Quests
COLOSEUM – DECEMBER 2011 – Must Haves
Everyone:
Fire Rend (Undead Slayer)
Light Rend
Acid Rend (Optional)
Slash Rend
Blunt Rend (with Undead Slayer for mages)
Pierce Rend (Mukkir Slayer)
Upgraded Sing Weapons (Vslayers)
Paradox Olthoi Weapons
Soulbound Casting Staff
Mages:
CS Frost
CS Blunt
Tusker Paw Wand
Shadowfire Wand
Melees:
AR Frost
AR Pierce (Some Soulbound weapons will work as an AR pierce)
AR Slash (Only if your Sing weapon isn’t slash damage, some Soulbound weapons will work as AR slash)
Archers:
Soubound Bow
Slash arrows to use with the Sing Bow
AR Frost (the Soulbound Bow with GY arrows works for this as well)
6a: Mossies – Ring – Fire
6b: Matties/Lugians – Ring – Fire/Light (the Soulbound Wand also works well on both for mages)
7a: Eaters – Ring – Slash (the Soulbound Wand also works well for mages)
7b: Viamonts – Ring – Light
8a: Dillos/Zefirs – South – Slash, mages IMP all
8b: Crystals – Spread Out – Blunt/Slash, mages TF when reasonable, melees on the Lord
9a: Olthoi – South – Weapons to kill Olthoi, archers machine gun the larvae
9b: Shadows – Spread – Shadowfire/SB Casters STREAKS
10a: Sleeches – Clock – SB Casters STREAKS(pierce/slash/blunt rend if no caster)
10b: Ninjas – South – Fire/Acid (will have 1 mage imp if we are in a melee/archer heavy group)
11a: Virindi/Tuskers – South – Fire/Slash, mages kill the tuskers, melees on the Vs (the SB Caster also works great for mages)
11b: Ghosts – South – Soulbound STREAKS
12a: Ruschk – South – SB Casters (pierce/blunt/slash rend if no caster)
12b: Mukkir – South – Mukkir Slayers
13a: Virindi/Carenzi – South – Mages FROST vuln the carenzi then war the Vs, melees AR frost on the carenzi, lense IMP the carenzi
13b: Lugians – South – Light, mages IMP all
13c: Ursuin – South – Fire, mages IMP all
14a: Virindi – South – Vslayers, mages SLASH vuln all Vs first, lense IMP all Vs
14b: Olthoi – South – Weapons to kill Olthoi
15a: Mossies – South – Fire, mages IMP all
15b: Falatacot – South – Mages blunt (undead slayer) TF, melees/archers undead slayers
16a: Hands – South (drop) – Mages blunt TF, melees/archers light on the throwers (1 mage TF from north door)
16b: Demons – SE Corner – Pierce, mages use the Para Wand, melees/archers AR pierce, archers can go almost half speed (1-2 melees vulning, lense IMP)
17a: Virindi/Tuskers – South – Fire/Slash, mages Fire with the Paw Wand on the Tuskers (ring when reasonable), melees/archers on the Vs (1-2 melees/archers vulning everything)
17b: Penguins – South – Fire, lense IMP
18a: TMs – Post – Mages CS blunt TF, melees/archers something AR (we usually blunt, frost, and slash vuln them)
18b: Elites – By the Door – CS/AR frost, mages IMP/Frost vuln all
Most of it credit to Shedao Shai of HG/VT