Level 1 Land Attack: Difference between revisions

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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 centre.


[[Image: Level_1_Land.PNG]]
[[Image: Level_1_Land.PNG]]
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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 Defence:''' 3,975


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




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'''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 channelling 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 physical AoE that also reduces your channelling speed and can hit robes for 7,000+, the final is a channelling water attack that if it gets off, will hit you anything 5,000 upwards this is also a 35 Metre AoE.
 
This boss also uses a close range AoE Stun for 5 seconds, once it has stunned it then Deaggro’s 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 Deaggro 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 channelling 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 agenst 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 deaggros.
 
 
''' 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 deaggros 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'''  
Line 113: Line 126:
[[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 Defence:''' 7,234


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




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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 wills is only a decoy boss, he hits fairly weak and has nothing special, 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, Spawned after Chubb Trunk is defeated'''
'''Xylaryeida Guards''' [[Image: B_Gate_Boss_2.PNG|right]]




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


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


[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 8000 - 12000
[[Image: Physical_Attack_Icon.PNG]]  '''Physical Attack:''' 8,000 - 10,000 / 8,000- 12,000


[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 4000 – 6000
[[Image: Magic_Attack_Icon.PNG]]  '''Magic Attack:''' 4,000 - 5,000 / 4,000 – 60,00




[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defence:''' 3975
[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defence:''' 7,234 / 3,975


[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defence:''' 11685, 3895 Metal Defence
[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defence:''' 11,685, 3,895 Metal Defence




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'''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 need to fight. There are 6 bosses all named Xylaryeida, similar to General Wulord 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-channelling 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 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.
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 incase 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 boss’s 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_Defence_Icon.PNG]]  '''Physical Defence:''' 3975
[[Image: Physical_Defence_Icon.PNG]]  '''Physical Defence:''' 3975


[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defence:''' 11685, 3895 Water Defence
[[Image: Magic_Defence_Icon.PNG]]  '''Magic Defence:''' 11685, 3895 Water Defence, Fire Damage Immune.




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'''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 proberly 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 metres 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 deaggro.
 
Now heres 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 Deaggro right after casting.
 
[[Image: Fire_Damage_Icon.PNG]]  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: HP_Debuff_Icon.PNG]] 28m Health Point Debuff, lowering max HP by 50%
 
[[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.




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




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


'''Statistics'''  
'''Statistics'''  
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--[[User:Asciii|Asciii]] Ascii, Harshlands Server
--[[User:Asciii|Asciii]] Ascii, Harshlands Server
[[Image:Example.jpg]]

Revision as of 03:18, 18 August 2009

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 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.

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

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 channelling interrupt

File:EarthQuake Icon.png Earthquake: causes channelling 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.


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

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


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.


[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.


Gate A Keeper: Disgusting Mass

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 Defence: 3,975

File:Magic Defence Icon.PNG Magic Defence: 11,685, 3,895 Earth Defence, 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 channelling 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 physical AoE that also reduces your channelling speed and can hit robes for 7,000+, the final is a channelling water attack that if it gets off, will hit you anything 5,000 upwards this is also a 35 Metre AoE.

This boss also uses a close range AoE Stun for 5 seconds, once it has stunned it then Deaggro’s 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 Deaggro 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 channelling 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 agenst 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 deaggros.


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 deaggros 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

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 Defence: 7,234

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


Speed: 15m/ Second


Skills and Attacks


Chubb Trunk wills is only a decoy boss, he hits fairly weak and has nothing special, 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 (Key: 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 – 60,00


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

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


Speed: 15m/ Second


Skills and Attacks

The Xylaryeida Guards that surround Chubbs are the ones you will need to fight. There are 6 bosses all named Xylaryeida, similar to General Wulord 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-channelling 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 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. 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.


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


Gate C Keeper: Huoling

File:Gate C Boss.PNG

Statistics

Health Points: 15,000,000 HP

Physical Attack: 1 - 1

File:Magic Attack Icon.PNG Magic Attack: 4000 - 6000


File:Physical Defence Icon.PNG Physical Defence: 3975

File:Magic Defence Icon.PNG Magic Defence: 11685, 3895 Water Defence, Fire Damage Immune.


Speed: 15m/ Second


Skills and Attacks

Huoling is the hardest of the gate bosses by far and should proberly 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 metres 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 deaggro.

Now heres 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 Deaggro right after casting.

File:Fire Damage Icon.PNG 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.


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

File:Base Boss.PNG

Statistics

Health Points: 20,000,000

Physical Attack: 4000 - 6000

File:Magic Attack Icon.PNG Magic Attack: 4000 - 6000


File:Physical Defence Icon.PNG Physical Defence: 3975

File:Magic Defence Icon.PNG Magic Defence: 11685, 3895 Wood Defence


Speed: 0m/ Second


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 an 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.


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

File:Magic Damage Icon.PNG 28m Frontal Magical AoE.

File:Mana Drain Icon.PNG 35m AoE Mana Point Drain at 80% Life, 2000 Mana/ Second.

File:Purge Icon.PNG 28m AoE Purge Attack at 15% Life, casts every 15-20 Seconds.


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.


General PvE Rules

► Chi will Be Drained to 0 once you enter 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.

► 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.


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.


File:Ascii Guide.PNG

--Asciii Ascii, Harshlands Server File:Example.jpg