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 Rebirth Delta Guide

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PostSubject: Rebirth Delta Guide   Rebirth Delta Guide EmptyThu Apr 26, 2012 10:42 pm



[Made by various players + Wiki article, original posted by SylenThunder - Sanctuary]




NOTE: This is a work-in-progress. All the Delta guides I have found are sorely incomplete and have not been updated since at least the RT expansion in most cases. Because of this, and because of my love for gathering useful data, I put together a new Delta guide. I would like tho thank those who wrote the previous Delta guides a couple of years ago. I took a lot of your information, meshed it together, re-wrote some of it to make it current, and came up with this. Enjoy.


The Squad

The squad, 6 different players, meets at the Spiritual Disciple:

Spiritual Disciple World 131 857 (38) (Thousand Streams)
Spiritual Disciple World 572 646 (22) (Eastern Archosaur)
Spiritual Disciple World 662 375 (26) (Dreamweaver Port)

Get six Rebirth Order Delta and give them to the squad leader.
Usually every squad member provides one.



Check your quest slots before you warp in!!!

You should have at least 2 open slots (one for the Rebirth quest and one to be able to use the portal stones from "Happy Valley". Also runners will need one slot more).
The squad leader needs more slots than everyone as he is the only member able to set up the auras (only Leader will get "Deity Stone - A" which is an item used to upgrade the auras : BEWARE this item disappear upon leaving instance, which means that if the leader leaves instance, he wont be able to upgrade the auras anymore, nor will anyone else. This item isnt tradable.)
As there are 5 different auras, the squad leader needs a minimum of 7 free quests slots.
When everyone is ready the squad leader starts the quest at the Discipline and you get teleported inside. Do not forget to equip your blessings!!!



Squad Types

You can go in different squad types. Each squad has 6 members:
Rainbow Squad: One person from each of the ten classes. (If you have two of one class it is not a rainbow squad.)
Mixed Squads of all possible combinations. I would advise a Cleric, Barb and BladeMaster with just about any squad though.


What items will I need?

Everyone should have a HP charm.
Archers and Seekers will need a MP charm. Its also recommended for Clerics and Wizards, but not a necessity.
Vacuity powders. Everyone should have at least 3. Barbarian should carry 6.
3-4 Hours of time. (Fastest run Ive done is 2-2.5 hours though) DO NOT join a squad if you cannot finish a full run.
HP. Its not necessary but defense isnt as large in here as HP is. You will receive godly buffs from the instance. So it is suggested that everyone gets HP rings and necklace/belt with ++ HP bonuses. This is especially important for the DDs who will be hit the most. Mainly the Mage and Archer.
Free Inventory Slots. You're going to get 3-5 items right off the bat. A cheap charm, (I prefer the O'Malley's), and two sets of resurrect scrolls, plus there's beans an quest items. You will also want a row or two free for the OHT mats, Tome Frags, Old Book Pages, and Shards that will drop from the bosses.
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PostSubject: Re: Rebirth Delta Guide   Rebirth Delta Guide EmptyThu Apr 26, 2012 10:45 pm




What Each class is responsible for :


Barbarian: You are the meat shield. This is extremely important. If you fail here the RB party will not go well. Your job is to group the mobs up for sharptooth and bring them in grouped up. You also need to know when to roar, this is something you need to learn yourself.
Genie suggestions: Tree of Protection, Solid Shield, Alpha Male, Cloud Eruption



BladeMaster: You have to have axes, with all the axe skills maxed for RB to go well. (If youre a solid fist BM and dont have the AoE stun ability that comes with axes, dont bother doing Delta because the Wizard will hate you and the run has a high chance of failure.)
Your primary duty is to stun when each wave is brought in and dragon the mobs. Its also a good idea to get a spear for knocking certain mobs in and learning the spear ulti. This is great because you will be getting fed chi the whole run. So you can double ulti with ease and make the runs much smoother. Do not leave blue ball range.
Read This Guide for good tips on the BM role.
Genie Suggestions: Alpha Male, Tree of Protection, Badge of Courage.


Wizard: If there isnt a seeker in the squad, you will pretty much be casting DB the whole time. Be sure to carry a low level weapon (like level 34 or something) so that you dont get aggro on all the mobs at once. The barb should be holding aggro from you and the BM should be stunning the mobs to brevent any you aggro from hitting you too much.
If theres a seeker in the squad, you will be playing the DD role while they Vortex. Every wave you will start off with a mountain. Just spam your ultis and dont die. Mix in hailstorm and knock back mobs off the archer as needed, but make sure its in straight lines and try not to knock back around a roar or alpha male.
Genie Suggestions: Tree of Protection, Absolute Domain, Holy Path, Expel



Cleric: You will be in blue ball almost the entire time. Your primary role is to announce the waves and to keep track of the timer. You also will be solo-holding the fake bosses from the first two waves while the rest of the squad farms beans so have some HP food handy. BBing is kinda boring and youll have a tendency to babble on and lose focus. Please dont do this on the Stun waves.
Genie Suggestions: Absolute Domain, Extreme Poison, Tangling Mire, Pheonix Dance, Badge of Courage, Holy Path, Expel (I typically carry two genies.)


Venomancer: You will have to time your AOE seal (Parasitic Nova) when the mobs first come in, usually good to cast it right after the BM HFs. During stages 3-5 your primary focus should be to amp the Increased Live mobs and use Myriad fox form as much as possible. (If you do not have Myriad Fox form, go get it immediately.) Starting with Stage 6 you will be casting Myriad Fox form, Parasitic Nova, and Noxious Gas like crazy.
Your other primary job is to get the bosses before they reach the zhens on wave 5. So follow the barb out on those waves and tank the boss with your herc well out of range.



Archer: You will be sharptoothing the mobs whenever they come in and grouped up by the Barbarian. The moment after you will need to open barrage on an Increased Life mob for best effectiveness.
Genie Suggestions: Absolute Domain, Tree of Protection, Expel, Cloud Eruption


Seeker: You will be following the traditional role of the Wizard DBing. You have the advantage of more HP, better gear, and much higher defense levels though. Your primary job is going to be Vortex, and you will be using your AoE attacks during the stun waves.
Genie Suggestions: Absolute Domain, Tree of Protection, Holy Path, Tangling Mire, Alpha Male



Psychic, Mystic: You will be DDing as much as you can. Mystics, avoid using your AoE skill as the seal with it will make the mobs run out of the AoE of the Seeker/Wiz.
Genie Suggestions: Absolute Domain, Tree of Protection


Assassin: You can do the runs with the BM to get beans faster initially. Bloodpaint FTW! And afterwards just DD as much as you can. Try to focus on Increased Life or Increased Defense mobs.
Genie Suggestions: Absolute Domain, Tree of Protection



I really need to tips on genie skills for this one. Spamming Absolute Domain and Tree of Protection for every class is kinda silly, but Im only really familiar with the Cleric, Veno, and Barb in Delta.
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PostSubject: Re: Rebirth Delta Guide   Rebirth Delta Guide EmptyThu Apr 26, 2012 10:47 pm




All About Celebeans



Farming Beans

The whole point to getting Celebeans is so that you can upgrade the Auras. (Auras will be discussed later.)
In between the stages, everyone except the cleric and the runner(s) will be farming the beans from the chests in the Happy Valley. (Accessed via the blue portal to the left of Harpy.)
If you have a Veno, Mystic, or Assassin in the squad, its a good idea to have them kill the mobs and pick up the beans during the first two stages. (Timing is important, if you kill the mobs too fast you wont be able to pick up all the beans before they disappear.)


Bonus Beans

In rainbow squads, you can get "Bean Sprout" and with those you can get a special quest. Youll need to speak to Crisium: Jofeng - "Valley of Reciprocity" 391 594(23) to obtain 880 celebeans. Youll need the whole squad in range for this. Be sure everyone is here to speak to him. There will be 4 particular moments you will be able to get this quest, if you fail at one of this quests, you wont be able to get the further quests from that guy.
In order for the BM to receive the bonus bean all 6 members must be close to Ms Jofeng when the quest is taken. This can be a problem if the Venomancer is still performing ticket runs. Good communication is required between the team in round 1 and 2 so the Venomancer can time the runs to return in time for bonus beans.

1st moment : just after starting the "Fight for Love" quest at Messenger: Earth - "Valley of Reciprocity" 363 520(23)
2nd moment : just when the first boss appears.
3rd moment : just after the first boss dies .
4th moment : just when the second boss appears.

With this quest you can make 880 x 4 = 3520 celebeans which are of great help.

In a rainbow squad the AOE team must NOT AT ANY POINT in round 1 and 2 have the aoe near the eye. Also avoid attacking the eye with any skills or pets. This will kill the hidden NPCs and result in the loss of future bonus beans.
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PostSubject: Re: Rebirth Delta Guide   Rebirth Delta Guide EmptyThu Apr 26, 2012 10:48 pm




Auras, The Key to Success


The auras give an added bonus to the squad these are cast every few seconds by hidden NPCs near the eye.
The auras are set by 5 NPCs near the portal to the bean room. Taking to each one will give a quest to upgrade that NPCs aura. This requires a certain number of celebeans. The Auras are HP, Defence (Physical), Attack (Magic and Physical), Chi and Mana.
Assuming a typical squad consists of a Cleric, BladeMaster, Barbarian, Seeker, and two additional DDers, this is the recommended method for setting the auras.


Pre Stage 1: Set Mana to Level 1
After Stage 1: Set Chi to 1 and Mana to 3
After Stage 2: Set Health to 2, Defense to 2, and Max Attack as high as you can
After Stage 3: Raise Mana to 4 if you can and max Attack at 6
After Stage 4: Raise Health to 5 and Defense to 3
After Stage 6: Raise Defense to 5
After Stage 7: Raise Chi to 3 and max Defense at 6
After Stage 8: Max Heal at level 6

If you dont have a Seeker and have a Wizard instead, you will want to Start with Defense instead of Mana.

NOTE: Cool tip about Auras. The effects of the Auras affect Venomancer pets and Mystic summons as well.


Costs: - beans

lvl1: 500
lvl2: 600
lvl3: 700
lvl4: 800
lvl5: 800
lvl6: 1000


Defense (physical only): - %

lvl1:129
lvl2: 160
lvl3: 190
lvl4: 220
lvl5: 250
lvl6: 279


Attack boost: - %

lvl1:120
lvl2: 139
lvl3: 160
lvl4: 179
lvl5: 200
lvl6: 220


Life regen: - x/3 seconds

lvl1: 300
lvl2: 600
lvl3: 900
lvl4: 1200
lvl5: 1500
lvl6: 1800


Mana regen: - x/5 seconds

lvl1: 500
lvl2: 1000
lvl3: 1500
lvl4: 2000
lvl5: 2500
lvl6: 3000


Chi boost:

lvl1: 40/15 seconds
lvl2: 40/10 seconds
lvl3: 80/15 seconds
lvl4: 80/10 seconds
lvl5: 120/15 seconds
lvl6: 120/10 seconds




Celebeans + Auras.

With the squad layout mentioned above, the party will receive bonus celebeans from an npc in the main rebirth room.
Celebeans are used by the squad leader (the bm) to purchase "auras". These are super buffs for anyone in range of the glowing "god's eye" npc mob in the main rebirth room.

There are 5 auras: attack, defense, hp, mp, chi.

The order that seems to work best is: atk1, def1, hp1, mp1, chi1, def2, def3, atk2, def4, atk3, def5, def 6, atk4-5, hp2, atk6, hp3, chi2, hp4-5-6, chi. The auras that you can receive at each stage are limited by the number of celebeans you get. more on this in a sec.


Last edited by TravisTdown on Fri Apr 27, 2012 6:20 am; edited 1 time in total
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PostSubject: Re: Rebirth Delta Guide   Rebirth Delta Guide EmptyThu Apr 26, 2012 10:49 pm




Doing the Running Quest



This is typically the BMs job from stage 1, wave 2 (also called Wave 1-2). It can be performed by any class that isnt the Cleric, the Barb, or the AoE DDer in the killing zone:

Go into Happy Valley, (Through the blue teleport portal to the left of Harpy Wraith.)
You will find a NPC near you, with a quest, get it and start to run. You will have to find other NPCs on the way. Dont worry about mobs, they dont aggro if you dont hit them.

After the first npc, you will need to croll the pit with the platforms. This is pretty easily accomplished by skirting around the left side of the roum where the chests are and then jumping the second half. Dont worry, if you go down, you will be automatically ported up to the other side.)

Then, continue your run. When you arrive at the last NPC, go all the way back to the last room, remove your gear, and get aggro of 1 or 2 mobs, and die. You will be automatically teleported to the first npc, to turn in the quest and get another time to do the same. You will do this 10 times. (If you have a good AoE DDer and Barb, you can have two people split this up doing 5 runs each to get beans faster.)

Every running quest gives 150 celebeans.


In this way u could finish running when the timer of the boss of the round 2 is at 7-9 minutes left.
Before you turn in the last (10th) quest, dig chests in the last room. Then die, as usual. (People not familiar with this typically as if youre ok, or need help.)

Remember, when you die, you dont need to click "release corpse" (the old "return to the city").




** There are 10 stages in total. Each stage has waves of monsters coming at you. One wave consists of about 20 mobs, though this varies wildly. The aim is to prevent the mobs from killing the Harpy Wraith.


Stage 1
Boss: Crypt Legion Marshal ( http://www.pwdatabase.com/mob/17357 )


Stage 2
Boss: Skeleton Legion Guardian ( http://www.pwdatabase.com/mob/17358 )
Boss: Skeleton Legion Marshal ( http://www.pwdatabase.com/mob/17359 )


Stage 3
Boss: Tigera Legion Marshal ( http://www.pwdatabase.com/mob/17360 )


Stage 4
Boss: Sori Legion Marshal ( http://www.pwdatabase.com/mob/17361 )


Stage 5
Boss: Adawolf legion Commander ( http://www.pwdatabase.com/mob/17362 )
Boss: Adalwolf Legion Marshal ( http://www.pwdatabase.com/mob/17363 )


Stage 6
Boss: Feligar Legion Marshal ( http://www.pwdatabase.com/mob/17364 )


Stage 7
Boss: Taurox Legion Marshal ( http://www.pwdatabase.com/mob/17365 )


Stage 8
Boss: Zombie Legion Marshal ( http://www.pwdatabase.com/mob/17366 )


Stage 9
Boss: Dark Legion Marshal ( http://www.pwdatabase.com/mob/17367 )


Stage 10
Boss: Legion Marshal ( http://www.pwdatabase.com/mob/17368 )


Last edited by TravisTdown on Fri Apr 27, 2012 6:21 am; edited 2 times in total
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PostSubject: Re: Rebirth Delta Guide   Rebirth Delta Guide EmptyThu Apr 26, 2012 10:50 pm




Formation of the Killing Zone

The formation of the team is important. Unlike Gamma, Delta requires the team to be based at the neck of the valley not too far from the auras at the eye but, far enough away to not hit the bonus bean NPCs. The purpose here is to do as much damage as fast as possible to as many as possible. That is why the team needs to be in the narrow valley. The wizard/seeker and archer aoe hit the most mobs and the BM stuns hit 90-100% of the targets. The front of the team should be the Barb ready to intercept the mobs, behind him the BM at stun on arrival. The main kill zone has the wizard at the front the cleric 6-10 steps behind and the archer to the right of the cleric, slightly up the mountainside. This gives the archer and cleric the distance away from the mobs and give the wizard mass access to the mobs.


The Stages

This is a short summary of key things in Rebirth Delta. There is too much to list so only key points are noted, and you should be aware that no 2 Deltas are ever the same, alot depends on the skills and knowledge of your team, and most of all luck.



Round 1
Summary: A basic mixture of physical damage close range mobs with some ranged. The key here is not to let the boss at round 5 die in the aoe or it causes problems for the chest digging.
Wave 3 contains some sleepers, however they have a low success rate but still Barbs should be careful


Round 2
Summary: Again a mixture of different mobs, most do little damage. Keep larger numbers away from the wizard though.
Wave 5: Regular and Fire resist mobs. Wizard should shut down Dragons Breath and fight manually with water or Earth.


Round 3
Summary: Not too bad but if you get alot of sleeper and stunners on waves 3 and 4 your will have issues.
Wave 3: Sleepers. These need to die fast. Look for any mobs classed as Sorcerer, these possess the ability. Success rate for sleep by these mobs is low but dont take chances.
Wave 4: Stunner Advisors, kill these immediately if you dont and they get to the cleric youre in big trouble. Also dont let the other mobs gather on the wizard, this is another way to fail as these mobs dont like that fire damage


Round 4
Summary: Pretty easy mostly physical damage mobs keep them off the wizard, archer and cleric and your fine.
Wave 2: Occasionally some fire resist mobs. Not usually many though keep Dragons Breath up.


Round 5
Summary: Rattus type physical damage mobs. Keep these off the wizard.
Wave 3: Large wave who seem to dislike wizards, aggro control needed here.
Wave 4: As above


Round 6
Summary: Archer waves
Wave 2: For some reason these archers tend to start targeting the cleric. BM and Barb need to get aggro off them and get these into the kill zone aoe fast. Archer battle alone isnt enough.
Wave 4: Like wave 2 but even worse. Stun often and get them into the kill zone. This is a good place for the Veno to start aoe stuns on a regular basis. The Chi Aura should be refilling you as fast, or faster, than the cooldown on Parasitic Nova. Any plus life mobs are top priority


Round 7
Summary: A wide assortment of mobs generally speaking this round isnt too bad but be on your toes.
Wave 5: Pot time, these mobs hit very hard arcane / light armor beware.


Round 8
Summary: A mixed bag of mobs, the real danger is from glitches not mobs. Flying mobs are priority number 1.
Wave 3: First of the flying mobs have the Archer deal with them at first, if they pose a problem get them in the fire aoe and have the Hercules pound them too.
Wave 4: More flying mobs, rinse and repeat as above.
Wave 5: Again flying mobs these are a massive problem and are the utter priority, if these glitch they will get to the Harpy and your basically screwed.


Round 9
Summary: This is painful, you need to pot almost all the way through this. Have vac powder on standby for wave 3 and 4.
Wave 1: A mixture of Green and Oranges Hercules style mobs. The green ones need to die fast or they can kill the Barb/BM. Just get these into the fire/arrow/vortex aoes asap
Wave 2: Florafang Flower mobs, low threat get them into aoe and your fine until . . .
Wave 3: This is HELLISH! There are a mixture of stunner mobs here mixed in with tree mobs. The tree mobs however are so large they block your ability to see properly or target. Hit a vac at the start of this wave, pot and pray like hell they die fast. If not your get a nasty double wave with . . .
Wave 4: Hard hitting p dmg mobs with even more advisor type stunners. Stunners are priority one, rest can wait. If you survive your onto
Wave 5: Rather nasty bunch of metal damage mobs with the boss, not to hard Barb should take magic dmg reduction charm now and pots.


Round 10
Summary: Final Boss, grats you made it. Ok this is simple have the barb tank it and cleric heal, rest FIRE AT WILL.
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PostSubject: Re: Rebirth Delta Guide   Rebirth Delta Guide EmptyThu Apr 26, 2012 11:25 pm





Here are some advices from a faction mate, and one of the best Barbs I've known. Plus, it's all about personal experience.
He wrote this guide 2 years ago, so I dunno if some things have changed or not. Here is a short version of it.




Prerequisite :

* each member must have at least 5 pots of Vacuity Powder (5 pots = 25 Tiery Herb + 20 Tulip).

Tiery Herb : http://www.pwdatabase.com/pwi/mine/3553
Tulip : http://www.pwdatabase.com/fr/mine/3549

* 1 HP Charm (recommended)
* 1 MP Charm (recommended)





RB's goal : protect the Harpy Wraith from the mobs' + bosses assaults (if the Harpy dies, everything is over). Each wave represents about 2 or 3 assaults of about twenty mobs of a growing difficulty.


Second goal (inside) : picking up the more possible beans and give them to the NPCs at the beginning.

Each NPC gives an aura of protection thanks to the beans :
- Chi Aura
- MP Aura
- Healing AOE Aura
- Defense Aura, ...




About the squad : there must be a BM (to stun), and he has to be the squad leader. It's also nice if the 6th squad member is a Veno ; he/she won't be in the battle, but to pick up beans in the chests. These chests are in the middle of easy mobs for the Veno's pet, while he/she's opening the chests (which is quite slow, apparently).




Little advice for Wizzies and Clerics : having the Genie skill "Expel". It's not an obligation, but it will be a precious help for the 3rd wave.
This skill is something to take seriously, cause it protects the user from physical damages during a few seconds (during this time, the wiz can regenerate his HP). The only problem is that this skill puts the target to sleep while he regenerates... so there's a particular moment when to activate it during the wiz's Dragon's Breath - if the wiz's aoe is interrupted by the mobs' stun and that the Cleric puts Expel on the wiz, the wiz will be stucked and it will be quite a mess...




During the 1st wave : be careful Barbs ! There's a f... (censored, but my friend was clear lol =p) "little step" hardly visible. AND the Barb also have to be reasonable with the number of mobs he takes.

Sorry, couldn't translate "little step" in a better way. He added that it was "a shame for the Barb to die because of it". If he said so, there must be a good reason... I guess we'll see.





Things to know :

* if the squad is too slow to kill the mobs' waves, there will be others coming (= death for sure). The barb is the manager of the mobs' quantity to kill.
* Earthquake Genie skill is forbidden cause of the charms' tick (if my translation is correct, I'm not sure it's "earthquake", but it seems logical)
* the mobs don't have their level written, but you can guess their strength by the name they got (Marshal are bosses, for example)
* die in RB is a common thing in RB, so don't start crying, culpabilize or put the fault on the Cleric
* no EXP loss when you die, only a TP to the entrance - but hurry up to come back
* click on the option "Show mobs on minimap" and zoom back on the minimap (especially for the Barb)
* NO afk during the run, that's unacceptable as all actions chain up !
* a run is a matter of about 1h30 or 2h - depending on the team.





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