wushu / Something wrong with the AoW forums?
« on: December 17, 2012, 01:00:35 PM »
All the icons are missing, the New Topic/Reply/Quote buttons are missing from the official AoW forums ._.

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