Post by Lady Severn on Jun 27, 2009 10:11:05 GMT -6
Posted on the -Y- board by Kiyomori:
This is a bit of a hunter's guide for the new Rikktor. Not the Rikktor of old which would take three or four people to knock down. Those days are long gone.
It seems that the great gods smiled down on us and no longer have greater dragons spawn at a Rikktor Champ Spawn. Now that Rikktor's been buffed up...
A minimum group you want:
Two mages with lots of Mana Regen
One mage/tamer with a greater dragon
Awesome bonuses to this group include:
Dischord / Peacing Bard
Necromancers
Extra Magi (pref 2 per tamer)
A Paladin
Extra Tamers
The Minimum Group may have enough firepower to bring Rikktor out. This can be done easily, early on by casting area spells, EVs, and following the tamer around. The Mages: Should deck out with high mana regen. The tamer should likewise deck out with high mana regen.
Awesome Extras:
The Bard should be good in either (or both) peacing and dischord. Disco for the champ and harder spawn, and peacing to maintain some semblance of control of the battlefield. The tactful area peace is a great way to save your cohort's life.
Necromancers are great during the spawn for summoning undead, revenants, corpse skin, etc etc. Just do your thing. Often. For Rikktor, Corpse Skin and Revenants.
Extra Magi should all form a team with the tamer that they're supporting in the beginning. It's actually better to be short on tamers and have more magi, than the other way around. Tactics explained further down.
A Paladin is a must-have. At the beginning of the spawn, the leader should establish a safe zone / rez zone. This is where the paladin parks. Depending on the spawn location, it is usually a non-infested area between the spawn and the moongate. In cases of T2A or other Feluccia spawns, the safe zone is located at the entrance to the spawn area. The reason for this, is that if the Reds come to raid, it's OK that the paladin dies. But, he will be able to alert everyone else to the Red's presence.
Extra Tamers: Try to have two supporting magi each. the more, the merrier. For the most part, you're already worked into the strategy.
Levels of Spawn:
1 Lizardmen and Snakes
2 Ophidian Enforcers, Ophidian Warriors and Lava Lizards
3 Ophidian Zealots, Ophidian Justicars and Drakes
4 Ophidian Avengers, Ophidian Knights-Errant, Dragons
5 Rikktor
Strategy:
The Paladin runs in and has fun with the first two levels of spawn. If you get raided before the higher levels come out, that means that your raiders are either impatient, bored or stupid. A well-planned raid will strike while you are taking on the champ, not during the actual spawn. That's a point of raiding. Take the champ, get all the higher Power Scrolls, built on the efforts of.. well... us. The Paladin can cast spells on the run, so running amok spamming Holy Light is always fun. If a Necromancer is with him, then team up and spam Holy Light and Wither together and watch lower spawn drop life like flies.
First two levels of spawn, one person needs to be stationed near the Altar to watch it, and report changes in the candles. Also, this person, if they are familiar with the time that spawn change happens, they can alert everyone to get out of the way. This person needs to be able to hide themselves.
During the first two levels of spawn, everyone gets to run amok. Area effect spells are better than most pets, even. Anyone with a pixie swatter or task master (warrior types) are lots of fun with the 100% Poison Area.
When the 3rd level has spawned, EVERYBODY runs like they stole something to the safe area / rez area. If there are multiple dead, the Paladin uses Noble Sacrifice. Mages use poison fields and EVs for all the crap that followed you there. Tamers may or may not have a chance to get their pets out of the spawn.
This is where you advance into the champ spawn area as a group. Peacers peace, discorders dischord, and mages support their assigned tamer (but still cast EVs or other spells against things they can handle).
During this level of spawn, if you die, it's ok if someone nearby rezzes you. Better still if you run to the Paladin (whom I assume also has Healing and Anatomy).
Fourth Level of Spawn hits: Everybody runs again to the rez point. Again, poison fields, EVs, etc etc. Invis players as they arrive, to help keep the trail of Really Nasty Stuff from being overwhelming. Otherwise, do the same things you do with the 3rd level of spawn, except that if you die, you run to the paladin. Don't try to get someone else who could use that mana for something else for a rez (unless something has happened to the paladin).
Being the paladin in this setting is a boring job, we know. So, when we're all looting the champ, try to find something cool to give him.
Rikktor spawns at the Altar after you have completed the cycle of 16 red candles. No ifs, no ands, no maybes, no buts. When you reach 16 candles, the watchman at the altar should probably scream that you have 16 candles. It is at this time that everyone moves towards the safe zone while still killing everything in sight (to ensure Rikktor comes out).
When Rikktor spawns, the watchman should be target #1. He should lure Rikktor into the most open area available. When he has done this, tamers sick their pets on Rikktor. Mages heal pets and invis target #1 (the watchman). Everyone should be barely able to see Rikktor and the pets at the edge of their screen. Those healing pets should, square by square, try to cast heal on the pet they're supporting until they are within range. Rikktor should not move until he dies.
Keep every pet at the highest level of health possible. If the pet doesn't try to run away from Rikktor, none of the players should be in danger. In danger of what? Rikktor uses his massive size to cause debilitating earthquakes. These quakes can hit in excess of 150 pts physical damage (less if you have a high resist). The range of the quake is less than spellcasting range, but equal to arrow range. That is why I do not mention archers at all.
The Paladin stays at the rez point in case of any craziness. You know, the random player who runs by and catches Rikktor and he earthquakes the whole party.
Additional notes: Rikktor's resists are usually between 80 and 90, so Corpse Skin and Discord are great if you have them. One type of archer that is great is the one who can inflict Paralyzing Blow hard and often. However, don't bother firing at Rikktor unless you have the mana for that strike. It's also handy if you have a mage to invis you afterward. This will reduce the work the tamers and mages need to keep pets healed.
This is a bit of a hunter's guide for the new Rikktor. Not the Rikktor of old which would take three or four people to knock down. Those days are long gone.
It seems that the great gods smiled down on us and no longer have greater dragons spawn at a Rikktor Champ Spawn. Now that Rikktor's been buffed up...
A minimum group you want:
Two mages with lots of Mana Regen
One mage/tamer with a greater dragon
Awesome bonuses to this group include:
Dischord / Peacing Bard
Necromancers
Extra Magi (pref 2 per tamer)
A Paladin
Extra Tamers
The Minimum Group may have enough firepower to bring Rikktor out. This can be done easily, early on by casting area spells, EVs, and following the tamer around. The Mages: Should deck out with high mana regen. The tamer should likewise deck out with high mana regen.
Awesome Extras:
The Bard should be good in either (or both) peacing and dischord. Disco for the champ and harder spawn, and peacing to maintain some semblance of control of the battlefield. The tactful area peace is a great way to save your cohort's life.
Necromancers are great during the spawn for summoning undead, revenants, corpse skin, etc etc. Just do your thing. Often. For Rikktor, Corpse Skin and Revenants.
Extra Magi should all form a team with the tamer that they're supporting in the beginning. It's actually better to be short on tamers and have more magi, than the other way around. Tactics explained further down.
A Paladin is a must-have. At the beginning of the spawn, the leader should establish a safe zone / rez zone. This is where the paladin parks. Depending on the spawn location, it is usually a non-infested area between the spawn and the moongate. In cases of T2A or other Feluccia spawns, the safe zone is located at the entrance to the spawn area. The reason for this, is that if the Reds come to raid, it's OK that the paladin dies. But, he will be able to alert everyone else to the Red's presence.
Extra Tamers: Try to have two supporting magi each. the more, the merrier. For the most part, you're already worked into the strategy.
Levels of Spawn:
1 Lizardmen and Snakes
2 Ophidian Enforcers, Ophidian Warriors and Lava Lizards
3 Ophidian Zealots, Ophidian Justicars and Drakes
4 Ophidian Avengers, Ophidian Knights-Errant, Dragons
5 Rikktor
Strategy:
The Paladin runs in and has fun with the first two levels of spawn. If you get raided before the higher levels come out, that means that your raiders are either impatient, bored or stupid. A well-planned raid will strike while you are taking on the champ, not during the actual spawn. That's a point of raiding. Take the champ, get all the higher Power Scrolls, built on the efforts of.. well... us. The Paladin can cast spells on the run, so running amok spamming Holy Light is always fun. If a Necromancer is with him, then team up and spam Holy Light and Wither together and watch lower spawn drop life like flies.
First two levels of spawn, one person needs to be stationed near the Altar to watch it, and report changes in the candles. Also, this person, if they are familiar with the time that spawn change happens, they can alert everyone to get out of the way. This person needs to be able to hide themselves.
During the first two levels of spawn, everyone gets to run amok. Area effect spells are better than most pets, even. Anyone with a pixie swatter or task master (warrior types) are lots of fun with the 100% Poison Area.
When the 3rd level has spawned, EVERYBODY runs like they stole something to the safe area / rez area. If there are multiple dead, the Paladin uses Noble Sacrifice. Mages use poison fields and EVs for all the crap that followed you there. Tamers may or may not have a chance to get their pets out of the spawn.
This is where you advance into the champ spawn area as a group. Peacers peace, discorders dischord, and mages support their assigned tamer (but still cast EVs or other spells against things they can handle).
During this level of spawn, if you die, it's ok if someone nearby rezzes you. Better still if you run to the Paladin (whom I assume also has Healing and Anatomy).
Fourth Level of Spawn hits: Everybody runs again to the rez point. Again, poison fields, EVs, etc etc. Invis players as they arrive, to help keep the trail of Really Nasty Stuff from being overwhelming. Otherwise, do the same things you do with the 3rd level of spawn, except that if you die, you run to the paladin. Don't try to get someone else who could use that mana for something else for a rez (unless something has happened to the paladin).
Being the paladin in this setting is a boring job, we know. So, when we're all looting the champ, try to find something cool to give him.
Rikktor spawns at the Altar after you have completed the cycle of 16 red candles. No ifs, no ands, no maybes, no buts. When you reach 16 candles, the watchman at the altar should probably scream that you have 16 candles. It is at this time that everyone moves towards the safe zone while still killing everything in sight (to ensure Rikktor comes out).
When Rikktor spawns, the watchman should be target #1. He should lure Rikktor into the most open area available. When he has done this, tamers sick their pets on Rikktor. Mages heal pets and invis target #1 (the watchman). Everyone should be barely able to see Rikktor and the pets at the edge of their screen. Those healing pets should, square by square, try to cast heal on the pet they're supporting until they are within range. Rikktor should not move until he dies.
Keep every pet at the highest level of health possible. If the pet doesn't try to run away from Rikktor, none of the players should be in danger. In danger of what? Rikktor uses his massive size to cause debilitating earthquakes. These quakes can hit in excess of 150 pts physical damage (less if you have a high resist). The range of the quake is less than spellcasting range, but equal to arrow range. That is why I do not mention archers at all.
The Paladin stays at the rez point in case of any craziness. You know, the random player who runs by and catches Rikktor and he earthquakes the whole party.
Additional notes: Rikktor's resists are usually between 80 and 90, so Corpse Skin and Discord are great if you have them. One type of archer that is great is the one who can inflict Paralyzing Blow hard and often. However, don't bother firing at Rikktor unless you have the mana for that strike. It's also handy if you have a mage to invis you afterward. This will reduce the work the tamers and mages need to keep pets healed.