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Fight_Knight
10-20-2008, 07:32 PM
The Lost Mini Dragon-Kingdom Quest
By Fury_Knight of Apoline

So it begins. There are 3 regular Mini Dragon Quests, and One Hardcore Mini Dragon quest. And yes, there is a vast difference in difficulty between them. More explanation on Hardcore later.

*The Main Objective*

Defeat Each Boss in the given time and make your way to the final corridor of the Mini Dragon. You have 50 Minutes to accomplish this task or the KQ will fail. This is not like Millennium Robo KQ where the only thing that matters is survival, the bosses and Mini Dragon Must Die.

*Recruit Times*

Depending on where you are, this KQ either runs on the Odd or Even hour, but it runs along with all of the other KQ's that are every other hour. (like slime/mara/gold hill/robo)

Lost Mini Dragon[A]: xx:07~xx:27
Lost Mini Dragon: xx:09~xx:29
Lost Mini Dragon (Hardcore): xx:09~xx:29
Lost Mini Dragon[C]: xx:12~xx:32

[B]*Requirements*

1-15 people may enter this KQ, upon 15 joining the KQ will begin, but if there ARE NOT 15 people joined into the KQ, it will automatically start when the Recruitment time Ends. You must be levels 46-60 in order to participate, and any class can join.

*Quests*

There are 3 quests that go along with this kingdom quest, they are:
*Note:These kill credits cannot be obtained during Hardcore Mini Dragon*

First quest obtainable at 46: 5 Procks, 5 Lips, 5 Hobs, and 5 Ogres.
Second quest: 1 Werebear Master, 1 Grave Robber Master, 1 Millenium Robo Boss, 1 Giant Goblin King.
Third (Final) quest: 1 Mini Dragon.

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3149.jpg

Fight_Knight
10-20-2008, 07:32 PM
Starting off:

After everybody is teleported into the Rock Valley, make sure you find yourself a party, because it's no picnic fighting your way through the mobs yourself, especially if you are still 46-50 or have low defense or HP.

Make your way along the path, or follow the handy little arrow that is at the beginning of the Kingdom Quest, sneakily placed on the ground. You should run into a wall of monsters, and in the distance, the Werebear Master.

In this first group of mobs, you will find 2/4 mob types that you need for the first quest, but make sure you have some speed in your killing, because when the Werebear Master dies, all of these mobs will disappear and the next set of mobs will spawn. This is the case for each area, that is why it is in your best interest to drag each boss monster to the location of where the next boss will spawn, in order to save yourselves the trouble of extra fights with monsters that you do not necessarily have to kill.

In the first 2 areas, you will find your Procks and Lips that you need for your quest. In the third area and hallway leading to the forth area you will find your Ogres. And in the hallway leading to the Giant Goblin King spawn, you will find your Hobs. Also note that all of these mobs will spawn during the final fight against Mini Dragon, but it is easier to kill them in these zones while the other parties fight the mini bosses.

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3102.jpg

Fight_Knight
10-20-2008, 07:33 PM
The Werebear Master

The first and easiest boss fight, sorry, it just gets harder from here. Make sure someone (either the Main Tank or a DD) takes aggro of the Werebear and drags it to the second area near the ruined building.
http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3106.jpg

Now, the Werebear Master has no AOE moves, but he may stun on occasion, so take that into consideration. Also, he is very easily stunned and most DPS skills should work on him. He resists little.

After you clean up with the green teddy bear, the previous mobs that you ran through will disappear, and more will spawn around you. Make sure lower levels and anyone not needed to get the Grave Robber Master move north to the next hallway in the attempts to meet little resistance against the lower mobs. If you still need Procks and Lips, this is another area for you to get them.
http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3110.jpg

Fight_Knight
10-20-2008, 07:34 PM
Grave Robber Master

Here comes the second mini boss. Grave Robber Master has no AOE attack, and will occasionally stun. Tanks are advised to Snearing Kick/Mock often so they will not lose the aggro to either their cleric healing or to the next strongest character due to damage aggro. Drag Grave Robber Master to the next area, and to the right of the open patio looking building.

*Notice: This is a lazy boss, in the terms where he will stop following you if you go too far out. Kicking/Mocking doesn't always work, so you may have to get close to him and let him hit you again to continue the chase. Easiest way to pull is having an Archer casting their DPS skills onto it, or every time the Robber gets close to the fighter, have them use a non stunning skill as it hits you to keep the chase also.*

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3118.jpg

Fight fight fight! He will go down quite easily, as he also resists little and is easily stunned. And as before, all those not needed to pull the Millennium Robo Boss, are advised to start running because this next area has more ground to cover, meaning more mobs. If you need Ogres, or Lips, you can stay in this area to easily obtain the kills, but your best spot to stand while the Robber dies is in that hut, or near it. Be warned, Robo packs a punch.

Fight_Knight
10-20-2008, 07:35 PM
The Millennium Robo Boss

Alright, this is the fight were things get interesting. The Millennium Robo Boss is a tricky guy, and thankfully Outspark made him slightly weaker than he was at first. But still, don't underestimate his power. Robo has 2 moves at it's disposal, a weaker physical attack, and a strong physical/magical attack which sometimes will cast Fear upon the target for a short period of time. Unfortunately for the person pulling, if he/she is alone, they run the risk of being feared, and running into both extra mobs, and Robo not losing his interest upon you. In this case, survival chances drop, but it's not impossible if you're prepared. This scenario is best handled when 2 or a party try to pull him. This way you have cleric heals, extra people to take hits from the mobs, and if you are feared, someone else Robo can start chasing. Robo isn't as lazy as the Robber, unfortunately.

Drag Millennium Robo to the last curve in the path to the final area, near the kettle on the fire and be ready to fight. Since Robo has his fear moves, once you are feared his aggro will go onto the next person, either DD or cleric usually. To best avoid this, it is wise that the main tank ONLY Kicks and Mocks, while the other fighters it is advised they only kick it during the fight. This way when the First Tank is aggro'd, it should go onto another fighter, instead of a Mage or Archer. Continue fighting until he dies.

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3135.jpg

*Note: It is a smart idea that before Robo dies, all players are on the side towards the last room, so when he dies and the Giant Goblin King spawn, you don't pull extra mobs into the mix.*

Fight_Knight
10-20-2008, 07:36 PM
The Giant Goblin King

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3139.jpg

If you thought the last fight was hard, this next mini boss isn't any easier. With the Giant Goblin King, your best option is to stay near where he spawns, you can move him, but there really is no point unless you're trying to avoid accidentally pulled mobs. The Goblin King will hurt however, he has a wide AOE move which will have a high chance at Stunning anyone in front of or close to his sides and back. Best way to fight him is to pull him near one side of the canyon and make sure that the main tank kicks/mocks often, so the aggro doesn't move onto a DD or Cleric. If this happens, you run the high risk of it using its powerful AOE move and possibly killing a lot of other players. Shields are recommended at this point, unless you have around 800+ def and 3000+ hp for the main tank. Giant Goblin King resists often, but not noticeably enough with a large number of people hitting him. If you are also a fighter, or cleric who feels the need to pound something, standing as far behind him as possible is suggested. If you stand directly to his behind (try not to look up the loin cloth) and stand around the edge of the targeting circle is your safest bet.

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3143.jpg

Behind the spawn of the GGK, you will find Ogres and Hobs needed for the first quest.

Once he falls, continue down the canyon for the final fight, the "Mini" Dragon.

Fight_Knight
10-20-2008, 07:36 PM
The Mini Dragon

Mini Dragon moves: Aerial AOE (360 degrees, High Magical), Fire Breath (High Magical in front of him), Bite (May cause Fear), Step (Strongest non AOE move), Recover (This occurs 4 times throughout the fight), and Spawn (He spawns mobs starting weak and few, to strong and many).

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3151.jpg

Here's where things get interesting. Continue down to the last area and you will see the "Mini" Dragon waiting for you. Starting the attack it is best to have one person run in, while the others come in shortly after. What you need up front is 2-3 fighters, any extra fighters should hang back by the clerics and DD's until they're needed, and they will be.

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3152.jpg

Main Tank and the 1-2 Back-ups should drag the Dragon to the wall, reason, HE AOE'S BIG TIME. Also, if you have the Mini Dragon to the wall, and everyone else behind it, when it Flies in the air, its Aerial AOE won't be as effective to the people way behind it, although if you can't take the hit and you're close behind it (back up tanks) you can try running but maybe won't make it. Also, make sure that it is facing the wall, if it isn't, that AOE will cover half the room and might kill a lot of people.

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3158.jpg

The tricky part where the extra fighters come in. During the fight the Mini Dragon will spawn mobs, and these mobs become a lot for the main tank to handle towards the end. Easiest way around this, the Main tank and back ups should cast Devastate to stun as many mobs as possible, as the Mini Dragon itself is immune to stun, then the tank should Kick it and run to the other side of the map. If at all possible, archers should try to avoid using Nature's Mist on these mobs. If the KQ has multiple 60 mages with Frost Nova, then you may not have to do this, otherwise, i suggest it. Then the extra fighters should run into where those mobs were, mock them and either kill them, or drag them to the entrance to this final area, they will lose interest and just stand there. Sneak back in or run to the entrance and die, allowing a cleric to revive you and move back in during idle state to avoid reaggroing those mobs. Repeat as necessary and continue the fight.

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3185.jpg

If the main tank is feared, the back up(s) need to gain aggro, and fast. Otherwise if the Mini Dragon gets onto DD or cleric in the middle of the KQ, it has the chance to use its Aerial AOE and kill a lot of people. Back up(s) will need to mock/kick the dragon immediately and face it back to the wall. This is important. Sometimes the Dragon goes on fear mini sprees, so another tank may be needed.

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3159.jpg

Continue this process through the 4 HP regenerations (no, it isn't purgeable), and make sure everyone stays alive.

The final 1/8th of his life is tricky.

Fight_Knight
10-20-2008, 07:37 PM
The End

Towards the end of the fight is the tricky part. Mini Dragon will go on a spawning spree, it is near impossible to kill these before killing the Dragon, so it is best not to try. Top suggestion is for the back ups and extra fighters to all mock/devastate these mobs (Werebear Masters, Ogres, Hobs) while the Main fighter moves the dragon for the last time. He will do massive end spawns twice, so make sure about that. After the devastate stun time runs out, it is best for the extra fighters and back ups to keep moving around or to run for the exit, because when you make it there, they should lose aggro as long as you stop attacking them. All DD's and main fighter should focus on dropping the Mini Dragon.

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3202.jpg

As he falls, you get loot! Mysterious Ore will spawn at the end upon Success, and everybody alive will obtain a KQ Chest, 31536 experience, and the chance to mine various materials and Mini Dragon Rings.

http://i389.photobucket.com/albums/oo339/Relinquished/MD%20KQ/screenshot3205.jpg

Congratulations! You've Saved Isya... for 2 hours until the next KQ's begin up again, =D

Fight_Knight
10-20-2008, 07:37 PM
Hardcore Mini Dragon

Suggested Amount of people for KQ: 3 Fighters with High Defense, 3 Clerics with High Defense, 9 Archers and Mages with High Damage.

We asked for a challenge, this is Outsparks response. Hardcore KQ isn't for the light hearted, and as it is the same requirements as the regular KQ, it is not suggested that you go in under the level of 50, at least without +9 equips or tier 3 scrolls.

As the title says, it's Hardcore. This means, THIS IS OMGZ HARDCORE! All mobs and Bosses increase in difficulty, and these mob and boss kills won't count for your quests. With this increased difficulty, comes more fears, more stuns, and more resists while you fight for your survival. 50 Minutes is still the time you get, and in most cases, it is needed. And at the end, you will pray to Teva for an Anti-Fear necklace, because it is often, and it is painful. But with the pain, reap the benefits.

Ending rewards: 114000 experience, Mini Dragon Ore's to mine, and Better KQ Chests which may include +3 60 NPC shirts, T3 Stones, T2 Effect Recovery Potions, T3 Potions, and Mini Dragon Scale Earrings of Protection.

Fight_Knight
10-20-2008, 07:38 PM
Often asked questions and noticeable problems:

Glitch:
It has been fixed, so please don't waste people's time by trying to do it. No longer can you glitch the bosses into the pile of rocks in the top left corner of the last room, nor will they glitch into the walls of the paths to each room.

Leeches:
It happens, people often find that they can wait at the beginning for everyone else to do the KQ for them so they can obtain the chest at the end. This is wrong and should be harshly punished. In attempts to "fix" players from thinking this is alright, please Screen shot and report any player that you see "leeching" the KQ and report it to Fiesta_Help through the forums. And a note to all you who do leech, your time is coming to an end.

Kill Credit's:
If you do not need the kill credit during the KQ, please be courteous and try not to KS or get last hit on mobs or bosses if you know that someone else needs them.

Special Item Rewards:
Here's a list of everything special to this KQ that you can receive:

Rings:
Level 43: Mini Dragon's Gold Ring: +12 STR, +4 DEX, +6 END, +12 INT, +6 SPR

Earrings: *Note: There are multiple combinations of stats on these*
Level 53: Mini Dragon's Tears (Earrings): +2% Crit, 10(changed from 1%) Aim/Evasion or both, +100 HP/SP or both
Level 56: Mini Dragon's Scale Earrings of Protection: +2% Crit, 10/20(changed from 1%/2%) Aim/Evasion (both), +100 HP, +100 SP

Fight_Knight
10-20-2008, 07:39 PM
Thanks to, NiZi, Bufforz, Azalea_Daear, and Shotachan for helping me with this guide by providing screen shots, and being there to complete the kingdom quest.

To all others, I hope this gives you the hope to complete the KQ with less trouble, and I suggest you read it thoroughly to better understand how it works. I've done this KQ many times, and am passing my 4th character through it now, so believe me when I say I know how it works. This KQ was completed with 7 people the first time, and 6 people again afterwards, without anybody using Charms of Might or any other Charms or Extenders. There should be no excuse to fail a KQ if provided appropriate classes and levels.

Have fun and enjoy. Any suggestions or things you see that I may have missed please provide in the following, I am always available for questions so also feel free to post those there.

_Knight's have Reported for duty.

xiaonile
10-20-2008, 09:59 PM
Wow. That was crazy detailed. Good job Marty.

^^ And no prob, it was super fun doing MD with you :3.
Hopefully now people can stop whining about not being able to glitch MiniD.
(Unglitched MiniD is more fun anyway)

And yeah, MiniD's AOE is a nasty one. I remember getting hit by it a lot when I was a nub cleric back in the day. :P

Azalea_Raeka_Daear
10-20-2008, 10:17 PM
Nice work, Marty.
I know we're part of the older generation and doing that KQ with just 7 then just 6 people was smooth as cake for us.

But it's really that simple, guys.
Work together as a team, and don't panic.
It'll work out nicely.

<3

deathbringer54
10-20-2008, 11:20 PM
dont forget that the tank should have a high m def for mini dragon helps with his jump attack thing

ahtai
10-20-2008, 11:43 PM
Good job making the guild.

T3 magical defense scroll is strongly recommended along with T3 Vatality scroll.

DF001
10-21-2008, 03:56 AM
fury, the Mini Dragon's Tears (earrings) are level 53 not 54 ^^

Nyoro
10-21-2008, 07:09 AM
yep that's the way i remember how to do it at least... tho in normal md somehow we managed to kill md with 1 mage 1 archer (me being the archer) they still call them mcs? for mob control?

Fight_Knight
10-21-2008, 11:20 AM
dont forget that the tank should have a high m def for mini dragon helps with his jump attack thing


Good job making the guild.

T3 magical defense scroll is strongly recommended along with T3 Vatality scroll.


fury, the Mini Dragon's Tears (earrings) are level 53 not 54 ^^

alright, thanks guys. i'll make the adjustments.

Yea, I know one thing for certain, his jump attack hits me hard cause I only have around 400 m. def with party buffs. So yea, T3's ftw!

tliofcakhart
10-21-2008, 11:29 AM
cool guide!
read this first b4 u go charging into MD kq
am tired of noobs doing kq and fail sadly ...

Fight_Knight
10-21-2008, 12:16 PM
yep that's the way i remember how to do it at least... tho in normal md somehow we managed to kill md with 1 mage 1 archer (me being the archer) they still call them mcs? for mob control?

mcs eh? never heard of that, must not have translated over to apoline, =P

yea, i remember the old days, tarching and manking mini dragon was fun, although the foot usually always killed me unless i had t3's on... but yea. =D

i have some pretty epic tales of mini dragon kq's, but maybe at a later time, =P

melody2tds
10-21-2008, 02:08 PM
Great guide! I have only one thing to add. Mist IS actually very effective to control the spawns, if and only if, the archer is willing to kite them. I've seen several people do it, and it always gets a cheer from me.
If I'm on my cleric and see it, I invinc the archer to give them a cushion while they're starting out, but most who are willing to do it wind up not needing it at all. They run the mobs out of the room, and down the hall, and by the time they get back, everything is dead , they've barely been touched, and they can grab the next spawn and repeat the process. It works on all but the very last spawn before MD dies.
The only thing for the archer to remember to do is warn the tanks at some point before starting on MD, if they want to kite. So that the tanks know not to mock and deva the spawn as soon as it appears.

Fight_Knight
10-22-2008, 02:05 PM
yea, i've heard about some people doing that, but usually it always ends up being an epic fail cause someone either doesnt get it, or yea. thanks for the add though.

vernnihkey
10-22-2008, 03:23 PM
[QUOTE=Fight_Knight;1271681]
Often asked questions and noticeable problems:

Glitch:
It has been fixed, so please don't waste people's time by trying to do it. No longer can you glitch the bosses into the pile of rocks in the top left corner of the last room, nor will they glitch into the walls of the paths to each room.


when did they fix this bc i stuck him in the rocks yesturday morning

Fight_Knight
10-22-2008, 07:32 PM
i bet he was still attacking however.. because that glitch got fixed a couple weeks back now. unless the last patch messed it up again somehow.

Plushii
10-24-2008, 02:23 PM
heh you beat me into making a thread about this ;)

Today my mage go 46, yay time for my all-time fav KQ again.
I heard people got horrible at MD now the glitch it fixed.

It's true ._.
And WORSE than I expected!

Clerics tried to tank MD while many people laid down on the ground!
People ran around in all directions, eventually luring MD all the way back to GK's spot :/
They have no idea how to do it anymore.

Don't get me wrong about clerics and tanking MD.
Clerics make great tankers, mine was even asked to tank mostly back in my old cleric days.
But when there's a good fighter know your place.

Hopefully lotsa people will read your thread and get back on the right track.

Plushii
10-27-2008, 07:59 AM
bumping this up.
This must be stickied >.>

Fight_Knight
10-27-2008, 08:45 AM
inoryt? =P

i messaged a CL i know pretty well, but i think hes still on his vacation, so yea. lol

Cha0sTribe
10-27-2008, 07:35 PM
Last night we won MD KQ with 19 minutes left :D

We have 2 reliable fighters who managed to tank MD, 1 archer, 4 clerics, and about 5-6 mages to nuke MD and the rest of mobs.

I should take ss that time though >.>"

Fight_Knight
10-27-2008, 08:20 PM
lol, gratz, =D

yea, back in the day we were doing them with like, 35 mins left on the timer... i miss those days.

Blackviper46777
10-27-2008, 10:34 PM
This is a great guide. I would like to recommend one small change, and that is that you move where you pull the mini bosses to so that once they die only the tank needs to run through the mobs to grab the next mini boss. I would pull the werebear master to G5 (just inside the next trail), the gravdigger to D4 (just inside the next trail), and robo to B5 (just past the GK spawn point). This should limit the number of deaths that occur from the mobs spawning around everyone after the mini boss dies.

Fight_Knight
10-28-2008, 01:13 PM
well, that is one strategy, but if you do it right, everybody who has lower defense takes off running once the boss is getting close to dead. otherwise you have to send in the tank to run all the way back in, grab the boss, and run all the way back out is often suicidal, or a waste of the tank's stone/pots

Blackviper46777
10-28-2008, 09:48 PM
just my recommendation, that's how I always do it when I tank. Usually I get the KQ's where people don't pay attention to what is going on and die if the mini boss is tanked at the next spawn coordinates. I guess you could be right though, the method should be dependent on how apt the tanker is.

Fight_Knight
10-30-2008, 02:25 PM
bumps~ any other questions or concerns? =D

NLWarrior
10-30-2008, 05:09 PM
The problem we are facing nowadays in that people got used to the *sticking* business, now those bosses can't be sticked anymore so they failed almost every MD KQ. My main has been in MD KQ when she were at the level before, and I love it because we won a lot more than lose. Now when it is my mage generation to try MD, they fail the KQ more than win.

Fight_Knight
10-31-2008, 09:48 AM
yay, it's stickied! now it shall not get lost in the flooding of whether or not pumpkin 30 day masks are permanent or not~~ =P

btw, 30 day = not so permanent

NLWarrior
11-05-2008, 09:48 AM
Did you mention that Purge (if cast successfully on MD) can reduce the regen time? It's true. I and my friend tried, and we found it worked.

Fight_Knight
11-05-2008, 10:27 AM
since when did they do that? i've never been able to when i went through mini dragon on my mage. i also noticed mana burn did nothing, but thats not really a shocker since that only is effective for distance pulling/pvp/abyss npc's

Plushii
11-07-2008, 05:50 AM
Yay sticked XD
Now read everyone heheh

Fight_Knight
11-16-2008, 10:43 AM
=O it got unstickied... *shakes fist*

please do resticky, i've already heard terrible mishaps happening again during this kq and the people need guidance.

Plushii
11-16-2008, 01:48 PM
I agree, people must need to learn how to play this KQ!
Fight_Knight has put a lot effort in this guide it seems, it's worthy to be stickied in my opinion.

fightingranma
11-16-2008, 09:42 PM
Unstickied again.... why? Its very cool and good.

Fight_Knight
11-16-2008, 11:14 PM
well, when they moved everything around and made the new thread areas this got unstickied... hmmz

CrystalEyes
11-17-2008, 03:04 AM
Wait wait wait! HOLD IT! What's this about chests after a Hardcore success!?!?!??! I've NEVER gotten one of those?! And I tank MD A LOT on both HC and easy peasy :). Really though, did they change this? or is Bijou glitched?! cause I'm in some SERIOUS KQ chest debt if that's true! Unfortunately I never got to play it pre-glitch, only during (much to my dismay, i like a challenge :D ) and post-glitch (MAN can some people not handle a change!). But in both I've never gotten a chest for HC?? (And yes these were successes too, not death at the same time as MD does so you don't get the exp (or the chest in the normal one) because you died ... tanker's curse I guess ;D ) Anyways, just wondering about that.

OH and a possible suggestion,
I've tanked this KQ from about lvl 51 (lvl 60 as of yesterday, WOOT ... okay sorry i'm done, just happy :D) and I find it helps to do this:
Tell the cleric in your party ahead of time (if you're tanking, there really ought to be a cleric in your party) that when the werebear masters spawn when MD's health is pretty low, to cast invince on the tanker. The tanker should then deva the mob under MD. This stuns them, and the 10 seconds should be about enough time to finish off MD, or at least come close enough, even if you're the only one doing damage. This also assures that you've got the aggro of the mob so it doesn't run off and kill everyone else. Once MD is dead, mock and run around till the "SUCCESS" appears, as killing the mob is quite pointless.

Just a thought, cause I've seen many a KQ fail because everyone dies when that last mob spawns, or half the people are dead when MD dies and don't get anything from the KQ (except anger at wasting money on t3 scrolls for nothing...)
Granted that's really more of advice for the tanker/ cleric in the tankers party

BUT REALLY, Chests from Hardcore?!:confused:

Fight_Knight
11-17-2008, 10:33 AM
lolz, chests from hardcore used to give t3 stones, scale mini dragon earrings, +3 60 npc shirts, t2 resistance potions, t3 scrolls. just not like.. in multiple stacks, 1-3 of these would come from it.

and yea, normally the cleric should invince main tank, but its often easier to get a sacrifice runner to mock the extras and just get them out of there, in case you get a stun fail, which seems to happen more these days thanks to the blue armors.

CrystalEyes
11-17-2008, 05:38 PM
But i've never gotten one? did they stop them or something?

Fight_Knight
11-17-2008, 11:41 PM
maybe if thats recently, then thats a whole new glitch, =O

CrystalEyes
11-19-2008, 12:40 AM
*sad face* I want my chests! ;_;

Fight_Knight
11-22-2008, 07:38 PM
bumps~~~~~

resticky iiittttt

xiaonile
12-01-2008, 09:44 AM
*bump bump*


rawr~

chester17
12-05-2008, 01:16 AM
long time nver play md now.
wonder how the pple performing now....
is it still as bad?
:D

actually mage can made a good tanker in md also, cos of their high m.def.

AParadiseLost
12-05-2008, 03:31 AM
stick this please.

kij024
12-07-2008, 11:43 AM
Good job .

fxarch
12-18-2008, 06:53 AM
Epic guide, now if only those archers who insist on tanking would read this >_<

pablin000
12-18-2008, 10:10 AM
wow very nicely detailed guide, btw u shoueld have put this up along tiome ago, im lv 74 now >.>

but very nice guide, kudos to u =D

Fight_Knight
12-31-2008, 01:22 AM
bumps~~~ =P

it was stickied before, but when they moved the threads around, it wasn't restickied

Bonthra
12-31-2008, 08:08 AM
The tricky part where the extra fighters come in. During the fight the Mini Dragon will spawn mobs, and these mobs become a lot for the main tank to handle towards the end. Easiest way around this, the Main tank and back ups should cast Devastate to stun as many mobs as possible, as the Mini Dragon itself is immune to stun, then the tank should Kick it and run to the other side of the map.

Running to the other side of the map is exceptionally dangerous as MD may jump. It's better to have competent sub-tanks (or fighters who lack the def to tank) pull the mobs out and away from MD to protect the DDs/clerics.


This is a great guide. I would like to recommend one small change, and that is that you move where you pull the mini bosses to so that once they die only the tank needs to run through the mobs to grab the next mini boss. I would pull the werebear master to G5 (just inside the next trail), the gravdigger to D4 (just inside the next trail), and robo to B5 (just past the GK spawn point). This should limit the number of deaths that occur from the mobs spawning around everyone after the mini boss dies.


well, that is one strategy, but if you do it right, everybody who has lower defense takes off running once the boss is getting close to dead. otherwise you have to send in the tank to run all the way back in, grab the boss, and run all the way back out is often suicidal, or a waste of the tank's stone/pots

I agree with Zarz. It's difficult for some to judge when to leave the dying boss mob, and for others, they may lag fatally when the new mobs spawn. If the main-tank has a cleric, s/he could invince the tank and heal from a distance, with the sub-tank or other fighters Deva-ing the mobs attacking either the main-tank or the cleric. Stun and run in this case.


Epic guide, now if only those archers who insist on tanking would read this >_<

An archer might be able to tank just as well as a fighter. I know archers with better def/m.def than fighters 5 levels higher. Also, an archer with a decent +9 bow will most likely get aggro when the main tank is feared.

Fight_Knight
12-31-2008, 11:33 AM
if its done right, mini dragon is easily bone-sliced, so his attack rate drops drastically, and as long as you or a back up can devastate a majority of the mobs while youre running to the other side, the dragon shouldnt be able to attack that quickly in a row, as long as the main tank holds aggro as he/she is running to the other side. so also a good idea as mages/archers/other dd's to not "nuke" the mini dragon if the fighter isnt kicking often.

"nuke" = use powerful attacks while tank isn't capable of holding aggro at that time due to being stunned or moving.

Fight_Knight
01-20-2009, 10:40 PM
*cough cough* sticky pl0x

gshock2005
01-21-2009, 10:14 AM
No matter who are the tank. They need pull the dragon to the wall...

Hate ppl just tank the dragon in the middle of the map... They are not tanking, they are killing the team.

Dragon jump in the middle of the map = mess.....

spectershadow
01-29-2009, 10:58 AM
dragon jump in middle of map = 360 degrees of runnign screaming profanity teenagers

XD

jenny_uk
05-24-2009, 04:52 PM
-bumps-
yay for necro?
but amg sticky this!!
all 3 of my char's have sucessfully tanked this kq.. if i didn't tank it would've failed.. seriously D:
new players should definatly read this before they enter kq... would save DD's alot of pots and scrolls -grumbles-
MD isn't a hard kq.. seriously.. if we could do it with 100% success rate before greens, +9's, blues and cash shop was decent.. i dont see why the newer generation can't.. heck even t3 scrolls were rare back in those days!
hokay semi-rant over with <3

traceurmouse
07-14-2009, 12:08 PM
Nice guide, Only bit i'd include would be when you're the only fighter, having to get away from the spawns at times, so showing the other walls that shield MD's aoe well, you MAY have covered it but i'm pretty sure you didn't.

-mainly looked at pics and read little bits- ._.

Off topic; I was higher lvl than you and Lotion once ;o

Sorry to necro, rofl. I clicked your sig >.<

Fight_Knight
07-14-2009, 08:24 PM
lol, necro away. the thread was stickied before they changed the forums, dunno why it didnt go back. oh wells. i havent done a mini dragon kq in like... well, probably since i did this guide, lol.

carmindy
08-05-2009, 11:55 AM
One big bump^^

I don't care if people flame me for thread necro. Given that I've participated in more fail Mini-d kingdom quests than successful ones lately, this should be brought back to the front page.

Fight_Knight
08-05-2009, 02:38 PM
lol, its never really dead, i just dont feel like nagging cl's to sticky it anymore, it was before they reformatted the forums, but they never put it back. oh wells, hope it helped, =P

tempacc
08-05-2009, 03:44 PM
Er... I see a lot wrong with this guide. For one, it's best to kill the Robber near the path so that everyone will be out of the way when the mobs spawn and you can simply send a small team up to get Robo. The Werebear should also be pulled a bit further up to prevent squishier players from getting mobbed.

Second, you should re-size the images so that they don't stretch the page and make the ends of each line hidden.

Fight_Knight
08-05-2009, 08:21 PM
heh, i havent touched it since they reformatted, thats why the images are distorted. and those are still the best pull spots, what works best is to get the majority of the squishies to leave early so they wont get as badly mobbed, but so the "team" isnt left stranded because not all teams can usually survive.

mudjunkie
08-24-2009, 10:31 AM
I am a lv. 56 cleric. The last few times I have played, I recieve no reward as "I have not killed enough monsters.. I am on mobs, dying, saving, and helping where ever I can. What am I doing wrong?? Also, Capt. has never given this quest to me. ???

Fight_Knight
08-24-2009, 08:11 PM
with the new anti leech system into the kingdom quests, you're forced to get credited with a certain amount of kills per party. i'm not 100% sure how many mini dragon needs as i haven't had a character able to do mini dragon for some time, but this can be achieved by killing mobs. my suggestion is to party with aoe type classes (archers/mages mostly) to get kills either from the spawns at the end with the mini dragon, or to do so quick right away as the first mobs in the kq tend to be the weakest/easiest to kill.

as for not getting your quest, i'm not sure how to help you on that, may be glitched again.

crvenkapica
08-25-2009, 07:12 AM
i'm not 100% sure how many mini dragon needs as i haven't had a character able to do mini dragon for some time, but this can be achieved by killing mobs.

It's 10 mobs.


~Bumps the thread hoping that the Tower babies will read the guide~

Kanashimi_Doshaburi
08-25-2009, 08:21 AM
I tank this kq on my level 51 archer, I don't see why it can fail so much ._.

Fight_Knight
08-25-2009, 05:38 PM
It's 10 mobs.


~Bumps the thread hoping that the Tower babies will read the guide~

haha, nice. before we had to worry about abyss babies (still kinda do) now its tower babies i see. i still have yet to do tower, because all my char's on apoline are way too high, and my char on legel i could care less about and they locked the tower out so people didnt level to 50 in a day, =P

bladedemond2
09-12-2009, 01:21 PM
wow awesome this really helped us in kq keep up the good work =^.^=