nademe
11-13-2007, 06:40 AM
in this KQ you dont have to kill all the mob
and I DON'T LIKE RUSH XD
i know the mob will stop running after you after a while but he will hit the people at the middle and back
Marlone Fighter can kill a mage in 2 or 3 hit , and even when all are safe we will be surrounded by 5 mob
and after i play this KQ many many times there was no change in the time we finish it with rush or without it
just some players lose a heart
and if you realy want to rush then be helpful and stune the mob
in the middle of the way there is a fake marlone and fake mara pull the mob and just keep those 2
if they are close to each other pull one of them when its time to attack
both marlone and mara must be killed at the same way
this time the tanker must be a fighter to keep using the taunt the other must attack from behind
not from sides and not from front and don't be too close stay as far as you can coz one of his attack can make a damage even if you are at the back but close
Most players say stuning Mara is not recommended she like to stun the tanker if you do stune her
that may make her out of control running to the other players
thanks to "Dalaeni" i level up my tanker to be a good tanker , like he say in the next post she stune even if you don't stune her over and over so i agree with him
there is 2 more things other fighters Don't use Kick , just the tanker must use it as much as he can esp after he is stuned
here is an image for the good attack
http://i16.tinypic.com/7xmcoxx.jpg
now you are at the ship here is the 3 aria
http://i10.tinypic.com/6ui1tnm.jpg
the green one must be cleared it the final battle place
the red one also must be cleared coz if there is a mob in it it will go to the lurer at the top without useing the stares it will just pop up there
now One of the archer if not a mage have to lure the real Mara
if there is Marlone Archer on your way
http://img.photobucket.com/albums/v205/Drodius/fiesta%202/22.jpg
pull it to the green aria ( they are mean )
if you ignore them they have an attack make a grass that will stop you
and then you will be killed by the Mara or marlone you have pull it
you will need a revive and pull again
nademe
11-13-2007, 11:53 AM
now how to know the fake from real
you can make ONE click at them and look at the top of the screen or use the Tab key
this is how the Fake Marlone look like
http://i2.tinypic.com/7ynsqoi.jpg
Fake Mara has a red sampole in her hat like this
http://i4.tinypic.com/8e6faqo.jpg
and this is the real Marlone ( with hornes)
http://i1.tinypic.com/8735zf7.jpg
the real one has it blue
http://i2.tinypic.com/7wqlhqb.jpg
and i don't know why some players go up only the one who will lure must go up
archer lure with poison arow or bleed they bouth have the same range 13.5 m , Mage only lure with ice
what to do if there is a fake one on the way and you will not be able to lure the real one
in that case pull the fake one and run to the Blue aria ( NOT TO THE OTHER PLAYERS ) XD
and for sure NO ONE ATTACK the fake one , after you die in the blue aria taking the fake with you some one will rez you
when all do there job this quist is easy and if one don't he make all fail
i think we must have an option to make a voting to kick the players missing in this KQ but after we tell him what to do and not doing it
nademe
11-20-2007, 02:38 PM
:D how do you think about this , no one say anything
Dalaeni
11-20-2007, 07:32 PM
To elaborate:
You don't have to kill every enemy. If you watch where you walk and use click to move to take the shortest paths that everyone else is taking, you can walk behind a lot of enemies without them attacking. It's very important that everyone stay together and move as a group, otherwise stragglers may be attacked if enemies turn around. This is different from rushing, because tanks are kicking any enemy that will or has attacked.
Tanks/Fighters, there should be a lead tank grabbing aggro on any enemies that are in the way. The tank does not need you to pull enemies; he can do that with kick since it has a long enough range. Other fighters should be watching the middle and rear of the group. If any enemies that the group ran past turn around and attack the group, a fighter should kick it and run it up to the front. Please make good use of kick and pull the enemies off the mages and archers. Kick isn't just for bosses. If you don't have kick, go to Rumen and buy it; it's very cheap and saves lives.
Mages/Archers, try to only attack things that the tanks are attacking. If your target has a full health bar, it's not completely safe to attack and you're better off shooting the enemy being attacked by the tank. The tank should have kicked/mocked the enemy he's attacking which means you won't take any damage. Don't attack things ahead of the tank. Let the tank lead and grab all the enemies that need to be fought. You won't need heals this way.
Do not stand around in the back fighting enemies while the rest of the group is moving forward. If something is attacking you, run up to the tanks and pull it to the rest of the group. If you're a fighter, kick it and run up to the front where everyone is killing things so that it dies faster instead of fighting it by yourself or with one other person in the back.
If the tanks are kicking (taunting) and you're not a tank and being careful to only attack the tank's targets, you'll probably not take any damage the whole KQ. You might get an occasional shot by an archer or hit by other enemy if the fighters aren't so great about kicking, but you'll probably get a heal if the group isn't fighting bosses. However, you should bring health/SP stones/potions with you. During a boss fight, don't expect to get a heal if you're not the main tank. During a boss fight, you shouldn't need a heal if you're not the main tank.
Bosses:
Mara has a stun special attack that she uses every 3rd or 4th attack. Stunning her does not make her do her special stun attack; she was going to do it anyway. The only reason she stuns after you stun her is because you stopped her from doing the stun earlier and so she was ready to do it when the stun wore off. Stun her as much as you can, because when she's stunned, she's doing no damage to the tank and is actually stunning the tank less.
Marlone has a rooting special attack that stops movement. This can delay the tank getting him into position, so wait until the tank starts attacking him and don't crowd the tank because if you're near the tank or the tank takes a step to close to you, you will probably die (if not, please get away from the tank immediately). Stun him as much as you can to prevent damage on the tank. It does not make him change targets; he will never leave a good tank as long as that tank is kept alive.
Stunning these bosses is perfectly fine and is a good thing to do. I've watched these boss fights as cleric, archer and mage as well as tanking both of them as a fighter who did very little other than KQ from 18-25 and never lost aggro on them. A level 18 tank that's mostly endurance with enhanced armor and vit/def scrolls can tank. I had 5 points in spirit (rest endurance) and all armor/shield enhanced +3 and with vit/def scrolls and some endurance rings, and I had about 100hp to spare after a normal+special combo attack from the bosses.
Tanks, if you can, pull the boss with kick. This is usually possible on the first set of bosses, however at the end you'll need an archer/mage to pull the boss down the steps. Kick the boss as soon as you can and run to the spot where you want to tank it. When you get there, wait for the boss to run up to you, then kick the boss. This will start your attack and ensure that your distance is correct. If you're too close to the boss, the fighters behind the boss will take damage. If you see them (the ones behind) getting rooted/stunned, take a couple steps back and let the boss come to you again. If you're unsure about holding the boss, kick it everytime it does it's special attack (when Mara's stun wears off). You can actually get by with less kicks, but as tank, all you're there to do is take the hits and kick/stun anyway. The other fighters can do debuffs.
DPS, wait to attack until the tank has the boss in a good position. On Mara, it's safest to wait till after the first stun when the tank starts attacking her again. The tank may need to move back a few steps if he's too close to her, so don't stand behind or near the tank.
Clerics, the tank's HP bar lags, sometimes a little and sometimes a lot. Start casting your heal when you see the boss swing. It should land just after the boss hits the tank, which will be up to a second before you would've seen his health drop. If your tank doesn't have a lot of HP, it's critical that you heal as the boss is attacking and don't wait till you see the tank's HP go down. If there are only 2 clerics, don't worry about reviving people unless you can invulnerable the tank. Everyone gets 2 hearts to start and that should be enough to get through the KQ, especially if there's a cleric reviving people who die along the way. If you do stop watching the tank to revive someone, look around and see if any other clerics are casting revive as well. If someone is, just target the tank again which will stop your revive from casting and prevent it from going on cooldown.
Mages or archers can both pull the bosses since they both have 13.5m range (frostbolt), but pulling is easy enough to figure out.
nademe
11-23-2007, 07:49 PM
thanks Dalaeni :D you say what i want in better way
and correct some of my wrong info
King Slim KQ (http://www.outspark.com/forums/showthread.php?t=23697)