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Aion. The third sacred arena

The article was published in January issue of the magazine "Best Computer Games". Recall that the materials on online games are placed on “gaming XP” within four weeks after the new number of LIKs in Luck of Spins Casino the retail sale is released.

The following materials from the January LKI will appear (or have already appeared) on the XP: the tactical guide on the mission of the Atlantic, an article about the heroes of the “foresters” from League of Legends, the tips on the game in the third holy Aion arena, as well as the preview of the new Lineage and Review of Lord of Ultima.

The inhabitants of Atrea met in the update 2.5, when the leadership of Elysium and Pandemonium forced its fighters to train, fighting the monsters of the first sacred arena. Update 2.7 gave Daevam a new type of battles – now you are opposed to not wordless animals, but other players.

Third Holy Arena: General information

To participate in the battle, it is necessary to develop your character-after all, those who are younger than 46th level do not allow the arena. The principle of separation by levels is the same as on the deradicon players already familiar to the players – characters 46-50 and 51-55 levels are beaten on different arenas.

The third sacred arena is divided into two units – the arena of chaos, where ten characters are fighting at once, and the Arena of Valor – the territory of duelen battles. For entering, a special ticket is needed, which can be obtained from the secretary of the arena. This ticket is issued once a day and is valid for both rents. After seven days, the ticket disappears.

Clutching a ticket in a power glove, do not rush to compost it – look at the clock! You can only participate in the battle from twelve to two in the afternoon and from six in the evening to two in the morning on working days of the week. On weekends, the schedule is more free – the arena is open from ten in the morning to two in the morning.

Do not forget to replenish the stocks of useful items at the auction – the potions of life, mana, healing will certainly come in handy. Food will not hurt either – for example, etheric jelly with Ferera/Cano, which allows you to restore divine energy (DP). DPs are spent on deadly skills or powerful enhancing effects. Depending on your class, it is reasonable to replenish the supply of DP in front of the entrance, and use the jelly inside.

Note: Inside the arena, as well as as a reward for a special task, you can get the potions of life, mana, healing. You can use these items only within the range.

Like the first sacred arena, self -scraping stones will not be useful to you – if you die, you will resurrect at a random point of the dungeon after five seconds. In this case, the character will surround the protective barrier that seriously reinforces its parameters. Let's say the protection in PVP will increase by as much as 90%. True, with the first use of any skill, this barrier subsides – it is needed so that other players do not take advantage of your helplessness immediately after resurrection.

So, the bag is in order, the ticket was received – forward, to the exploits!

Potions of the arena

[[Bullet]] The enemy is aware of the beneficial properties of the tangles of the arena no worse than you and it will be like a tiger to fight for the treasured box.

Special chests appear on all cards of the arena. Having opened them, you will get special tinctures. You can use them only within the arena – when you leave the dungeon, they will disappear from your inventory.

  • The tincture of the explosion. Makes it possible to cause damage to enemies around and for a short time to paralyze them.
  • Tincture of shackles. Opponents around you are enclosed in shackles and cannot move.
  • Tincture of invulnerability. For one minute you are protected from any attacks.
  • Tincture of courage. For one minute it increases the speed of the attack of your character.
  • Renovation tincture. The speed of your character’s magic increases by one minute.
  • Restoration tincture. Fully restores health and mana character.

Tinctures of invulnerability, attacks, magic and regeneration are used as ordinary potions – just drink them so that the useful effect will work. Tinctures of explosion and shackles are used to the goal as skill. Radius of their actions – 15 meters.

It is most reasonable to save these items to the last round, where with their help you can finish the leaders of the rating, getting three times more points.

Arena of Chaos

Up to ten characters at the same time can fight in the arena of chaos. Here everyone beats for himself. There are no names and titles, the chat does not work, the cloaks of the legions are not displayed – and all in order for the battle to be as depersonalized as possible. Of course, white or black wings will immediately give out the enemy’s race, but everyone is equal in the arena – even if only your allies surround you, you will have to fight to death.

[[Bullet]] to enter the arena of chaos, both in the usual and in a “quick” way. With a “fast” version, you can please in the midst of the battle, falling into the already recruited team.

All enhancing effects at the entrance to the arena disappear. But do not worry – before the start you will have two minutes to slowly apply the necessary spells and look around. The enemy’s profession, in contrast to the name and rank, is displayed when the cursor is brought to it, and you will be able to approximately assess the situation. True, enemies do not always appear next to you, and to move before the start of the battle is prohibited.

[[Bullet]] Effects of food, including sweets, do not disappear at the entrance, as well as the dp-oti recruited.

Cards of the Chaos arena

Each round of the arena is a special map with specific capabilities. There are six such cards, and they fall randomly. Here we will talk about them.

• Colosseum. The map justifies its name – this is a round platform with ladders leading down. Insidious traps on the ground floor are driven by levers on the second. After use, the levers disappear, and 500 additional points are awarded to the character. In addition, special relics appear in the center of cards at times. Their activation gives 1750 points and an additional effect: restores the character’s health or includes absolutely all traps.

[[Bullet]] While these guys are trying to divide the relic, the killer stealing under the disguise, the killer calmly takes her. What, too, tactics!

• The mysterious swamp. The duct from which poisonous evaporation emanates is surrounded by a small island. Be careful – by going into the water, you are unlikely to survive. You can get into the central island by planning on the wings from the hillock. Far battle classes (for example, wizards and arrows) get an advantage by capturing an island – because most of the map is sheated with it. In addition, relics appear on the island at times – it not only increases physical protection and evasion of the character, but also gives 500 valuable points.

• Dungeon of Alvimia. Rather, not a dungeon, but sewage – the wastewater of the first floor will poison your life more than once by reducing the speed of your movement.

Note: You can get rid of the harmful effect of water with a strong healing potion or cleansing, if you are a healer. True, only five seconds are valid.

The dungeon of Alvimia is a four-story confusing maze, on which the monster mutant wanders. He is strong and strong, but moves very slowly, and to escape from him is not a problem. It is not easy to find opponents on this map, because they appear at random points, and with a screech to understand all crossings, stairs and openings is hard. As well as monitor your rear-the enemy jumped out from around the corner will prevent you from triumph of victory over half a dead purpose.

[[Bullet]] At the beginning of the battle, 13 thousand points are charged to each fighter. The main thing is to multiply them, not to waste them.

This is important: It is forbidden to fly on all of the above cards, however, it is not forbidden to plan by opening wings.

• Destroyed tower. This is the only map on which flights are allowed. A small space is allotted for them – it will not work out in the corner. At two sites of this zone, anti -aircraft guns are located – sitting down in it, you will get almost complete invulnerability for thirty seconds and you can use special skills. One shot of guns paralyzes your target, the other causes damage to it. Systems reload quickly – it’s a pity, the enemies strive to rise to the very ceiling, where the gun will not reach them.

In the center of the map there are four fiery rings – flying through them, you will earn 250 points, and occasionally the relic that appears on the map will cause damage to all enemy characters (750 points will be given for its use). Special air portals will help restore the lost flight time.

[[Bullet]] radius of shots of guns – fifty meters. Finish the rivals until they have time to hide.

• abandoned estate. There are two floors in this gloomy house: on the second there are living rooms (four of them), and the first is a huge and well -guarded living room. A lot of monsters live here, each of which is endowed with special disgusting skills – for example, blindness or a reflection of damage. In addition, part of the monsters moves in masking mode. For monsters, you can get from 250 to 1,500 points, but they hit very painfully-the easiest way to run after who has already picked up a pile-small on their tail and give it invigorating kicks. If you are lucky to find yourself in the same room with the bosses of this card – pale karmina, for example, try to destroy them as quickly as possible, otherwise the enemy sneaked from the back will take away the joy of life.

[[Bullet]] Crazy Kasus is treated at your expense and hits pain. But from it you can shake out as much as 1,500 points.

• Field Mu-Mu. Mu-Mu collectors live on a large arable land-small frail monsters that can give you as many as 1250 points. There is a constant fight for them. Ore, which are visible on each of the four fields, also gives 1250 points and requires 350 points of energyquine for collecting. But the monsters of the black claw, slowly traveling between the fields, are completely useless – they are fat, elite and give only 100 points, so avoid them.

[[Bullet]] ore on the Mu-Mu field-these are not only valuable glasses, but also a useful potion.

Three steps to victory

Each round of the Chaos Arena lasts three minutes. Rounds differ not only in maps, but also in the features of combat behavior.

• The first round. It is important to determine the most frail and most unpleasant opponents here and remember them well: you can not pay attention to the first category, but the second one must not be left sight of – otherwise it will end in your death.

• Second round. Trying your best to tear yourself on points – by this moment, the favorites and outsiders of the arena are already determined. If the most unpleasant enemy is killed for you, help the attackers-and he will be out of game for some time. Do not forget about the chests with potions – it would be nice to save them to the last round.

• Third round. If the first two rounds passed well, we find ourselves in first or second place. This is both honorable and dangerous – during the third round, the leaders carry special marks above their heads, allowing them to accurately allocate them in the crowd and start hunting. If you are a leader, your motto is to survive at all costs! Use the arenas of the arena, recovery crystals, dp-upper and everything that comes to your mind to prevent yourself from destroying,-for your death the enemy will receive three times more points than usual. If the leader’s fate has passed you, open the hunting season for the winners, because this is your chance to get out on the first lines!

Note: If the last map is the field mu-mu, do not forget about monsters and ore! Your rivals, quite possibly, will be too carried away by hunting for the winners, and you will take points freely.

Who live well in the arena?

Of course, not all classes of Aion feel easily and freely in the arena, and even the tactics of the recognized kings of PVP – wizards and caster – is seriously changing. Of course, a lot depends on the cards and equipment you get, as well as the abilities of opponents, but the general recommendations will not interfere.

• Guard. Get out that by the beginning of the second round it became clear to everyone that it is better not to contact you. For this, do not forget about the armor of the balance, the protective block and the cover of the gods. To the third round, all this wealth will be redesigned, and the stone armor and shield of Nedjakan/Jikel will help to survive in a leadership position or freely pursue the winners.

• Gladiator. Do not forget about the armor of the balance, the berserker rack and constantly move. Fixed gladiator – a beautiful target for long -range colleagues. In addition to capturing the legs, there is nothing to control the opponents to the gladiator – you strive to get closer to enemies and drop them to the ground, then it all depends only on your damage. Mass attacks will fit in order to enjoy the grouping opponents, and the skills for DP are best reserved for the third and last round.

• Shooter. Like the gladiator, the arrow must be constantly moved and quickly switch between targets. The most delicious targets for the shooter will be wizards, spells and killers – owners of Latin armor are unlikely to be stunned, and it is hard to destroy the owners. Do not forget to get rid of the tiger eye when you are opposed by warriors in armor or chain mail – if they manage to catch up with you, you will quickly get off the wings. The masking mode will allow arrows freely use relics, fly through rings and look into chests.

Note: The longer the life path of the shooter, the more DP he will gain and the more often he can use the reincarnation that increases the speed of his attack and running.

• Murderer. Use acceleration, disguise and strive for the most accessible opponents for you – spellers, healers, sorcerers. Do not forget that even if you have not finished off the enemy, you will still get glasses for his death-therefore, running past the fighting group, you can help one of the rivals.

• Wizard. Use the cold cover – slow down opponents! At the beginning of each round, throw a spontaneous barrier so that he manages to recharge in time. Try to take a comfortable place, for example, the central island of an abandoned swamp. Yes, and from the balcony of the dungeon of alquimies it is very convenient to firing at opponents rushing below. Actively use deafening skills – the ability to remove shock is recharge for a long time, and sooner or later the opponent will not be able to get rid of the stunning.

• Caster. There is nothing to please the caster – they usually become the main goal for the rest of the fighters. Gladiators, murderers and arrows, taking place for children's grievances, literally break the unfortunate caster in the first seconds of the battle. And in vain – the damage of the caster is unhurried, and instantly to trample all living things he will not be able to. Therefore, take cunning – hang long spells on everything that moves, do not climb into the thick of events – you will immediately be given the gladiators, do not forget about the replacement.

[Bullet]] Skills that are terrifying enemies – the main trump card of the caster – in the arena is not the best help, because they require their precious seconds.

This is important: When changing the round, your elemental will disappear, and it will have to be re -called.

• Sorcerer. Use the oath of the Earth that allows you to slow down the speed of the target attack.Use the rite of a hurricane according to the situation – at the very beginning of the battle it is not always profitable, because opponents are well aware that you are pumped up to the plot, and may try to destroy you with a crowd. A branch of support for fighting for a fight in the arena is not suitable – install stigoms that allow you to damage, and not support the team, you do not have friends in the arena. You should not save on equipment – a sorcerer in a holey chain mail will become easy prey for almost any.

[[Bullet]] about skills that absorb damage, you should not forget either.

• Healer. Doctors accustomed to team campaigns will have to change the “branch” of Stigm to combat – the attending skills in the arena can only be used. Tactics are similar to the tactics of other magic classes-more long-playing spells and mobility, smaller to get into a pile of rivals. Feel free to kill monsters giving glasses, pull levers and use relics.

Note: An ideal option for the healer will be grabbed two sets of uniforms – one improved magical protection, and the second with stones of the power of magic and health. You need to use them based on the composition of enemies: against a large number of magicians, use magical protection, and if you are opposed to physical classes, increase your damage.

[Bullet]] The final rating depends not only on the number of opponents you killed, but also on how many times you managed to die.

Arena of valor

Unlike the Chaos arena, the valor arena is a duel battle of two characters. Here you will immediately find out who you were sent to the Lord Atrea – the name of the enemy is not hidden. During the third round there is a chance to turn the outcome of the battle in his favor – for the death of the leader, three times more points are accrued than usual. And if you gain 14,400 points, the battle will end automatically, and you will be awarded victory.

For death in this dungeon, 100 points are removed, and 200 is accrued for the murder (and in the third round, respectively, 600 for the murder of the leader). If you left the dungeon, you can’t see rewards as your ears, and your enemy will receive a comforting prize (50 icons of courage).

Training arena

[[Bullet]] And on training arenas you can try the brand new equipment and find out what is better-the armor of the arena or armor of the abyss.

In addition to combat, there are training options for both chaos and valor. For the battle in these territories, the award is not issued, but they are open around the clock and allow less experienced Daevs to study all possible cards well, and to the seasoned fighters – to amuse pride, already spent a “combat” coupon. Keep in mind that the time of crossing the training arena is fifteen minutes, and immediately after the exit you will not be able to submit an application again, you will have to be patient for some time.

Consumable materials for the battle on training arenas – valuable potions and scrolls – can be purchased from special merchants in the literal sense of the word for pennies, preserving their expensive analogues for a real battle. True, the scrolls of a physical critical blow on sale are absent – they will have to be purchased at the auction.

Caps of the Arena of Valor

Here, unlike the Chaos arena, there are only four cards.

• Blood Battle Square. Reminds the Colosseum – open space with stairs. A special relic appears in the center – 100 points will be charged for it. If you are opposed by a distant fighter, you can get to him under the cover of partitions of the second floor. If you are a shooter or a wizard, take a position in open space

• Arena reserve. A small amphitheater, which contains dangerous monsters. Some of them know how to stun and blind, while others can move in an improved masking mode, so be careful.

• A collapsed tower. You can fly here! Valuable blessings periodically appear on the map, granting 100 points and restoring your health. Lava on the floor causes slight damage – it is better not to approach it. It's just a paradise for lovers of distance attacks, because the air is their element.

[Bullet]] Lava bursts can be quite high and ruin the whole lunch for you, so maintain health at a good level.

• Bridge of the abyss. Fighting on a narrow bridge, step to the left – a step to the right is equated to an attempt to fly away. That is, to break and die, so be extremely careful. You can hide from the eyes of the enemy with stalactites growing in some areas of the bridge.

[[Bullet]] The main thing is not to break! On both sides of a narrow path, bottomless abyss.

Award to the heroes

The past third sacred arena is handed over the icons and badges of courage, and also accrued the points of the abyss. Arena icons are already a well-known currency, they can be exchanged for PVEs (armor, weapons, hats) of the highest, epic, rank. But the badges of courage appeared only in update 2.7. These items are necessary to buy armor with a parameter of PVP protection and weapons that increase PVP-Ataku.

Of course, such objects have existed in the world of Aion from time immemorial – these are objects of the abyss. How are objects of the third sacred arena different from them?

[[Bullet]] Of course, appearance also matters! The thirds of the third arena have unique "skins".

ADVANTAGES:

1. The speed of collecting the kit. For objects of the abyss requires an incredible number of points of abyss and medals, and digging them, gaining a high rank, is not so simple. To obtain the belongings of the arena, only the icons of the arena and the icons of courage are needed – even if you occupy the last places, sooner or later you will receive a coveted subject.

This is important: The accessories for the icons of the arena were not brought to the warehouse – it will be necessary to purchase accessories of the abyss.

2. Increased PVP protection in woven and leather armor. Classes capable of wearing armor and chain mail can put on a shield and strengthen their protection in the battle – the arena things smooth out this inequality, slightly strengthening those who do not know how to use the shield.

[[Bullet]] not only beautiful, but also practical: the arena’s things have a characteristic that reduces the chance to paralyze you.

3. The effect of divine enchanting. Things of the third sacred arena can be enchanted by masters, strengthening the parameters of objects. And if you combine the weapons of the Holy Arena and the weapon of the abyss, you will get a gun, which has the highest in the game, an increase in PVP-Atak-13.5%.

4. Combat Hammer at the speed of magic. Healers rejoice! Although the increase in the speed of cribe-crabbiles and only 7%.

FLAWS:

1. Low parameters of objects. Compared to the objects of the abyss, the arena things are not amazing – let's say, in physical protection, the armor of the arena seriously loses the armor of the abyss, and the weapon is inferior to the abyss in the basic attack.

2. The belongings of the arena have five cells for magic stones – It would seem that only one cell is inferior to the objects of the abyss. However, the full set will lose as many as six cells, and these are 162 points of magic, 102 points of physical critical damage, 30 attack points ..

3. Low speed of attack or magic in weapons. The weapons of the arena will have to be combined with another, more decent – otherwise 17% of the speed of attack will make themselves felt in a clash with those who are better equipped.

4. With the disappearance of enchanting, the objects of the arena lose an increase in the attack and protection in PVP. Enchantment costs money and is consumed constantly – it decreases with a weapon with each attack, and in armor – with every hit on a character. Of course, enking masters take inexpensively, but not everyone will like the constant money consumption.

On this we are completing a one and a half -year cycle of materials on Aion in the journal Best Computer Games. See you in the world of atrea and good luck!

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