Level 1 Land Attack: Difference between revisions

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== What is a Level 1 Land Attack? ==
== What is a Level 1 Land Attack? ==


Attacking a land can be done though Territory wars, it is an event open every week for Factions to bid on lands and attempt to seize them. An attack on an empty land results in a territory war of 3 hours to kill 300 monsters, including bosses, an attack on an already occupied land results in a 3 hour war agenst the faction that owns it.  
Attacking a land can be done though Territory wars, it is an event open every week for Factions to bid on lands and attempt to seize them. An attack on an empty land results in a territory war of 3 hours to kill 300 monsters, including bosses, an attack on an already occupied land results in a 3 hour war against the faction that owns it.  


A level 1 land attack is an attack on one of the 2 major cities of Perfect world, Archosaur or Thousand Streams. To attack them the faction must own at least 3 level 3 lands one of which must touch the city. This attack follows the same layout as a level 2 land attack, with 4 bosses, one at each gate, and the city keeper in the centre.
A level 1 land attack is an attack on one of the 2 major cities of Perfect world, Archosaur or Thousand Streams. To attack them the faction must own at least 3 level 3 lands one of which must touch the city. This attack follows the same layout as a level 2 land attack, with 4 bosses, one at each gate, and the city keeper in the center.




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[[Image: Battlefield.PNG‎]]
[[Image: Battlefield.PNG‎]]
== Preparing for the Attack ==
'''Genies'''
The territory war should not be taken lightly; everyone should go all out for it, which includes making a new genie. The following skills will help a lot:
[[Image: Lighting_Chaser_Icon.png‎]]  '''Lightning Chaser:''' causes channeling interrupt
[[Image: EarthQuake_Icon.png‎]]  '''Earthquake:''' causes channeling interrupt
[[Image: Nullify_Posion_Icon.png‎]]  '''Nullify Poison:''' Makes the player immune to poison damage for a short period.
[[Image: Absolute_Domain_Icon.png‎]]  '''Absolute Domain:''' Makes a squad immune to damage for a short period.
[[Image: Fortify_Icon.png]]  '''Fortify:''' Makes a player immune to stun for a short period.
[[Image: Tree_of_Protection_Icon.PNG]]  '''Tree of Protection:''' Restores 25% HP every second for 3 second. Everyone should have this skill as Level 1, and be constantly using it every cooldown on bosses.
'''Potions and Pills'''
Everyone should be using the highest HP Recovering potion they can get there hands on, elixirs also help. HP Recovery per Second Pills will also help, as well as the Pills that greatly reduce Wood and Water taken for 30 seconds.




== Elite Monsters ==
== Elite Monsters ==


All monsters in a PvE War are Elite monsters, these are tougher, more HP and more skills making them harder to kill. These monsters will be on all 3 roads leading to the base, some will also “patrol” up and down so be careful not to run into these whilst fighting monsters.
All monsters in a PvE War are Elite monsters, these are tougher, more HP and more skills making them harder to kill. These monsters will be on all 3 roads leading to the base; some will also "patrol" up and down so be careful not to run into these whilst fighting monsters.




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A lot of the monsters use Minor AoE stun skills which will make them particularly difficult to kill, the best tactic is to fight them in aoe’s, with blademasters chain stunning them. Some of the monsters also explode, similar to the Fierce Boss level 39 instance.
[[Image: Stun_Icon.PNG]]  20m AoE Stun, used by all the monsters.
 
[[Image: Armour_Break_Icon.PNG]]  AoE Armor Break, dropping Magic Defense by 70%
 
 
A lot of the monsters uses Minor AoE stun skills which will make them particularly annoying to kill, Some monsters also use an AoE magical defense debuff. The best tactic is to use blademasters to rush in using the 1 spark cloud sprint skill, resisting the stun then stunning back, followed by clash of AoEs from everyone else.  




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These are the monsters found inside the base, the Towerling Defenders will be scattered along the walls and use a long ranged physical attack.
These are the monsters found inside the base, the Towerling Defenders will be scattered along the walls and use a long ranged physical attack. The Alcazarian Reaverex explode, similar to the Fierce Boss level 39 instance.




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[[Image: Gate_A_Boss.PNG]]
[[Image: Gate_A_Boss.PNG|right]]
 


'''Statistics'''  
'''Statistics'''  
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[[Image: Health_Icon.PNG‎]]  '''Health Points:''' 15,000,000 HP
[[Image: Health_Icon.PNG‎]]  '''Health Points:''' 15,000,000 HP


[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 8000 - 12000
[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 8,000 - 12,000


[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 4000 - 6000
[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 4,000 - 60,00




[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defence:''' 3975
[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defense:''' 3,975


[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defence:''' 11685, 3895 Earth Defence
[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defense:''' 11,685, 3,895 Earth Defense, Water Damage Immune.




[[Image: Speed_Icon.PNG]]  '''Speed:''' 15m/ Second
[[Image: Speed_Icon.PNG]]  '''Speed:''' 15m/second




'''Skills and Attacks'''
'''Skills and Attacks'''


Disgusting Mass will attack with a constant physical attack, and also uses an AoE. This AoE happens to be a 35 meter one, so a lot of people will get hit by it, it has a longer channelling so it can be interrupted with barbarians skills or genie skills. Its AoE Damage will be a fixed 3000 water damage.
Disgusting Mass will attack with a constant physical attack, and also uses 3 styles of AoEs, first is a non channeling Water AoE that will hit you twice, for anything 2,000-4,000 each hit and will also reduce your speed by 50%. The second is a close range[[Image: Double_Hit.PNG|left]] physical AoE that also reduces your channeling speed and can hit robes for 7,000+, the final is a channeling water attack that if it gets off, will hit you anything 5,000 upwards this is also a 35 meter AoE.
 
This boss also uses a close range AoE Stun for 5 seconds, once it has stunned it then de-aggros and will either attack anything hitting it at a range or go for the clerics.
 




[[Image: Increased_Attack_Rate_Icon.PNG]]  0.8 Attack interval Physical Attack.
[[Image: Increased_Attack_Rate_Icon.PNG]]  0.8 Attack interval Physical Attack.


[[Image: Water_Attack_Icon.PNG]]  35m Magical AoE dealing 3000 each time.
[[Image: Stun_Icon.PNG]]  5m AoE 5 Second Stun, Boss will de-aggro right after casting.
   
 
[[Image: Slow_Icon.PNG]]  28m Water AoE, Hitting Everyone twice. Slows Targets by 50%
 
[[Image: Water_Attack_Icon.PNG]]  35m Water Magic AoE dealing 5,000+.
 
[[Image: Slow_Channel_Icon.PNG]] Close Range Physical AoE hitting 7,000+ and reducing channeling speed.
 


'''Tactic to Defeat'''
'''Tactic to Defeat'''


This boss will Require 2 Clerics with 6,000 or more HP Buffed, and a Barbarian with 10,000 or more HP Buffed. The clerics will need to be using Ironheart only as there Heal spell; Blue Ball will have no effect on the Water damage AoE. This boss is immune to amplify damage effects and Sharptooth. This boss can only be killed by Close Ranged Attacks, No Archers or Wizards should attack at a distance at all, all Blademasters should only use normal hits, no Skills to avoid pulling aggro. This bosses Health will not Regenerate if aggro is lost.
This boss will Require at least 3 clerics with 6,000 or more HP Buffed, and 3-4 barbarians with 10,000 or more HP Buffed. Blue ball Is useless against this boss because 90% of the AoE hits will interrupt. This boss is best attacked with all the barbarians and blademasters you can spare, clerics on the main clerics help as well for when the boss de-aggros.
 
 
''' Note ''': The Boss HP will not regenerate if the aggro is lost.
 
''' Note: ''' Under no circumstances should ANYONE be attacking from a distance, soon as the boss de-aggros it will attack anyone hitting at a range and respond with double AoEs usually wiping out everyone. So no Archers, Wizards or Venomancers.
 




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[[Image: Gate_B_Boss.PNG]]
[[Image: Gate_B_Boss.PNG|right]]


'''Statistics'''  
'''Statistics'''  
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[[Image: Health_Icon.PNG‎]]  '''Health Points:''' 5,000,000 HP
[[Image: Health_Icon.PNG‎]]  '''Health Points:''' 5,000,000 HP


[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 8000 - 12000
[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 8,000 - 12,000


[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 0 – 0
[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 0 – 0




[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defence:''' 7234
[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defense:''' 7,234


[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defence:''' 7234
[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defense:''' 7,234




[[Image: Speed_Icon.PNG]]  '''Speed:''' 15m/ Second
[[Image: Speed_Icon.PNG]]  '''Speed:''' 15m/second




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Chubb Trunk will only appear as a single boss, but once he is killed the real bosses spawn in his place, 6 of them. Chubb Trunk is pure physical damage.
Chubb Trunk is only a decoy boss, he hits hard but has nothing special, and the guards protecting Chubb are the real bosses, each one. Chubbs only uses physical and is easily tankable.




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'''Tactic to Defeat'''
'''Tactic to Defeat'''


Chubb Trunk should be tanked with a High HP Barbarian. Be sure to lure him away from the spot were he is because after he is defeated the second lot of bosses appear.
Chubb Trunk should be tanked with a High HP Barbarian.
 


----
----


'''Xylaryeida Guards''' [[Image: B_Gate_Boss_2.PNG|right]]


'''Xylaryeida Guards, Spawned after Chubb Trunk is defeated'''


'''Statistics''' (Fake Boss Stats/ Real Boss Stats)


'''Statistics'''  
[[Image: Health_Icon.PNG‎]]  '''Health Points:''' 2,000,000 / 15,000,000 HP


[[Image: Health_Icon.PNG‎]]  '''Health Points:''' 15,000,000 HP
[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 8,000 - 10,000 / 8,000- 12,000


[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 8000 - 12000
[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 4,000 - 5,000 / 4,000 – 6,000


[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 4000 – 6000


[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defense:''' 7,234 / 3,975


[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defence:''' 3975
[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defense:''' 11,685, 3,895 Metal Defense


[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defence:''' 11685, 3895 Metal Defence


 
[[Image: Speed_Icon.PNG]]  '''Speed:''' 15m/second
[[Image: Speed_Icon.PNG]]  '''Speed:''' 15m/ Second




'''Skills and Attacks'''
'''Skills and Attacks'''


Xylaryeida will spawn with 5 other bosses, all named Xylaryeida, similar to General Wulord in Twilight temple. All the bosses will look identical, and there will be no way of telling which is the proper boss and which is not, the real Xylaryeida has 15,000,000 HP, were as the others have 2,000,000 HP, all the other 5 are also slightly weaker in terms of attack. Xylaryeida Attacks with a physical attack and also a non-channelling wood damage over time skill. This skill particularly hurts when built up and should be purified immediately.
The Xylaryeida Guards that surround Chubbs are the ones you will have trouble with. There are 6 bosses all named Xylaryeida, similar to General Wurlord in Twilight temple, only one is the real boss. All the bosses will look identical, and there will be no way of telling which is the proper boss and which is not, the real Xylaryeida has 15,000,000 HP, were as the others have 2,000,000 HP, all the other 5 are also slightly weaker in terms of attack. Xylaryeida Attacks with a physical attack and also a non-channeling wood damage over time skill. This skill particularly hurts when built up and should be purified immediately.




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'''Tactic to Defeat'''
'''Tactic to Defeat'''


This boss’s Physical attack is not as strong and can be tanked by a Barbarian with10,000 HP or more and it would be better for the clerics to be Robe. This boss causes a Wood DoT which MUST be purified. The best tactic is for a venomancer to lure out one of the bosses away from the pack and tank it, then do the next one.
This boss's Physical attack is not as strong and can be tanked by a Barbarian with 10,000 HP or more and it would be better for the clerics to be Arcane Armor. This boss causes a Wood DoT which MUST be purified. The best tactic is for a venomancer to lure out one of the bosses away from the pack and tank it, then do the next one.


It may also need to be chain healed with 1 cleric healing and purifying another cleric at max distance because this boss’s AoE are wide. Blademasters do not use skills incase you pull aggro and you will die a lot from the DoT Poison.
It may also need to be chain healed with 1 cleric healing and purifying another cleric at max distance because this boss's AoE are wide. Blademasters, do not use skills in case you pull aggro and you will die a lot from the DoT Poison.
 
 
''' Note: ''' Under no circumstances should ANYONE be attacking from a distance, if anyone pulls aggro from the main Tank the bosses will respond by constantly AoEing poison DoT, and it will kill parties almost instantly. So no Archers, Wizards or Venomancers.




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[[Image: Gate_C_Boss.PNG]]
[[Image: Gate_C_Boss.PNG|right]]
 


'''Statistics'''  
'''Statistics'''  
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[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 1 - 1
[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 1 - 1


[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 4000 - 6000
[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 4,000 - 6,000




[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defence:''' 3975
[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defense:''' 3,975


[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defence:''' 11685, 3895 Water Defence
[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defense:''' 11,685, 3,895 Water Defense, Fire Damage Immune.




[[Image: Speed_Icon.PNG]]  '''Speed:''' 15m/ Second
[[Image: Speed_Icon.PNG]]  '''Speed:''' 15m/second




'''Skills and Attacks'''
'''Skills and Attacks'''


Huoling is the hardest of the gate bosses, and should most proberly be saved until last, similar to Vitas Ironwill except each time Huoling kills someone it will regenerate its health. The boss will also use a HP Debuff skill at 70%, 30% and 5% health that will lower the maximum HP of everyone by 50%, this will need to be purified from the tank. Boss uses a standered fire Magic AoE, if you have low Health it would be best to keep away from it incase you die and it regenerates its Health.
Huoling is the hardest of the gate bosses by far and should probably be saved until last, he will use a physical looking magic attack, that hits 3,000+, he has 2 types of AoE Attacks, a close range AoE that will hit people close to him for 3,000+ fire damage, and also 3 set Mass AoEs that will hit anyone in 28 meters for 4,000+. These AoEs are done when the boss hits 70% health, 30% health and 5% health. Similar to A Gate boss, he has a close range AoE Stun that will stun for 5 seconds, then he will de-aggro.
 
Now here's the tricky part, each time Huoling kills someone, he regenerates about a 5th of his Health, this includes pets. For this boss you need to keep all the low life players away, or else he will AoE, kill them and regenerate a lot of health. He also buffs himself for increased attack, increased magic attack and quickened attack rate, these MUST be purged as soon as before he kills the main tanks and regenerates.
 




[[Image: Increased_Attack_Rate_Icon.PNG]]  0.8 Attack interval Physical Attack.
[[Image: Increased_Attack_Rate_Icon.PNG]]  0.8 Attack interval Physical Attack.


[[Image: Fire_Damage_Icon.PNG]]  28m Magical AoE, Fire Damage.  
[[Image: Stun_Icon.PNG]]  5m AoE 5 Second Stun, Boss will de-aggro right after casting.
 
[[Image: Fire_Damage_Icon.PNG]]  28m Fire AoE Dealing 5,000+ damage. Done at 70%, 30% and 5% health marks.
 
[[Image: HP_Regenerate.PNG]]  Recovers 5% Health Each time someone is killed by Huoling.
 
 
[[Image: Physical_Attack_Buff.PNG]]  Increased Physical Attack Buff.
 
[[Image: Magical_Attack_Buff.PNG]]  Increased Magical Attack Buff.
 
[[Image: Attack_Quicken_Buff.PNG]]  Increased Attack Rate Buff.
 
 
[[Image: Herc_Tank.PNG|left]]'''Tactic to Defeat'''
 
This boss will require a lot of High HP Barbarians and the Highest HP Clerics in the faction, the best tactic is to have 2 clerics on every person attacking Huoling to stop them from dieing and regenerating, venomancers should have Hercules attacking and spam healing too.
 
Two or three high HP Venomancers will need to be in fox form constantly purging every time the skill has cooled down. Anyone with less then 4,000 Health should stay as far away from this boss as possible.
 
 
 
 


[[Image: HP_Debuff_Icon.PNG]] 28m Health Point Debuff, lowering max HP by 50%




'''Tactic to Defeat'''


This boss’s Will require the Highest HP Barbarian in the faction to minimize chance of death, it will also require 3 clerics with 6,000 or more HP, with additional clerics at max range healing them. At 3 set intervals the boss will use a Health Debuff lowering the max HP of all range by 50%, this needs to be immediately purified, when this happens it will help to use any protection Pills or potions to save yourself from dieing, Blademasters and Light/ Heavy armour, or low HP classes will need to be careful, if you think you will die to the AoE stand far away from it.




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[[Image: Base_Boss.PNG]]
[[Image: Base_Boss.PNG|right]]
 


'''Statistics'''  
'''Statistics'''  


[[Image: Health_Icon.PNG‎]]  '''Health Points:''' 20,000,000
[[Image: Health_Icon.PNG‎]]  '''Health Points:''' 20,000,000 HP


[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 4000 - 6000
[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 4,000 - 6,000


[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 4000 - 6000
[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 4,000 - 6,000




[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defence:''' 3975
[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defense:''' 3,975


[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defence:''' 11685, 3895 Wood Defence
[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defense:''' 11,685, 3,895 Wood Defense, Earth Damage Immune.




[[Image: Speed_Icon.PNG]]  '''Speed:''' 0m/ Second
[[Image: Speed_Icon.PNG]]  '''Speed:''' 0m/second




'''Skills and Attacks'''
'''Skills and Attacks'''
   
   
The Main Boss, Mistwalker can be found in the centre of the base, he will not move so he cannot be lured from his position. The boss has 3 stages in which it changes its attack pattern, these are triggered by its health falling below 80% for the second stage, then 40% for the third stage. The boss will do a AoE of 30m all around which hurts after its hp falls below 80%. It will also channel a mana burn skill every now and then. This bosses Health will not Regenerate if aggro is lost.
The Main Boss, Mistwalker can be found in the center of the base, he will not move so he cannot be lured from his position. The boss will have 3 distinct attack styles he switches between; this is trigged by his health falling below 80% for the second stage and 40% for the final stage.
 
 
'''Stage 1: 100-80% Health:''' Mistwalker uses a 32 meter earth AoE to everyone, at this stage it is fairy weak and will hit everyone for 2,000+
 
 
'''Stage 2: 79-40% Health:''' Mistwalker will cast 28 meter AoE Mana burn every now and then taking 5000 mana every second, his earth AoEs will also become more frequent.
 
 
'''Stage 3: Below 40% Health:''' Mistwalker will now cast a 32 meter AoE Purge and 5 second seal together, he will also buff him self for 500% physical attack, magical attack and 100% attack rate buffs every 20 seconds or so, he will also only respond with his Earth AoE, which with his buffs will one-shot entire guilds, 8,000+ damage.
 




[[Image: Increased_Attack_Rate_Icon.PNG]]  0.8 Attack interval Physical Attack.
[[Image: Increased_Attack_Rate_Icon.PNG]]  0.8 Attack interval Physical Attack.


[[Image: Magic_Damage_Icon.PNG]]  28m Frontal Magical AoE.  
[[Image: Magic_Attack_Icon.PNG]]  32m Earth Magical AoE.
 
[[Image: Mana_Drain_Icon.PNG]]  28m AoE Mana Point Drain at 80% Life, 5,000 Mana/ Second.


[[Image: Mana_Drain_Icon.PNG]]  35m AoE Mana Point Drain at 80% Life, 2000 Mana/ Second.
[[Image: Purge_Icon.PNG‎]]  32m AoE Purge, casts every 15-20 Seconds along with a Seal.
 
[[Image: Seal_Icon.PNG‎]]  32m AoE 5 Second Seal, casts every 15-20 Seconds along with a Purge.
 
 
[[Image: Physical_Attack_Buff.PNG]]  Increased Physical Attack Buff.
 
[[Image: Magical_Attack_Buff.PNG]]  Increased Magical Attack Buff.
 
[[Image: Attack_Quicken_Buff.PNG]]  Increased Attack Rate Buff.


[[Image: Purge_Icon.PNG‎]]  28m AoE Purge Attack at 15% Life, casts every 15-20 Seconds.




'''Tactic to Defeat'''
'''Tactic to Defeat'''


Mistwalker will require the 3 Highest HP Clerics with 6,000 or more HP and the Highest HP Barbarian with 16,000 or more HP in the faction. Blue bubble should se set up behind the boss to avoid AoE damage and the other 2 clerics constantly spamming Ironheart and purify if needed a blademaster in the main party for Physical Defence buff is also a must. A second party of clerics will need to keep the main clerics healed and purified from the mana drain. Venomancers debuffs work wonders as well as clerics, these should be stacked on every time it can be cast. Once the boss falls below 15% Health it begins to AoE Purge, main clerics will need to rebuff the tank and backup clerics to buff the main ones, its AoE also becomes all round. Its health dose not regenerate so if you die just run back and attack again.
[[Image: Mistwalker.PNG|right]]Mistwalker will need to be killed in two stages, the first is getting it down to 40% Life, and for this you will need 4 clerics with 6,000 or more HP Buffed and at least 2 Barbarians with 15,000 or more HP Buffed. One cleric should set up blue ball close to the barbs and the rest healing, you will also need clerics healing the main clerics and purifying as soon as the mana drain kicks in. the rest of the guild should Damage deal as usual.
 
 
As soon as it falls below 40% is will buff itself, purge and seal then more or less one shot your entire guild and finish off the barbarians fairly quickly, thankfully the boss HP dose not regenerate, this will be inevitable. At this point you will need to reassemble at the enemies B Gate and now it becomes a game of how long you can survive. Have 5 or 6 venomancers in fox form, one brave brave venomancer will need to holy path in and purge the boss, soon as this happens the entire guild needs to run at it and attack again, and all venomancers should chain purge. Sooner or later it will get off another killer blow, simply rinse and repeat.
 
 
''' Note ''': The Boss HP will not regenerate if the aggro is lost.




== General PvE Rules ==
== General PvE Rules ==


► Chi will Be Drained to 0 once you enter the instance.
► Chi will be drained to 0 once you enter the instance.


► You cannot embrace people inside the instance.
► You cannot embrace people inside the instance.


► Mounts and Flying mount can be used inside the instance, however do not use flying mounts, if you pull the aggro of a boss and it cannot reach you, it will reset.
► Land mounts and flying mounts can be used inside the instance, however do not use flying mounts, if you pull the aggro of a boss and it cannot reach you, it will reset.


► After death, you will have 30 seconds of being sealed in which you cannot use any skills.
► After death, you will have 30 seconds of being sealed in which you cannot use any skills.


► Items and Exp will not be lose apon death inside the instance.
► Items and Exp will not be lost upon death inside the instance.




== Benefits of owning a level 1 land ==
== Benefits of owning a level 1 land ==


A level one land is worth a staggering 30,000,000 coin a week for the Factions pay, as well as that you also get the town portal to this location. These cities also come with God pills, which can be made at the officer of the land, these pots are level 7 pills and are the highest version of the pills possible.
A level one land is worth a staggering 30,000,000 coin a week for the faction's pay, as well as that you also get the town portal to this location. These cities also come with God pills, which can be made at the officer of the land, these pots are level 6 pills and are the highest version of the pills possible.
 
 
 
[[Image: Ascii_Guide.PNG]]
 
--[[User:Asciii|Asciii]] Ascii, Harshlands Server

Latest revision as of 06:10, 14 September 2010

What is a Level 1 Land Attack?[edit]

Attacking a land can be done though Territory wars, it is an event open every week for Factions to bid on lands and attempt to seize them. An attack on an empty land results in a territory war of 3 hours to kill 300 monsters, including bosses, an attack on an already occupied land results in a 3 hour war against the faction that owns it.

A level 1 land attack is an attack on one of the 2 major cities of Perfect world, Archosaur or Thousand Streams. To attack them the faction must own at least 3 level 3 lands one of which must touch the city. This attack follows the same layout as a level 2 land attack, with 4 bosses, one at each gate, and the city keeper in the center.


File:Level 1 Land.PNG


Territory wars maps for a PvE war is the same Layout as PvP, with 2 bases at both end of the map and 3 roads leading to the bases. These roads in a PvE territory war are filled with monsters, 300 spread out over the map and enemy base.


File:Battlefield.PNG


Preparing for the Attack[edit]

Genies

The territory war should not be taken lightly; everyone should go all out for it, which includes making a new genie. The following skills will help a lot:


File:Lighting Chaser Icon.png Lightning Chaser: causes channeling interrupt

File:EarthQuake Icon.png Earthquake: causes channeling interrupt

File:Nullify Posion Icon.png Nullify Poison: Makes the player immune to poison damage for a short period.

File:Absolute Domain Icon.png Absolute Domain: Makes a squad immune to damage for a short period.

File:Fortify Icon.png Fortify: Makes a player immune to stun for a short period.

File:Tree of Protection Icon.PNG Tree of Protection: Restores 25% HP every second for 3 second. Everyone should have this skill as Level 1, and be constantly using it every cooldown on bosses.


Potions and Pills

Everyone should be using the highest HP Recovering potion they can get there hands on, elixirs also help. HP Recovery per Second Pills will also help, as well as the Pills that greatly reduce Wood and Water taken for 30 seconds.


Elite Monsters[edit]

All monsters in a PvE War are Elite monsters, these are tougher, more HP and more skills making them harder to kill. These monsters will be on all 3 roads leading to the base; some will also "patrol" up and down so be careful not to run into these whilst fighting monsters.


[Level 95] Cacoon Spirit

[Level 95] Jackelman

[Level 96] Alcazar Hopnu

[Level 96] Granite Iblis


20m AoE Stun, used by all the monsters.

File:Armour Break Icon.PNG AoE Armor Break, dropping Magic Defense by 70%


A lot of the monsters uses Minor AoE stun skills which will make them particularly annoying to kill, Some monsters also use an AoE magical defense debuff. The best tactic is to use blademasters to rush in using the 1 spark cloud sprint skill, resisting the stun then stunning back, followed by clash of AoEs from everyone else.


[Level 97] Alcazarian Reaverex

[Level 97] Towerling Defender

[Level 97] Revenant Shards


These are the monsters found inside the base, the Towerling Defenders will be scattered along the walls and use a long ranged physical attack. The Alcazarian Reaverex explode, similar to the Fierce Boss level 39 instance.


Gate A Keeper: Disgusting Mass[edit]

File:Gate A Boss.PNG

Statistics

Health Points: 15,000,000 HP

Physical Attack: 8,000 - 12,000

File:Magic Attack Icon.PNG Magic Attack: 4,000 - 60,00


File:Physical Defence Icon.PNG Physical Defense: 3,975

File:Magic Defence Icon.PNG Magic Defense: 11,685, 3,895 Earth Defense, Water Damage Immune.


Speed: 15m/second


Skills and Attacks

Disgusting Mass will attack with a constant physical attack, and also uses 3 styles of AoEs, first is a non channeling Water AoE that will hit you twice, for anything 2,000-4,000 each hit and will also reduce your speed by 50%. The second is a close range

File:Double Hit.PNG

physical AoE that also reduces your channeling speed and can hit robes for 7,000+, the final is a channeling water attack that if it gets off, will hit you anything 5,000 upwards this is also a 35 meter AoE.

This boss also uses a close range AoE Stun for 5 seconds, once it has stunned it then de-aggros and will either attack anything hitting it at a range or go for the clerics.


File:Increased Attack Rate Icon.PNG 0.8 Attack interval Physical Attack.

5m AoE 5 Second Stun, Boss will de-aggro right after casting.

File:Slow Icon.PNG 28m Water AoE, Hitting Everyone twice. Slows Targets by 50%

File:Water Attack Icon.PNG 35m Water Magic AoE dealing 5,000+.

File:Slow Channel Icon.PNG Close Range Physical AoE hitting 7,000+ and reducing channeling speed.


Tactic to Defeat

This boss will Require at least 3 clerics with 6,000 or more HP Buffed, and 3-4 barbarians with 10,000 or more HP Buffed. Blue ball Is useless against this boss because 90% of the AoE hits will interrupt. This boss is best attacked with all the barbarians and blademasters you can spare, clerics on the main clerics help as well for when the boss de-aggros.


Note : The Boss HP will not regenerate if the aggro is lost.

Note: Under no circumstances should ANYONE be attacking from a distance, soon as the boss de-aggros it will attack anyone hitting at a range and respond with double AoEs usually wiping out everyone. So no Archers, Wizards or Venomancers.


Gate B Keeper: Chubb Trunk and Xylaryeida[edit]

File:Gate B Boss.PNG

Statistics

Health Points: 5,000,000 HP

Physical Attack: 8,000 - 12,000

File:Magic Attack Icon.PNG Magic Attack: 0 – 0


File:Physical Defence Icon.PNG Physical Defense: 7,234

File:Magic Defence Icon.PNG Magic Defense: 7,234


Speed: 15m/second


Skills and Attacks


Chubb Trunk is only a decoy boss, he hits hard but has nothing special, and the guards protecting Chubb are the real bosses, each one. Chubbs only uses physical and is easily tankable.


File:Increased Attack Rate Icon.PNG 0.8 Attack interval Physical Attack


Tactic to Defeat

Chubb Trunk should be tanked with a High HP Barbarian.



Xylaryeida Guards

File:B Gate Boss 2.PNG


Statistics (Fake Boss Stats/ Real Boss Stats)

Health Points: 2,000,000 / 15,000,000 HP

Physical Attack: 8,000 - 10,000 / 8,000- 12,000

File:Magic Attack Icon.PNG Magic Attack: 4,000 - 5,000 / 4,000 – 6,000


File:Physical Defence Icon.PNG Physical Defense: 7,234 / 3,975

File:Magic Defence Icon.PNG Magic Defense: 11,685, 3,895 Metal Defense


Speed: 15m/second


Skills and Attacks

The Xylaryeida Guards that surround Chubbs are the ones you will have trouble with. There are 6 bosses all named Xylaryeida, similar to General Wurlord in Twilight temple, only one is the real boss. All the bosses will look identical, and there will be no way of telling which is the proper boss and which is not, the real Xylaryeida has 15,000,000 HP, were as the others have 2,000,000 HP, all the other 5 are also slightly weaker in terms of attack. Xylaryeida Attacks with a physical attack and also a non-channeling wood damage over time skill. This skill particularly hurts when built up and should be purified immediately.


File:Increased Attack Rate Icon.PNG 0.8 Attack interval Physical Attack.

File:Wood Damage Icon.PNG 30m Magical AoE Causing wood DoT, stackable.


Tactic to Defeat

This boss's Physical attack is not as strong and can be tanked by a Barbarian with 10,000 HP or more and it would be better for the clerics to be Arcane Armor. This boss causes a Wood DoT which MUST be purified. The best tactic is for a venomancer to lure out one of the bosses away from the pack and tank it, then do the next one.

It may also need to be chain healed with 1 cleric healing and purifying another cleric at max distance because this boss's AoE are wide. Blademasters, do not use skills in case you pull aggro and you will die a lot from the DoT Poison.


Note: Under no circumstances should ANYONE be attacking from a distance, if anyone pulls aggro from the main Tank the bosses will respond by constantly AoEing poison DoT, and it will kill parties almost instantly. So no Archers, Wizards or Venomancers.


Gate C Keeper: Huoling[edit]

File:Gate C Boss.PNG

Statistics

Health Points: 15,000,000 HP

Physical Attack: 1 - 1

File:Magic Attack Icon.PNG Magic Attack: 4,000 - 6,000


File:Physical Defence Icon.PNG Physical Defense: 3,975

File:Magic Defence Icon.PNG Magic Defense: 11,685, 3,895 Water Defense, Fire Damage Immune.


Speed: 15m/second


Skills and Attacks

Huoling is the hardest of the gate bosses by far and should probably be saved until last, he will use a physical looking magic attack, that hits 3,000+, he has 2 types of AoE Attacks, a close range AoE that will hit people close to him for 3,000+ fire damage, and also 3 set Mass AoEs that will hit anyone in 28 meters for 4,000+. These AoEs are done when the boss hits 70% health, 30% health and 5% health. Similar to A Gate boss, he has a close range AoE Stun that will stun for 5 seconds, then he will de-aggro.

Now here's the tricky part, each time Huoling kills someone, he regenerates about a 5th of his Health, this includes pets. For this boss you need to keep all the low life players away, or else he will AoE, kill them and regenerate a lot of health. He also buffs himself for increased attack, increased magic attack and quickened attack rate, these MUST be purged as soon as before he kills the main tanks and regenerates.


File:Increased Attack Rate Icon.PNG 0.8 Attack interval Physical Attack.

5m AoE 5 Second Stun, Boss will de-aggro right after casting.

File:Fire Damage Icon.PNG 28m Fire AoE Dealing 5,000+ damage. Done at 70%, 30% and 5% health marks.

Recovers 5% Health Each time someone is killed by Huoling.


File:Physical Attack Buff.PNG Increased Physical Attack Buff.

File:Magical Attack Buff.PNG Increased Magical Attack Buff.

File:Attack Quicken Buff.PNG Increased Attack Rate Buff.


File:Herc Tank.PNG

Tactic to Defeat

This boss will require a lot of High HP Barbarians and the Highest HP Clerics in the faction, the best tactic is to have 2 clerics on every person attacking Huoling to stop them from dieing and regenerating, venomancers should have Hercules attacking and spam healing too.

Two or three high HP Venomancers will need to be in fox form constantly purging every time the skill has cooled down. Anyone with less then 4,000 Health should stay as far away from this boss as possible.






City Keeper: Mistwalker Elite[edit]

File:Base Boss.PNG

Statistics

Health Points: 20,000,000 HP

Physical Attack: 4,000 - 6,000

File:Magic Attack Icon.PNG Magic Attack: 4,000 - 6,000


File:Physical Defence Icon.PNG Physical Defense: 3,975

File:Magic Defence Icon.PNG Magic Defense: 11,685, 3,895 Wood Defense, Earth Damage Immune.


Speed: 0m/second


Skills and Attacks

The Main Boss, Mistwalker can be found in the center of the base, he will not move so he cannot be lured from his position. The boss will have 3 distinct attack styles he switches between; this is trigged by his health falling below 80% for the second stage and 40% for the final stage.


Stage 1: 100-80% Health: Mistwalker uses a 32 meter earth AoE to everyone, at this stage it is fairy weak and will hit everyone for 2,000+


Stage 2: 79-40% Health: Mistwalker will cast 28 meter AoE Mana burn every now and then taking 5000 mana every second, his earth AoEs will also become more frequent.


Stage 3: Below 40% Health: Mistwalker will now cast a 32 meter AoE Purge and 5 second seal together, he will also buff him self for 500% physical attack, magical attack and 100% attack rate buffs every 20 seconds or so, he will also only respond with his Earth AoE, which with his buffs will one-shot entire guilds, 8,000+ damage.


File:Increased Attack Rate Icon.PNG 0.8 Attack interval Physical Attack.

File:Magic Attack Icon.PNG 32m Earth Magical AoE.

File:Mana Drain Icon.PNG 28m AoE Mana Point Drain at 80% Life, 5,000 Mana/ Second.

File:Purge Icon.PNG 32m AoE Purge, casts every 15-20 Seconds along with a Seal.

File:Seal Icon.PNG 32m AoE 5 Second Seal, casts every 15-20 Seconds along with a Purge.


File:Physical Attack Buff.PNG Increased Physical Attack Buff.

File:Magical Attack Buff.PNG Increased Magical Attack Buff.

File:Attack Quicken Buff.PNG Increased Attack Rate Buff.


Tactic to Defeat

File:Mistwalker.PNG

Mistwalker will need to be killed in two stages, the first is getting it down to 40% Life, and for this you will need 4 clerics with 6,000 or more HP Buffed and at least 2 Barbarians with 15,000 or more HP Buffed. One cleric should set up blue ball close to the barbs and the rest healing, you will also need clerics healing the main clerics and purifying as soon as the mana drain kicks in. the rest of the guild should Damage deal as usual.


As soon as it falls below 40% is will buff itself, purge and seal then more or less one shot your entire guild and finish off the barbarians fairly quickly, thankfully the boss HP dose not regenerate, this will be inevitable. At this point you will need to reassemble at the enemies B Gate and now it becomes a game of how long you can survive. Have 5 or 6 venomancers in fox form, one brave brave venomancer will need to holy path in and purge the boss, soon as this happens the entire guild needs to run at it and attack again, and all venomancers should chain purge. Sooner or later it will get off another killer blow, simply rinse and repeat.


Note : The Boss HP will not regenerate if the aggro is lost.


General PvE Rules[edit]

► Chi will be drained to 0 once you enter the instance.

► You cannot embrace people inside the instance.

► Land mounts and flying mounts can be used inside the instance, however do not use flying mounts, if you pull the aggro of a boss and it cannot reach you, it will reset.

► After death, you will have 30 seconds of being sealed in which you cannot use any skills.

► Items and Exp will not be lost upon death inside the instance.


Benefits of owning a level 1 land[edit]

A level one land is worth a staggering 30,000,000 coin a week for the faction's pay, as well as that you also get the town portal to this location. These cities also come with God pills, which can be made at the officer of the land, these pots are level 6 pills and are the highest version of the pills possible.