Difference between revisions of "Category:Ruin Of The Arcanists"
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'''x''' is nothing special, but has an east exit to Shol + guards | '''x''' is nothing special, but has an east exit to Shol + guards | ||
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In each main grid room with an up or a down, there is an elemental automaton. It is [[Sanctuary| sanc'd]] and will kspawn an aggro elemental when killed. Unless your group has good dmg, these can take a long time to kill and reduce your xp per kill. | In each main grid room with an up or a down, there is an elemental automaton. It is [[Sanctuary| sanc'd]] and will kspawn an aggro elemental when killed. Unless your group has good dmg, these can take a long time to kill and reduce your xp per kill. | ||
Latest revision as of 10:51, 23 November 2024
The cult of Arcanists has excavated into the ancient tunnels below their citadel in search of secrets that can further their arts of animation. It seems their hubris will lead them to ruin, one way or the other. Have they found knowledge and power, or opened something that should have remained closed forever?
Level Range: 51-51
Builder: Wiseman
This area was part of an area-building contest in 2018.
This area was added in 2019.
This area was updated and moved to a permanent home in August of 2023.
Contents
Directions
Walking route from Aelmon: 16e,[e],2e,n,2e,3s,4e,2s,2e,4s,[s],2s,e,[e],d,s,push crack.
Portaling point(s) suggested: Xohd, push crack.
Connections
Area is setup in 4 sections:
- start area: shaped like a flipped L - normally safe: safe path is d n e
- main grid: east or south of start area starts a 3x3 grid with ups and downs, with an elemental automaton in the room.
- elemental boss areas: cursed areas up or down from main grid area.
- Shol + guards: southeast of main grid to the east is Shol and his guards.
Adventuring
The elemental boss areas are cursed.
Start area, main grid, and Shol areas are not cursed, but you can not teleport into the area. You can teleport to anyone or mob in the area if you are already in the area and the target is not in a cursed area.
TL;DR - Best XP based on group damage
- GC only fires on automatons, larvals elementals, adult elementals, and bosses
- if you can kill a servitor in 1 round, and the elemental in the next round:
- then skip: arcanists, acolytes, and nascent elementals - until last
- kill automatons and kspawn
- kill larval and adult elementals
- kill bosses
- If you have GC cleric in the group, then maximize the GC xp as above:
- 1st kill larvals, adults, automaton, bosses
- 2nd then go back to the main grid and clear until pop
- If you DO NOT have GC and if you can NOT kill a servitor in 1 round or the elemental kspawn the next:
- stay on the main grid and clear the arcanists, acolytes, and disciples.
- go into the boss areas and kill the larval, nascent, and adult elementals
- skip the bosses
- skip the automatons
- if all those mobs are dead, clear the automaton's and kspawn.
- this maximizes kills and minimizes healing - as if your dmg is low, then your tanks are getting too hurt for the big bosses and automatons
Servitor Mob Farming
In the start area at the top and the 1st room of the main grid are servitor mobs.
When killed, servitor mobs spawn another mob (kspawn) that is an aggressive elemental.
For this discussion the rooms are referenced as follows:
- the start area 1st room is ROOM 1.
- the 1st room of the main grid is ROOM 2.
They pop according to these rules.
ROOM1 servitor # |
ROOM2 servitor # |
ROOM1 servitor pop |
ROOM2 servitor pop |
Total |
---|---|---|---|---|
0 | 0 | 2 | 2 | 4 |
1 | 1 | 0 | 2 | 4 |
2 | 2 | 0 | 0 | 4 |
1 | 2 | 0 | 1 | 4 |
0 | 3 | 0 | 1 | 4 |
0 | 4 | 0 | 0 | 4 |
ROOM1 only gets a pop if all the servitors are killed.
What this means, is that you can cultivate servitor pops and grow ROOM2 to contain many elementals and up to 4 servitor mobs. I've done as many as 12 elementals in ROOM2.
Start Area
Is sort of shaped like this:
[1]\ [b] [b] \[b] 1 is servitor ROOM1 (explained above). b are mini-bosses, or named mobs. Good xp, not too difficult.
There are 3 named mobs, as well as sometimes an arcanist and servitors in the start area (according to the pop matrix above. The 3 named mobs are easy and safe xp. You can Linkrefresh in this area safely.
Main Grid
It's a 3x3 grid, similar to this:
[2] [E] [F] [I] [a] [A] [L] [W] [x] 2 is ROOM2 (explained above) E is Earth F is Fire I is Ice a is Acid A is Air L is Lightning W is Water x is nothing special, but has an east exit to Shol + guards
In each main grid room with an up or a down, there is an elemental automaton. It is sanc'd and will kspawn an aggro elemental when killed. Unless your group has good dmg, these can take a long time to kill and reduce your xp per kill.
In the main grid there are 2 aggressive mobs, which are normally hidden and they roam the main grid.
(Hide) (Demonic) (Sneak) This disciple of a forgotten sect only watches... for now.
Elemental Boss Areas
If you're killing the automaton's if your group damage is great, then proceed up or down into the boss area. Typically, in the boss areas - the 1st room is clear of aggros. The next 2 rooms may have an adult elemental or 2, which are aggro. The boss areas are mostly linear, either shaped like a square, an L, or a + (cross). The big boss will typically be in the farthest room from the entrance to that boss area. The rooms next to the boss will have 2 or 3 adult aggro elementals.
There are 7 elemental boss areas:
Sub Area | Location | Boss | Notes |
---|---|---|---|
Earth | North Center | Juggernat | will stun bash |
Fire | Northeast Corner | Inferno | |
Ice | West Center | Glacial | |
Acid | Center | Assault | |
Air | East Center | Gale | very gassy - will kill small chars easily; recommend only if you can kill fast or have group healing |
Lightning | Southwest Corner | Thunderbolt | can stun |
Water | South Center | Vortex | will push the tank out of the room to the next 1 or 2 rooms away |
Shol + Guards
To get to Shol you have to move past 2 hidden aggro sentries/guards. They can hit small characters pretty hard, so it's good to have a tank area burning hands, or a wzd flash when first enter.
Shol has a druid neck item which is OK, but he's pretty good xp. He's sanc'd and has some hitpoints, so it will take a bit to kill him. However, he doesn't hit very hard.
If you're already in the zone, you can teleport to Shol.
Comments
To check for repop, do a where on any of the sub-bosses, or bosses:
where woman where shol where jug where inferno
Subcategories
This category has the following 2 subcategories, out of 2 total.