Rash (33-40) Elios/Asmo. lower Eltnen/Morheim

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Rash (33-40) Elios/Asmo. lower Eltnen/Morheim.

This article concludes the topic of Rash on the land. A guide to Rash here.

I'll describe the final stage briefly but point out its main features.

This is the end of the world for weak players and solo players. Starting from level 33, you begin to farm group dungeons. Naturally, this is impossible to do solo. You need friends or a guild, or a talent for communication, as with inexperienced people in the party (and how to gauge the experience of a random person standing without a party?) you can easily die on every mob.

During active farming of the dungeon, it is advisable to take breaks for quests or gang raids, but in general, you’ll spend almost a week waiting for the weapon drop from this mob:

The dungeon requires teamwork and serves as a sort of "marker" for the completion of a solo gaming career (they are called solyagi and are the most despised part of the race).

The number of quests does not decrease at this stage as might be expected, but their difficulty increases significantly. You'll have to kill either very difficult mobs (some of which we died to as a full party in the early levels) or the quest will have a meager reward, or it will take place in enemy territory and require a decent crowd to avoid being killed. Passing through the rift you will also encounter large organized player parties.

The locations of the rifts can be guessed by looking at the sky:

And yes, rifts will turn into a special devilish amusement, as they will no longer be run by solo players of levels 25-30, hoping to cut down the same lone farmer, from whom they can easily escape to the village, but by actual packing forces of level 45 killers, who will storm what you thought were impregnable (in your opinion) villages of your race, impaling NPCs giving quests and slaughtering little girls in the church (no idea why, useless NPCs singing songs and jumping along the path in colorful dresses). Besides cities and fortresses, there are no safe places left. Congratulations )

But there’s also a fun attraction, much loved by large guilds - the "ice rink". In one "ride," a force can kill up to 500 enemies.

So. Every two hours, passages to enemy territory open, and their capacity is no longer 12 people of level 20, but 45-50 people of any level. When a rift is found, players no longer rush headlong alone in search of adventures on their lower 90s, but wait for friends or just gather a crowd so that the outing is not fatal, but really fun. Players gather in parties. Guilds gather forces from parties, and all this crowd rushes, knocking down players, mobs, and NPCs, making several rounds in enemy territory until stopped by a larger force or killed by village archons. The boiling mass the attack of the force is like an avalanche; being in it, you run behind the leader and even as a fragile damage dealer start to feel some invincibility, as passing through the mobs you had been killing solo for about 10 minutes and parties of 2-2.5, the mobs fall after dealing 1-2 hits to anyone in the mass crowd and drop loot. Considering that for mages, 2-4 hits from such a mob are simply fatal, while the mob was on you and you tanked it with your HP, there’s a rather interesting feeling of impunity. Enemies running from you will also clump into crowds, and later, you'll have to run from double the number that accumulated while crossing half the island xD.

Solyagi do not go into rifts and complain about the lack of quests. They usually drop off at levels 33-37 and much less frequently at 38-42. From the total population, 70% of tanks and 50% of chanters drop out, who will be valuable in the endgame.

Villages. In the village, you can encounter quite powerful enemy NPCs, often with drops and good experience. However, in forces, any experience turns into tiny pieces =) There are also resurrection obelisks in the village, where the killed appear, who had the foolish carelessness to save here to avoid running far from the grind spot (and they also arrive in the village by transport). While you run around the settlement, you can herd a whole crowd of such lazy people into the village, and later knocking them out from there will be no simple task. Also, a large number of killed players and village NPCs on respawn either calls the crowd of anti-gankers from a large enemy alliance, or (if everyone is asleep) the NPCs defending the capital - the archons. They arrive and very ruthlessly clear the village. It’s unknown if they can be killed at all, but they will crush you very vigorously. It’s spectacular to see their mass landing when they descend from above on their wings. The best action is to scream and run out of the village xD

Solo experience gain will become less productive not only due to the incoming gankers (who also set your resurrection obelisks in hard-to-reach places), but due to the sharply increased HP of mobs and the added skills in their arsenal (especially long-range stunning ones). Solo-leveling will only be possible for either well-geared solo classes or experienced players with perfect ping and jumping for kiting. Holding a mob up close will be difficult for any class.

Why is this article in the topic of Rash? Because by taking this final step you reach all the end-game dungeons and RBs that you rushed to, overtaking the main mass of players and cutting/cornering on the turns. After passing this stage, you face the necessity of developing crafting and gathering for equipping in end-game gear. These crafts are weapon masters, tailoring, armorcrafters, and jewelry making. The final stage also enters in air gathering.

You will have to wrest bosses in elite zones from your race, and often they will be "defended" by enemy race gankers. Honestly, receiving a blow from a large enemy party waiting (or having accidentally slipped in) when you come to kill a legendary boss (the boss himself can deal significant damage to you) is a fun competition. But overall, it's not a blissful experience and little fun. However, leaving a sin to ambush when they come to kill a legendary boss you inadvertently spotted is very amusing ) After your attack on the standing healers, the RB will turn poor farmers into mush.

Also, the bosses themselves are full of clever traits and skills.

For example:

Eagle aka King Consierd

Note: AoE 15 meters. High rate of stuns. Significant healing. Blink on random target.

Tactics. The tank holds the mob facing the party. All who deal damage in melee survive on self-heals (templars and gladiators). Due to frequent, albeit non-painful (for tanks) AoE healing, aggro may shift, so sins are not desirable to use. The main party consists of 2 tanks and 2 clerics. The main tank holds aggro, the off-tank tries to hold second place in aggro. The main cleric heals. The off-cleric heals the main healer if the eagle gets aggro on him. He applies HoTs and buffs. Healers stand at 23 meters, facing the eagle, behind the tanks. Other tank-like DDs and chanters (self-healing and buffing) can also be present in this party. Mage damage dealer party - sorcerers, SMs, and possibly a buffing chanter. Physical damage dealer party - rangers and also possibly a chanter. Compositions can certainly be varied. Sometimes in the force, they even switch chanters around so they can use long cooldown buffs on mages and such, but usually, the chanter is either absent or in the party with the tanks.

This crowd is gathered to 1 kill the healers, 2 take from the competitors. Respawn of the eagle - 12 or 24 hours.

And let’s not forget about meetings with the friendly race, to show them your sincere love and warm feelings.

Continuing the game will require you to be in a constant party (const party), which your guild will provide. Continuing the game successfully will require your guild to be in a friendly large alliance. All of this will smooth out your problems and difficulties, just like duo and trio play helped you in the early stages (+another race).