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  Click here to go to the first Dev post in this thread.   Thread: Level 77 Ancient Caverns Update Discussion and Bugs Thread!

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    Default Level 77 Ancient Caverns Update Discussion and Bugs Thread!

    Hello,

    Instead of smothering General Discussion, please post your thoughts, bug reports, and discussion opinions into this thread. Add any dungeon strategies if you want.

    Bug Reports:
     

    -Talons graphics are messed up. FIXED
    Quote Originally Posted by Heroelite
    talons, fangs, tinsels, some daggers, and pharaoh sword all have the 2h animations
    Quote Originally Posted by angeldawn View Post
    Another glitch
    Crafted Int bracer has Dex requirement instead of Int.
    Quote Originally Posted by Raiafii View Post
    FIXED


    BUGS STILL IN EXISTENCE:
    -
    Quote Originally Posted by tarlan View Post
    another bug
    there are no blackstone axes of any level which means you cant craft the lustrous axe
    possible was not made since there was no onyx axe in original sand caves
    Quote Originally Posted by Bad Guy View Post
    Also the str and int shields override vanity shields.
    Quote Originally Posted by Dolloway View Post
    New bow has a proc that debuffs the USER -8 armor.

    Not sure if this was intended or not.
    Quote Originally Posted by Ssneakykills View Post
    Yeah strange that no axe has been dropped yet or unless it's extremely rare but I would like to know clarification if it actually exists or not

    -Attempting to host the first dungeon of Ancient Caverns will result in going to Forest Haven towne.
    -Sand pits in Ancient Caverns are animated, but don't seem to be pulling players in or doing damage like in the L25 SSC version (don't know if error or intentional)
    -Apparently players under L72 can access the Ancient Caverns via joining a friend on friend list!


    Some general tips on boss-killing:

    Ancient Caverns is a basic remake of Sandstone Caves, except with powered-up damage mobs. Defeat the bosses as you would with the lower level version.

    For Magnetic Golem, aka Mechanical Construct, notice the five pillars present in the boss room. When the boss uses a Beckon-like pulling move, the pillars will have orbs. There will be many red orbs, but only one blue orb. Go to the blue orb pillar to survive, or several seconds later, the boss will explode all the pillars and those NOT underneath the blue orb pillar will immediately die. It's an auto-KO move, dodge and Mana Shield will not save anyone. Going under the red orb will not help either; only being under the blue orb will save you. It is essential that a mage or two make it under this orb in time, if not the whole party.
    The first blue orb will be the farthest one into the room. The second will be the outermost/closest one to the entrance of the room. The pattern will involve each of the pillars and will repeat once each has been sequenced.

    For the Sandstorm boss, Gorath of the Sands, have a bear ready to tank. The boss will periodically spawn mini-sandstorm minions. These minions will do high DPS damage to you, much like a bird's root or screams, if they get close to you. Make sure you have a bird to pick these off when they spawn, or they will accumulate and make the boss kill extremely difficult.

    For the Magic Golems, Spellbinder Caster and Mystic Trasca, make sure to have a bear either Beckon Stomp to separate them apart (scatter bear the bosses onto opposite sides of the room and have the team divide up to pin the bosses onto those sides). The golems have skills that boost their damage and armor similar to a Mage's Blessing of Might and Blessing of Vitality. These blessings will increase their damage by a lot. Your objective is to keep the two bosses as far away from each other as you can. They are able to heal each other if they are very close, and their heal will restore their HP by a lot, making it nearly impossible to kill them. Instead, use the separation/scatter bear strategy and divide the team up for a quick kill. Utilize Crippling Slash, roots, freezes, stuns, or whatever is necessary to keep the bosses apart from each other. This boss fight has the potential to be the most difficult one.

    For the Earthquake boss, Terreton, stay in kiting position. Its hammer hits very high melee damage. Occasionally, it will use its rock-avalanche move. It will stomp, the dungeon will sort of shake, and multiple huge rocks will fall down around the boss's position, causing either instant KO-damage or VERY high damage to anyone that is hit. When the boss uses this special move, make sure you run away or stay 12M or further from shot.

    The Onyx fight is the exact same as the Elite Onyx fight in the Red Dragon's Lair.
    For the Onyx boss, Konzite the Everliving, notice that there are four golems surrounding it. When the battle starts, the Onyx can be attacked and be a target like usual and damaged, but the surrounding golems, which can also be attacked, cannot be damaged. During the battle, the Onyx will have periodic heals. Between these periodic heals, a ring will glow around one of the four surrounding golems. Only when a surrounding golem has a glowing ring around it can be attacked and killed. The rings will appear around only one golem at a time. Concentrate all damage onto that golem with the ring. After a period of seconds, the ring will fade and the golem cannot be damaged; as a collateral effect, the Onyx will gain a FULL heal. If you are able to kill the surrounding golem within this time limit, great. If not, you will have to move onto the next golem. The ring will rotate around the four golems in such a pattern.
    Meanwhile, make sure to have a bear or STR character tank the Onyx. It has Area of Effect attacks as well as very high melee damage. Its attacks are similar to those of the Galactic Overlord; it will hit nearby enemies with a LOT of damage.
    Make sure to rotate around the four golems when they have their rings on until all four are dead. Once this is accomplished, the Onyx can no longer utilize its periodic FULL heal ability, rendering him capable of being killed just like any other boss. It will, however, still be able to do high melee and Area of Effect damage, so watch out for that.

    This strategy is the most successful one, unless you are with a special occasion party with maximum damage output (see below).

    For those parties with massive DPS output (full archer), if you are powerful enough, you may be able to kill the Onyx between the periodic heals. If you are successful, all four surrounding golems will also die along with the Onyx. If you fail to do so, when the periodic FULL heal sets in, the Onyx will go to 100% HP again.


    Discussion:

    -Recoloring of lower level weapons for new greens, oranges and purples
    -The new Lustrous Earthen Elite/Pink drops and set comparison to L75 Savage, Fiery and Swift sets
    -300k Elite Cap XP requirement

    -Regular mob golems have around 14.5-15k HP.
    Last edited by Whirlzap; 08-05-2014 at 10:24 PM.

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    Well look who's back

    Programmed-Level 85 mage, Praktica-Level 85 rhino

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    Does the elite weapons only drop for L77? If not, which map to farm them in?

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    Samhayne just confirmed that there are more sets than just the Lustrous Earthen set. He also mentioned an "exhaustive" list of drops, which means there are MANY more items.

    With that said, the Lustrous Earthen set is the recolored L25 Crystalline set, so I suspect there is an "Earthquake" DEX dagger set, an "Earthquake" INT wand/bracer set, and an "Earthquake" STR hammer/shield set. There is probably also an "Onyx" INT staff set, an "Onyx" DEX bow set, and an "Onyx" STR Battlesword set.

    With that said, I also predict same loot tables as the L25 version dungeon. So Onyx boss, Konzite, should drop most of the "new L77 Onyx" items, except a few exceptions as noted with L25 dungeon, such as how the L25 Onyx STR plate drops at Magnetic Golem instead of Onyx; same rules should apply with the loot tables at Ancient Caverns.
    Similarly, most of Crystalline stuff should drop at Magic Golems and Magnetic Golem, and Earthquake items at Earthquake boss.

    No idea about whether or not L77 is needed to loot.

    Also pondering whether these drops will scale to 75 and 73 or not, since 25s scale to 23 and 21.

    ^EDIT: Yes, Blackstone pinks DO scale to 75 and 73!
    Last edited by Whirlzap; 08-01-2014 at 12:23 AM.

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  9.   This is the last Dev post in this thread.   #5
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    Hey guys,

    Just a quick note that the two bugs that Whirlzap posted above are in the process of being fixed. Thanks very much for bringing them to our attention and our apologies that they made it out to live.
    | | | |

    Need help? Please visit our Support Website at http://support.spacetimestudios.com

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    Quote Originally Posted by Whirlzap View Post
    Hello,

    Instead of smothering General Discussion, please post your thoughts, bug reports, and discussion opinions into this thread. Add any dungeon strategies if you want.

    Bug Reports:

    Talons graphics are messed up.
    Attempting to host the first dungeon of Ancient Caverns will result in going to Forest Haven towne.
    Sand pits in Ancient Caverns are animated, but don't seem to be pulling players in or doing damage like in the L25 SSC version (don't know if error or intentional)

    Some general tips:

    Ancient Caverns is a basic remake of Sandstone Caves, except with powered-up damage mobs. Defeat the bosses as you would with the lower level version.

    For Magnetic Golem, aka Mechanical Construct, notice the five pillars present in the boss room. When the boss uses a Beckon-like pulling move, the pillars will have orbs. There will be many red orbs, but only one blue orb. Go to the blue orb pillar to survive, or several seconds later, the boss will explode all the pillars and those NOT underneath the blue orb pillar will immediately die. It's an auto-KO move, dodge and Mana Shield will not save anyone. Going under the red orb will not help either; only being under the blue orb will save you. It is essential that a mage or two make it under this orb in time, if not the whole party.
    The first blue orb will be the farthest one into the room. The second will be the outermost/closest one to the entrance of the room. The pattern will involve each of the pillars and will repeat once each has been sequenced.

    For the Sandstorm boss, Gorath of the Sands, have a bear ready to tank. The boss will periodically spawn mini-sandstorm minions. These minions will do high DPS damage to you, much like a bird's root or screams, if they get close to you. Make sure you have a bird to pick these off when they spawn, or they will accumulate and make the boss kill extremely difficult.

    For the Magic Golems, Spellbinder Caster and Mystic Trasca, make sure to have a bear either Beckon Stomp to separate them apart (scatter bear the bosses onto opposite sides of the room and have the team divide up to pin the bosses onto those sides). The golems have skills that boost their damage and armor similar to a Mage's Blessing of Might and Blessing of Vitality. These blessings will increase their damage by a lot. Your objective is to keep the two bosses as far away from each other as you can. They are able to heal each other if they are very close, and their heal will restore their HP by a lot, making it nearly impossible to kill them. Instead, use the separation/scatter bear strategy and divide the team up for a quick kill. Utilize Crippling Slash, roots, freezes, stuns, or whatever is necessary to keep the bosses apart from each other. This boss fight has the potential to be the most difficult one.

    For the Earthquake boss, stay in kiting position. Its hammer hits very high melee damage. Occasionally, it will use its rock-avalanche move. It will stomp, the dungeon will sort of shake, and multiple huge rocks will fall down around the boss's position, causing either instant KO-damage or VERY high damage to anyone that is hit. When the boss uses this special move, make sure you run away or stay 12M or further from shot.

    The Onyx fight is the exact same as the Elite Onyx fight in the Red Dragon's Lair.
    For the Onyx boss, Konzite the Everliving, notice that there are four golems surrounding it. When the battle starts, the Onyx can be attacked and be a target like usual and damaged, but the surrounding golems, which can also be attacked, cannot be damaged. During the battle, the Onyx will have periodic heals. Between these periodic heals, a ring will glow around one of the four surrounding golems. Only when a surrounding golem has a glowing ring around it can be attacked and killed. The rings will appear around only one golem at a time. Concentrate all damage onto that golem with the ring. After a period of seconds, the ring will fade and the golem cannot be damaged; as a collateral effect, the Onyx will gain a FULL heal. If you are able to kill the surrounding golem within this time limit, great. If not, you will have to move onto the next golem. The ring will rotate around the four golems in such a pattern.
    Meanwhile, make sure to have a bear or STR character tank the Onyx. It has Area of Effect attacks as well as very high melee damage. Its attacks are similar to those of the Galactic Overlord; it will hit nearby enemies with a LOT of damage.
    Make sure to rotate around the four golems when they have their rings on until all four are dead. Once this is accomplished, the Onyx can no longer utilize its periodic FULL heal ability, rendering him capable of being killed just like any other boss. It will, however, still be able to do high melee and Area of Effect damage, so watch out for that.

    This strategy is the most successful one, unless you are with a special occasion party with maximum damage output (see below).

    For those parties with massive DPS output (full archer), if you are powerful enough, you may be able to kill the Onyx between the periodic heals. If you are successful, all four surrounding golems will also die along with the Onyx. If you fail to do so, when the periodic FULL heal sets in, the Onyx will go to 100% HP again.


    Discussion:

    -Recoloring of lower level weapons for new greens, oranges and purples
    -The new Lustrous Earthen Elite/Pink drops and set comparison to L75 Savage, Fiery and Swift sets
    -300k Elite Cap XP requirement
    Ya I was trying to figure out what this was-

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    talons, fangs, tinsels, some daggers, and pharaoh sword all have the 2h animations
    OG

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    No, please don't fix these!

    Pleaaaaase!






    TL: |AL|DL|PL|SL|BC|BD|
    Exps :|AL|DL|PL|SL|
    Other threads here

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    It's still showing 213/214 quests.

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    Another glitch:

    Players under level 72 can access Ancient Caverns by joining a friend on friend list.

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    Quote Originally Posted by Samhayne View Post
    Hey guys,

    Just a quick note that the two bugs that Whirlzap posted above are in the process of being fixed. Thanks very much for bringing them to our attention and our apologies that they made it out to live.
    Another likely bug is the new quests have not added to the total quest count, nor do they have any effect on the quests completed if they are. Just a heads up
    PL: Sparkzzz (76) Bear, Earthquakezzz (76) Rhino, Melodical (75) Bird, Sparkszs (66) Mage, Fireboltzzz (56) Pally, Flamezzz (56) Bear
    Currently active for the L77 cap.

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    Might as well post a few screenies to populate and promote this thread...
    (I'm quite disappointed with how bosses have been re-used, as well as a lot of item/monster sprites being recycled, "Onyx, go back to the mountain where you belong!", although I can say I'm not in the least bit surprised xD. Still, there are a few items which are entirely new so I can safely say I'm happy with those)
    Name:  IMG_3998.PNG
Views: 667
Size:  412.0 KB
    Name:  IMG_3999.PNG
Views: 776
Size:  822.6 KB

    That DPS though!
    Name:  IMG_4002.PNG
Views: 825
Size:  353.1 KB
    PL: Sparkzzz (76) Bear, Earthquakezzz (76) Rhino, Melodical (75) Bird, Sparkszs (66) Mage, Fireboltzzz (56) Pally, Flamezzz (56) Bear
    Currently active for the L77 cap.

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    so will these new sets be stronger than the fiery/swift/savage gear?

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    Quote Originally Posted by XghostzX View Post
    so will these new sets be stronger than the fiery/swift/savage gear?
    Hopefully, but people said that they aren't better. Probably the crafted version will overpower Savage, Swift, and Fiery.

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    Quote Originally Posted by Sheugokin View Post
    Hopefully, but people said that they aren't better. Probably the crafted version will overpower Savage, Swift, and Fiery.
    I looked at the stats and they are better but by like a 1 point increase in just about all the things. Now the lustrous overpowers savage swift and fiery but the blackstone doesnt (1 point increase)
    Applenoob Cqward Fewing Pvvo Pwoer Paneling Resinning Rummes Twung Wirved and many more discontinued

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    Quote Originally Posted by DocDoBig View Post
    No, please don't fix these!

    Pleaaaaase!

    La cucaracha La cucaracha
    Na na na na na na na

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    AvidLegend - lvl 76 True Legend, Scavengerhunt- lvl 76 Elite Rhino, AvidTank - lvl 76 SpankTank
    *​I'm an Avid Player of Pocket Legends*

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    And also troncaat somehow got pro. Please fix this glitch!!

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    Quote Originally Posted by Whirlzap View Post
    Hello,

    Instead of smothering General Discussion, please post your thoughts, bug reports, and discussion opinions into this thread. Add any dungeon strategies if you want.

    Bug Reports:

    Talons graphics are messed up.

    Attempting to host the first dungeon of Ancient Caverns will result in going to Forest Haven towne.
    Sand pits in Ancient Caverns are animated, but don't seem to be pulling players in or doing damage like in the L25 SSC version (don't know if error or intentional)
    Apparently players under L72 can access the Ancient Caverns via joining a friend on friend list!

    Some general tips on boss-killing:

    Ancient Caverns is a basic remake of Sandstone Caves, except with powered-up damage mobs. Defeat the bosses as you would with the lower level version.

    For Magnetic Golem, aka Mechanical Construct, notice the five pillars present in the boss room. When the boss uses a Beckon-like pulling move, the pillars will have orbs. There will be many red orbs, but only one blue orb. Go to the blue orb pillar to survive, or several seconds later, the boss will explode all the pillars and those NOT underneath the blue orb pillar will immediately die. It's an auto-KO move, dodge and Mana Shield will not save anyone. Going under the red orb will not help either; only being under the blue orb will save you. It is essential that a mage or two make it under this orb in time, if not the whole party.
    The first blue orb will be the farthest one into the room. The second will be the outermost/closest one to the entrance of the room. The pattern will involve each of the pillars and will repeat once each has been sequenced.

    For the Sandstorm boss, Gorath of the Sands, have a bear ready to tank. The boss will periodically spawn mini-sandstorm minions. These minions will do high DPS damage to you, much like a bird's root or screams, if they get close to you. Make sure you have a bird to pick these off when they spawn, or they will accumulate and make the boss kill extremely difficult.

    For the Magic Golems, Spellbinder Caster and Mystic Trasca, make sure to have a bear either Beckon Stomp to separate them apart (scatter bear the bosses onto opposite sides of the room and have the team divide up to pin the bosses onto those sides). The golems have skills that boost their damage and armor similar to a Mage's Blessing of Might and Blessing of Vitality. These blessings will increase their damage by a lot. Your objective is to keep the two bosses as far away from each other as you can. They are able to heal each other if they are very close, and their heal will restore their HP by a lot, making it nearly impossible to kill them. Instead, use the separation/scatter bear strategy and divide the team up for a quick kill. Utilize Crippling Slash, roots, freezes, stuns, or whatever is necessary to keep the bosses apart from each other. This boss fight has the potential to be the most difficult one.

    For the Earthquake boss, Terreton, stay in kiting position. Its hammer hits very high melee damage. Occasionally, it will use its rock-avalanche move. It will stomp, the dungeon will sort of shake, and multiple huge rocks will fall down around the boss's position, causing either instant KO-damage or VERY high damage to anyone that is hit. When the boss uses this special move, make sure you run away or stay 12M or further from shot.

    The Onyx fight is the exact same as the Elite Onyx fight in the Red Dragon's Lair.
    For the Onyx boss, Konzite the Everliving, notice that there are four golems surrounding it. When the battle starts, the Onyx can be attacked and be a target like usual and damaged, but the surrounding golems, which can also be attacked, cannot be damaged. During the battle, the Onyx will have periodic heals. Between these periodic heals, a ring will glow around one of the four surrounding golems. Only when a surrounding golem has a glowing ring around it can be attacked and killed. The rings will appear around only one golem at a time. Concentrate all damage onto that golem with the ring. After a period of seconds, the ring will fade and the golem cannot be damaged; as a collateral effect, the Onyx will gain a FULL heal. If you are able to kill the surrounding golem within this time limit, great. If not, you will have to move onto the next golem. The ring will rotate around the four golems in such a pattern.
    Meanwhile, make sure to have a bear or STR character tank the Onyx. It has Area of Effect attacks as well as very high melee damage. Its attacks are similar to those of the Galactic Overlord; it will hit nearby enemies with a LOT of damage.
    Make sure to rotate around the four golems when they have their rings on until all four are dead. Once this is accomplished, the Onyx can no longer utilize its periodic FULL heal ability, rendering him capable of being killed just like any other boss. It will, however, still be able to do high melee and Area of Effect damage, so watch out for that.

    This strategy is the most successful one, unless you are with a special occasion party with maximum damage output (see below).

    For those parties with massive DPS output (full archer), if you are powerful enough, you may be able to kill the Onyx between the periodic heals. If you are successful, all four surrounding golems will also die along with the Onyx. If you fail to do so, when the periodic FULL heal sets in, the Onyx will go to 100% HP again.


    Discussion:

    -Recoloring of lower level weapons for new greens, oranges and purples
    -The new Lustrous Earthen Elite/Pink drops and set comparison to L75 Savage, Fiery and Swift sets
    -300k Elite Cap XP requirement

    -Regular mob golems have around 14.5-15k HP.
    Actually I'm L71 and I was able to host a game.
    Please don't make it so I can't go in anymore ;-;
    Lol

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