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1

Tuesday, May 5th 2009, 10:16am

4-person Treasure Trove full clear and strategies!

Since a bunch of Treasure Trove accomplishment threads seem to be posted in general discussion rather than in the pictures/videos section, I figure I'd post this thread here as well :D

We managed to complete all of Treasure Trove (including all five bosses) with a party of only 4 players... it was very difficult, but we managed to get through all of it while wiping only once or twice. This is our second attempt at Treasure Trove -- our first being a full party of 6.

I would usually upload a series of videos in threads similar to this, but our strategies for Talomo and Snow Blake weren't really that amazing, nor were they very clean (a lot of kite-tanking and several party members dying), so I haven't really decided whether or not I'll upload the videos -- it all depends if there's demand for me to do so.

The party composition was:

  • Zarth (me!) - R/S
  • koyu - M/P
  • Kasmira - P/K
  • sniperbob - K/W

The 'trash' mobs were harder than the bosses themselves..

Screenies and strategies:

(please note that the screenshots were ripped directly from the video capture)

1.) Will's Curse (the squid boss)


Strategy:

You'll have to fight four 'fake' bosses (~500K HP) before the real one will spawn (~700K HP). We usually just click the chalices from left to right to spawn the bosses -- the ordering doesn't seem to really matter.

The fake bosses are cake, and shouldn't be an issue. However, it might be beneficial to practice strategies on the fake ones before attempting the real boss; note that all of the bosses will randomly turn party members into either cups or skeletons. If a party member gets turned into a cup, you can free him by clicking on the cup. Alternatively, if a party member gets turned into a skeleton, you will need a M/P to purify the debuff. If the main tank is a skeleton for a prolonged time, it's pretty much a guaranteed wipe.


2.) Loyal Talomo


Strategy:

This boss has a permanent buff that decreases almost all physical and magical damage by a significant factor. There are some fire pits around the boss; if you click on one of them, you'll be given an interrogation needle. The needle lasts for 20 seconds in your inventory, and if you right-click it while you have the boss targeted, his permanent buff will be deactivated for a short amount of time. Do NOT click on all of the fire pits at once, only click on them one at a time as necessary.

DoTs remain unaffected, so stack those on as much as possible. It seems unlikely that it's possible to down the boss in the small timeframes the interrogation needles give you, so this fight usually lasts a long, long time. The boss has a cannon AOE which EVERYONE has to run away from, as it hits multiple times for 4k+ each. We ended up needing to kitetank it.


3.) Boulder Sidaar


Strategy:
This boss is a pretty simple tank and spank. One thing to note, though, is that he reflects either physical or magical attacks, depending on which buff he has on. The physical attack reflection buff is an orange icon, while the magical attack reflection buff is a blue icon. You get hit for 1200 HP every time an attack gets reflected, so make sure the tank immediately stops attacking when the orange icon is up; as a result of this, aggro control is a legitimate concern.


4.) Lookout Luke


Strategy:
This is probably the easiest boss of the five, if you have a good enough tank; it's another simple tank and spank, however there is a countdown-based attack (aptly named "xxxxx") which he can unleash on the tank for multiple hits. In our case, we had to keep the priest well informed of the countdown timer, so that the tank can survive all of the successive hits.


5.) Snow Blake


Strategy:

This is the hardest boss by far. She teleports you to her and then uses an AOE called "Queen Bomb" on you for 50K flat damage -- you can run away from the AOE, but in the latter half of the fight she will also cast an AOE root before she teleports you, which, if you don't get rid of, will result in immediate death.

We don't really have a clean strategy for this fight. Our strategy involves everyone other than two people staying dead... the biggest problem is the root; not every class can unroot themselves, so those who cannot are generally just left dead. Most noteably, the tank will have to be able to unroot himself, otherwise he'll be dead when the AOE hits. You might think that a priest will be able to cleanse the root off the tank, but there's a cooldown on cleanse which will result in the priest still being rooted and ultimately dead from the imminent Queen Bomb AOE.

However, it seems that self-damaging skills will break you out of the root. So in our case, we used an R/S with Blood Arrow constantly on (-200 HP per tick) to kitetank Snow Blake while the priest cleanses himself everytime he gets rooted and also constantly popping regens and heals on the kitetanker. It is a slow strategy, but it works, so we're not really complaining.

Yes, this means that other party members are left to fend for thsemselves (aka, left to die), and yes, this also means that Snow Blake is ultimately doable as a duo. This fight is one of the main reasons why I'm reluctant to upload the videos, as it's rather cheesy... we hope that we'll find a solution to the root and/or Queen Bomb AOE sometime soon.

---

Anyways, this was a long post, so hopefully at least some of you'll read it! Not like there's much to do during the downtime anyways :D

Ammendum:

Quoted from "koyu;92162"

Bad Zarth! You made a mistake! I also have somethings to add :P

1) Only the last squid turns you into a cup.
2) The P/M Elite Remove Curse also works for deskeletonizing (shut up that is so a word).
3) Being a skeleton makes you unable to use any skills or items and greatly reduces your physical defense (which is why it's bad to have on the tank).


1) He also sometimes ignores the person with most aggro and moves over to the person with second.
2) The magic version of the damage reflection hits for 2000 per cast and dots are excluded.

DylanCecka

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2

Tuesday, May 5th 2009, 10:30am

GRATZ, Thanks for the strat help. TT is currently getting nerfed, so let us now how much easier it is after. Also, Think you could put screenies of the drops? EPIC AND BLUE. Would be nice to see.
[img][/img]

Who!

What!

When!

Where!

Does it matter?

3

Tuesday, May 5th 2009, 10:36am

Whee, fun times. ^^
[Kasmira]

[Priest | Knight]
[Artemis | Notorious]

mabuz

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4

Tuesday, May 5th 2009, 10:42am

why not have the priest use holy candle so the priest self breaks the root and only has to unroot the tank?

5

Tuesday, May 5th 2009, 10:58am

Quoted from "DylanCecka;91947"

GRATZ, Thanks for the strat help. TT is currently getting nerfed, so let us now how much easier it is after. Also, Think you could put screenies of the drops? EPIC AND BLUE. Would be nice to see.


Will do. The drops are pretty crappy in TT, other than the purple 1h swords.

Quoted from "mabuz;91953"

why not have the priest use holy candle so the priest self breaks the root and only has to unroot the tank?


It hurts a lot, and has a cooldown of 10 minutes.

6

Tuesday, May 5th 2009, 11:03am

Yeah. If it had a shorter cooldown, the pain (dependent on the level of the skill) wouldn't matter as you could just deactivate it soon as the job was done, and pop it back up the next time it's required. Alas.
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mabuz

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7

Tuesday, May 5th 2009, 11:09am

Yeah I know it is a 10 min cool down but if blood arrow is a low level one regen should cover it and then the priest could use regen on herself if it was Kas who can also use her instant heal with life link to keep herself up.

mabuz

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8

Tuesday, May 5th 2009, 11:28am

oh and by the way grats

9

Tuesday, May 5th 2009, 11:55am

Quoted from "mabuz;91981"

Yeah I know it is a 10 min cool down but if blood arrow is a low level one regen should cover it and then the priest could use regen on herself if it was Kas who can also use her instant heal with life link to keep herself up.


The problem is that the fight lasts much longer than the holy candle duration -- you may be able to stop one or two of the roots with it on, but you'll get shafted eventually.

The blood arrow tick isn't the thing that requires healing. The big issue is the 3000-4000 damage per hit to me as I'm kiting her around (she summons monsters that charge and stun you, so you'll take a lot of hits.)

10

Tuesday, May 5th 2009, 12:02pm

Congrats and impressive feat that is! Seeing that the M/P has almost 10k HP on top of that really does help, and that you also brought back some popularity maybe to R/S being not so gimped after all. You guys had a balanced party that had different roles in their involvement rather than having 1 tank, 4 M/P, and 1 Priest which is now common.

11

Tuesday, May 5th 2009, 12:13pm

Thats so....

Beautiful ♥

mabuz

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12

Tuesday, May 5th 2009, 12:35pm

so maybe having the pvp gloves for this fight would be a benefit?

13

Tuesday, May 5th 2009, 1:12pm

Quoted from "mabuz;92028"

so maybe having the pvp gloves for this fight would be a benefit?


Actually, yeah, we wanted to farm for some earlier but it was too much work. I think they would've been really beneficial for the last fight!

Quoted from "xtwilightseerx;92013"

Congrats and impressive feat that is! Seeing that the M/P has almost 10k HP on top of that really does help, and that you also brought back some popularity maybe to R/S being not so gimped after all. You guys had a balanced party that had different roles in their involvement rather than having 1 tank, 4 M/P, and 1 Priest which is now common.


R/S is still pretty gimped, especially when you put it side-by-side with an equally geared W/K. The W/K will always outdps the R/S, while having well over 1.5x the defense. It's not really fair, but class balance is not something this game is known for, so I digress.

Keep in mind that my R/S is essentially maxed out (1750 dex, 2150 stam, 4600 PATK unbuffed), yet I still get regularly outdps'd by a midrange-geared (say, full 3/3 statted) W/K.

14

Tuesday, May 5th 2009, 4:06pm

Bad Zarth! You made a mistake! I also have somethings to add :P

Quoted from "akwok;91937"

The fake bosses are cake, and shouldn't be an issue. However, it might be beneficial to practice strategies on the fake ones before attempting the real boss; note that all of the bosses will randomly turn party members into either cups or skeletons. If a party member gets turned into a cup, you can free him by clicking on the cup. Alternatively, if a party member gets turned into a skeleton, you will need a M/P to purify the debuff. If the main tank is a skeleton for a prolonged time, it's pretty much a guaranteed wipe.
1) Only the last squid turns you into a cup.
2) The P/M Elite Remove Curse also works for deskeletonizing (shut up that is so a word).
3) Being a skeleton makes you unable to use any skills or items and greatly reduces your physical defense (which is why it's bad to have on the tank).

Quoted from "akwok;91937"

This boss is a pretty simple tank and spank. One thing to note, though, is that he reflects either physical or magical attacks, depending on which buff he has on. The physical attack reflection buff is an orange icon, while the magical attack reflection buff is a blue icon. You get hit for 1200 HP every time an attack gets reflected, so make sure the tank immediately stops attacking when the orange icon is up; as a result of this, aggro control is a legitimate concern.

1) He also sometimes ignores the person with most aggro and moves over to the person with second.
2) The magic version of the damage reflection hits for 2000 per cast and dots are excluded.
Artemis Server (Notorious)
koyu - 50/50 Mage/Priest

15

Tuesday, May 5th 2009, 5:10pm

Quoted from "akwok;92054"

R/S is still pretty gimped, especially when you put it side-by-side with an equally geared W/K. The W/K will always outdps the R/S, while having well over 1.5x the defense. It's not really fair, but class balance is not something this game is known for, so I digress.


First of all, great job and thanks for the guide. You seem a little irked by R/s vs W/k, but W/k is supposed to have more defense. They have the Knight subclass giving them 60 more stam and 55% more armor. Rogues get 1.8 def per stam versus warrior's 2.3 def per stam, so W/k should actually have more than 1.5x armor compared to you. For damage rogues get 1 p.atk from dex and 1 p.atk from str while warriors get 2 p.atk per str. Warriors were designed for damage, but rogues match their damage very well which negates that advantage for warriors. However, with your high dex and evasion, you're going to dodge a lot more than any warrior. You're comparing the most defensive warrior to the most dodgy rogue so its that cliche, comparing apples to oranges.

16

Tuesday, May 5th 2009, 6:43pm

Quoted from "karmafarm;92194"

First of all, great job and thanks for the guide. You seem a little irked by R/s vs W/k, but W/k is supposed to have more defense. They have the Knight subclass giving them 60 more stam and 55% more armor. Rogues get 1.8 def per stam versus warrior's 2.3 def per stam, so W/k should actually have more than 1.5x armor compared to you. For damage rogues get 1 p.atk from dex and 1 p.atk from str while warriors get 2 p.atk per str. Warriors were designed for damage, but rogues match their damage very well which negates that advantage for warriors. However, with your high dex and evasion, you're going to dodge a lot more than any warrior. You're comparing the most defensive warrior to the most dodgy rogue so its that cliche, comparing apples to oranges.


100% correct..

Couldn't have said it any better. Now a R/K vs W/K, the warrior will be crying to nerf the rogue further. So much dodge, stuns, basically same damage output(in Zarth's case 4k+ PA:eek:) and same defense. Also you can't charge what you cant see. We could QQ to nerf the rogues a bit more.. :D

17

Tuesday, May 5th 2009, 8:10pm

I only have 2 things to say:
First, Zarth is right; W/? can do significantly more damage than R/?, and the ridiculous arguments that Rogues have support skills are somewhat null when considering that Warriors have 3 knockdown skills, fear, multiple AoE's, and a stun, not to mention skills for immediately pulling aggro off of squishies.
Second, yay for being dead in 40% of boss kill shots :D It was a pleasure watching the other three succeed for me (stupid K/W not having any ranged attacks... ><)
jk i love my class
and despise bosses who pretty much require kite tanking

18

Tuesday, May 5th 2009, 10:23pm

Quoted from "karmafarm;92194"

First of all, great job and thanks for the guide. You seem a little irked by R/s vs W/k, but W/k is supposed to have more defense. They have the Knight subclass giving them 60 more stam and 55% more armor. Rogues get 1.8 def per stam versus warrior's 2.3 def per stam, so W/k should actually have more than 1.5x armor compared to you. For damage rogues get 1 p.atk from dex and 1 p.atk from str while warriors get 2 p.atk per str. Warriors were designed for damage, but rogues match their damage very well which negates that advantage for warriors. However, with your high dex and evasion, you're going to dodge a lot more than any warrior. You're comparing the most defensive warrior to the most dodgy rogue so its that cliche, comparing apples to oranges.


Yes, I realise that they have 55% more def from EA, which is why I specifically mentioned the rather conservative 1.5x multiplier.

Rogues do NOT match the damage of Warriors very well -- if you pit a ~1100 STR, 2500 PATK W/K against a 1700 DEX, 4600 PATK R/S, with equal leveled weapons (purple L50 2-hander vs purple L50 dagger), the W/K will still outdps the R/S in single target mobs and bosses. This leaves well over a 600 stam buffer for the W/K, which, as you said, will result in well over 1.5x the defense and significantly higher HP (3000+ worth) than the R/S.

So the only argument left is: do I dodge enough to justify the lower DPS and significantly lower HP and defense? No, and also note that you can't dodge skills at all, which is the bulk of mob damage. Plus, don't forget that R/Ses have absolutely ZERO AOE and CC skills!

19

Wednesday, May 6th 2009, 3:39am

Oookay, this thread is going way off-topic. Let's pull it back on course, shall we?

Mm, unconfirmed, but I THINK the S/P 15/15 elite would remove the skeleton status from the squid boss as well. Curse removal seems to be a greatly contributing factor to a team's survivability in Treasure Trove. As Pirates of the Caribbean has taught us, pirates in coves must have curses tied to them :P

Oh, and Scouts in general seem like they would be an asset in TT so you can see where the hidden Secret Agents are. They can really muck up some pulls.
Artemis Server (Notorious)
koyu - 50/50 Mage/Priest

20

Wednesday, May 6th 2009, 5:57am

Why must a Priest's Cleanse have such a small cone of usefulness? Alas. =P
[Kasmira]

[Priest | Knight]
[Artemis | Notorious]