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Dragov's lvl 55 (sk/clr) Lasanth Guide
Introduction
I fight in Lasanth since 3 months because it is fun and it is easy to make some cash from this zone. I enjoy grouping with other people and kill 10+ a mutated guardians in one pull. It gives a lot of xp and cash. I am playing a shadow knight level 55 with 195+ AA (Dragov) and a cleric level 55 with 160+ AA (Esun). I can now make 400-700pp per hour duoing or grouping (depend of groups). Named also drop valuable items (50pp-200pp) and you can expect to get some maps (VE/E/M) drop randomly. Even if I have no character level 56+, I was still able to get a solid gear from cash for my sk. So you can expect to have better gears from cash than Traek (adept level 57) does. Mobs in Lasanth are getting light blue at lvl 56. This is the only reason why I stay at level 55 and not level 57. Staying at level 55 is a personnal choice. I play to have fun that's it.
- I acquired some strategies I would like to share with everyone.
Damage Shield
It's well known that mobs in Lasanth don't hit really hard and drop good cash. So you can guess that a damage shield is even more effective than haste when you have a good tank with a solid DS. If you wanna be a uber level 55 tank you should follow this priority.
- Damage Shield (DS)
- Damage Reduction
- Armor Class (AC)
- Hits points (Hp)
- haste, attack and resists are not important except maybe MR to avoid being rooted by ooze.
Since your DS is your DPS, you should optimize your DS
- Mage/Druid DS
- Relic DS (42-45 DS) works on a level 55.
- Otherwise, you can get a 30+ DS.
- DS potions
- It stack with everything but cost about 5pp per doze (1 hour):
- 8 DS (You will gain money spending money in this potion.)
- Bard Song: Psalm of cooling
- 12 DS
- ToLL (12k-15k) or Crown of Elements (16k-25k)
- 14 DS (does not stack withany other illusion)
- Mantle of Forest (12k-15k)
- 4 DS (does not stack with chain/plate illusion)
So you can have 83 DS potentially which is insane!
And, maybe more if you got:
(to confirm, I have not tested it yet)
Since, I got DS potions, the Crown of Elements and usually a relic druid/magician, I am fighting with 55-70 DS and this is very easy to clear lasanth. With a group, I may consider clearing basement in one pull.
When I lose the relic DS, I can still cast my self sk dmg ds during the fight as back up DS.
Shadow Knights Secrets
The best style for Shadow knights in Lasanth is Leeching Hand ("/s 7"). It last about 10 seconds and this is the only style I use.
It heals for any amount of damage you deal.
This include:
- Physical dmg (hit = heal)
- Damage shield (DS = heal)
- life tap (big hp drains = big heal)
- AE nuke (fast heal)
- Harm touch (instant big heal)
- Now, you can guess that DS is not only DPS but it also HEAL!!!
You may consider using "/s 7" just before the "big life tap" or the "AE nuke" land on mobs to heal yourself. However I usually prefer using "AE nuke" since it agro the whole train so it's safer for your cleric. If your stamina is full, you will then be healed to Full Hp within 10 seconds even if your hp is at 10% if you have a 45+ DS. If you have very low stamina, use "/s 7" before doing a big life tap (to be healed by 1k hp)
So, you now realize the advantages of being a SK.
EDIT: Today, I learnt that removing weapon could cancel any stance! So if you combine "/s 7" with "big life tap" to heal yourself for 1k and remove your weapon, you will be able to cancel stance. So you can probably heal yourself for 1k several times into one battle.
Shadow Knight Spells
- Spell: Harmshield (invulnerability for 3 ticks, also called DA)
- Invulnerability is a very practice spell!
- Use it to bring a big train without being hurt.
- However, you will need to make a pause to agro the train.
- Use AE nuke / AE str siphon before reaching your group.
- I usually pull the whole basement with this spell without being hurt.
- Spell: Siphon Life (big life tap)
- 500+hp drain.
- Always use it with the "/s 7" just before this spell land so you will get healed for 1k hp.
- Spell: Banshee Aura (self DS)
- This is a self 12 damage ds (it does not stack with druid/mage DS)
- This is a precaution spell in case the DS fade.
- Spell: Wave of Enfeeblement (AE str debuff)
- Use this spell as secondary agro train spell.
- This spell require less mana than AE nuke though.
- Spell: Terror of Shadows (single agro)
- When pulling a train, you might lose agro on a mob when the cleric heals you.
- Use it to re-agro it without moving.
- Spell: Word of Spirit (AE nuke)
- This is the main spell to agro train spell.
- Heal yourself using the "/s 7" combo.
- Use this AE nuke and AE str debuff non-stop when you have a train.
- The goal is not to DPS, but to maintain agro on you.
- Since you got DS, you must keep all mobs on you.
- If you lose a mob, use terror on him to get it back on you.
- Spell: Shroud of Death (self buff: random life tap proc)
- Self buff that randomly proc 80hp life tap.
- Spell: Feign Death
- If your group is about to die, use this spell.
Cleric Spells
- Spell: Complete Recovery (CH #1)
- Spell: Divine Light (commun heal)
- Spell: Complete Healing (CH #2)
- Spell: Circle of Recovery (Group heal)
- Spell: Celestial Healing (Hot)
- Spell: Root (you can park a mob by the sk) / Spell Pacify (practice to single pull mino)
- Spell: Divine Aura (invulnerability #1)
- Spell: Divine Barrier (invulnerability #2)
Both CH use independant timers (use them asap). Both invulnerability spells use independant timers (use it to clear agro).
I usually unmem the gem [6] to buff people.
The Camp
The camp is near Minotaurs.
- However, I suggest you to not pull minotaurs except if your group is strong enough.
If you can kill 10 mutated guardians at once, you should be able to kill minotaurs. use pacify to single pull them.
The Areas to pull
- Zone line area
- Every mobs between the zone line and the camp.
- Ooze area
- Theses mobs root, becareful!
- Packrat Room area
- A mutated Packrat is a named that is used for quest only.
- The Basement area
- There is a fake wall behind packrat tunnel.
- Hardest mobs to kill come from there (Tormentor/Warrior).
- I saw some guys dies after pulling 3 tormentors. It might be hard to kill them at first.
- But at the end, you will be able to clear the basement (15+ mobs) with one pull.
- There is one named Tilaik the Flesh Brewer that may drop a 180pp sword.
- Harvester Mneglik Room area
- This named drop items that worth 50-80pp.
- He comes with 4 mutated guardians.
There are some safe spots to AFK:
- The tunnel before Harvester Mneglik Room.
- The tunnel at right of Packrat tunnel.
- Behind packrat room fake wall.
- I usually clear Lasanth in 5 pulls (one pull for every area)
Team Recommendation
Players in group should never steal the agro of the tank in any case. Everyone should assist the main tank. A bard is always welcome for extra DS song and regeneration song. You can even ask a level 35 bard to AFK in your group. Anyone with a pocket DS buffer is always welcome also. Members should wait that main tank agro the train before attacking the mobs. Tell your members to stay out of the pull path! It's always good to have a mele class to protect the cleric or another healer class.
The minimal and perfect group has 3 members:
- Shadow Knight : Main tank and main dps.
- Cleric : Main healer.
- Bard : use songs: DS/regeneration and he also protect the healers.
You can also fill your group with 3 more classes :
- Beastlord : to protect the healers and for their mana crack.
- Paladin : to protect the healers and for their group HoT heal.
- Any DPS : Avoid any AE from those though!!!
- Anything with a pocket 32+ DS buffer, even if it's a gnome warrior level 42.
The Art of killing mega trains
Let's define what is a train and what is a mega train.
- a train is when you have 5-8 mobs.
- a mega train is when you have about 15-25 mobs.
- Even if you divide the mega train by 3, it's still a train!
Pulling 15-25 is a hard task that requires somes conditions.
- You will need invulnerability to pull it without being hurt.
- You will need full stamina to agro the train.
- You will need a 50+ DS with an excellent tank gear.
- Some members in the group as support to protect the cleric or heal the main tank.
Let's see how to pull the basement in one pull.
- I assume you cleared packrat room which should be an easy task.
- Hot yourself with the cleric.
- With the SK, run into the basement
- You will run in the stair. (+1 mob)
- Run by the named "Tilaik the Flesh Brewer" room to agro them (+3 mobs)
- Just before rushing the 3 rooms at right, use invulnerability. (+12 mobs)
- Run fast by the 2 tormentors room (+2 mobs)
- Consider that sometime packrat room repop while pulling it (optional: + 5 mobs)
- In front packrat tunnel STOP and look the mobs, your invulnerability should fade anyway.
- Now cast "AE Nuke" then "AE str debuff" until your hp get to 20%.
- Burn "/s 7".
- Cast "AE Nuke" then "AE str debuff"
- Repeat: Cast "AE Nuke" then "AE str debuff"
- Now you lost "/s 7" stance and you should be at 100% hp.
- Move back to camp (near mino) but keep looking mobs while moving.
- Your hp will get down really really fast, so use CH ASAP.
- People should now assist.
- Keep casting heal (Divine light) on tank and even HoT if you can.
- Keep casting AE nuke on SK while casting heal cleric.
- If you lose mob agro on the cleric,
- You must keep healing the tank!
- Cast either Divine light on tank or Group healing if the cleric hp is getting low.
- While casting healing, use Terror with SK on mob to agro it.
- If Terror is not enough to agro the mob, repeat; Cleric cast group healing while SK cast terror.
- If cleric agro more than 2 mobs, cast Invulnerability on cleric, but click it off after 1 sec to heal the group.
- All mobs should die from the damage shield.
This strategy can be applied to others areas of Lasanth.
- I don't think it is possible to kill as many mobs in one pull with any other class combination.
Recommendation for tank/healer creation
Here are the following combos I suggest:
- sk/cleric
- pal/cleric
- bard/cleric
Tank:
- I don't suggest warrior since they cannot AE mobs.
- I suggest to put all points into STR:
- Crafted armors like DM are HEAVY but come with "a lot of AC", get them ASAP.
- You can loot more with a lot of STR.
- You will also hit harder.
Cleric:
- Best healer.
- They got plate armors.
- They got invulnerability to wipe agro.
- Put all points into WIS.
- It's a storage item box as well LOL...
- Some guys say that 1 AC = 5 HP...
- Most say that 1 AC = 15 HP...
- I say that 1 AC = 25 HP...
This is another personal choice that lead me to prefer keeping a 5 AC augment vs augment quests.
If you want to be puller, I recommend to choose a medium race.
- You cannot enter Kaladim house with a large race.
- Fat races can be stuck in Miela because there are too big.
- Entering Athica bank as ogre is hard when the bank is crowded.
- You must jump in several zone (sorc. lab / Oggok) if you are a small race.
I believe medium race are best pullers. I picked human race to have a good average stats, xp bonus and because the human view is more realistic (can even use pixel shading video card features). However Iskar could be an excellent option since they got AC bonus oO.
Learning at dying
We learn a lot when we die. We are trying to not do same mistake twice.
Here is some situation where I died in Lasanth:
- Sometime I pull so many mobs that when I come to heal myself with my cleric, I realize that healer is going LD. Then I must FD and it kill most of my teammate. So sometime, you rather pull less mobs... anyway Lasanth will still be cleared if you pull less mobs.
- Once I was trying to heal through the fake wall and I realized it was not working when cleric was behind wall and sk was in front wall.
- Healing does not work well when you don't target the right person =P.
- Sometime, when switching screen, I accidentally click on invulnerability or FD on SK which clear agro off SK and all mobs start to attack everyone.
- I don't die at being rooted by ooze, but it happened me several times when I was weak.
- You may die if you are too heavy when pulling.
Chestplate of the Warlord
Some people ask me why do I keep this old BP when I can get the DM BP? Ok, we all know this BP have a chance to proc a 150 AC buff that last about 10 seconds and some people believe it does not worth to keep it because chance to proc is low. But, when it proc 150 AC, it make a huge difference for a limited time. And you know, ... more there are mobs on me, ... more hits will hits me, ... and more chance to proc AC buff there is. Considering I always pull train, ... you can guess that BP always proc. When it proc and that I get over 1900AC, ... you can guess that I become almost invulnerable considering I also have 25 dmg reduction.
Dragov 03:09, 8 December 2009 (UTC)