Need FC Explained Plz
TaioShin - Harshlands
Posts: 7 Arc User
ok ive played avout a year and have finally lvled to 80. i wanta do frost runzz but know nothing bout itb:surrender. can any1 help with a detailed instruction for me? i would much appersate it.b:victory
Harshlands lvl 80 Pysic, TaioShin
Harshlands lvl 80 Pysic, TaioShin
Post edited by TaioShin - Harshlands on
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Frostcover Runs are for people who want to gain a lot of EXP.
Its fairly simple, but most squads and people tend to do it at lvl 85+
The bosses are different from the normal bosses you see in TT or the world map. FF bosses are just more than sitting there and DDing. Some make you run, others make you kill adds to weaken it first, before fighting the actual boss.
This instance has.....10 bosses total if I remember correctly. You also have a lot of mobs to kill inside as well.
Time-wise, it can take you from 1 to 3 hrs, depending on the squad.
"Pro squads" or lvl 95+ squads can finish it under an hour easy.[SIGPIC][/SIGPIC]
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Some of the fun features of the bosses in there:
There is a boss that places huge yellow/orange circles on the floor in random places. If you are standing on a circle within 5 seconds after it appears, you will take 5,000 damage. You will spend the fight attacking the boss while running around the room to avoid the circles.
Another boss seems normal, but then he will say:
SUPER...
POWERFUL...
MIGHTY...
WHIRLING...
SLASH!
After that, anyone near him is pretty much a 1 shot. When he starts charging that attack, run away from him fast.
Another boss will spawn TT hands during the fight randomly under someones feet. If they are not destroyed in a few seconds, they will explode and deal out 5,000 damage. At the same time, this boss will spawn minions that will taunt you to attack them. DO NOT. If you hit one, it will explode and deal out 5,000 damage to the entire party.
You can tell these are not your average bosses. That's what makes this dungeon fun.Main characters
Celestial Sage Venomancer Zoe - 100
Sage Barbarian Malego - 910 -
Frostcovered City bosses in the order that you kill them.
1. Thunderclaw.
He spawns circles underneath players. Keep out of the circles or they will blow up and deal horrendous amounts of damage. Circle damage can stack (such that if say, 3 players were in 1 spot and 3 circles appeared underneath those players, wherever the 3 circles overlap, their damage can combine.)
1 minor mob pull before this boss.
2. Diabolic Shocktrooper and Elementos minions.
The Shocktrooper is entombed in ice. The Minions spawn around his pedestal. You have 30 seconds to kill the minions when they spawn, so kill as many as you can. After awhile of killing the minions, the Shoptrooper escapes and begins attacking. He can seal and sleep players. His sealing also deals a fair amount of damage so be careful.
1 minor mob pull before this boss. Bishop groups line the hallway between Shocktrooper and Styren. Have a bm anti-stun run and quickly stun each group before the rest of the squad comes forward and attacks. Take these Bishop groups 1 at a time.
3. Cycloptra Styren and Dragoon minions.
An 85+ players speaks with Shiner Nin to activate the boss. Styren spawns Dragoon minions every now and then. Get rid of them, then continue killing the boss.
4. Dreadlindra, the Bishop boss.
Dreadlindra spawns Bishops who AoE damage + inturrupt.During this fight, you may also be purged and slept. Get rid of the spawned bishops quickly and continue killing the boss.
1 Large pull before this boss. Beginning at the corner room (you'll know which one), the barb runs straight through the hallway, passing the side hallway. He runs all the way down until he has gotten the attention of all the mobs in the hall. Then he runs back, through the side hallway, grabbing all the mobs there as well and through into the boss's room. By then, he should have somewhere between 30-40 or so mobs on him. He gets all the mobs in the boss room as well, turtles, AoE aggro. Bm's stun and use heaven's flame if they can, clerics set up bb and everyone else spam's AoE.
5. Asoteric Runewolf, the slasher.
Runewolf's signature attribute is his raging. When red text appears in your text box along with "Super, powerful, mighty, whirling, slash," run like the Sword Tamer is behind you. If you are caught within the radius of his AoE slash by the time he finishes saying "slash," you're probably dead. I don't know how large the AoE radius is, but hey, I don't want to find out.
1 Large pull before this boss, same procedure as above.
6. Messenger of Fear
Sleeps and stuns. No spawned mobs. He deals AoE damage, have cleric group heal after those hits.
The NPC that spawns after he is dead offers a teleport for levels 85+ to the middle room. for those not 85 and above, take the main hallway and follow it. The side hallway you'll want to go in is the one where all the level 85+'s are waiting.
7. Oceania Master, no AoE allowed.
No AoE damage or negative effects. Oceania spawns two types of mobs: walking, miniature versions of himself and TT hands. In essence, both do the same thing --kill everyone. For this boss, no AoE is allowed. No AoE debuffs, attacks, etc. The walking versions of Oceania have 50k Hp, but touching makes them blow up, killing everyone who does not have over 5k Hp. The hands are dealth with by an archer or other bow weilding class. The job of said archer, etc. is to shoot the hands to prevent them from blowing up. If the hands ignite, they have the same effects as the walking versions of the boss.
After killing the boss, Frozen Heads will spawn throughout the center of the room. Kill them quickly as they award a large amount of xp.
Most FC runs (at least on Raging Tide that I know of) ends here.
8. Decaying Fragrance
Fires mdef and pdef debuffs similar to the magic axe that Cenequus Polearm uses. He heavil spams sleep and stun debuffs as well.
9. Aotheric Runepheonix and Soul.
A flying boss. Lure him out of the sky by hitting him or using earthflame and running down the ramp (you'll know which ramp it is when you get to this boss. There is only one ramp). AoE seals and drains Hp. Kill him and the Blazing Pheonix Soul that spawns after he dies.
10. Holeen, body and champion.
Lure the Holeen Body and kill it. After the body falls, Holeen, Champion of Feintezzar (did i spell it right? ) spawns. AoE seal, damage, and random aggro.0 -
I forgot to mention, the Oceania master's room has 50 physical mobs (they're dark colored and hold large sword things), 5 harpies, and the Oceania Master himself.
Kill the Harpies first, then prepare to AoE. The barb runs around the walls of the room and drags all 50 of those mobs towards the rest of the group who should be waiting somewhere. Barb must turtle, aggro and pray. Bm's stun, clerics BB and everyone pour a lot of AoE into the group. The bm must stun or the barb aggro before the effects of the BB draws healing aggro onto the cleric.
Once the room is clear, you are free to begin the Oceania Master fight.0 -
Amarante - Raging Tide wrote: »I forgot to mention, the Oceania master's room has 50 physical mobs (they're dark colored and hold large sword things), 5 harpies, and the Oceania Master himself.
Kill the Harpies first, then prepare to AoE. The barb runs around the walls of the room and drags all 50 of those mobs towards the rest of the group who should be waiting somewhere. Barb must turtle, aggro and pray. Bm's stun, clerics BB and everyone pour a lot of AoE into the group. The bm must stun or the barb aggro before the effects of the BB draws healing aggro onto the cleric.
Once the room is clear, you are free to begin the Oceania Master fight.
you could also fight oceania and then clear the mobs and then the heads resulting in 1 hyper activationb:pleased
nice guide0 -
Thank you for such great details and descriptions!!!
Great post guys0 -
Just a small addition to Asoteric Runewolf with regards to the range of the powered up "slash".
A ranged DD (Archer/Wizard/Psychic/Venomancer/Cleric) should be fine as long as theyre attacking from max range. I usually keep at max range and continue attacking the boss while he keeps charging his slash and have never got hit. Melee classes however need to get out of that range using speed boosts.0 -
no, forget what they tell you its all lies!
HYPER THE HARPIES!!!! itll get u XXXlolX exp b:surrender0 -
I'm not sure on psy skills but as a DD class for FC you need to have good AoE's and have them leveled.
If you want to go on a run PM me in game if i am online :P
i run with 80+ squads all the time. sometimes even 78-79+ if they know what they are doing. Takes a little longer than the higher level squads but the exp is also a little better.
b:victory[SIGPIC][/SIGPIC]0 -
oh, i think the range on slash is about 20 meters. if i use my bow i dont get hit. but if im even slightly inside that range i die, so i usually run back a ways then switch to bow while he's going off and let it auto-attack into max range for the bow. then go back to daggers and hit him. rinse and repeat.
ijs
b:pleased[SIGPIC][/SIGPIC]0 -
Here is a nice video of FC, for a better outlook what to expect. b:victory
http://www.youtube.com/watch?v=g_xDn1cqFtE
Hope u have loads of fun when u go..had a blast on my 1st run b:dirty0 -
You forgot to mention the dragoons before Holeen. Those are worth a lot of exp and quite a few people choose to hyper on them. They are tough, having a lot of hp, and they will briefly stun, which gets annoying when they are in groups. This is why BB can't be used for long, hence the need for squad heal or IH on the tank if he can keep all of them on him. I have seen 90+ squads pull all of the dragoons before Holeen, but DDs must be careful of aggro. If they pull too many dragoons on them, they may die in the blink of an eye, which may hurt their exp gain.Syredrae ~ lvl 100 Cleric (main character)
Auryl ~ lvl 100 Venomancer
Mainas ~ lvl 80 Barbarian
Suirune ~ lvl 2X Psychic0 -
Me wanna FC....but me still need 3 lvls0
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LifeHunting - Heavens Tear wrote: »Me wanna FC....but me still need 3 lvls
I completed(started at a lower level) fcc at 78. You can always get in a teaching squad. I used to do alot before I hit 100 and I'm considering starting back since alot of people have asked me to teach them. So I say go out and try it with friends. If you die have fun with it. Exp compared to the latter levels is a walk in the park XD[SIGPIC][/SIGPIC]
Carpe diem, quam minimum credula postero~0 -
Amarante - Raging Tide wrote: »I forgot to mention, the Oceania master's room has 50 physical mobs (they're dark colored and hold large sword things), 5 harpies, and the Oceania Master himself.
Kill the Harpies first, then prepare to AoE. The barb runs around the walls of the room and drags all 50 of those mobs towards the rest of the group who should be waiting somewhere. Barb must turtle, aggro and pray. Bm's stun, clerics BB and everyone pour a lot of AoE into the group. The bm must stun or the barb aggro before the effects of the BB draws healing aggro onto the cleric.
Once the room is clear, you are free to begin the Oceania Master fight.
Oh and after new hyper system, the new style now is Harpys -> Oceania -> Mobs/aoe -> Heads. You can start your hyper right before Oceania dies (within last 100k hp) and then keep it running unless you only plan on doing one fcc within that day's session.[SIGPIC][/SIGPIC]
Carpe diem, quam minimum credula postero~0 -
I've been reading guides on FC and watching videos. Only problem...I need it from a clerics view. When to BB/RB and what bosses I would need to use purify. I've never been in a FC yet. No one will take me. And I don't want to do one til I'm fully prepped. So I would appreciate if I can get an FC guide or tips from a clerics outlook. Thanks.
Ps - The videos I've watched usually have uber strong squad members so I don't know if a cleric is not doing something that would be required with a lower lvl squad."The clerics are the kingmakers, the peacemakers and the war-makers. People are marching by order of clerics and stopping by order of clerics." - Ismael Zayer0 -
LadyHalo - Raging Tide wrote: »I've been reading guides on FC and watching videos. Only problem...I need it from a clerics view. When to BB/RB and what bosses I would need to use purify. I've never been in a FC yet. No one will take me. And I don't want to do one til I'm fully prepped. So I would appreciate if I can get an FC guide or tips from a clerics outlook. Thanks.
Ps - The videos I've watched usually have uber strong squad members so I don't know if a cleric is not doing something that would be required with a lower lvl squad.
Since you asked so nicely I'll reply now instead of waiting(3:17 am atm ) so basically:
When Do I BB?
In the average 80-9x squads, you'll have to bb on every pull unless your squad's damage out put is really high. There's mini-bosses (call shades for short) that the barb will bring a pull to. When the barb makes sure he has aggro of all the mobs, you'll bb then. Getting to know when a barb has aggro helps avoid setting up a bb too early and getting aggro/killed from HA(heal aggro). You'll do this for the majority of the pulls. Sometimes though depending on your tank, your weapon refines, heals, etc, you can get away with just IHing him but to be safe I recommend bbing. Only on the very last boss do you BB. You'll want to be out of its aoe stun range (perhaps 15meters +/-).
When Do I RB?
Only 1 time do you RB, and that's if your squad has high enough DD. This usually doesnt accord until 90+ seeing as you should have better gear, maxed skills(most if not all) and maybe some lvl11 skills. In this set up on the 2nd boss Shocktrooper, you have to kill mobs that dont attack back to earn a weakened state of the boss. The more your squad successfully kills, the weaker he'll be. (To achieve weakened, the lowest possible state, you have to successfully kill the last set of mobs in the third from left (looking at boss) all 3 times). If you're squad is 80-90, then there isn't really a need for RB. Usually by then you and the squad know the DD output and whether it would be a benefit or a detriment to the squad by splitting.
Note: Also on this boss, there's a bubble random aggro skill. Purify this ASAP. Also try to have either Tree of Protection, Second Wind, a wizzy, or a charm in case you are debuffed. A dead cleric can lead to a party wipe in most low level cases.
Note II: Decaying Fragrance(3rd to last after the big room with the harpies and hands boss) has a physical defense debuff on the tank similar to Ceneques Polearm of fb69. Purify this asap.
Hope this help and for the most part should keep you on the right track. Good luck in your first fcc run
If I've left something out, please correct me.[SIGPIC][/SIGPIC]
Carpe diem, quam minimum credula postero~0 -
@ lust
if a cleric RB's around 90+ people with demon sparks expect a dead cleric
@ w/e your face fishieperson
aoe debuffs that deal no damage do not set off adds try it with mire sometime
@ anyone that says its totaly different from TT
bosses have like 1.4 mill hp tops and drop in 30-45 seconds with good DD (2.5 sparked bm's 2 aps sparked sins are honestly good enough for this full squad get 3-4 of these on bosses and just chuckle)
by 90+ if you are still useigng barbs none of the quirks aside from rnewolf will actually kill you since they only hit 5k (makes me lol to see a barb danceing around circles when he has 20k hp)
the big differance is that you need to gather and aoe through the mobs to finish it quickly beleive theres a (crappy) video guide to it on the 1st or 2nd page of this fourumGifs are hard to make work here0
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