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    1. #1
      Katherine_Light's Avatar
        Katherine_Light is offline Legendary Wizard

      • Katherine_Light's Wizard Stats
        •  Wizard's Name:
        •  Katherine Light
        •  Wizard's Level:
        •  90
        •  World:
        •  Azteca
        •  Wizard's School:
        •  Life
        •  Pet's Name:
        •  Pepper
        •  Pet's Type:
        •  Tricky Dragon
      Status: Richly blessed
       
      Mood:
      Sunshine
       
      Join Date
      Oct 2010
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      Rolling Over in His Grave: A guide to Castle Darkmoor's Graveyard W/ Speed Run Tips



      This is the Mercenaries101 guide for The Graveyard, the third and final dungeon in Darkmoor.
      For our guide on the first dungeon, Castle Darkmoor, click here.
      For our guide on the second dungeon, Upper Halls, click here.



      DISCLAIMER FOR SPEED RUN TIPS: These are not tips for a safe, carefree battle. These strategies are fast and furious and leave no time for you or your teammates to protect yourselves. Lots of things can go wrong... but then again, lots of times things go smoothly. All in all, when farming I've found it faster to take 2 or 3 attempts at doing a speed run and beind done in 3 or 4 rounds, then to have one battle that stretches on for 10+ rounds where you're scrambling to heal defeated players and gain back lost ground. If you want to give them a shot, feel free, but don't be surprised if it turns out unsuccessfully on occasion.


      After you fighting your way through the Upper Halls of Castle Darkmoor, Tatyana (as you now know the Spirit of Darkmoor) had helped you find your way to Malistaire's new lair: Darkmoor's Graveyard.


      In the graveyard you are first confronted by the Drake family's old friend...

      Yevgeny NightCreeper

      Yevgeny will serve the Drake family until the day he dies. And apparently even beyond that.



      Cheats:


      • Yevgeny has inate 40% pierce.
      • Like Sir Blackwater and the Spirit of Darkmoor, Yevgeny has 3 school-based cheats in a 5-round cycle.
        • First cycle, Rounds 1-5: ICE
        • Yevgeny will interrupt at the start of every round to place an absorb shield on one member of his team. This absorb will take approximately 7500 damage. The absorbs do not stack. I Wrap Myself in Armor
        • At the beginning of round 5 (after he plays his ice armor), Yevgeny will interrupt to cast an ice bubble, ice blade, 35% AoE ice traps, and new ice shadow attack on one player. Be warned, this attack will leave him with a 75% tower shield. Let The Cold Wind Destroy You
        • Second Cycle, Rounds 6-10: Myth
        • Yevgeny will interrupt at the start of every round to place a 40% balance blade on one member of his team. I Empower You
        • At the beginning of round 10 (after he plays his balance blade), Yevgeny will interrupt to cast a myth bubble, myth blade, myth spear, and new myth shadow spell. Crush My Enemies
        • Third Cycle, Rounds 11-15: Death
        • Yevgeny will interrupt at the start of every round to place an item feint (75%/20%) on one player. I Decimate You
        • At the start of round 10 (after he plays his feint), Yevgent will interrupt to cast a death damage bubble, death blade, death spear, and new death shadow spell. Klaa... something, this one's hard to read, lol

      • Yevgeny responds to blades and attack bubbles by casting a stun on the player who cast it (not the recipient). Non-attack bubbles such as power play and sanctuary will not garner a stun.
      • At the end of every 3rd round, morphs into a creature and attacks a random player.
        • Cycle 1 morph (round 3): werewolf. Fear the Howl of the Moon
        • Cycle 2 morph (round 6): Draconian. Fear the Bite of Dragonspyre
        • Cycle 3 morph (round 9): Sir Blackwater. Fear the Blackwater
        • Yevgent will repeat these morphs (in this order) at the start of every 3rd round for the duration of the battle.

      • shields trigger a pierce by the boss, then the minions will each steal a shield until either all minions have stolen one or all shields are gone, whicenever comes first. Rebirth/legion shield trigger pierce on caster but other can keep their shields.
      • Playing a weakness or juju on Yevgeny will lead him to cast a bad juju on the caster (which will eat up any universal traps you have on him at the time). This is not the case for other debuffs such as plague, smokescreen, or dispels.
      • The mobs will often interrupt to steal shields from any players. The trigger for this appears to be ward-related (it often happens when the enemies play a trap on a player) but hasn't been narrowed down specifically yet. Leave This Place


      Recommendations:
      Don't bother with shields as they'll just be lost. Even if they're not pierced, they'll be stolen and may even affect your own attack later on.

      Set up a hammer for a one hit kill on all enemies. You will need some MAJOR blades to overcome these absorbs, and this boss also loves to tower shield, the minions love to legion shield, and his ice cheat attack comes with a 70% tower. For those reasons, it's wise to have one player shatter the boss directly before your hammer attacks. Alternatively, you can have something earthquake and then have the middle two players feint directly before the attack.

      Your buffers should pack conviction for themselves so that they are not constantly being stunned while blading the hammer. Bubbles would also be handy, particular when the boss interrupts and puts up the ice field that increases the mob's attacks. TC conviction are best if you can get them; you will only be stunned 1 in 20 times (trained will allow you to be stunned about 1 in 10 times).

      Speed run strategy:
      Have all players play conviction during round one. Spend rounds two and three blading your hammer. On round 4, have player 1 earthquake to remove all shields, players 2 and 3 play stacking feints on the boss, and player 4 hits. Possible complications: if you are stunned on round 1 (or a stun goes through conviction), or anyone has a deck fail, your battle may go any extra round, in which case one player will be hit with the ice shadow spell, which can be powerful enough to kill. Barring this, it's often fairly effective.


      Treasure Cards You May Want:

      Conviction for your buffers
      Blades for the hammer
      Shatter or earthquake

      Yevgeny Speed Strategy Video




      After defeating Yevgeny, he points you towards the Mausoleum, where he is sure that you will finally get your comeuppance for challenging him and his master. When you enter the mausoleum you find not Malistaire Drake, but.... Sylvia? He has used his powers to summon her spirit back to him! Shane von Shane thinks that this may be a wise idea for him to try out as well... if only he could get you to stop meddling in his affairs.


      Shane von Shane v2.0

      Shane is now styling in a lovely suit of the finest steel. Not only has he upped his fashion game, but he's learned some new tricks since you last saw him, so brace yourselves. An early note on this fight; warn your team mates to BE CAREFUL when walking into and through the mausoleum. You speak with Sylvia on the far side of the mausoleum, and after speaking with her, Shane von Shane appears in the middle area, which you have just crossed over. Many times, please will be in the process of walking across the room themselves, only to find themselves pulled in to a fight with a boss who was not there half a second ago. Warn your teammates to stick right up against the walls in the center area if they don't want to find themselves underprepared for an unexpected cheat battle.



      The battle can have any combination of Darkmoor Gargoyles and Darkmoor Serfs as minions.
      Cheats:

      • Shane von Shane has 40% inate pierce.
      • RoboShane resists death, storm, and life (yes, LIFE).
      • If you play a feint on Shane, he will interrupt to pact it off (all other traps and prisms are ok). I Can See Through You
      • If Shane takes any damage (including from that pact), he will interrupt to heal himself with healing current. This includes damage from the tick of a DoT, which means spells like fire dragon will cause him to heal FOUR TIMES. Bah, You Are Nothing
      • When any player heals (or their pet heals), the person who cast the heal will be hit with vampire of base damage 1050. More Life For Me
      • At the start of round 2, Shane will interrupt to cast a vampire on a random player. At the start of round 3, Shane will interrupt to cast a Dr Von's monster on a random player. It's a Graveyeard Smash Starting on round 4, Shane will interrupt at the start of every round to cast an attack with beguile on 1 random player. We Feast Tonight
        Notes on how this beguile works: If the player cast a trap, blade, heal, dispel, etc, that round it will go through on the players for whom it was intended. Group attacks will hit the other players if the hammer was beguiled. Group heals cast by a beguiled player will heal the enemy. Beguiled players will NOT be damaged by AoEs cast by the enemy. As with a normal trained beguile, the beguile will be complete on the following round as soon as the triangle cursor has moved onto the beguiled player. Meaning that immediately following the beguile, if the beguield player attacks they will hit their own team. The following round, however, they would hit the enemies.
      • Every time you hit Shane, he begins his vampire (round 1), Von's monster (round 2), Shane's monster/beguile (round 3) cycle again. HISS!
      • At the end of every round, Shane will interrupt to perform a spell. These spells will go in a 4 round cycle. Round 1 he will give himself a storm blade. Prepare for The Thunder. Round 2 he will give himself a storm spear. And The Lightning. Round 3 he will put a storm aura. The Storm Grows. Round 4 he will perform a natural attack (not his beguile attack, a straight up storm attack). And Shatters You! Then he'll start the cycle over again.
      • Any time anyone on your team blades, he will interrupt and blade himself with a supercharge (for no pips). The value of the supercharge is 12% for every pip he has (24% for power pips). I Revel In My Power


      Recommendations:


      Equip pets that do not have any may cast heals. With the exception of POSSIBLY unicorn on a tank with a huge heal boost, there is no pet heal that will offset the damage done by Shane's double-powered, uber pierced vampire.

      Starting on round 3, have someone attack Shane every other round. This will keep the more powerful attacks and beguiles at bay.

      Make use of stacking school traps and prisms. Begin by playing traps that apply to the school opposite the hammer's, then playing a prism, then playing traps of the hammer's school. (You could use stacking potent, trained, treasure, item, etc, for any school.)

      Until you can get a spare death dispel up, avoid feinting. If you want to feint, have someone dispel immediately before the feint is played, especially if anyone in your group has a pet with a may cast heal. The last thing you want it to play a death dispel for a feint, have someone's pet heal cause a vamp which uses up the dispel, and then you lose both your own feint and any others that you've worked hard to place. Bear in mind that this death dispel should be in ADDITION to the death dispel you play to stop the beguile. If you do try to feint, do it the round of the hit, so they are not removed by the regular attacks on Shane each round intended to keep beguile away.

      Pack death shields for your healer.
      Those vampires will add up if you're not careful, and you may need those heals more badly than you know.

      Storm resist gear is a great idea for everyone who doesn't need to worry about attack power, even if there are several myth minions and even with his high pierce. Those highly-pierced, uber-bladed attacks of his are PAINFUL. Do what you can to stay alive.

      Disarm, steal charm, and enfeeble are your friends, particularly when it comes to Shane's supercharge. If you're using a storm hammer, steal charm can be a valuable treasure card. Have someone blade your storm, which will cause Shane to supercharge himself, then have your storm steal the blade with a TC. Even if you don't have a storm hammer, steal charm and disarm are pip-friendly ways of dealing with his blade-stacking. (They cost only 1 pip, while a dissipate to stop his cheat entirely costs 2.) If you have a storm wizard on board, or someone with enfeeble treasure cards, they can also be extremely useful and get rid of ALL his powered-up blades at once. Enfeeble is best played after your team has placed a LOT of blades on your hammer. Disarm and steal charm are (currently) available en masse in the bazaar (though that may change once people catch on to this, lol), while enfeeble is a rare dropped TC. (Update: ok, literally an hour after I posted this the bazaar sold out of steal TCs, lol. Hopefully the storm hammers who know their stuff were able to get their hands on some!)

      Speed Run Strategy:
      Round one: Trap stack on Shane with opposite school traps, while the hammer at the end of your battle order plays a prism
      Round two: blade your hammer, hammer plays a school trap or steals a blade from Shane if storm.
      Round three: blade your hammer again, hammer attacks with an AoE.
      What could go wrong: nearly everything. You could all die by the end of round two, rofl. Your blades could get stolen. You could have deck fails. Your hammer could fizzle and someone faces beguile the next round. However, at only three rounds, the strategy is fast enough that there's no harm done in fleeing and trying again. Frankly, it's faster to flee and try again than it is to try a non-speed strategy. Just make sure your hammer has decent damage boost, every bit counts.

      Alternate Speed Run Strategy with a storm hammer
      This one is a lot of fun... and a lot safer. It mimics the "stun run" strategies used in Tartarus, so you will require two players with blinding light and/or choke, and either the ability to use power pips for myth and/or fire spells OR decks that come with an additional starting pip. The storm player should also have 90%+ damage boost. While the gear requirements are hefty, this strategy is great as it prevents the minions from acting at all, and does not leave a supercharge on Shane until he's already dead.
      Round One: stun, stun, myth trap on Shane, single prism on Shane
      Round Two: stun, blade to hammer, blade to hammer, steal Shane's blade
      Round Three: stacking blade, stacking blade, stacking blade, hit (colossal tempest, lord, or glowbug)

      Dealing with Going Second in a Speed Strategy and Other School Hammers
      If you're going for a speed kill and go second in this fight, or if you are using a school other than storm, I recommend:
      Round One: stun, stun, blade to hammer, steal charm (if storm hammer) or sharp school blade (if non-storm hammer).
      Round two: stun, stun, myth trap (if storm hammer) or school trap or blade to hammer, prism on Shane (if storm hammer) or regular school blade.
      Round three: stun, AoE buff (blade to hammer, windstorm, or attack bubble), wand (or 1 pip attack) on Shane, aura (TC infallible or shrike if there are storm mobs with a storm hammer)
      Round Four: AoE buff, AoE buff, AoE buff, AoE attack
      Unfortunately not only does the 4 round kill prolong the battle by a round, but you're spending even more time during round 1 watching all the enemies cast their spells which inevitably takes FOREVER, lol.
      However, since so many unexpected things can happen when going second and not every group will have a good storm hammer, this method is more reliable.



      Treasure Cards You May (OK, Not May, you DEFINITELY) Want:
      Strangle/death dispel if you can't hit to stop those beguiles
      Steal charm, disarm, and/or enfeeble
      For storm hammers who can't find a steal charm tc, consider buying this steal charm amulet.
      RoboShane Speed Strategy Video





      Upon defeating Shane Von Shane, you finally can access Malistaire's inner sanctum. He's not impressed that you've come this far, but he does not intend to let you stand between him and his reunion with Sylvia.


      Malistaire The Undying and Haunted Malistaire the Undying


      Malistaire the Undying has 50,000 health. Haunted Malistaire the Undying has 100,000 health naturally, though you can affect how much health he returns with.




      Basic information on cheats:



      • When you kill Malistaire the Undying, he will immediately reappear as Haunted Malistaire, but will lose all his pips.
      • Both versions of Malistaire have approximately 40% pierce.
      • Malistaire the Undying resists storm, life, and death. Haunted Malistaire seems to have universal resist.
      • Malistaire will interrupt at the start of round 1 to cast taunt. I have NO idea what this is supposed to accomplish, rofl.
      • Every 4 rounds beginning at the start of round 5, Malistaire's bone dragon will swoop down from the ceiling and remove all your blades. It's Shadow Shakes Your Spells Apart!
      • Malistaire's dragon will do an AoE death DoT spell at the beginning of approximately every 5th round.
      • Once you defeat Undead Malistaire and face Haunted Undead Malistaire, the dragon will occasionally play a 100% hex on him. Curse You Dragon, Do Not Defy Me!
      • Malistaire the Undying also does interrupt cheat spells at the END of turns, and repeats the cycle every 5 rounds. At the end of round 3, Malistaire will morph into an Avalon-style dragon and attack one player, which also removes any auras currently on them (Fear the Bite of DragonSpyre). At the round 4, Malistaire will hit one player with death minotaur (A Gift From Tartarus). At the end of round 5, Malistaire will cast virulence on himself.
      • Haunted Malistaire (not Undead Malistaire) will play a shadow spell at the end of every round. He will play (in order) a shadow blade, shadow spear, AoE shadow trap, and shadow attack.
      • If you single shield, Malistaire will steal it from you.
      • If you use a balance blade, dragonblade, or pact, Malistaire will steal it. If you play bladestorm, Malistaire will steal it from the caster but not the other players.
      • All dispels will be immediately cleansed.
      • Universal traps on Malistaire will be cleansed. (Interesting note: If you are beguiled by a Shane's monster attack from a death mob and are therefore on Mali's team, you can place a universal trap on him and it will not be cleansed.)
      • If you use a single target attack on Malistaire, he will interrupt to place a black mantle on you. This is not true for group attacks.
      • Malistaire's draconian minions will be a random combination of minions from all 7 schools (there can be multiple minions of the same school at times). Malistaire's minions each have their own cheats as well! These cheats seem to be more like "may casts"; they don't activate all the time, and some minions seem to use them more often than others.
        • Death draconians will mass infect following some heals.
        • Storm draconians will insane bolt, trigger unknown
        • Fire draconians will detonate DoT spells
        • Ice draconians will steal heal over time spells.
        • Balance draconians will supernova auras.
        • Life draconians will mass triage any DoTs.
        • Myth draconians will shift DoTs to players.



      Recommendations:



      • The first battle with Malistaire leads DIRECTLY into the the battle with Haunted Malistaire. There is no break and no opportunity to reset your deck, and cards you have used up with already be gone from your deck. Pack reshuffle.
      • If you have a balance wizard, have them pack mana burn; keeping Malistaire low on pips can keep many of his more painful spells at bay. (Triblades and tri-traps with potent and sharp are also fantastic here, as well as bladestorm with sharp.) Pack some extra reshuffle as well, to help out team members who may discard quickly to find the right cards and so reach the end of their deck sooner than planned.
      • Death wizards may feel helpless here but are actually quite useful stacking virulent plagues (treasure and trained) as well as regular plague can make this battle MUCH smoother, particularly in the early rounds when a lot of the damage is taken. If you have balance buffs such as elemental blade or spirit trap trained as well, you can work on both buffing your team AND debuffing the enemy.
      • There is no penalty for healing (unless you have a death minion, which loves to mass infect), so pack plenty of heals in your deck. If you have a pet with pet heals, remember to equip them! If you have any spells that wil allow you to heal others, be sure to include them. He packs a punch and you'll likely need to heal often, so playing sanctuary as early as possible can be an enormous help. None of the mobs in this fight seem to bubble, so it will stay up for quite a while, though Haunted Malistaire has on occasion put up a doom and gloom of his own (You'll want to doom and gloom yourself later anyway, as you'll see in a minute).
      • SO FAR, what's worked for us is to blade up your hammer for the first few rounds and attack by the end of round 4. This kills the mobs, and usually does so before the dragon takes away your blades. Getting rid of the mobs away makes this battle SIGNIFICANTLY faster. After that, you're in for a tedious fight with Malistaire, but it's much faster. Warning: if you have a death mob in your fight, they LOVE to beguile with Shane's monster in the first few rounds. If they do, one of your team mates may die in this attack... but frankly, you can heal them back and it's worth it to get rid of the minions asap.
      • When you are about to kill Undead Malistaire (the first version) PLAY DOOM AND GLOOM! If you allow the fight to continue as is, he will return with 100,000 health. If, however, you play doom and gloom before his return, it will directly affect how much health he comes back with. If you've played a trained 65% doom, he will return with only 35,000 health. If you can get your hands on an Eye of Bartleby 85% doom, he'll come back with just 15,000 health. The stronger the doom and gloom, the better. You can change back to an attack bubble or sanctuary as soon as he's returned.
      • Vengeance is a fantastic aura in this battle for both hitters and healers. A critical unicorn will allow you to heal as effectively as with a rebirth for less than half the pips. Surprisingly, critical attacks land frequently on not only the draconians, but Malistaire himself. I do not, however, recommend relying on vengeance to kill the first version of Malistaire as you don't want him to block your critical and leave you with a boss who didn't die and now has a lot of aggro to direct and your hammer while you have doom and gloom up.
      • The real problem in this battle surprisingly isn't Malistaire, but his minions. Once they're down, the fight (while still tricky at times) is immeasurably easier. To that end, try the following to get rid of the minions effectively:
        • Your hammer should hit by the end of round 4 regardless of if they have enough blades to kill. Those blades are going to be removed by the dragon at the start of round 5, use them while you can. Count out the rounds to make sure you know when to expect the dragon to remove your blades. It'll happen as an interrupt at the start of round 5, then round 9, then round 13, etc (every 4th round).
        • Invest in some treasure cards that are helpful to buff your hammer. I wouldn't use bubbles since sanctuary is too useful to knock out here, but school-specific blades, triblades, and bladestorm are great. Also.... it's time to actually use some of those sharpen blade TCs you've been hoarding since Azteca. Take time before the battle to pre-enchant your blades and put them, already enchanted, in your sideboard for this battle. For those of you who have never done this before, there's a note at the bottom of this post to walk you through the process.
        • Have your hammer keep pre-enchanted AoEs in their sideboard. There's nothing worse than that sinking feeling when the team has managed to do everything properly to buff up for a good attack and your hammer can't find a hit (and a colossal) before round 5.
        • Play TC virulent plague on round one. In this battle, all the enemies comes out swinging. You do your team a huge favour by taking the bite out of those initial attacks.
        • As much as I am loath to say this... if your team is really struggling, flee the battle and restart it until your team goes first. This fight is much simpler when you don't have to worry about something unexpected happening right before you hit.

      • Like Shane, playing stacking school traps around prisms is incredibly helpful here. Elemental and spirit traps are great; pack those, along with potent and treasure versions, etc.
      • A note on being a defeated player and Malistaire's drops: there are two chances drops in the Malistaire fight. Both Malistaire the Undying AND Haunted Malistaire drop the top tier gear. Per a KI dev, if your wizard dies in the battle after you have already defeated the first Malistaire, do NOT flee and return to the battle! If at all possible, have a team member heal you. If you stay in the battle and are healed, you will still get drops from the first Malistaire (assuming you were alive in the battle at the time he was killed). If you flee and return to the battle, however, you will lose any drops you would otherwise have gotten from first Malistaire.
      • If you have a fire wizard on your run, try this! Donate power and/or empower can make this strategy quite time-efficient.
        • ice traps
        • prism
        • fire traps
        • backdraft
        • one hit kill




      Speed Run Strategy:

      Unfortunately, there's no reliable method to make this battle short and simple; You're in for several rounds of trapping, buffing, blading, and healing no matter what you do!


      Treasure Cards You May Want:


      • doom and gloom
      • sanctuary
      • heals from other players if you don't have any trained
      • school-specific buffs

      Malistaire Strategy Video


      After defeating Haunted Malistaire, you will get to see him find some long-awaited peace at last... and if you're very lucky, he may just leave you some of his amazing gear along the way! Malistaire drops three tiers of gear, so may sure to check your drops and see what's he's left you.




      Last edited by Katherine_Light; 1-22-15 at 10:16:33 AM.

    2. #2
      Lightdragon's Avatar
        Lightdragon is offline Legendary Wizard

      • Lightdragon's Wizard Stats
        •  Wizard's Name:
        •  Liam RavenShade
        •  Wizard's Level:
        •  120
        •  World:
        •  Mirage
        •  Wizard's School:
        •  Balance
        •  Pet's Name:
        •  too many
        •  Pet's Type:
        •  artic fox
      Status: Hello Empyrea
       
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      Artistic
       
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      Re: Rolling Over in His Grave: A guide to the Graveyard

      any little bit helps. this is badly needed. otherwise they will have to severly nerf this.

    3. #3
      Adventurous's Avatar
        Adventurous is offline Initiate Wizard
      ----
       
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      Re: Rolling Over in His Grave: A guide to the Graveyard

      Some extra tips and alternatives for Shane and Malistaire:

      For Shane:
      You can use a single target hit on him to work around the beguiles, since single target spells won't take out your team mates when charmed. The minions shouldn't take very long to kill afterwards.
      Be sure to keep health fairly high in this battle. The cheats and enemy spells can rack up a lot of damage pretty quickly, and you may have to wait a turn to heal. It may also be worth it to bring a second person who can heal for this reason. Make sure you use big enough heals to out heal the vampire cheat, though.
      Doom and Gloom is sometimes cast, so it may be worthwhile to carry bubbles to counter it.

      For Malistaire:
      I'd recommend taking out the minions out as soon as you can. They do a lot of damage, cast long spells, and seem to have some cheats of their own.
      If minions are down and Malistaire hasn't transformed yet, you can use this period to recover some before he does transform.
      Traps are very good in this fight, since he will periodically remove your blades.
      Be sure to prepare for a long fight. Multiple hits, extra blades/traps, plenty of healing, and maybe a reshuffle or two just in case.

    4. #4
      Lightdragon's Avatar
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      Re: Rolling Over in His Grave: A guide to the Graveyard

      also to add the death minotaur currently does not stun. the dragon form currently does no damage. 1st mallistaire is resistant to death and storm. and boosts to myth,life and ice.

      mana burn does not trigger the black mantle cheats. wand attacks will as well as almost any other attacks. single attacks that deal more than one attack like Chimera and minotaur will only receive one black mantle.

      the second mallistaire of 1 health is immune. the last one has no known boosts or resists. his natural shadow attacks can deliver a base damage of about 2500. with crafted gear you can get hit with 2000 damage. with jade gear at 79% resist you are looking at 870 damage. the dragon will hit all members with a rough base of about 200 damage.

      and also be prepared for a long fight. at least 3-5 hours and that is with four people.

    5. #5
      Sarai Sunweaver's Avatar
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      Re: Rolling Over in His Grave: A guide to the Graveyard

      Just finished the Mallistaire fight last night and I would like to submit a small addition. It seems that you can freely cast any global bubble you like without risk of it being countered, like the shadow palace Morganthe battle. In last nights fight we cast a brown spider life damage bubble very early on while all minions were at full health, and it remained untouched for the remainder of both battles.

      Also something on the Yevgeny Nightcreeper / Shane battle. I am not sure if this was an intended effect or an outright glitch. But there seems to be a secondary "Beguile" effect at work in these battles. That is to say, that when a AOE attack is selected, targets from your own team could also potentially be hit regardless of whether or not your currently "Beguiled". Twice last night while using forest lord (Once in both battles), after it had felled the entire opposing team it kept right on going and took out our first position player before stopping. However this effect seems only to occur in cases where the AOE resulted in the death of all enemys while the animation was still active, in other cases where one or more enemies survived it was not witnessed. Also another curious effect manifested using a rebirth while under beguile (Yevgeny Battle). When cast, it healed both the opposing team and our team as well, essentially becoming a global rebirth or battle reset if you will.
      Last edited by Sarai Sunweaver; 11-6-14 at 6:54:50 AM.

    6. #6
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      Re: Rolling Over in His Grave: A guide to the Graveyard

      Quote Originally Posted by <strong>Adventurous View Post
      Some extra tips and alternatives for Shane and Malistaire:

      For Shane:
      You can use a single target hit on him to work around the beguiles, since single target spells won't take out your team mates when charmed. The minions shouldn't take very long to kill afterwards.
      Just wanted to address this: you CAN play it this way to avoid hitting your team mate, for sure. However, if a person is beguiled when another player takes out Shane, they technically were not on the team when the boss was defeated.... and thus will not get boss drops, which kind of stinks for them.

      I've never seen a doom and gloom in this fight, thanks for letting me know! I'll add that people can bring bubbles, forgot to mention them at all, lol. Great suggestions!

    7. #7
      Sarai Sunweaver's Avatar
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      Re: Rolling Over in His Grave: A guide to the Graveyard

      Quote Originally Posted by <strong>Katherine_Light View Post
      Just wanted to address this: you CAN play it this way to avoid hitting your team mate, for sure. However, if a person is beguiled when another player takes out Shane, they technically were not on the team when the boss was defeated.... and thus will not get boss drops, which kind of stinks for them.

      I've never seen a doom and gloom in this fight, thanks for letting me know! I'll add that people can bring bubbles, forgot to mention them at all, lol. Great suggestions!
      Didnt think about the fact that they were beguiled caused the forest lord to see them as the enemy. But it would not have mattered anyway, seeing I killed them in both cases. lol

    8. #8
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      Re: Rolling Over in His Grave: A guide to the Graveyard

      What worked for my team was: two full jade life's tanking and healing. I was, of course, the only one with more than two shuffles, however, we didn't need them as much since we all packed long decks. We only needed to shuffle someone a couple times. Since both Malistaire's remove universal traps, I fled and reset my deck (wish I hadn't had to but oh well, at least we finished) to take out blades and put in traps, especially Backdraft since I was fire. I set a couple Backdraft's, one potent and one not, both different percentages, and I hit him with the Fire From Above spell (new shadow-enhanced spell for fire only) for about 50,000 damage, and that WAS with Shrike, but even without that I could still do a decent amount of damage so I'm not really sure that he is immune, maybe just resistant? Once i made that first dent in him, for 50,000, we didn't have too big a deal hitting him, just had to time it right so that the blades, school traps, and the +100% trap from the dragon lined up. Also, having the three fire traps from my new fire spell helped, they really added up. Put some blades, a backdraft or two (for a fire hammer) or have a storm supercharge just before hitting, Shrike (not absolutely necessary if you've made a dent in him already), school traps (potent and regular) and once you hit, rinse and repeat. I'd suggest using the new spell you received from Tatyana, as it's rather powerful for so low a pip cost. If you shrike, be sure to have two shadow pips before hitting. That's what worked for my team, we just pounded away at him with those new spells. Hope that helps your strategy and thanks for posting this, it's gonna help everyone sooooo much!!!

      Jacob Sunstalker/Jacob Pixiefinder
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    9. #9
      Happy Fun Ball's Avatar
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      Re: Rolling Over in His Grave: A guide to the Graveyard

      I noticed that shadow attack of his (second form) might be a drain attack, possibly a full drain like with Steal Health. When he was around 8,000 health, I attacked and did 6,000 damage. He then attacked and did just over 2,000 damage (the dragon removed all of the shadow traps). When I saw his health on the next round, it was over 4,000 health, not 2,000 like I expected.

    10. #10
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      Re: Rolling Over in His Grave: A guide to the Graveyard

      Quote Originally Posted by <strong>Lightdragon View Post
      any little bit helps. this is badly needed. otherwise they will have to severly nerf this.
      I'm with Lightdragon on this one....we need ALL the help we can get 'cause holy COW these dungeons!!!

      Um....HOW long is your vacation??
      Wife, teacher, mom to my two beauties & one bonus beauty,
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      Breast Cancer survivor!!

      Mega Pets!
      RIP LSR

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