Raisu-Palast (Mission)
Raisu-Palast (Mission) | |
---|---|
Typ | Mission |
Kampagne | Factions |
Region | Stadt Kaineng |
Gruppengröße | 8 Personen |
Zielort | Kaiserliches Refugium |
Karte | |
Ziele
Erreicht den Kaiser, ehe Shiro ihn tötet!
- <Spielername>, ihr müsst aus diesen Helden zwei Verbündete aussuchen, die eure Gruppe begleiten sollen
- Meister Togo muss überleben.
- Bruder Mhenlo muss überleben.
Belohnungen
Normaler Modus | ||||
---|---|---|---|---|
Belohnung | Benötigte Zeit | EP | Gold | Fertigkeitspunkt |
Standard | > 25 Minuten | 1000 | 100 | 1 Punkt |
Experte | 20 - 25 Minuten | 1500 | 150 | 1 Punkt |
Meister | < 20 Minuten | 2000 | 200 | 1 Punkt |
Schwerer Modus | ||||
Standard | > 28 Minuten | 1000 | 200 | 1 Punkt |
Experte | 26 - 28 Minuten | 2000 | 300 | 1 Punkt |
Meister | < 26 Minuten | 3000 | 500 | 1 Punkt |
Tipp: Am Anfang der Mission befindest du dich in einem Raum, wo du dir zwei Verbündete aussuchen kannst. Nimm Danika und Talon (oder Cynn), da sie dir die längsten Kämpfe ersparen.
Wenn du dich also für Danika entschieden hast, wird sie dir am Ende eine Tür zu einer Abkürzung durch einen langen Korridor voller Monster ermöglichen, an dessem Ende du den Ritualisten-Boss töten mußt. Es wird einige Zeit sparen, wenn du die anderen Monster ignorierst und durch den Gang auf den Ritualisten-Boss zuläufst und dich gleich auf ihn konzentrierst.
Nachdem er tot ist, musst du nur durch die Tür die sich darauf hin öffnet laufen, woraufhin eine Videosequenz beginnt, nach der auch alle Gruppenmitglieder wiederbelebt werden.
Achtung: Gestorbene vom Gruppenleiter ausgewählte NSC-Verbündete können dir nicht mehr bei Abkürzungen helfen, da sie nicht von selbst wiederbelebt werden.
Allgemeines
Diese Mission ist ein Kampf gegen die Zeit um den Kaiser zu retten, bevor er gefangen oder getötet wird von Shiro Tagachi. In der Mission müsst Ihr gegen Massen von Shiro'ken kämpfen, die gebundenen Geister, erschaffen von Shiro. Aufgrund ihrer bloßen Anzahl können sie Euch mitunter leicht überrennen, wen ihr nicht aufpasst. Um dem zu begegnen, gibt es in dieser Mission besondere Fertigkeiten. Nur: Ihr müsst Euch darüber im klaren sein, wann ihr diese Fertigkeiten einsetzt, wann ihr kämpft - und wann ihr beides lasst und rennt.
Vor dem Kampf könnt ihr mit Kuunavang sprechen, der jedem Spieler sehr mächtige Sonder-Fertigkeiten (Himmlische Fertigkeit) gibt (aber nicht den Helden - Gefolgsleuten hingegen aber schon!).
Nachdem Ihr die neuen Fertigkeiten ausgerüstet habt, wird der Leiter der Gruppe gefragt, zwei Helden zur Verstärkung der Gruppe auszuwählen. Die Entscheidung ist nicht nur eine Entscheidung über zwei Helden sondern auch darüber, welchen Teil der Mission ihr überspringen wollt. Denn: Jeder der sechs zur Verfügung stehenden Helden wird (früher oder später in der Mission) es Euch ermöglichen, einen Teil des Kampfs gegen die Shiro'ken zu überspringen:
- Argo: Überspringt den Kampf im 1. Raum und geht direkt zu dem Krieger-Boss weiter.
- Cynn: Überspringt den Kampf an der Brücke nach dem ersten Elementarmagier-Boss.
- Danika: Schließt ein Tor in einem großen Raum voller Shiro´ken, so dass ihr in dem korridor mit dem Ritualisten-Boss schneller vorankommt.
- Nika: Überspringt den Kampf mit dem Waldläufer und dem Elementarmagier-Boss.
- Panaku: Entschäft die Säure-Fallen im Korridor zum Ritualisten-Boss.
- Talon Silberflügel: Überspringt im 2. Raum den Kampf nach dem Krieger-Boss und geht direkt zum Nekromanten-Boss.
Zu jedem Helden gibt es ein kurzes Filmchen und dann geht es mit ihnen zusammen weiter.
Hinweis: Rennen und unnötige Kämpfe vermeiden ist in dieser Mission sehr wichtig - deshalb sind Gefolgsleute hier schlechte Verbündete für Euch, insbesondere wenn Ihr diese Mission noch nicht kennt. Gefolgsleute finden oft den richtigen Weg nicht oder vermeiden Kämpfe nicht oder nicht gut genug. Außerdem verballern sie all ihre himmlischen Fertigkeiten im erstbesten Kampf.
Sobald der Teamleiter zwei Helden gewählt hat startet ein Timer. Gleichzeitig seht ihr links oben eine Anzeige, die Kaiser Kisus Widerstandskraft und damit die Euch verbleibende Zeit zeigt.
Es ist wichtig, zu wissen welchen Weg Ihr einschlagt, und die Patrouillen zu beobachten und nicht mehr als nötig anzulocken (Aggro-Kreis beachten). Mit den mächtigen Sonderfertigkeiten, die ihr bekommen habt, könnt ihr mehr Feinde als sonst in Schach halten, aber wenn ihr den falschen Typus Feind zur falschen Zeit anlockt, kann es fatal werden. Die Shiro'ken Elementalmagier mit ihrer gefährlichen Sternenexplosion können gleich mehrere Teammitglieder auf einmal auslöschen, wenn die Mönche nicht aufpassen. Außerdem benutzen sie Splitter-Rüstung, die einen schnell erledigen kann.
Am Ende jedes Abschnitts kommt ein Shiro'ken Boss - eine gute Gelegenheit, die Sonderfertigkeiten einzusetzen, denn das Killen eines Bosses auch das einzige ist, das sie wieder auflädt (nichts anderes wird das tun). Die himmlische Elementarmagier-Sonderfertigkeit Himmelssturm ist extrem effizient darin, große Gegnergruppen auszuschalten - und sollte deshalb weise eingesetzt werden.
Folgt dem Pfad so schnell wie möglich und kämpft nur dann wenn wirklich nötig.
Hinweis: Nach dem Gebiet mit den Brücken (wo Cynn eine Brücke zum Einstürzen bringt, wenn ihr sie dabei habt) gibt es mehr als ein Tor, das Euch in den Korridor (mit den Säurefallen, die Panaku entschärfen kann) bringt, und es wird sich nicht immer dasselbe Tor öffnen.
Die Endgegner sind drei Bosse, und zwar sind sie im Bereich vor dem Thron (ein Mönch, ein Mesmer und ein Assassine). Tötet sie und die Mission ist geschafft.
Lösung
Hinweis: Folgende Lösung setzt voraus, dass Ihr am Anfang als Helden Talon und Danika wählt. Nach Meinung des Autors ist die Mission mit diesen beiden Helden am schnellsten und einfachsten zu erledigen. Bei Danika ist man sich in den einschlägigen Foren diesbezüglich übrigens einig - beim zweiten zu wählenden Held gehen die Meinungen ausseinander, ob man besser Talon oder Argo wählen sollte. Wie auch immer: Entscheidet selbst, ob Ihr dieser Empfehlung folgen pder was ganz anderes ausprobieren wollt. Seid Euch nur bewusst, dass die folgende Lösung mit anderen Helden nicht ganz passt.
Gruppenzusammensetzung
Contrary to popular belief, the class composition of your party is not particularly important for this mission. The only thing you absolutely must have is a couple of warriors to tank the Shiro'ken Elementalists. Everything else is optional; though some options are recommended more than others. Although the mission can and has been done using only the healing from Mhenlo, Meister Togo, and Danika, bringing two healers of your own (or a healer and a protector) is a very good idea. Heavy-duty area-of-effect damage is very useful for clearing the huge mobs, and is necessary if you want to beat the masters’ time limit. That means Fire Magic elementalists, Spiteful Spirit necromancers, barrage rangers, and other AoE damage dealers, are all particularly useful. Another useful addition is an interrupter to shut down the Shiro'ken Elementalists' Sliver Armor, the Shiro'ken Warriors' Healing Signet, the Shiro'ken Rangers' Troll Unguent, and anything else they can hit. Although the high level of the monsters prevents a minion master necromancer from being a significant source of damage, a minion master can provide ample quantities of undead cannon fodder to distract the monsters and protect your party.
Although somewhat difficult, the mission can be done with henchmen. It certainly doesn't help that the best of the game's henchmen selection is unavailable here, as they have been moved inside to be assisting heroes. For the most part, how you proceed through the mission should be the same regardless of if or how many henchmen you are using. Differences will be noted explicitly.
For almost any character build you might have, the celestial skill offered by Kuunavang is probably an improvement over one of the skills in your bar. Talk to Kuunavang to get your celestial skill. Once everyone who wants it has their celestial skill, the group leader should talk to Talon and Danika and select them as assisting heroes, after which the gate will open. Time spent in this room does not count against Emperor Kisu’s resistance timer. It’s unknown whether time spent in this room counts against the experts’ and masters’ timers, so it’s probably best not to linger here.
Raum 1: Schwertgreis Kai
As you come down the ramp, use the control key (on your keyboard) to scan the monsters on the north and south platforms. If one side has more Shiro'ken Elementalists than the other, pick the other. The monsters on the platform are consisted of two mobs. If you are confident in your party's abilities to deal with large mobs, pull both at once from the bottom of the stairs. If you are using henchmen or are unsure of your party’s abilities, pull them one at a time from the bottom of the stairs. Pulling these mobs will accomplish 2 things: (1) it will get the slightly-faster-moving Shiro'ken Elementalists out in front where they are easy to target, and (2) it will enable your warriors to body block the stairs and protect the rest of the team. Target the Shiro'ken Elementalists first and kill them as quickly as possible. Although continuing to attack them after they activate Sliver Armor will cause great amounts of damage to your warriors, leaving them alive will allow them to inflict even more damage.
The monsters on the east side of the canal vary in their spawns. There will usually be two mobs in more or less the same spot – one consisting of a Shiro'ken Monk and Ritualist and the other consisting of up to three Shiro'ken Elementalists plus some additional Shiro'ken Warriors and Assassins. If you get a spawn like this, pull one group from as far away as possible, kill it, then pull the other and kill it. Make sure to take out the Shiro'ken Elementalists first when you take on their mob. Occasionally, there will only be one mob. Pull it and kill it. On rare occasions, there will be no monsters here at all. However, do not immediately head up the stairs towards the boss.
On the landing at the top of the first flight of stairs sits Sword Ancient Kai and a small mob of Shiro'ken Warriors and Assassins, plus one Monk. Patrolling the north and south second flights of stairs is a huge mob that usually contains several Shiro'ken Elementalists. Both mobs have extended aggro radii and will pull quite easily. The difficult part is pulling just one mob. Pull whichever mob you can get down to the bottom of the stairs (and perhaps a bit further) and kill it. If you got the Elementalists, kill them first. In any event, now is a good time to use your celestial skills. If you’re facing the boss, they'll recharge as soon as he dies; if you're facing the Elementalists, they can cause you far worse problems than the boss, so now is as good a time as ever.
Sword Ancient Kai himself is not a big threat so long as he is kept away from your casters. He can, however, take an annoyingly long time to kill if your party is skewed towards physical damage and is unable to interrupt his healing signet.
If you are extremely confident in your party's ability to deal damage quickly, you can aggro both groups at once and have your warriors block the bottom of the stairs. Just bear in mind that your warriors are probably goners if the Elementalists live long enough to activate Sliver Armor.
Continue up the stairs and through the door to the east.
Room 2: Doomed Ancient Kkraz
As soon as you enter this room, there will be a cutscene of Talon sealing off the portals to the north and south. It doesn't matter one bit whether you watch this cutscene or not.
With the endless supply of monsters from the portals shut off, this room is a breeze. Advance to the bottom of the stairs to the east and dispatch the mob that comes down the stairs to greet you. Continue up the stairs towards the boss, killing anything that gets in your way. It's best to kill the Ritualist that is with the boss first to prevent its spirits from healing. Doomed Ancient Kkraz himself is a total pushover. Use your celestial skills on either the Ritualist or the boss, since they will recharge once the boss dies.
Head through the door to the east.
Room 3: Two Bosses
Up the stairs immediately in front of you is a landing with Famished Ancient Brrne, a sizable pack of Shiro'ken Rangers, a single Ritualist, and three or four Warriors that will run down to attack you as soon as you set foot on the stairs. Because they are backed up by the Ritualist's spirits, these Warriors are more resilient than most of those that came before. If your party has adequate damage output to kill them in spite of this, kill them first. Otherwise, you will have to go for the Ritualist while the Warriors pound on you. Next comes the Ritualist, then Famished Ancient Brrne and his Rangers. Area-of-effect attacks work particularly well here, since neither Famished Ancient Brrne, nor his Rangers, nor the Ritualist will move out of them. Use your celestial skills here, since they will be recharged when Famished Ancient Brrne dies.
It matters very little whether you use the north platform or the south platform here. Both contain two weak mobs and you usually can't see far enough to note the location of the next two major mobs from the point where you must choose north or south.
Heading back into the center, you will find two large mobs of Rangers half-patrolling, half-loitering near the base of the north, south, or east stairs. Depending on your spawn, you will have to deal with them in different ways: sometimes one or both mobs will be close enough to pull from your platform. In which case pull them (one at a time if you can reach both) from the platform and kill them at the bottom of the stairs to the platform. Sometimes one or both mobs will be far enough away that you can go up the east stairs without aggroing them. In which case, don't aggro them. Most often, they will be just past the east stairs, but just close enough you can’t make it up the stairs without aggroing them. In which case you will have to pull them over to the base of the stairs you just came down (north or south) and kill them. Be very careful and stay as far away from the base of the east stairs as possible. The boss has a huge aggro radius and will attack if you get anywhere near them. Once you've cleared as many Rangers as necessary so that you can go up the east stairs, go near the stairs and the boss will aggro and come down to you.
Star Ancient Koosun is by far the most dangerous boss in this mission. As soon as he aggros (whether you were ready for him or not), your whole party needs to drop whatever they were doing and throw everything they have at him. If he lives long enough to activate Sliver Armor, at least one fatality is almost guaranteed. If he lives much longer, several more are likely. Fortunately though, while he deals a tremendous amount of damage, Star Ancient Koosun is not very durable, and a concerted effort should bring him down very quickly. If there was ever a time to use your celestial skills, this is it.
As you continue up the stairs, scan the small mobs at the northeast and southeast doorways. Usually they are identical, but you might be able to avoid an Elementalist by scanning. If you want to fight the mob in your path, make sure to pull it into Room 3 without setting foot in Room 4. As soon as any member of your party enters Room 4, you’re done with fighting here whether the mob is dead or not.
Raum 4: Die Brücke
Rennt. Rennt so schnell ihr könnt. Rennt zu der BRücke in der Mitte (in Nord-Süd Richtung). Rennt in östlicher Richtung über die Brücke. Rennt auch östlich über eine der beiden Brücken.Rennt weiter bis das Video startet.
Wenn die anderen Teammitglieder nicht rennen: Rennt trotzdem und verlasst sie. Togo, Mhenlo, und Danika überleben lang genug bis zum Videoclip. Nach dem Film sind alle wiederbelebt. 15 % Malus - auch wenn alle Teammitglieder es haben - ist das kleiner Übel gegenüber dem Problem, dass DU haben wirst, wenn du den Film nicht schnell genug auslöst!
Denn: Sobald einer den Raum betritt ergießen sich MASSEN von Monstern durch das Nord- und Südportal – Monster, die Dich überall hin verfolgen, auch nach dem Clip. Der Strom von Monstern stoppt nur dann, wenn das gesamte Team "durch" ist. Indem Ihr den Clip schnellstmöglich auslöst, könnt ihr den Monsterstrom begrenzen auf 3 Pack Monster pro Tor.
Raum 5: Der Raum nach der Brücke
Jetzt kommt Danika ins Spiel mit ihrem Videoclip. The first thing you will notice about the cutscene is that at least one Shiro'ken Ranger will probably be shooting at least one of your party members. This should incline you to skip the scene immediately. However, there are two things to be gained by watching the scene (or at least most of it) anyway: (1) You may be able to get rid of Danika, who will become a liability if she remains with you after the scene – which she definitely will if you skip immediately. (2) The large mob at the top of the stairs to the north often moves away from you during the scene and becomes less likely to aggro immediately than if you had skipped. Ultimately, you need to look at which party member is getting hit (the warrior? the monk? Togo?) and how many Rangers are hitting them and decide if it's worth having that person take some hits to get these advantages.
Your situation at the close of the cutscene is as follows: Your entire party is facing west with their backs to a closed door. Immediately to the south is a staircase that leads to a closed door with two Shiro'ken Rangers on it. They are already aggroed. Immediately to the north is the staircase leads to the next room with another two Shiro'ken Rangers on it. They are already aggroed. In these close quarters, the Rangers are a big problem, since your casters, particularly your monks, have no place to go to escape their energy-draining Debilitating Shots. At the top of the stairs to the north is a large mob of Rangers and Necromancers which may or may not be aggroed. If it's not, keep it that way. Approaching rapidly from the west is every monster that spawned from the portals in Room 4. If you ran like you were supposed to in Room 4, there will be six, including one Elementalist. If you did not, there may be many, many more. Finally, Danika may have remained with you, especially if you skipped the cutscene immediately. However, she is now neutral and will heal whatever needs it most, including the monsters. Initially, you will need it most, so this won't be a problem. But as the battle progresses you may come to regret not having ditched her.
The first order of business is to attack the Rangers on the south stairs. Try to kill one or both of them before the mob from the west arrives. This way your casters can huddle in the southeast corner in relative safety and get away from those debilitating shots before their energy is completely drained. As soon as the mob from the west arrives, kill the Elementalist immediately. Now, finish off the Rangers on the south stairs also if you didn't get them both killed before the Elementalist arrived. Next, take out the rest of the mob that came from the west, clearing an expanding safe patch from the southeast corner. Move on to the north stairs Rangers, and then finally to the large mob at the top of the north stairs. Although this room is very difficult, try to refrain from using your celestial skills unless absolutely necessary; you are still a long way from the next boss, and they will come in very handy there.
If Danika is still with you, just when you get down to a managable number of monsters and start to think you have the upper hand, the monsters may suddenly become more resilient. That's because Danika is healing them (because you have the upper hand... at least for a moment). If your party's damage output is high enough, you'll be able to kill the monsters despite her healing (in fact, it's quite possible you might not even notice her healing them). If it's not, you have 3 options, none of which is particularly pleasant: (1) You can continue to pound on the weakest monster till Danika runs out of energy, wasting a lot of precious time; (2) You can go aggro and damage more monsters at the top of the north stairs to spread her healing out to the point that she fails; or (3) you can stop healing your party (possibly in conjunction with aggroing more) so that you need healing more than the monsters do and Danika will heal you instead.
Once this battle is done, head all the way north, cross the little bridge east.
Raum 6: Überspungen
Dank Danika kannst du diesen Raum überspringen und das ist auch besser so. Dort befinden sich eine Menge Shiro'ken Nekromanten, die sämtliche Kadaver verwenden, was es für einen Minion Master in eurer Gruppe unmöglich macht weitere Diener zu erschaffen.
Room 7: Defiant Ancient Sseer
This room is a straight hallway which you must take east. On the left (north) side are two mobs patrolling, plus another two mobs that duck into and out of small rooms to the north. At the end of the hallway is the Ritualist boss, Defiant Ancient Sseer, and behind him is a closed door that will open when he dies. Throughout the hall are acid traps which do 20 damage per second you are in them. (As long as you aren't dumb enough to just stand inside one, they can be ignored.)
If your party can be counted on to come with you, the easiest thing to do is to run along the right wall all the way to the boss while ignoring the mobs, kill the boss quickly, and run out the door to trigger the next cutscene before the mobs kill you. Having a minion master along helps distract the mobs as the minions will to stop to attack. Defiant Ancient Sseer himself is actually quite weak and easy to take down, especially if you take down all his spirits first. In fact, a single warrior or elementalist with a charged celestial skill can almost kill him single-handedly.
If your party cannot be counted on to come with you, you will have to pull and fight some or possibly all four of the mobs in this room first. Since every mob has a Monk in addition to the protection of Defiant Ancient Sseer’s spirits, they can prove difficult and time-consuming to kill. If you must fight these mobs, go ahead and use your celestial skills here, since the boss himself does little damage and can be killed without them more easily than these mobs can.
The henchmen's record for running straight to the boss in this room is mixed. Sometimes all 7 of them will follow you directly to the boss and attack him immediately. Sometimes they will get distracted by the first or second mob and not break off, leaving you facing the boss alone with two or even three mobs attacking you from behind. If you are using henchmen, consider carefully the time remaining and how much you are willing to risk replaying the mission when deciding whether to run to the boss or pull and fight the mobs on the way.
Once the boss is dead, head east through the now-open door to trigger the final cutscene. It does not matter whether or not you skip. (With the exception of the very rare event that some monsters from this room followed you into the scene, in which case you should skip.)
If you want to disable all the acid traps, and have the self-healing to do it, go to the last room on the left closest to the Ritualist boss and spin the vase inside. (Note: The acid traps will be disabled but the funny looking rain will still be there though it will do nothing)
Room 8: Three Bosses
For a room with three bosses in it, this room is remarkably easy.
Head down the stairs to your right and straight for the small bridge that leads to the bosses. As soon as you near the bridge Silent Ancient Onata and a small handful of extraneous Shiro'ken will charge you. Stop where you are and let them come. Then whack Onata with all those celestial skills that the last boss’s death just recharged. If you need to, follow up with a few more attacks to kill Silent Ancient Onata. All of the accompanying Shiro'ken should either be dead or close to being dead from all the splash damage. Quickly finish off any stragglers.
Go as far across the bridge as necessary to get Arcane Ancient Phi in range (all the way if you're a melee character). Hit Arcane Ancient Phi with all the celestial skills Silent Ancient Onata's death recharged. Then immediately fire off every area-of-effect spell you can squeeze in before he dies. The point is not to hit Arcane Ancient Phi, who is already quite doomed, but rather to hit the mostly-untargetable Untouched Ancient Ky with splash damage.
Finishing Untouched Ancient Ky is mostly a job for the warriors, since Untouched Ancient Ky hides behind Spellbreaker most of the time. Everyone except your Elementalist(s) can unload their newly recharged celestial skills into him. Any offensive casters in your party should keep testing with cheap spammable spells till Spell Breaker goes down, then fire off their best stuff before Spell Breaker goes back up.
Once all three bosses in this room are dead, the mission is complete.
Additional notes and tips
- The Shiro'ken Elementalist carry the skill Sliver Armor, and should be stripped or it can easily slay your tank.
- Tanks are advised to carry heavy duty defenses. W/E using Armor of Earth and/or Stoneflesh Aura will eliminate the threat of Sliver Armor entirely.
- Protection Monks are advised to bring Shielding Hands or Shield of Absorption to aid the tank against Sliver Armor
- A protection monk with Protective Spirit is recommended to counter the high damage spells. The protection henchman at Raisu Palace does not spam this skill.
- Die Bosse müssen getötet werden. Lässt man einen am Leben, so wird man später zurückkommen müssen, um ihn zu töten.
- When going for Master's, it is useful to keep track of the time throughout the mission. Watch Kisu's health bar, it will give a fair indication of how long you've taken. At around 15 minutes, depending on where your party is, it may be a good idea to run past the remaining monsters and head straight for the boss. This applies to both the hallway before the ritualist boss and the groups of enemies before the second cutscene.
- Die Elitefertigkeiten in dieser Mission sind genau dieselben wie in Tahnnakai-Tempel, man sollte sie daher nicht nur wegen der Fertigkeiten machen.
- Die Builds W/K Würgegas-Unterbrecher, Build:E/Me Echonuker und Build:Rt/any Ritual Lord sind in dieser Mission ziemlich effektiv, genau wie Minion Master.
Kreaturen
NPCs
- 30 Kuunavang
Gefolgsleute
- 20 Talon Silberflügel
- 20 Bruder Mhenlo
- 20 Danika
- 20 Argo
- 20 Cynn
- 20 Nika
- 20 Panaku
- 20 Meister Togo
Monster
- 28 Shiro'ken-Krieger
- 28 Shiro'ken-Waldläufer
- 28 Shiro'ken-mönch
- 28 Shiro'ken-Nekromant
- 28 Shiro'ken-Mesmer
- 28 Shiro'ken-Elementarmagier
- 28 Shiro'ken-Assassine
- 28 Shiro'ken-Ritualist
Bosse
Klasse | Stufe | Name | Elite-Fertigkeit |
---|---|---|---|
24 | Torwächter | Unbekannt | |
28 | Schwertgreis Kai | Elite-Haltung (Factions). 8 Sekunden lang wird der nächste Angriff gegen Euch geblockt und diese Haltung endet. Ihr erhaltet 1...3...4 Adrenalinstöße, wenn diese Haltung endet. Günstige Abwehr
Attribut: Taktik (Krieger) | |
28 | Hungriger Greis Brrne | Hungersnot 10315 Elite-Naturritual (Factions). Erstellt einen Geist der Stufe 1...8...10. Jedes Mal, wenn die Energiepunkte einer Kreatur in seiner Reichweite auf 0 sinken, erleidet diese Kreatur 10...30...35 Punkte Schaden. Dieser Geist stirbt nach 30...78...90 Sekunden. Hungersnot
Attribut: Überleben in der Wildnis (Waldläufer) | |
28 | Unberührter Greis Ky | Zauberbrecher 15145 Elite-Verzauberung (Basis). 5...15...17 Sekunden lang kann der Verbündete (bzw. Ihr selbst) nicht zum Ziel von feindlichen Zaubern werden. Zauberbrecher
Attribut: Gunst der Götter (Mönch) | |
28 | Verdammter Greis Kkraz | Schicksalsklage 10%1¼15 Elite-Verhexung (Factions). 1...3...4 Sekunde(n) lang werden alle Attribute des Gegners auf 0 gesetzt. Schicksalsklage
Attribut: Seelensammlung (Nekromant) | |
28 | Arkaner Greis Phi | Arkane Schwäche 10215 Elite-Verhexung (Factions). 1...8...10 Sekunden lang verursachen alle vom Gegner gewirkten Zauber 10 Überzaubern. Arkane Schwäche
Attribut: Schnellwirkung (Mesmer) | |
28 | Sternengreis Koosun | Elite-Zauber (Factions). Der berührte Gegner und alle Feinde im Bereich erleiden 7...91...112 Punkte Feuerschaden und werden 1...3...4 Sekunden lang in Brand gesetzt. Ihr erhaltet für jeden getroffenen Feind 2 Energiepunkte. Sternenexplosion
Attribut: Feuermagie (Elementarmagier) | |
28 | Stiller Greis Onata | Elite-Verhexung (Factions). Alle Eure Zauber werden 15 Sekunden lang deaktiviert. Der berührte Gegner kann 1...3...3 Sekunden lang keine Zauber wirken. Schleier des Schweigens
Attribut: Tödliche Künste (Assassine) | |
28 | Trotziger Greis Sseer | Elite-Gegenstandszauber (Factions). Haltet Xinraes Asche bis zu 15...51...60 Sekunden lang. Während Ihr ihre Asche haltet, könnt Ihr durch einen einzelnen Treffer nicht mehr als 20% Eurer maximalen Lebenspunkte verlieren. Wenn Ihr ihre Asche fallen lasst, entzieht Ihr allen Feinden in der Nähe 5...41...50 Lebenspunkte. Trotzig war Xinrae
Attribut: Wiederherstellungsmagie (Ritualist) |
Follow-up
Nach dem beenden der Mission Befindet man sich im Kaiserlichen Refugium
Missionen Factions |
Minister Chos Anwesen » Zen Daijun » Vizunahplatz » Nahpuiviertel » Tahnnakai-Tempel » Arborstein » Boreas-Meeresgrund » Sunjiang-Bezirk » Der Ewige Hain oder Gyala-Brutstätte » Verschlafene Gewässer » Raisu-Palast » Kaiserliches Refugium |