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Ray Darkwolf Ray Darkwolf
posted on Wednesday, April 29 2015, 06:04 AM in Game Guides
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Please view via Game Guides link http://noscrubs.net/discussions/guide-circus-insane and not Recent Discussions. Srsly. It looks prettier that way.

Due to “popular” request, this series will tackle the strategy of dungeons on Iris and give new lvl 85 users a little tidbit to help up their game when they’re doing their Insane Daily Quest. If there is any wrong information or any suggestion to expound more on the topics below, please comment and I’ll get back to you. Tally ho~

Almost everything here is mostly based on my knowledge as a ranged dps and a tanker pilot, so expect a bit of mistakes here and there! But this is only to give you guys a guide so you’re not completely clueless how to support your party.

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Responses (32)
  • Accepted Answer

    Namjai Payu Namjai Payu
    replied on Wednesday, April 29 2015, 04:11 PM #Permalink
    So colorful, so pretty, i didnt read it but i approve already :p
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Wednesday, April 29 2015, 04:14 PM #Permalink
    Go read it fu. HAHAHAH
    Well its targeted to newbies so, nvm =P
    Reply voted down Show
  • Accepted Answer

    Lauren Lauren
    replied on Wednesday, April 29 2015, 06:18 PM #Permalink
    In the pome move set, it silences magic skills, doesn't it? Or you mean type of silence is Physical, so healer should use physical removing buff?

    Ps: colorful but I don't approve this because I can barely distinguish color :p
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Wednesday, April 29 2015, 06:20 PM #Permalink
    All is right =P The skill silences only magic skills, but the silence is a physical debuff where healers use Phys dispell XD!
    Reply voted down Show
  • Accepted Answer

    proofofexistence proofofexistence
    replied on Thursday, April 30 2015, 02:05 AM #Permalink
    Just wanted to mention the rdps should support the party on bosses with there - defense skills since these are timed dungeons dps is very essential. Magicians' is called Chilling Shock 3 gives minus 8k defense which is better than a pelican chopper card witch also could be mentioned. I don't remember the name of the Sorcerer skill.
    Reply voted down Show
  • Accepted Answer

    Ecroier Ecroier
    replied on Thursday, April 30 2015, 02:08 AM #Permalink
    *Exposure for Sorc i beleive
    Reply voted down Show
  • Accepted Answer

    proofofexistence proofofexistence
    replied on Thursday, April 30 2015, 02:10 AM #Permalink
    Thanks I think gun users have one too if i remember right, in the lower levels don't know about the upper levels
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  • Accepted Answer

    proofofexistence proofofexistence
    replied on Thursday, April 30 2015, 02:13 AM #Permalink
    I wanted to also mention that the rdps/healers should be grouped right by each other for various reasons
    A: it makes it easier on the healer if they need heals which you probably don't but what a sage could always do is cast a damage circle or mp circle on the party.
    B: Party buffs for different classes like Powersurge for wizards that give a buff to the entire party have a short range staying together makes good use of them instead of spreading apart and making them solo buffs.
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Thursday, April 30 2015, 04:00 AM #Permalink
    This is general guide to successfully run a dungeon as a whole and not focusing on most skills of every class. The info is appreciated but not part of this guide. That would be tackled (maybe) In future guides I will make or never at all.

    For more information about the usage of Sorcerer skills in particular, even regarding -def, crowdcontrol and the sort, I have already made a separate guide on that in another thread: http://noscrubs.net/discussions/guide-to-sorcerer-skills
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Thursday, April 30 2015, 04:02 AM #Permalink
    The green semi circle provides the position of healers and rdps and should be adjusted accordingly depending on the situation. Healers are more versatile since they need to be able to reach the tanker, the melee and the rdps.

    That is why it is a 75% circle around the tank since that provides the best position to not be hit by mobs while still supporting the party.
    Reply voted down Show
  • Accepted Answer

    proofofexistence proofofexistence
    replied on Thursday, April 30 2015, 11:00 AM #Permalink
    err you gave info on other skills that are useful for tankers why not for the dps? After all idq are timed dungeons not like im listing a lot one per class isn't that much.
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  • Accepted Answer

    proofofexistence proofofexistence
    replied on Thursday, April 30 2015, 11:01 AM #Permalink
    Yeah i get that but most others wont they will be spread apart like they always are. So why not say in that green semi circle rdps and healers generally should stand together.
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Thursday, April 30 2015, 12:58 PM #Permalink
    I dont..want them to stand together lol. its a free range as long as they're within the green area ^^
    Reply voted down Show
  • Accepted Answer

    Spunny Spunny
    replied on Thursday, April 30 2015, 01:00 PM #Permalink
    Lol I don't agree with that..~ as a healer I don't want to stand next to rdps lol. You know the lizard spit is like aoe right~~~ if I wanna debuff them, I don't wanna be spit on.
    Reply voted down Show
  • Accepted Answer

    proofofexistence proofofexistence
    replied on Thursday, April 30 2015, 01:18 PM #Permalink
    The Dps is not supposed to be hit. Your words exactly ray. Air go you will not be hit by aoes the tanker will and yes they all should be together to stand in a sages circles. All those different party buffs really rack up the damage.
    Reply voted down Show
  • Accepted Answer

    proofofexistence proofofexistence
    replied on Thursday, April 30 2015, 01:21 PM #Permalink
    Why do we even have party buffs if there not being used? Why do you all even get them.
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Thursday, April 30 2015, 01:28 PM #Permalink
    The point of giving the freedom of movement and not being stuck at the same place is so no one DIES at the same TIME in an instance. The thing is, if healers, rdps and whoever are all bunched up together and for example, a skill targets one like Time Bend.

    Time Bend from Lisk is a target oriented AoE. Meaning if person A, is standing with person B and person A gets targeted by the skill, person B also gets damaged and debuffed by the same thing. Now, if a mob has the same principle but the debuff is much worse, say Stun 10 sec -- it can be party breaking if its a spammed debuff. Like, 2 Lizard mobs in Circus Insane.

    Ergo, if your healer is standing with anyone in close enough, theres a chance the party fails. That is why I gave a range of movement. BY ALL MEANS stand with whoever you want, but i am not promoting that everyone would be bunched together in one place.
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Thursday, April 30 2015, 01:33 PM #Permalink
    Not all mobs are going to just hit a tank without hitting the other members of the party. Skills like Pome's AoE silence is an area around the boss, melee rdps healer tanker can all be affected if they are close enough to the boss.

    Sage circles are cool, yeah you can bunch up for a main debuff, but those circles are usually catered towards the tanker and not to rdps or the healer itself. Just because a circle is there, doesnt mean you should always stand on it. Circles have cooldowns and repercussions too. The best example of not being fixed in a circle is CI Payaso:

    Ci Payaso spawns fires which -30k HP 99eff. Circles no matter how nice they are, if there is a fire DoT in the circle area, you would move.

    Party buffs....what? You mean Auras? Again, this guide is to survive and run the dungeon and not a guide on how people should play their characters.
    Reply voted down Show
  • Accepted Answer

    proofofexistence proofofexistence
    replied on Thursday, April 30 2015, 01:47 PM #Permalink
    err pome is a boss so the tanker would have aggro and if your all back far enough which both healer and rdps can do then it wont hit you.
    No you wouldnt stand in the fire but you would move out of it together as a party,
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Thursday, April 30 2015, 01:51 PM #Permalink
    Depending on the situation, the healer will still be walking around healing and supporting all the members. They can pop a mana circle to rdps, while popping a debuff circle to melee/tanker and heal them too. They might get into the range of AoE, and a tanker has no control over that even if they stay like a totempole with full aggro.

    In every boss skills are designed in ways to hit the others no matter how far you are and how "safe" you feel. Again, my prime example from above is Time Bend from Lisk.
    Reply voted down Show
  • Accepted Answer

    Namjai Payu Namjai Payu
    replied on Thursday, April 30 2015, 04:35 PM #Permalink
    Its a good and funny reading, Ray. Good job :D
      Reply 
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  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Thursday, April 30 2015, 04:36 PM #Permalink
    I give the skills required to run the dungeon. I find it important to give tankers the best combo to use to lure the mobs so its an efficient run.

    As for RDPS, listing every skill of all 4 classes to use for everything is another guide all together. Do it yourself if you think it isn't much.
    Reply voted down Show
  • Accepted Answer

    Aulia Aulia
    replied on Thursday, April 30 2015, 04:39 PM #Permalink
    Nice guide Ray ^^ very deatil to me , can help new people like me to do IDQ properly, waiting for next dungeon hahaha ;)
      Reply 
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  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Friday, May 01 2015, 05:56 AM #Permalink
    Guide's done
      Reply 
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  • Accepted Answer

    Enreinion Enreinion
    replied on Friday, May 01 2015, 11:55 AM #Permalink
    Good job *w8 next guide*
    Reply voted down Show
  • Accepted Answer

    Michael Michael
    replied on Saturday, May 02 2015, 01:25 AM #Permalink
    Ray, your guide was going so well up till the point where you spelt predicting wrong at the end :p
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Saturday, May 02 2015, 02:44 AM #Permalink
    Syattap. I saw that the moment i posted it and im like. Fuck it~
    Reply voted down Show
  • Accepted Answer

    Perubi Perubi
    replied on Saturday, May 02 2015, 10:48 AM #Permalink
    Ya finally done it, Ray Ray~~
    It looks pretty and easy to understand. ( ´͈ ᗨ `͈ )◞♡⃛
    Reply voted down Show
  • Accepted Answer

    Ray Darkwolf Ray Darkwolf
    replied on Sunday, August 02 2015, 10:31 AM #Permalink
    You bunch of newbies. READ THIS SHIT. AHHAHA *bumps*
      Reply 
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  • Accepted Answer

    Aulia Aulia
    replied on Monday, August 03 2015, 01:45 AM #Permalink
    They need Training CAMP >D
    Reply voted down Show
  • Accepted Answer

    Shimakaze Shimakaze
    replied on Friday, January 01 2016, 09:00 AM #Permalink
    Update ray hahaa . On Rosak reflect, tanker use "control barage" to debuff reflect . Not 100% success but if it does it saves time :D .

    On whippa, tanker can be lazy eh . Just go zombie and no DOT can in hahaha then hit hit xD
    Reply voted down Show
  • Accepted Answer

    Sedy Admin Sedy
    replied on Monday, January 18 2016, 03:54 AM #Permalink
    That was a bug and has now been corrected, you cannot remove Roszak's reflect skill, it is now efficiency 99 again.
    Reply voted down Show
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