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[Guide] Dungeon Party (DP)

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[Guide] Dungeon Party (DP)

Postby liquid_sun » December 13th, 2008, 11:38 pm

Table of Contents
01. Introduction
02. Pre-DP Preparation
03. How to form/join a Dungeon Party (DP)
04. Where to go with your DP
05. DP Etiquettes
06. Chipping Guide
07. How to recognize deficiencies in your DP and what to do about it?
08. Your role in the DP
09. To use or not to use your Stamina Savers (SS)
Appendix. Explanation of different terminologies

01. Introduction
- Dungeon Party, or DP, is the definitive way of gaining experience points and leveling up in Rappelz after you reach about level 30.

- You should only form or join a DP if you have more than an hour of undivided attention to devote to the game.

- There is a maximum of 8 players including yourself.

- "Optimum" DP should have these types of class: (1) tank, (1-2) healers, (1) support class, (4) damage dealers

- Once formed, the party visits dungeon in the level range, and kill hordes of monster for 1 hour per session (SS duration).

02. Pre-DP Preparation
- Visit the Soul Stone craftsman and make sure to recharge all your equipment with soul power

- Visit the Lak Trader and get 100+ luna chip of appropriate rank and empty your lak.
* After rank 3, you have to buy the high rank luna chips from the Lak Trader

- If you have a different pet you'd like to use on another character of the same account, de-equip and drop the card into the warehouse for this char to pick up from the WH.

- Make sure you have the appropriate weapon and armor for your character AND pets

- Stock up on the drink (MP) and food (HP) appropriate for your level

- If you're an archer, you should restock on your expendable inventories

- Make sure you're way under the weight limitation. No one likes someone who is overweight in the DP.

- Upgrade your skill cards whenever you can afford it! Read class guides and to get a feel for what skill cards are important! This is crucial for cleric class!

03. How to form/join a Dungeon Party (DP)
- Make sure when you join/form a DP, that the level range is within 0-9 levels so no exp penalty is given. For example: a level 50, can only DP up to people that are lvl 59!

[Joining a DP]
Before you form a DP, you should wait a bit to see if there's already a DP being formed that you can join. Begin by shouting:
!LFDP (your level here) (your class here)

- LFDP = Looking for DP

- Before you LFDP, try to be ready for a DP party (refer to Pre=DP preparations) -moodymmo

- You should not spam the shout channel. It's annoying, and if a DP is looking for people to join them, they'd see it immediately and invite you without you spamming over and over.

- It's good to shout once every couple of minutes.

- When a leader of the DP wants you in their party, they'd invite you and all you have to do is hit [Confirm] to join.
* Sometimes, Rappelz is bugged. Have the leader send you an invitation again by whispering to him
* If it still doesn't work, you can log in and out. Move out of town. Move into town. Try these things.

- Make sure you're not in a party already when you're being invited to a party.

[Forming a DP]
I always form my own DP if I see a tank, huna, and DD of my own level looking for a party. Just create a party, and invite them all! If you can't fill the party with 7 other people, as long as the party is balanced, you can kill monsters for treasure and good xp.

- The first thing to do is create a DP and give it a name.

- Sometimes, people give their DP name of the dungeon they'd be going. This is not a great idea because you might end up going to another dungeon and it's always good to have new people joining to ask where the DP is going.
/pcreate (dungeon_party_name)

- After the DP is created, you should start shouting for people to join.

- It's always a good idea to invite people HIGHER level than you, so you get the maximum benefit.

- Thus if you're level 60, it's a fine idea to make it a DP with people level 60-69 (instead of 51-60).
!DPLF (level)+, (other information here)

- DPLF = Dungeon party looking for... 60+!

- Other information should include how many in your party already, what classes you're looking for, and what classes you already have. The more appealing information about the DP that you give, the more motivation you give to people soloing or chatting to join your DP.

- Some appealing shouts: "!DPLF 60+ DD. Have tank, huna, healer, CM. 7/8" or "!DPLF 60+ healer. Have 5 R5 pets. 7/8"

- Before you form a DP, it may be good idea to secure one of two key class in your DP. A healer or a tank.

- Make sure the loot is set to [Random]. Access this by clicking on a little triangle to the right of the title of the DP.

[Class Breakdown]
Tanks - Not exactly essential if you have a very strong party of DDs and some good pets.
Holy Warrior - Tanking Guide
Knight - The true tank. Usually equipped with a shield for maximum damage mitigation.
oacevedo81 wrote:Knights are far more efficient tanks than high lvl pets as they use threat to tank instead of dmg output. Can you have a good low lvl dp with high lvl pets? Sure, but the pulling/chipping has to be more controlled, especially when you're in a room with different mob types. However, if you have a good knight/soldier, you'd just walk into the middle of the room and dp.

Soldier - Tank + DD. Usually have 2h mace to deal more damage than the knight

Healers - Vital to a DP because of their buffs.
Cleric - DP Guide, Healing Power
Priest - Gets Mana Regen and Mass Heals.
Bishop - Gets the buffs earlier.

Pet Class / DD - These can dual summon later and make pets stronger. They are recognized as DD and possible tanks if they bring a high level pet to the DP.

Breeder - Breeder Guide
Soul Breeder
Spell Singer - Spell Singer guide
Evoker
Sorcerer - Sorcere Guide
Battle Sorcerer - BS Guide

Melee DD - Damage dealers
Rogue
Fighter - Fighter Guide
Champion
Archer - Archer Guide by waif
Strider - Strider Guide
Assassin
Shadow Hunter

Spell DD - Damage dealers and can buff the group
Dark Magician - DM guide
Chaos Magician - CM Guide
Warlock - Warlock guide

Support / Huna - Support and minor heal with spells, and do damage as well
Kahuna - The Kahuna Thread, Role in DP
Battle Kahuna
Druid

04. Where to go with your DP
There's a thread entitled "Dungeon Locations" under the Support / Frequently Asked Questions that provide great information concerning the different dungeons of Rappelz.

Check out the next post in this topic for more specific information.

Moonlight 1+2 is accessible via Horizen. You'd be here from level 30 to 50.

Lost Mines 1+2 is accessible via Horizen or Rondo. You'd be here from level 50-69.

crystal Valley 1+2 is accessible via Rondo heading west. You'd be here from 70 to 8X.

Palmir Shrines 1+2 - if you're coming here, you shouldn't be reading this.

- In every dungeon, there're what people like to call "fast rooms." These are rooms inhibited by 3-7 monsters that respawn VERY quickly.
* Even if your DP is very balanced, "ease" into these fast rooms. *DO NOT* just run into the middle of the room yelling Leeroy Jenkins.

- Each dungeon have several fast rooms.

05. DP Etiquettes
- When someone feathers you for free (no rep feather), at least thank them!? -moodymmo

- If you can't stay more than an hour for the Stamina Saver, please tell your DP such. In fact, it's a better idea to not even join a DP if you can't stay an hour.

- Try your best to stay until everyone's SS is done, not just your own. -moodymmo

- You should always carry at least 100 Luna chips with you around your rank.
* ML requires Rank 2 lunas
* LM requires Rank 3 lunas
* CV requires Rank 3 or 4 lunas depending on where the final location is -- ask what type to bring, or just bring both
* PP requires rank 4 or 5 lunas depending or where the final location is

- If you have an assassin in your DP, they should always lead the DP to the spot.
* They can cloak and get rid of monsters chasing them.

- If there's no assassin, then the tank should be leading the DP to the spot.

- When you get to the spot, [ALT-Z -> Char Select] as soon as possible if you believe that some monsters are chasing you! Yes, it feels like you're cheating, but it's now officially recognized as a feature of the game to escape death and lost of xp.

- If you absolutely have to leave the dp for a short spell (like to tame a pet) make sure people know where you are going and that they will be fine without you. -evilnixon

- You should not be AFK for the duration of the DP.
* If you need to AFK, keep it short (1-2 minutes) and minimize the frequency of AFK.
* Always announce that you're going AFK and for how long
* If you need to AFK for an extended period (5-10 minutes), log out after informing the DP.
* If you need to AFK for more than 15 minutes, try to find a replacement, then leave the DP.

- You should pay SOME attention to the DP, and not just hit Tab and F1 at the first monster you see.
* Make sure the monster is "chipped" before hitting F1/attack the monster.
* If you can't find a chipped monster in more than 2 seconds, ask in party, "wtf is going on [chipper's name]"

- If your party has been going for a bit and you know you need to leave soon, let people know. -waif/Twang

- Please discuss anything you need to be done skill wise, (IE 2 healers 2 SB's, 2 BS's in one party etc) who is going to do what during the party. Don't just assume the other person will do it. We can't read your mind. -moodymmo

- If you have a problem with the way someone is using their skills in a DP, PM them in private. Don't harass them in front of everyone. -moodymmo

- It's rude to talk about people in the DP in another language during the party. Keep the comments in PM at least. -moodymmo

- Please don't forget the person you are talking to in Rappelz is a REAL person. Karma will come back to haunt you. -moodymmo

- When you get into a DP all your sells and trades need to end or be put on pause for the duration of the DP (or heck just wait for a tb). -evilnixon


06. Chipping / Pulling Guide
- Before the killing begin, make sure someone in the party is the designated as "chipper," they have the responsibility of pushing additional buttons for the next hour.

- As chipper, open shop to get chips from your fellow teammate:
/shop
- Click on "Purchasing"
- Give your shop a title, "chips plz" is usually good
- Drag and drop your own luna chips into a square box under the title in the first column
- In the next rectangular box, put in how many you want -- this is usually *700* (100 from each player)
- In the second rectangular box, set the price -- this is usually set to "0" rupees (unless you're being generous)
- Click on confirm/decide, and hit okay when it says, "the price is really low!"

* It's a good idea to have [Whole] chat open at this stage, with [Other] type of chat filter turned on to see who has donated and recognize they've donation by party chat. Be honest about this, so people contribute equally to the DP chipping fund.

- Chipper should not ever AFK during the 60 minutes.

- Every minute, a DP should be killing 10+ mobs, that means, every 6 seconds, you have to chip a new monster.

- The role of a chipper, is to keep a monster (and only one) at the camp spot every second of the DP.

- Before a monster dies, you should find a new monster and "pull" the monster into the camp by 1) Attacking it with long range spell/arrow or 2) Chipping it
* The timing of chipping a new monster depends on how fast your DP is killing and how far away the next monster is.
* If the next monster is far away, then pull the monster when the current chipped monster is at half health.
* If the next monster is close by, then pull the monster when the current chipped monster is at 1/5 health.

- If you're not the TANK, make sure you do not do too much damage to the monster as you're pulling it. The tank should be able to easily take the monster's aggro off of you.

07. How to recognize problems in your DP and what to do about it?
- Before you even run to the dungeon, gauge whether the DP is any good
* 6 Pet class, 1 huna, and 1 healer can be good, but chances are they'd be summoning evo1 pets and not care. So if another DP is available, join them. Make up excuses like "sorry, guild mate is calling me."
* If the DP Leader doesn't speak English or YOUR language of choice -- you should leave to find another DP.
* If the DP leader is constantly AFK to do "this or that" - you should leave and find another DP.
* If the DP leader can't type or uses 1 finger to type out his/her responses to your questions, you should leave and find another DP.

- The first thing to do when the DP started killing, is gauge how fast a DP kills by how long the chip effect is left before the monster dies.
* If at any time, you noticed that the monsters are not dying as fast - find out who is AFK.

- You can find out who is AFK by noticing if someone is just standing there, or autofollowing people and not swinging their weapon
* If you find someone who has been AFK for a long time (> 5 minutes), it's okay to kill them without mercy.
* The best way to teach someone to stop going AFK announced, is to let them die via monsters so they lose XP.
* If the AFKer is autofollowing Person X, have X run to another location with monsters, ALT-Z > Char Select. This will leave them in the location forever.
* Once the AFKer is dead. It's a good idea to resurrect them a few times with Resurrection Scroll. Make sure the DP is not compromised when you're resurrecting the AFKer.

- If the chipper is chipping slowly or is not performing properly...
* Unless the chipper is really doing badly, don't bother stopping the DP.
* If the chipper is chipping multiple mobs, whisper to chip only 1 monster
* If the chipper is chipping new mobs when the old mob isn't dead, whisper to keep chipping same monster until it's dead
* If the chipper is slow to chip, whisper to pay attention and chip faster
* If the chipper is complaining of lag, or etc, go to the resolution
= When you've whispered to the chipper, and s/he is still making the same mistake - tell the DP to back out to the hallway, and get someone else to chip. This is especially important when the healer(s) has no mana left.

- If someone is semi-afk, and attacking the wrong mob all the time...
* Make a note of their name, and don't party with them again
* Tell them to pay attention!!
* If a replacement is readily available (standing right next to the DP), warn, then replace.

oacevedo81 wrote:As far as chipping goes, when I'm on my knight, I don't try to ask everyone to chip or atk the same mob... in this game it's IMPOSSIBLE to control what every does and therefore impossible to control which mob everyone focuses on. All i ask is that if they atk a mob that's not chipped, they chip it first. As the tank, I worry about the aggro, they worry about the killing.


- To kick someone from the DP, click on their name, then select the little button next to the title of DP and select Remove from Party.
* If they are logged out, you have to type in the name EXACTLY as it appears. If it's [xXxMyNameLiIke1xXx] where it's impossible to guess what letters are in the name, scroll up to when they last talked, click on the name to "whisper" to them. Hold down Shift, and use the arrow keys to highlight the name in the conversation box. Ctrl-C or CTRL-X to copy/cut their name into memory. CTRL-V to paste into the "Remove them from Party" box that pops up.

- If everyone in the DP is awake and doing their job, but the monsters are not dying fast enough and the healer's mana is at 20%...
* It's time to reevaluate if the DP is at the appropriate spot for the level and skill.
* DO NOT be afraid to move if the DP is too weak. Your purpose is to kill quick and get lots of xp ~ not to attempt at killing the hardest monster possible at your level.

- No one should die in a DP, ever! If someone dies, immediately evaluate what had happened, and implement corrective measures BEFORE the next pull !!

* Is the tank not getting the aggro? Is the healer healing incorrectly (ie, heal on pull = healer getting first hit)? Is the puller pulling too much?
* Find out what's wrong. If you're not the leader, decide if it's correctable. If it is, try to correct the issue.
* If the problem is not correctable or if attempts to resolve the problem have failed - state the problem in the party chat, incite mutiny against the DP leader, and then LEAVE (even if there are SS active)!
* As a DP leader, all problems should be resolvable. If a player is not performing, threat to kick and THEN kick them. If the mobs are too much to handle, move. Do not hesitate in your resolution. It's your time they're wasting.

08. Your role in the DP
Chipper
- As chipper, you need to have good awareness of what's going on in the DP at all times.
* Recognize if the tank is semi-afk and slow to aggro mobs away from you.
* Recognize if the healer is semi-afk and not healing you.
* Recognize if the healer is about to go out of mana and your party will wipe if you pull the next 5 mobs.
* Recognize if OTHER people are chipping and tell them to ****ing stop it!
* Recognize if other people are not attacking the same mob and tell them to ****ing concentrate and stop tab-F1 randomly.
* Recognize if the kill speed is slowing down and find out who is afk without telling the party by strategically moving the DP.

- When you recognize problems, don't hesitate to call them out on it to improve the DP.

Tank
- Utilize the provocation skill to get aggro of random mobs attacking the healer or mages.

- Make sure you skill spam and have the self-buffs on

- Attack first! Don't spam all your skills, just a couple will do to hold aggro.

- Read the Aggro System Guide by sshadess to be a much better tank for your DP!

Healer
- Use small heals and keep everyone's health (including the pet) at 90+%.

- Buff everyone, including the pets.

- It's good idea to buff the party in groups of 2 or 4 every few minutes.
* I start by buffing EVERYONE in the DP. When 7 minutes have elapsed, I buff the 3rd and 4th in the list with fresh buffs.
* When 7 minutes have elapsed from the 3rd and 4th, I buff the 5th and 6th with fresh buffs.
* When 7 minutes have elapsed from 5th and 6th, I buff the 7th and 8th with fresh buffs.
* When 7 minutes have elapsed from the 7th and 8th, the 1st and 2nd buffs should be expiring and needs replacement.

- If your mana is not at 80%, you should not be standing around. Hotkey the sit button and make sure you are sitting down to regain mana faster.

- If your mana is not at 80%, you should be drinking some kind of liquid bought from the Grocery merchant to help fill your mana.

- If your mana is at 20% or less, you should be driking from your blue mana potion to help regain the mana.

- If there're more than 1 healer in the DP, share the burden of healing and DD.
* Don't just relegate the job of healing to the "main" healer. Make sure both of you have good % mana left during the entire DP just in case **** hits the fan.

- Read the Aggro System Guide by sshadess to be a much better healer for your DP!

Huna/Support
- Make sure to keep everyone buffed!

- Pay attention to the healer's mana and try to help as much as you can with restoring purified water if needed.

- Be careful not to draw aggro. Please don't think of yourself as a tank unless you're designated as tank!

Melee/Mage DD
- Stay awake, make sure you're attacking the right mob, and use appropriate skills
* Watch aggro. If using certain skills get you attacked, then minimize that skill use or lower its level

- Read the Aggro System Guide by sshadess to be a much better DD for your DP!

Pet Class DD
- Stay awake, make sure you're attacking the right mob, and STOP using your evo1 pets as if it is the DP's job to raise their level!
* You're invited into the DP to do damage! Having two BPs or evo1 turtle summoned is almost equivalent of you not doing jack ****!

- Read the Aggro System Guide by sshadess to be a much better Pet DD for your DP!

Blue Pixie Pets in the DP
- If you're using a BP to "help" heal - make sure you use it as auxillary healer. DO NOT HEAL THE PULLER or the TANK with the BP randomly!
* when you use the BP to heal, make sure the current mob is half or almost dead and nothing else is coming the DP's way.

09. To use or not to use your Stamina Savers (SS)
* Thread on when and how to use SS *

- To determine if you should use the SS
1) Is the DP well balanced and kills a monster in less than 5 second? If you do not know the answer to this question, you aren't ready to use a SS.

2) Are the people in the DP good players? When you consistently DP, you'd notice there are players that afk often, lags out, attack random mobs, don't heal, don't buff, etc, etc. If you don't know the answer to this question, you should not use SS.

3) Is it a good room that you're in? If you're in a wide open room where the group have to wait a second or two in between mobs, it's not a good time for SS.

4) Your gut feeling that the next hour is going to be golden in terms of xp gaining ~ do you have this?!

If you answer positively to these 4 questions, it's fine to use that SS whether you're level 30 or level 100.

- Use stamina saver only after you announce your intention to use SS.
* "All staying an hour?" is usually the question to ask ~ not everyone will answer, but if someone in the DP can't stay an hour, they should say so now!
* Do not use SS if other members of your DP have already used SS 10 minutes ago. For some reason, I (and others) REALLY hate to stay that extra 10 minutes.
* If you use SS, recognize that **** happens and people may have to leave. Don't begrudge them forever, but you can PK later if you see them looking for another DP a few minutes later.

SS essentially give you 2x of whatever you're about to get in the next hour, so make sure the hour is going to be great!

It's silly to not use SS when you're getting tremendous xp in the spider room of moonlight just because it's "low level" in the overall scheme of things. SS is there to save you 1 hour of your life. If you don't use it, you're going to have to dp another hour down the road anyway.

Appendix. Explanation of different terminologies
TAB-F1 - This is a term to describe people who are barely paying attention to what they're doing. "Tab" selects the monster, and "F1" is the hotkey to attack the monster. Be aware of who is TAB-F1, and make a note to not DP them again if you have a choice.

Aggro - The person who is being attacked by the monster has the monster's "aggro". It's short for aggression, and it can also describe what a tank needs to do, to build "aggro" to keep the monster's "aggro".

SS - Short for stamina saver. When used, it'd give you a bit of stamina and "saves" your stamina for 60 minutes so you get double the XP and JP.
Last edited by liquid_sun on March 28th, 2009, 11:40 am, edited 10 times in total.
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** Where to go with your DP **

Postby liquid_sun » December 13th, 2008, 11:39 pm

[Major Contributors]
[ZooZoo (Salamander) / cammy537]
[SirisLothriel (Bahamut) / siris]

Where to go with your DP

Refer to Dungeon Locations for Maps and Details

Level 30-50 : Relics of Arid Moonlight

This is the first dungeon you'd go to with your DP. It's relatively small in comparison to other dungeons, and it's also safer because a lot of monsters don't attack you on sight.

Level 30-35
- Your DP is going to be a mesh of classes. You definitely need 2 clerics. Tank or a high level pet is necessary. At this level, a tanking pet (non-pixie) of about level 60 should be enough. Tank class should be Deva holy warrior, preferably with a shield.

- Camp location is going to be near the entrance of slightly deeper in. You can camp anywhere literally in the hallway where there's a gathering of 30-40 monsters.

Level 35-40
- DP should consist of at least 2 clerics and 1 tank with lots of DDs.

- Camp location
* SW of Tranquilla (1), there's a small "fast" room.
* NE of Keroro (2), small fast room
* "Stairs" - NE of (3), there're a set of stairs leading to the spider room

Level 40-45
- DP should consist of at least 2 clerics and 1 tanks with rest DDs.

- Camp locations
* W of Dirtorian (3), small fast room
* N of Dlay Warts (4)

Level 45-50
- DP with 2 clerics, 1 tank, DDs

- Camp Locations
* Spider room - located outside of Abhuva (B) room. It's right up the long set of stairs, but before you enter into the final archway into Abby's room.

Level 50-67ish : Lost Mines (LM)
There are two Lost Mines. Usually people go to LM 2 because it's much easier to get to from either Horizen or Rondo.

- For all these DPs, you should have 2 clerics, 1 support huna, and 1 good tank.

- In LM, there are a lot of potential camp sites for your DP. Notice on the map, there are little "bubble" like areas in the path - all these represent larger than normal rooms and should have fast respawns. If at any time, you feel your DP is not up to snuff to take whatever camp you're at, you should move into an earlier bubble and try that camp instead.

Level 50-55 - Camp at (1) with Evil Scale Horror. It's not a bad room to be at for the first venture into LM. If your party is strong, try out the room to the north of Burzom.

Level 55-60 - Camp at Pigs 1&2. I don't know if they're called something else on other servers, but they're referred to as Pigs in Tanda.

- "Pig 1" is the small round room to the SW of (3) Cryptic Autopsy. It has 3 & 2 linked mobs of around level 60. If your party isn't strong enough, camp in Cryptic room and just pull lightly.

- "Pig 2" A is found if you go SE on the path from Pig1, and it's the next small round room on the right hand side. I'm not sure about how many linked mobs, but it's a lot.

- "Pig 2" B is actually the hallway leading to Pig 3. There're about 5 mobs there, and they aren't really linked. You can get good XP just killing these.

Level 60-67ish - Camp at Pig 3, Carnival, or Tara's room.

- "Pig 3" is the last small round room on the right as you make your way from Pig 2 to Carnival Venom. A lot of linked monsters. Experience here is better here than Carnival room if you can camp in the "center" of the room.

- "Carni" is the room with Carnival Venom. Carni is very killable, if you have a good party of 60-65ish. The distance to pull is kind of far, so the xp is going to be a little slow.

- "Tara" is the room with Taranida, a gigantic spider. You'd be camping at the entrance to the room. The puller will pull to the entrance of the room.

Level 67-80ish : Crystall Valley (CV)
- Be very careful running to CV dungeons. It's advised to bring speed potions and run through the valley on foot.

- There are no official names for all the spots in CV. Even as I was leaving CV, I'm still confused as to what each camp is supposed to be called.

- People usually avoid all rooms with blue pixie because 1) it's hard to run away from BPs 2) It's hard to tell where the aggro is 3) It's hard to pull them into camp

- Black Avenger's room is killed as people are waiting for the rest of their DP to arrive. It shouldn't be considered a DP room.

Level 67-70ish - R3 lunas

- "Orbit" room - This is the room that's found straight north from (1) Black Avenger's room. You'd see it after the ice bridge. Lots of eye monsters to kill, not a lot of linked monster. One roaming dragon mob needs R4 chip here.

- "Pinlit" room - This is the room leading up to Crustalino hall. It's not the room with the fork path to the south, it's the room before that. Fast respawn, and roaming r4 lvl 86 dragon.

Level 70-77ish

- "Masto" room - R3 lunas. 6-7 linked mastos. Great XP if your DP can center. The loot is not R4, so some people prefer the neighboring Caco room.

- "Caco" room - R3/R4 lunas. 4-5 cacophony winged monsters. Almost as good in XP as Masto, and peoeple prefer this room for its R4 loots!

- "CG" room - Crystal grinder room. You sit in the north small room for normal XP and occasionally kill CG.

- "Wyrm" room - at the 4 way fork to the NE of Crustalino, go to the NE small room. There are 4-5 wyrms there for good xp and good r4 loot.

Level 77-80ish - Should consider going to Palmir Plateau. R4 chips required.

- "Draco" room - This is the room to the northeast of Draco (4). Pretty decent XP, a lil slow though.

- "Mayhem" room - In the room before Crustalino, there's a fork path leading south. Keep going south until you reach the room with 4 or 5 Mayhem. They are level 85ish.

- "Alien Brain's" room - level 90 mobs, fast room near by. Kill speed is very fast for 75-80+ish. -oacevedo81

Level 80ish-120ish : Palmir Plateau (PP)
Contributors: [SirisLothriel (Bahamut) / siris]

- The map looks very convoluted and it's very easy to get lost in PP if you go through the wrong gate and monsters are chasing you.

- Always let those who know where they're going lead.

- For the first few gates, if you go through the wrong one, turn around and go through the gate that you came out of -- you may end up in the right place.

- Don't just randomnly click on Gates and go through them. Click on it, read the name, and pick another one if it's the wrong gate!!

- I don't know all the camp sites. Comments from r5/r6 needed!

Level 80-85ish

= "D1" - I'm not sure what why a room is called D1. Maybe all the deadend rooms with 3 monsters that are between 90-100 are called D1. The first one is to the east of the big room, second one is to the west of the 2nd big room.

= "Entrance" - This is just the first room with monsters. Simple place to be.

= "G14" - Go through Gate 14 to arrive in a dead-end small room with 3 mobs that're sub-100. This is the first popular room of PP.


Level 85-100
- R5 lunas are necessary. You get nice R5 loots from all these camp sites.

= "D2" - This maybe a Tanda only location. It's the platform with 3-4 monsters on the path before you reach Gate 7. You reach it by only going through Gate 13.

= "G4" - You'd have to hop through several gates to get here. From the entrance, go through Gate 13, then it's another long run segment until you go through Gate 7. Then Gate 8, and finally Gate 4.

= "G15" - In the room with Gate 4, instead of going through Gate 4, you'd go through Gate 3. From here, you go north then east then south to where you see Gate 9. Go past it, then east, then north to Gate 15/Gate 16/Gate 17. Go through Gate 15 for a nice room with level 108 mobs.

= "G16" - Using the direction above, go through Gate 16 instead of 15. You'd see a Titania, an arrow shooting mob.

= "con6 / Anubis" - After going through gate 16, you'd have to run north and follow the map until you reach Anubis (6). There is a fast room down the stairs that you'd kill 3 mobs of around 105-108.

Level 100-110
- The fastest and safest way to SS room and beyond is: Gates 13, 7-1, 8, 3, 17, 19, 24. (going through con 5 instead of con 6)

= "con7 / Nightmare"
* like a normal con room, not much has to be explained here.

= "Takin"
* Large big room in center of map, requires proper pulling to keep the party busy.
* About 50% of the mobs are linked as chains of 2 mobs. Parties usually stay at one of the corners of the room as the most mobs spawn there.
* Takin, the level 110 ?? boss can spawn anywhere in the room, including the platform at the entrance (which is otherwise a safe area). Due to the reduced pulling distance since Epic 5 part 2, there are two places where he is usually killed to minimize adds: Either at/on the platform (if he is in the northeastern half of the room) or at the deathroom portal (southwestern half).

= "Death Room"
* It has its name due to many linked mobs, high respawn rates and a relatively high mob density.
* It is easy for a party to get swamped with several mob-chains, which are hard to control.
* The highest mobs are in the northern part of the death room, including some harpies (ranged mobs).
* Aggro control, proper tanking (maybe 2 tanks), careful pulls and staying close to the walls are paramount to survival. Keep an eye on your squishy classes.

Level 105-120
- Since the Veiled island is considered an inferior place for parties, many prefer to stay at PP as long as they can, even though almost all mobs will become blue once you go beyond level 112.

= "3 mob quads" - In the hallway between SS room and con 7 and the con 7 side room

= "Portal / Takin Teleport"
* The room right before takin. There are several harpies in this room, since most parties avoid ranged mobs many people will lack experience dealing with them.
* It basically requires more crowd control (mostly stuns, snares, nightmare), ranged attacks (a CM can 1hit a harpy with darkness spiral) and running towards the mob.
* The tank will not be the only person to take damage as harpies can come from multiple directions and thus the party will have to split up to take care of them.
* Any non-squishy class should not hesitate to take aggro from mobs if required.
* Don't like it but when you run out of SS room, that is the place you should go. -FreedomGundam (Bahamut)

= "SS room" - Contains the level 108 ?? boss Soulseeker (short: SS, SSK).
* This is the large rectangular room on the way to takin.
* For less experienced parties it is best to kill the boss in/at the southwestern hallway if it is possible to pull him there.
* Once he has been killed the best spot for a party is the southern corner of the room (short: corner).
* Harpies are at the northeastern wall and especially at the northern corner and those areas are usually avoided for pulls.
* The puller should generally pull from the room center and along the southwestern wall of the room.
* The room contains many linked mobs. Chains of 6 mobs are not unusual, which makes proper tanking important, especially when their are 2 different chains on the party.
* Due to the large pulling distance it is possible that the puller will not see that the party was just surrounded by spawning mobs, which requires proper crowd control.
* A cm, warlock or druid or at least a 2nd tank will make things easier, but as in the portal room it can be enough if the warrior classes/evokers simply take the additional mobs, e.g. by using their aoes.

* SS room is usually prefered for higher levels as it provides several advantages: Highest mobs in the dungeon, high kill speed, a dungeon boss every 20 minutes (which can provide a significant proportion of the party's exp).
* Due to this preference the room is often occupied and a party should check (via shouting or asking friends on the same level) if it is taken.
* 2 parties can share SS room (one in the corner, one in the northern half) but this will usually lead to conflicts over the boss.

= "Boss Tour"
* When the dungeon is less crowded doing "boss tours" is a popular option.
* A boss tour includes approaching nightmare (con 7 boss), soulseeker and takin.
* This can yield several % of exp, depending on level and stamina bonus.
* Boss tours are usually done at the start of the party, the stamina saver is poped at the last boss and then once it's done the boss tour is done in reverse order.
* The order at which the bosses are done depends on the room where the party will stay.
* Best way to DP, is kill takin, kill C7 boss (the nightmare somthing), and then kill SS (soul Seeker) and pop ss at SS and DP in SS room. -FreedomGundam

Level 120-128ish : Veiled Island
Contributors: [ZooZoo (Salamander) / cammy537], [SirisLothriel (Bahamut) / siris]

- Pulling is different here. The best pulling method for fast killing DPs is to have one player run ahead and collect as many mobs as possible and have the group kill them at once. If slower kill speed, the puller may need to kite the train.

- If the runner (the one who lures all the mobs from a large area) spots the boss he should tell the party and just circle around while the party kills the boss. On the island killing the boss every few minutes is the major source of exp, thus killing him before the train on the runner yields more exp.

- Since trains can be rather large (15 mobs) they should not be crowd-controlled. If someone who cannot survive that many mobs (i.e. any non-tank class) pulls the entire train by accident they have to do the same as the runner, i.e. start circling around the party until the party picks the mobs off one by one.

Level 120-128ish

= "Southeast/Northeast/Northwest Corners"
* Wolves with bosses. Wolves are spaced too far between the corners for effective small partying. Too much running distance. Bosses spawn at the three DP corners. NW is the easiest to find available with the furthest spacing between mobs. SE and NE are the best for 6-8 player DPs.
* Recommended build, 1 Cleric, 1 Huna, 1 Puller, rest DDs. Tank with threat-based aggro is a major plus for parties that struggle here. 2 Clerics may be needed if the party does not kill fast enough (if 1 cleric aggros and dies.)
* Skoll kills are the fastest experience, so Skoll should be killed every time he spawns (around 2 minutes after death.)

Level 120-1XX : Temple of the Ancients (TOA)
Contributors: [ZooZoo (Salamander) / cammy537]

= The Temple of Ancients is designed with R6+ players in mind. You can start to DP inside at 115+, but DPs start to move swiftly with highly enchanted R5 gear or R6 gear, and certainly 120+ helps for hitting as well as stones and grocery items.
= The best way to make the most of a bad healer party (or sometimes a badly formed party) is to take the lead and start calling MP scroll rounds on the healer. Whenever your scroll is cooled, call "Everyone use MP scroll on the healer now." and make a point to call the party out when you only see 1 or 2 scrolls going off and the rest of the DP being stingy (or ill-prepared with supplies for DP.) I found that another good tip is to suggest that players MP scroll the healer more so that the DP can resume killing at a faster pace. When players equate using their items with more Exp gain, they don't hesitate so much as when they feel like you are just bugging them to contribute to the DP.

Level 12X-13X
= "Bridge / Small Dragons"
- This area has two small 127ish White Dragons that make for good soloing to trioing. Rock Senturies can be pulled in for larger parties. The kill speed is slow due to MASSIVE hp and defense from dragons and rocks. Laks are very good from dragons.

= "Big dragons / Evo 2 dragons"
* Located further down the bridge area This area has Dragons, Rocks, and a Cultist.
* The monsters are 135ish give or take. A 120+ DP can easily fight here if they mind not to pull the rocks much.
* Having multiple tanks helps for adds or one tank that can aggro to multiple adds.

= "Cerebrus / Mini-Likirus"
* Take the east path from the dungeon entrance; go up a ramp to an area with Cerberus and mini-Likirus mobs, around 13x level.
* This area requires good tanking and healing due to the Cerberus' 1200-2000 damage hits.
* Chaining pulls are common, but with proper healing, the speed is fast due to low monster hp.

= "Cerebrus NE"
* If the party takes the center bridge path to the top of the map and then heads east and logs out in the hallway corner, they can approach the 13x Cerberus spawns that are in the two tiny rooms attached to the hallway.
* A 3-5 12x+ player group can small party at the Cerberus rooms at the very northeast of the map.
* There are two spawns of two Cerberus each close to each other. Healing and GOOD tanking is needed for this spot, because of the massive damage 2-3 Cerberus can deal.
* With good kill speed, the party can move into the middle once the Cerbs are spawning in cycles and continually kill all 4.
* Parties bigger than 5 will find this area spawning too slow to be worthwhile.

= "Controller 1" - (3 Cerberus, 6ish Mini-Likis, 1 Cultist)
* This is the east-middle room, north of the first Cerb/Liki room you encounter. There is a bridge that connects the first east Cerb/Liki room to this room and both rooms connect to the central Dragon corridor via a ramp. It is actually easier to play at due to having less Cerbs and no obstruction in the middle of the room.
* To reach this room, fight your way in from the central dragon corridor to the connecting ramp. It is the safest path. Fight your way to the bridge between Con1 room and the first Cerb/Liki room. No mobs spawn on this bridge and it should be your safe zone, but you will need to clear it from any red mobs that may have wandered onto it (hence, why you can't run and log.) After you clear the bridge once, it should be a good safe zone for your hour or so.
* Smaller or weaker parties can pull red mobs only. Full parties can pull the Sorceresses (mini-liki's) too. Cerbs chain together and Sorcs chain together (both chain pull and chain aggro-building -- more on this later.)
* Party should include SB, BS, huna, 1 or 2 Clerics. 3 or more tanks are nice. Pet classes should use tank pets, because more tanks are best in the Cerberus zones to prevent party wipes from one tank dying. Blue pixies and extra healing is good for R5-equipped parties. Hunas, DMs, Evokers, and BSs lock adds down when 3 cerbs are pulled or when red named mobs spawn during add fights. Weaker parties will require a dedicated puller.

Level 135-140
= Betrayal [??]
* Betrayal is located in the Southwest most room of the Temple of Ancients. He is best approached from the central dragon corridor. He is fought on the stairs approaching his Lair.
* Betrayal requires 1-2 good healers and all buff types. There will need to be two good tanks with high hit points and defense. Pet tanks will require a BS and full buffs. Player tanks will do best with pieces of Dex for aggro or pieces of vitality for defense and HP. SH or Assassins are good for Bleeding. Good parties can kill Betrayal at 115+ with R6 tanks. Bad parties can die 2-4+ times per player in a single attempt.
* Betrayal drops R7 gear and multiple strikes (up to 7 or 8.) He will drop White Dragon cards. Betrayal gives high experience and some parties choose to pop SS on a Betrayal death before assuming a DP spot in another room.

* Ground Rules for Betrayal killing:
-- No pet autocasting. This is manditory. Failure will result in Betty's HP bugging out at 1/4 life and Betrayal will not be targetable by tabbing. This in itself has led to good parties wiping out at the last minute.
-- Be mindful of the 1-minute rule. This rule will cause irrevocable aggro on any target that draws aggro on Betty and then waits for 1 minute before drawing aggro again. The offending target will either log or die before Betrayal will return to his normal aggro rules. If you heal the tank, you MUST continue to hit Betrayal once every 30 second or risk triggering the 1 minute rule. One solution to this is for no one to touch Betrayal or heal the tank (minus the main healer) until after the Keeper of Ancients is dead. If you get the 1 minute rule triggered on you, then you should log immediately. If your pet triggers, unsummon it.
-- When Betrayal is pulled, he should be faced away from the party, preferably toward the edge of the bridge, with the tank pet or player standing in clear view of the clerics for easiest manual selecting.

= The Keeper
* When Betrayal has been engaged, he will summon an additional boss called the Keeper of the Ancients after about a minute. This boss has relatively low hit points but does very high spell damage in a wide area of effect. This damage can overwhelm healers' spell use and will easily wipe out any Evo 2 pets in range. In addition to the AOE damage, Betrayal and the Keeper will be doing high damage to the tanks (one for each boss.) This can put a high strain on healers' focus and mana.
* Once the Keeper is dead, all party members may attack Betrayal. Breeders can rebuff all pets with damage type buffs instead of Vitality (which is required to sustain AOE splash during Keeper.) All party members should stand directly behind Betrayal with the tank at the front. The rest of the fight is just an endurance and killspeed factor.

Level 140+
= "Right hand side of Temple of Lost Souls"
* You can kill Betrayal, and then run into a portal in the main room, then it will take you to the center of the island, and then you will find another teleport, which will take you to the temple of lost souls entrance. -FreedomGundam

Bestiary

Temple of Ancient Inhabitants:
= Dragons (Red named), Organic resistance applies.
* Dragons are very tough but do little damage. Their P. Defense and M. Defense and Hitpoints are very high. These are the first and easiest monsters to fight in the dungeon. They can be soloed or trioed. Small dragons give good laks. Big dragons give moderate laks. Dragons give moderately low experience due to slow killspeed. Dragons do not chain.

= Cerberus (Red named), Organic resistance applies.
* Cerberus are incredibly powerful but are not very tough. A cerberus can easily 2-hit or 3-hit a weaker class and two at once can be tough for weaker tanks to manage. They die fast, though. Add control and killspeed is the top factor in managing rooms with Cerberus. If adds cannot be limited, the Cerberus will provide overwhelming damage in very little time. When fighting other monsters and Cerbs, kill the Cerbs first to limit incoming damage and then work on the remaining monsters.
* Special Aggro Rules #1: Aggro built on any one Cerberus is built on every Cerberus in range, so if you're tanking one, you're usually tanking all of them. This produces incredibly high damage onto a single Tank which can overwhelm Tanks with lower HP buffers (or who have the misfortune of tanking multiple cerbs for an extended period of time during adds.) Also, if you train a Cerb past a DP that is fighting Cerbs the chained aggro will pull your train onto the DP, often causing a wipeout. Don't train Cerbs around. Period. Find another path to run through the dungeon.
* Special Aggro Rules #2: Cerberus do not run directly back to their spawnpoints after a player with aggro logs or is killed. They will latch onto any character close to them even if the player has not touched the Cerb. If they run past you, they will stop and kill you before going home. Log if you see them coming. When running to a DP, do not run past the DP with your Cerbs, even if they are not fighting anything at the time. Log before you reach the party's location.

= Mini-Likirus (White Named)
* Mini-Likis, also called Sorceresses are found in many of the rooms of the Temple of Ancients. These monsters have high hit points and do fairly low damage. They chain pull and chain aggro (as described.) These are not as much of a threat due to having lower damage output. Likis do not provide the best experience generally due to slower kill speed than Cerbs or Cultists.

= Rock Formations (White Named)
* Rock formations do moderate to high damage and have high hit-points and defense. They are rougher than the dragons and also chain pull. Rock formations are generally avoided due to slow kill speed and tendancy to overwhelm parties when pulled.

= Cultists (Red Named)
* Cultists do high damage and have moderate hit points. They are generally higher leveled than the surrounding monsters, making them tougher by default. Since the cultists usually are found alone, they make good pulls when other monster types are clustered together.

** Please post if you want to add anything to the guide! **
- If you have anything that will help R6 DP better on ToA, people will love to know! Please post any strategies you may have for ToA DPs.

Appendix/Glossary
- "Con" : Short for controller, those are the spires in the middle of each room with a ** boss. They are used in sieges and are numbered, so they are great to tell the major rooms apart based on their number. Con1 in pp is where big foot noiro is located for example. Anubis is at con 6, approaching nightmare at con 7. 3 mob fast rooms in pp are often named as "con X side" or "con X 3mob", e.g. con 7 side contains 3 109-111 mobs, while approaching nightmare is at con 7 main.

- If you already posted, please don't edit old posts ~ make a new post!

- If you want to correct some information, it maybe better to PM me.
Last edited by liquid_sun on March 28th, 2009, 12:02 pm, edited 7 times in total.
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Re: [Guide] Dungeon Party (DP)

Postby pcmaster3 » December 14th, 2008, 2:14 am

If you in fast room and Dp can killing all mobs there and to question: Do all staying hour? Answer is yes than pop.
Using SS before lv 50 is waste.
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Re: [Guide] Dungeon Party (DP)

Postby pete_zehut » December 15th, 2008, 12:24 am

nice one u beat me to it liquid :wink:

i myself was gonna make a dp guide :mrgreen:

it is a very good guide if i do say so myself, but its missing a few stuff.

if u would allow to consider my suggestion do so.

1)dont' use the term tab+f1 as this is only a popular term among rappelz not mmorpg world
2)don't use the term aggro this is also not a popular term in the mmorpg world and most newbies dont kno what it means
3)you didnt add a pulling guide.........
i suggest u add this since it is very useful in some situations.
especially if some veteran joining in the noob dp he would probably ask the archer/sh to pull or the chipper to pull.
i suggest u add 2 category of pullers class specific and chip using
i am sure u can expand from there. :wink:
4)make a section on preparation before dps, u have mentioned a few of them in you guide but this is also very important so i suggest u make a separate section for it.
make 2 categories like being a party leader or being invited
inc stuff like chips, pots, foods, scrolls etc
equipment oriented stuff like arrows, lak power in equip, emptying laks etc
also mention experience, like if u just starting to dp lvl 50 u should practice first, or get to kno your role first before dping
expand also on this :wink:
5)you forgot to mention that hunas are a sub healer and that they should heal if cleric mana is low, this is very important but u didnt mention it
6)another good thing to have is a pet section maybe idk any ideas for it but it would be good to have

ok thats it for my suggestions and comment hope u take into consideration the suggestion i mentioned. :mrgreen:

ps this should be stickied
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Re: [Guide] Dungeon Party (DP)

Postby krispl28 » December 15th, 2008, 5:41 am

I was today in dp (LM1) and with 4 pet classes it was desaster.
1st there was no tank in our place of killing (was in party but gone elswhere)
2nd there was 1 healer so he was out of mana all the time
3rd i was using 1 lvl fa/lb and monsteres was always after me (dont know how summoners just stand and do nothin- send pet to fight)
So in summary i died 4 times and left party. Dont go to party where are more then 2 pet classes becouse pets cant keep aggro. And there must be tank online and active or all of us are dead (of course not a pet class he need only to recall pet) I got yelled becouse i used Dark Spiral when cleric was attacked and died. So one importand thing- DONT GO TO PARTY WHERE ARE MORE THEN 2 PET CLASSES.
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Re: [Guide] Dungeon Party (DP)

Postby liquid_sun » December 15th, 2008, 7:43 am

setijoso wrote:1)dont' use the term tab+f1 as this is only a popular term among rappelz not mmorpg world
2)don't use the term aggro this is also not a popular term in the mmorpg world and most newbies dont kno what it means


I'd add an addendum section to explain terminologies used =)

setijoso wrote:3)you didnt add a pulling guide.........

Ah ~ it really depends on the room size ~ but to be honest, anyone can be a puller, anyone can be a chipper... as long as there's a tank to dish out the initial damage and grab the aggro, it's okay. Sometimes, archers/sh may not be that ideal for pulling because they'd do a large chunk of damage and they'd end up tanking the mob. (I'm not sure about this though... can an archer/sh comment on this)?

setijoso wrote:4)make a section on preparation before dps...

Okay, will do.

setijoso wrote:5)you forgot to mention that hunas are a sub healer and that they should heal if cleric mana is low, this is very important but u didnt mention it

Okay, I'd mention it in the role part.

setijoso wrote:6)another good thing to have is a pet section maybe idk any ideas for it but it would be good to have


If I add this section, all I'd have in it is.. "attack with your pet and use its skills!" It's kinda given that you're supposed to attack with pet... lvl 1-30 should've taught the player that.

setijoso wrote:ok thats it for my suggestions and comment hope u take into consideration the suggestion i mentioned. :mrgreen:

I appreciate ite!

setijoso wrote:ps this should be stickied


I think to do that, you're suppose to click on the <!> mark, and report it to be stickied.
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Re: [Guide] Dungeon Party (DP)

Postby liquid_sun » December 15th, 2008, 7:47 am

krispl28 wrote:I was today in dp (LM1) and with 4 pet classes it was desaster.


I'm assuming they're big pets ~! All pet classes may be a good DP as long as people aren't dual summoning all the time. At your level, they can't be DSing, so it should be okay.

krispl28 wrote:2nd there was 1 healer so he was out of mana all the time


Yes, this is a problem until you get to lvl 80ish. You almost always need to have a 2nd healer until then. Or a good huna with BP.

krispl28 wrote:3rd i was using 1 lvl fa/lb and monsteres was always after me (dont know how summoners just stand and do nothin- send pet to fight)


Were you attacking the targets first? If you're being attacked, you should 1) Slow down your rate of button mashing 2) Wait until someone else attacks the target first 3) Use different skills if necessary

krispl28 wrote:... Dont go to party where are more then 2 pet classes becouse pets cant keep aggro.


That's dependent on what kind of pets were being used... who is chipping, who is doing the most damage, and etc. Don't discount all pet DP because you have had one bad experience.
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Re: [Guide] Dungeon Party (DP)

Postby krispl28 » December 15th, 2008, 9:13 am

No i just want to point that the unbalanced party with 4 pet classes is making imposible to normally play in party with them. I was attacking monsters already drawn by them and hit. And monsters were chipped (were problems with that nwho is the chipper)
There are 2 explanations of this situation.
1 they use low lvl pets (to train them) but i saw i hawk r5 so its not possible (maby it didnt have good weapon??)
2 cm cant play with pet party.
I'm dissapointed with that party and dont want to play in pet party in dp again.
4 pet classes in 8 people party its too much.
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Re: [Guide] Dungeon Party (DP)

Postby pete_zehut » December 15th, 2008, 11:42 am

thx for listening to my comments liquid :wink:

as for Krisp, it only take one noob to make a dp bad, don't count on all of them being bad, i bet there was one guy in your dp that didnt kno anything or the r5 dude cant tank and a high lvl noob :lol:
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Re: [Guide] Dungeon Party (DP)

Postby knighttemplar » December 15th, 2008, 3:32 pm

Good post. Only thing I want to add are these:

    1. Be teachable. Nothing pisses me off more than a high lvl unteachable noob with a high lvl pet.
    2. Don't be afraid to admit you made a mistake. We are all fallen creature. Sometimes, a simple "sorry, my bad" can go a long way.
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Re: [Guide] Dungeon Party (DP)

Postby rievin » December 16th, 2008, 2:50 am

Would just like to comment on the "
Tanks - Not exactly essential if you have a very strong party of DDs and some good pets. "

Tank is one of the most essential parts of a good party, well depending on the spot. On a slow spot it doesn't really matter what you do but who wants that amiright?

The correct party build: Prist (not stupid), knight (not stupid), huna (buff, maybe some heals if he/she is really feeling frisky) aaaand 5 filler dd:s (can be how stupid they like as long as they know how to target a mob and attack).

Easy as pie

Also:
"Pet Class / DD - These can dual summon later and make pets stronger. They are recognized as DD and possible tanks if they bring a high level pet to the DP."
Not in my book


And this one to:
"Soldier - Tank + DD. Usually have a big sword to deal more damage than the knight" sword hw:s are noobs by law

How bout this one then:
"You should always carry at least 100 Luna chips with you around your rank. "
Make that 500, 500 force if your a melee class and cheat/broke

I'm a tank so that is what I know and complain about constantly.
I'm noob knight

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Re: [Guide] Dungeon Party (DP)

Postby liquid_sun » December 16th, 2008, 9:23 am

rievin wrote:Tank is one of the most essential parts of a good party, well depending on the spot. On a slow spot it doesn't really matter what you do but who wants that amiright?


Well, I've done well with a pet tanking many times... perhaps it might not work as well r6, but I don't know about that. Around r3, a good strong pet also worked very well for me previously ~ but I suppose a nice tank is more important at lower levels. Still, it's not exactly 100% essential especially if someone in the DP have tanked before and isn't a "tank" class. I'd modify the wording a bit to reflect this.

rievin wrote:
liquid_sun wrote: possible tanks if they bring a high level pet to the DP."

Not in my book


I've DPed with many pet class using r5/r6 hawks, and the pets are always tanking. So... I think it's okay. Why do you not think so?

rievin wrote:"Soldier - Tank + DD. Usually have a big sword to deal more damage than the knight" sword hw:s are noobs by law


So what do you recommend for Soldier?

rievin wrote:Make that 500, 500 force if your a melee class and cheat/broke


Force isn't really used in a DP. I guess maybe it's okay in r3, but I'm trying to change that =) All should just bring lunas so when a DP shifts to include casters, it's all good.
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Re: [Guide] Dungeon Party (DP)

Postby rievin » December 16th, 2008, 1:09 pm

liquid_sun wrote:
rievin wrote:
liquid_sun wrote: possible tanks if they bring a high level pet to the DP."

Not in my book


I've DPed with many pet class using r5/r6 hawks, and the pets are always tanking. So... I think it's okay. Why do you not think so?


Might be just be that my only alt is a archer so I have a bit of a aggroproblem right of the bat. Almost cant pull without taking a few hits to many. /sidetrack

Main problem with a pet tank: they are so god damned slow it hurts just thinking about it. A hw can throw out several skills a second if needed and soome aoe skills for when the s**t hits the fan, a pet has nothing. Well not nothing exactly, just that the there is cast time on most skills that do anything worth mentioning. Trying to just use basic attacks is ineffective to as that just doesn't generate threat fast enough to be of much use. Pets are dd:s, nothing more nothing less (not counting bp:s)

rievin wrote:"Soldier - Tank + DD. Usually have a big sword to deal more damage than the knight" sword hw:s are noobs by law


So what do you recommend for Soldier?
[/quote]
HW:s are only good with maces, 2 handed for soldier. There is not really a choice for soldiers.
I'm noob knight

Wobble my turnip!
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rievin
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Re: [Guide] Dungeon Party (DP)

Postby liquid_sun » December 16th, 2008, 4:19 pm

rievin wrote:Main problem with a pet tank: they are so god damned slow it hurts just thinking about it. A hw can throw out several skills a second if needed and soome aoe skills for when the s**t hits the fan, a pet has nothing. Well not nothing exactly, just that the there is cast time on most skills that do anything worth mentioning. Trying to just use basic attacks is ineffective to as that just doesn't generate threat fast enough to be of much use. Pets are dd:s, nothing more nothing less (not counting bp:s)


I understand your perspective ~ however, I myself have experienced too many DPs where high ranking pets were extremely effective as tanks. I believe that many other people have DPed and felt the same way. Thus, I cannot totally erase what I've written and agree completely that tanking class (Deva HW) are absolutely essential for good xp.

I've already written what a balanced party consists of ~ but it's my opinion that if you're always aiming for the "perfect" DP - you'd level up very slowly and be very frustrated. The goal of this guide - is to create a framework so new players would understand DP dynamic and be able to adapt to less-than-ideal situations.
[TANDA] The true measure of a man is how he treats someone who can do him absolutely no good. - Sam Johnson
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liquid_sun
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Re: [Guide] Dungeon Party (DP)

Postby pete_zehut » December 20th, 2008, 11:02 am

rievin wrote:
Might be just be that my only alt is a archer so I have a bit of a aggroproblem right of the bat. Almost cant pull without taking a few hits to many. /sidetrack




you're wrong, i have dped many time with high lvl pets and it was very successful, also my main is an archer so i kno how to pull.

probably what u're doing wrong is hitting the mob twice or with a skill to pull, never do that always use basic attack and hit only once to pull.

i have seen way too many noob archers that dont kno how to pull in low lvls its embarrassing, especially when the tanks dont kno how to aggro.

it doesn't take much to get aggro when the archer/sh only hits once, a simple skill from a dd or a chip + basic attack can do the trick.

and if u're a DD sh/archer u should never spam your skills in succession unless u want the aggro. Always wait for one basic attack before using another skill, or maybe 2 basic attacks to make it safe.

Also if the archer/sh is pulling, u should always make pulling your number 1 priority, not killing the mob, someone else is already doing that.
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