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06) General advice - Ruins of Zuan (Base)

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06) General advice - Ruins of Zuan (Base) Empty 06) General advice - Ruins of Zuan (Base)

Post by EpicAndy Fri Feb 14, 2014 8:53 am

This post continues this series and describes the Ruins of Zuan (Base) dungeon.

Preparing for battle!

As a reminder, here are some of the most important things to prepare in advance:

  • Set up your formations.  You can have three set at a time and you can switch between them without quitting a guild dungeon if you set them up in advance.  Think about the waves you will face - will you need a different set of cards or a different leader if you manage to complete one wave and move on to the next?  Will you need to swap a DPS card for a healer, or vise versa?
  • Check your leader skills.  Are the right ones selected, if you have more than one on some cards?
  • Check your equipment.  Could it be distributed better to improve your chances of survival or increase your damage output?
  • Check the progress of the raid.  Which stage is it on?  What does the progress percentage tell you in terms of what you will face?  Is now the right time to go in, or should you wait?

Once you're sure everything is as you want it to be, you are ready to go! Good luck!

Rewards

Placing 1st will win you a Life Helmet.
Placing 2nd or 3rd will win you a random piece of Leader's armour.
The death of Blood Lord and Secane will also send a random piece of Leader's armour to Auction for people to bid on.
The death of Arlokk will send a Life Helmet to Auction or, very rarely, a Pioneer Ring.

06) General advice - Ruins of Zuan (Base) Leader10
06) General advice - Ruins of Zuan (Base) Leader11
06) General advice - Ruins of Zuan (Base) Leader12
06) General advice - Ruins of Zuan (Base) Leader13
06) General advice - Ruins of Zuan (Base) Leader14
06) General advice - Ruins of Zuan (Base) Life_h1006) General advice - Ruins of Zuan (Base) Pionee10


Last edited by EpicAndy on Sat May 03, 2014 10:49 am; edited 8 times in total

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06) General advice - Ruins of Zuan (Base) Empty Ruins of Zuan (Base) - Stage 1/6

Post by EpicAndy Fri Feb 14, 2014 8:54 am

06) General advice - Ruins of Zuan (Base) Zb_110

Characteristics:

Wave start: 100%
Wave end: ~95%

A trash wave comprised of six magical damage dealers.

Normal attack (back row): ~21,000 damage
Initiative skill attack (back row): Hits front row, ~12,000 damage, every 4th round
Normal attack (front row): ~15,000 damage
Initiative skill attack (front row): Hits front row, ~9,000 damage, every 4th round

Advice:

These enemies use the Arcane Explosion initiative skill (the same as Blood Elf Mage or Ghalim) making it a punishing attack when they all go off one after another.

A balanced team of purple+2 and above cards would have a reasonable chance of tanking this wave.  A backup healer would be wise unless the team is all purple+3 and well equipped.

Optimum leader skill: Magic Refuge

Suggested formation:
Empty, Tank, Tank (possibly Lady as a backup Healer)
DPS, DPS, Healer (or replace one DPS with a backup Healer)


Last edited by EpicAndy on Sat May 03, 2014 10:53 am; edited 5 times in total

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06) General advice - Ruins of Zuan (Base) Empty Ruins of Zuan (Base) - Stage 2/6

Post by EpicAndy Fri Feb 14, 2014 8:54 am

06) General advice - Ruins of Zuan (Base) Zb_21106) General advice - Ruins of Zuan (Base) Blood_11

Characteristics:

Wave start: ~95%
Boss only: ~93%
Wave end: ~70%

A boss wave consisting of Blood Lord and two helpers.  Blood Lord does physical damage, the helpers do magical damage.

Normal attack (minions): ~15,000 damage
Initiative skill attack (minions): Hits front row, ~9,000 damage, every 4th round

Normal attack (boss): ~40,000 damage (~30,000 damage against BB or MT with their passive skills)
Normal attack critical hits (boss): ~90,000 damage
Initiative skill attack (boss): Column attack, ~28,000 damage (~20,000 against BB or MT), every 10th round

Advice:

Blood Lord's initiative skill is a Column Attack, striking the front-middle and back-middle positions. The helpers use Arcane Explosion as their initiative skill. Eliminating the helpers should be a priority because Blood Lord is quite straightforward once they are gone.

Once Blood Lord is alone the only two positions which can be hit are front-middle and back-middle: everywhere else is safe.  Just place your beefy tank up front and leave the back slot empty.  To prevent critical hits from Blood Lord you also need to make sure that your tank's Toughness is boosted using skills, equipment or synergies (such as BB+Warlock or MT+Druid).

Blood Lord can be tanked fairly comfortably by a team of purple+ and purple+1 cards once he is alone.

Optimum leader skill: Magic Refuge until helpers are dead, then Defensive Experience.

Suggested formation while helpers are alive:
DPS, Tank, Tank (possibly Lady as a backup Healer)
Healer, Empty, DPS (or replace the DPS with a backup Healer)

Suggested formation once helpers are dead:
DPS, Tank, DPS
DPS, Empty, Healer (or replace the DPS with a backup Healer)


Last edited by EpicAndy on Sat May 03, 2014 11:06 am; edited 10 times in total

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06) General advice - Ruins of Zuan (Base) Empty Ruins of Zuan (Base) - Stage 3/6

Post by EpicAndy Fri Feb 14, 2014 8:54 am

06) General advice - Ruins of Zuan (Base) Zb_310

Characteristics:

Wave start: ~70%
Wave end: ~65%

A trash wave comprised of three physical damage dealers.

Normal attack (back row): ~28,000 damage
Initiative skill attack (back row): Hits everyone, ~15,000 damage, every 5th round
Normal attack (front row): ~28,000 damage
Initiative skill attack (front row): Hits everyone, ~15,000 damage, every 5th round

Advice:

There may only be three of them but don't underestimate these guys.  They hit pretty hard and have an initiative skill like Whirlwind that hits every member of your team.  Focus your fire on one of them to put him down quickly, reducing the damage coming your way by a third.

A balanced team of purple+2 should be able to tank this wave but may still find it a little rough.  A backup healer would be wise unless the team is all purple+3 and well equipped.

Optimum leader skill: Defensive Experience

Suggested formation:
Empty, Tank, Tank (possibly Lady as a backup Healer)
DPS, DPS, Healer (or replace one DPS with a backup Healer)


Last edited by EpicAndy on Sat May 03, 2014 10:56 am; edited 6 times in total

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06) General advice - Ruins of Zuan (Base) Empty Ruins of Zuan (Base) - Stage 4/6

Post by EpicAndy Fri Feb 14, 2014 8:54 am

06) General advice - Ruins of Zuan (Base) Zb_41006) General advice - Ruins of Zuan (Base) Secane11

Characteristics:

Wave start: ~65%
Boss only: ~61%
Wave end: ~39%

A boss wave consisting of Secane and two helpers.  All do magical damage.

Normal attack (minions): ~17,000 damage
Initiative skill attack (minions): Hits three random targets, ~10,000 damage, every 4th round

Normal attack (boss): ~48,000 damage (~40,000 damage against BB with his Qriest MDEF synergy)
Normal attack critical hits (boss): ~100,000 damage
Initiative skill attack (boss): Hits everyone, ~28,000 damage, every 10th round

Advice:

Secane's initiative skill is Group Chain Lightning which hits fairly hard on turns 10, 20 and 30.  The helpers attack like Shaman.  Eliminating the helpers should be a priority because Secane is a tricky enough fight without his munchkins bombarding you as well.

Even once Secane is alone this will be a challenging fight unless you have a full team of well-equipped +2's or above.  Below that, only your high HP cards are likely to survive the special attacks.  Unfortunately, there are no safe spots from Secane's attacks, making him the toughest boss in Ruins of Zuan (Base).

Optimum leader skill: Magic Refuge

Suggested formation while helpers are alive:
Empty, Tank, Tank (possibly Lady as a backup Healer)
DPS, Healer, DPS (or replace one DPS with a backup Healer, ideally Druid)

Suggested formation once helpers are dead:
Empty, Tank, Tank or DPS
DPS, DPS, Healer (or replace one DPS with a backup Healer, ideally Druid)


Last edited by EpicAndy on Sat May 03, 2014 5:21 pm; edited 11 times in total

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06) General advice - Ruins of Zuan (Base) Empty Ruins of Zuan (Base) - Stage 5/6

Post by EpicAndy Fri Feb 14, 2014 8:54 am

06) General advice - Ruins of Zuan (Base) Zb_510

Characteristics:

Wave start: ~39%
Wave end: ~30%

A trash wave comprised of three physical damage dealers and three magical damage dealers.

Normal attack (female shaman): ~7,000 damage
Initiative skill attack (female shaman): Hits three random targets, ~10,000 damage, every 4th round
Normal attack (dog creatures): ~7,000 damage
Initiative skill attack (dog creatures): Hits front row, ~10,000 damage, every 4th round

Advice:

The three dogs put out some damage but not enough to seriously trouble decks of mainly +2 cards.  The magical damage dealers behave like Shaman, hitting three targets at random every third turn, and their ability to randomly hit the weaker cards in your back row makes them the most dangerous component here.

A balanced team of purple+2 should be able to tank this wave without too much difficulty.  Eliminating a shaman quickly will help you to weather the storm.  A backup healer would be wise unless the team is mostly purple+3.

Optimum leader skill: Magic Refuge

Suggested formation:
Empty, Tank, Tank (possibly Lady as a backup Healer)
DPS, DPS, Healer (or replace one DPS with a backup Healer)


Last edited by EpicAndy on Sat May 03, 2014 11:00 am; edited 4 times in total

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06) General advice - Ruins of Zuan (Base) Empty Ruins of Zuan (Base) - Stage 6/6

Post by EpicAndy Fri Feb 14, 2014 8:55 am

06) General advice - Ruins of Zuan (Base) Zb_61006) General advice - Ruins of Zuan (Base) Arlokk11

Characteristics:

Wave start: ~30%
Boss only: ~29%
Wave end: 0%

A boss wave consisting of Arlokk and two helpers.  All do physical damage.

Normal attack (minions): ~15,000 damage
Initiative skill attack (minions): Hits single target, ~27,000 damage, every 4th round

Normal attack (boss): ~50,000 damage (~40,000 damage against BB or MT with their passive skills)
Normal attack critical hits (boss): ~100,000 damage
Initiative skill attack (boss): Hits back row, ~30,000 damage, every 10th round,

Advice:

Arlokk's initiative skill is Barrage, striking all cards in the back rank. The helpers behave like warriors and use Smash. Arlokk's helpers here are not particularly powerful but should be eliminated quickly as it makes the fight easier and allows you to make full use of the spots which are safe from Arlokk's attacks.

Once Arlokk is alone he can only hit front-middle (with his normal attack) and the whole back row (with his special attack on rounds 10, 20 and 30).  Front-left and front-right are safe.  Place your beefy tank up front and use the safe spots to protect your weaker or most important cards.  To prevent critical hits from Arlokk on your tank you also need to make sure that your tank's Toughness is boosted using skills, equipment or synergies (such as BB+Warlock or MT+Druid).

Arlokk can be tanked reasonably reliably by a team of purple+ and purple+1 cards once he is alone, although only high HP cards will survive his special attack on the back row.

Optimum leader skill: Defensive Experience.

Suggested formation while helpers are alive:
DPS, Tank, Tank (possibly Lady as a backup Healer)
Healer, Empty, DPS (or replace the DPS with a backup Healer, ideally Druid)

Suggested formation once helpers are dead:
DPS, Tank, Healer
DPS, Empty, DPS (or replace a DPS with a backup Healer, ideally Druid)


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