Shedao Shai's Colosseum Walkthrough - All Melee/Archer

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Related topics: Colosseum, Advanced Colosseum Arena

General

This strategy is designed for a group of high level melees and archers to beat the Colosseum using no rares and without war magic. Credit for this run goes to several people on Harvestgain.

Augmentations

Although these are not required, here are a couple Augmentations that are extremely nice to have:

Weapons

Having the correct weapons is a huge part of not only beating the Colosseum but in doing it quickly:

Everyone:

  • Pierce Rend (Mukkir Slayer)
  • Slash Rend
  • Blunt Rend
  • Fire Rend (Undead Slayer)
  • Light Rend
  • Acid Rend (optional)
  • AR Frost
  • AR Fire
  • AR Blunt
  • Paradox-touched Olthoi Slayers
  • Upgraded Singularity (Vslayer) Weapons (Melees need one that does slash damage)
  • Soulbound Weapons
  • Shadowfire Weapons (optional)
  • Assess Creature Lense

Formations

  • Spread - Spread out around the arena. Attack the monsters closest to you.
  • South - Spread out in the South 1/3 of the Arena.
  • By the Door - Everyone groups by the exit door on the north wall. Only used for the Elites in Arena 18.

Setup

  • Designate someone as the "Caller". They will be responsible for calling the spawns in each room.
  • Give the fellow leader role to a specific person in the fellow. They will be responsible for recalling to the lobby and recruiting anyone that happens to disconnect or drop from the fellow for any reason. It is important that the person who has the fellow lead NOT be the Caller.
  • Designate a 2-3 melee/archers with a lense to IMP in most rooms.
  • Designate 2-3 melee/archers that are spec life to vuln in some rooms.

Walkthrough

Arena 6

  • 6a - Mosswarts - Spread - Fire Rends
    • Archers - attack farthest
    • Melees - attack closest
  • 6b - Matties/Lugians - South - Fire/Light Rends
    • Archers - target lugians first
    • Melees - target Matties first

Arena 7

  • 7a - Eaters - South - Slash Rends
    • Archers - attack all
    • Melees - attack all
  • 7b - Viamonts - South - Light Rends
    • Archers - attack farthest
    • Melees - attack closest

Arena 8

  • 8a - Dillos/Zefirs - South - Slash Rends
    • Lense IMP
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first
  • 8b - Crystals - Spread - Blunt Rends/AR
    • IMP/BLUNT vuln the Sentient Crystal Shards (black ones)
    • Archers - attack then Sentinal shards (blue ones) first then AR blunt on the Sentient Crystal Shards
    • Melees - attack the Lord first, then AR blunt on the Sentient Crystal Shards

Arena 9

  • 9a - Olthoi - South - Olthoi Slayers
    • Archers - machine gun the larvae, then attack all
    • Melees - attack low on the larvae
  • 9b - Shadows - Spread - Shadowfire/Fire Rend
    • Archers - attack farthest
    • Melees - attack closest

Arena 10

  • 10a - Sleeches - Spread - Blunt/Pierce Rends
    • Archers - attack farthest
    • Melees - attack closest
  • 10b - Ninjas - South - Fire/Acid Rends (Weepings also work)
    • Archers - attack all
    • Melees - attack all

Arena 11

  • 11a - Virindi/Tuskers - South - Fire Rends/Vslayers
    • 1-2 SLASH vuln the Vs
    • Archers - Attack Vs first
    • Melees - attack tuskers first
  • 11b - Ghosts - Spread - Soulbound (fire rend if no SB)
    • Archers - attack farthest
    • Melees - attack closest

Arena 12

  • 12a - Ruschk - South - Blunt/Pierce Rends
    • Lense IMP
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first
  • 12b - Mukkir - South - Mukkir Slayers
    • Archers - attack IMPed ones first
    • Melees - attack IMPes ones first

Arena 13

  • 13a - Carenzi/Virindi - South - AR Frost/Vslayers
    • 2-3 FROST vuln the Carenzi and SLASH vuln the Vs, lense IMP
    • Archers - Vs first, then AR frost on the Carenzi
    • Melees - AR frost on the Carenzi
  • 13b - Lugians - South - Light Rends
    • Lense IMP
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first
  • 13c - Ursuin - South - Fire Rends
    • Lense IMP
    • Archers - attack IMPed ones first
    • Melees - Attack IMPed ones first

Arena 14

  • 14a - Virindi - South - Vslayers
    • 2-3 SLASH vuln all, lense IMP
    • Archers - attack the vulned ones first
    • Melees - attack the vulned ones first
  • 14b - Olthoi - South - Olthoi Slayers
    • Archers - attack all
    • Melees - attack all

Arena 15

  • 15a - Mosswarts - South - Fire Rends
    • Lense IMP Gladiators
    • Archers - attack all
    • Melees - attack all
  • 15b - Falatacot - South - Undead slayers
    • Lense IMP
    • Archers - attack farthest
    • Melees - attack closest

Arena 16

  • 16a - Viamont Hands - South - Light Rends
    • Archers - attack throwers first
    • Melees - attack closest
  • 16b - Demon Olthoi - South - AR Pierce
    • 2-3 PIERCE vuln all, lense IMP
    • Archers - AR pierce, can go almost half speed
    • Melees - AR pierce

Arena 17

  • 17a - Virindi/Tuskers - South - AR Fire/Vslayers
    • 2-3 FIRE vuln tuskers and SLASH vuln Vs, lense IMP
    • Archers - attack Vs first then AR fire on the tuskers
    • Melees - AR fire on the tuskers
  • 17b - Penguins - South - Fire Rends
    • Lense IMP
    • Archers - attack IMPed ones first
    • Melees - attack IMPed ones first

Arena 18

  • 18a - TMs - South - AR Blunt/Frost/Slash
    • 1-2 vuln all, lense IMP
    • Archers - AR frost/blunt/slash
    • Melees - AR frost/blunt/slash
  • 18b - Elite Guardians - By the Door - AR Frost
    • Note: First spawn is 1 Elite, then 3 Elites, then 6 Elites
    • 1 FROST vuln, 1 IMP
    • Archers - AR Frost
    • Melees - AR Frost