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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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