Cells farming (Few important notes)

It is very important that people stay alert on early floors to avoid any loss of cells or get unnecessary aggro and risk the potential cell drops.

1st floor - Central area farming

16 Fomors which constantly respawn. They drop cells at less than 50% chance, but have very low HP (500?) and are weak. If you enter the hall all of them will aggro you.The aggro boundary starts where the narrow hallway ends. Do not enter the hall without sneak. The aggro boundary ends where the narrow hallway begins before the door to the teleporter. If you pass them with sneak on, they will follow you but not attack, so you can gather them for -ga nuking.

It is very important that everone should be inside the tele-room before blms start casting ga. Failure to do so will result in aggro / wipe / loss of cells / loss of time and possible timeout on boss fight. It is recommended to send 1 person to teleport and farm as much as you can before wiping and then warp.

Second floor - Ashu Talif and Imps farming

Fomors link to imps and imps link to fomors, but fomors will not link with other fomors and imps will not link with other imps. Ashu Talif Crew on this floor drop 3-4 cells each at random. Heraldic Imps and Devilets on this floor drop 4 cells in pairs (six possible types: HP, sub job, ablities, weapon, magic, body). Puller should have white hp before pulling. Using JA will result in aggro. so only Magic or RA pull. In case of fomor-imp link, focus on killing fomor first and kite the imp or try sleeping it with songs.

Fourth floor (If we get unfortunate on early floors and it comes to gears farming)

Focus on pulling Gear first as they are also easy to kill. In case of link gear/gears, sleep the gearS first and focus on killing gear. Gear/Gears are not very reliable for dropping magic cells so people should try their best to perfect the first / second floor farming for magic cells. Killing gear/gears at this floor means losing time on boss fight.


Boss fight

Approximately 50,000 HP. Does not auto-regen during battle, but will regenerate normally if left passive with no DoT spells. Long-Armed Chariot moves at around 12% increased movement speed; however, its tracking pattern is sluggish and it can be delayed further by kiting around pillars and other obstacles.

Uses normal Chariot attacks,
Discharge : 10" AoE Paralyze (Mages remove this from tanks asap to keep them alive)
Inertia stream : 10" AoE + bind (Mages remove bind from tanks when Zerg mode or critical on time)

plus:
Brainjack: Single target Charm plus DoT (25 HP per tick) for up to 90 seconds. (Mages cast RegenIII on tanks so in case of Charm, tanks dont lose too much HP)

Brainjack is an instant use ability; however, before Brainjack is used, the chariot will turn to face the target. Between the turn-to-face movement and the inevitable Brainjack, there is roughly a two to three second window in which the target can hit a macro to switch out their primary weapon for a useless weapon. It is recommended to use Bind and Gravity to immobilize charmed players if they have not swapped to a useless weapon prior to being charmed.

It is recommended to bring a White Mage to keep Regen III on the tanks in order to combat the effects of Brainjack's DoT. Regen drinks also help. The first several times Brainjack is used, it will be used a random amount of times between 4 and 6. Multiple Brainjack phases seem to occur randomly once Long-Armed Chariot falls below approximately 85% HP.

Long-Armed Chariot also tracks on sight, if enough distance is put between you and the LAC all agro will be lost. If LAC is fought in the very southern corner of the map, mages can successfully run back through the door and towards the entrance of the floor as the melee get charmed from Brainjack. If done fast enough, the mages will completely lose hate and LAC will start to wander back to its starting point. If all hate is lost on LAC it WILL start to recover HP very quickly unless it has a DoT on it. Timing of two-hours, zerg is decided before entering the salvage zone so pay attention and note the time/% when you have to start zerging / 2-hr.

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