There be pictures here!

There be pictures here!
Darksiders II

Showing posts with label Void. Show all posts
Showing posts with label Void. Show all posts

Wednesday, October 17, 2012

Aion 3.5 Chronicles: Comprehensive 3.5 Guide

Features to be added:
Named Mobs: Locations/Maps
Gearing Process and Options: What armor to get.
What Not to do in the Eye: Bugs/Exploits to AVOID
PvP Friendship 101 - A good way to bond with your fellow players. Don't drive them away, get to know them.
Tiamat Stronghold Guide (Almost done! Just adding pictures!)
Dragon Lord Refuge Guide (So close, yet so far)
Leave suggestions in the comments section if you have any requests!


Staying Relevant in the post 3.0 World: A General Guide

Well hello there! Welcome to the last Aion general guide you'll ever need. This guide will encompass all of the 3.0-3.1 content with additional 3.5 info being added as it is made available. So, as this is a fairly large project I won't be able to have it all done at once! Be ready to come back and check as updates are made available, I'll bold them at the top of the guide for easy notification. If you have anything that you feel this guide needs to focus more on be sure to shoot me an e-mail at teaminfestation@hotmail.com! Well, here we go!

Gear in 3.0-3.5:

Kahrun Gear:
This was one of the larger additions to 3.0 as it provided people a fairly easy and progressive way to get top-tier endgame gear with both weapons and armor being available. For any new 60's this is definitely a good place to start getting your PvE Armor/Accessories in order before attempting any of the more difficult instances 3.0 offers.

What's the best way to get Kahrun symbols? 
There are numerous ways to acquire these symbols so don't be daunted by the hefty price tag on some of the eternal gear. The easiest way to consistently get Kahrun symbols is to do the daily quests offered in both Tiamaranta and Sarpan. There will be two regular quests and one [Group] quest for each map. In addition to these daily quests there is also a set of weekly quests that reset every Wednesday after maintenance. These provide tons of symbols and it is fairly easy to find a group for the two [Alliance] quests as most players run them at least once a week. If you're on Tiamat and would like to do these feel free to whisper me on Fest. Since the 3.5 update two of the daily quests in each zone have been switched to Weekly quests and have had their rewards upgraded a bit. This saves on time and you'll total roughly the same amount of symbols per week!

I don't like doing daily quests, is there another option?
Yes! There are other options for getting Kahrun symbols. Since 3.1 came out there have been quests that are automatically acquired in every 3.0 instance that reward you with a Kahrun bundle when you kill the final boss of the instance. So, by running 3.0 instances you not only open yourself up to receive nice gear from the instances themselves but they also contribute to your Kahrun symbols!

Fest I don't have time for all this crap! Give me Kahrun symbols!
For the extremely time restricted player you aren't out of luck! In the near future you'll still be able to buy the tradeable Kahrun boxes that people are selling on the broker. As of tomorrow this promotion on the Black Cloud Marketplace ends but many players still have the conversion items and will be posting them up even after the promotion ends. If you find yourself short on time but have the extra kinah to throw around then look to the broker for some extra symbols!

What mobs should I be killing for my Kahrun daily quests?
-Coming Soon- (With maps!)

PvP Gear:
As Aion continues to develop we will continue to see more tiers of end game PvP gear pop up. Currently there are several eternal sets of PvP gear that may seem quite pricey but are often worth the work to get them. Thankfully 3.5 has brought us multiple ways to pursue this top-tier PvP gear with easier access to both AP and Mithril Medals. (More to come here)

AP In 3.5:
If you like PvP then chances are good that you'll be needing a good way to gain AP as fast as you can to ensure a speedy gearing process. You may be saying silly things like: "Fest! Gaining ap is slow and stupid! What do!?" Fear not, 3.5 has given us a way to make some juicy AP extremely fast and allowing us to utilize multiple methods to do so.

I love PvP! Can I make AP realistically through just PvP?
Yes! I have found the most profitable PvP to be Solo or Duo PvP in the eye as this also opens you up to finding keymasters and get some nice AP bumps through that. In addition to the eye there is also an increased level of PvP in all cross-faction zones (rifts n' stuff). 3.5 has given level 60 players the ability to rift again and every zone is accessible!

I typically make my AP through PvP in Tiamaranta's Eye as it's fairly populated with officers trying to farm keys and whatnot, a veritable AP buffet for an Assassin such as myself. Don't worry though, any class can be successful in the eye, it's just a matter of knowing how to go about it.

Fest! You jerk! I keep dying in the eye, people are zerging like crazy!
This is a fairly common issue people have while playing in the Eye and it happens for a few reasons. First off, there is a PvP daily in there that requires five kills. Often if a group of players is having trouble finding people to fight they tend to congregate near the breakout of the opposing faction and then...a zerg is born. This can be extremely frustrating for people but it doesn't have to be the end of your PvP session.

Keep in mind that these zergs often form from players who aren't overly confident in their ability to be successful in small group situations. In order to discourage this kind of zerg PvP I urge people to start lashing out at some of these groups even if your numbers may not be on par with theirs. More often than not, if you can coordinate a bit with your fellow players you can drop high priority targets with good focus fire rather than just running back to the guards. Showing people that they're still vulnerable in a zerg is a good way to rattle their cage a bit and perhaps discourage them from zerging in the future. Not to be mean but, nobody likes a zergling.

So how do I deal with the zerglings?
The best part about the Eye is that you can quickly navigate it through the use of windstreams. One of these windstreams can be entered right from your breakout and may serve as an option to bypass those pesky breakout zergs. Now, this doesn't always solve the problem but it gives you options, and options are awesome.

To add to that thought I'd also like to urge caution at all times while PvPing in the Eye. It's a harsh zone that, at times, will be very unforgiving to players like myself who tunnel vision their targets. To ensure a positive experience go into the Eye with the understanding that, due to the presence of these windstreams, things change very quickly and a 1v1 you were having could turn into a 20v1 without much notice. To deal with this you have to be ready to drop your fight and book it out of there if things look like they're taking a turn for the worse. Windstreams also serve as a good countermeasure to a bad situation as they're quick exits with safe destinations.

Okay, that's cool and all but what if I don't want to do straight PvP for my AP?
Don't worry, you're in good company as the vast majority of the PvP playerbase also employs alternate methods to gain AP and gain it fast. One of these methods is farming keys in the Eye. Now, it's been a while since 3.0 came out so this isn't exactly new information but hey, I'm sure plenty of people aren't fully aware of how to farm keymasters with any consistency.

Your best bet for key farming is to farm the heroic grade keys from a mob called Keymaster Zumita. There are a total of six rooms that Zumita will spawn in, they are the the small rooms in the outer ring of the eye that have mobs forming an "X" shape with a dragon sitting in the middle. These keymasters will often spawn in basic hide so make sure you're popping an eye or running into the rooms to check if anything aggros you that isn't immediately visible.


Once you find a Keymaster Zumita and kill it you are guaranteed a blue chest key. Now for the important part; you've got a key and are on your way to finding a nice box to open but that's just a little AP and you need a lot so how can you get more? Farm it. Once you kill Zumita in a room it will have a respawn time of one hour. Once this hour is up there is a 20 minute window for the mob to spawn. It is important to make note of the times you kill these mobs so you can make your way back to the room an hour after you kill it. This is a great way to make a lot of AP fairly quickly even if you only manage to get the timer on one room, so get out there!

Fest I can't seem to get lucky with Keymasters are there any other ways to make AP?
Yes! As I mentioned earlier, 3.5 has added content that allows level 60 players to rift into any zone. Why is this useful? Well, as it turns out there are new guards that have been added to provide some extra protection for low level players but they also provide a fantastic source of AP relics and mithril medals! These mobs will spawn in Morheim/Eltnen/Beluslan/Heiron/Gelkmaros/Inggison and come in groups of six.

-edit- As of 3.7 this method has decreased in efficiency since they changed the timers on some rifts (Ing/Gelk) and nerfed the guard's drop rates. A new Gelk/Ing PvP Daily was added so be sure to swing by those maps and you should automatically pick up the daily quest!

Wow, that sounds awesome, how do I find them?
This is the tricky part. These new guards will only spawn near the exits of rifts and there will typically be two sets of six guards per rift. Each guard has a chance to drop an AP potion, Mithril medal, or a Major Ancient Crown, oh yes, these guards drop the good stuff. The guards will spawn between 15-30 minutes (based on my personal observations) after the rift pops up. I'll hold off on posting the exact locations of all guards for now but I may post them in the future should the desire be high enough. Just remember that they are generally on roads and at decent "choke" points. ;)

This may sound a little too good to be true, and it is, these guards may be elites but they aren't training dummies, these guys hit back...hard. There are three types of mobs per group, they are as follows: Sentinels (Easiest), Templars (Medium), and Sorcerers (Holypoop Difficulty). As you work your way down the line you'll find that the sentinels will get stunned and slowed just like most elites as they don't have much resistance to these things (I can solo two on my assassin). Following the sentinels you'll move onto the Templars which don't really hit terribly hard but are quite resilient and resist most stuns and crowd control skills. Finally, the last things you'll contend with are the sorcerers...and oh man these guys are nasty. Unless you are running fairly high MR these may give you some trouble. They resist essentially all forms of crowd control and stuns/slows. In addition to this they also have a buttload of HP and will do things like shooting star storm which hit for like 7-8k damage. You will either need two heavy DPS classes to drop one of these before they kill you or have a dedicated healer.

These mobs all have a nice chance to drop major crowns and are a fantastic resource for fast AP gain. There are a few more things to keep in mind with this method of AP gain concerning how you pull them and minding your surroundings. Any set of guards that spawns will often be accompanied by a large cannon  that players from the opposing faction may enter and do away with any pesky rifters. These cannons have set damage and can turn even a harmless pinkie into a nightmare for a few 60s. These cannons give the person inside them 200,000 HP and access to an area bombardment skill and a direct target attack skill. If you see someone get in a cannon near you, run. If you force a player out of a cannon it will immediately disappear.

In regards to pulling these guards you'll often start by pulling all six of them at once, a potentially deadly task. To do this safely you'll need to be ready to pop defensive cooldowns. On my chanter I typically pull them all with protective ward up and hit my instant heal as soon as the initial skills land and then proceed to kite five of the mobs off while my friend(s) pull the one or two we're going to be killing. The templars and sentinels will open with force cleave (it stuns) and the sorcerers open with tranquilizing cloud (sleep storm). This can be a nasty combo as a sleep may land on you after the cleaves and leave you very vulnerable to further attack.

This all sounds awesome but can I solo these?
Soloing these guards would be fairly difficult for most classes and I could maybe see Chanters and Clerics being able to do everything save the sorcerers (unless they're MR spec). But there is one way for melee classes to farm these themselves it's just a bit less profitable. Last night on my assassin I rifted over to Inggison and killed all the sentinels at every guard spawn. This was only about six mobs in total but I scored crowns off of every single one of them and it wasn't terribly difficult to do since the sentinels have low HP and are vulnerable to blinds/stuns.

I would suggest finding a friend or two and working out an AP feed schedule maybe rotating every rift or every day. Depending on your luck you can clear several hundred thousand AP in a day if you do this right, a boon for any player seeking to get level 60 AP gear fast.

Well, this is a good start I suppose. Good enough to post for now, at least. If anyone has any feedback or suggestions for things to prioritize then please, please,  PLEASE...leave a comment or send me an e-mail at teaminfestation@hotmail.com. Cheers, good luck gearing up!

-Fest (60 Assassin - Tiamat)





Thursday, April 19, 2012

Aion 3.0 Chronicles: Muada's Trencher

Last night Void decided to take on the other 12-man instance, Muada's Trencher. We didn't know what to expect going in and thought it was an actual instance, however, it turned out to be a single legendary-grade boss. We gave it a few tries to see how the boss worked and if we could handle doing it "legit" or not, we ran into some...issues.

Strategy: The first thing you need to do if you're going to follow this guide is drop a kisk outside of the entrance to the instance. Kisk res'ing during this fight is essential since the healers will already be bombarded with adds and will likely be too busy to res you. This boss also likes to enrage if you don't kill it fast enough, but fear not, there is a way to recover from the enrage.

IMPORTANT NOTE!: Enrage was a problem we ran into frequently, possibly due to our low numbers, and we have a solution for getting enrage off of Muada. We did something similar to the ol' Lannok trick where we had someone sit the first part of the fight out until Muada went nuts and killed everyone. Once everyone dies the buff runs off. Before Muada resets we had the person sitting out grab her to make sure she didn't reset before the rest of the group kisk reses and runs back in. This may not be a problem for full groups of 60's with good gear but we didn't even have a Sorceror with us so this was a necessary part in the fight for us.

Phase One: 100-75%
This is the easiest phase, Muada does a 360 degree AoE (Ray Thorn) that hits everything outside of 20 meters or so of her. To avoid being hit by this ALL party members must be standing close to Muada and the tank will be positioning the boss away from the rest of the group. Muada does some other minor attacks during this phase like projectile vomit but it's nothing terribly dangerous outside of Ray Thorn but be ready to run when phase two begins.

Phase Two: 75-50%
At this point Muada will use a skill called Rage and stun your party briefly, following this stun Muada will spawn a couple elite adds and add spawners. Now, we tried this several different ways and, possibly due to our less-than-average sized group, we were unsuccessful when we tried to burn the adds faster than they were spawning. One or two from each set would be left over and eventually overwhelm us.

To remedy this we decided to have all DPS stick to the boss as the Templar kited it around the circular room. When you do this it causes all of the adds to zerg around after various members of your group so it's important to kite when you've got a large number of adds on you. Moving in a circle prevents both the boss and adds from ever catching you since they are all pretty sluggish (<--Ohohoho so clever). After slowly but surely kiting and DPSing Muada out of this phase you enter phase three.

Side Note: If you feel you can DPS the adds down before more spawn then make sure to prioritize the spawners and be sure to utilize CC's (Unconfirmed, seemed most everything works on them though) and blinds (Confirmed) as both of them work on all of the adds. Also, when the adds die they melt into a puddle of acid and do significant damage to anyone that steps in it so be mindful of your environment.

Phase Three: 50-25%
Before you dig into Muada's health again it is important to kite off the remaining adds, they despawn after a while and no more adds should spawn. Once the adds are down have your tank settle Muada back into the same position as Phase one. The only difference between this phase and the first one is the additional AoE to complement Ray Thorn, Swiping Blow. This AoE hits in a 360 degree zone 15 meters around the boss, this needs to be outranged as it does heavy damage and knocks people down.

Every 20 seconds Muada will alternate between Ray Thorn and Swiping blow. To make sure nobody gets hit you run out of Swiping Blow and immediately back in after it ends to avoid Ray Thorn, repeat until the phase ends. Pretty simple.

Phase Four: 25-0%
Muada will use Rage, same as all new phases, and then burrow underground. Shortly after using this skill the text "Muada has created a giant sand hell, run!" pops up on your screen. Following the disembodied words' instructions quickly run out of the central area and onto the sides. I assume if you fail to do this you die horribly. But it's not hard to get out of so no big deal.

Once you're back on the boss he gets a new skill called Neurotoxin which he will randomly cast on party members. It does a medium amount of damage and puts a status effect on the target that cuts its attack and does damage over time. This is curable so clerics make sure you're dispelling the targets of Neurotoxin.

Muada will stop doing Ray Thorn this phase and will switch back to Projectile Vomit (Frontal Cone) and will continue doing Swiping Blow and Neurotoxin. Make sure to keep out-ranging swiping blow whenever Muada uses it and keep burning him down.

This should finish off the fight! Congratulations on defeating Empress Muada!

For those of you curious about the loot she can drop, there are two eternal necklaces (Caster/Melee) that Muada drops that aren't too shabby for PvE and she drops a fabled hat and shields. We got the fabled cleric shield to drop :3.

Thanks for reading!

-Fest
(Tiamat/Assassin/60)