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[Synergy Guild Runs] Zakum

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[Synergy Guild Runs] Zakum Empty [Synergy Guild Runs] Zakum

Post  Darren Thu 13 Oct 2011, 2:22 pm

1. Summary of Zakum Pre-Quests:


a) Talk to 3rd job instructor in El Nath Chief Residence House
b) Go hunt Hectors (Brown wolves near El Nath town) and get 30 Hector Tails.
c) Walk a long way all the way until you reach Zakum's Door. Talk to Adobis.
d) Using the guide, you may do level 1 yourself. Or, do guild level 1 on Saturday for guidance.
e) Adobis' Level 2 Quest is a jump quest. It comprises of two stages.
f) Finally, give Adobis the items you've got from Level 1 and 2, and 30 hector tails.

Level 1 Adobis Maze Map (Print out or play maple in window-mode to use it)

Objective: Get all keys. Go room 16-5 using keys to open a box to complete.

[Synergy Guild Runs] Zakum Rsz_za10

Level 2 Adobis Zakum Jump Quest Guide (Follow the techniques for the really hard jumps!)



2. Important Rules


a) You MUST have at least one eye of fire to enter Zakum Altar to join the boss run.
b) Please do not be late. Try to at least online 30 minutes before the stipulated timing.
c) Please hang on the rope when Zakum is at about 3% HP left. You'll be notified to do so.
d) Items should not be picked by anyone unless told to do so. We will share the loots.
e) When the warning is given to stop attacking, stop immediately. (i.e. 3% HP left on Zakum)
f) Follow instructions on which arm to attack if you're not sure.
g) Please do not enter Zakum Altar AT ALL before our run, as 1 day can enter only twice.
h) Bring pots which can heal about minimum 3000 HP.[/spoiler]

3. Role of Jobs

a) Dragon Knights/ Dark Knights
- Cast Hyper Body for party members. Ensure that Hyper Body does not run out.

b) Heroes/ Paladins (*Important)
- Use Crash on Zakum to reduce number of times Zakum uses weapon def.
(Crash 20s after ma-def, or 10s after ma-def doesn't appear after end of wa-def)

c) Priests/ Bishops (*Important)
- Dispel when Zakum uses any status attacks. (i.e. Darkness/Weaken/Curse)
- Use MP Pot and Heal immediately after Zakum uses 1/1 attacks. (You got only 3 seconds to do this)
- Holy Symbol for extra EXP gain.
- Bless is unnecessary. Remove it from skill marcos when in Zakum.

d) Night Lords
- Haste

e) Bowmasters/ Wild Hunters
- Sharp Eye

4. Battle Strategy & Boss Damage

[Synergy Guild Runs] Zakum Zakum011

Sequence to kill arms:
7 - 5 - 8 - 6 - 4 - 3 - 1 - 2

Zakum Damage:

- Highest possible damage is 1/1: Reduce your HP and MP to 1.
- The second highest possible damage is about 3000 damage.
- However, bumping into Zakum's body is about 7000 damage.


5. Timings/ Slots

1. FyrSolace
2. xXSlnCrewXx
3. MechdeLeon
4. ClericM4ster
5. DeLaurent
6. zDesertRatz
7. EmPireMeta
8. TeddyDelph
9. ZzGoodDkzZ (Helmer)
10. XMechReaperX (Helmer)


Darren
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[Synergy Guild Runs] Zakum Empty Re: [Synergy Guild Runs] Zakum

Post  Darren Fri 14 Oct 2011, 3:24 pm

Reserve 1

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