Wednesday, May 13, 2009

Atlantica Online - How to run an ND: A Guide for Tower Teams

"Tower Teams" Are groups of higher than average might who accomplish the task of destroying the towers and enemy gates in a nation dungeon.

Requirements: Minimum 650k might, preferably 750k+

Of utmost importance to any nation dungeon is destroying the enemy gates as quickly as possible. This will reduce the total number of mobs that need to be killed to complete each floor. To this end, killing the enemy gate BEFORE the enemy towers is preferable. Here are illustrations of typical scenarios and thier impacts:

Tower team killing towers first: Typically spawns 2-4 extra mobs depending on the tower team's speed.
Tower team killing gate first: Typically spawns 0-1 extra mobs depending on the tower team's speed.

There are a few complications to killing gates before towers. Gates have greater strength depending on whether thier towers are alive or dead. Gates without towers will typically deal 1k damage with physical attacks and only slightly more with magic. Gates with towers will deal tremendous physical damage (>10k) and about 2-4k magic damage. Additionally, the minions in the gate's party (Not the reinforcements), have the same or similar physical attack power as the gate.

Master Technique for Killing and Enemy Gate (w/ towers up):

Requirements:
1. You main must NOT be frontline
2. Your formation must be 3 / 2 / 2 (for GS/Alc) [Front / Mid / Back]
3. It is recommended you have at least 3-4 units that can hit air properly.

Technique: (GS)
1. Friendly Turn 1: Attack and kill the mimic. With additional attacks, deal damage or kill the minions of the gate itself.
2. Enemy Turn 1: The gate will hit one of your party with physical attack in a row fashion (like freezing axe) for 10k damage 1-3 times. Additionally the enemy gate's minions may or may not have a turn. Thier physical will deal similar but less damage.
3. Friendly Turn 2: Attack and kill the remaining gate minions and then focus on the gate. Physical attacks deal far more damage and ignore the use of DoTs. Also ignore the reinforcements as they are a trifle compared.
4. Enemy Turn 2: Gate will now cast its AoE for a small amount of damage. If any remain, the enemy Gate's minions may also attack now.
5. Friendly Turn 3: Focus and kill the enemy gate. Depending on your party's might and the number of attackers who can hit flying targets.

If you fail to kill the gate on turn three it will alternate between physical and magical attacks. Mostly the only error you can make is by putting yourself in a bad formation or ignoring the minions.

Good luck.

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