31 May 2012

Labyrinthos - Minotaur Axe, Wratheater Minotaur Axe, Minotaur King Statue, Dice Bidding System, Minotaur King's Treasure and Grand Minotaur King's Treasure

New patch, new stuff. Today topic after a long break of nice adds about the game is the new Raid dungeon in TBS style: Labyrinthos.

Labyrinthos is about the return of the Minotaur King to the realm of Atlantica, and your urge to kill it and send it back to the house of the dead.

In the process, you get nice stuff and a chance for the new Axe: Minotaur Axe and Wratheater Minotaur Axe. The last is a bit better than a +2 Pegasus Axe, but it adds up a nice spell, Volcanic Eruption level 10 at +0 to level 21 at +10, which, as far as I know, is an enhanced version of Elementalist's Blazing Earth but attack-triggered and not bound to melee opponents. The last Axe is only available at hard mode for level 135 or higher.


Bellow a map of the new field in TBS style:



How the action is processed:

The group of main characters start at Base Camp (BC) and must kill Boss version 1 (Boss v1), taking care to kill monsters who come from all the four Summon Portals 1 (SP1).

The monsters from SP1 and Summon Portals 2 (SP2) summon once per turn after the 4th turn. Notice a centered message saying about gates of judgment being activated. That is the cue for the start of the spawn of mobs from the gates.

You need 4 main characters just taking care of these summons every turn, but in most cases, the Boss v1 will be dead before the 1st spawn of monsters (4th turn).

If you don't kill the monsters summoned by the portals they cast an AoE or Forest Prison anywhere in the field at turn 1 after summoned and at turn 3 they reach center and start to heal Boss v2 for around 5% of his total hp per turn. Also, they continue to cast AoEs and Forest Prison magic. It is pretty bad to let them reach the center.

Boss v1 is really easy and have low hp compared to the Boss version 2 (Boss v2)

After Boss v1 is killed, the SP1 is destroyed and you can take care of the monsters left that were summoned before it was destroyed.

The group now should move to Boss v2 and take care of monsters that come out from Summon Portals 2 (SP2).

The monsters from SP2 act exactly the same way as monsters from SP1: they are summoned once per turn after 4th turn, cast AoE and Forest Prison and heal Boss after 3rd turn.

As for the Boss v2, it has huge hp and defense (physical and magical). Magic is almost useless against the boss. The team should focus mostly in debuff the boss with Blazing Earth (staff), Shield Bash (sword), Ravaging Melody (instrument), Devastation Shell (cannon) and Cleaving Blows (axe) and then attack with physical hits.

Staves work very well as attackers because the Boss is Melee and they can cast Brutal Will on themselves. Also, they have huge Magic Defense to avoid the Boss AoE.

Go away from boss if your hp is too low and heal using Miracle Potions. Don't try to be cheap our you will be dead fast. Also, bring with you Resurrection Scrolls to help your friends in case someone dies.

The rest is pretty simple, just repeat until boss is dead.


General hints:

There is a limit of 30 resurrections for the entire squad, so, avoid being killed.

You can run it with a minimum of, theoretical, 6 players even at hard mode, but the recommended squad is 8 players. Among the 8 players:
  • 4 players need to take care of the summoned monsters from portals;
  • 1 player will tank and debuff: Sword main with Shield Bash or Axe main with Cleaving Blows;
  • 3 players will attack from distance: 3 ranged mains (range or staff), among them to also help with debuff are Staff Main with Blazing Earth at very first attack turn, Cannon main with Devastation Shell and Instrument main with Ravaging Melody.
The squad need at least some debuffers, and, as close to the 5 mentioned above, the faster the run will end.

After Boss v2 health points go bellow 20%, he will cast once for 3 turns the AoE. That is the worst part of the game and where the main tanker and the ranged attackers should take the most care to not be killed. A dead main in the first AoE of the sequence of 3 would lead to an almost certain failure.


Attack Scheme:



All characters should gather together at the last square until the boss room, as show in the picture above. After crossing that square, the action for Boss v2 starts.

Player 1 (P1) is the tank Sword Main or Axe Main, he walk first in the boss room and stay on the square right outside the center circle for optimal distribution of the other members inside the dungeon. Action: 1st turn (after normal boss attack) cast the debuff, 2nd turn use a Miracle Potion, 3rd turn (after boss aoe) use another Miracle Potion if needed or attack.

Players 2, 3 and 4 are the ranged attackers, they walk to the sides in 1st turn, and after boss engage P1 start to walk to the attack positions and attack boss after positioned. After upgrade 5 the ranged attackers have enough range to move some squares back and then avoid most of the Boss AoEs.

Players 5, 6, 7 and 8 (P5 to P8) are the gatekeepers, they walk to the gates through the sides of the field. And stay in the square sided with the gate. They must kill monster spawns in the same turn they spawn to avoid them casting any type of magic. This is very important and most of the times neglected by the gatekeepers. Imagine what would happen if a single mob from P5 cast Forest Prison on the P7 gatekeeper? Then P7 mob cast Forest Prison on P6 or P8 gatekeeper? and so on? In a couple of turns, the entire run would be lost.

If existent, Player 9 is the other ranged attacker and Player 0 (P0) is the second main tanker. P0 and P1 keep swapping positions when needed to cast debuffs or heal. They should not be together in the field.
It is highly recommended that there is no P0 as he/she is unnecessary.

Adapt extra positions according to the mains available, but, in general, melees, except P1, are gatekeepers, and the ranged ones are the attackers. That limit melees in any run to a maximum of 5.


Reward system in case of victory:

The squad leader receives 100 boxes, Minotaur King's Treasure for normal level 110 or Grand Minotaur King's Treasure for hard level 135.



Grand Minotaur King's Treasure box contents: Dragon Soul Jewel x1, Giant Soul Jewel x1, Redemption Soul Jewel x1, Phoenix Soul Jewel x1, Multi-Hued Soul Jewel x1, Dragon Soul Crystal x3, Giant Soul Crystal x3, Redemption Soul Crystal x3, Phoenix Soul Crystal x3, Multi-Hued Soul Crystal x3, Ancient Book of Knowledge Sharing x2, Ancient Skill Book (All) x5, Crystal of Temptation x4, Heavenly Crystal x4, Wratheater Minotaur Axe x1, Minotaur Axe x1, Minotaur King Statue 30d x1, Minotaur King Statue 10d x1, Minotaur King Statue 3d x1, Supreme Evil Equipment Box x1, Evil Dragon God's Equipment Box x1, Evil Phoenix's Equipment Box x1, Evil Equipment Box x1, Dragon God's Equipment Box x1, Phoenix's Equipment Box x1, Atlantis Platinum Coin x30, Atlantis Platinum Coin x15, Atlantis Platinum Coin x5, Atlantis Gold Coin x100, Atlantis Gold Coin x50, Atlantis Gold Coin x10.

Also, a new random reward system will be held at the end of the dungeon: Dice Bidding System.

How it works:
  • After killing the Boss v2, a list of rewards show at the bottom of screen with a dice on the right side of it;
  • Click the dice to receive your random number;
  • There is a wait of 30 seconds for everyone to roll the dice. Players who do not roll the dice have no chance to win the items.
  • The highest number receives the prize, which can be the Minotaur Axe, Wratheater Minotaur Axe, Minotaur King Statue, equipment boxes, among others items displayed.




Think this is all. Will add more stuff as I remember it. If you have doubts, please ask in the comments.

Enjoy your time here :D

Shortlink: http://tinyurl.com/minoaxe

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