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07-05-2009   #1 (permalink)
boomsticky
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IGN: Boomsticky
Class: Guardian lt_guardian
Level: 80
Default Nation Dungeon Ghost Ship Guide

Source: Ghost Ship - My Atlantica Online Forums

Now, this guide that I've found is a few months old, so I'm not sure if this is still current with the recent patch. But anyway, hope this can help others and feel free to comment or improve upon it...

Quote:
Originally Posted by "Glantri from MyAO
Ghost Ship FAQ/Guide

General Facts
• Use a power potion, it’s a timed event and they save time (especially applies to times where we are going after Davy/completion)
• Use atk+ and def+ titles if you have them. (you can activate these during battles if you forgot or they run out)
• Have your formation ready, you can only use 7 mercs so disable two.
• Have an established leader in the group and stick close to him/her
• Do not sit at entrance to next floor unless you meet one or both of the following:
o You have run around the entire area and checked all mobs are engaged
o You are a gate group and absolutely need to be in the area first

General Facts drawn straight from in game help file
1. The monster generator will produce monsters regularly. Monsters will form groups and attack.
2. Guard Tower’s attack power will vary depending on the number of monsters around.
3. Monster Generator’s attack power will vary depending on the number of Guard Towers around.
4. Final Boss Monster’s attack power will vary depending on the number of monsters around.
5. In the dungeon, there is a level where there are no monster generators. If you clear this area, you can obtain a book of helpful magic.
First Floor (Octopi/Ghost Town)
 1 Gate
 2 Towers
 4 Sub bosses (confirmation needed)
• Different groups needed:
o Gate group (preferably 3((2 tower, 1 gate)))
o Trash/miniboss group (any number really, at least 2)
o Defenders group (This group can be 2 people, as they potentially join gates fight anyway)
• Gate group
o Go immediately to Ghost Town.
o Go across the bridge, and towards the gate, engaging it immediately.
o If there are 2 or 3 gate groups, the extra one or two engage the towers immediately.
o Upon both towers being felled, Gate group acts as trash/miniboss group with one exception, when the mob are almost all gone, get inside the next area positioned to immediately strike the next levels gate.
o When a Gate or Tower falls, the leader of the group should announce on nation chat that it has fallen. Also if a Gate group dies, it should be announced so another gate group can quickly jump in to take the place temporarily.
• Trash/miniboss group
o At least one group must be working on the octopus area, this area must fall first for a good time (if it doesn’t, the damp cabin activates and starts spawning before you’re actually in it)
o One group goes the same path as Gate group goes, and engages monsters in front of gate so gate group can get through.
o After gate is down, the trash group that cleared this path should port back to entrance and start on octopi.
• Defenders group
o Run immediately to Ghost town and stay near our Gate.
o Do not stray far from this gate.
o If a monster approaches the gate retroactively engage it.
o If a monster manages to engage the gate, join the gates fight, and heal it at the end of combat as much as possible.


Damp Cabin
 4 Gates
 8 Towers
 2 Sub bosses (thanks to Ziv for confirming this)
• Different Groups needed:
o 4 Gate groups
o 0 trash groups (they help, but if done right aren’t strictly needed)
o 1 Defender group (two might help to keep a perimeter away from the
• Gate Groups
o Immediately engage the gates, all four should be engaged right away.
o If there are extra groups strong enough, they should go after the towers right away.
o After Gates fall the gate groups then should go after towers, then the boss mobs then clear trash.
• Trash groups
o If a gate group fails to engage gate fast enough, clear a hole for them.
o If strong enough, take on a tower.
o Otherwise keep perimeter around friendly gate with defender group.
• Defender Group
o Stay close to gate, preemptively attacking an approaching mob is good, but don’t leave the gate unattended so you can hunt mobs.



Cabin of Endless Dawn
 1 Gate
 4 Towers
• Different groups needed:
o 4 Gate groups (3 only need to be able to take down a tower fast)
o 0 Trash groups (always good, speeds things up, but trash groups aren’t precisely needed on this level)
o 1 Defender Group
• Gate Groups
o Engage all 4 towers immediately
o A strong 5th group could engage gate right away to save some time.
o First group done with their tower should immediately engage Gate
o Start cleaning up rest of mobs after Gate/towers are down
• Trash groups
o Before Gate/Towers are down:
 Fight mobs closest to the gate, make getting at it easier for Gate groups
o After Gate/Towers are down:
 Just clear mobs as fast as possible
• Defender Group
o Stay close, preemptive attacks are fine to form a perimeter, but stay close.



Davy Jones’ Locker
 Davy
 2 sub bosses
 2 Gates
 4 Towers
• Different groups needed:
o 3 Gate groups
o 0 Trash Groups (3 or more highly preferred)
o 1 Defender group
• Gate Groups
o One group rushes straight to Davy, while the other two go to the right and left rooms to engage Gate’s
o After the Gate teams are done with their gate, they should engage their towers.
o After Davy, 2 Gates, 4 Towers are down, revert to cleaning up.
• Trash groups
o One group goes with each gate group, assisting in keeping the monster population down in the area (keeps boss and towers weaker)
o Gates/towers/Davy are down, start cleaning up all the mobs, almost done
• Defender group
o Fight any mobs approaching gate, stay close to gate in case it gets attacked.
And here's another guide:

Viewing a thread - [Guide] Organizing a succesful Ghost Ship run.
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Last edited by boomsticky; 07-19-2009 at 04:28 PM.