Difference between revisions of "Steps of Madness"
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'''Level:''' 70 <br/> | '''Level:''' 70 <br/> | ||
'''Respawn Time:''' 10 min <br/> | '''Respawn Time:''' 10 min <br/> | ||
− | '''Coordinates:''' {{ #if: {{{coord}}} | {{{coord}}}| Unknown Location }} In {{ #if: {{{area}}} | [[{{{area}}}]]| Unknown Area }} | + | '''Coordinates:''' {{ #if: {{{coord}}} | {{{coord}}}| Unknown Location }} In {{ #if: {{{area}}} | [[{{{area}}}]]| Unknown Area }}<br/> |
+ | '''Difficulty:''' Requires 6 non-twinked L55s, Soloable at L75-100<br/> | ||
+ | '''Tactics:''' Out of all the encounters you met so far, Neleb is possibly the only non-monster in the entire dungeon. Start by getting your team (or yourself) to pull the surrounding mobs carefully. These mobs must be dealt with quickly as they are on a quick respawn timer. Once they are disposed off in quick succession, engage Neleb and draw him out of his altar immediately. This prevents pulling any more respawned adds which could turn the fight to Neleb's favour. Quickly start your DPS on him as there will likely be adds in the middle of the fight if you do not down him fast enough. Neleb as you would have guessed by now, is a Meta-Physicist by profession, and has some neat tricks up his sleeve. His first is a passive minor nano drain which sucks 3 nano points on every hit. Second, he will use some normal MP nukes against you, such as mind scream, abolish rage, and even nanoskill debuffs. Finally, he will unleash his last skill: a protective shield which will absorb roughly 95% of all damage. It is generally used when he is down to his final bars of health, and attempting to damage him at this point is often futile. Your team must wait out the shield until its 30 second duration expires. You can use this time to rid the area of adds, or to heal up your team quickly. Once his shield dissipates, finish the fight with haste. You definately would not want him to refresh his shield once more.<br/> | ||
+ | For soloers, it is generally discouraged to take Neleb with his 6 guards surrounding him. A perma stun is possible as the Guardian of Thoughts and Betrayer of Memory will chain their stuns, possibly extending for more than 25 seconds. | ||
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Revision as of 08:26, 5 November 2008
Steps of Madness or SoM is a static dungeon in northern Omni Forest. Added to the game in 2001 as a Halloween treat, players originally needed a special teddy bear (the object of a separate quest) to enter. When SoM was made a permanent fixture, the teddy bear requirement was removed.
With the addition of Patch 17.9, the dungeon has been newly updated to scale the monsters down in healthto even out the challenge for all players and loot was added or updated.
Players in teams are advised to be of level 30 or higher, and a level of 50 or higher is recommended for solo play.
Getting There
There are about two ways to get to the Steps of Madness: the easy way and the hard way.
The Easy Way
Added in the 17.9 update, there is a new face in Newland City; a strange Nanomage who floats near the western gates named Zyvania Bagh. If you talk to her, she will be willing and eager to tell you about the revelations of the Neleb and the Steps of Madness. If you can talk politely with her for long enough, she will offer to teleport you to the entrance of the dungeon so you can start your own 'journey of enlightenment'. |
The Hard Way
The hard way is much harder than the easy, well... at least for Clan characters, because you need to go overland from your faction's closest city and there is no clan city that is close to Omni Forest. Omni Characters can easily reach the dungeon by leaving Omni Entertainment via one of the East exits and traveling slightly north east. Clan characters need to do one of two things: either they can start in the Athens and travel down through both East Stret Banks areas, Milky Way, and Pleasant Meadows to Omni Forest, or they can risk it all and take the grid to Omni Entertainment themselves. If they are cautious enough, Clanners can make it out of the city alive. |
Leaving the Dungeon
Walk Through
Traveling north from the Omni-1 Entertainment east gate, players will come upon a path composed of parallel rows of standing stones. The path leads to a large rock with what appears to be a living eyeball in it. The eyeball eerily rolls around and watches the players approach. Access to the dungeon is afforded by right-clicking the eyeball.
Players are then teleported into a winding system of caverns occupied by nightmarish creatures with equally horrific names (which nevertheless resemble metaphysicist bots). Most of these mobs drop items unique to SoM.
Childhood Horrors
Spider monsters in level 30 range, large spider in the 45+ level range which drops fear forged blade and aracnid ether.
Cavern of Sanity
Figments of Imagination
Cavern of Hatred
Pulsing Hatred which drops nervjolter and Tidal ether
Caverns of Disassociation
Roving eyes, detached psyche, fragment of sanity which drops ether and loving hands. Jealousy drops essence of jealousy. Notum habit drops Neutrino Flash, Ether and sometimes dark dreams. |
Caverns of Madness
Neleb the Deranged
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Maps
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Miscellaneous
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