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Jirikjurasek
12-03-2014, 01:50 AM
Hello,
for guild purpose I start little guide serial for planar contest including arena and tombs. Please keep in mind that techniques described below is for run with using as less potions and ankh as possible.

I play warrior character which affect my point of view. There are not describe techniques without tank.



More info and posts in my blog. (http://www.spacetimestudios.com/blog.php?104492-Jirikjurasek)


Serial 1: Planar Arena

There will be decribe of technicues for all bosses with all kind of environments.

Environments:
Proximity curse: When your ally step into blue (purple) circle around you, they will die.
Enrage: Stand near by gate and pull boss. Enrage timer doesnīt start when: You nor pet donīt attack on obelisk and donīt go close to the obelisk, so you have to stay out of small circle in the middle of arena. Area of effect spells and pets with multiple target can easily start the timer.
Spiders: If you move, spiders will appers. Simply every step is one spider. Move only if it is really necessary.
Mushrooms: Appears randomly, players behaviour canīt affect appears rate. If you stand in red explode range you will be knock back and get dmg.
Poison clouds: Similar as spiders, move move mean more clouds. Donīt move, just in case cloud appears behind you, go to the edge of cloud and stand.
Vortex crystal: Rising red zone. If red zone catch you, you will be knock back and get dmg. Run around by wall, allies have to fight in the middle of arena.

Bosses:
Glob:
Has two dangerous attacks:
Red zone - small range but get instant kill in every case. RUn out of it
Jump and 3Bite - jump on player and bite for three times. No red zone so you canīt prepare for it. It can be survived with potions spam.
Environments:
Proximity curse - Just be careful not to kill your allies when you run away from red zone.
Enrage - Pull him to the gate, rogues/mages have to stand away from him for avoiding red zone attack, tank holds boss faces back to rogues/mages.
Spiders - All players stand in place, only tank avoids red zone.
Mushrooms - Move, move, move. If you fight with boss in corner, lot of mushrooms will spawn and thanks to small arena room all spawned mushrooms will be pulled with devastating effect. Continuos pulling of mushrooms is way to clear arena. When mushrooms explode you have to stand on that edge, where explosion donīt knock you to the red zone.
Poison clouds - Same as spiders, stand and move only for avoid red zone attack. Be careful, when poison cloud is on the ground, red zone is difficult to see.
Vortex crystal - Run around arena. Donīt let it to pull you into red zone.
Pet: Whoever who helps you kill boss faster.

Frostir
Red zone attack:
Conic - Frostir jump forward, does big dmg (but surviveable) and stun
Wide range - massive dmg (mostly IK for rogues/mages) and stun
Blue zone - its not red zone and it doesnīt get dmg, but slow down movement speed.
Environments:
Proximity curse - See above and warrior use stun pet.
Enrage - Pull boss to the gate. Donīt face him to the up in case of conic attack. If he jump to the obelisk, timer will start.
Spiders - See above. Sometimes its difficult to use stun pet on boss because pet attacks on spider, I use Blinky for dmg reduction.
Mushrooms - See above, move. I donīt use stun pet similar like spiders pet attacks on mushrooms.
Poison clouds - See above, donīt move.
Vortex crystal - See above. move.
Pet: stun pet like Kelvin for interrupt wide range red zone.

Rutger:
Get poison and summon his copies every 15s. Rogueīs mythic bows with heals take aggro immediately, so warr have to use HoR after summon copies. Copies make awerage dmg.
Environments:
Proximity curse - See above.
Enrage - See above.
Spiders - Donīt move. If warr do his job good, everyone can just stand and fire.
Mushrooms - Clones will be knocked back by mushrooms explosions, it easy to keep aggro on "real" Rutger
Poison clouds - See above.
Vortex crystal - See above.
Pet: Ilike Blinky for reduce dmg after summon copies.

Ferrix:
One red zone attack
Conic - Big dmg and stun
Summon shadow pools which get huge dmg, donīt stand into them. Pools add armor to boss. Sometimes Ferrix jump.
Environments:
Proximity curse - See above. Nothing special.
Enrage - See above.Nothing special.
Spiders - See above.Nothing special.
Mushrooms - See above.Nothing special.
Poison clouds - See above.Nothing special.
Vortex crystal - See above.Nothing special.
Pet: Whatever.

Stahl:
No red zone attacks. Stahl doesnīt move, only teleport on few positions. Stahl regulary use Daggers Throw attack, which can kill rogues/mages. This attack always goes in front of the boss. Warr has to tank him with his back faces to others.
Environments:
Proximity curse - See above.Nothing special.
Enrage - All party dismiss pets. Attack only when Stahl is in he bottom half of arena, beware of shooting arrow or AoE spell which can hit obelisk. When Stahl has half hit point, summon pets and star attack everywhere.
Spiders - Rogues/mages stands on one place during whole fight, however donīt stand on the same position because of Daggers Throw attack. If warr use Axe Throw, he can mostly taunt boss without moving.
Mushrooms - See above.Nothing special.
Poison clouds - See above.Nothing special.
Vortex crystal - See above.Nothing special.
Pet: Whatever

Mother
Shor range red zone attack - can kill you when crit, If warr use Chest Splitter properly, it isnīt dangerous.
Sometimes Mother pull player to her and bite, but again, its not dangerous on without crit.
Environments:
Proximity curse - See above.Nothing special.
Enrage - See above.Nothing special.
Spiders - See above.Nothing special.
Mushrooms - See above.Nothing special.
Poison clouds - See above.Nothing special.
Vortex crystal - See above.Nothing special.
Pet: Whatever.

Bloodhammer
Red zone attack - Bite, instant kill on crit and regenerate his health. You have to avoid it. Pet with speed helps.
Jump and sweeping strike without red zone which can easily kill tank. Hopefuly this attack combo is only in front of the boss and very short range, runing around help for avoid.
Shellshock - long ranged shot, not dangerous since nerf update.
Environments:
Proximity curse - See above.Nothing special.
Enrage - See above. Stun pets help to fight boss in a small area.
Spiders - The worst enviroment for bloodhammer. As warr I count with few deaths when I cant running aroud him for avoid jump&sweeping strike combo. Sometimes help stand a bit far away from him (maximum distance where you are able to taunt him) and Sweeping strike doesnīt touch you.
Mushrooms - See above. Be careful mushrooms explosion not to knock back to red zone.
Poison clouds - See above.Nothing special.
Vortex crystal - See above.Nothing special.
Pet: Ribbit for support rogues/mages dmg.

Skills
I will post skills for warrior, because it is character what Iīm playing for long time and try almost all possibilities
Chest Splitter - taunts 3 mobs (4 with upgrade) with 3s cool down, last update for feeble denied mobs (and bosses) get critical.
Windmill - taunts 3 mobs per swing. Useful for spiders and mushrooms environment, multipletargets taunt helps to get taunt to the boss and kill spiders around. Use it for Rutger too.
Axe Throw - range taunt, very usefull on Frostir and Ferrix when they jump away. I donīt recommend use this skill with spiders or mushrooms environment, you will hit anything else than boss mostly.
Vengeful Blood - Hit Points bonus for most of the time. Dmg, crit and mana return is useful bonuses.
Horn of Renew - Area of effect taunt and immunity for all in range, good for avoiding redzones



Serial 2: ELite Planar Tombs Level 1

Due to low mobs quantity its quite easy to reach boss position.
Beware of purple mages, who summon deadly shadow pools and random instant kills.

Planar Tombs Level 1 Boss
Boss has slow movement speed, low normal attack dmg, cast fireball which can intant kill rogues/mages. Stand as far as possible but stil in YOUR skills range should prevent you to be fireball target.

Red zone attacks:
short range - get stun and dmg based on boss HP (less HP means more dmg)
wide range - cast circle of fire 10 times, awerage dmg. After 10th circle boss summon Fire Obelisk. During circles of fire boss stand in one place and doesnīt use normal attack or fireballs. In this case all players can stand on position and focus on attack.

There are two options how to interupt obelisk:
1st - Boss has to be in stun when 10th circle of fire is casted. If you use kelvin, tap pet arcane ability between 8th and 9th circle of fire. There is small delay between taping and aplying stun, so if you tap on pets arcane ability after 9th circle of fire, boss can be stuned few miliseconds after the last circle and obelisk will be summoned.
2nd - Big dmg output can interupt casting circles of fire. When interupt, boss will be stuned for a moment and obelisk will not be summoned.

Skills
Warrior:
Chest Splitter - feeble and short CD
Axe Throw - sometimes boss loses aggro when tank is stuned by short range red zone attack. Axe Throw is the best and fastest way how to get aggro back
Vengeful Blood - HP bonus and boost dmg output
Hown of Renew - good to use during circles of fire or if you are quick use it to avoid dmg from short range red zone attack



Serial 3: Elite Planar Tombs Level 2

Elite Planar Tombs Level 2 Boss
Ferrix skin boss with armor and HP like Trulle. For beating this boss you will need piece of patience. Boss has big dmg on normal attack and summon purple circle, which heals him. This is only one elite boss who can be pulled by Axe Throw. This is perfect skill for get boss out of purple circle, however only when boss casting Narrow forward attack Axe Throw doesnīt pull him.

Red zones attacks:
Wide range - Does massive dmg depends on dmg taken during casting, hold fire during that (still in measurement)
Narrow forward - Jump in direction of red zone and awerage dmg.

Sceletons are summoned during fight. One sceleton is not dangerous, but if you donīt kill him fast, second will appear and dmg increased to killing machine. Sceleton is able to be killed by one rogue with mythic set and legendary bow (and better of cource), in other case two rogues/mages are necessary.
Rogues/mages should go close to the boss, they can die very easily

Skills
Warrior:
Chest Splitter - feeble and short CD
Axe Throw - for pull boss out of purple circle which heals him
Vengeful Blood - HP bonus and boost dmg output
Hown of Renew - good to use during wide rande red zone for avoiding massive dmg



Serial 4: Elite Planar Tombs Level 3

Before you start killing mobs warr can run throught and park all giants. Giants doesnīt stop following you, so you can park them all in one. Its not necessary, just option. Giants has awerage normal dmg, but short range red zone attack with massive dmg, knock back for really long distance and stun for 8s.

Elite Planar Tombs Level 3 Boss
Boss is situated in a big room, which get you possibility of maneuver.

Red zone attacks:
Conic - Jump and massive dmg (always instant kill even for tank), range of this attack is much more longer than red zone. Tank has to keep boss face to wall.
Wide range - Massive dmg (instant kill for rogues/mages, tanks are able to survive sometimes)
Falling stones - Like in Jagged Trail, but not so hard.

Vines are summoned during fight, they have low HP and dmg, so they are easy to kill without need od taunt. Warr should use stun pet (Kelvin) and use it for wide range red zone attack. Other players use theit best pets for dmg. If you dont kill vines fast and tank taunt them to the boss, Kelvin could start attack on vines and then stun doesnīt hit boss.

How to boss
Fast killing of vines are same for every tactics, but boss position and party placement vary.

2-to-2
Tank and one rogue keep boss in the bottom corner (just near by entrance to the room). Warr uses Kelvin for stun on wide red zone attack.
Rest of party stands on vines spawn position and killing them.

1-to-3
Tank keep boss in the bottom corner (same as 2-to-2) and use Kelvin for wide range red zone attack.
Rest of party stands above and killing boss. Kill vines when spawn and then go back to killing boss.

W/o tank
As warrior I never run w/o tank. You can try this Seranchaīs guide (http://www.spacetimestudios.com/showthread.php?190132-GUIDE-Planar-Tomb-3-Pro-%28non-parking%29-Ankh-Saver-Run).

Ankhs
You will need ankhs for first few runs. As my experience, I as tank need 1-3 (I die when I dont see conis red zone) and rogues-mages need 0-3 (if they pay attention on falling stones)

hozukreti
12-03-2014, 05:48 AM
Thanks for your guide!