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1

Saturday, September 6th 2008, 6:15am

Low level players should do dungeons! Here's how

This is my 2 cents as further help on dungeons for low level players.

I disagree with a lot that was posted in a previous thread on this subject. Some people were saying that you have to wait to be level 20 to start dungeons. This is clearly wrong, and dungeons add a lot of variety to the game, and are definitely worth it.

I am now level 13, and have been able to beat the bosses of not only Dark Woods - Gustavos country house (lvl 10), but also Mist Mountains - the Dragon Stronghold (lvl 20)

You can check out on server1 High Score section on dungeons, and find me there (look in the Boss items sections, and click on the link to see my current merc set-up, or look in the players under ionergo)

The trick is that low level mercs get much more out of critical abilities than high level ones. For instance a lvl 11 merc gets 3.5% chance of critical attack out of every 1 point of critical attack. This means that with only 27 points of critical attack, you get a 90% chance of critical attack (double damage). For level 9 mercs, it's even better, you only need 19 points of critical damage to get a 90% chance of critical attack (this is the max).

Similarly, for you healer, at level 11, with only 34 points of critical healing value, you get a 84% chance of improved healing (*2 hit points healed), and also with around 20 of blocking value, you get a 80-90% chance of blocking hits (this is important because after 30-40 rounds, the healer is the one that gets attacked.

So here is my set up:
between 1 and 3 attackers (levels 9-11), the more attackers the better obviously,
set them up with:
-as high skill as possible (every once in a while, you can see a merc with extra good stats for his level - get him!)
-equipped with weapons/armours with critical attack modifiers (the best at low level is Martial Arts - I have 2/3 of those on my guys, and with the high skill, that gets you to the 19-27 points I was mentionning above)
-next important weapons/armour is those with +damage: start with "of conflict", particularly good because it also adds skill, but then aim for better (assassination and Rayols ideally, but also poison, brutality, apprenticeship...)

The last guy is very important: your healer, because he's the one who lets you stay alive long enough to deal enough damage and kill the guy. I would actually start with him, as you can kill some of the first monsters with just 1 well equipped attacker (as above) and 1 healer.
However, you shouldn't take a healer, but a tanker (shield icon) to do the job, because in the end intelligence is not very important, healing modifiers on weapons/armours give you much more, and the tanker has much more HP, helping him survive and cure himself. Furthermore, he will have more charisma than a healer, helping you avoid a deadly double attack. set him up with:
-high charisma (as for the attackers, if you wait a while, you'll see a merc with extra good stats)
-high HP, but's that's really not as important, as long as he is a tanker.
-weapons/armours with healing modifiers and critical healing modifiers. I recommend "religiousness", which is very good in both.
-as a bonus, some weapons/armours with blocking modifiers (Parade or evasion are pretty good)

Since my main character is level 13 and has average stats, I don't even equip him, I only equip the mercs (level 9-11)

Now here are the rewards of doing dungeons: bosses, and even the some of the normal monsters drop high value items. Even if you don't like their stats you can still sell them, and what's good is you can sell them just when you need the money, so you don't lose it when you get attacked.

I was particularly rewarded in the mist mountains, as it is supposed to be level 20. I even got a level 24 trident of poison, and that wasn't even from the boss...

Some guy in another thread said that when you choose hard in dungeons above your level, the henchmen drop more weapons... to be confirmed.
This is what i'm currently listening to:

http://www.myspace.com/popdechambre

This post has been edited 1 times, last edit by "ionergo" (Sep 6th 2008, 6:16am)

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rednightjoe

Tertiarius

Posts: 165

Location: Houston, Tx

2

Tuesday, September 30th 2008, 2:21pm

Oh, boy, now that I've sold all my stuff, I'm going to be going nuts trying to find good stuff again...

...but I like this angle...thanks for the thread...

get a good tank, equip with items that boost agility and have +hardening value

for healer, stuff with all critical healing items

for damage dealers, +critical hit items...

yeah, I can see how this could turn out...:missle:
Ever wonder what happens when you stick your finger in an electrical outlet? Look what happened when this guy did just that...

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3

Tuesday, September 30th 2008, 8:26pm

Thanks for the thread it helped alot! Ive been looking for this advice for over 2 weeks! Damn i could have saved so much gold!
Furies

The deliverer of Justice and Peace
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joby

Velites

Posts: 46

Location: Britain

4

Monday, October 13th 2008, 11:07pm

question

What are mercs and when do you get them?

Victory_Rising!!
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jam14

Paegniarius

Posts: 202

Location: Philippines

5

Tuesday, October 14th 2008, 1:27am

RE: question

Mercs will serve as your small army when you go to the dungeons..Their sole purpuse is to help you win in the dungeons you fight with them in the arena, you could bring them as spectators though^^.. However, you can only use mercs when you get to level 10 because that is only hte time when you'll be able to enter the dungeons.. A mercenary shop will appear when you reach level 10, there you could purchase mercs.. But you could already buy mercs at the market or bid for them in the auction house at about level 3 or 4..
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satyric0n

Retiarii

Posts: 632

Location: Ba-Wü / Germany

6

Wednesday, October 15th 2008, 9:31am

some help from me too!

my suggestions for a good crew:

use one tank, direct attention to oneself:
needs good blocking and a high threat, lots of charisma and constitution too!

use two damage-dealer, dish out damage:
needs high strength, skill, agility and charisma!
and they should do the max. damage they can!

use one healer, heal group members:
needs a high heal-ratio, intelligence and charisma (maybe skill and agility too? i´ll check this out the next days xD)

that´s all!



if you wanna travel, here the dungeons you can visite
+ their level they are meant for^^

ITALY
Level 10 - Dark Woods, Gustavos Country House
Level 20 - Mist Mountain - The Dragon Stronghold
Level 40 - Wolf Cave - The cave of dark intrigue
Level 70 - Ancient Temple - Hidden Grave
Level 100 - Barbarian Village - Zagrashs Fort

GERMANIA
Level 50 - Cave Temple - Dark Catacombs
Level 60 - Cursed Village - Viking Camp
Level 90 - Death Hill - Mysterious Laboratory

AFRICA
Level 30 - Voodoo Temple - Temple of Perdition
Level 40 - Blood Cave - Chamber of Pyro
Level 80 - Umpokta Tribe - Fairground

check this thread too!
hard dungeons!! i <3 it
everything is made by nature, not by god


the link... click the link! you know you want to!

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7

Saturday, October 18th 2008, 5:23pm

I am very confused. How do you get like a tank and a healer??? Like i only have one character??
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rednightjoe

Tertiarius

Posts: 165

Location: Houston, Tx

8

Monday, October 20th 2008, 3:30pm

You buy Mercenaries....when you are a level 10, you get an extra tab, like the armor and weapon shops....or you can get them in the auction.
Ever wonder what happens when you stick your finger in an electrical outlet? Look what happened when this guy did just that...

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Posts: 461

Location: Skopje

Occupation: Still torturing myself-STUDYING

9

Monday, October 20th 2008, 10:06pm

i dont get this quite well. i should make my healer be the one that gets hit..so instead of heal..i should click the tank (shield icon) at my healer merc...and equip him with a lot of crit heal and armor??and also high hp an charisma??instead of pumping intelligence??..i hope i got this right..and 3 att is the best combo?/so i should equip them with crit and block values to get to the 90 % value..and get high dmg and skill..agillity less import since the enemy is hitting the HEALER(TANKER)???
NO SIGGY
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werdna233

wellington

Posts: 1,010

Location: pluto

Occupation: student

10

Monday, October 20th 2008, 11:01pm

He means that sooner or later because of threat your healer would be attacked and killed. so to avoid being killed you equip it with a good blocking item that gives the healer 70% blocking or so also charisma is very good defensivly. That way your healer doesnt die and you lose. :P

Thanks Jovo for the amazing sig! Click on the picture to see other work by jovo!
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GoA_Galaxie

Tertiarius

Posts: 176

Location: VA

11

Thursday, October 23rd 2008, 4:47pm

Charisma doesn't matter at all for your healer, if you use the methods listed above.
90% blocking takes over & charisma isn't a factor. Besides.... you'll never get charisma near high enough on a level 10 healer to counter the bosses.

Charisma is very important on your attackers though...... get as much as possible.
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12

Friday, October 24th 2008, 4:21pm

Re:

Actually, your healer can be a Level 11 shield with 58 charisma, ideal for low level players doing the Dragon Stronghold.

And as long as your healer can cover the damage done from a double hit, it really doesn't matter. A typical Level 20 NPC can do 150 damage. If your healer can get to 150 with 90% critical healing, well, you should be good to go. Eventually, the NPC will target the healer, and if it is a shield with 58 charisma and 600 hp, well, you should be safe for some 80+ rounds.

This lets your Level 11 attackers get their hacks in.

Check the markets for Level 11 attackers with 40+ skill.
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13

Monday, October 27th 2008, 9:54pm

ive not come across martial art stuff for critical hits, how do i get them? and i haven't really even come across much stuff that has stat bonuses...
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jam14

Paegniarius

Posts: 202

Location: Philippines

14

Monday, October 27th 2008, 10:48pm

Your level is still probably too low.. You can see martial arts at the auction at around level 6 or so..
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15

Tuesday, October 28th 2008, 12:30am

well im level 10. what is it considerd? upgrades, usables, etc?
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16

Thursday, October 30th 2008, 6:12am

Okay now I'm lv 13 and equipped with most of mercs and items required with this instruction. So which kind of dungeon quest should i choose? Easy, medium or hard?
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rednightjoe

Tertiarius

Posts: 165

Location: Houston, Tx

17

Thursday, October 30th 2008, 12:35pm

Easy to start...then if you can beat the dungon, go back and try it at a harder level...

If you select hard, while you are still figuring out your set up, or testing new battle plans, then you may not be able to beat it...thus gaining experience, but no gold or items.

@hinkil

Once you buy Mercs, you can use everything but usables to equip them...just like your main character.
Ever wonder what happens when you stick your finger in an electrical outlet? Look what happened when this guy did just that...

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18

Thursday, October 30th 2008, 4:56pm

my question was regarding what 'martial arts' were considerd and where do i find them? and if the answer is the auction then i need more info than that.
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rednightjoe

Tertiarius

Posts: 165

Location: Houston, Tx

19

Thursday, October 30th 2008, 5:15pm

Oh, sorry...Martial Arts items are armor and weapons.
Ever wonder what happens when you stick your finger in an electrical outlet? Look what happened when this guy did just that...

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20

Sunday, November 2nd 2008, 5:53pm

I've done fine with this strategy, and cleared all creeps. However, facing with the boss, I got a heady problem.

The boss always turn to hit my healer from round 90+ (lv 11 healer with full healing set will surely die with 1 hit of boss) -> game over. The annoying thing is that I always lost when HP of boss remain around 100 i_i.

So how to get on with this? How to get the boss keep on attacking the tanker? My tanker got 42 threat, is it enough?

It's better to equip the tanker with only block&threat or block&threat together with hardening value?
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