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Narkels Private Collection

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Post by Howie Feltersnatch February 28th 2010, 10:42 pm

Any tips on this one? I keep on getting killed in F2 doing no damage due to the ward/armor/heal Narkels Private Collection Icon_mad
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Edit

First mob: 320hp 0 spirit. This
mob has a weak defensive buff (37 armor/ward) and does nearly no attack
damage. He also uses spirit attacks and cleanses himself. Since he has
no set number of charms spirit attacks are a waste and debuffs/poison
is pointless since he can cleanse himself.

Weapons dropped:

Silencing Blow - -26 melee (20%P) and -40 to enemy's next magic attack.
(Req. Lvl 36, 223 Dex, 313 Pow, Shadow (R3), Spirit Breaker (R2))

Chaotic Shadow - Destroy 7 ward, 27 Magic, and 2 Spirit (Req. Lvl 36)

Summon Ghost Drakeling - Destroy 17 ward or deal 19 Melee each turn
during 10 turns (Req. Lvl 36, 161 Pow, 161 Con, Summoning (R1)



Second mob: 3 mobs - 320hp,
200hp, 320hp. One uses debuffs, one uses buffs, and the other uses
spirit/willpower. Doing straight single target dmg should be more than
enough. I kill them and still have over 300hp left each battle.

Weapons dropped:

Slowing Blast - 26 magic (20%P) and -40 to enemy's next melee attack.
(Req. Lvl 36)

Ice Scabbard - 23 Magic (38% P), +5 to magic (ongoing) (Req. - Level 35,
228 Dex, 169 Con, Frost (R3))

Flame Scabbard - 28 Magic, +23 to next magic (Req. Lvl 35, 219 Pow, 177
Int, Fire (R3))

Mace of Preseverance - 30 Melee, 3 Willpower (Req. Lvl 36, 223 Int, 313
Con, Mace (R3), Iron Will (R1))

[edit] Requirements



Third mob: 3 mobs - 350hp, 40,
40. This one I usually have about a 80% chance to win. The problem
here is they can multiply ward/armor buffs like crazy. Pretty much if I
do enough dmg before they start stacking ward/armor they die in a few
rounds. Otherwise I lose to exhaustion and they end up having around
400-500+ armor/ward at the end of battle. Going pure dmg will have them
dead 80% of the time without them having a chance to group buff each
other.

Weapons dropped:

Same as previous mobs (Flame Scabbard, Mace of Preseverance, Summon
Ghost Drakeling)

Prismatic Charge - 80 armor or ward over 8 turns (cumulative), rank 3
armor/ward (Req. Lvl 37, Armor (R3), Ward (R3))

Might Inversion - +38 to next melee, -38 to next target's melee (Req.
Lvl 37, Sap (R1))



Combos: Using Flame Scabbard
with Strike creates a combo Flame Strike

Strike can be won in the first and second battle in Zeal's "The Village
of Cyneth". Using an Ice Scabbard with Strike also creates the combo
Ice Strike

Strike - 38 Melee (20%P), Focus 6 (Req. - Lvl 34, 213 Dex, 184 Pow,
Sword (R2))

Flame Strike Combo - 38 Magic (20% P), 36 Magic over 8 turns (Req. Lvl
35)

Ice Strike Combo - 38 Magic (20% P), -50 to next target's melee (Req.
Lvl 35)



Note: Prismatic Charge is cumulative and its buffs stacks together.
Just noting this as I've had previous BoT's (Buff over Time) that did
not stack giving me a very small amount of defense.


Last edited by Howie Feltersnatch on March 2nd 2010, 1:50 pm; edited 1 time in total

Howie Feltersnatch
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Post by lessigfan March 1st 2010, 9:13 am

Use some focus charms & big burst damage of only one type. I usually pick melee so I can use release seals - or fury potions & blind fury charms before I had release seals. Building up to high pierce charms is doubly nice. If can post some links if you want to see them.

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Post by Howie Feltersnatch March 1st 2010, 9:45 am

hmmm, i don't think i really have burst charms for magic, i'm running an all magic set since most of my good charms are magic. I could throw together a melee set to use fury, but i think it would be very weak. I'll look into it a little more in a bit. thanks

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Post by lessigfan March 1st 2010, 8:20 pm

Well, if you've got lots of +magic auras & ongoing buffs, that might do it. But melee really is easier to burst with - especially once you have release seals.

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