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Dark Age of Camelot:
Masterlevel Compact Guide (MCG)
Guide created by - Tijl
Edited by - SAS
Images by - [IG]Adari
I have been writing this guide for some time, with the aim of helping my
guild. I have converted it to English so others players can use it. This
guide is for those who are new to Masterlevels and are unsure of how to
go about gaining Masterlevels.
Guide to easy the Master Levels (ML):
The full guide per Masterlevel can be found on:
www.visionofsages.net/toa/index.html.
Most of the information contained in this 'overview' guide is taken from that guide so
full credit to them.
First thing when you do when you enter ToA is talk to the Arbiter, Ruins
of Atlantis: loc = 54143 9198. Arbiter stands just before the blue
portal. This is necessary to get credit.
Each time you have the first 10 steps (ML exp not included) done,
you'll have to talk to him to gain a ML.
There is 3 different steps to be taken in the ML's. Solo and groupsteps
are required (normally) before joining a Battle Group (BG) raid. Some BG raids might do
some groupsteps too but inform yourself before joining or you won't get
credit for .10.
- Solo steps, most solo steps can be done in a group, but only you will face
the encounter, although sometimes outside help is possible, which is good for
clerics etc.
- Groupsteps, a maximum of 8 people can do these steps
at once.
- Battlegroup steps, everyone in a BG gets credit.
Note: some parts of ML's require a unique drop to do another part,
sometimes for step 10, and sometimes for earlier parts then step 10. I
will not mention these, when you lead one yourself you'll be reading
from
visionofsages.net (VoS)
anyway, I can only copy/paste it from there.
All steps can be done at any time, except for step 10 where you need step 1-9 to
be able to get credit on step 10. My advice is to do all the solo steps
whenever you can, nothing is stopping you and ask a friend to help in case
you don't know your way around. The same goes for groupsteps, try and do them
when people numbers and the time permits it.
Keep in mind that you need to be:
ML1 to enter ML5
ML3 for ML7
ML8 for ML9
ML9 for ML10
Always read what's being said. It could be the difference between
success or failure.
Masterlevel 1: (bring waterpots)
Solo: 1.5. People outside the 'wall' can help, paladin chants, or
cleric heals.
Group: 1.1 1.2 1.4 1.6
BG: 1.7 1.9 1.8 1.3 and finally 1.10
Masterlevel 2: (bring waterpots)
Solo: 2.8. No outside help is possible, you can walk back to heal as
the mob doesn't follow, just keep him in combat, there is a timer on it.
If
it expires, mob disappears and you get credit.
Group: 2.5 , need key from 2.4 to enter 2.5
BG: 2.1 2.2 2.3 2.4 2.6 2.7 2.9 and 2.10
Step 2.10 cannot be done by a zerg. It takes a maximum of 16 people in
there to spread them equally inside. The first thing to do is get a
rezzer log off inside and enter BG with an alt, faster with more rezzers.
At this point all others may enter, if anyone has agro's snakes, most
people will get killed, wait until the snakes despawn (7 mins ca) and
let the rezzers log in again.
Masterlevel 3: (bring waterpots)
This one is unique, and that isn't a good thing. To join the raid you
will need to have 2 'normal' quests on step 2, get these 2 quests
outside of the ML3 dungeon. To bring one quest on step 2 you will need
to kill a Triton Shaman (4 people needed), to bring other quest on step 2
you need to kill Moughart, try and do this if someone leads it (or lead
yourself with some help from guildmates/alliance), this masterlevel may require 3
groups or more.
Solo: N/A
Group: 3.5 (sometimes done on BG raids, with 1.68 pregnant cobra spawns
faster = better)
BG: 3.1 3.2 3.3 3.4 3.6 3.7 3.8 3.9 and 3.10
Don't go afk, you need to dive/surface quite a lot, and losing stick is
easy here.
Longest BG raid.
Masterlevel 4:
Solo:
Grouped: 4.1 4.3
BG: 4.2 4.4 (note, 4.4 needs to be done before most BG raids) 4.5 4.6
4.7 4.8 4.9 and 4.10
note: 4.2 needs good planning

Image from 4.2
Masterlevel 5: (bring arrows/bolts, all who can use bow/xbow should take
it with them)
Solo:
Grouped: 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8
BG: 5.9 5.10
Two groups can do Masterlevel 5, 1-8 at the same time, there are 2
copies of step 1-8, West and South part.
VoS says it is possible to do in 2 hours, which it is, but sometimes
people don't receive credit, mostly at 5.2 and 5.3 both require arrows
and magic to
kill mobs, I've learned that everyone in group gets credit when .2 and
.3 get killed in melee, so shoot with arrows till 2% and let everyone go
in melee! Try to see what works best, icewizzes are a great help on the
whole ML5 groupsteps! Don't go away from your keyboard or stick! on way
to ML5.10

Image from 5.1
Masterlevel 6:
Solo: 6.5
Grouped: 6.1 Named snake, hard to find
BG: 6.2 6.3 6.4 6.6 6.7 6.8 6.9 6.10
Masterlevel 7: (Ice is the key to 7.10, legendary ice weapons,
ice-casters, ice ammo to be used with as many trebs you can get).
Solo: N/A
Grouped: 7.1 7.2 7.3 7.4 7.5 7.6
BG: 7.7 7.8 7.9 7.10
7.8 can kill a zerg if people are not careful enough, when mobs stays in
combat at one spot without moving, let a suicide team of 4 people lure her away, 2 pala 1
theu 1 mins.
7.10 VoS says it can be done by 21 people. Perhaps you can but don't
even try without
having a kick ass plan 2+ trebs and icers. 5-6 groups is advised, better
stick with it, bring rams theurgs and wizzes. All fire dmg like procs or
bolts heal him!
Masterlevel 8:
Solo:
Grouped: 8.4 8.7 8.9
BG: 8.1 8.2 8.3 8.5 8.6 8.8 8.10
The raidleader should have drops for 8.5 before the raid, or anyone else
joining the raid.
Masterlevel exp is needed from ML2, this can be gained by joining ML
groups/BG's with many people in it who need credit. Or by killing named
giants in Dartmoor, some mobs in Darkness Falls and in RvR. Once this
11th step is finished you need to talk the Arbiter to gain the new
ability.
At this point you will be ready to join ML9 and afterwards ML10, all other ML's can be done
more or less at anytime.
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