Post by Lady Severn on Jun 27, 2009 9:28:03 GMT -6
From the -Y- boards by Edonis:
Ok guys. The Gauntlet of Doom is a gold mine, and an easy one at that... as long as you know what you are doing. After entering the gauntlet you will notice pentagrams in the middle of the center room. The pentagrams will either be red, or shadowed. If they are shadowed, this means that the room* has already been completed and to go onto the next one. Once all bosses are killed in each room, Dark fathers will spawn in the middle. The number of Dark fathers that spawn depends on the amount of people that are currently in the gauntlet at that particular time. The same goes for the bosses that spawn in each room. The more people, the more bosses which means more of a chance at getting an artifact, which can drop in any room and especially the Dark Fathers.
*The rooms are done in a clockwise rotation. The room to the east will be room 1, then room 2, etc.
Over the years of running the gauntlet, I have learned that it is best to just bring a tamer or two with greater drags and let them tank. The dark father is a bit different so please pay close attention to the gate trick which I found is most useful and effective. After the dark father is set on a warrior or two, and cross healing is critical in this situation, the greater dragons can then be set upon it.
As far as the bosses and their weaknesses...
Room 1 (east) - Boss : Darknight Creeper
Slayer: Undead
Vulnerablility: Fire and Physical.
Tactics: There isn't really any method which is better than the rest. Just attack with Physical or Fire damage. They are really only dangerous if multiple get on you. Watch out for their Deadly Poison attacks.
Room 2 (southeast) - Boss: Fleshrenderer
Slayer: None
Vulnerability: Cold and Fire
Tactics: If you are the one tanking the Fleshrenderer damage, you might as well dismount before it knocks you off. Have other warriors heal you to help manage the damage it does. Mages should jump right next to it and Harm away. Once an experianced player is meleeing the Renderer there isn't much else to do but deal damage any way you can.
Room 3 (south) - Boss: Impaler
Slayer: Demon
Vulnerability: Fire and Poison
Tactics: Of all the gauntlet creatures, the Impaler is among the most challenging. Their hard hitting attacks combined with special attacks such as Mortal Wound and Bleed Attack will drive back the most seasoned warrior. The best attacks are done from a distance. Mages should cast fireball. Tamers should not use pets or expect a lot of dead pets. Archers can be effective.
If you are daring enough, a warrior can work if two or more cross heal. Using the Chivalry spell Remove Curse is a must to dispel Mortal attacks. High Anatomy on the healers is also required to cure the frequent Deadly Poison strikes.
Room 4 (southwest) - Boss: Shadow Knight
Slayer: Undead
Vulnerability: Energy and Fire
Tactics: The Shadow Knight is more tricky than tough. Any warrior can easily tank one or two. Once one is down to about half life, it will teleport away and hide. You must then locate it and Reveal either with the spell, dealing area damage, or with Detecting Hidden. If you don't have the Tracking skill a good tactics is to have a pet set to follow each knight. When one teleports and hides the pet will follow and stop right next to them.
Mages can deal good damage with Energy Vortexes. Just about any template works fine in this room.
Room 5 (west) - Boss: Abyssmal Horror
Slayer: Demon
Vulnerability: Physical
Tactics: Due to their high Evaluating Intelligence, it is hugely important to stay fully healed if one targets you. A Flamestrike can easily do 80+ damage against someone with 70 Fire Resistance. If more than one targets you, run off and hide.
Physical damage is most effective. If a warrior has a weapon that does not do physical, casting Consecrate Weapon is a good idea. Mages can do ~100 damage with every Earthquake. Even better when multiple are within range.
Dark Fathers: Dark Fathers are a demon or daemon slayer type (the latter is now defunct and is only seen as a rare "legacy" item). Before Publish 48, using slayer weapons was not as necessary, and sometimes could be more detrimental than anything, due to the Dark Fathers' extensive use of the Blood Oath spell. However, this Publish appears to have enacted greater rewards for doing more damage, and slayer weapons are once again necessary. Further, changes to Blood Oath were enacted that made the spell less catastrophic.
Every few moments Unholy Bones will be tossed at random attackers. The bones can be cut up with a bladed weapon such as a Dagger. The stronger the potential summon, the more times you have to cut the bones. Even if you don't manage to destroy the bones the summoned creature will be perhaps a Zombie instead of a nasty Lich Lord.
Dark Fathers love to cast Necromancy spells. They are particularly fond of casting the aforementioned Blood Oath (though less often since Publish 48 than hitherto) and summoning Revenants. Even without Blood Oath, they will reflect back upon you about 5% of all damage that you deal to them. Mages can use summons to avoid damage, such as Energy Vortexes and Earth Elementals. Tamers can hold their own if they have Veterinary but will have to deal with frequent Wither attacks. Bards can help all fighters with their Discordance skill or provoke unholy summons back on the Dark Father or each other.
One tactic which can work involves the exit gate platform. The small area can be blocked up by players with only the Dark Father being close enough to attack. All unholy summons will be out of reach except for magic casters such as the Lich Lords. Typically, a warrior stands directly on the gate or on the tile in front. Archers stand to the north of the gate. Warriors and archers cross heal one another. Pets and summons generally close in from behind, attacking the Dark Father from the south, though sometimes it's beneficial to have a pet right on the gate. Mages stand in the rear, healing and attacking. Though this tactics is not as effective as it once was, it still works and is usually more effective than the other common tactic, which is to drag one or more Dark Fathers into the hallway area, and fighting them there.
Good Luck!
-Edonis-
Ok guys. The Gauntlet of Doom is a gold mine, and an easy one at that... as long as you know what you are doing. After entering the gauntlet you will notice pentagrams in the middle of the center room. The pentagrams will either be red, or shadowed. If they are shadowed, this means that the room* has already been completed and to go onto the next one. Once all bosses are killed in each room, Dark fathers will spawn in the middle. The number of Dark fathers that spawn depends on the amount of people that are currently in the gauntlet at that particular time. The same goes for the bosses that spawn in each room. The more people, the more bosses which means more of a chance at getting an artifact, which can drop in any room and especially the Dark Fathers.
*The rooms are done in a clockwise rotation. The room to the east will be room 1, then room 2, etc.
Over the years of running the gauntlet, I have learned that it is best to just bring a tamer or two with greater drags and let them tank. The dark father is a bit different so please pay close attention to the gate trick which I found is most useful and effective. After the dark father is set on a warrior or two, and cross healing is critical in this situation, the greater dragons can then be set upon it.
As far as the bosses and their weaknesses...
Room 1 (east) - Boss : Darknight Creeper
Slayer: Undead
Vulnerablility: Fire and Physical.
Tactics: There isn't really any method which is better than the rest. Just attack with Physical or Fire damage. They are really only dangerous if multiple get on you. Watch out for their Deadly Poison attacks.
Room 2 (southeast) - Boss: Fleshrenderer
Slayer: None
Vulnerability: Cold and Fire
Tactics: If you are the one tanking the Fleshrenderer damage, you might as well dismount before it knocks you off. Have other warriors heal you to help manage the damage it does. Mages should jump right next to it and Harm away. Once an experianced player is meleeing the Renderer there isn't much else to do but deal damage any way you can.
Room 3 (south) - Boss: Impaler
Slayer: Demon
Vulnerability: Fire and Poison
Tactics: Of all the gauntlet creatures, the Impaler is among the most challenging. Their hard hitting attacks combined with special attacks such as Mortal Wound and Bleed Attack will drive back the most seasoned warrior. The best attacks are done from a distance. Mages should cast fireball. Tamers should not use pets or expect a lot of dead pets. Archers can be effective.
If you are daring enough, a warrior can work if two or more cross heal. Using the Chivalry spell Remove Curse is a must to dispel Mortal attacks. High Anatomy on the healers is also required to cure the frequent Deadly Poison strikes.
Room 4 (southwest) - Boss: Shadow Knight
Slayer: Undead
Vulnerability: Energy and Fire
Tactics: The Shadow Knight is more tricky than tough. Any warrior can easily tank one or two. Once one is down to about half life, it will teleport away and hide. You must then locate it and Reveal either with the spell, dealing area damage, or with Detecting Hidden. If you don't have the Tracking skill a good tactics is to have a pet set to follow each knight. When one teleports and hides the pet will follow and stop right next to them.
Mages can deal good damage with Energy Vortexes. Just about any template works fine in this room.
Room 5 (west) - Boss: Abyssmal Horror
Slayer: Demon
Vulnerability: Physical
Tactics: Due to their high Evaluating Intelligence, it is hugely important to stay fully healed if one targets you. A Flamestrike can easily do 80+ damage against someone with 70 Fire Resistance. If more than one targets you, run off and hide.
Physical damage is most effective. If a warrior has a weapon that does not do physical, casting Consecrate Weapon is a good idea. Mages can do ~100 damage with every Earthquake. Even better when multiple are within range.
Dark Fathers: Dark Fathers are a demon or daemon slayer type (the latter is now defunct and is only seen as a rare "legacy" item). Before Publish 48, using slayer weapons was not as necessary, and sometimes could be more detrimental than anything, due to the Dark Fathers' extensive use of the Blood Oath spell. However, this Publish appears to have enacted greater rewards for doing more damage, and slayer weapons are once again necessary. Further, changes to Blood Oath were enacted that made the spell less catastrophic.
Every few moments Unholy Bones will be tossed at random attackers. The bones can be cut up with a bladed weapon such as a Dagger. The stronger the potential summon, the more times you have to cut the bones. Even if you don't manage to destroy the bones the summoned creature will be perhaps a Zombie instead of a nasty Lich Lord.
Dark Fathers love to cast Necromancy spells. They are particularly fond of casting the aforementioned Blood Oath (though less often since Publish 48 than hitherto) and summoning Revenants. Even without Blood Oath, they will reflect back upon you about 5% of all damage that you deal to them. Mages can use summons to avoid damage, such as Energy Vortexes and Earth Elementals. Tamers can hold their own if they have Veterinary but will have to deal with frequent Wither attacks. Bards can help all fighters with their Discordance skill or provoke unholy summons back on the Dark Father or each other.
One tactic which can work involves the exit gate platform. The small area can be blocked up by players with only the Dark Father being close enough to attack. All unholy summons will be out of reach except for magic casters such as the Lich Lords. Typically, a warrior stands directly on the gate or on the tile in front. Archers stand to the north of the gate. Warriors and archers cross heal one another. Pets and summons generally close in from behind, attacking the Dark Father from the south, though sometimes it's beneficial to have a pet right on the gate. Mages stand in the rear, healing and attacking. Though this tactics is not as effective as it once was, it still works and is usually more effective than the other common tactic, which is to drag one or more Dark Fathers into the hallway area, and fighting them there.
Good Luck!
-Edonis-