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Old 01-29-2009, 06:45 PM
Glantri Glantri is offline
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Default Ghost Ship

Ghost Ship FAQ/Guide

General Facts
• Use a power potion, it’s a timed event and they save time (especially applies to times where we are going after Davy/completion)
• Use atk+ and def+ titles if you have them. (you can activate these during battles if you forgot or they run out)
• Have your formation ready, you can only use 7 mercs so disable two.
• Have an established leader in the group and stick close to him/her
• Do not sit at entrance to next floor unless you meet one or both of the following:
o You have run around the entire area and checked all mobs are engaged
o You are a gate group and absolutely need to be in the area first

General Facts drawn straight from in game help file
1. The monster generator will produce monsters regularly. Monsters will form groups and attack.
2. Guard Tower’s attack power will vary depending on the number of monsters around.
3. Monster Generator’s attack power will vary depending on the number of Guard Towers around.
4. Final Boss Monster’s attack power will vary depending on the number of monsters around.
5. In the dungeon, there is a level where there are no monster generators. If you clear this area, you can obtain a book of helpful magic.
First Floor (Octopi/Ghost Town)
 1 Gate
 2 Towers
 4 Sub bosses (confirmation needed)
• Different groups needed:
o Gate group (preferably 3((2 tower, 1 gate)))
o Trash/miniboss group (any number really, at least 2)
o Defenders group (This group can be 2 people, as they potentially join gates fight anyway)
• Gate group
o Go immediately to Ghost Town.
o Go across the bridge, and towards the gate, engaging it immediately.
o If there are 2 or 3 gate groups, the extra one or two engage the towers immediately.
o Upon both towers being felled, Gate group acts as trash/miniboss group with one exception, when the mob are almost all gone, get inside the next area positioned to immediately strike the next levels gate.
o When a Gate or Tower falls, the leader of the group should announce on nation chat that it has fallen. Also if a Gate group dies, it should be announced so another gate group can quickly jump in to take the place temporarily.
• Trash/miniboss group
o At least one group must be working on the octopus area, this area must fall first for a good time (if it doesn’t, the damp cabin activates and starts spawning before you’re actually in it)
o One group goes the same path as Gate group goes, and engages monsters in front of gate so gate group can get through.
o After gate is down, the trash group that cleared this path should port back to entrance and start on octopi.
• Defenders group
o Run immediately to Ghost town and stay near our Gate.
o Do not stray far from this gate.
o If a monster approaches the gate retroactively engage it.
o If a monster manages to engage the gate, join the gates fight, and heal it at the end of combat as much as possible.


Damp Cabin
 4 Gates
 8 Towers
 2 Sub bosses (thanks to Ziv for confirming this)
• Different Groups needed:
o 4 Gate groups
o 0 trash groups (they help, but if done right aren’t strictly needed)
o 1 Defender group (two might help to keep a perimeter away from the
• Gate Groups
o Immediately engage the gates, all four should be engaged right away.
o If there are extra groups strong enough, they should go after the towers right away.
o After Gates fall the gate groups then should go after towers, then the boss mobs then clear trash.
• Trash groups
o If a gate group fails to engage gate fast enough, clear a hole for them.
o If strong enough, take on a tower.
o Otherwise keep perimeter around friendly gate with defender group.
• Defender Group
o Stay close to gate, preemptively attacking an approaching mob is good, but don’t leave the gate unattended so you can hunt mobs.



Cabin of Endless Dawn
 1 Gate
 4 Towers
• Different groups needed:
o 4 Gate groups (3 only need to be able to take down a tower fast)
o 0 Trash groups (always good, speeds things up, but trash groups aren’t precisely needed on this level)
o 1 Defender Group
• Gate Groups
o Engage all 4 towers immediately
o A strong 5th group could engage gate right away to save some time.
o First group done with their tower should immediately engage Gate
o Start cleaning up rest of mobs after Gate/towers are down
• Trash groups
o Before Gate/Towers are down:
 Fight mobs closest to the gate, make getting at it easier for Gate groups
o After Gate/Towers are down:
 Just clear mobs as fast as possible
• Defender Group
o Stay close, preemptive attacks are fine to form a perimeter, but stay close.



Davy Jones’ Locker
 Davy
 2 sub bosses
 2 Gates
 4 Towers
• Different groups needed:
o 3 Gate groups
o 0 Trash Groups (3 or more highly preferred)
o 1 Defender group
• Gate Groups
o One group rushes straight to Davy, while the other two go to the right and left rooms to engage Gate’s
o After the Gate teams are done with their gate, they should engage their towers.
o After Davy, 2 Gates, 4 Towers are down, revert to cleaning up.
• Trash groups
o One group goes with each gate group, assisting in keeping the monster population down in the area (keeps boss and towers weaker)
o Gates/towers/Davy are down, start cleaning up all the mobs, almost done
• Defender group
o Fight any mobs approaching gate, stay close to gate in case it gets attacked.

Please leave feedback on how to improve this.

Last edited by Glantri; 03-12-2009 at 07:43 PM.
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  #2  
Old 01-30-2009, 02:14 AM
ziv ziv is offline
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This was pretty much correct last patch, but since then the gates have been severely buffed when towers are still alive. As such, it's completely impractical to go for the gates first. Just as a baseline, a gate with even one tower still alive can one-shot all my mercs and bring my 15k hp 22k def main down to 1.5k hp. So if you wanna beat the area you gotta kill the towers first before anyone engages the gate.

Oh ya, you also forgot that it's absolutely critical that no ones group wipes while fighting mobs. If you have one group constantly dying, it can completely ruin the raid. The issue is that if you attack a lone group, it'll spawn 2 more groups. If your group dies, those two other groups stay spawned, which means you've created 2 new mobs for everyone else to fight. So it's important that weak players either not be let into the raid, or that they be paired with stronger players who can beat groups on their own. My guild had one run where one group died so many times that they spawned 20 more mobs. Even with 17 people, it took us the whole time period just to beat ghost town.

Last edited by ziv; 01-30-2009 at 02:23 AM.
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  #3  
Old 01-30-2009, 09:49 AM
Glantri Glantri is offline
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Actually this is written entirely post the last patch.
It does hurt to take on a powered gate, but so long as you focus on the gate you can get it down fast enough and be ok, saving you loads of time, but this is only feasible if the gate team is strong enough for it. (I'm routinely on a gate team, and this is how we approach it, so it is possible)

And you're right, I forgot about the constantly dieing part, I'll edit the guide a little later to include that, thank you
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Old 02-22-2009, 04:07 AM
ziv ziv is offline
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I can confirm that there are 2 mini-bosses in damp cabin
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Old 04-01-2009, 05:29 PM
ironheaded ironheaded is offline
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I'd like to expand on the guide for Ghost Ship, especially parts that confused me an my nation.

First Zone - also known as "octopus" is called Pirate Ship's Grave.
This is the first zone you arrive in when starting the dungeon. Ghost Town is seperate map to the east. Yes, it's filled with Sandy Octopi and Green Octopi. Fight them is tricky too. There are groups that have the "mimics" in them - treasure chests that can freeze your whole party. This are very important to kill... they are the only ones in whole dungeons that count for clearing each floor. The ones that do not have mimics are shadow mobs that are just going to complicate things. Having a Patrol License is very helpful so you don't start fights with mobs you dont have to fight at all. Clearing Pirate Ship's Grave grants you magic book that makes fighting rest of floors less difficult. The routes out are to the right, or east, leads to Ghost Town and across the wrecked ships to the west to Damp Cabin. Whichever teams finish Ghost Town must come back through Pirate Ship's Grave. Finally, the octopi are pretty good source for Pirate's Keepsakes for the Pirate Recruitment Quest.
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  #6  
Old 04-02-2009, 07:28 AM
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Warrender Warrender is offline
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Dang, just did Ghost Ship for the first time last night and could've used this guide. Very nice!
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  #7  
Old 04-18-2009, 05:07 PM
Mandee Mandee is offline
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Default Question....

Does the number of people that enter the Ghost Ship have something to do with the number of mobs that spawn????
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