Forums

Brainscratch's Guide to Astral Allods

For everything Astral, come here!

Brainscratch's Guide to Astral Allods

Postby someoneelse222 » Thu Dec 29, 2011 6:59 pm

UPDATE: ADDING SECTORS FOR ALLODS

ASTRAL BREVITY CODE EXAMPLES
1PA= astral layer 1 Pure Arsenic, 2DCo= astral layer 2 Diluted Copper

HYPERLINKS TO ALLODS

ABANDONED PYRAMID...1PL, 1PP, 1PSu, 2DG, 2DSili
BLOODCLAW ISLE...1PCh, 1PI, 1PSilv, 2CL, 2CSu, 2DM, 2DSilv
FIREHEART ISLE...1PG, 2DI, 2DT, 2DSilv, 2DSu, 3SmL
GLITTERLAKE ISLE...1PM, 1PSili, 2CP, 2CT, 2DA, 2DSili, 2DT
GOBLIN REPUBLIC...1PA, 1PG, 2CL, 2CSili, 2DCh, 3ScSu
HIKUT ISLE...1PT, 1PL, 1PSu, 1PP, 2DA, 2DCh, 2DG
ISLE OF CORRUPTION...2CT, 2DSu, 2DT
ISLE OF THE DAMNED...1PC, 2DL
ISLE OF THE LOST...1PCh, 1PCo, 1PSili, 1PT, 2CSu, 2CT, 2DI, 2DL
JADE LABYRINTH...1PCh, 1PCo, 2CM, 2CT, 2DM, 3SmA
LAB NINE...1PL, 1PP, 1PT, 2CM, 2CP, 2DSu
SILENT ISLE...1PM, 1PSili
ZAVERT ISLE...1PL, 1PSu, 2CSili, 2DA, 2DCo, 3SmL

HYPERLINKS TO HEROIC INSTANCES
*Heroic Instances do not have official maps ATM

CASTLE BLIGHT...2CL, 2DSu
CRUCIBLE...2DG, 2DI, 2DP
DARKBLOOD CITADEL...2DG, 2DSili
DEFILED RUINS...2CP, 2CSili, 2DT
LAB THIRTEEN...2CT, 2DI
LAGUNA BOIL...2DL, 3SmL
ORESHEK FORTRESS...2CM, 2DM, 2DP
TENSESS TEMPLE...2CSu, 2DA, 2DP
XAES...2DCh, 2DCo

INTRODUCTION

This Guide is primarily intended to be used as a reference guide for up and coming new far-astral parties. This is not meant to be a how-to guide to farm astral allods. I had originally collected far more information for the far astral allods (i.e. pictures of every mob), but felt like the guide would instead become a rigid-you-must-do-exactly-as-I-say-step-by-step how to complete it guide. As such, this guide will only have enough information to warn you of what to expect while still providing the freedom of thought on how to proceed on your own. Again, this guide will not describe how I personally solo a1/a2 or run in a3 parties.

NEW PLAYERS

If you are new to the game, then this guide can provide you with a sort of sneak-peak into exactly what some of the endgame content is like. Hopefully it will provide newcomers with even more incentive to continue to play this game. I wouldn’t doubt that after viewing the ultra low quality graphics my laptop can’t handle, people will want to see how nice these allods really look. Sailing through astral all day in search of new allods and loot is for sure something else entirely compared to the early game content newcomers are immersed in.

If you were looking for the lore of the astral allods instead, you can talk to the astral travelers located near the entrances to the astral hangars (this guide is not a copy/paste of their dialogue).

END GAME PLAYERS

“SO WHY SHOULD I READ YOUR GUIDE?” you may ask. Well then:

TIRED OF EXPLAINING HOW TO FIGHT THE SAME RED RINGS EVERY TIME YOU HAVE A NEW PARTY MEMBER?

Send them here! This guide will detail all the important aspects of every single red ring in astral!

ANNOYED THAT TANKS CAN'T KEEP AGRO ON MOBS?

Discover why it might not be their fault here! This guide will state which mobs will continue to attack random party members regardless of agro skills!

EVER ASK YOURSELF "WHY DOESN'T THIS STUPID HEALER CLEANSE ME?'

Find out why here! This guide will contain a list of every mob’s debuffs and whether they are cleansable or not!

UNSURE OF WHICH MOBS TO KILL FIRST IN GROUP PULLS?

Decide your tactics here! This guide will state which mobs become stronger over time and which mobs are deceivingly stronger than they appear to be.

STILL NOT INTERESTED?

Then perhaps you prefer to button smash /facedesk your way to victory.
If so, this guide isn’t for you….

MISCELLANEOUS INFORMATION

Mobs are listed in alphabetical order, not order found/fought. Some maps are non linear, and it is far easier to organize multiple topics by following the same format.
All directions given refer to map north, east, south, and west. These directions are not based on ingame compass directions in order to provide consistency and easy map reference.

FEEDBACK

Feel free to add as much as you know and ill update any new or inaccurate information, any assistance is greatly appreciated (ill give credit too).

ONE LAST NOTE

If you are unable to read all the information below (not intended to be read at one time) then at the very least know these two general things:

1. Nearly every melee mob will have at least one directional aoe melee attack. If melee dps make it a habit to stand behind melee mobs, then they will never be hit by these directional attacks.
2. Nearly every caster mob will have at least one spell that they will cast on random party members regardless of agro skills. If parties make it a habit to dps caster mobs first, then squishier members will be much less likely to die.
Last edited by someoneelse222 on Sun Feb 05, 2012 1:42 pm, edited 21 times in total.
Brainscratch
Fuliculi
Nezeb League
PLAYING WITHOUT PAT5, omg how is that possible?

Brainscratch's Guide to Astral Allods a1 -a3
someoneelse222
Rider
 
Posts: 87
Joined: Fri Mar 05, 2010 12:29 pm

Re: Brainscratch's Guide to Astral Allods

Postby someoneelse222 » Thu Dec 29, 2011 7:00 pm

Abandoned Pyramid

Image

Abandoned Pyramid is a fairly average difficulty allod that can be found in astral. Abandoned Pyramid is occupied by cultists, stone elementals, and scorpions. Non physical skills and attacks will be either poison or shadow based. Abandoned Pyramid has three red rings, and is fairly linear in path progression.

RED RINGS

-Nomarkh Ibi

Image

Nomarkh Ibi is a red ring caster cultist that is located at the southern end of the allod by the temple entrance as indicated by the number 3. Nomarkh Ibi has two phases. In the first phase, he will remain stationary and cast spells at one target at a time. While in this phase, he will occasionally become engulfed in flames. At this point, a white halo will appear somewhere on the ground near him. If you run onto the halo, you will receive a buff called Fleeting Salvation. This buff will protect you from Nomarkh’s spells for 10 seconds. The halo will disappear after a short time, however, and if you missed it you will not receive any protection. Immediately after the halo disappears, Nomarkh will explode, casting an extremely strong spell that can generally one shot even decent geared party members. This explosion is called Death Strike, and it will also damage any nearby hostile mobs. After casting Death Strike, two Tep Adherents will appear from the temple. These Tep Adherents are trash mobs that can be completely ignored as the very next Death Strike will kill them for you. When Nomarkh is reduced to 25% hp, his tactics will change. At this point he will stop all casting and place a buff on himself. The buff, Blood Rage, will increase his attack speed by 300%. From here on out Nomarkh will only use melee attacks on one target at a time.

Image
The halo will not protect the other mobs. Here Nomarkh is preparing Death Strike

Image
Nomarkh casting Death Strike and killing his cultists in the process

Image
Phase two; typically tanks attempt to kite at this point.

-Renraks

Image

Renraks is a red ring melee scorpion that is located on the western edge of the allod as indicated by the number 1. Renraks is a very straight forward fight. It will only attack one target at a time with melee skills. Renraks will cast Tail Swipe on whoever holds melee agro. This spell will cast Potent Poisonous Grenade, a 5 minute dot onto the party member. The dot itself is minor, and cannot be cleansed. If someone else steals agro, Renraks will cast Tail Swipe on the new party member that holds melee agro. If the dot wears off before Renraks is killed, it will recast Tail Swipe onto the party member. When Renraks is killed, Potent Poisonous Grenade is removed from all party members automatically.

-Yaver Semenre

Image

Yaver Semenre is a red ring melee cultist that is located at the center of the map along the path leading to the temple as indicated by the number 2. Yaver will only attack one target at a time with melee skills, with the exception of Fear, which he will cast on random party members, and his strongest attack, Blood Strike. Blood Strike is a directional aoe melee attack that will additionally cast a dot onto any party members that get hit. As long as any melee dps are standing behind Yaver, they will not get hit by Blood Strike. Tainted Wounds, the dot, will do fairly decent damage and cannot be cleansed.

BLUE RINGS

-Metal Elemental
This is a blue ring melee elemental that will attack a single target at a time. Metal elementals will repeatedly cast Disorientation onto its melee target. Disorientation will add 1 second to the cast time of every single skill/ability and will last for approximately 15 seconds. Disorientation cannot be cleansed. Metal elementals have an occasional physical attack that will knock back its melee target by 5 yards. When Metal elementals are killed, they will break apart into five new Shattered Elementals.

-Ore Elemental
This is a blue ring melee elemental that will attack a single target at a time. Ore elementals will repeatedly cast Disorientation onto its melee target. Disorientation will add 1 second to the cast time of every single skill/ability and will last for approximately 15 seconds. Disorientation cannot be cleansed. Ore elementals have an occasional physical attack that will knock back its melee target by 5 yards.

-Ravenous Scorpion
This is a blue ring melee scorpion that will attack a single target at a time. At 50% hp, Ravenous Scorpions will begin to cast Scorpion Strike on their melee target. This skill will stun the target for approximately 8 seconds and does very minor dot poison damage.

-Tep Recruit
This is a blue ring caster cultist that will attack a single target at a time. Even though a tank can agro melee attacks, this mob will still cast spells on all party members. Tep Recruits will cast Cursed Wounds onto their targets. Cursed Wounds itself is a 20 second dot. However, any target affected by Cursed Wounds will take additional damage whenever they are healed. This does not mean that all healing is turned to damage when affected by Cursed Wounds. Strong heals will power through the additional damage taken, albeit weaker heals such as Perpetual Healing will only do more damage. Cursed Wounds cannot be cleansed.

-Tep Votary
This is a blue ring melee cultist that will attack a single target at a time. Tep Votaries will occasionally cast Fear on random party members.

TRASH MOBS

-Shattered Elementals
This mob is no stronger than its same level non astral counterparts. They will attack a single target at a time. Shattered elementals will repeatedly cast Disorientation onto its melee target. Disorientation will add 1 second to the cast time of every single skill/ability and will last for approximately 15 seconds. Disorientation cannot be cleansed.
Last edited by someoneelse222 on Wed Jan 04, 2012 3:13 pm, edited 2 times in total.
Brainscratch
Fuliculi
Nezeb League
PLAYING WITHOUT PAT5, omg how is that possible?

Brainscratch's Guide to Astral Allods a1 -a3
someoneelse222
Rider
 
Posts: 87
Joined: Fri Mar 05, 2010 12:29 pm

Re: Brainscratch's Guide to Astral Allods

Postby someoneelse222 » Thu Dec 29, 2011 7:02 pm

Fireheart Isle

Image

Fireheart Isle is a fairly average difficulty allod that can be found in astral. Fireheart Isle is occupied by Draconids, Gars, and Manticores. As the name implies, all the creatures on Fireheart Isle have high fire resistance and will use fire based abilities. Fireheart Isle has three red ring mobs and a fairly linear progression. Two of the red rings are immediately able to be fought, Bonesnapper and Shadaz the Supreme. The third red ring, Hephaesto, must first be summoned by placing six fiery hearts into sacrificial altars along the base of the volcano. Simply following the path from the docking port to the third set of ruins just southwest of the volcano will yield enough fiery hearts to summon the last red ring.

Image
The red coal pot is a sacrificial altar

On similar note, when climbing the volcano to reach Hephaesto, do not step into the lava. There is a passive debuff on the lava terrain that puts a significant dot onto anyone that steps onto it.

RED RINGS

-Bonesnapper

Image

Bonesnapper is a red ring melee Gar that attacks one target at a time. Bonesnapper will patrol back and forth along the entire base of the volcano as indicated by the horribly hand drawn double headed arrow. While Bonesnapper is an extremely straightforward fight, if the party does not have enough dps, it can be the hardest red ring mob on the allod. During the fight, Bonesnapper will repeatedly lay eggs. If these eggs are not killed within 20 seconds, they will hatch, and a full grown Fireproof Gar will appear. Bonesnapper will continue to lay eggs even if a Fireproof Gar has already hatched. If the party does not have enough dps to continually destroy the eggs before they hatch, the party will eventually get swarmed and wipe. In addition to laying eggs, Bonesnapper will repeatedly cast Broken Armor onto whoever holds agro and Sticky Goo onto all nearby party members. Broken Armor is a significant 15 second armor debuff that cannot be cleansed. Sticky Goo will greatly reduce the movement speed of affected party members for 15 seconds at a time and cannot be cleansed.

-Hephaesto

Image

Hephaesto is a red ring aoe melee flame elemental that will generally attack multiple targets at a time. Hephaesto is located in the center of the Volcano as indicated by the number 2, but will only appear after he has been summoned by placing six fiery hearts into the sacrificial altars in the June ruins. As with all elementals, Hephaesto’s attacks generate a much larger wound complexity rating. Hephaesto will follow a set routine, when that routine ends he will repeat the routine. After attacking for a few seconds with his basic aoe melee skills, he will cast his strongest spell called ground pound 4 times in a row. The range of this spell is very large and can be seen (and easily avoided) by looking at the icon that appears around him. When he casts this spell, Hephaesto will not move from his location, so the tank doesn’t have to tank the damage from the spell either. After that, he will redo his normal aoe melee attacks for a few more seconds. Next he will do a short range blink and smash into a few party members. The party members he hits will go flying into the air. This is very important: if you are flying in the air, then do not attack him or heal (one personal experience ive had him reset 4 times in one solo fight doing this). After this he will do one to two more aoe melee attacks and then disappear. A giant ash cloud will surround everyone at this point. The ash cloud is a minor aoe dot called Pungent Smoke that lasts for 10 seconds. When Pungent Smoke ends, Hephaesto will reappear and smash into a party member. This will restart his routine.

Image
Ground Pound range icon

Image
Ground Pound *you dont want to be hit by this

-Shadaz the Supreme

Image
Here Shadaz has casted Flamewall, which i ran off of, and is currently using Flaming Breath

Shadaz the Supreme is a red ring caster Draconid that will perform single target melee attacks and multi target magic attacks. Shadaz is located in the second set of ruins along the path at the base of the volcano as indicated by the number 1. Even though a tank can agro Shadaz’s melee skills, he will still cast either Flamewall or Meteor spells at all party members. Shadaz will also cast Flaming Breath which is a directional fire attack. As long as all dps are standing behind Shadaz they will take no damage from Flaming Breath. Once Flamewall has been cast on a party member, that party member only has to move off the Flamewall to stop receiving damage.

BLUE RINGS

-Draconid Enforcer
This is a blue ring caster Draconid that repeatedly casts an aoe meteor. Even though a tank can agro this mob’s melee attacks, Enforcers will still cast meteors on random party members. should be prioritized when fought in groups.

-Draconid Minion
This is a blue ring melee Draconid that attacks a single target at a time. This mob will cast an attack on its target called Firestrike which reduces all healing received by 50%. Firestrike cannot be cleansed. Minions recast this spell before it wears off of its target meaning that the affected party member will permanently receive 50% of heals until the Minions are killed. Becuase instances currently automatically reduce all heals by 1/3, this spell means that all heals will do at best 1/3 of their original amount (non crit)

-Draconid Worshipper
This is a blue ring caster Draconid that attacks a single target at a time. This mob is basically a support class to other Draconid mobs. This mob will occasionally cast Lust for blood on a fellow Draconid mob. This buff will make the affected Draconid mob immune to cc in addition to giving it an increased attacking and casting speed.

-Fireproof Gar
This is a blue ring melee Gar that has high hp and decent damage output. These mobs attack a single target at a time, and at least six must be killed in order to acquire enough fiery hearts to summon the last red ring. At 15% hp, this mob will cast a buff called Desperate Defense which will increase its damage output for 1 minute.

-Flaming Manticore
This is the hardest blue ring Manticore on the allod. While it is primarily aoe melee based, it will occasionally cast mid-range flame-based spells on random party members. Flaming Manticores can also cast Fire Bomb on one random party member. That particular party member will have an aoe bomb explode on them that damages any party members within five yards after 5 seconds. This bomb will do minor damage to the individual with the debuff, but the bomb will do significant damage to nearby party members. The bomb will also send other party members flying backwards. Furthermore, there are four flaming manticores on Fireheart Isle. All four Flaming Manticores should be killed prior to fighting Hephaesto. This is because each manticore increases Hephaesto's overall hp and damage output.
Last edited by someoneelse222 on Sat Jan 14, 2012 8:38 pm, edited 2 times in total.
Brainscratch
Fuliculi
Nezeb League
PLAYING WITHOUT PAT5, omg how is that possible?

Brainscratch's Guide to Astral Allods a1 -a3
someoneelse222
Rider
 
Posts: 87
Joined: Fri Mar 05, 2010 12:29 pm

Re: Brainscratch's Guide to Astral Allods

Postby someoneelse222 » Thu Dec 29, 2011 7:04 pm

Glitterlake Isle

Image

Glitterlake Isle is a relatively easy allod found in astral. Glitterlake Isle is occupied by Waterfolk, Forestfolk, tigers, alligators, and scorpions. Non physical skills and attacks will be either ice or nature based. Glitterlake Isle has three red rings, and has non linear progression. Two of the red rings, Gavial and Waterfolk Devotee, are available to fight from the start. The last red ring, Ah’sakat, has to be summoned by first obtaining bloody entrails from various vats of entrails. The vats of entrails are located in the Forestfolk and Waterfolk camps that dot the isle. Once you have acquired eight entrails, you can operate the sacrificial altar located near the center of the map to summon Ah’sakat.

Image
The pots are where the entrails are found

Image
This is the sacrificial altar near the center of the allod. It is guarded by the Waterfolk Devotee

RED RINGS

-Ah'sakat

Image

Ah’sakat is a red ring melee scorpion that appears at the center of the allod as indicated by the number 3 after the eight entrails are used at the sacrificial altar. Ah’sakat is the hardest mob on the allod. He is a pure melee mob that will continuously cast a stackable dot called Concentrated Poison onto whoever holds melee agro. Each new stack of the dot will increase the strength of the dot, and if agro isn’t shifted in the party, the dot will eventually become powerful enough to one shot a party member. In order to lose the dot, whoever currently holds agro needs to drop it, and Ah’sakat will begin casting the dot on the next target it agros, when the timer on the dot reaches zero, all stacks of the dot will disappear, and the tank can reagro. In addition to the dot, Ah’sakat will continually spawn massive scorpions, a blue ring melee mob, one at a time throughout the fight. At 25% hp, Ah’sakat will place a strong 10 second dot on every party member called Acid Strike. From this point on, Ah'sakat will repeatedly cast Acid Strike (basically making this a permanent aoe dot until it is killed). Neither of the two dots can be cleansed (aside from holy shield), and Ah’sakat will have to be killed before the dots are too much to handle.

-Gavial

Image

Gavial is a red ring melee crocodile that wanders around the northernmost lake on glitterlake isle as indicated by the number 1. He is surrounded by Spiny Crocodiles that will agro to you if in range of Gavial when you attempt to fight Gavial. Gavial is a high defense and high hp mob that will perform melee attacks against a single target at a time. During the fight Gavial will occasionally cast a spell called Heightened Cruelty that greatly increases his DPS. This same spell will also significantly reduce his armor rating. During this effect, you will be doing 100% more damage, and best of all, the spell will make him vulnerable to cc spells. You can tell when the spell has been cast by the fact that his physical size will greatly increase. Heightened Cruelty will last for 10 seconds each cast.

-Waterfolk Devotee

Image

Waterfolk Devotee is a red ring caster Waterfolk that is located at the sacrificial altar as indicated by the number 2. Waterfolk Devotee uses mostly aoe ice-based magic attacks. The Devotee can cast Ice storm which is an aoe attack that can periodically interrupt spell casting and prevent you from moving. Even though a tank can agro this mob’s melee attacks, Waterfolk Devotee will continue to cast spells on all party members. This is one of the easiest red rings in astral.

BLUE RINGS

-Forestfolk Champion
This is a blue ring melee Forestfolk that will be paired with Forestfolk Soothsayers. This mob will begin to continually cast Heightened Reflexes on itself when it becomes severely injured. This will improve the mobs dodge rate by 20%.

-Forestfolk Pagan
This is a blue ring melee Forestfolk with decent hp and when agroed will fight by itself. This mob will occasionally cast Lignified Skin on itself which will allow it to absorb physical damage for the next five attacks or 10 seconds

-Forestfolk Soothsayer
This is a blue ring melee Forestfolk that will be paired with Forestfolk Champions. This mob will occasionally cast Lignified Skin on itself which will allow it to absorb physical damage for the next five attacks or 10 seconds

-Forestfolk Tracker
This is a blue ring melee Forestfolk that patrol long paths around Glitterlake Isle. If agroed they will fight by themselves. They have high hp and can cast Head Crack which lowers intelligence.

-Spiny Crocodile
This is a blue ring melee crocodile that will attack a single target at a time. These mobs pose no real threat in their individual groups. However, if you are fighting Gavial, all Spiny Crocodiles within range of Gavial will automatically agro to your party as well, which can result in getting completely swarmed and wiped. It is best to take out some of these groups or wait for Gavial to wander closer into range of your party.

-Waterfolk Bruiser
This is a blue ring melee Waterfolk that generally fights in pairs. They can cast Painful Blow which decreases your chance to hit, and Head Crack which lowers your intelligence.

-Waterfolk Butcher
This is a blue ring melee Waterfolk that fights by itself and has high hp. It is one of the few mobs that pose any real threat on the allod. It can cast Strengthening Fury on itself which increases its dps and damage taken. It can also cast Bonk, which lowers your agility and expertise, and Thorn Spit, which lowers your armor rating. The Waterfolk Butcher will occasionally use a melee knockdown attack.

-Waterfolk Magician
This is a blue ring caster Waterfolk that will generally fight in pairs. These mobs shoot single target ice spells and pose the least threat of any blue rings.

TRASH MOBS

-Fierce Tiger
This melee tiger is no stronger than its same level non astral counterparts. This mob poses zero threat and can be completely avoided. This mob can cast Sever, a 15 sec stackable dot. Even at high stacks, this dot will do negligible damage.

-Waterfolk Thug,
This melee Waterfolk is no stronger than its same level non astral counterparts. This mob poses zero threat on its own and is generally found in groups of multiple mobs. This mob should not be prioritized if it is found in a group with other mob types. This mob can cast Nasty Infection which is a very minor dot.
Last edited by someoneelse222 on Sun Jan 08, 2012 12:45 am, edited 3 times in total.
Brainscratch
Fuliculi
Nezeb League
PLAYING WITHOUT PAT5, omg how is that possible?

Brainscratch's Guide to Astral Allods a1 -a3
someoneelse222
Rider
 
Posts: 87
Joined: Fri Mar 05, 2010 12:29 pm

Re: Brainscratch's Guide to Astral Allods

Postby someoneelse222 » Thu Dec 29, 2011 7:05 pm

Goblin Republic

Image

Goblin Republic is a fairly easy allod that can be found in astral. As the name implies, Goblin Republic is predominately occupied by Goblins. Vultures and Lemmings also occupy Goblin Republic. The vast majority of all attacks/spells on Goblin Republic are physical based, and there are only two non melee mob types on the entire allod. Goblin Republic has three red rings, and is mostly linear in progression.

RED RINGS

-Buzz

Image
You have to eat the six mushroom patches surrounding him to make him aggressive

Buzz is a red ring melee goblin that is located just west of the center of the allod as indicated by the number 2. In order to fight Buzz you must first eat all of the mushrooms located around him. This will blur your screen and make Buzz aggressive. Buzz is one of the easiest red ring mobs in astral, he will attack a single target at a time and does minimal damage.

-Goblin Overseer

Image

The Goblin Overseer is a red ring melee goblin that is nearly identical to the Goblin Drifters. He is located in the second Goblin Village just south of the center of the allod as indicated by the number 1. Even though this is the first red ring reached on Goblin Republic, the potential damage output of this boss makes him the most difficult on the allod. Like the Goblin Drifters, the Overseer will continually cast a buff on himself, Insanity, significantly increasing his damage dealt. Additionally, the Overseer will occasionally cast a short range aoe melee attack that does massive damage to nearby party members. It is extremely important that weaker party members stand far away from him.

-Urub the Enlightened

Image

Urub the Enlightened is a red ring caster goblin that is located near the north of the allod in the final goblin village as indicated by the number 3. Even though a tank can agro Urub’s melee attacks, he will continue to cast both single target spells and an occasional aoe meteor like spell on random party members. Throughout the fight Urub will also spawn goblin revolutionaries one at a time. These revolutionaries will attack a random party member. While the dps revolutionaries do is negligible, they are ticking time bombs. If revolutionaries are not killed before the buff on them runs out, they will suicide and cuase significant aoe damage to party members. This attack will also send party members flying backwards, potentially into other groups of mobs, or if you are unlucky, even reset Urub. Once spawned, party members have 20 seconds to kill goblin revolutionaries.

Image
In this image you can see one of the goblin revolutionaries that Urub will spawn

BLUE RINGS

-Goblin Brawler
This is a generic blue ring melee goblin that attacks a single target at a time. This mob should not be prioritized.

-Goblin Drifter
This is the hardest blue ring melee goblin on Goblin Republic. This mob will fight by itself and will attack a single target at a time with melee spells. This mob will cast a strong dot called Bloody Wounds onto its target. Additionally, this mob will repeatedly cast Goblin Rage onto itself. This buff increases both the attack speed and damage dealt by the Goblin Drifter. The buff will stack up to ten times at which point it will start to oneshot/twoshot party members. If accidentally agroed in a fight this mob needs to be killed immediately.

-Goblin Mystic
This is a blue ring caster goblin. Even though a tank can agro this mob’s melee skills, this mob will continuously cast aoe meteors at random party members. These meteors can do decent damage to multiple squishier dps party members and should be prioritized first for this reason.

-Goblin Ranger
This is a generic blue ring melee mob that attacks a single target at a time. This mob should not be prioritized over mobs that have debuffs.

-Fierce Vulture
This is a generic blue ring melee vulture that attacks a single target at a time. This mob will cast Deafening Cry which reduces the targets critical strike chance.

-Wild Vulture
This is a generic blue ring melee vulture that attacks a single target at a time. This mob will cast Deafening Cry which reduces the targets critical strike chance.

-Young Vulture
This is a generic blue ring melee vulture that attacks a single target at a time. This mob will cast Deafening Cry which reduces the targets critical strike chance.

TRASH MOBS

-Goblin Farmer
This melee goblin is no stronger than its same level non astral counterparts. This mob poses zero real threat and is generally fought in multiples or grouped with other stronger mobs. This mob should not be prioritized.

-Goblin Toiler
This melee goblin is no stronger than its same level non astral counterparts. This mob poses zero real threat and is generally fought in multiples or grouped with other stronger mobs. This mob should not be prioritized.

-Goblin Villager
This melee goblin is no stronger than its same level non astral counterparts. This mob poses zero real threat and is generally fought in multiples or grouped with other stronger mobs. This mob should not be prioritized.

-Lemming
Nonaggressive level one lemming; can be completely ignored.

-Mangy Wolf
This melee wolf is no stronger than its same level non astral counterparts. This mob can cast Piercing Howl which reduces the targets expertise and perception by 30%, and can also cast Dirty Claws which is a minor dot. Dirty Claws does additional damage if the target is moving and will not conflict with Dirty Claws cast by other wolves. Dirty Claws and Piercing Howl are not cleansable.
Last edited by someoneelse222 on Mon Jan 02, 2012 5:37 pm, edited 2 times in total.
Brainscratch
Fuliculi
Nezeb League
PLAYING WITHOUT PAT5, omg how is that possible?

Brainscratch's Guide to Astral Allods a1 -a3
someoneelse222
Rider
 
Posts: 87
Joined: Fri Mar 05, 2010 12:29 pm

Re: Brainscratch's Guide to Astral Allods

Postby someoneelse222 » Thu Dec 29, 2011 7:07 pm

Silent Isle

Image

Silent isle is a relatively easy allod that can be found in astral. Silent Isle is occupied by ghosts, the undead, and shadows. The majority of non physical attacks/skills will be ice based. Silent Isle has three red rings and a generally linear path of progression. Two of the red rings, Ilya Obolensky and Dalera, are immediately available to be fought. The third red ring, Razortooth, will only appear after all Ghostly Fishermen have been killed.

RED RINGS

-Dalera

Image

Dalera is a red ring caster phantom that primarily attacks one target at a time. She is located at the end of the path in the forest on Silent Isle as indicated by the number 3. Even though a tank can agro her melee attacks, she will continue to shoot ice spells at random party members. Dalera’s most deadly attack is called Ice Quake. She has a short animation where you can see her casting blue circle under her. At this point similar blue circles will begin appearing below party members one at a time. After a short delay these circles will explode causing significant damage to any party member standing on or immediately nearby these circles. This damage is so significant that it will generally one shot most under geared party members and even fairly damaged geared party members. When this spell happens it is best for all party members to run away from each other, as you may inadvertently run onto another party member’s circle that hasn’t yet exploded. Once Dalera has 30% hp she will summon six skeletons on every party member. These skeletons are no stronger than their same level non astral counterparts, but are able to completely swarm weaker party members. If Dalera is not killed fast enough at this point, she will summon one more round of skeletons on every party member at 15% hp. If left alone, the skeletons will eventually disappear on their own.

Image
Here you can see Ice Quake beginning to be casted under me

Image
Dalera and skeletons

-Ilya Obolensky

Image

Ilya Obolensky is a red ring melee Ghostly Miller. He is located in the center of the Ghostly village near the north of the allod as indicated by the number 2. Ilya is nearly identical to regular Ghostly Millers. He is primarily a single target melee attacker, with an occasional mid range aoe melee attack. It is highly recommended that cloth dps stay as far away from him as possible. At 50% hp, he will receive a buff called Ghostly Fury. This buff will increase his physical size as well as his damage dealt. At 25% hp, he will receive a second stack of Ghostly Fury further increasing his damage dealt.

Image
Ilya Obolensky with 2 stacks of Ghostly Fury

-Razortooth

Image
You can see the stacks of Aquatic Rage on him in this image. *he starts much smaller

Razortooth is a red ring melee fish that only appears after having killed all of the Ghostly Fishermen located around the big pond on Silent Isle. Razortooth itself is located near the center of the pond as indicated by the number 1. Razortooth will only attack one target at a time, making this fight extremely straight forward. Razortooth will begin casting Aquatic Rage during the fight. This spell is a stackable buff that increases his physical damage dealt as well as his physical size. Every time the buff countdown reaches 3 seconds another stack will appear and the countdown will restart at 15 seconds. The stack maxes out at 10 stacks, at which point he begins to do some decent damage.

BLUE RINGS

-Ghostly Blacksmith
This is a blue ring melee ghost. This mob will occasionally cast a buff called Will of the Immortal which will increase his attack speed for 5 seconds.

-Ghostly Fisherman
This is a blue ring melee ghost that is located all along the rim of Silent Isle’s big pond. Ghostly Fishermen will only perform melee attacks, and pose little threat. However, it is necessary to kill all Ghostly Fishermen in order for Razortooth to appear in the big pond.

-Ghostly Hunter
This is a generic blue ring melee ghost that poses little threat. This mob attacks a single target at a time, and should not be prioritized if it is found in a group with other mob types.

-Ghostly Miller
This is a blue ring melee ghost that has higher hp and damage output than the other ghostly villagers. While this mob primarily attacks a single target at a time, it will occasionally cast a short range melee aoe attack that will send players flying backward. This attack does do decent damage, and cloth dps should maintain their distance from this mob. At 50% hp, this mob will receive a buff called Ghostly Fury. This buff will increase his physical size as well as his damage dealt. At 25% hp, this mob will receive a second stack of Ghostly Fury, further increasing his damage dealt.

-Ghostly Villager
This is a blue ring caster ghost that will cast Ice Flow, which will reduce your movement speed, in addition to Fear, which will cause you to lose control of all your actions for a time. This mob attacks a single target at a time, and even though a tank can agro this mobs melee attacks, it will still cast spells on all party members. Should be prioritized over the more generic mobs if found in a group of mobs.

-Ravenous Shadow
This is the most dangerous blue ring melee mob on Silent Isle. This mob has a much higher rage, and will cast an aoe stun attack on all party members that will also do some damage. Additionally, this mob will occasionally cast a debuff onto its main target called Dark Intentions. This debuff will make all healing to the target inflict damage instead. Party members need to pay attention to when the tank has this debuff on, otherwise they will kill him. Dark intentions will also cast a secondary debuff which reduces the target’s stamina, endurance, and agility by 10%. The secondary debuff will continue to stack further reducing the targets stats, and neither debuff is cleansable. In the event you have to fight more than one at a time it is best to use a long cc such as icy grave/debilitating plague on one of them and focus on the other. It is also best to remove any divine foresight buffs.

TRASH MOBS

-Ghostly Farmer
This melee ghost is no stronger than its same level non astral counterparts. This mob poses zero threat on its own and is generally found in groups of multiple mobs. This mob should not be prioritized if it is found in a group with other mob types.

-Ghostly Peasant
This melee ghost is no stronger than its same level non astral counterparts. This mob poses zero threat on its own and is generally found in groups of multiple mobs. This mob should not be prioritized if it is found in a group with other mob types.

-Wild Wolf
This melee wolf is no stronger than its same level non astral counterparts. This mob poses zero threat and can be completely avoided.
Last edited by someoneelse222 on Mon Jan 02, 2012 5:40 pm, edited 1 time in total.
Brainscratch
Fuliculi
Nezeb League
PLAYING WITHOUT PAT5, omg how is that possible?

Brainscratch's Guide to Astral Allods a1 -a3
someoneelse222
Rider
 
Posts: 87
Joined: Fri Mar 05, 2010 12:29 pm

Re: Brainscratch's Guide to Astral Allods

Postby someoneelse222 » Thu Dec 29, 2011 7:45 pm

Zavert Isle

Image

Zavert Isle is a fairly average difficulty allod that can be found in astral. Zavert Isle is occupied by ice elementals, yetis, and harpies. The majority of non physical based skills and attacks will be ice based. Zavert Isle has three red rings, and has a loosely linear path of progression.

RED RINGS

-Saldoch

Image
here is Saldoch at ten stacks of Savage Rage

Saldoch is a red ring melee yeti that is located in the massive chamber at the end of the cavern as indicated by the number 2. Saldoch will only attack one target at a time with pure melee skills, making this fight extremely straightforward. During the fight, Saldoch will start to cast Savage Rage on himself. This buff will increase his damage output, armor and magic resistances. The buff will also increase his physical size. Savage Rage will start with 15second countdown. At 3 seconds, Saldoch will cast the next stack of Savage Rage, up to a total of ten stacks. At ten stacks, party members will be doing less than half the damage they were doing at zero stacks. Unless party dps is extremely, low this fight should cause few issues.

-Siloda the Frosty

Image

Siloda the Frosty is a red ring spectral ice dragon that is located at the top of the mountain as indicated by the number 3. Siloda will primarily use melee attacks on a single target at a time, and will follow a specific routine throughout the fight: Whoever holds melee agro will receive a stackable dot, Gory Wounds, with each new attack Siloda casts. Gory Wounds will begin to do significant damage when it reaches near six stacks. Fortunately, once the dot reaches eight stacks, Siloda will stop attacking, and Gory Wounds will wear off. At this point, Siloda will cast a magic spell that throws all party members onto one random party member. Immediately afterwards, Siloda will cast Icy Bomb on every party member. After 9 seconds, Icy Bomb will detonate on each party member. Every Icy Bomb will damage any other party members within five yards of affected party members. This means that if party members don’t immediately run away from each other, a full party will get hit six times by Icy Bomb. This can be enough damage to one shot the entire party. If party members are able to run away from each other successfully, then they will only take damage from one Icy Bomb. To make matters harder, the mountain top where you fight Siloda has a passive terrain debuff called Frigid Aura. Frigid Aura will reduce a player’s movement speed for as long as they are on the mountain top. After Icy Bomb has exploded, Siloda will begin to attack whoever holds melee agro. Once Gory Wounds reaches nine stacks, Siloda will stop attacking. At this point, Siloda will cast a spell that pulls all party members underneath it. Once all party members are under Siloda, it will cast Frost Spikes, which is a massive aoe ice spell. Frost Spikes will look like approximately a dozen Mage’s Ice Quakes. These Ice Quakes will appear one at a time consecutively in random locations around Siloda. At the end of Frost Spikes, Siloda will restart it’s routine.

Image
this is the range of Icy Bomb when it detonates

Image
Siloda is casting Frost Spikes; Ice Quakes appear at random locations

-Vladimir Evdokimov

Image
left to right: Inadequate Family, Henri, Vladimir, Igor, Aurelie, Vlada

Vladimir Evdokimov is a red ring melee warrior, and is located near the adventurer guild’s ship as indicated by the number 1. Vladimir is the leader of the adventurers guild, and not surprisingly he will have the highest hp/defense of all guild members. Vladimir will have to be fought at the same time as the other adventurers guild members. During the fight, Vladimir will perform melee attacks on a single target at a time. Vladimir will also occasionally cast Taunt on a random party member during the fight. Taunt is supposed to force the affected party member to attack Vladimir, though as far as I can test this skill does not work. The adventurers guild fight overall is fairly easy. No individual adventurers guild member has high damage output, and most of the guild members will be attacking different party members at any rate, further reducing damage dealt. The fight can become annoying due to the Inadequate Families Telekinetic Pull, but mostly this fight will determine how organized of a party you yourself are in.

BLUE RINGS

-Aurelie de Blizare
This is a blue ring Elf demonologist. Even though a tank can agro Aurelie’s melee attacks, she will still cast Putrefy and Acid Bolt on random party members. Putrefy is a minor dot, and Acid Bolt is a minor single target spell. Aurelie de Blizare will fight with the rest of the adventurers guild, and has the third lowest hp/defense

-Brutal Yeti
This is a blue ring melee yeti that will attack a single target at a time. Brutal Yetis have higher hp and defense than Fierce Yetis. Additionally, this mob will occasionally cast a short range aoe melee attack that does decent damage.

-Fierce Harpy
This is a blue ring melee harpy that will occasionally cast an aoe ice spell called Hurricane. Even though a tank can agro melee attacks, this mob will still cast magic spells on random party members. Hurricane looks like a giant ice whirlwind, and will constantly do damage to all party members inside of the whirlwind. Simply move out of the whirlwind to stop receiving damage. Hurricane will also cast Frigid Aura on any party members that take damage. Frigid Aura will reduce movement speed.

-Fierce Yeti
This is a generic blue ring melee yeti that will attack single target. Even though Fierce Yetis will look like they are in groups, they can be agroed individually.

-Glacier Elemental
This is a blue ring melee ice elemental with high hp. While this mob will primarily conduct single target melee attacks, it will occasionally cast Icy Nova which is a short range aoe ice spell. Icy Nova will significantly launch any nearby party members backwards and into the air. This effect has the potential to throw party members off of the allod, so care should be taken to fight this away from the edges of the allod.

-Igor Rogov
This is a generic blue ring Kanian warrior. Igor will attack a single target at a time and has no special skills. Igor Rogov will fight with the rest of the adventurers guild, and has the second lowest hp/defense of all guild members.

-Inadequate Family
This is a blue ring Gibberling Psi. The Inadequate Family has no melee attacks and as such cannot be agroed by a tank. The Inadequate Family will continually cast Telekinetic Pull on random party members. The Inadequate Family will fight with the rest of the adventurers guild, and has the most average hp/defense of all guild members.

-Vlada Pokratovskaya
This is a blue ring Kanian Cleric. Vlada will fight with the rest of the adventurers guild, and has the second highest hp/defense of all guild members. During the fight, Vlada will only cast a single target heal on the other guild members. If all other guild members are killed however, she will stop healing and begin to use melee attacks on a single target at a time. Vlada will not heal herself if she is the only remaining guild member.

TRASH MOBS

-Icy Bears
This melee bear is no stronger than its same level non astral counterparts. This mob poses zero threat and can be completely avoided. Icy Bears will repeatedly cast Enraged on themselves which will increase their attack speed by 15% for 15 seconds.

-Henri de Vevre
Henri will fight with the rest of the adventurers guild, and has the lowest hp/defense of all guild members. During the fight, Henri will perform two negligible melee attacks, then immediately cast Fear onto himself. Fear will cause Henri to run around unable to attack. When Fear ends, Henri will repeat his routine.

-Rime Elemental
This melee ice elemental is no stronger than its same level non astral counterparts. Rime Elementals will continually casts Chilling Winds with every melee attack. Each stack of Chilling Winds reduces movement speed, and at ten stacks, party members will be completely unmovable (can’t even jump).
Last edited by someoneelse222 on Thu Jan 05, 2012 2:45 pm, edited 2 times in total.
Brainscratch
Fuliculi
Nezeb League
PLAYING WITHOUT PAT5, omg how is that possible?

Brainscratch's Guide to Astral Allods a1 -a3
someoneelse222
Rider
 
Posts: 87
Joined: Fri Mar 05, 2010 12:29 pm

Re: Brainscratch's Guide to Astral Allods

Postby someoneelse222 » Fri Dec 30, 2011 4:02 pm

Isle of the Damned

Image

Isle of the Damned is one of the harder allods that can be found in astral. Isle of the Damned is primarily occupied by zombies. The majority of non physical skills and attacks will be poison based. Isle of the Damned has five red rings, and non linear progression. Three red rings, Rotroot, Snask, and Lakazam the Envious, will have to be killed first in order to be able to fight the remaining two red rings, Ivan Neladov and Maria Neladova. Each of the first three red rings will be carrying an item that belonged to Ivan and Maria. After all three items have been retrieved, they need to be taken to Ivan’s and Maria’s graves and destroyed. This will summon Ivan’s and Maria’s ghosts. Rotroot will have the Bouquet of Flowers, Snask will have the Tarnished Wedding Ring, and Lakazam will have the Love Letter.

Image
Ivan's and Maria's graves

RED RINGS

-Ivan Neladov and Maria Neladova

Image

Ivan Neladov is a red ring melee ghost that is located near his gravesite as indicated by the number 4. During the fight, Ivan will only perform melee attacks on a single target at a time. Ivan will only attack whoever currently holds agro. Ivan will periodically cast a very strong dot called Serious Wounds onto his melee target. Serious Wounds will only last for 8 seconds, however, Ivan will recast Serious Wounds after a short delay.

Maria Neladova is a red ring caster ghost that is located near her gravesite as indicated by the number 4. During the fight, Maria. Maria cannot be agrod by one individual, and she will repeatedly cast Ice Lance on random party members. Maria will periodically cast a heal spell onto Ivan, but she will not heal herself.

A lot of players have various ideas on exactly how this fight works, so just to be clear, I spent nearly 2 hours in combat with them testing every possible theory I have heard of. If Maria Neladova is not attacked at all while Ivan is still alive, then she will follow a rigid routine. In this scenario, Maria will cast six Ice Lance’s in a row at random party members. Immediately after the sixth Ice Lance hits its target, Maria will teleport to a random location nearby Ivan. Once Maria has teleported, she will cast her heal spell onto Ivan. After she has healed Ivan once, she will restart her routine. If Maria is attacked while Ivan is still alive however, she will begin to incorporate Ghostly Vengeance into her routine. Ghostly Vengeance is a buff that Maria will cast onto Ivan which will increase his attack speed and damage output for 10 seconds. Ghostly Vengeance is also stackable, however, Maria will not necessarily cast Ghostly Vengeance repeatedly. For instance if I attack Maria twenty times, Maria will not cast Ghostly Vengeance on Ivan twenty times in a row. Even with zealotry and spamming insta cast spells, I was only ever able to get Maria to cast six stacks of Ghostly Vengeance onto Ivan before the buff wore off. Maria will never cast Ghostly Vengeance if she is never attacked while Ivan is still alive.

Killing either Ivan or Maria will increase the physical size and significantly increase the damage output of the other ghost. As an example, Ivan’s Serious Wounds did far more damage to me once Maria had been killed then his Serious Wounds had done at six stacks of Ghostly Vengeance. Killing one over the other has its own benefits and draw backs: it is quicker to kill Maria first as she has less hp/defense and will not heal herself. Furthermore, once Maria is dead, only the tank will ever have to be healed as Ivan can be controlled with agro. The drawback here is that Serious Wounds does exceptionally high damage. On the other hand, killing Ivan first means that Ghostly Vengeance will never be cast. Drawbacks here are that when Maria is alone, her Ice Lances can do enough damage to two shot/three shot weaker party members. Maria also cannot be controlled with agro. You could also dps Maria down to near dead, then kill off Ivan (since Maria won’t heal herself). In this way you could kill Maria almost immediately after Ivan, bypassing the much stronger versions of them.

Image
Maria has just teleported and is healing Ivan. Maria will not heal herself

-Lakazam the Envious

Image

Lakazam the Envious is a red ring melee skeleton that is located in the center of the village as indicated by the number 1. Lakazam will start with four stacks of the Power of the Impure on itself. Each stack increases its damage output and overall hp. In order to remove these stacks, you will need to kill the four Skeletal Barbarians located around it. Attacking a Skeletal Barbarian will not agro Lakazam. Lakazam will perform melee attacks against a single party member at a time. During the fight, Lakazam will repeatedly summon three Disgusting Zombies at a time, if left alone, up to nine Disgusting Zombies will be present at once. When Lakazam summons the next three zombies, the first three will disappear on their own (all zombies summoned will eventually disappear on their own if left alone). Lakazam will also caste Charge, and Rapid Assualt which will increase its attack speed for 3 seconds. When killed, Lakazam will drop the Love Letter.

Image
This is not the amount of dots you want the tank to reach

-Rotroot

Image

Rotroot is a red ring melee cursed treant that is located near the plot of farm land as indicated by the number 3. Rotroot will start with four stacks of Power of the Curropt on itself. Each stack increases its damage output and overall hp. In order to remove these stacks, you need to kill the four Cursed Muskirs located around it. Attacking a Cursed Muskir will not agro Rotroot. Rotroot will primarily perform melee attacks against a single target at a time. It will occasionally cast a small range melee aoe spell called Mossy Smash for significant damage to nearby party members. Mossy Smash can also stun affected party members. Rotroot also has a small chance of inflicting fear during his melee attacks. When killed, Rotroot will drop the Bouquet of Flowers.

-Snask

Image
Phase one

Snask is a red ring melee toad that is located in the pond as indicated by the number 2. Snask will start with four stacks of Power of the Impure on itself. Each stack increases its damage output and overall hp. In order to remove these stacks, you will need to kill the four Cursed Toads located around it. Attacking a Cursed Toad will not agro Snask. Snask has two simple phases. During the first phase, Snask will only perform melee attacks against a single target at a time. Once at 33% hp, Snask will grow in size and eat all party members. This starts phase two. After being eaten, party members will have to destroy Snask’s stomach in order to get vomited back out. While in Snasks stomach, every party member will be affect by Gastric Filth. This is a minor dot that will begin to stack and multiply over time to a maximum of 25 stacks. After being vomited back out, all party members will be affected by a harmless debuff, Gastric Slime, for 10 minutes. When killed, Snask will drop the Tarnished Wedding Ring.

Image
Phase two

BLUE RINGS

-Cursed Muskir
This is a blue ring melee muskir that will attack a single target at a time. There are only four Cursed Muskirs, and each one will have to be killed in order to remove the Power of the Corrupt buff from Rotroot. This mob will repeatedly cast Suffocating Spores, a 10 second dot, onto whoever holds agro. This mob will periodically cast a short range aoe attack that inflicts Suffocating Spores onto any party members it hits.

-Cursed Toad
This is a blue ring melee toad that will attack a single target at a time. There are only four Cursed Toads, and each one will have to be killed in order to remove the Power of the Impure buff from Snask. This mob will periodically cast Disorientation onto whoever holds agro. Disorientation will increase the cast time of all spells and abilities by 1 second for 15 seconds.

-Disgusting Zombie
This is a blue ring caster zombie that will attack a single target at a time. Disgusting Zombies repeatedly cast Acid Spit onto whoever currently holds agro. Acid Spit has a chance to cast a stackable dot, also called Acid Spit. This dot can stack up to three times, and will not conflict with other Disgusting Zombie’s dot. This means that if you are fighting five Disgusting Zombies, you have the potential of being affected by fifteen dots. In addition to the dot, Acid Spit will occasionally proc a secondary debuff, again called Acid Spit. This debuff will reduce the targets strength and intelligence by 10% for approximately 30 to 40 seconds. Both the primary and secondary debuffs from Acid Spit are cleansable.

-Skeletal Barbarian
This is a blue ring melee skeleton that will attack a single target at a time. There are only four Skeletal Barbarians, and each one will have to be killed in order to remove the Power of the Impure buff from Lakazam the Envious. This mob can cast Charge and Rapid Assault, which increases its attack speed for 3 seconds.

TRASH MOBS

-Graveyard Raven
This raven is no stronger than same level non astral counterparts. This mob has no special skills and will only perform melee attacks against a single party member at a time.

-Infected Rat
This rat is no stronger than its same level non astral counterparts. This mob can cast Lacerating Bite, a minor 10 second dot that can stack two times. This dot does not conflict with Lacerating Bites from other Infected Rats. This mob can additionally cast Infected Bite which is another minor 10 second dot.
Last edited by someoneelse222 on Sat Jan 14, 2012 8:43 pm, edited 3 times in total.
Brainscratch
Fuliculi
Nezeb League
PLAYING WITHOUT PAT5, omg how is that possible?

Brainscratch's Guide to Astral Allods a1 -a3
someoneelse222
Rider
 
Posts: 87
Joined: Fri Mar 05, 2010 12:29 pm

Re: Brainscratch's Guide to Astral Allods

Postby someoneelse222 » Sat Dec 31, 2011 4:12 pm

Jade Labyrinth

Image

Jade Labyrinth is a fairly average difficulty allod that can be found in astral. Jade Labyrinth is occupied by Draconids, and non physical based skills and attacks will be fire based. Jade Labyrinth has three red rings, and has a non linear path of progression.

RED RINGS

-Hazist the Protective

Image
Hazist with shield and Draconid Vindicator still alive

Hazist the Protective is a red ring caster Draconid that is located in the western part of the labyrinth as indicated by the number 2. Hazist has no melee skills and cannot be controlled with agro. Fortunately, Hazist will only cast Fire Lance, a minor single target fire spell. Hazist will start the fight with a magic shield that makes him immune to all damage. In order to remove the shield, the party needs to first kill the Draconid Vindicator that is grouped with it. The Vindicator is a blue ring melee Draconid that will attack a single party member at a time. During the fight, the vindicator will begin to cast a buff on itself called Blazing Gaze. Blazing Gaze will last for 60 seconds, and will increase his attack speed and damage dealt. At 45 seconds, another stack will be added to Blazing Gaze, further increasing his attack speed and damage dealt. Blazing Gaze will continually apply another stack onto itself in this manner until the Draconid Vindicator is killed.

-Pirkaz the Cryptic

Image
Ring of Fire has just been casted, there is short grace period to run out of icon range

Pirkaz the Cryptic is a red ring caster Draconid that is located in the eastern part of the labyrinth as indicated by the number 1. Pirkaz will primarily perform melee attacks against a single target at a time. Pirkaz will periodically cast Ring of Fire, a spell that looks like a mage’s Fire Trap. After a short delay it will explode and any individuals within the icon will take a decent amount of damage. Ring of Fire has a chance to inflict a dot by the same name for 10 seconds to any individual that took damage from Ring of Fire. Pirkaz will also cast Flaming Breath which is a directional fire attack. As long as all dps are standing behind Pirkaz, they will take no damage from Flaming Breath. Even though a tank can agro Pirkaz’s melee skills, he will still cast Ring of Fire on random party members.

-Shashik the Impure

Image
Phase one: pretty easy

Image
Phase two: not so easy

Shashik the Impure is a red ring melee Draconid that is located in the northern part of the labyrinth as indicated by the number 3. Shaslik has two distinct phases. During the first phase, Shashik will primarily perform melee attacks against whoever holds agro. In this phase, it has a special skill called Pursuit. Shashik will cast Pursuit on a random party member, and immediately afterwards Shashik will begin to chase down that specific party member. Pursuit will last for 10 seconds at a time, and during this time, Shashik cannot be controlled with agro skills. Shashik will do some additional damage to party members he hits that are affected by pursuit. Shashik has one other skill during this phase called Smashing Strike. Smashing Strike is a directional aoe melee attack. As long as other melee dps stand behind Shashik they will not be hit by Smashing Strike. Once Shashik has been killed, he will reappear as an skeletal Draconid and phase two will start. During phase two, Shashik will perform melee attacks against a single target at a time. Shashik will also begin to cast Skeletal Rage on itself which will last for 60 seconds. At 48 seconds remaining, it will cast another stack of Skeletal Rage on itself. Skeletal Rage will continually stack in this manner up to a maximum of 10 stacks. Each stack will further increase Shashik’s attack speed and damage output. While in phase two, Shashik will begin to cast Blood Funnel underneath random party members. Blood Funnel will look like a large purple circle, and will do continuous damage for as long as someone is standing on top of it. This aoe magic attack will benefit from the stacks of Skeletal Rage, and is the strongest attack that Shashik will use. Blood Funnel does have a short grace period after it appears however, and under ideal situations no one should ever take any damage from it.

Image
Shashik has just casted Blood Funnel underneath me.

BLUE RINGS

-Draconid Conjuror
This is a blue ring caster Draconid that repeatedly casts an aoe meteor called Ball of Fire on random party members. This mob has no melee skills and cannot be controlled with agro.

-Draconid Demolisher
This is the hardest blue ring mob in Jade Labyrinth. This mob will perform melee attacks against a single target at a time. During the fight, this mob will begin to cast Fire Shield onto itself which will last for 30 seconds. At 6 seconds remaining, it will cast another stack of Fire Shield onto itself. Fire Shield will continually stack in this manner until the Demolisher has been killed. Each stack of Fire Shield will increase the Demolisher’s damage dealt. Additionally, every time this mob casts another stack onto itself, this mob will also cast a medium range aoe spell. This spell can do very high amounts of damage to all party members with very few stacks of Fire Shield.

-Draconid Devotee
This is a blue ring caster Draconid that will cast a fire spell on a single target at a time. This mob is basically a support class to other Draconid mobs. This mob will occasionally cast Lust for Blood on a fellow Draconid mob. This buff will make the Draconid mob immune to cc in addition to giving it an increased attacking and casting speed for 10 seconds.

-Draconid Guardian
This is a blue ring melee Draconid that attacks a single target at a time. This mob will cast an attack on its target called Firestrike which reduces all healing received by 50%. Firestrike cannot be cleansed. Gaurdians will recast this spell before it wears off of its target, meaning that the affected party member will permanently receive 50% of heals until the Minions are killed. Because instances currently automatically reduce all healing spells by 33%, this spell will mean that all heals will be doing at best 1/3 of their original amount (non critical).
Brainscratch
Fuliculi
Nezeb League
PLAYING WITHOUT PAT5, omg how is that possible?

Brainscratch's Guide to Astral Allods a1 -a3
someoneelse222
Rider
 
Posts: 87
Joined: Fri Mar 05, 2010 12:29 pm

Re: Brainscratch's Guide to Astral Allods

Postby someoneelse222 » Sat Dec 31, 2011 7:53 pm

Hikut Isle

Image

Hikut isle is a fairly easy difficulty allod that is found in astral. Hikut Isle is occupied by cultists and demons. The majority of non physical based skills and attacks will be astral based. Hikut Isle has three red rings, and a fairly linear path of progression.

RED RINGS

-Darksoul Captain

Image

The Darksoul Captain is a red ring melee cultist that patrols along the path just east of the center of the allod as indicated by the number 1. The Darksoul Captain will primarily perform melee attacks against a single target at a time. During the fight, the Darksoul Captain will begin to cast Unnatural Power on itself for 20 seconds. At 5 seconds remaining, it will cast another stack of Unnatural Power onto itself. Unnatural Power will continue to stack in this manner up to ten stacks. Each stack will increase the Darksoul Captain’s attack speed and casting speed. The Darksoul Captain will periodically use Cutting Blow. Cutting Blow is a directional melee aoe attack. As long as melee dps party members are standing behind this mob, they will not take damage from Cutting Blow. The higher the number of stacks, the more often it will use Cutting Blow.

Image
this is the animation and range of Cutting Blow

-Garm

Image

Garm is a red ring melee demon that is located just northwest of the center of the allod as indicated by the number 2. Garm will primarily perform melee attacks against a single target at a time. During the fight, Garm will repeatedly spawn Forceful Demon Scouts. Forceful Demon Scouts do negligible damage on their own, but if Garm is not killed quickly or the tank is unable to maintain the majority of agro, they are able to overwhelm some dps party members. Garm will occasionally cast Hateful Blow throughout the fight. Hateful Blow is a small range aoe attack that will send everything (including hostile mobs) flying backwards. If left alone, the Forceful Demon Scouts will eventually disappear on their own.

-Mazar the Insidious

Image
Phase two. First stack of Flayer's Touch has already been casted

Mazar the Insidious is a red ring melee demon that is located in the crater on the western edge of the allod as indicated by the number 3. Mazar will only perform melee attacks against a single target at a time, and has two distinct phases. During the first phase, Mazar will summon a clone of itself every minute. While this clone is alive, Mazar will be receive a buff called Power of Creation and be immune to all damage. The clone will fight exactly like Mazar but will have much less hp. Once the clone is killed Mazar is able to be damaged again. If the first clone has not been killed within one minute, Mazar will still summon another clone. There is no limit to the number of clones Mazar can summon while in this phase. Once Mazar has reached 25% hp, he will stop summoning clones. In this phase, Mazar will cast a debuff onto all party members called Flayer’s Touch. Every 6 seconds Flayer’s Touch will apply a secondary debuff by the same name. Each stack reduces movement speed and damage dealt by 10%. At nine stacks of Flayer’s Touch you will be doing 1/10 of the damage you would normally do. If Mazar has not been killed before the tenth stack of Flayer’s Touch, then all party members will be automatically killed. Holy Shield will not protect you from this debuff. FHs can attack during phase two as Mazar will perform no other attacks.

BLUE RINGS

-Crafty Demon Mage
This is a blue ring melee demon that will attack a single target at a time. This mob will periodically cast Astral Burn onto its melee target. Astral Burn is a 15 second dot that can stack up to three times.

-Darksoul Centurion
This is a generic blue ring melee cultist that will attack a single target at a time. This mob has no special attacks.

-Darksoul Protector
This is a blue ring melee cultist that will attack a single target at a time. During the fight, this mob will begin to cast Unnatural Power on itself for 10 seconds. At 2 seconds remaining, this mob will cast another stack of Unnatural Power onto itself. Unnatural Power will continue to stack in this manner up to ten stacks. Each stack will increase the mob’s attack speed and casting speed. Darksoul Protectors will periodically use Cutting Blow. Cutting Blow is a directional melee aoe attack. As long as melee dps party members are standing behind this mob, they will not take damage from Cutting Blow. The higher the number of stacks, the more often it will use Cutting Blow.

-Sadistic Predator
This is a blue ring melee demon that will attack a single target at a time. This mob will periodically cast Demonic Outbreak, a small range aoe magic attack that does decent damage to all nearby party members. This mob will also cast Demonic Might which will increase its damage dealt by 200% and attack speed by 100%. Demonic Might will last for 10 seconds at a time. This mob has a chance to inflict Demonic Flames, a minor 6 second dot, to its melee target whenever it performs melee attacks.

TRASH MOBS

-Darksoul Reaver
This cultist is no stronger than its same level non astral counterparts. This mob will perform melee attacks against a single target at a time and has no special abilities.

-Forceful Demon Scout
This demon is no stronger than its same level non astral counterparts. This mob will perform melee attacks against a single target at a time. This mob can cast Painful Blow which reduces its targets chance to hit for 15 seconds.
Last edited by someoneelse222 on Mon Jan 02, 2012 5:42 pm, edited 1 time in total.
Brainscratch
Fuliculi
Nezeb League
PLAYING WITHOUT PAT5, omg how is that possible?

Brainscratch's Guide to Astral Allods a1 -a3
someoneelse222
Rider
 
Posts: 87
Joined: Fri Mar 05, 2010 12:29 pm

Next

Return to Astral