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       #Post#: 361--------------------------------------------------
       Frostcover cave or (ff, - fc named)
       By: mathiasms1 Date: June 10, 2013, 4:14 am
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       in this cave you can farm your lvl 130 armour and weapon mats,
       in this cave you have to kill 11 bosses
       but you can skip one boss if you want because hes not so
       inportant but so like i call it its a bonus boss by this boss
       can can get extra mats or if you do the cave quest you need that
       boss to
       for what is the quest??
       well the quest is for earn good items on the end of the run
       you can earn.
       - pure godstones
       and some other stuff sometimes its random .
       k but now we go to the bosses
       befour you can kill the bosses,
       you will need to kill the mobs on your way .
       you can do this with magic and melee class but i suggest you to
       come with a mellee class because of the melee mobs so you wont
       die fast if your not that good in playing magic chars.
       First boss: Thunderclaw (Booby Trap boss)
       This guy will shout some random crap that doesn't matter when
       you start attacking him. The main thing about to know about this
       guy is that these orange circles pop up at pretty regular
       intervals in random areas of the room. They are bombs that blow
       up in 5 seconds, so cancel your skills if one pops up under you
       and get out of it. Alternatively, you can count to 3 (4 is
       cutting it a bit close due to lag) and then triple spark, but
       that's not as reliable as just getting out of the damn circle.
       Even at the end after the boss is dead, and circles spawned will
       still blow up, so move out of them.
       Second boss: Diabolic Shocktrooper
       This is a pain in the ***. When you get into his room, there is
       an NPC. DO NOT TALK TO HIM RIGHT AWAY IF THE SQUAD IS NOT READY.
       There is a platform to your left as you run in, with the boss in
       the middle frozen in ice. All should run over to the platform
       except 1 person, cleric needs at least 1 spark, but as much chi
       as possible. Once people are over there (or if you know what
       you're doing, as people are heading over) and the cleric has
       enough spark, 1 person talk to the NPC. Colored lights will
       appear around the boss, red (back) and green (front) on your
       left (boss's right), yellow (back) and blue (front) on your
       right (boss's left), and purple behind him.
       If your squad has most members in the 85 range, I would
       recommend everyone doing "one side." If you have most or all 90+
       members, especially if you have good bms and/or sins, you can do
       "both sides." You'll see what I mean in a minute.
       Glacix Elementos (or whatever their name is) appear and start
       "bashing" the ice around the boss trying to free him. You need
       to kill them off to weaken the boss. Each one only stays around
       for 30 seconds so you need to kill them before this, otherwise
       they will disappear and you won't get credit for them.
       I have never counted the number of elementos you have to kill to
       get tough versus weakened on this guy. If someone knows that,
       I'd appreciate the info.
       His stages are Frenzy (if you kill no elementos, I believe),
       Tough, and Weakened, depending on the number of elementos you
       kill before the boss is "let out." Cleric should put up red
       bubble on the center of the platform, just under the boss--if
       you have high APS users in your squad, the cleric should RB ONLY
       on the right side, and the APS user(s) should DD the left side
       (but if you're reading this, I doubt you have enough APS to make
       this an issue--you need 2APS+ I believe). DO NOT SPARK OF ANY
       KIND IN RED BUBBLE, IT GETS OVERWRITTEN. You should be
       chi-building here, possibly using chi consuming skills, but
       don't spark, it's useless. Anyway:
       1 SIDE ELEMENTOS
       All should crowd around the blue color on your right and kill
       the elementos as they spawn, 5 of them will spawn. After that,
       all should move forward to the yellow color and kill those as
       they spawn. You should get "Tough Diabolic Shocktrooper."
       2 SIDE ELEMENTOS
       Your highest 2 DDs should go and stand on the left side of the
       boss to the red color beam, and the barb veno and whoever else
       should go on the right side to the blue color beam. Make sure
       you're in RB range, and again, NO SPARKING. Kill the elementos
       as they pop up in the color beams. The left side people are
       responsible for the red and green color beam elementos, while
       the right side people are responsible for the blue and yellow
       beam elementos. The left side DDs should clear out the their
       elementos before the right side and should quickly run over and
       help the right side with the yellow beam elementos. There is no
       need to kill the purple beam elementos. You should get "Weakened
       Diabolic Shocktrooper."
       Eventually the colored beams will go away and the boss will wave
       his arms. This is your cue that he's about to be set free so
       several things should happen. Melees, position yourself under
       him, cleric drop bb and run back, and I would recommend that
       ranged/magic classes (with the possible exception of the amping
       veno) keep near-ish to the cleric. Everyone but the cleric
       should 3 spark.
       When the boss pops out, debuffs should land. Tangling mire,
       extreme poison, amp damage, heaven's flame as soon as the BM can
       get it off. Barb, try to keep aggro on you, but this guy seems
       to have bouts of random aggro (not proven, and some people don't
       think so). He also does a pretty damn nasty skill that puts you
       in a bubble a la Tangling Mire and sleeps you, as well as doing
       damage over time. The cleric should watch for the little
       tangling mire leaf indicator on the squad bars and purify this
       quickly, then pop that person an ironheart before going back to
       the barb. I've seen higher level clerics just constantly aoe
       heal when not purifying, it works as well. The boss will also
       randomly sleep people without putting the bubble on them.
       Generally you're just left asleep, so don't whine about it. If
       you keep debuffs on this guy, he goes down fast. He's also not
       worth hypering.
       After he's dead, blue foxes will spawn in the back of the room.
       You can use the NPC on the platform to get chi, then sneak past
       them (quite easy), up the ramp, back through the room, through
       the passage, and back into the main hall.
       Third boss: Cyclotra Syren
       When you come into the room on the right of the hall of doom,
       there is an NPC. DO NOT TALK TO IT UNTIL THE SQUAD IS READY. It
       will spawn a boss, and everyone needs to talk to it in order to
       get their first box token, Faithfulness. Once everyone is around
       the NPC, decide who is tanking. Often, the veno tanks this boss,
       but the barb is welcome too, just decide who it will be. Then,
       everyone take the quest at once, and the tank should quickly run
       back and be ready to catch the boss as it comes down the ramp
       into the room. When you catch it, a dragoon will spawn that will
       stun the party if not killed quickly. This is why it is
       preferred for the veno to tank, as it frees the cleric to DD on
       the dragons. Everyone should attack the dragoon until it's dead,
       then attack the boss, and then attack any dragoons that spawn.
       Cleric, there is a channeling debuff that the boss gives, if it
       ends up on the veno and they're tanking, if you want them to
       love you forever, purify it, it makes it about 20 times easier
       to heal the boss. Also, the boss does do some weak damage to
       players, just drop an aoe heal or an ironheart every once in a
       while so the players don't have to eat hp food.
       4th boss: Dreadindra (Bishop Boss)
       Once you're finished with the pull, decide who is tanking. Veno
       often tanks this boss, but your pet needs enough HP for you to
       be slept a little while and not spam heal 100% of the time.
       IMPORTANT: No matter who tanks, everyone needs to be in a TIGHT
       group. This does NOT mean with a little space. I know it's a bit
       disconcerting for magic classes to be so close to a boss,
       clerics too. DEAL WITH IT. Get right on top of the tank,
       everyone. Venos, if you're tanking, get right on top of your
       pet, and everyone else, get right on top of the veno.
       This is important because this boss spawns Frost bishops on a
       random player. If you all are spread out, the bishops will
       freeze the melees, they won't die fast enough, and I guarantee
       the squad will wipe. The bishops spawn pretty fast. The main
       goal is to kill the bishops as fast as possible, and to kill the
       boss. When a bishop is up, everyone except the tank (and cleric
       if a player is tanking or veno if a pet is tanking) should
       attack it and debuff to kill as fast as possible. Then go back
       to the boss.
       This boss also strips players of buffs. Don't bother rebuffing,
       because he tends to strip them just as fast. Finally, Dread
       seems to sleep randomly, and he does an aoe. He dies pretty
       fast, the main concern for the squad should be to kill the
       bishops he spawns as quickly as possible. If you let them build
       up the squad is in trouble and can wipe very quickly.
       --Note for barbs: Dread's skills can be interrupted. There is
       apparently a "circle" that appears under players that are about
       to be debuffed--interrupt the boss when you see this. The boss
       also says "Let it all fade away" when bishops are spawned, and
       this can apparently be interrupted.
       If you didn't hyper the pull before this and leave your hyper
       on, hyper this guy, he gives good experience.
       After the boss, don't everyone go scurrying off. Everyone just
       freeze where you are, and everyone gets rebuffed. Good, now
       continue.
       5th boss: Asoteric Runewolf (The slash boss)
       This guy is pretty fun and also causes a lot of QQing. Barb
       should tank here, but veno you should have your pet out, buffed
       (if applicable) and on melee ready to tank if barb lags and
       dies.
       This guy random aggros, but that's not the worst. He does an
       "ultimate" aoe that will 1 shot you, and it has a rage of about
       25 meters. He will NOT run around when he does this aoe, instead
       he will freeze in place. He gives you warning too, he will start
       yelling in common chat (so have it on):
       SUPER...
       POWERFUL...
       MIGHTY...
       WHIRLING...
       SLASH!
       At "slash" he buffs his magic attack and does a several hit aoe
       that will pretty much kill you. You need to run out of his range
       before he does this. Archers and wizards at max range (28.5m for
       wizards at least) will be out of range, but they need to make
       SURE that they are at max range for this to work. It is safest
       for all to run away anyway. When the boss starts moving again,
       he will random aggro, and it is safe to run towards him again.
       If you do choose to DD on the boss during the aoe (at max
       range), it seems like he has a higher change to aggro you. You
       need to be ready for this, and run towards the tank so that he
       can pick up aggro off you.
       After a little while, he will start doing a "normal" aoe that
       also does decent damage. If you want healed by the cleric after
       this hits, RUN THE SAME DIRECTION AS THEM DURING THE ULTIMATE
       AOE. If you don't, don't cry about it when you don't get healed
       and just take the charm tick next aoe, or eat HP food. Barb
       especially should keep an eye on where there cleric is and run
       in that direction so they can stack you with ironhearts while
       waiting for the aoe to be done.
       --Note to barbs: DO NOT attempt to interrupt the Wolf unless you
       are experienced. If you time your skill wrong, you can cause the
       ultimate AOE to fire early and you'll pretty much wipe all the
       melees.
       Other than the aoe and random aggro, just kill the dude. He
       gives good exp, so hyper if you wish.
       6th boss: Messenger of Fear (Sleep boss)
       This guy has a big claw on his hand, I think he looks pretty
       cool. If you're a veno and want to tank, you need to either be
       able to not heal for a pretty good amount of time, or bring
       purify pills.
       This guy does an attack after he says "Drown in the endless
       nightmare!"--he does a pretty hard hitting aoe and then aoe
       sleeps.
       --Note to barbs: This aoe can be canceled! DO IT when possible!
       It seems to me fairly random who gets slept, but it doesn't land
       all the time. Still, it does land in my experience on about 4/6
       squad members, and you can count on luck (or lack thereof) to
       have the cleric slept. Don't freak out though. If you're a barb
       and tanking, hit Tree of Protection or eat an HP food, the sleep
       isn't that long and the boss doesn't hit that hard. If you're
       tanking as a veno, if you know your pet can't survive several
       hits from the boss, make sure to heal IMMEDIATELY when you see
       him say his line, and then after you're slept pop a purify pill.
       Sins, you can use your Tidal Protection skill to avoid the
       sleep, and if you time your 3 spark right, any class to use to
       to avoid the sleep as well. Anyway, when the sleep wears off,
       cleric should aoe heal (or if not slept, aoe heal immediately).
       There is a pretty long time between these attacks so it
       shouldn't be a problem.
       Otherwise, this guy is easy and gives good exp. Hyper him if you
       can spare the activation. Afterward, talk to the NPC if you're
       85+ to get teleported to the next area. If you're less than 85
       you have to walk to the next area.
       [b]PART 8: THE EXPERIENCE ROOM[/b]
       Harpies
       Once in the big room, the sin and/or archer's responsibility to
       collect the harpies and pull them back to the party at the
       opening of the room. There are 5 in all, 4 that are stationary
       and 1 that patrols (thanks Gryphyyn). Just DD on them, cleric
       try and heal those people tanking the harpies, especially
       squishies, but also DD.
       Boss #7: Oceania Master
       This boss is easy, but everyone needs to know what they are
       doing. You need to establish these things:
       1. Who is tanking.
       Often the veno tanks, and that makes things go a lot faster
       because the cleric can DD and barb can use DD skills if he
       wishes, as well as attacking in human for more damage. Barb is
       welcome to tank though.
       2. Who is doing hands.
       This boss will spawn clapping hands on random players during the
       fight, similar to the hands in TT. They need to be killed
       IMMEDIATELY before the clap, because they will kill most of the
       squad. One person needs to be devoted to this. Usually, they use
       a bow to accomplish this more quickly. A lot of people say
       archer should do this, but the hands have only 15HP so anyone
       with a bow can do it. MAKE SURE YOU DECIDE BEFORE STARTING.
       The boss can be attacked where he is, there is no need to pull
       him to the opening of the room.
       When the boss is attacked, once again EVERYONE NEEDS TO STAND
       TOGETHER, just like in the bishop boss. That way, hands will
       always spawn close, and not all over the place. (Some people
       will say this also allows a melee player to do the hands, but I
       still don't care for that and would prefer hands person to use a
       bow.)
       DO NOT AOE THIS BOSS EVER. This is incredibly important. The
       boss will spawn a little clone of himself that keeps telling you
       to hit him. If you do, he will explode and kill most of the
       squad. So DO NOT AOE EVER.
       Otherwise, this boss does an aoe the cleric can aoe heal
       through.
       --Note to barbs: This AOE can be cancelled, though it might be
       difficult. He does it just after he says whatever he says about
       "despair."
       The cleric needs to make sure that he has 399 (or 299) chi by
       the end of the battle. You will need it. Hyper at the end of the
       boss, and leave it on.
       The experience pull
       After the boss is dead, the barb should start pulling the room.
       If the cleric has their 79 shield skill, they should cast it on
       the barb. Venos, make sure the barb is brambled as well. How the
       barb pulls is his responsibility, but he should end up at the
       NPC that spawns behind the boss.
       DO NOT TALK TO THE NPC OR YOU WILL LIKELY BE KICKED FROM THE
       SQUAD AND QQ'D ABOUT ON WC, AND ON MY SERVER YOU'LL PROBABLY GET
       PK'D. So don't do it.
       Everyone else should gather there, hopefully you all have full
       chi. Cleric, get BB up right away (DON'T wait until the barb is
       right butt-up on you). As soon as they get BB up, veno pass the
       cleric one of your sparks. Barb, before you pull the group into
       aggro range, turtle and then fire your 79 aoe aggro skill, then
       pull the group in. When the pull comes back, the BM stun is
       absolutely critical. The bm should then immediately drop a
       heaven's flame. Zhens should go up, archers and wizards, and
       venos should fire their nova. Everyone else, DD like crazy, and
       watch your exp bar fill like you're level 20 again. After all
       the mobs are dead, everyone switch to their bows.
       Heads
       After the mobs are dead and bows are out, everyone talk to the
       NPC. The cleric should run to the middle of the room and red
       ball (you should have 2 sparks bc the veno should have passed
       you one before the pull, or at least 199 chi, just IH yourself
       quickly). Everyone else spread out at the outer range of red
       ball.
       Mobs that look like shrunken heads will pop up all over the room
       that even a magic class with a bow should be able to 1-hit with
       red ball--they have 100 HP. These guys are worth 5 digit
       experience each under 12x hyper, and it's imperative that you
       kill them as fast as possible. After a certain period of time,
       the heads will stop spawning, and hypers should be paused after
       the last ones are dead. Then everyone should talk to the NPC to
       get their second box token, Sincerity.
       Boss #8: Decaying Fragrance
       This guy is up the ramp way to the right of the big room. There
       is a harpy in the hall, build chi on it.
       This boss CANNOT be tanked by a veno, it debuffs and even a herc
       will die (similar to Polearm in FB69). A barb should tank this
       one. He also aoe stuns. Cleric, be double sure to purify the
       barb right away. He also aoes, clerics can easily aoe heal
       through it. Just kill him, debuff, etc., and he's worth a hyper
       if you like (though I don't generally hyper him).
       Boss #9: Asoteric Runephoenix
       Again, a harpy in the hall, build chi.
       This guy flies around the ceiling, someone with a bow should
       lure him down and into the hallway. A veno can tank, but it's
       annoying because this boss aoe seals which causes the pet to run
       backwards. Anyway, he also does AOE fire damage. Kill him.
       Dragoons
       **I would only recommend doing a dragoon pull to a 90+ squad. If
       you're in a lower-level squad, just go through as we did in the
       hall of doom (lol) section killing groups of mobs 1 at a time.
       (Also, make sure you pause your hypers lol)**
       This is probably the second best place for the barb to die. His
       job is to run down the hall and pull all the dragoons as he
       goes, using his anti-stun skill if needed, as well as turtle. He
       should NOT pull the mobs at this time. Everyone should follow
       him to the last room of frost; again he should only be pulling
       the dragoons at this point.
       At the door of the boss room, barb should pull the last dragoons
       from the back of the boss room out to party. BB CANNOT be used
       here, it will just be stunned off. Cleric should aoe heal. Those
       with Domain on their genies should keep it ready and use it for
       stun immunity. Other than that, spark and AOE to kill these guys
       as fast as you can (Tangling Mire is great here), and remember,
       have your hypers on. The dragoons give really nice experience.
       Pause hypers after they're all dead.
       Mob pull
       After killing the dragons, the barb should go back and collect
       the mobs, bringing them back to the group. Cleric should be able
       to AOE heal through this, and they should go down fairly
       quickly.
       Holeen's Body
       There should be two mobs in this room, a big one and a small
       one. The veno should lure out the large one and then can either
       tank it or let the barb tank it. It's a fairly normal boss, it
       does not aoe or do anything special.
       After this, a really freaking huge yeti looking dude will spawn.
       This is...
       Boss #10: Holeen, Champion of Fientazzar
       This is the final boss of FCC. Again, he should be lured out,
       but the barb can do this since the little dude has disappeared.
       The cleric should jump up on the rock by the door and put up BB,
       and everyone else should stand close to the rock. The barb (or
       whoever wants to pull it) should drag the big guy over to BB
       range (make sure he doesn't go up on the rock or he could reset,
       thanks Escorian) and everyone should begin to DD.
       Holeen random aggros, AOE seals, and does a nasty hard AOE that
       hits for half your HP (no matter how much you have), even under
       bb conditions. As soon as the cleric gets bb up, the veno should
       pass him spark, and another as soon as possible, in case the
       cleric gets knocked out. Otherwise, people should be eating HP
       food in addition to BB, or be willing to see your charm tick.
       The veno should also be on the lookout as Holeen will buff
       himself simliar to Cosmoforce in TT 2-x. This should be purged
       immediately. As always, if the cleric gets knocked out of bb, he
       should have 2 spark thanks to the veno, and as soon as he gets
       it back up, the veno should again pass him 2 spark asap.
       Otherwise, debuff and kill this guy, and hyper him if you like.
       Chests of Sincerity
       After Holeen is dead, an NPC will spawn in the back of the room,
       go talk to him. He will exchange 1 Faithfulness and 1 Sincerity
       for a Chest of Sincerity. The rewards can be seen here.
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