Colosseum
Important Information All Should Know
Updated 02/24/09 to reflect recent changes in the VT run. Please note that the PDF has not been updated, use the printer icon at the top of this page for printer friendly version. ~HK* |•• Print this information for quick reference during Colosseum runs. right-click and save target as PDF - Printer Friendly
•• Each arena has 4 spawns. Each of the 4 spawns is made up of two spawns, an initial spawn of several of the monster type and then shortly after a main spawn will materialize with many more of that same monster type.
•• Work to kill the Initial Spawn and the main spawn will not materialize. If all of the initial spawn is killed before the main spawn appears, then the main spawn will not happen. This is a BIG KEY to beating the coliseum: the more initial spawns killed, the more time available for the later arenas. Sometimes the initial spawn cannot be killed, however, there are a handful of initial spawns can be killed!
•• Cut the arena down in size: South and Southwest Corner. The fellow stays in the designated area or portion of the arena. Most of the monster spawns will move toward fellow members it is not necessary to run to them. When the fellow is in South Formation, stay spread out in the South 1/3 of the arena. Sometimes there are 1 or 2 monsters that will stay at the opposite end of the arena: missile chars should to target these first to draw them to the south end of the arena.
•• Some monsters are vulnerable to 2 or more attack types. An example would be the Virdini: Slash, Fire or Bludg can be successful. However, on VT, we will use fire exclusively on all Virdini spawns in the Colosseum. This will cause less confusion through out the fellow.
•• Mages cast ring spells before and in-between spawns. This tactic can make or break a fellow. Casting the spells before and in-between spawns gives you a chance of hitting some monsters and killing them as they spawn.
•• Melee/Archers stay out of the path of any ring or wall spells. This can disrupt the spell from hitting some of the monsters. In Ring Formation, missile toons are under the bell and melees are on the 4 walls. In East/West Formation where missiles and mages are in the center of the E/W walls, melees should kill from the outside - facing North or South so as to not block Tuskers Fists from hitting the monster.
•• When the spawn thins out, Mages switch to bolts. Mages need to be aware and INSTINCTIVELY switch from wall spells to bolts when only several left.
•• Only the leader can re-add someone to the fellow if they get dropped. Should, the leader be dropped from the fellow, everyone must check to see if they are now the leader. The new leader will now be the one to go back to the lobby to re-add dropped toons from that point on.
*Weapons Needed
Mage (Wands) --- Fire Rend (Undead Slayer), Slash Rend, Elec Rend, Bludg Rend, Acid Rend, Shadow Slayer, Virdini Sing (War), Saulandoi, CS Bludg, CS Fire, CS Cold, Pierce Rend (Mukkir Slayer), Soul Bound Casting Staff (Ghost Slayer)
Missle (Bows/X-Bows) --- Fire Rend (Undead Slayer), Slash Rend, Elec Rend, Bludg Rend, Pierce Rend (Mukkir Slayer), Shadow Slayer, Composite Bow (upgraded handle version), No Wield Wand (Brassed), Virdini Sing wand (Life), Spectral Frost arrows (from graveyard), Soul Bound Bow (Ghost Slayer) & Soul Bound Casting Staff
Melee --- Fire Rend (Undead Slayer), Slash Rend, Elec Rend, Bludg Rend, Acid Rend, Pierce Rend (Mukkir Slayer), Shadow Slayer, No Wield Wand (Brassed), Virdini Sing Wand (Life), AR Cold, AR Fire, Soul Bound Weapon (Ghost Slayer) & Soul Bound Casting Staff
*Plugins --- Decal, Decal Hotkey System & Target Info --- These and other plugins may be found at: http://www.dereth.info/?ind=utility_info
*Some runs may call for all classes of toons to use Soulbound Casting Staff to kill Virindi. When this is done the Virindi are not debuffed.
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Arena Formations
•• Ring Around the Bell --- 4 Mages at compass points (NSEW) around the bell, with other mages and all archers standing under the bell creatures on the walls, melees on the walls (Note: Mages under the bell use wars)
•• Clock ---- From the Ring Formation, Mages move out to the Blue Ring in the arena, the other Mages/Melee/Archers fill in the gaps evenly on the Blue Ring
•• South 1/3 --- Everyone in fellow spread out east to west in the South 1/3 of the arena
•• East/West --- Mages split up evenly on the West/East wall (center section and take 1 step toward opposite wall) casting Tusker Fist walls while melee's and archers hug the walls
•• SW Corner --- Entire fellow is huddled tightly in the SW corner of the arena
•• SW Post --- most of fellow in SW corner, 2 melees in front to block TMs so mages can TF them
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 6 Rare | * Spawn #1 Mosswarts * Spawn #2 Lugians, Mattekars | * Mages: Ring around the bell (fire) * Melees: On the arena walls - Fire Rending - Attack nearest creature Don't block rings * Archers: Under the Bell - Fire Rending - Half Attack Speed, Nearest creature to walls and corners * Mages: Ring around the bell (Fire) * Melees: Lightning Rending - Attack Lugians first Don't block rings * Archers: Under the Bell - Lightning Rending Attack Lugians first | ||
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 7 Rare | * Spawn #1 Eaters * Spawn #2 Viamontians | * Mages: Ring around the bell (slash) * Melees: On the Arena Walls - Slash Rending - Attack nearest creature Don't block rings * Archers: Under the Bell - Slash Rending - Half Attack Speed, Nearest creature to walls and corners * Mages: Ring around the bell - war (Lightning) * Melees: Lightning Rending - Attack Mages when they spawn * Archers: Under the Bell - Lightning Rending - Attack Mages when they spawn | ||
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 8 Rare | * Spawn #1 Armoredillos & Zefirs * Spawn #2 Crystal Shards & Crystal Lord | * Mages: South... Imp Dillos 1st then Imp & Vul Zefs (slash) * Melees: South... Slash Rending - use hotkey to target imped critters * Archers: South... Slash Rending - Half Attack Speed - use hotkey to target imped critters * Mages: South - Bludge - Tuskers Fists — after Lord is dead Imp crystals for melees * Melees: South Bludge Rending (Red Runed)- Attack Lord when he spawns * Archers: Bludge Rending - Attack Lord when he spawns | ||
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 9 Rare | * Spawn #1 Olthoi * Spawn #2 Shadows | * Mages: South... Bludge... Tuskers Fists * Melees: South... Bludge or Paradox Weapon... Be careful not to block Tuskers Fists * Archers: South... Bludge - Half Attack Speed * Mages: South... Fire Rending or Shadowfire * Melees: South... Fire Rending or Shadowfire * Archers: South... Fire Rending or Shadowfire - Fire Arrows | ||
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 10 Rare | * Spawn #1 Sleech * Spawn #2 Nanjou Shou-jen | * Mages: Clock... Bludge War... Not Tuskers Fists * Melees: Clock... Soul Bound Casting Staff * Archers: Clock... Soul Bound Casting Staff * Mages: South... Fire or Acid * Melees: South... Fire or Acid * Archers: South... Fire or Acid | ||
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 11 Rare | * Spawn #1 Virindi & Tuskers * Spawn #2 Ghosts | * Mages: South... Fire... Kill Tuskers * Melees: South... Soulbound Casting Staff... Kill Virindi 1st then move to Tuskers * Archers: South... Soul Bound Casting Staff... Kill Virindi 1st then move to Tuskers * Mages: South... Fire or Soul Bound with fire bolts * Melees: South... Soul Bound Casting Staff * Archers: South... Soul Bound Casting Staff | ||
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 12 Rare | * Spawn #1 Ruschk * Spawn #2 Mukkir | * Mages: Clock... Bludge War... No Tuskers Fists * Melees: Clock... Soulbound Casting Staff (2 Melee use Royal Runed Wand to cast Futility then switch to Soul Bound Casting Staff) * Archers: Clock... Soul Bound Casting Staff * Mages: Southwest Corner... Pierce Mukkir Slayer * Melees: Southwest Corner... Pierce Mukkir Slayer * Archers: Southwest Corner... Pierce Mukkir Slayer | ||
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 13 Rare | * Spawn #1 Virindi & Carenzi followed by Lugians * Spawn #2 Ursuin | * Mages: South... Cold... Cold Vuln & War Carenzi... Lugians... Imp only * Melees: South... Soulbound Casting Staff... Kill Virindi 1st... once all Virindi dead then move to Carenzi... Cold AR... Use Hot Keys to target Imped/Vulned... For Lugians... Lighting... use Hot Keys to target Imped * Archers: South... Soulbound Casting Staff... Kill Virindi 1st... For Carenzi... Cold or Soul Bound with cold arrows... Use Hot Keys to target Imped/Vulned... For Lugians... Light Bow with Light Arrows... Use Hot Keys to target Imped * Mages: South... Imp only * Melees: South... Fire * Archers: South... Fire | ||
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 14 Rare | * Spawn #1 Virindi (Paradox & Quids) * Spawn #2 Olthoi | * Mages: South... Fire or Singularity Wand... Fire vuln a few Paradox then use fire bolts on Paradox, once the Paradox are all dead... move to Quids... Fire Vuln a few then Fire Bolts... repeat til all are dead... * Melees: South... Soulbound Casting Staff... Kill Paradox 1st, use hot keys to target imped/vulned, once all Paradox are dead then move to the Quids... * Archers: South... Soulbound Casting Staff... Kill Paradox 1st, once all Paradox are dead, move to the Quids... * Mages: South... Bludge... Tuskers Fists * Melees: South... Bludge or Paradox Weapon... Attack from the sides being careful not to block Tuskers Fists * Archers: South... Bludge | ||
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 15 Rare | * Spawn #1 Mosswarts * Spawn #2 Falatacot | * Mages: South... Fire... (1 or 2 Mages may Imp all) Imp and Fire Vuln Gladiators... then help kill * Melees: South... Fire... Use hot keys to target imped * Archers: South... Fire... Use Hot Keys to target Imped * Mages: South... Fire Undead Slayer... Imp and Fire Vuln then help kill * Melees: South... Fire Undead Slayer... Use Hot Keys to target Imped/Vulned * Archers: South... Fire Undead Slayer... Use Hot Keys to target Imped/Vulned | ||
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 16 Rare | * Spawn #1 Viamontians * Spawn #2 Olthoi Deamons | * Mages: South... Light... Light Bolts * Melees: South... Light * Archers: South... Light * Mages: Southwest Corner... Saulandoi or Pierce... One Mage Pierce Vuln one then help kill... Other mages use Hot Keys to target Vulned * Melees: Southwest Corner... Soulbound Casting Staff... Use hot keys to target vulned * Archers: Southwest Corner... Soulbound Casting Staff... Use Hot Keys to target vulned yellow ~~#CCFF66:Colosseum Arena | Type of Creatures | Formations & Roles |
| ~~#FF0000;">Arena 17 Rare | * Spawn #1 Virindi & Tuskers * Spawn #2 Penguins | * Mages: South... Fire... Fire Ring Tuskers... 1 mage Fire Vulns Tuskers * Melees: South... Soulbound Casting Staff... Kill Virindi... * Archers: South... Soulbound Casting Staff... Kill Virindi * Mages: South... Fire (CS Fire Penguins are being Vulned)... Life Mage Imp and fire Vuln all targets... Other mages use Hot Keys to target Vulned * Melees: South Corner... Fire (Fire AR if Imped and Vulned)... Use Hot Keys to target Imped/Vulned * Archers: South... Fire or New Composite Bow with Fire Arrows... Use Hot Keys to target Imped/Vulned | ||
| Colosseum Arena | Type of Creatures | Formations & Roles | ||
| Arena 18 Rare | * Spawn #1 Monougas (2 spawns 3&3) * Spawn #2 Elite Guardians (3 spawns 1,3,5) | * Mages: SW Post... CS Bludge... Cast Tusker Fists... Life Mages Blug Vuln, Cold Vuln, Imp & Fester all TMs * Melees: 2 @ SW Post... No Wield Brassed Wand... Regen Stam & Mana on Mages... other melees cold AR weapons * Archers: SW Post... New Composite Bow with Spectral Cold Arrows... Kill targets * Mages: Southwest Corner... CS Cold... Life Mages Imp and Cold Vuln all targets... Other mages target left to right, all in fellow attacking the same target * Melees: Southwest Corner... AR Cold... Target left to right, all in fellow attacking the same target * Archers: Southwest Corner... New Composite Bow with Cold Spectral Arrows... Target left to right, all in fellow attacking the same target |
Created by: admin.
Last Modification: Friday 08 of May, 2009 12:12:56 MDT by HonorKnight
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