guide clock tower raid granado espada

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GuideClock Tower Raid & Etiquette Introduction This is a raid that can be done without much hassle (at least floors 1- 11), or you can make it a pain in the ass for everyone. I decided to write this because I've been to a bunch of CT-runs that, while usually having good people, lacked knowledge and/or organization. Click on the "read more" below to see the full guide. Yes... it will be a long read, but it will also help everyone have a nicer raid experience. If there's anything I should change, if you spot an error or if you have any more information please PM me in the forum (sGE: Keizoku | G1: Minun). Level: Master Characters: 1 character per person Max. Participants: 24 Mission Failed: If you do not finish the floor in time or if everyone dies. Time limit: 30 minutes per floor Racial/Armor Type: Lifeless/Hard Pre-requisite: Clock Tower Entrance quest, Esmero/Souveran/Pegadilla membership (optional) Item/s for entry: 1x Spell Key (buy with 2 Moon Stones from Jenia in Byron F6) or 1x EJ (for those not Esmero/Souveran/Pegadilla)

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Guide Clock Tower Raid & Etiquette

Guide Clock Tower Raid & Etiquette

Introduction

This is a raid that can be done without much hassle (at least floors 1-11), or you can make it a pain in the ass for everyone. I decided to write this because I've been to a bunch of CT-runs that, while usually having good people, lacked knowledge and/or organization. Click on the "read more" below to see the full guide. Yes... it will be a long read, but it will also help everyone have a nicer raid experience. If there's anything I should change, if you spot an error or if you have any more information please PM me in the forum (sGE: Keizoku | G1: Minun).

Level: MasterCharacters: 1 character per personMax. Participants: 24Mission Failed: If you do not finish the floor in time or if everyone dies.Time limit: 30 minutes per floorRacial/Armor Type: Lifeless/HardPre-requisite: Clock Tower Entrance quest, Esmero/Souveran/Pegadilla membership (optional)Item/s for entry: 1x Spell Key (buy with 2 Moon Stones from Jenia in Byron F6) or 1x EJ (for those not Esmero/Souveran/Pegadilla)

General information and etiquette Before you enter and while you assemble prepare and check everything: Spell Key/EJ, key to whatever floor you want ot jump to (and WHO has it), if your quest is even done to enter it (!!!), if you have all your rings, an extra LoE-bracelet for Flare, Soul Crystals etc... The seal for the CT entrance will stay broken for a while after you use the key, so don't worry if you have to exit the lobby to make a new one. Every boss in Clock Tower are Lifeless racial and have Hard Armor property. Take your daily Clock Tower Investigation Quest from the guard outside CT for extra rewards:Time of Toothed Wheel + Either of these: Honor Cards, Veteran G/Expert G cards or Training A/B Cards. The quest for each floor gets completed when the roulette appears. If there is a Machine Device anywhere on the floor you can be sure it has to be clicked to activate something. If a boss is unattackable, find the Machine Device. On most floors you will fight two bosses, 1 in the bottom room and 1 in the top room, so even if you finish off one room there's still the other. Usually they have the same mechanic. Since it's an MCC1 raid, everyone has to be serious about their role. This means no scouts forgetting their rings, no Ele/Hellena forgetting a second LoE for Flare buff etc... Once the Destroyed Body of a boss appears, only normal hit it. Also, check who got the key. While waiting for the raid to start, don't go off to do random shit (WxPvP, JB, Bounty Hunter...) unless you can easily break it off.

Buffs/consumable items used Floor 1-9: ET Enhancement, Mystic Ampule, Big Watermelon Slice, Hrins/Steroid Floor 10-12: ET Enhancement, Principal Ampule, Hrins/Steroid Floor 13?: ET Enhancement, Principal Ampule, Hrins/Steroid, Triumph Filler, Status Ampules, Lifeless Ampule, Red Lollipop Any floor if necessary: Soul Crystal (especially ressers/tankers should have some)

Character summary & details 1-2 Tankers: Coimbran Trooper 2 Enhanced Tactics lv11-12: 1 Valeria (if going floor 10), rest Scout/Viki/Emilia/ETS 1 Rio (lv 12-13 with Encore) 1 Bernelli (Lv12 Hound) 1 Lisa (Lv11-12 Grinding: Magic Break) 1-2 Cannon users for floor 10 with expert stance Extra: 1 Lionel (Lv12 Leadership) | 1 Karjalainen (Lv10-12 Boost Magic) | Lorch (Lv12 Infiltration) All the rest (DPS): Hellena, Veatrice, Elementalist | 2nd choice: Calyce, Ralph, INT Catherine BANNED CT CHARACTERS: Pretty much anything not listed above Musketeers (crap damage on hard armor) Melee/range chars that have no buffing/debuffing-purpose

Possible stats of a tank.

2x TANKS: Coimbran Trooper(2nd choice: Fighter)

Stance: CrusaderArmor: At least +6 3DR (def as bonus is good) ELB/ESA/ELN recommended.Weapons/Shield: Any blunt will do. Shield should have DR, a +2DR Phantom Guard being the best.

Your role is, obviously, to keep the boss focused on you instead of the dps. Do not run ahead - wait until you get your buffs (although, you should have been buffed first). Provoke as much as you can - don't be lazy. Always get the boss to face towards the wall away from the dps, and lure it out of the room if necessary for that particular floor.

DPS: Hellena | Elementalist | Veatrice( 2nd choice: Calyce | Ralph | INT Catherine )

Stance: Forgotten Magic | Lord of the Elemental | Occult Magic | Occult Assistance | Evocation Lightning (INT Cath only)Armor: While high-grade armor is good, you will not necessarily even be hit. And if you do get hit but a skill, even ELN would likely die.Weapons: Atk/AR or ATK/Lifeless. Preferably base 32AR or above. 1 extra LoE for Flare.

When you want a buff, display it over your head with the !!text command, and remove it once you get the buff by typing only !! in the chat again. Remember to unequip any medal to be able to do this. Also, it helps if you go and stand away from the other DPS when you want a rebuff, because they might be unable to target you otherwise.

For stances to use, switch depending on what floor it is. Some floors only need single target dps (buff up Flare, switch to Forgotten Magic/Lord of the Elemental) while some need quick AoE monster clearing. Now, why use FM/LoE? It has been proven to do ALOT more damage in single-target dps. Since you have a Rio, using Magic Enhancement+Mystic Ampule+Hrin should definitely bring you to speedcap. All you have to do is normal hit. The skills in FM/LoE are still week. If you need to clear many mobs, switch back to Occult Magic.

2x ET BUFFERS: Valeria (must have for floor 10) | Scout/Viki | Emilia/ETS( 2nd choice: Veronif | NEVER: Catherine Summoner | STW/Soho | anything without resurrection )

Stance: lv11-12 Enhanced Tactics | Innocentio | Tactical AssistanceArmor: The best you can afford - the higher grade the better. You may be in need of survival. ELB or above recommended.Rosario/Weapons: Rosario with def+2DR recommended. A rod with 3AR for Emilia if she debuffs.

Ask everyone to stand still and display what buff they want using the !!text command in chat instead of saying it out loud. Buff the tankers first, then proceed with the dps. If a character dies, res them and buff the enhancement they need immediately. (unless many people died, then focus on ressing everyone first) If many people die, INCLUDING THE TANK, res and buff yourself and the tank first. DO NOT BUFF FORTITUDO, alot of people might be using Mystic Ampules.

Focus any possible Refresh Minds on the other buffers (listed below) instead of Elementalists or Hellenas, since they should be using FM/LoE anyway and not OM skills. (unless perhaps floor 2 and floor 6 - there having the strongest Ele/Hellena Abyss many times might be useful!)

OTHER BUFFERS: 1x Bernelli | 1x Rio EXTRA: 1x Karjalainen | 1x Lorch | 1x Lionel( Karja, Lorch and Lionel are not necessary for a successful run of 1-11, some may prefer Ele/Hellena for more general dps instead. If anything, Karja might be the most useful of the three. )

Buffs: lv12 Hound | Lv 12-13 Rio buffs | Lv10-12 Boost Magic | Lv 10-12 Infiltration | Lv12 LeadershipArmor: While high-grade armor is good, you will not necessarily even be hit. And if you do get hit but a skill, even ELN would likely die.Weapons/Shield: Any Lute will do for buffing, but high-grade atk/ar or atk/LL is still nice. Same goes with shotgun/rifle. If the Karja has well-chipped rapiers she may even join as some sort of supporting dps too. Rio can also join dps on evocation lightning.

It is necessary for these buffs to be at the highest possible level - especially Lionel is quite a waste of squad-space if not lv12.

Bernelli and Karjalainen should wait to buff Hound and Boost Magic when you're in front of the boss and everyone is gathered. Many Elementalists and Hellenas need to change stance - if you buff too early then it goes to waste. The buffers should also check their raid timers or look for the buff animation - if it's gone, ask them to gather for rebuff.

Rio should remember that he can also help with resurrecting people.

DEBUFFERS/OTHERS: 1x Lisa | ?x Emilia/ETS | 1-2x Jose/Claire

Deuffs: lv11 Grinding: Magic Break | Lv12 Whole Cancellation (for Auto Baron)? | Demolition Burst/Tested BurstArmor: The best you can afford - the higher grade the better. Lisa is close to the boss so she needs survival. ELB or above recommended.Rosario/Weapons: You may use arnis with one dagger of atk/ar or atk/LL to easier achieve better stats.

Grinding: Magic Break is obvious since there are so many Elementalists and/or Hellenas as DPS. As for Whole Cancellation, I know it is used at Auto Baron but since Ive never been there, I dont know more. The cannoneers are needed for floor 10. Maxed out expert stance is a must.

Floor Details

Once you kill a boss and the destroyed body appears - DO NOT SKILL IT. Normal hit it until it dissappears. Also, always check if you got the key, if your squad has the loot set on turn. At the end of a floor the person with the key will click the gate and open the lobby for the next floor. Then anyone can create a room.

Floor 1 [video part 1] [video part 2]

Boss: 2x Fire CandlerMechanic: Run to the top and activate the switch to activate mobs in the corridor. Kill them all to activate the boss. Once the bottom room boss is dead, proceed with the top room boss. After a while the boss will escape to the bottom room again, chase it and kill it.

Floor 2

Boss: 2x Gale Steamer (amount may vary - it can spawn clones)Mechanic: Activate the switch. Gates will spawn and out of them come many mobs. Spread your squads out - 1 top, 1 bottom - to kill the monsters before they reach another gate. If many monsters go into the gate they're headed to, then the Gale Steamer will spawn "Game Steamer Clones".

Floor 3

Boss: 2x Blazing TendererMechanic: This boss spawns gates ("Colony" type - each hit does 1 dmg) while you're killing him. Kill him, the gates and the spawning mobs too.

Floor 4

Boss: Perfect Shining MachinaMechanic: This room starts off with some monsters and a couple of statues that spin and show numbers. You can turn the statues around to find the combination that removes the blades, but it's not needed to do so. A bit upwards there's a path made out of rotating blades. Have one person go that path to activate a switch that will teleport everyone into the bottom room.

Have someone go through the path of blades.

The bottom room is sealed with rotating blades. Monsters will spawn, kill them to spawn some more, until the boss itself spawns. Tankers and DPS be alert!! The boss can teleport to another location in the room and has a big AoE, so move quickly in accordance. Kill the boss, the blades will dissappear. Get out of the room and move upwards.

Now repeat the very first steps to get to the top room too - one person goes, the rest wait until they get teleported. Kill the monsters and boss as usual.

Floor 5

Boss: Shining MachinaMechanic: "Seal Stones" ("Colony" type) appear on the map. Assign some people to find and destroy them while the rest chip away at the boss HP. The boss changes form depending how many Seal Stones are in the map - the weakest version of the boss being General Shining Machina. The more Seal Stones are up, the stronger the boss, so be sure to have someone looking for and destroying them.

Boss stats before and after some seal stones have been destroyed.

Floor 6

Boss: Perfect Shining MachinaMechanic: Some mobs roam the hallway. There is a machine device in the first bottom boss room - tank activates it and many monsters spawn. Kill them while standing at the stairs - the mobs cannot pass further than that. you have a set amount of time. The more mobs are still alive at the end, the stronger the boss in the first room will be.

If you don't kill all the mobs, the boss might end up like this.. or maybe even worse.

In the second room, there will be another weaker boss first. You have a set amount of time to kill it. Monsters will spawn, I think, if it is not killed within that time. Kill them all to finish the floor then.

Floor 7

Boss: CandlerMechanic: There are some monsters in the corridor, kill them. Go to the bottom room, there are some treasure chests. These are fake and turn into mobs. Kill them and proceed to tank/DPS the Candler as usual.

At 50% HP the Candler will escape to the top room. Any dps hitting it will automatically follow. Watch out if you didn't kill the mobs in the corridor first - you might run headlong into them now.

Tank/DPS normally again, until ~20% HP where it will escape to the bottom room again.

When the Candler is in the bottom room and low on HP (last ~10-20%), ask the helping squad to stop their DPS completely and run up to wait at the chest/time door. This should ensure that the questing-squad will get the item for Lionel.

Floor 8

Boss: 1x Steamer, 1x Gale SteamerMechanic: The bottom room is the Steamer for Lionel quest and the top room is the fake Gale Steamer. As long as the people with the quest stay in bottom room squad they will get it.

Now then, these two Steamers respond together. You have to keep both of their HP values close to eachother so its important for the squads to tell what % the HP is at. If the HP differs too much the boss will regenerate and maybe even spawn minions. It is good to have two tanks for this floor, however its also doable with only one real tank (or worst case scenario, no tank).

If there is only one real tank, then pick the person who is most durable (well, even Hellena can do it if you are good), buff them with Melee Enhancement (and pop a Principal Ampule). This person will take the aggro and everyone else will NORMAL HIT IT. Do not skill if you use this tactic!

Floor 9

Boss: ?x General Candlers, 1x Fire CandlerMechanic: In the corridor there are some monsters and some General Candlers. Kill them. Next, have the tank go in and provoke the bosses/monsters. Kill them all. After they're killed, EVERYONE ELSE SHOULD RUN OUT OF THE ROOM, but one tank and one ET-buffer stays.

There is a switch at the back wall of the bottom room. When the tanker clicks it, mobs spawn and everyone gets dark vision debuff. The ET-user at tank and DPS should quickly use Escape Artist. Kill the monsters and proceed upwards.

In the top room, have the tanker/s lure out the boss (Fire Candler). The DPS go hug one wall while the tank makes the boss face the other wall.

Floor 10

Boss: -Mechanic: Valeria with Innocentio and 1-2x Cannon-users are a must have for this floor.

CorridorRun to the top, since the first room is sealed off with rotating blades. Gather in front of the stairs leading into the room. NO ONE GOES IN ALONE. EVERYONE HAS TO GO IN AT THE SAME TIME. This is CRUCIAL!!! Make sure everyone is in a group and do a countdown of when to enter - then, everyone should run in at the same time. When you go inside, rotating blades will spawn at the room entrance. This means anyone who didnt go in with everyone else gets shut out. You see now why its crucial that no one goes in alone?Once inside the top room, TANKERS AND DPS SHOULD AVOID THE CENTER OF THE ROOM. Only the Cannon-users and Valeria should go to the center of the room to be teleported to the bottom room.

Top roomThis is where the DPS and tank/ers will be. Now here, you have to stay away from the center of the room. Because of that, position yourselves like this:

[image]

Some monsters will start appearing and walking slowly in a circle around the room towards you, but they don't really attack you. Apparently, if you hit them the boss will do an AoE that will most likely kill unsuspecting DPSers. Ress and buff up quickly and continue DPS.

Bottom roomThe bottom room has a permanent HP-drain debuff. This is why Valeria is needed here, she has to keep the Cannon-users HP up and buff them when necessary. At times some Colonies will appear. Destroy them FAST. The last skill of the Expert cannonstance should do it. As long as the colonies are alive, the boss will regenerate HP alot. So really. Destroy them. Fast.If any DPS by accident enters the bottom room by going to the center of the top room, there is a Machine Device. Click it and you will be teleported back up top.

Floor 11

Boss: -Mechanic: At first glance this floor may seem difficult to grasp, but really, its not difficult at all.

The Rumin-codesThere are statues in the corridor, each with a corresponding Rumin-name (Bloodstone, Apatite, etc) as well as statues with Rumin-names in the boss room. There will also be monsters spawned in the corridor at times.Have Person A click the statues in the corridor (this will spawn mobs - kill them) and write down the statues Rumin & number in squad chat (eg. Rumin: 2, Bloodstone: 7 etc), while person B is in the boss room to click the statues until their number matches those of the ones outside to summon the boss.

Once the boss is summoned, proceed to tank/dps it as usual. Just be sure that you dont have any curse on anymore. For the top room, there will be new numbers so rinse and repeat.

The Gates and the CursesThere are also 6 big gates hanging in the air in the corridors (in formation of three and three). The person that first passes the gates in any direction (up/forward or down/backward) will curse the whole squad with a debuff. There are more than 1 debuffs.There will be an announcement on who caused the curse - and it will also tell that person to sacrifice itself at specific Altar. If you caused the curse, go and click on the same Altar (There are two - Altar of Sacrifice and Altar of Death, they look like stones) as in the announcement, this will remove the debuff of everyone else. Then ask to get ressed. It also seems at some point the person with the curse gets their vision taken away, so please use Escape Artist to help them out of it.Please try not to run past the gates too much - it causes unnecessary curses, deaths and rebuffs.

Floor 12

Boss: 3x miniboss in corridor (~30m HP each.) & 2x Boss (One top, one down. ~60m HP each.)Mechanic: At first this floor consists of freeroaming smaller monsters and three (3) "minibosses" in the corridor.

The tank should spam provoke to keep the 3 bosses attention at all times!! The DPS should concentrate ONLY on the minibosses, ignore the monsters around you. You have to kill hese three REALLY QUICK or you may run out of time since you need to kill two big bosses afterwards too!

Kill the three minibosses to spawn a boss in the top room. Kill the boss in the top room to spawn a boss in the bottom room. Once these two are dead the floor is cleared.!! I've never been to this floor myself, so it's difficult to explain what others have told me, but I thank them very much for sharing the information. Please help me make the description of this floor better and help me correct if anything is wrong. !!

Floor 13 - The Lost Time

Boss: AutobaronSquad: 2 Coimbran Trooper1 Tank focuses only on the Autobaron, the other will help in luring his minions away. 4-5 Emilia/ETS/Wiz (whole cancel lv11, ET lv11-12, Eraser)These will focus on keeping tank under invulnerable, boss under WC and 1 of these should buff the others since they may be too busy to buff themself. 1 Bernelli (Hound lv12) 1 Rio (Lv12-13 buffs, DPS)To make Rio more useful, ready him for DPS on Evocation Lightning too. 1 Lisa (Grinding)Lisa is there to debuff the boss with -res to phsical or magical as well as decrease its stats. Best done on Arnis with Evil/Strata dagger that has the trigger chipped onto it. Arnis is to not lose any AR, since Blitz Assault takes the average AR of both daggers. the rest are Hellena/Elementalist/Cath INT (Flare lv11-12) Use Forgotten Magic or Lord of the Elemental with preferably atk+LL bracelets (min. base ar 32+)Concentrate only on the Autobaron.Mechanic: To those familiar with Queen of Valkyries, the tactic would be similiar.

1 Trooper focuses 100% on tanking the Autobaron. Note that autobaron can still normalhit while under whole cancel - and his normalhit can inflict shock. Because of this, Emilia should keep the tank under Invulnerable, and another Emilia keeps this Emilia under Invulnerable.

If Autobaron is not kept under constant Whole Cancellation, he can do a very big AoE that will naturally kill the DPS. So remember to keep him debuffed.

!! Autobaron has an insane HP Regen if no one is hitting it !!

There will be deactivated Mini-Barons initially around when you start the Mission. All Mini-Barons have these stats ( 7,551,360 HP | 71 AR | 20,246 ATK | 66 DR | 148 DEF | 70 Fire,Ice and Mental Res | 60 Lightning RES | )

At 70% HP ( I think ), the deactivated Mini-Barons will be activated and they too, cannot disappear despite luring away. At 5% HP, there will be a last desperate summon of Mini-Barons AROUND/AT Autobaron itself. At least 5 of them. Autobaron can summon Mini-Barons that are very annoying. While the first batch of Mini-Barons cannot be lured away, the others can, and this is where the other Trooper will be very handy, as well as ATPs. The Trooper should hurry to spam provoke and lure the minibosses outside in the corridor, instead of wasting DPS on them, and then use a red lollipop to go back in the bossroom. They'll usually stay there, but if they come back, just lure them out again. A Lionel is also capable of kiting the Mini-Barons that cannot disappear, with Punisher's range, but do take note of Mini-Barons' skill range.

At times 4x colonies of different colors may appear at fixed locations. Destroy them asap, especially the blue one since it regenerates Autobaron's HP.

Red Colony - Weak against MeleeBlue Colony - Weak against MagicYellow Colony - Weak against Ranged (There will most likely not be any range dps unless someone got to take Ralph/Calyce)Gray/Black Colony - Weak against MMA (though MMA is not needed in the raid at all)

Autobaron will have those Colonies appear throughout the Mission, with a gauge, it charges up in 5 or 10 seconds, and once completed a Mini-Baron will spawn. It is possible to destroy the Colonies in time, but that usually applies for the Blue one.

Autobaron will gain a certain buff for awhile after it summons the gates/chargers and a message will appear on screen. I think its only Increased Attack Speed, Increased Attack and Increased Block/Defense properties.

!! I've never been to this floor myself, so it's difficult to explain what others have told me, but I thank them very much for sharing the information. Please help me make the description of this floor better and help me correct if anything is wrong. !!