Author Topic: Shedao Shai's Colo Guide
Shedao-Shai 
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Subject: Shedao Shai's Colo Guide
This is also posted on the Harvestgain board of the Turbine AC forums (Here) but I decided to post it here as well for people that might not use the Turbine boards.

 

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Shedao-Shai 
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Subject: Shedao Shai's Colo Guide
Formations:

Ring - Mages form a circle around the Bell and spam ring spells. Archers stand under the Bell. Melees spread out in between the mages. Archers attack the farthest, melees attack the closest.

South - Everyone spreads out on the South end of the arena. For a lot of spawns it works well to be grouped loosely by the door and have 2 mages out in front ringing.

Clock - Everyone spreads out in a large circle around the bell on the blue ring on the arena floor.

Modified South (called as South) - Used for the Falatacot in Arena 15 and the Hands in Arena 16. Everyone groups by the South door. 1 designated mage moves north past the bell and casts Tusker Fists back towards the group. 1-2 mages by the south door cast TF towards the mage to the north. Melees and archers pick off any throwers that don't move into the path of TF.

SE Corner - Everyone stacks in the SE corner. (Some groups we will have 2 mages take "post" positions outside the corner and ring, but we don't always do that.)

Post - Mages in the SE Corner and 2 archers take the "post" positions to block the TMs. Melees attack from behind the TMs so they dont block TF.

By the Door - Fight by the North Exit Door. Used for the Elites only.

Needed Weapons:

Everyone:

Fire Rend (Undead Slayer)
Light Rend
Acid Rend (Optional)
Slash Rend
Blunt Rend (with Undead Slayer for mages)
Pierce Rend (Mukkir Slayer)
Upgraded Sing Weapons (Vslayers)
Paradox Olthoi Weapons
Soulbound Casting Staff

Mages:

CS Frost
CS Blunt
Tusker Paw Wand
Shadowfire Wand

Melees:

AR Frost
AR Pierce (Some Soulbound weapons will work as an AR pierce)
AR Slash (Only if your Sing weapon isn't slash damage, some Soulbound weapons will work as AR slash)

Archers:

Soubound Bow
Slash arrows to use with the Sing Bow
AR Frost (the Soulbound Bow with GY arrows works for this as well)

Notes:

Usually 1-2 archers/melees are designated to vuln in arena 16 (Swarm Demons) and 17 (Tuskers/Virindi). Demons get pierce vulned, Tuskers get Fire vulned, and the Virindi get Slash Vulned.

A melee/archer with a lense is also designated as an IMPer for several rooms. Primarily the carenzi in 13, the Vs in 14, the demons in 16, and the penguins in 17.

 

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Shedao-Shai 
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Subject: Shedao Shai's Colo Guide
Arena Spawn Guide:

6a: Mossies - Ring - Fire
6b: Matties/Lugians - Ring - Fire/Light (the Soulbound Wand also works well on both for mages)

7a: Eaters - Ring - Slash (the Soulbound Wand also works well for mages)
7b: Viamonts - Ring - Light

8a: Dillos/Zefirs - South - Slash, mages IMP all
8b: Crystals - Spread Out - Blunt/Slash, mages TF when reasonable, melees on the Lord

9a: Olthoi - South - Weapons to kill Olthoi, archers machine gun the larvae
9b: Shadows - Clock - Shadowfire/SB Casters, mages use streaks

10a: Sleeches - Clock - SB Casters (pierce/slash/blunt rend if no caster), mages use streaks
10b: Ninjas - South - Fire/Acid (will have 1 mage imp if we are in a melee/archer heavy group)

11a: Virindi/Tuskers - South - Fire/Slash, mages kill the tuskers, melees on the Vs (the SB Caster also works great for mages)
11b: Ghosts - Clock - Soulbound, mages use streaks

12a: Ruschk - South - SB Casters (pierce/blunt/slash rend if no caster)
12b: Mukkir - South - Mukkir Slayers

13a:
Virindi/Carenzi - South - Mages FROST vuln the carenzi then war the Vs, melees AR frost on the carenzi, lense IMP the carenzi
13b: Lugians - South - Light, mages IMP all
13c: Ursuin - Spread - Fire, mages IMP all

14a: Virindi - South - Vslayers, mages SLASH vuln all Vs first, lense IMP all Vs
14b: Olthoi - South - Weapons to kill Olthoi

15a: Mossies - South - Fire, mages IMP all
15b: Falatacot - South - Mages blunt (undead slayer) TF, melees/archers undead slayers

16a: Hands - South - Mages blunt TF, melees/archers light on the throwers
16b: Demons - SE Corner - Pierce, mages use the Para Wand, melees/archers AR pierce, archers can go almost half speed (1-2 melees vulning, lense IMP)

17a: Virindi/Tuskers - South - Fire/Slash, mages Fire with the Paw Wand on the Tuskers (ring when reasonable), melees/archers on the Vs (1-2 melees/archers vulning everything)
17b: Penguins - South - Fire, lense IMP in melee heavy groups

18a: TMs - Post - Mages CS blunt TF, melees/archers something AR (we usually blunt, frost, and slash vuln them)
18b: Elites - By the Door - CS/AR frost, mages IMP/Frost vuln all

Note: The formation in a couple rooms (15b: Falatacot, 16a: Hands) can vary based on the fellows makeup. I will give instructions for them based on the fellow for each run.

 

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Forgetmenot1 
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Subject: Shedao Shai's Colo Guide
That info is much appreciated!
easy to copy and refer back to.....

thanks very much!

 

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Shedao-Shai 
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Subject: Shedao Shai's Colo Guide
.

 

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padain35 
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Subject: Shedao Shai's Colo Guide
this one time at band camp

 

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Gimpsword 
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Subject: Shedao Shai's Colo Guide
Thanks Shai !!

 

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Shedao-Shai 
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Subject: Shedao Shai's Colo Guide
Finally added my colo guide to the wiki. These are still in progress but are mostly finished.

Standard Colo Guide

All Melee/Archer Colo Guide

 

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Shedao-Shai 
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Subject: Shedao Shai's Colo Guide
.

 

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