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04-09-2008   #1 (permalink)
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Default Boss Strategy Guide

Boss Strategy Guide v0.04
Made by Mengjun

Work in progress.

Any corrections/criticism or suggestions? Feel free to PM me.

Version History
v0.04:
- Added Before We Begin.
- Updated boss strategies of History Episode 1 (see note).
- Added stages 4-1.
- Corrected links.
v0.03:
- Detached Tips and Tricks into a stand-alone guide.
- Completed History Episode 2.
v0.02:
- Added Tips and Tricks
- Changed difficulty classification to stars.
- Completed stages 1 and 2 of History Episode 2.
v0.01*:
- Completed some incomplete animation descriptions.
- Removed some whitespaces. (Thanks to Kismet for the tip)
v0.01:
- Completed History Episode 1.

Note to v0.04
Since the latest patch, the bosses are flinchable now, with the ability to counter every few hits. That made a whole lot of my old boss description overly elaborate. So from now on, of the flinchable bosses, I will only list the counters and how to avoid them. Oh, and I'm trying less to make it in chronological order, so expect some random additions. (Like this one's H4-1.) Of course, it will still be written in chronological order.

I have not updated History Episode 2 as of yet, so it still contains the old strategies. Which by the way still work, but are way too safe in this new patch.

Note
This guide is boss-specific. If you want general tips for fighting bosses or staging in general, read my "Lunia Tips and Tricks".
Any names of attacks you encounter here are NOT official, but either commonly used names or names I made up myself, for convenience whenever I need to refer to them. They also might change whenever I find better names for them (or when someone else proposes a better one).

Set-up
For each boss, besides a strategy, I've included an appearance list, with location and difficulty, an attack list, listing all of the boss' attacks, including damage classification (Weak, Powerful, Deadly) and an indicative animation description, so that we all know what we're talking about, right?

Before We Begin

You can flinch bosses unless stated otherwise. These bosses can "counter" every few hits, which is accompanied by a red flash, and they then do an attack depending on if its target is far away or nearby, which cannot be interrupted. If the target is nearby, it will do its "close range counter", and if it's far away, then it will do its "long range counter". If there's no difference between them, I'll just call them "counters". Sure, it may be hard to keep track of who's being targeted, so just remember that a boss can do either of these counters.

For unflinchable bosses, like the episode bosses (the ones that you encounter in 1-10, 2-10, and so on), I've included a complete attack list, divided into a "close range" part, and a "long range" part, just like I did with the flinchable bosses.

General strategy
When fighting flinchable bosses, the easiest strategy is to keep on attacking it. It then won't be able to do its normal moves, and the only thing it will be able to do, is a counter every now and then. Dodge, and continue wailing on it. Rinse and repeat until it dies. This strategy I will call "standard attack and evade".

History

Episode 1

Orc Mutu Scout
Appearance (Difficulty)
- 1-1 Final Boss (*)
- 1-2 Final Boss (*)
Close range counter
Dashing strike - The Orc Scout will dash into you, pushing you back. Usually he'll try to follow it up with a smash, see below. Weak.
Long range counter
Smash – The Orc Scout jumps up and does a smash into the floor. Powerful.
Strategy
Standard attack and evade.

Giant Slime
Appearance (Difficulty)
- 1-3 Final Boss (*)
- 1-5 Subboss (*)
- 1-10 Subboss (*)
Close range counter
Death beam - The Giant Slime tilts back its head and charges a purple beam that homes in a bit on you, and knocks you down. Deadly.
Long range counter
Spiral slimes - The Giant Slime wiggles around, shooting slimes in each of the 8 directions. Powerful.
Strategy
Standard attack and evade here, though I need to stress that you must evade its death beam, since it will most likely kill you if you get hit by it.

Giant Spider
Appearance (Difficulty)
- 1-4, 1-8 Subboss (*)
- 1-9 Final Boss (*)
Counter
Venom beam - The Giant Spider charges and spits out a green beam three times. Weak.
Strategy
Standard attack and evade.

Ogre Lord
Appearance (Difficulty)
- 1-4 Final Boss (*)
- 1-5 Final Boss (*)
Counter
Running rage - Ogre Lord charges his fists, then charges towards you, punching two times before finishing with a massive ground slam that knocks down. Deadly.
Strategy
Standard attack and evade, though you really have to evade Ogre Lord's running rage.

Mad Goblin Warrior
Appearance (Difficulty)
- 1-6 Final Boss (*)
- 1-9 Subbosses (*)
Counter
Angry Shout - Pushes everyone near the Goblin back, and knocks them down. Weak.
Strategy
Yet again, standard attack and evade.

Giant Mushroom
Appearance (Difficulty)
- 1-7 Final Boss (*)
- 1-10 Subboss (*)
Close range counter
Uppercut - Pretty self-explanatory. Powerful.
Long range counter
Bomb dive - The Giant Mushroom charges itself to jump very high up in the sky, taking anything nearby with him. Then it drops a number of explosive mushrooms on the ground, which explode on impact. Powerful.
Strategy
Standard attack and evade, but do get the hell out of its way when it does its bomb dive.

Giant Tree Spirit
Appearance (Difficulty)
- 1-8 Final Boss (*)
- 1-10 Subboss (*)
Close range counter
Summon Leaves - The Giant Tree Spirit swings with one of its branches and summons numerous leaves that spiral troughout the map. Powerful.
Long range counter
Root Beam - The Giant Tree Spirit tilts backward, charging multiple green beams that fire diagonally forward. Powerful.
Strategy
Standard attack and evade.

Giant Bear
Appearance (Difficulty)
- 1-10 Subboss (*)
Strategy
Standard attack and evade, but without the evade, since it has no counters to begin with.

Guardian of the Lost Temple (unflinchable)
Appearance (Difficulty)
- 1-10 Final Boss (***)
Close range attacks
- Overhead smash:
The Guardian strikes the ground with a stretched arm. Deadly.
- Double punch:
The Guardian punches forward twice. Weak.
- Stomp:
The Guardian stomps anyone nearby into the ground. Weak.
- Earthquake:
The Guardian charges up for a long time, then unleashes a shockwave that knocks everything down in a wide range. Weak.
Long range attacks
- Wave of abyss:
The Guardian slaps his arm sideways, summoning 6 waves of Pillars of Abyss, knocking down anyone unlucky enough to be in its path. Deadly.
- Summon rocks:
The Guardian charges, then throws rocks in each of the 8 directions, that knock everyone down in its path. Deadly.
- Running rage:
The Guardian runs at you and strikes hard, stunning you. Deadly.
Strategy
First kill off the trees in the lower part of the map, and get the Guardian to go to the lower part of the map itself. Then tank him (that goes for your entire party by the way); the Guardian will not do its deadly long range attacks then, and the only powerful close range attack it has, is easily evaded. The rest of the close range attacks deal little damage and are generally not worth evading. Get up when hit and continue attacking.
Now if there's someone who still playing ranged, then the Guardian can also do its long range attacks. Here's how to avoid them.
- If the Guardian does the Wave of Abyss, note that the waves move in a spiral-like fashion. Move accordingly.
- Evade the Summon Rock like the Giant Slime's Spiral Slimes, but keep a little greater distance, since the rocks are a tad bigger than the slimes the Giant Slimes shoot.
- If the Guardian decides to do Running Rage, then simply dodge to its sides.

Episode 2

Giant Snowman
Appearance (Difficulty)
- 2-1 Final Boss (*)
- 2-2 Subboss (*)
Attacks
- Whirlwind Spin
After charging up for the spin, the Giant Snowman spins itself towards its opponent. Deadly.
- Avalanche
The Giant Snowman tilts itself backwards, then unleashes 3 giant snowball that crush anything in its path. Powerful.
- Quick Strike
The Giant Snowman strikes forward with its cold broom, freezing anything that gets hit in place. Powerful.
- Snowball Wave
The Giant Snowman throws 5 small snowballs forward with its left branch. Powerful.
Strategy
The Snowman is pretty slow, and all of his attacks are pretty easily evaded, except for Quick Strike. Since Quick Strike freezes, and the Snowman will always follow it up with one of his other attacks, you don't want to be too close to the Snowman; you'll have a hard time escaping for example his Whirlwind Spin when you're frozen at point blank range.
The most punishable attack is Avalanche here. Just move to the Snowman's back, whack a few times (or use a close range damager) and get out before it recovers.
So play ranged, and use the Snowman's openings to add some more damage if you can.

Dark Elves
Appearance (Difficulty)
- 2-2 Final Boss (*)
Attacks
(Healer)
- Cursed Beads
The Dark Elf Healer spreads out an amount of dark purple beads that stun on impact. Weak.
- Prayer of Healing
The Dark Elf Healer starts healing.
(Magician)
- Solar Flare
The Dark Elf Magician charges at you, fires off a large blast, then retreats. Powerful.
Strategy
There are four of them! But luckily, all of them behave like normal monsters; they flinch on every hit, and they can be launched.
Once the Dark Elf Healer is alone, she's a piece of cake. The main trouble is dealing with her minions. First take care of that little snowman to your right, while staying down, so that you won't attract the other enemies' attention. From then on, it's four against four. Preferably, let each of your party members get his own target, and let them focus on it. Also, if the Assassin is lying on the ground, down attack him. Since otherwise he'll do an attack upon standing up. But down attacking the Magician and the Knight will cause them to do a wake-up attack, so don't.
If you don't have a 4 man party, then lure one of the Dark Elves down by coming just close enough that one, and only one of the Dark Elves tries to come down and get you. Take care of that one, and rinse and repeat.
Made a mistake doing the above and got all the Dark Elves' attention? Then try to focus on the Healer and the Magician, and try to keep them down as much as possible, because of their attacks. The Knight and Assassin won't do much unless you're close to them, so just run around.

Snow Queen
Appearance (Difficulty)
- 2-4 Final Boss (*)
Attacks
- Wolf Boomerang
The Snow Queen throws her wolf stola at you and pulls it back, doing heavy damage. Deadly.
- Icy Breath
The Snow Queen blows a freezing cold breath into your faces. Powerful.
- Snow Flake
The Snow Queen sends out a wave of orbs that knock you down, that split again in a number of freezing orbs. Powerful.
- Summon Icicle
The Snow Queen sends out icicles from the skies in straight lines from her. Powerful.
Strategy
As you can see in the list above, Wolf Boomerang is the attack you should avoid at all times. Since it is such a rather fast attack, you'd better keep distance from the Snow Queen while she's idle. Icy Breath is of the same calibre, but its easier to escape it once you're caught in it.
When the Snow Queen starts laughing, (and the wolf stola is not flying around her neck) she'll be doing either Summon Icicle or Snow Flake, and she's not very likely to do Snow Flake first. That means she can't do Wolf Boomerang; charge! Plus, during Summon Icicle, if you stand directly next to her, the icicles will miss.

Dark Elf Archer Captain
Appearance (Difficulty)
- 2-5 Final Boss (*)
Attacks
- Stream of Arrows
The Archer Captain fires a load of arrows in (slightly spread) waves of 5 arrows in quick succession. Deadly.
- Spread Fire
The Archer Captain fires a set of arrows into three different directions, while dodging. Powerful.
- Kick Shot
The Archer Captain kicks once, then fires eight arrows simultaneously. (In two directions, 4 arrows per direction.) Powerful.
- Arrow Rain 1
The Archer Captain fires a load of arrows in the sky to fall down in the snow in front of her, detonating shortly after impact. Weak.
- Arrow Rain 2
The Archer Captain fires a load of arrows in the sky to fall down in the snow around her, detonating shortly after impact. Weak.
Strategy
The Archer Captain flinches on launchers, so use that to your advantage. With a full party, surround the Captain and keep doing any launching moves you have; the Captain won't be able to do a thing then.
If you're on your own, try to hit her with any launcher you have, and corner her if you get the chance to.

Sarracenia
Appearance (Difficulty)
- 2-6 Final Boss (*)
Attacks
- Summon Boxes
Sarracenia summons 3 boxes around her, which unleash beams in every direction when she commands them to. Also, if you get the boxes' attention, they'll follow you around.
- Detonation
Sarracenia summons one more box, before detonating all boxes on the map. Deadly.
- Pull
Sarracenia fires a beam that pulls you closer and stuns you, then hits you twice with her sabre. Deadly.
- Running Rage
Sarracenia rushes at you, while she furiously swings her sabre around. She sometimes does this twice. Deadly.
- Charged Slash
Sarracenia charges up, and then slashes once. Powerful.
Strategy
Sarracenia can be knocked back. Use this to interrupt her, or even to render her helpless, by having an Eir doing dash AS repeatedly on her.
If, for any reason, you cannot render her helpless, don't despair. Sarracenia is a rather slow attacker, so attack until you see her charge, back away, let her finish her move, rinse and repeat. Back away some more if you see her detonating her boxes, and carefully evade the beams that come out, and you should be fine.

Gargoyle
Appearance (Difficulty)
- 2-7 Final Boss (*)
- 2-10 Subboss (*)
Attacks
- Fire Breath
The Gargoyle charges up, flaps its wings a couple of times before unleashing a wave of fire. Deadly.
- Flying Leap
The Gargoyle strikes twice with its wings before charging at you. Deadly.
- Running Rage
The Gargoyle first stops walking, then rushes into you, damaging you with its wings. Deadly.
Strategy
First of all, Fire Breath and Running Rage are pretty easy to avoid, since you can see those moves coming. Flying Leap, however, is a lot more sudden, and is very likely to catch you off guard if you're not prepared for it. Luckily, Gargoyle does Fire Breath pretty often, and you can pretty much keep on attacking while it's doing it, as long as you do not stand in its front. Do remember to back away in time though, or he might nail you with a Flying Leap.

Evil Eye
Appearance (Difficulty)
- 2-8 Final Boss (*)
- 2-10 Subboss (*)
Attacks
- Death Ray
The Evil Eye charges his eye to fire a ray that destroys anything in its path. Deadly.
- Running Rage
The Evil Eye moves back, before charging at you. Powerful.
Strategy
Attack the Evil Eye up front, and only move away to its sides when it does something other than flying around.

Hell Knight
Appearance (Difficulty)
- 2-9 Final Boss (*)
- 2-10 Subboss (*)
Attacks
- Power Strike
The Hell Knight stuns you, then charges twice. Deadly.
- Fury
The Hell Knight slashes twice, before landing a powerful hit. Deadly.
- Slam
The Hell Knight smashes the ground with great force. Deadly.
- Whirlwind Wave
The Hell Knight sends out two tornadoes that chase you. Powerful.
Strategy
This guy is really slow, but really powerful. Don't even think of coming near him when he's doing Power Strike. His other moves leave his back wide open though, so make use of that.
Also, having a Dainn with [Ice Barrier] level 2 makes things easier. Let him cast the wall, let the Hell Knight walk into it, then unleash everything you have on his back until the wall disappears, and rinse and repeat.

Drake
Appearance (Difficulty)
- 2-10 Final Boss (***)
Attacks
- Death Blow
Drake raises one wing, charges it, and strikes hard. Deadly.
- Whirlwind Wave 1
Drake flaps his wings, creating numerous tornadoes. Deadly.
- Whirlwind Wave 2
Drake rises up and flaps its wings, creating one tornado at a time. Deadly.
- Icy Breath
Drake blows an icy wind, freezing any victim in place. Powerful.
- Air Strike
Drake flies up and drops bombs while flying over. Powerful.
- Wing Strike
Drake strikes once with one of its wings. Powerful.
Strategy
First of all, an Eir is a really welcome addition to your party since Drake has some fast and powerful attacks.
Either stick close to Drake or be very far away, since Icy Breath is hard to evade at mid/long range when fired at you. Its Wing Strikes aren't as bad as the Icy Breath, damage-wise as well. For the rest it's just attack and evade.
Drake is rather difficult to cast a succesful [Ice Barrier] on, since it rarely moves. But it's well worth it if you succeed, since you get some time to attack its back before the wall collides.
Also, a tip for evading Drake's bombs during his Air Strike: Drake always flies over the point where he took off (that point is still marked with a red "Drake". So there are some spots over which you know that it will not fly.

Episode 4

Giant Turtle
Appearance (Difficulty)
- 4-2 Final Boss (*)
- 4-10 Subboss (**)
Close range counter
Spin attack – The Giant Turtle jumps on its back and starts spinning like crazy. Pushes anyone back who runs into this attack. Powerful.
Long range counter
Firebomb – The Giant Turtle spits out a fast travelling fireball. Powerful.
Strategy
It is handy to have a Sieg in this battle with [Provocation], since the firebomb attack allows your party members to continue wailing on this boss. (Whereas the close range counter just pushes everyone out of its way.) The Sieg should attract the boss' attention with [Provocation] and stand a distance away, so the boss will use it's long range counter. The Sieg will still have to deal with the firebomb that's obviously will be coming his way now, but he can use [Magic Defense] or [Play Dead] for that purpose. For the rest, it's standard attack and evade.
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Last edited by Mengjun; 10-14-2008 at 12:18 PM. Reason: Updated to v0.04
 
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04-09-2008   #2 (permalink)
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Reserved for more.
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04-09-2008   #3 (permalink)
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More reservation. Hmm 3 posts might be barely enough to get the first 3 episodes in. Meh, I'll see about that later then.
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04-09-2008   #4 (permalink)
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It's best if copy both of your comment posts to the thread post and paste it there, since you're considered triple posting o.o

Anyways, nice guide.
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04-09-2008   #5 (permalink)
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Well, my Dainn Combo Guide is around 24,000 characters and hasn't reached the limit. I'm not sure if there's a limit on ML (LF's was 10,000 characters), but if there is, it's probably set at 25,000 characters.

If you need more space, post it as a reply and I can try to merge, I suppose.

As for the guide itself, nice work. For the Legend versions, you could just put "Legend attacks" and new strategies (if applicable) as an add-on to the boss's existing History section.
 
04-09-2008   #6 (permalink)
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Awesome guide, It'll be extremely helpful for the beginners that're just starting out. May I suggest putting up roles of the characters- things that they can do to make it easier to defeat the boss (e.g. Dainn's Ice Wall, Sieg's provoke, when Eirs can heal).
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04-09-2008   #7 (permalink)
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But Dainn doesn't even HAVE Ice Wall yet for those first bosses (besides perhaps Rotem). Characters don't actually need to start playing their roles until later, I think :P
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04-09-2008   #8 (permalink)
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Quote:
Originally Posted by Fiona
But Dainn doesn't even HAVE Ice Wall yet for those first bosses (besides perhaps Rotem). Characters don't actually need to start playing their roles until later, I think :P
Hm, well the earlier the suggestion is made, the more time the original poster has to think about whether applying it or not :p.
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04-10-2008   #9 (permalink)
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Great for beginners
I noticed though, the guides you posted are mainly what I would call a fair fight.
There are a few bosses that can be easily won by 'cheap methods'. Just wondering if these methods could be included
 
04-10-2008   #10 (permalink)
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@ Gaiety: Yea I had LF's char limit in mind. I was worrying already that I had to reserve 10+ posts for my guide ^^; Now 3 posts might or might not be sufficient, depending on whether there exists a limit, and what its size is.

@ Fire: Well, isn't staging all about teamwork in the later stages? Plus, like Fiona said, the character's roles just aren't that clear in the earlier episodes.

@ Pencil: I'm not a really big fan of cheap methods, but I'll think about it.

Oh, and thx for all your comments ^^
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04-10-2008   #11 (permalink)
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Just a suggestion, a screenshot if not a video would be nice. It can save you a thousand word per picture.
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04-10-2008   #12 (permalink)
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Quote:
Originally Posted by Zoik
Just a suggestion, a screenshot if not a video would be nice. It can save you a thousand word per picture.
That's a good idea.... but that'll take a long time to make it super pro. First you need to actually record it. Then you need to make the boss do all those attacks. Then you need to do your strategies so you can show the public how to do them. Then you have to edit the vids so they dont take an hour per vid. Then you gotta slow motion on the boss attacks/your movements. And if you REALLY wanna be super pro to the max, you do some narrating for your vid. Crazy huh? lol
 
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Looks nice. Though in my opinion, Rotem should be at a "medium" difficulty. I just can't imagine most new players having a simple time with him.
 
04-10-2008   #14 (permalink)
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I figured I'd run out of words to describe the difficulties when I'd start to describe Rotem as "Medium". Or do you want to have a "Super Duper Insanely Hard" for Legendary Tarask?

Thinking of it however, I think I'll just use stars to indicate difficulty. Even then, I think I should watch out that don't up having 2 rows of stars for Legendary Tarask though =p
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Quote:
Originally Posted by Mengjun
I figured I'd run out of words to describe the difficulties when I'd start to describe Rotem as "Medium". Or do you want to have a "Super Duper Insanely Hard" for Legendary Tarask?

Thinking of it however, I think I'll just use stars to indicate difficulty. Even then, I think I should watch out that don't up having 2 rows of stars for Legendary Tarask though =p
Maybe a combination of both? like easy (1-5 stars) medium(1-5 stars) and so on.
history 1-3's slime could be like an easy 3 stars?
Legend Tarask's probably like insane 50 xD
 
04-11-2008   #16 (permalink)
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Actually, Legend Tarask isn't really all that hard, just like history, it's the part about getting up to him that puts most of the megahurtz on you. (UGH ILLUSIONARY BEAST x.x)
 
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Unless there's a better strategy that I'm unaware of, Legend Tarask is just an exercise in staying awake and luck (unless you have a ghost reporting on if he's getting ready to breathe or not, since you won't be able to actually see the damn thing most of the fight)
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Why not change difficulty to maybe recommended level instead
Rotem maybe a Level 8 and above
something like that
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04-30-2008   #19 (permalink)
/gg FTW! Addict
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Join Date: Jun 2008
Posts: 259
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IGN: AngeloDiabolica
Class: Krieg lt_gunslinger
Level: 59
Guild: DashAttack / Synergy(Lunia, not MMOG))
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Alright, first update in a while. Included *some* Ep.2 bosses, but more importantly, I included some "common sense" stuff in each episode, which I think will make boss battles easier as well. (I just named it "Tips and Tricks" though =p)
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04-30-2008   #20 (permalink)
Back from the Grave
 
Join Date: Jun 2008
Location: Toronto, ON
Posts: 1,262
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IGN: BattleGod
Guild: Titans
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Correction- Ice Barrier's lv. 13, not lv. 11.
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