Guide for Magma 2 Dungeon
With the release of 2-2, Magma Dungeon 2: Nogg Road can be a nice alternative to CTHO (Clock Tower High Orcs). However, players will need to prepare for this dungeon with a couple pieces of gear and a proper mix of party members. I will elaborte on this later. This guide will only cover Magma Dungeon lvl 2 and assumes you will be in a party that is CAMPING. You can use this guide to help with smaller (2-3 people) roaming parties as well.
HOW TO GET THERE
Take your favorite way to Juno (Either warp from Aldebaron or take the airship from Izlude), then walk 1 map south, and 1 map east to Juno Field 03: El Mes Plateau. The middle warp portal on the west side of that map is the entrance to Magma Dungeon. Once you are in the dungeon, the entrance to lvl 2 is at the top right of the map.
MONSTERS & SKILLS
The monsters in Magma 2 are powerful enemies! For the sake of making this guide concise and easy to read, I only have outlined the major skills these monsters use
Fireball - High AOE Fire Damage
Fireball - High AOE Fire Damage
Meteor Storm - High AOE Fire Damage
Dark Strike - High single target Damage
Curse Attack - Curses player
NON-TANK Players (Anyone hanging out in the Bard / Dancer song & dance area)
Armor: [Armor Name] of Ifrit - Pasana Card (Enchants Armor with Fire Property)
Muffler: Divine [Garment Name] - Isis Card (Increase resistance to Shadow Property by 30%)
As you can see there is a LOT of fire damage coming from the monsters here. You will survive longer and gain experience faster by wearing a Pasana Carded Armor. The Fireball skill will wipe your party very quickly without it. The Shadow damage from Nightmares is nothing to sniff at either. The Isis Card Garment will help mitigate the shadow damage from their skills.
TANK PLAYERS (PULLERS)
Armor: Evil [Armor Name] - Bathory Card (Enchants Armor with Shadow Property)
Garment: Immune [Garment Name] - Raydric Card (Increases resistance to Neutral Property attacks by 20%)
ALTERNATIVE: Jakk Card Garment - (Increase resistance to Fire Property by 30%)
The reason tanks are taking Bathory Carded armor instead of Pasana is to avoid the Nightmare terror attacks which can make mobbing very difficult in this dungeon. Tank players should have enough HP and pots to eat any Fireballs they receive on their way back to the group.
NOTE: Bring Holy Water to remove the curse Nightmare Terror inflict.
FOR THOSE WHO CAN WEAR SHIELD (Guard, Buckler, Shield, etc), YOU SHOULD.
[Shield Name] of Hell - Khalitzburg Card (Reduce damage from Demon monsters by 30%)
[Shield Name] of Dragoon - Sky Petite Card (Reduce damage from Dragon monsters by 30%)
12 PLAYER MAX
2 Support Priests - BUFFS & HEALS
2 Wizards - AOE DPS
1 Magic Strings Bard - CASTING BUFF
1 Bard / 1 Dancer Mental Sensing - EXP BUFF
3-4 Knights or Assassins - PULLERS
1-2 DPS (Blacksmith, Monk, Rogue, Hunter) - FOCUS NIGHTMARE TERROR
You can of course mix the party as you like (or can), but ideally you want good AOE dps, solid pullers and some DPS to take care of the Nightmare Terrors (THEY WILL EAT YOUR WIZARDS). You may also use Crusader here to cast Sacrifice on your squishy members.
Disclaimer: Any exceptional player can fill more than 1 role. Except Priest. Hunters can't be Priests.
OVERALL HOW TO WIN:
WEAR FIRE ARMOR IF U SQUISHY
WEAR SHADOW ARMOR IF U TANKY
PRIORITY KILL NIGHTMARE TERROR
~~~~ Feel free to reply with suggestions that I may add to this guide ~~~~
Edited by htpgmail, 14 November 2017 - 01:18 PM.
Mod Edit: Changed font style to Blue, Red/Bold is for moderation.