Arena Mode strategy
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Arena Mode strategy
Hopefully this hasn't been posted before; search wasn't really turning anything up.
Basically, I'm getting my butt handed to me on a platter in arena mode. I've tried most character classes by now and played dozens of games and have failed to get past round 15. Usually, at this point, a naga myrmidion rushes me and 1-shots me.
Here's the inherent difficulty, I think. The drops aren't very good, so classes that depend on equipment to survive (e.g., melee classes) start to top out while enemy difficulty keeps increasing. Since the melee classes are the only ones with enough HP to withstand the rushing opponents as the waves progress, it seems like a catch 22.
Has anyone successfully completed arena mode yet? If so, how? Any general strategy tips I could get would help immensely.
Basically, I'm getting my butt handed to me on a platter in arena mode. I've tried most character classes by now and played dozens of games and have failed to get past round 15. Usually, at this point, a naga myrmidion rushes me and 1-shots me.
Here's the inherent difficulty, I think. The drops aren't very good, so classes that depend on equipment to survive (e.g., melee classes) start to top out while enemy difficulty keeps increasing. Since the melee classes are the only ones with enough HP to withstand the rushing opponents as the waves progress, it seems like a catch 22.
Has anyone successfully completed arena mode yet? If so, how? Any general strategy tips I could get would help immensely.
Re: Arena Mode strategy
I haven't played recently, but had good success with a summoner a few times in there. I eventually ran into issues with equilibrium scaling during a single wave.
<DarkGod> lets say it's intended
Re: Arena Mode strategy
Actually, just after posting this, I ran a Yeek summoner that made it to wave 23 before he got rushed and 1-shotted from full health by...
DUN DUN DUUUUNNNNNN
... a naga myrmidion.
I just can't even conceive of a person succeeding with, say, a berserker, or any of the melee classes really. I can't think of any possible way to avoid being surrounded and beaten to death, no matter how fancy the footwork or what starting gift is chosen.
DUN DUN DUUUUNNNNNN
... a naga myrmidion.
I just can't even conceive of a person succeeding with, say, a berserker, or any of the melee classes really. I can't think of any possible way to avoid being surrounded and beaten to death, no matter how fancy the footwork or what starting gift is chosen.
Re: Arena Mode strategy
Zerkers actually do surprisingly well, at least in the early 10-15 waves. See, the trick is that the faster you kill things, and in bigger groups, the more XP you get. Zerkers kill quite fast, and they start off with an AoE talent that hits hard. This is a recipe for getting 2+ levels per wave, which makes them quite capable.
As with, well, all melee classes (all the bloody classes period, really), they start running into kit problems somewhere around the third or so miniboss wave. If they get lucky and get (at least) steel weapon, they tend to be able to drop the first boss without terribly much trouble (or get wrecked, either way, ha), but shortly thereafter they'll most likely either lack the damage (due to having a crappy weapon) or resilience (due to having crappy armor/and or crappy resistances due to not having good non-armor kit) to really keep going.
And then bone giants and naga myrmidons start popping up tremendously earlier than they have any right doing (Note: Het (th'Arena mode's creator) is aware of this and hoping to fix it sooner or later) and everything goes splut.
Try ano-whatsits or corruptors. Corruptors just have a blast in the arena for the first dozen or so waves. Blood spray murders everything.
As with, well, all melee classes (all the bloody classes period, really), they start running into kit problems somewhere around the third or so miniboss wave. If they get lucky and get (at least) steel weapon, they tend to be able to drop the first boss without terribly much trouble (or get wrecked, either way, ha), but shortly thereafter they'll most likely either lack the damage (due to having a crappy weapon) or resilience (due to having crappy armor/and or crappy resistances due to not having good non-armor kit) to really keep going.
And then bone giants and naga myrmidons start popping up tremendously earlier than they have any right doing (Note: Het (th'Arena mode's creator) is aware of this and hoping to fix it sooner or later) and everything goes splut.
Try ano-whatsits or corruptors. Corruptors just have a blast in the arena for the first dozen or so waves. Blood spray murders everything.
-
- Sher'Tul
- Posts: 1022
- Joined: Fri May 21, 2010 8:16 pm
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Re: Arena Mode strategy
As a massive fan and tester of the Arena in it's various incarnations and stages - I have begun work on a generalist guide to the arena itself. To list my merits -
I have beaten the 60 wave arena four times now - Sun Paladin, Fighter, Berserker and Fighter again.
I can relatively often beat the 30 wave arena with most any class -
A generalist tip line : -
Drops generally won't be that good, and that's okay as you shouldn't be expecting drops at all, really. The drop code used for the Arena is the same code used in Vanilla T4 - so expect what you expect in the real game, without shops. [No, do not bring up shops in the arena gauntlet, please....]
You WILL find a good assortment of runes/infusions, even the 'bad' ones will have use here, except maybe the sun light one. You will need to be mobile, and be capable of either preventing or healing damage regularly and often.
Even though kit drops won't be often or grand, 'kit required classes', such as Fighters and Arcane Blades can shine despite this. Their talents actually shore them up against this limiting feature - with the change to Shield Wall it makes it much more useful with low value kit. Arcane Blades will need to avoid melee combat for most the beginning until they are able to trigger the Flame/Lightning spells off of attacks with great accuracy. Rogues/Shadowblades will need to utilize their mobility to survive.
You HAVE to be flexible. You simply will not have that much success trying to [basically] transfer a character build from T4 into the arena. The reason behind this is that the situations you find in the arena are different at different levels, and require [what I consider] unique play.
You HAVE to be mobile. Even the classes that simply do not have good mobility talents [looking at you Fighters/Sun Paladins and ilk] - you cannot stand in one place, you have to hit and move, hit and blink, hit and heal. You will not survive huddled in a corner being wailed on by 3 rats when there are 20 more waiting in line.
ALWAYS pop your regenerative options before you actually *need* them, especially mana regenerative ones. As a wave is a wave, meaning a group of monsters and then a secondary group of monsters [and in the later levels up to 7 'groups'] in 1 'wave' - you never know WHEN you'll need that PD or Inferno or other highly necessary/damaging talent ready and in check.
Along with the previous lines, at the end, right before you down the last enemy, always pop your regenerative abilities if that ability is <85%~ filled - the down time between actual waves is usually long enough that the ability [weather a talent or inscription] will mostly be recovered from cooldown, and by the time you *need* to pop it again, it will be ready.
You MUST focus on defensive and escape talents if you are having trouble. Being a stone wall is fine, but a wall will fall. A shadow, however, is never crumbled.
Debuffs are almost as good as sustains in the arena - if you can blind, disease, poison, slow, stun, freeze, pin, burn, then you will definitely need to focus on those talents after either regenerative/defensive or mobile/escaping talents. Due to the swarm nature of combat in the arena, being able to weaken that ranged attacker or that next turn coming big melee hitter turns in advance is invaluable.
Cooldowns matter more so, than the effect that they bring. You will need options and more options at a time in the arena than just about any other thing. You will need multiple ways to recover life, your main resource bar, escape, and do AOE damage. So, having things alternating on cooldown [by having short cooldowns/many repetitive sources of x] will greatly help ensure your survival.
Remember, ACTIVATIONS. LOTS of equipment have them, they are another cooldown relief resource, use them. Specific things to look for are things that let you blink, rush, disengage, and use talents such as Tidal wave and other AOE effects. Anything that lets you summon something is also extremely valuable. If the enemy npcs have more than 1 target that isn't you, then that is less damage to yourself.
Things you do not need in the Arena: Light, Mapping, TELEPORT [and teleport only, PD/Blink effects are 100% needed], npc targeted teleport, high single target damage [unless that's all you can bring], overkill.
Things you *need* in the Arena: Healing, Regeneration, Escape options [either through things like PD, Switching Places, non targeted travel effects [like Ghoulish Leap]], Speed, AOE damage, relief of debuffs, fast cooldowns.
The *easiest* classes to do the Arena if you are having trouble are: Archmage, Sun Paladin, Cursed, Berserker and to some extent Summoner.
Archmage: So many options available at the 'right' times. You start with PD, PD rune and a mana surge rune - this is a great start towards survival. Focus on AOE damaging talents [clouds, balls, early beams] and escaping/regenerating talents [PD, Heal, Regenerate, Manaflow] and 'oh shit' talents against particular foes, such as Illuminate to blind. You DO NOT need to max these talents as soon as they are available, in fact, that's a terrible idea. A Mage in the arena lives by flexibility, not raw strength.
Sun Paladin: You will generally need to be a divine paladin [aka focusing on spells] over a warrior paladin [focusing on shield pummels]. The reasoning behind this is that even though you are the tankiest of all classes, you will be semi-fragile until you become a tank [due to equipment mostly]. Healing Light, Searing Bolt, Sun Flare, Barrier, Providence, Shield of Light, Retribution - you *will* need bits of all of these, get them as soon as you can. Focus on the damage preventative stuff and the talents that refil your positive energy. Eventually, once you can maintain your life totals through wave after wave of 'small' stuff, you can start to work up things like Weapon of Light and pump points into shield attacks. Reposte works very well for fighters in the arena, but the Sun Paladin has too many options at too many points to invest in it in any real depth until later levels, about 16 or so. [character levels that is].
Cursed: Gloom. Gloom + Rampaging and building up your weapon combat to hit will utterly destroy the early waves of rats and thieves. Once you start to get into the orcs, dragons and waves of pure crystals however, things will become a bit harder. However, at this point, you should have enough Rampage talents built up to deal with most of these. Play to Cursed mobile side, sure, Gloom will cover most all the arena most all the time, but you will still need to get in and get out.
Berserker: Do not focus on damage! Do *NOT* focus on damage! As the hardest hitting [base] class, and the fragile nature of the first 15 or so waves, a zerker needs to instead, while he can, build up his defensive attributes. Mainly, the passive regenerative talents [Fast Metabolism and associated tree], and attempt to max out Constitution as much as possible. You won't need stunning blow that much, infact, instead you'll need things like Death Dance, Shattering Shout and Shattering Impact as your main attacking talents. A berserker shines in the arena due to it's personal ball attacking nature - aka things like Death Dance. I'm not saying, "Stand in the middle of the arena, Battle Call, Death Dance, then pop regen and wait for wave 1.2." - that will just lead you to your death. Even though, at later waves a zerker MIGHT be capable of that, say, about character level 20-ish, you will have a hard life starting out that way. You will survive primarily by your high HP, high regenerative ability and good ability of inflicting AOE damage.
Summoner: Cun, cun cun cun cun cun cun cun cun ... you will need cun more than any other stat. Cun and Turtles. The sooner you can drop multiple turtles, the sooner you will beable to not swear at the computer saying "This SUCKS!!!". Having 2 turtles out taunting will almost make you a nil target - along with your other summons such as the Hydra [always stand either behind your hydra or behind a pillar next to/infront of to avoid their breathes]. Your main summons will be Turtle, War Hound, Hydra and Minotaur, in fact, these probably should be your only summons you actually use.
[Dragons will inferno you to death, Ritchs will die too quickly as will the displacer hound things, Jellys while better, will not live up and long enough to be too useful {really, they are just too slow in attack speed/damage it seems} and spiders are just too weak unless they poison everything all the time {and they dont'}]
Other abilities that will be key will actually BE meditation, the little time between waves will give you just enough EQ back to reliably resummon your minions often enough in the early waves. Other than that, you'll need Natures Balance, Natures Touch, Rage and the duration boosting talents. Summon Swap will also be pure *need* in later waves as you WILL need to phase about.
Classes that will have a hard time are: Reaver, Arcane Blade, Rogue, Archer and Slinger.
The arena is not kind to ranged attackers that do not have survivability built in. Archer/Slingers while semi mobile, are mobile in the sense of needing clear pathing - and with the small area and general cluttered npc placements, things like Rush/Disengage as a source of escape are not good enough. DOT while very nice generally, needs greater damage to warrant not instantly killing/preventing damage. And an Arcane Blade, while playable, is probably one of the worst options for the Arena. This is mostly due to them being a melee class that cannot effectively melee safely and also be a mage class that will need to use too much magic too often to not completely live and die by the cooldown of their mana surge rune.
------------------------------------------------------------------------------------------------------------------------------
and wow, as an introduction to the guide, written off the hand, that is quite longer than what I intended. Hopefully, you and everyone else find this, and it's coming completed compatriot helpful. :)
Thanks and enjoy
FM
I have beaten the 60 wave arena four times now - Sun Paladin, Fighter, Berserker and Fighter again.
I can relatively often beat the 30 wave arena with most any class -
A generalist tip line : -
Drops generally won't be that good, and that's okay as you shouldn't be expecting drops at all, really. The drop code used for the Arena is the same code used in Vanilla T4 - so expect what you expect in the real game, without shops. [No, do not bring up shops in the arena gauntlet, please....]
You WILL find a good assortment of runes/infusions, even the 'bad' ones will have use here, except maybe the sun light one. You will need to be mobile, and be capable of either preventing or healing damage regularly and often.
Even though kit drops won't be often or grand, 'kit required classes', such as Fighters and Arcane Blades can shine despite this. Their talents actually shore them up against this limiting feature - with the change to Shield Wall it makes it much more useful with low value kit. Arcane Blades will need to avoid melee combat for most the beginning until they are able to trigger the Flame/Lightning spells off of attacks with great accuracy. Rogues/Shadowblades will need to utilize their mobility to survive.
You HAVE to be flexible. You simply will not have that much success trying to [basically] transfer a character build from T4 into the arena. The reason behind this is that the situations you find in the arena are different at different levels, and require [what I consider] unique play.
You HAVE to be mobile. Even the classes that simply do not have good mobility talents [looking at you Fighters/Sun Paladins and ilk] - you cannot stand in one place, you have to hit and move, hit and blink, hit and heal. You will not survive huddled in a corner being wailed on by 3 rats when there are 20 more waiting in line.
ALWAYS pop your regenerative options before you actually *need* them, especially mana regenerative ones. As a wave is a wave, meaning a group of monsters and then a secondary group of monsters [and in the later levels up to 7 'groups'] in 1 'wave' - you never know WHEN you'll need that PD or Inferno or other highly necessary/damaging talent ready and in check.
Along with the previous lines, at the end, right before you down the last enemy, always pop your regenerative abilities if that ability is <85%~ filled - the down time between actual waves is usually long enough that the ability [weather a talent or inscription] will mostly be recovered from cooldown, and by the time you *need* to pop it again, it will be ready.
You MUST focus on defensive and escape talents if you are having trouble. Being a stone wall is fine, but a wall will fall. A shadow, however, is never crumbled.
Debuffs are almost as good as sustains in the arena - if you can blind, disease, poison, slow, stun, freeze, pin, burn, then you will definitely need to focus on those talents after either regenerative/defensive or mobile/escaping talents. Due to the swarm nature of combat in the arena, being able to weaken that ranged attacker or that next turn coming big melee hitter turns in advance is invaluable.
Cooldowns matter more so, than the effect that they bring. You will need options and more options at a time in the arena than just about any other thing. You will need multiple ways to recover life, your main resource bar, escape, and do AOE damage. So, having things alternating on cooldown [by having short cooldowns/many repetitive sources of x] will greatly help ensure your survival.
Remember, ACTIVATIONS. LOTS of equipment have them, they are another cooldown relief resource, use them. Specific things to look for are things that let you blink, rush, disengage, and use talents such as Tidal wave and other AOE effects. Anything that lets you summon something is also extremely valuable. If the enemy npcs have more than 1 target that isn't you, then that is less damage to yourself.
Things you do not need in the Arena: Light, Mapping, TELEPORT [and teleport only, PD/Blink effects are 100% needed], npc targeted teleport, high single target damage [unless that's all you can bring], overkill.
Things you *need* in the Arena: Healing, Regeneration, Escape options [either through things like PD, Switching Places, non targeted travel effects [like Ghoulish Leap]], Speed, AOE damage, relief of debuffs, fast cooldowns.
The *easiest* classes to do the Arena if you are having trouble are: Archmage, Sun Paladin, Cursed, Berserker and to some extent Summoner.
Archmage: So many options available at the 'right' times. You start with PD, PD rune and a mana surge rune - this is a great start towards survival. Focus on AOE damaging talents [clouds, balls, early beams] and escaping/regenerating talents [PD, Heal, Regenerate, Manaflow] and 'oh shit' talents against particular foes, such as Illuminate to blind. You DO NOT need to max these talents as soon as they are available, in fact, that's a terrible idea. A Mage in the arena lives by flexibility, not raw strength.
Sun Paladin: You will generally need to be a divine paladin [aka focusing on spells] over a warrior paladin [focusing on shield pummels]. The reasoning behind this is that even though you are the tankiest of all classes, you will be semi-fragile until you become a tank [due to equipment mostly]. Healing Light, Searing Bolt, Sun Flare, Barrier, Providence, Shield of Light, Retribution - you *will* need bits of all of these, get them as soon as you can. Focus on the damage preventative stuff and the talents that refil your positive energy. Eventually, once you can maintain your life totals through wave after wave of 'small' stuff, you can start to work up things like Weapon of Light and pump points into shield attacks. Reposte works very well for fighters in the arena, but the Sun Paladin has too many options at too many points to invest in it in any real depth until later levels, about 16 or so. [character levels that is].
Cursed: Gloom. Gloom + Rampaging and building up your weapon combat to hit will utterly destroy the early waves of rats and thieves. Once you start to get into the orcs, dragons and waves of pure crystals however, things will become a bit harder. However, at this point, you should have enough Rampage talents built up to deal with most of these. Play to Cursed mobile side, sure, Gloom will cover most all the arena most all the time, but you will still need to get in and get out.
Berserker: Do not focus on damage! Do *NOT* focus on damage! As the hardest hitting [base] class, and the fragile nature of the first 15 or so waves, a zerker needs to instead, while he can, build up his defensive attributes. Mainly, the passive regenerative talents [Fast Metabolism and associated tree], and attempt to max out Constitution as much as possible. You won't need stunning blow that much, infact, instead you'll need things like Death Dance, Shattering Shout and Shattering Impact as your main attacking talents. A berserker shines in the arena due to it's personal ball attacking nature - aka things like Death Dance. I'm not saying, "Stand in the middle of the arena, Battle Call, Death Dance, then pop regen and wait for wave 1.2." - that will just lead you to your death. Even though, at later waves a zerker MIGHT be capable of that, say, about character level 20-ish, you will have a hard life starting out that way. You will survive primarily by your high HP, high regenerative ability and good ability of inflicting AOE damage.
Summoner: Cun, cun cun cun cun cun cun cun cun ... you will need cun more than any other stat. Cun and Turtles. The sooner you can drop multiple turtles, the sooner you will beable to not swear at the computer saying "This SUCKS!!!". Having 2 turtles out taunting will almost make you a nil target - along with your other summons such as the Hydra [always stand either behind your hydra or behind a pillar next to/infront of to avoid their breathes]. Your main summons will be Turtle, War Hound, Hydra and Minotaur, in fact, these probably should be your only summons you actually use.
[Dragons will inferno you to death, Ritchs will die too quickly as will the displacer hound things, Jellys while better, will not live up and long enough to be too useful {really, they are just too slow in attack speed/damage it seems} and spiders are just too weak unless they poison everything all the time {and they dont'}]
Other abilities that will be key will actually BE meditation, the little time between waves will give you just enough EQ back to reliably resummon your minions often enough in the early waves. Other than that, you'll need Natures Balance, Natures Touch, Rage and the duration boosting talents. Summon Swap will also be pure *need* in later waves as you WILL need to phase about.
Classes that will have a hard time are: Reaver, Arcane Blade, Rogue, Archer and Slinger.
The arena is not kind to ranged attackers that do not have survivability built in. Archer/Slingers while semi mobile, are mobile in the sense of needing clear pathing - and with the small area and general cluttered npc placements, things like Rush/Disengage as a source of escape are not good enough. DOT while very nice generally, needs greater damage to warrant not instantly killing/preventing damage. And an Arcane Blade, while playable, is probably one of the worst options for the Arena. This is mostly due to them being a melee class that cannot effectively melee safely and also be a mage class that will need to use too much magic too often to not completely live and die by the cooldown of their mana surge rune.
------------------------------------------------------------------------------------------------------------------------------
and wow, as an introduction to the guide, written off the hand, that is quite longer than what I intended. Hopefully, you and everyone else find this, and it's coming completed compatriot helpful. :)
Thanks and enjoy
FM
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Arena Mode strategy
Wow, that's a nice guide. Very nice. I haven't played arena much, but that almost makes me want to try it again....
Re: Arena Mode strategy
Trying the Corrupter in the Arena was a stroke of genius.
All of a sudden, ToME turns from a vast, classically-styled adventure game into a 15-minute roguelike that'll have you on your seat like no other.
Trouble is, I want to spend a hell of a lot of 15 minutes playing this way.
Anyone tried the Wyrmic yet?
All of a sudden, ToME turns from a vast, classically-styled adventure game into a 15-minute roguelike that'll have you on your seat like no other.
Trouble is, I want to spend a hell of a lot of 15 minutes playing this way.
Anyone tried the Wyrmic yet?
Re: Arena Mode strategy
Yes. Ball lightning is an incredibly good ability for the arena. Turn it on then just run around resetting all of your cooldowns. You don't exactly need to max it, but it's rather useful. So is ice armor for the massive amount of damage it can deal. They act a lot like extremely mobile beserkers with more stamina, lower hp. Not that I've ever won the arena, I'm not really patient enough, but wyrmics tend to do very well.Nagyhal wrote:Trying the Corrupter in the Arena was a stroke of genius.
All of a sudden, ToME turns from a vast, classically-styled adventure game into a 15-minute roguelike that'll have you on your seat like no other.
Trouble is, I want to spend a hell of a lot of 15 minutes playing this way.
Anyone tried the Wyrmic yet?
Re: Arena Mode strategy
Wow, FM, that was exactly what I was looking for. I'll give it a shot and see how it goes.
Archmages do seem particularly well-suited to the Arena environment, but how do you deal with foes that rush?
Archmages do seem particularly well-suited to the Arena environment, but how do you deal with foes that rush?
-
- Sher'Tul
- Posts: 1022
- Joined: Fri May 21, 2010 8:16 pm
- Location: Inside the minds of all
- Contact:
Re: Arena Mode strategy
A more up to date, and complete guide to the Arena.
Conquer the Arena
A Guide to Survival
A few rules to live by
Drops generally won't be that good, and that's okay as you shouldn't be expecting drops at all, really. The drop code used for the Arena is the same code used in Vanilla T4 - so expect what you expect in the real game, without shops. This does create a bit of a problem for some of the more equipment dependent classes, but unless they are extremely reliant on a particular weapon [Archer/Slinger] and that is about all they have, then the class should still fair okay.
You will find a good assortment of runes/infusions; even the 'bad’ ones will have use here, except the sun light one. You will need to be mobile, and be capable of either preventing or healing damage regularly and often. So, keep your eyes out for runes of Phase Door, Speed, Invisibility and Shielding, and infusions of Wild, Healing, Regeneration and Movement.
Even though kit drops won't be often or grand, 'kit required classes', such as Fighters can shine despite this. Their talents actually shore them up against this limiting feature - with the change to Shield Wall it makes it much more useful with low quality kit. Arcane Blades will need to avoid melee combat for most the beginning until they are able to trigger the Flame/Lightning spells off of attacks with great accuracy. Rogues/Shadowblades will need to utilize their mobility to survive. In the end, you will be forced to play a style perhaps differently than what you would otherwise.
You must to be flexible. You simply will not have much success trying to transfer a character build from T4 into the Arena. The reasoning of this is that the situations you find in the arena are different at different levels, and require [what I consider] unique play. For instance, you will need to use a lot of turns repositioning yourself [and possibly allies] to avoid bad match ups or getting too overwhelmed. In regular play, you can just stand in a corridor and fight 1 v 1, but that option is not there in the Arena.
Mobility is an absolute necessity. Even the classes that do not have good mobility talents [looking at you Fighters, Sun Paladins and ilk] cannot stand in one place; you have to hit and move, hit and blink, hit and heal. You will not survive huddled in a corner being wailed on by 3 rats when there are 20 more waiting in line. Preferably, the mobility would come from such things as Phase Door, Switch Places style talents and increased speeds. However, talents and activations such as Rush, while not ideal, do warrant a bit of practice.
You should get into the habit of activating your regenerative and healing options before you actually need them, especially mana regenerative ones. As a wave is a wave, meaning a group of npcs and then a secondary group of ncps [and in the later levels up to 7 groups] in 1 'wave', you never know when you'll need that Phase Door, Inferno or other highly necessary/damaging talent ready and available. Having as many options available at a time is the key to success.
Along with the previous lines, at the end, right before you down the last enemy, activating your regenerative abilities if that ability is <85%~ filled. The down time between actual waves is usually long enough that the ability [whether a talent or inscription] will mostly be recovered from cool down, and by the time you need to use it again, it will be ready.
If you are being presented with difficulty, focus on a class or on talents that are more defensive or mobility oriented. Having the ability to survive attacks will allow you to play further and live longer, giving you more information about what to expect, and when. Being a stone wall is fine, but a wall will fall. A shadow, however, is never crumbled.
Debuffs are almost as good as sustains in the arena. If you can blind, disease, poison, slow, stun, freeze, pin, burn; then you will definitely need to focus on those talents after either regenerative/defensive or mobile/escaping talents. Due to the swarm nature of combat in the arena, being able to weaken that ranged attacker or that next turn coming big melee hitter turns in advance is invaluable. However, do not rely too heavily on debuffs unless they are wide spread in their AOE, as completely hindering one out of twenty enemies isn’t beneficial.
Cool downs matter more so, than the effect that they bring. Options are needed and more options at a time in the Arena lead to greater success. You will need multiple ways to recover life, your main resource bar, escape, and do AOE damage. So, having sources alternating on cool down [by having short cool downs or many repetitive sources of it] will greatly help ensure your survival.
Activations, lots of equipment have them and they are secondary cool down relief resources. Use them often, especially in place of talents when applicable. Specific things to look for are things that let you blink, Rush, Disengage, and use talents such as Tidal wave and other AOE effects. Anything that lets you summon something is also extremely valuable. If the enemy npcs have more than 1 target that isn't you, then that is less damage to yourself.
Important resources needed:
There are several very important things you need when you venture through the arena. They are all important for different reasons, and you may not have access to all of them with any given class or build, but you should always strive to meet as many of these as you possibly can.
Healing / Regeneration / Damage Absorption
The ability to recover life via means other than Resting, or to lessen or prevent damage altogether is perhaps the most important aspect in the Arena, T4 and any other rogue-like.
Regarding life to the player, there are three main ways it can be influenced positively: Healing on the spot, Healing over Time and Prevention of Damage. With these three core ways to alter your life, you have to balance them out the best you can. As all classes have access to Regeneration, Heal and Shield runes, but not all races [Undead cannot use Infusions {Regeneration/Heal} however they start with a shield and phase door rune in place of a wild and regeneration infusion], the ability to pick and choose the methods are varied. Keep in mind however; the talent options that can replicate these inscription effects, so that you do not weigh too heavily in one type, as that does not allow the flexibility needed for play in the Arena.
Escape Options
Having the ability to move your self a distance greater than one in a single turn is always beneficial. In fact, it is absolutely necessary in the Arena, as its nature is to push you into a corner and not let you relieve yourself from this position. So, escaping via just about any means is obviously, important.
Escape options are not entirely things that let you move more than a single tile a turn – no, an escape option is something that lets you decide a location [unless it cannot be blocked by something in your way] to move to, with little or no chance of it being blocked.
Rush and Disengage are not actually escape options – they require a target, and you move to or away from that target, and this movement can be blocked by any solid object that takes up a tile [such as a wall or npc]; and that is bad in the Arena, considering how cramped it will get. However, Ghoulish Leap, which is a similar talent, actually is a true escape option – it cannot be blocked by a wall or npc, and it does not require a target to be present, just a location. However, if Rush or Disengage are the only multi-tile movement options that you have available, use them regardless.
True and good escape options are Switch Places, Summon Swap, Phase Door and other such talents. While some of these require a target or have harsh requirements [Switch Places], are still very much good escape options. They cannot be blocked, and can be very helpful to create the path to escape.
The only common escape option that you cannot use in the arena is Teleport and all of its various sources. The Arena is too small to make use of it, it will fail every time.
Status Infliction Recovery
The ability to recover from status effects, especially Stun, Freeze, Blind, Slow, Disease and Pin, are essential in the Arena. Unfortunately, there are very few ways to do this, but they are: Wild infusion, Providence and Restoration. Providence is the best by far, as it will remove an effect every turn and will grant a life regeneration effect, but it is limited to just the Divine classes. Restoration will only recover Poison and Disease, but even that limited scope will be helpful to the only class that has it [Archmage] and will help relieve the strain from the every useful Wild infusion. A Wild infusion is an inscription that will recover minimally Poison, but also up to ALL status effects in the game, however, it will only remove one per activation. That is okay though; as it does not require class or generic points to get one, and it also rewards the player with a x% resist all bonus for a duration. The only limitation of availability for Wild infusions however, is that they cannot be used by Undead races.
Fast Cool Downs
Having short or shortened [Quicken Spell] cool downs on your various options is very important. The best way is to have multiple sources of a desirable effect, such as: Phase Door rune, Phase Door spell, Boots of Phasing all on the same character. This allows you to rotate the cool down on each effect, granting you a sense of a faster reuse time. However, the chances of this happening in the Arena are not very good, as equipment dropping will be quite rare, and usually not exactly what you are looking for. However, this is not the only option, there is a second, more specialized option, and that is Quicken Spell. However, this is limited to just Archmages and Shadowblades, and only shortens the cool down of spells. A third option is having multiple effects that are similar, such as Rush and Disengage and Ghoulish Leap. These three are all movement talents, while different, are similar. Rush and Disengage are also available either separate or in tandem, to many classes. And, all but Divine classes can be a Ghoul, to allow access to Ghoulish Leap.
Speed Altering
The ability to alter either your various speeds [positively] or the enemy actors speeds [negatively] can swing the advantage greatly in favor of one side or the other. The most efficient for the player in the Arena specifically, however, is to increase their own speed, if at all possible. The best examples are Essence of Speed, Blinding Speed and Speed or Movement infusions. There are, various types of speed: Global, Attack, Movement, Spell, Summon and Shoot.
AOE Damage
Being able to deal damage is very clearly a need in the Arena, but a particular type of damage is needed above all others: AOE. Now then, AOE damage types are attacks that deal damage to an area greater than a single tile. These are: Ball, Beam, Wave, Cloud, Burst, Cone and View. Bolt or Melee are not applicable, as they will only effect a single tile.
Classes that will Have it Easy
Generally, there are a handful of classes that will find the Arena overall easy, or at least, easier than others will find it. They are: Archmage, Anorithil, Berserker, Cursed, Sun Paladin and to some extent Summoner.
The reasoning behind these classes is one of three: Extremely flexible, extremely defensive or extremely controlling.
Extremely flexible – [Archmage, Anorthil]
The extreme flexibility and the amount of good options open at the right times offer a good deal of chance towards survival in the Arena. Weather it be multiple escape options, AOE effects, fast cool downs or easy to replenish resources, the Archmage and Anorthil match up very well in the Arena.
Extremely defensive – [Berserker, Sun Paladin]
The extremely defensive nature of these two classes helps them cope with the massive amount of enemies that will come flooding out. While they will take a bit longer to fall into their safety zone than the extremely flexible classes, they may be the best suited towards life in the Arena. The Berserker and Sun Paladin go about defense in very different ways however. The Paladin goes through the ability to heal and prevent damage outright, where as the Berserker goes about it via rapidly increased regeneration rates and extremely high hp. Which class you choose though, leads to the same end – a very tough opponent for anyone in the arena.
Extremely controlling – [Cursed, Summoner]
The extremely controlling classes may be a bit different than the previous four, in that they are not really affecting themselves as much as they are affecting the space of the Arena itself. A Cursed main controlling ability is the Gloom tree, and it is an awesome utility in the Arena. As the size of the Gloom cloud is about the same size as the Arena itself, almost immediately, all enemies will become debuffed in some manner. The Summoner goes about control differently however, but attempting to reposition the availability of room in the Arena. By having multiple summons out, that creates two things: 1) Less maneuverability for enemies to get to you and kill you; 2) More targets for the enemies to bother with, giving you effectively more life. Regardless of which class you play, both are almost equally well at handling the Arena.
Classes that will have it rough
Generally, there are a handful of classes that will have a hard time in the Arena, or at least, harder than others will find it. They are: Arcane Blade, Archer, Reaver, Rogue and Slinger.
The reasoning behind these particular classes having it rough is pretty simple; they just are not built for that environment. The Arena is small and has columns to hide behind, making ranged attacks not that great as you cannot create much space between yourself and the enemy[ies]. Not having mobility or much of it that is not breakable is also a death sentence. And, DOT, while good in the main game, is not very applicable in the Arena mostly due to the shear number of npcs you will be facing – you do not have time to kill them off slowly. Also, being very dependent on multiple stats being high or high enough early enough will make the class just too weak. Also, the lack of options that some of these classes have, is very troubling.
The Arcane Blade, while very offensive and having access to a good escape [Phase Door], is mostly a melee class that cannot defend themselves against a swarm style battle. Even focusing on magic doesn’t help, as the Manasurge rune that they start with will be used ASAP, every time all the time that you never get a sense of rest or at easiness to calm down to.
Archers and Slingers together, are not well suited at all in the Arena, being completely dependent on keeping out of melee and attacking from a distance. Disengage will work fine until you start to get to the points of being surrounded, or there being so many npcs that you will only be able to move very few tiles [if any at all]. The low damage and very specific weapon dependent makes them very hard to play with any real success.
Reavers fall into a bad balance of needing to deal damage via a resource, and needing to fend for them via melee combat. They are similar to how an Arcane Blade cannot make up their mind. You can go the magic route, but then you will be so constantly starved for a resource or you will be doing so little damage that being overwhelmed will happen naturally and quickly. If you go the melee route, then you are putting yourself into a position that you cannot defend yourself, due to your lack of defensive abilities, armor and hp.
The Rogue is a bit of a pain in the Arena to play as. You want to go slow, stealth around and try to stun and pick off as much stuff as possible, while trying to stay out of a multiple opponent situation. The problem arises, however, that your damage potential and defensive abilities come at the same time and you have to choose which to develop. In the end, you are too weak in either area when you need to be strong, that it makes it very difficult for success.
Things to avoid:
While there are things that you will find very useful during your conquest to celebrity, there are also a few things that will be utterly useless. You don’t necessarily need to avoid these, but they will have no real effect. They are: Light and Light Sources, Mapping, Teleport [as in the spell, the rune the wand and all other sources of Teleport itself], High Single Target Damage [unless that is all you can offer], and Overkill.
As the Arena is small, and permanently lit, you do not need lightning or light sources [unless they grant you some extra ability], or Teleportation [as it will fizzle]. High Single Target Damage is practically useless in the arena because most every single enemy you will confront will be low in hp/armor/resistances and you will be more concerned about the swarming nature of the combat that takes place there. Overkill is the least desired aspect in the Arena. Yes, you want to kill fast, but if you are dealing greater than 150% max hp damage to enemies, then the entire extra offensive is going to waste, when it could be turned into some other, more positive aspect.
Conquer the Arena
A Guide to Survival
A few rules to live by
Drops generally won't be that good, and that's okay as you shouldn't be expecting drops at all, really. The drop code used for the Arena is the same code used in Vanilla T4 - so expect what you expect in the real game, without shops. This does create a bit of a problem for some of the more equipment dependent classes, but unless they are extremely reliant on a particular weapon [Archer/Slinger] and that is about all they have, then the class should still fair okay.
You will find a good assortment of runes/infusions; even the 'bad’ ones will have use here, except the sun light one. You will need to be mobile, and be capable of either preventing or healing damage regularly and often. So, keep your eyes out for runes of Phase Door, Speed, Invisibility and Shielding, and infusions of Wild, Healing, Regeneration and Movement.
Even though kit drops won't be often or grand, 'kit required classes', such as Fighters can shine despite this. Their talents actually shore them up against this limiting feature - with the change to Shield Wall it makes it much more useful with low quality kit. Arcane Blades will need to avoid melee combat for most the beginning until they are able to trigger the Flame/Lightning spells off of attacks with great accuracy. Rogues/Shadowblades will need to utilize their mobility to survive. In the end, you will be forced to play a style perhaps differently than what you would otherwise.
You must to be flexible. You simply will not have much success trying to transfer a character build from T4 into the Arena. The reasoning of this is that the situations you find in the arena are different at different levels, and require [what I consider] unique play. For instance, you will need to use a lot of turns repositioning yourself [and possibly allies] to avoid bad match ups or getting too overwhelmed. In regular play, you can just stand in a corridor and fight 1 v 1, but that option is not there in the Arena.
Mobility is an absolute necessity. Even the classes that do not have good mobility talents [looking at you Fighters, Sun Paladins and ilk] cannot stand in one place; you have to hit and move, hit and blink, hit and heal. You will not survive huddled in a corner being wailed on by 3 rats when there are 20 more waiting in line. Preferably, the mobility would come from such things as Phase Door, Switch Places style talents and increased speeds. However, talents and activations such as Rush, while not ideal, do warrant a bit of practice.
You should get into the habit of activating your regenerative and healing options before you actually need them, especially mana regenerative ones. As a wave is a wave, meaning a group of npcs and then a secondary group of ncps [and in the later levels up to 7 groups] in 1 'wave', you never know when you'll need that Phase Door, Inferno or other highly necessary/damaging talent ready and available. Having as many options available at a time is the key to success.
Along with the previous lines, at the end, right before you down the last enemy, activating your regenerative abilities if that ability is <85%~ filled. The down time between actual waves is usually long enough that the ability [whether a talent or inscription] will mostly be recovered from cool down, and by the time you need to use it again, it will be ready.
If you are being presented with difficulty, focus on a class or on talents that are more defensive or mobility oriented. Having the ability to survive attacks will allow you to play further and live longer, giving you more information about what to expect, and when. Being a stone wall is fine, but a wall will fall. A shadow, however, is never crumbled.
Debuffs are almost as good as sustains in the arena. If you can blind, disease, poison, slow, stun, freeze, pin, burn; then you will definitely need to focus on those talents after either regenerative/defensive or mobile/escaping talents. Due to the swarm nature of combat in the arena, being able to weaken that ranged attacker or that next turn coming big melee hitter turns in advance is invaluable. However, do not rely too heavily on debuffs unless they are wide spread in their AOE, as completely hindering one out of twenty enemies isn’t beneficial.
Cool downs matter more so, than the effect that they bring. Options are needed and more options at a time in the Arena lead to greater success. You will need multiple ways to recover life, your main resource bar, escape, and do AOE damage. So, having sources alternating on cool down [by having short cool downs or many repetitive sources of it] will greatly help ensure your survival.
Activations, lots of equipment have them and they are secondary cool down relief resources. Use them often, especially in place of talents when applicable. Specific things to look for are things that let you blink, Rush, Disengage, and use talents such as Tidal wave and other AOE effects. Anything that lets you summon something is also extremely valuable. If the enemy npcs have more than 1 target that isn't you, then that is less damage to yourself.
Important resources needed:
There are several very important things you need when you venture through the arena. They are all important for different reasons, and you may not have access to all of them with any given class or build, but you should always strive to meet as many of these as you possibly can.
Healing / Regeneration / Damage Absorption
The ability to recover life via means other than Resting, or to lessen or prevent damage altogether is perhaps the most important aspect in the Arena, T4 and any other rogue-like.
Regarding life to the player, there are three main ways it can be influenced positively: Healing on the spot, Healing over Time and Prevention of Damage. With these three core ways to alter your life, you have to balance them out the best you can. As all classes have access to Regeneration, Heal and Shield runes, but not all races [Undead cannot use Infusions {Regeneration/Heal} however they start with a shield and phase door rune in place of a wild and regeneration infusion], the ability to pick and choose the methods are varied. Keep in mind however; the talent options that can replicate these inscription effects, so that you do not weigh too heavily in one type, as that does not allow the flexibility needed for play in the Arena.
Escape Options
Having the ability to move your self a distance greater than one in a single turn is always beneficial. In fact, it is absolutely necessary in the Arena, as its nature is to push you into a corner and not let you relieve yourself from this position. So, escaping via just about any means is obviously, important.
Escape options are not entirely things that let you move more than a single tile a turn – no, an escape option is something that lets you decide a location [unless it cannot be blocked by something in your way] to move to, with little or no chance of it being blocked.
Rush and Disengage are not actually escape options – they require a target, and you move to or away from that target, and this movement can be blocked by any solid object that takes up a tile [such as a wall or npc]; and that is bad in the Arena, considering how cramped it will get. However, Ghoulish Leap, which is a similar talent, actually is a true escape option – it cannot be blocked by a wall or npc, and it does not require a target to be present, just a location. However, if Rush or Disengage are the only multi-tile movement options that you have available, use them regardless.
True and good escape options are Switch Places, Summon Swap, Phase Door and other such talents. While some of these require a target or have harsh requirements [Switch Places], are still very much good escape options. They cannot be blocked, and can be very helpful to create the path to escape.
The only common escape option that you cannot use in the arena is Teleport and all of its various sources. The Arena is too small to make use of it, it will fail every time.
Status Infliction Recovery
The ability to recover from status effects, especially Stun, Freeze, Blind, Slow, Disease and Pin, are essential in the Arena. Unfortunately, there are very few ways to do this, but they are: Wild infusion, Providence and Restoration. Providence is the best by far, as it will remove an effect every turn and will grant a life regeneration effect, but it is limited to just the Divine classes. Restoration will only recover Poison and Disease, but even that limited scope will be helpful to the only class that has it [Archmage] and will help relieve the strain from the every useful Wild infusion. A Wild infusion is an inscription that will recover minimally Poison, but also up to ALL status effects in the game, however, it will only remove one per activation. That is okay though; as it does not require class or generic points to get one, and it also rewards the player with a x% resist all bonus for a duration. The only limitation of availability for Wild infusions however, is that they cannot be used by Undead races.
Fast Cool Downs
Having short or shortened [Quicken Spell] cool downs on your various options is very important. The best way is to have multiple sources of a desirable effect, such as: Phase Door rune, Phase Door spell, Boots of Phasing all on the same character. This allows you to rotate the cool down on each effect, granting you a sense of a faster reuse time. However, the chances of this happening in the Arena are not very good, as equipment dropping will be quite rare, and usually not exactly what you are looking for. However, this is not the only option, there is a second, more specialized option, and that is Quicken Spell. However, this is limited to just Archmages and Shadowblades, and only shortens the cool down of spells. A third option is having multiple effects that are similar, such as Rush and Disengage and Ghoulish Leap. These three are all movement talents, while different, are similar. Rush and Disengage are also available either separate or in tandem, to many classes. And, all but Divine classes can be a Ghoul, to allow access to Ghoulish Leap.
Speed Altering
The ability to alter either your various speeds [positively] or the enemy actors speeds [negatively] can swing the advantage greatly in favor of one side or the other. The most efficient for the player in the Arena specifically, however, is to increase their own speed, if at all possible. The best examples are Essence of Speed, Blinding Speed and Speed or Movement infusions. There are, various types of speed: Global, Attack, Movement, Spell, Summon and Shoot.
AOE Damage
Being able to deal damage is very clearly a need in the Arena, but a particular type of damage is needed above all others: AOE. Now then, AOE damage types are attacks that deal damage to an area greater than a single tile. These are: Ball, Beam, Wave, Cloud, Burst, Cone and View. Bolt or Melee are not applicable, as they will only effect a single tile.
Classes that will Have it Easy
Generally, there are a handful of classes that will find the Arena overall easy, or at least, easier than others will find it. They are: Archmage, Anorithil, Berserker, Cursed, Sun Paladin and to some extent Summoner.
The reasoning behind these classes is one of three: Extremely flexible, extremely defensive or extremely controlling.
Extremely flexible – [Archmage, Anorthil]
The extreme flexibility and the amount of good options open at the right times offer a good deal of chance towards survival in the Arena. Weather it be multiple escape options, AOE effects, fast cool downs or easy to replenish resources, the Archmage and Anorthil match up very well in the Arena.
Extremely defensive – [Berserker, Sun Paladin]
The extremely defensive nature of these two classes helps them cope with the massive amount of enemies that will come flooding out. While they will take a bit longer to fall into their safety zone than the extremely flexible classes, they may be the best suited towards life in the Arena. The Berserker and Sun Paladin go about defense in very different ways however. The Paladin goes through the ability to heal and prevent damage outright, where as the Berserker goes about it via rapidly increased regeneration rates and extremely high hp. Which class you choose though, leads to the same end – a very tough opponent for anyone in the arena.
Extremely controlling – [Cursed, Summoner]
The extremely controlling classes may be a bit different than the previous four, in that they are not really affecting themselves as much as they are affecting the space of the Arena itself. A Cursed main controlling ability is the Gloom tree, and it is an awesome utility in the Arena. As the size of the Gloom cloud is about the same size as the Arena itself, almost immediately, all enemies will become debuffed in some manner. The Summoner goes about control differently however, but attempting to reposition the availability of room in the Arena. By having multiple summons out, that creates two things: 1) Less maneuverability for enemies to get to you and kill you; 2) More targets for the enemies to bother with, giving you effectively more life. Regardless of which class you play, both are almost equally well at handling the Arena.
Classes that will have it rough
Generally, there are a handful of classes that will have a hard time in the Arena, or at least, harder than others will find it. They are: Arcane Blade, Archer, Reaver, Rogue and Slinger.
The reasoning behind these particular classes having it rough is pretty simple; they just are not built for that environment. The Arena is small and has columns to hide behind, making ranged attacks not that great as you cannot create much space between yourself and the enemy[ies]. Not having mobility or much of it that is not breakable is also a death sentence. And, DOT, while good in the main game, is not very applicable in the Arena mostly due to the shear number of npcs you will be facing – you do not have time to kill them off slowly. Also, being very dependent on multiple stats being high or high enough early enough will make the class just too weak. Also, the lack of options that some of these classes have, is very troubling.
The Arcane Blade, while very offensive and having access to a good escape [Phase Door], is mostly a melee class that cannot defend themselves against a swarm style battle. Even focusing on magic doesn’t help, as the Manasurge rune that they start with will be used ASAP, every time all the time that you never get a sense of rest or at easiness to calm down to.
Archers and Slingers together, are not well suited at all in the Arena, being completely dependent on keeping out of melee and attacking from a distance. Disengage will work fine until you start to get to the points of being surrounded, or there being so many npcs that you will only be able to move very few tiles [if any at all]. The low damage and very specific weapon dependent makes them very hard to play with any real success.
Reavers fall into a bad balance of needing to deal damage via a resource, and needing to fend for them via melee combat. They are similar to how an Arcane Blade cannot make up their mind. You can go the magic route, but then you will be so constantly starved for a resource or you will be doing so little damage that being overwhelmed will happen naturally and quickly. If you go the melee route, then you are putting yourself into a position that you cannot defend yourself, due to your lack of defensive abilities, armor and hp.
The Rogue is a bit of a pain in the Arena to play as. You want to go slow, stealth around and try to stun and pick off as much stuff as possible, while trying to stay out of a multiple opponent situation. The problem arises, however, that your damage potential and defensive abilities come at the same time and you have to choose which to develop. In the end, you are too weak in either area when you need to be strong, that it makes it very difficult for success.
Things to avoid:
While there are things that you will find very useful during your conquest to celebrity, there are also a few things that will be utterly useless. You don’t necessarily need to avoid these, but they will have no real effect. They are: Light and Light Sources, Mapping, Teleport [as in the spell, the rune the wand and all other sources of Teleport itself], High Single Target Damage [unless that is all you can offer], and Overkill.
As the Arena is small, and permanently lit, you do not need lightning or light sources [unless they grant you some extra ability], or Teleportation [as it will fizzle]. High Single Target Damage is practically useless in the arena because most every single enemy you will confront will be low in hp/armor/resistances and you will be more concerned about the swarming nature of the combat that takes place there. Overkill is the least desired aspect in the Arena. Yes, you want to kill fast, but if you are dealing greater than 150% max hp damage to enemies, then the entire extra offensive is going to waste, when it could be turned into some other, more positive aspect.
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Arena Mode strategy
Good shit, FM :) I recommend using bold or underline tags on your subheadings to make it a bit more readable. Are you going to put this on the wiki?
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- Sher'Tul
- Posts: 1022
- Joined: Fri May 21, 2010 8:16 pm
- Location: Inside the minds of all
- Contact:
Re: Arena Mode strategy
It actually is formatted as suggested, and it IS on the wiki ... but it just doesn't display. Look under T4 - Guide to the Arena - there is 'nothing' there, but if you look at the edit, the guide is there. I don't know what's wrong with it not displaying, but it isn't. :(
And, thanks Grey. :)
And, thanks Grey. :)
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Arena Mode strategy
Wiki page fixed, changed input format from "mediawiki" to "dokuwiki."
-
- Sher'Tul
- Posts: 1022
- Joined: Fri May 21, 2010 8:16 pm
- Location: Inside the minds of all
- Contact:
Re: Arena Mode strategy
Thanks SO much!
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Arena Mode strategy
Just got my first win with a summoner. Thanks again for the help, FM.