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MVP Tactics and Terminology
Scenario
- Clearing: When hunting an MVP that has no competition, taking time to clear the area of regular monsters to make it easier to fight the boss.
- Competition: When two or more parties are competing head on for total damage dealt.
- Looting: Taking the MVP drops even though you don't have priority, because the winning party could not retrieve the drops fast enough for whatever reason.
- Snatching: A party member retrieving the boss drops even when they don't havn't done any damage, because a party member has rights to it.
- Robbing: Taking a fast moving MVP and move it a great distance away so that a competing party cannot find him.
Individual Boss Info and Tactics
Amon Ra
Stats: Large, Demi-Human, Earth 3, 1,214,138HP, Def 26 + 90 ~ 105, 95% Flee 237, 100% Hit 109
Final Skill: None
Spawn Time: 1 Hour
Optimal Hunting Class: Taekwon Master, Assassin Cross
Worthwhile Drops: 4% Old Card Album (4.5m), 1.5% Sphinx Hat (350k), 0.5% Safety Ring (20m)
Aprox Average Income Per Kill: 285,250z
- Amon Ra is unusual among mvps as that he's very passive. He is immobile, and reacts differently to how players attack him. When idle with no target, he will surround himself with firepillars and use health drain on nearby players. When in melee combat, he will engage them with his weak melee attack and constantly hit them with coma. When attacked by range or magical damage, he will react by summoning a group of independant monsters and casting high level meteor storm.
- Amon Ra reacts to targeted skills and ranged attacks with meteor storm. However, a player needs to be within 9 cells for him to cast the skill.
- Amon Ra is easy if you can prevent him from summoning his minions. If no one is in melee range, hitting with Stormgust, Firewall, or Meteor Shower will trigger him to summon. Targeted magic and ranged attacks will have a 50% chance to trigger minions and meteor storm, with a 10 second delay.
- Amon Ra surrounds himself with firepillars, making it troublesome to enter melee range. These do a high amount of damage, so it would be dangerous to run into these without fire resistance. Amon Ra stops casting them after someone enters melee combat, and will resume if that player is dead or leaves attack range. Be careful, as he can place pillars directly under you if you are within 2 cells of him but havn't engaged him yet in melee.
- Amon Ra uses coma frequently on players near him if someone is in melee range. Because of this, its nearly impossible to compete against a ranged class as a melee class, as they can kill you by triggering minions to summon.
Baphomet
Stats: Large, Demon, Shadow 3, 668,000HP, Def 35 + 96 ~ 111, 3,220 ~ 4,040 ATK, 95% Flee 276 (422), 100% Hit 253
Final Skill: Power Up
Spawn Time: 2 Hours
Optimal Hunting Class: Knight (Spear), Monk, Hunter
Worthwhile Drops: 8% Clip (2m), 2% Crescent Scythe (2.5m), 2% Majestic Goat (22m)
Aprox Average Income Per Kill: 650,000z
- Because of high attack power, bapho is dangerous to hunt. Avoiding brandish spear is key, especially after power up where it can easily 1 hit KO a player. If bapho walks within range without you moving any closer, his brandish spear will miss. Alternatively you can step behind him and may also be able to avoid it. Support characters are recommended to keep thier distance or they may be hit, no matter where they be in relation to baphomet.
- Baphomet starts with a mob of 4, and resummons 6 more if they die. If you plan on having a support character tank the mob, its best not to kill any minions as this will make it easier. However, his starting minions use curse very often and his resummoned ones do not use it at all. If the killer will be tanking the minions, it may be best to kill the first mob.
- Baphomets minions constantly use hallucination. Hallucination has a serious negative impact on the performance of the game and can be fatal if you come upon this status effect unprepaired. Either bind /effect to a hotkey or have effects dissabled before attempting to fight baphomet.
- Baphomet attempts to break armor fairly frequently. While shadow armor or wind armor are very useful in reducing damage from his skills, the most practical armor for tanking would be immortal or other type of unbreakable armor.
Dark Lord
Stats: Large, Demon, Undead 4, 360,000HP, Def 30 + 64 ~ 72, 2,800 ~ 3,320 ATK, 95% Flee 254, 100% Hit 220 (475)
Final Skill: Agility Up
Spawn Time: 1 Hour
Optimal Hunting Class: Knight (Spear), Monk, Assasin Cross, Hunter, Priest
Worthwhile Drops: 8% Evil Bone Wand (450k), 5.5% Bone Helm (5m), 3% Grimtooth (3.5m), 3% Mage coat (150k), 3% Ancient Cape (100k)
Aprox Average Income Per Kill: 423,500z
- Dark Lord himself is not very dangerous aside from his Coma attack and constant meteors. Its very important to have his minions separated or tanked by a different party memeber in order to effectively combat Dark Lord.
- Dark Lord takes a very high amount of damage from melee attacks, until he reaches 30% and activates Agility Up. At this point, the required hit to hit 100% jumps to 445 hit, well beyond the normal range of players. After this point it would be best to attack dark lord with attacks he cannot avoid, such as Ashura Strike, Offensive Heal, or Critical Attacks.
- Dark Lord makes constant use of high level meteor storm, with 7 meteors falling up to 20 cells from him dealing 5x5 splash damage. The base attack power on the meteors is 3840 ~ 7935 damage. Its strongly suggested you wear armor that can resist fire damage. Safety wall can be used to block meteors at short range, an important tactic to avoid being KO'd by meteors following a hit from Coma.
- Dark Lord attempts to break headgear frequently in melee combat. There is no headgear protection card like there is for armor. The only two naturally unbreakable headgears available are safety helm and crown of mistress.
Detardeurus
Stats: Large, Dragon, Shadow 3, 480,000HP, Def 66 + 112 ~ 136, 4,560 ~ 5,548 ATK, 95% Flee 305 (535), 100% Hit 200
Final Skill: Power Up, High Heal
Spawn Time: 3 Hours
Optimal Hunting Class: Biochemist
Worthwhile Drops: 50% Treasure Box (186k), 40% Gold (200k), 10% Dragon Breath Cocktail (1m), 5% Jewel Crown (3.5m), 1% Pole Axe[1] (150m)
Aprox Average Income Per Kill: 1,948,000z
- Detar is a dangerous MVP to engage in Melee combat. At any time, Detar will have shield reflect 5 active, reflecting 25% of physical damage. Its strongly suggested that you don't attempt to engage Detar using Ashura Strike.
- Detar has incredibly high defence, both physical and magical. Use of skills and weapons that either bypass his defence, or capitalize on it.
- Detar uses very strong magical attacks both when chasing and when in melee combat. Each meteor from detar has a base magic damage of 5415 ~ 10935, and lord of vermillion will strike for a base combined magical damage of 4548 ~ 9183 over 3 waves of 10 hits, and he drops a mean fireball for while chasing. Because of the burst nature of meteor storm and fireball, Fire Elemental Armor with a wind resist potion or garment might be the best combination to reduce his magic.
- While melee attacking detar deals damage back to you with shield reflect, attacking him melee from a safety wall may be safer than hit and run while being bombarded with magic. Detar attacks once a second, and without his mob one could tank him easily.
- Detar has only a single minion, a lone Hydrolancer. Unfortunately, the Hydrolancer also summons its own minions. Still, because it matches the slow movement speed of detar, one could keep the hydrolancer a good distance from the tank, making for relatively easy killing.
- Below 30% hp (under 144k remaining), Detar will begin healing himself constantly. He will use High Heal to heal himself 10000 hp every 5 seconds.
- Detar breaks both armor and weapon while in melee combat. He is 4 times more likely to break armor over weapon, but be prepared to lose both if you are tanking him and make preperations beforehand.
Doppelganger
Stats: Medium, Demon, Shadow 3, 249,000HP, Def 60 + 90 ~ 105, 1,340 ~ 1,590 ATK, 95% Flee 272, 100% Hit 182
Final Skill: High Two-Hand Quicken, High Heal
Spawn Time: 2 Hours
Optimal Hunting Class: Priest (ME), Crusader (GX)
Worthwhile Drops: 3.5% Spiky Band (18m), 2.5% Full Plate[1] (4.5m), 1.5% Zweihander (3m)
Aprox Average Income Per Kill: 787,500z
- Doppelganger has the lowest attack power of any MVP, but he makes up for this with very high attack speed. As such, each point of reduction (including vit defence) will go a long way to reducing the total damage you take.
- Doppelganger constantly uses hammerfall level 10 on fairly fixed intervals of about 5-8 seconds. His hammerfall will affect all players in visual sight of the skill and have a 120% chance to stun players. This means that anything under 17 vit will not be able to avoid his stun without any additinal resistance. Use of gloria can reduce the chance to stun by several % so it may be useful to keep it active.
- Doppelganger is very slow at summoning minions. Every 10 seconds he will summon a single nightmare, up to the total of 4 max. If you have a way to take out the minions, it may be helpful as it will be useful as less mob means less defence reduction. Even without his mob though safety wall will not work well because of his high attack speed.
- Doppelganger uses Guard 10, blocking 30% of physical attacks. Keep this in mind if you intend to fight him with single shot high damage skills.
- Below 30% HP (Below 75k remaining), dop will activate Two-Hand Quicken, doubling his attack speed to a blazing 188 aspd (4.2 attacks a second). He will also heal 10k hp every 5 seconds until he reaches back above 30%.
- Because of his high defence and low magic defence, holy magic is very useful for killing him. As well, weapons that deal high damage to high defence targets are optimal for fighting him.
- Dop has a very high chance to break armor in melee combat, making one attempt about every 5 seconds. While the optimal equipment for tanking would be a holy robe, armor that does not contain the unbreakable property may not last long.