Thursday, October 8, 2009

Nochsana Training Camp Walkthrough

Deilax here again and I’ve recently been running through the Nochsana Training Camp instance with in the abyss! I actually have done it three times so far, and plan on doing it one more time before I hit 29! Because I have done it three times I have learned a few tips and tricks to help you power through this awesome dungeon.

This dungeon is also only available for characters 25-28. Once you reach level 29 you are no longer able to teleport to the training camp. You can however level to 29 in there and there will be no problems such as forced ejection.

Tip 1:
You do not have to be in a Legion to participate and gain the same reward. You just need to participate in the attack or the defense of the Artifact and Fortress. The gold is also sent to you via the in game mail system.

Tip 2:
This is a Group quest. Going in here on your own is sheer suicide because most of the enemies are Elites and Bosses that will kill you extremely fast.  You will need a Templar, Sorcerer and a Cleric for this one.  The other 3 classes should be DPS of course. I have done it with Spirit Masters, Gladiators, Rangers and Assassins and we all extremely careful.

Tip 3:
If you can help it only attack enemies in pairs of two. This is very easy to do because most of the mobs are linked in pairs of two. Sleep, Tree and other CC type spells should be used on the second target. This will increase your percentage of win.

Tip 4:
Watch our for patrols! They run rampant through out the entire area and are usually in packs of two and are Elites. Most devastating one is the large group of 4 Recruits (easy) and 1 Recondo (elite) that come out of the gat as you get near. All three of my parties have wiped here because they failed to notice the large group of ass whooping coming through the door.

Tip 5:
Spread out! All of the Bosses in this area have some sort of devastating AoE attack that can stun/knock back/kill people in your part. Any melee DPS should be in a cross pattern on the target, one front, back, side and left.  This will avoid people getting hit by there AoE attacks. To Spell Casters and Healers you just need to stay back. You do not need to be grabbing the tanks ass to heal him or be picking the enemies nose to do damage.

Entrance to the dungeon:
The entrance is located just to the left of Teminon Landing on a series of small islands. You will need to fly/glide to the Portal Statue which is currently being dug up by several construction workers. If you were to talk to some of the construction works they mention how they are worried for there lives because they aren’t immortal like Daevas.

Just simply hover your mouse over the statue and you will see the activate item “cog” appear. Double click and you will begin to use the portal statue and once the activation time is over you will teleport to the Nochsana Training so be ready!

The Top Path:
Once your entire group has ported to the instance, designate your tank leader so he can mark the DPS target so the casters know what to sleep and tree.  Get your buffs started and head to your right and you will see a path going up. Follow this path, while illuminating the enemy, to a small Artifact.

Once you get to this Artifact you will notice there is a Boss at the center. Leave this one for last or you are in a world of hurt. Have your tank “harpoon” and pull the groups of two to a safe spot away from the artifact that is out of range of the Boss protecting the artifact. Once you have eliminated the enemies around the Boss and artifact you can now attack the Boss.

Remember, spread out the melee and back up the casters.

Have your tank pull the Boss and lay down the hurt. There is really nothing special about this enemy other than it is harder than your standard Elite. Take your spoils of war and approach the artifact.

You have two choices here. You can either  save the artifact for the next boss and send someone back to activate it and be down a man for a few while they make there way back. Or you can just use it now. I have done both ways and the 60 second, 3000 DMG soak buff is not really worth being a man down on the next boss.

The First Castle Wall:
Once you have taken care of this Boss and chosen to use the artifact or not continue past it down a bath towards the first castle wall. At this wall there is a gate and a large patrol will walk through it as you get close as mentioned in tip 4. This patrol itself is very easy to dispatch, but it will kill you if you are not paying attention and begin fighting another group. So dispatch this patrol, wipe the area in front of the castle wall

Once you have taken out this patrol and the ones around the gate, you can ignore the one on top of the gate as he won’t agro unless you go up there. Becareful though as you are marching your way up to the second gate because the second Boss, a fire Drachen, is right in front of the closed gate.

The Fire Drachen:
This is where if you had saved the artifact you would send someone back to activate and begin battle before they make there way back and join in the fray.

This boss has a very large AoE attack that causes massive damage. All casters must stay back a generous distance or they will be knocked down and/or killed. Melee should spread out in the cross pattern for this one as well. You Cleric should used there Summer Circle spell to give the entire party some added fire resistance to help out. The tank should not “harpoon” the target either, you will bring the fight to him. This way your casters are at a safe distance. Spirit Masters should also switch to there Water Spirit for added damage and resistance. Melee should simply lay down the pain while not breaking the cross formation surrounding the target.

The Second Castle Wall:
You will notice as you pass through this wall that there will be a Balaur on your left and right. Eliminate them one at a time and to your right (point of view as you pass through the gate) you will see a ramp that will lead to the top of wall. Make your way up and across killing the 6 Balaur, slowly, that are on top.

Now you may ask yourself, why not the other ramp? Because there is a boss at the top and she has a special trick to her.

This boss is a bit more difficult than the one before. She has the nasty ability to cast a shield that will soak an AMAZING amount of damage.  She will cast this shield at the start and right before she is dead. Since you have eliminate all of the other Balaur on this bridge go shit bat crazy on her.  It shouldn’t take long to remove her from existence and continue on.


Release the Battering Ram!:
Once you have defeated the Fire Drachen, kill the Balaur and Drachen around the gate. Here you will notice several chests for the Prototype Weapon Quest, four in total if memory serves me correct. Don’t worry though, there is a metric shit ton of these chests inside the fortress.

Once you have the area cleansed begin attacking the gate door. If you are your party members have a Siege Weapon have them deploy it. This will take down the door much faster than your entire party can. Be ready though, once the door falls 2-5 Balaur will run out in defense. So as the door falls, immediately fall back and pray only 2 will come out. Take out this worthless defense and continue forward.

Almost there:
There are two Bosses in this area, the General and the Teleporter. The General, who you can’t miss is a total beast and is the style of enemy you will encounter when attacking fortresses. The Teleporter can be a nuisance if you do not eliminate her before attacking the General.

Now lets get to business. Slowly eliminate all the enemies in this bottom area, including the two in front of the General. Don’t worry though, they are not linked to the general.  Loot all the Prototype Weapon chests in the are and than head up the ramps to the right (as if you had just entered). Eliminate all of these enemies as you go around the outer wall until you make your way to the Teleporter.

The Teleporter will summon Reservists, who are very easy like Recruits, in an attempt to defend her self. Do not even bother with them. Simply Sleep or Tree them and continue bashing on here because they will disappear once she has been eliminated. She is a fairly easy enemy, nothing special about her besides the fact that if you attack the general before her she summons Reconodo Balaur to kick you in the face as you are trying to eliminate the General.

Final Fight:
Once you have eliminate the Balaur at the top of the bridge thing in the area simply glide down to the door and prepare yourself, because you are in a wild ride.

There is a trick that a Cleric showed me the other night that will help you out a ton because this guys AoEs are massive. Remember how the Teleporter was chilling on that ledge? You should do the same thing with your healers and casters! This will allow them to avoid to AoE effect while still being able to attack and heal with out taking damage. Spirit Masters can’t do this though because it will mess up there pets. The party members that are on the ledge need to be on the same ledge and almost on the edge.

After you have placed your squishy party members on either the right or left ledge, you decision get ready. What you will want to do is drag the General as close as possible to the ledge your party members are on. This way they can attack him an heal you. Make sure all melee DPS create the cross pattern around the General.

The Templar as he begins the battle, will be “harpooned” himself by the general. He should just simply walk back, which will increase his parry and dodge, to the wall. If he wanted to he could continue to walk back into the wall to continue to receive this stat boost the entire fight. This will come off as difficult because he will knock the Templar down or stun him as he is pulling him towards the wall, but its really is not.

Now that he is at where you want him to be simply attack, attack, attack some more, so on and so fourth. He will eventually fall with a loud thump, you will get a massive amount of EXP and the satisfaction of having taken down something that big. Go you!

When looting him remember what ever blue item he drops, if any, is bound upon receiving it. It can not be sold to the Broker or the Vendor, so if you do not need it don’t be an ass and roll for it.

The End:
Congratulations! You just finished your first major instance, got tons of EXP, excellent drops and got a taste of what attacking a fortress was like. Now go out there, kick some ass and take some names!  Hopefully this helped you out and if not gave you a good laugh. Expect more like this in the future!

If you’re in game send myself an in-game whisper! I’ll add ya to my friends list and we can chit chat away! We’ll be internet buddies!

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