Showing posts with label mmo. Show all posts
Showing posts with label mmo. Show all posts

Wednesday, May 13, 2009

Atlantica Online - Nation Dungeons for Dummies

Mob: Enemy.

Friendly Gate: Each ND has a friendly gate on each floor. In Babel and GS it appears like a circular floating object, something like a gyroscope. In Alcatraz it looks like a furnace. The friendly gate must be protected. It can be engaged like a mob by other monsters and if they do so, and kill the gate via battle the ND will fail.

Enemy Tower: Enemy towers look like obelisks, that is to say they are mostly statue like in appearance. There are two gates, one is physical and one is magical. While these two towers stand the enemy gate is much stronger, dealing 10-15k per physical attack.

Enemy Gate: The enemy gate looks similar to the friendly gate. While an enemy gate is alive it will spawn mobs at a set rate. This gate hits extremely hard when the towers are still alive. It can use two attacks a magical and a physical attack. The magical attack does roughly 1-5k damage to your party depending on your level/mdef. The physical will do less than 1k if the towers are down and greater than 10k if they are still up (depending on def). The physical attack hits a row, much like the freezing axe skill.

Mimics: Mimics are unique to Ghost Ship (in terms of NDs). After two turns a mimic can use a skill that freezes an entire party so it is important to kill them quickly.

MiniBosses: Minibosses have no inherent value in terms of the ND except that they have a better loot table. They do not impact the ND except they are another mob to kill.



Original vs. Reinforcing Mobs & Death in an ND:

You've probably heard a lot of people say "Stop stealing/killing reinforcements". If you don't know what that means pay attention.
Each floor of a nation dungeon begins with a set number of mobs. In addition to that number enemy gates will spawn more original mobs as well. When an original mob is engaged it will spawn a reinforcement. These mobs will immediately appear outside the original mob and attack the player. This occurs in shadow dungeons as well.
When a player engages a mob that is trying to reinforce another player, we call this stealing a reinforcement. THe reason this is significant is that when that reinforcement is engaged it will spawn ANOTHER TWO reinforcements.

Example:

1. Player engages a mob.
2. Two reinforcements spawn to help the mob.
3. Players defeats three mobs in combat.
Total Mobs: 1 Original + 2 Reinforcements. = 3 mobs.

Example 2:

1. Player engages a mob.
2. Two reinforcements spawn to help the mob.
3. A second player engages one of those reinforcements.
4. That second mob that is engaged now spawns 2 more reinforcements.
5. In most cases the original mob on player one will also spawn a 3rd reinforcement.
Total Mobs: 1 Original + 5 reinforcements = 6 mobs.

Why is death in NDs so detrimental to the completion of the ND?

When a player dies, the mobs that were in his/her battle become original mobs in thier own right. This means they have to be defeated and, when engaged, will spawn additional reinforcements.

If a group of players die to a group of three mobs, those three mobs will all spawn 2 reinforcements when engaged. So, instead of killing those 3 mobs, the nation dungeon now has an additional burden of 9 mobs (3 originals and their 6 reinforcements)

The power of multiple mimics:

Getting more than one mimic in a battle is extremely good for Ghost Ship time. However, it can also be deadly so only do so if you and your group can handle more than one. If you understand the above, you will notice that getting more than one original mob (and in GS all original mobs have mimics) into battle will limit the number of reinforcements that spawn and thus the total mobs that require killing.
The technique to getting multiple mimics is quite simple. Simply run around the mobs until they begin to run at you. If one mob is running at you, aggro another mob that is close to it. It will join your battle. If two or more at running at you, have your team run into the middle of them and aggro any. You should get 2-3 mimics and save the dungeon 4-6 extra mobs.

Gate Defense Strategy:

Defending the gate is easy, but it has a surprising strategy to it if you havent done it before. The trick is to avoid, if at all possible, aggroing any mobs. You want to remain out of battle so if you need to, you can enter the friendly gate's battle to defend it. This is why when a gate defender gets aggro he/she should announce to the nation that he/she has been aggroed so another can watch the gate.

Atlantica Online - A Guide to New Leaders, all about GS

Name: Ghost Ship of the
Covenant Requirements: L95+ & 500k Might w/ Blessing Potion and Title
Average Time: 1h 25m
Floors: 4
# of People: Min: 16 , Avg: 25


Organization:

TO organize its recommended you have at least 16 people, if the count is less than 20 the people coming should include at least a few Pro Tower teams and Gate Defenders.

Basic setup for parties should include:

2-3 Gate Defenders
6-9 on Towers and Enemy Gates
6+ on Trash

Walkthrough:

1. Floor 1: Floor 1 is comprised of two zones, Graves and Ghost Town.

1a. Graves: Graves must ALWAYS be completed first. This zone will open the teleport to floor two and will mail the king the Guide Book which decreases the might of the monsters on floor two. Clearing graves opens the teleport floor two but will NOT spawn the second floor. This zone is comprised of octopi and mimics only.

1b. Ghost Town: Ghost Town contains the friendly gate, the enemy towers and the enemy gate. This zone must be cleared before the second floor will spawn monsters. The general lay out of Ghost town includes 4 areas.
--- Area 1: Friendly Gate
--- Area 2: Left Town (one miniboss)
--- Area 3: Right Town (one miniboss)
--- Area 4: Across the Bridge (one miniboss)
Area 4 (Across the Bridge) contains the enemy gate and towers.

Strategy -

First, send 2-3 gate defenders to Area 1 and 2 tower teams to Area 4.
Next, try to send more trash teams to the Graves. Since after all the idea is to complete Graves first.
Finally, send the rest of the teams to Ghost Town.

Leading -

Make sure you know the status of your friendly gate.
Get a decent idea of the status of Graves. If it appears that graves may be lagging behind ghost town it is a good idea to reassign some teams to ghost town while the ND is progressing.

2. Floor 2: Floor two is comprised one 1 zone, The Damp Cabin.

The Camp Cabin is setup as a large square. As you walk in there is the friendly gate and a mini room straight forward. The central area is a square with 6 small rooms attached, the corner rooms contain enemy gates and towers. At the end of the room there is a miniboss, a seperate small room with a second miniboss and the teleporter to floor 3.

There are 4 enemy gates and 8 enemy towers. But as usual only 1 friendly gate.


Strategy -

A nice strategy I like to employ is to try to get tower teams into position before ghost town clears.
Trash should clear the central area first followed by the rooms.
DON'T FORGET THE MINI ROOM CLOSE TO THE FRIENDLY GATE. It is commonly overlooked.

3. Floor 3: Floor three is comprised of one zone.

Floor 3 is a smaller square than floor 2 but is much denser at the center. This floor has only 1 enemy gate and 4 enemy towers but spawns much quicker than the previous floors.

Strategy -

Floor 3 is just a kill'm all as quick as you can floor. The gate comes under attack a bit more often so have your officers watch the gate between battles in case the defenders get engaged.

4. Floor 4: Davy Jones' Locker

The final floor is comprised of 3 rooms connected by a single hallway. It has Davy Jones himself, 2 enemy gates, 4 enemy towers and 1 friendly gate.

When you walk in, you encounter the friendly gate. Beyond, in room one, there is Davy Jones. To the left down the hall is a miniboss and the second room. This room has an enemy gate and 2 enemy towers. The right side is identical to this one.

Strategy:

Floor four requires the use of three tower teams. One team goes right, one team goes left and the strongest team goes central. So long as the trash teams are doing thier jobs you can probably get by with 2 gate defense quite easily so allow one of them to add to the tower team seeking Davy Jones if required.

Check the heart list and cross your fingers.