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Arena Charm Event

Started by Kanan, March 28, 2006, 07:05:35 PM

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Kanan

In EFP, near the arena entry, talk to the Knight Champion Eddard (or similar title) to get the task.  First several waves are simple.  Here's breakdown of the waves and the final reward.

The Waves:

1) an arena gladiator (Green con mob)
2) an arena slave
3) an arena beast
4) an arena beast
5) an arena fighter
6) an arena fighter
all enrage at 10% from here on, summon when damaged:
7) an arena beast (light blue con)
8) an arena elemental (blue con mob)
9) an arena gladiator
10) an arena gladiator (lich)
11) an arena gladiator (drachnid)(even con mobs)
12) an arena gladiator (water elemental)--not effected by anti-summoned spells
13) an arena gladiator (earth elemental), two gladiator adds (snare/rootable)(blue con)
14) two arena gladiators (evil eyes)(yellow con), no snare
15) an arena gladiator (Battlemaster Rhioris type), two adds, no snare
16) two arena gladiators (gargoyles), no snare, 2% AA each
17) an arena gladiator (spider), 4 adds (snare/rootable)
18) an arena gladiator (fire elemental) hits up to 1k
19) an arena champion (one giant kick ass Mushroom Man), occational flurry
20) an arena champion (frost viking), 6 adds, two at a time, (snare/rootable) (they jump too!)
21) two an arena champions (froglok ghosts), no snare, two adds per champion (snare/rootable)
22) an arena champion (croc-type thingy), two baby crocs, no snare
23) three an arena champions (drachnids), no snare
24) an arena champion (Battlemaster Rhioris model)(red con), 4 adds, 1 at a time, blue no snare AE flurry
25) an arena champion (baby dragon), TEN no snare blue an arena gladiators adds
26) an arena champion (red colored Seeker), hits up to 1139, rampages
27) an arena champion (rock dervish), 4 blue adds **** MEZZABLE! ****, no snare
28) two an arena champions (red colored goblins), flurries, 4 adds per champion (green colored goblins)--blue, no mezz/snare
29) an arena champion (squidhead), flurries
30) two an arena champions (mummies)(undead), two blue adds per mummy, ****MEZZABLE**** no snare
31) big black golem - 2 adds every 20%
32) 6 orcs - kite them 1k hitters (HARDEST ONE)
33) 1 Fire imp, single ramp hard hitter
34) 2 red WW flurry, 2 adds 80%, then 1 every 20%
35) 2 vampires spawns 2 sets of adds each @ 80% and 40%
36) 3 spiders hit hard (no mez, root)
37) 1 frost giant, 1 add every 10%
38) 2 large cougars, spawns like 2 cub adds 4 or 5 times during fight
39 ) 2 mobs look like hanvar (flurry)
40) 4 red ghosts (immune root,mez. Kite them)
41) 1 eye, 2k hitter, spawns 1 add every 10% Anti-climactic tbh ;p

MAGIC ITEM LORE ITEM NO TRADE
Slot: CHARM
AC: 20
STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +153 MANA: +153 ENDUR: +153
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Avoidance: +10 Accuracy: +10 Regeneration: +5
Recommended level of 70. Required level of 1.
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL
Slot 1, Type 7

Bring an extra tank along, esp for later waves.

No, the stats & Hps etc ain't quite as nice as the Drachnid candle, but this one's actually pretty fun for the most part ;p

BTW, an early mob was a new model type of tiger.... daddee likee & wantee !!
Kez's Magelo 85 "Arch Animist" of Final Empire on Povar

Pakratz

this is awesome, thx for writeup.

Nimbin

I wanted to add another tool for crowd control here is Flash of Light, yes, the ghetto crowd control beastlord is back!  It worked well holding mobs at bay when they were unmezzable, unrootable, unsnareable, and unfearable (even the red cons).  Just try not to damage the mobs so you can avoid being summoned.   Also it seemed Fetter would land on some mobs that that were immune to druid snare (not positive though) and our chanter had good success charming some of the mobs as well.


Jikaabx

lol Can you post a screen shot of the tiger that you likee and wantee?

Camikazi

#4
I think he means this tiger model


I saw it in beta and was hoping our tigers would change to it too.




Purrs

            The unmezzable/snarable/rootable/charmable mobs aren't always as such. After reading this on another board, I had the chance to test it out with a group.  When 1 person died we were forced to do the  wave 21  over. 1st time mobs could not be mezzed, second time they could be making it easier to do. We had a similar incident a couple waves later where we could snare mobs, everyone died and we started again. This time same wave, mobs could not be snared. So when going through each mission, don' assume anything about them, try every option for crowd control available to you as it might just work.

hakaaba

Yeah theyre randomly CCable i believe.

Although i haven't actually done this since they were "big nasty"s and "big nasty add"s :p

Arch Animist of Bertox (Saryrn (Mithaniel Marr))