Lineage 2 – Fortuna Instance Zone
Fortuna has been considered one of the toughest instances inside of Lineage 2 – Goddess of Destruction. It can be done with virtually any reasonable party if you have average level ninety three or greater. If your party is just hitting level ninety you will have to be very selective what you take with you inside. This instance requires a quest to be completed that starts in hunter’s village from NPC Lada. The quest is fairly long, you run around different places and eventually find yourself taking a tour of Magmeld. Fortuna has eight different bosses, all of which are required to be killed if you intend to complete the quest. The drops from this instance zone are very diverse and include every piece of Seraph Armor. Many of the drops are rare and will require that you farm the instance multiple times to achieve even one of them. Many groups do this instance once daily even though they know they cannot complete it yet. It is very normal to fail for many days in a row before finally being successful. The instance zone takes thirty to forty minuets to complete if you are on top of your game but will eject you at 45 minutes if you have not yet completed it. Groups will fail because they do not have enough damage per second to complete the bosses in time before the fourty five minuet timer ends, or they will die to the monsters inside.
Fortuna Instance – Party Breakdown
Ultimately if you wanted to get this thing done successfully at lower level you should take in the following party with you.- -Wynn Summoner
- -Iss Enchanter
- -Two Aeore Healer’s
- -Feoh Wizard
- -Sigel Knight
- -Tyrr Warrior
Quick Tips for Completing the Fortuna Instance Zone
- -The Wynn summoner should bring at least three Zaken Transformation scrolls with him or her as possible.
- -Battle Rhapsody should be used on the third and seventh bosses if you wanted to complete it quickly.
- -Feoh Wizards – Shadow Snare should be used after stage three to bring together the minions for aoe and also disrupt the mobs long enough for the party to kill them.
- -At each stage the Sigel Knight gathers up the bigger mobs and brings them towards the beacons of light, which when destroyed will de-spawn each large mob into two smaller mobs. This is one of the most important tricks I can tell you for getting this done quickly and correctly.
- -It is normal to group wipe on stage six, when this happens have all members de-spawn from the Fortuna Instance zone outside, resurrect the party members and with organization re-enter simultaneously.
The Eight Bosses and Seven Stages of Fortuna
The text on the screen says you are a higher stage then your at, this is because they are some preliminary stages prior to the bosses. Either way call it what you will, I am starting on stage one for the purpose of this guide.Boss 1 – “Weeping Yui”
Boss 2 – “Enraged Master Kinen”
Before you can kill this boss you will have to clear the room of the mobs as that he will not spawn until a certain number of them are dead. Just have the tank run around gathering things up and then smash the light orbs to despawn them into multiple of the little mobs. Have the tank rally them up, the nuker bring them together using Shadow Snare.
This boss splits into two on spawn. One of them will have celestial shield, and the other will be completely open. You should obviously kill the one that does not have the shield, when it dies the other becomes vulnerable to attack a short time later. Once the second is nearing dead another copy of the boss will spawn, this is the real one, kill it and the stage is over.
Boss 3 – “Magical Warrior Konyar”
This boss is fairly simple as well, the mobs spawning are still quite bad so bringing them together and using the orb is acceptable. He has multiple forms but is generally not that much of a threat. Just have everyone attack it, get the debuffs up and it shall fall down in short order. Using battle rhapsody on this boss is acceptable as that it will be back up for when you need it again later in the instance.
Boss 4 – “Sir Lesyinda of the Black Shadow”
This boss is also quite easy if you know what to do. He does have one catch however, the area of effect damage attack called “Black Lotus”. It hits very hard and will generally one shot things that are not the tank when inside of its sizable range. I believe the range is about 1000 in size, as that even while at maximum range using skill it still seems to hit you.
The Bonus Round
You will be given time to kill some very easy monsters, resurrect dead party members and refill mana levels. You will have dropped to you many mana herbs from the monsters, there should be enough to fill the whole group multiple times over so don’t flip out when somebody takes more than he or she should take.
Boss 5 and 6 – “Mushu the Coward and Blind Hornafi”
This boss does not spawn until you kill a number of the minions in the room. The area is getting much harder now though and when you break the big mobs apart you will find that the damage gets much stronger due to the Berzerker’s that spawn in larger quantity then before. Please note that the spawning is when the big monsters are struck with the orbs on the ground around them. The majority of the roaming mobs are placed in the backside of the room for this boss so keeping the group members on the front side while killing the bosses is recommended. It is a waste of time to kill the monsters on the backside if you do not have to. Not long after you kill a few of these things you should see the two bosses spawn.
The Blind Hornafi has a melee based stun that knocks you and your party members out cold for twenty or more seconds, you can attack them to release it though so putting somebody with a ranged ability on this duty may be helpful in getting the boss down quickly. There are two methods for completing this stage from here. Most groups just kill the little boss first while he runs around the room and then focus on the large boss until its dead. Some groups may want to just avoid both bosses until the reflect damage skill fades (about 60 seconds in length) from the big boss and then kill it. Upon killing the big boss the room will reset and take you to the next stage.
Boss 7 – “Yoenturnak the Waiter”
This boss can be a real pain if you are not careful. It disappears repeatedly and reappears whenever it feels like it – a seemingly random amount of time later. I recommend leaving it alone and focusing on the monsters that spawn on the right hand side of the room when facing from the entrance. If you do not kill these monsters correctly you will find your entire group on the ground from the awesome damage given out by the berserkers. You should have the tank very carefully gather five to ten of these monsters at a time, bring them next to the light as before and bring down the berserkers that spawn. If you have too many of them up at a time you will find many of your group members dead before any normal person can heal them. Having extra blessed resurrection scrolls handed out to the party members, especially the enchanter, healers, and summoner is a wise play. Work your way around the room trying not to pull more then you have to breaking them apart a small chunk at a time. Once you have the monsters down begin on the boss. He will vanish a number of times before you kill him but eventually he will go down. He has no other special quirks or strong abilities other then the amazingly annoying disaperate / reaperate.
Boss 8 – “Ron”
Ron is a relatively easy raid boss if your group has very high damage output. If you are like most groups you will not have a fun time with him. He has two forms, the second of which is just a tank and spank, the first of which you will need to be paying attention. You will want to setup the party members position in the door way and have the healers place there tree’s a little bit into the room. Ron has a group fear which will cause all of your party members to flee into the room drawing more aggressive mobs to aid him. If you place the trees correctly a majority of the group members will receive cleanse and be able to assist on the boss again as soon as possible. I would not worry about killing the minions or breaking the orbs during this stage as that focusing on Ron directly will be by far the quickest and also the safest. You should have Battle Rhapsody up for Ron, if you have followed my instructions on previous stages. It should be used the moment the summoner has used Transformation scroll and all of the de-buffs that the party can place are on Ron.
Re-entering Fortuna upon Failure.
Usually on stage six many mobs are spawning – or a number of your group has done something stupid. If one of your group members does not do his job correctly and despawns to many large mobs at once it is very normal to receive lethal damage to the party. This usually means you will have to reset the group outside. Do not panic, many of the first times when I wanted to complete the instance we had to do this same routine. The easiest way to get back inside is to communicate which each other and re-enter simultaneously. Once landing on the inside you should have one of the Aeore Healers throw Celestial Party Protection, mean while having the Iss Enchanter use sonata and melody buffs. If necessary ensure nobody in the group attacks anything and use the Iss Enchanter Party Celestial. When you realize a group wipe is imminent before de-spawning outside instruct your group members to die on the other side of the room from the entrance, with some luck this should keep a majority of the mobs of you when you re-enter the area. Obviously having another extra healer around to resurrect your party is beneficial to getting you up and running again quickly.(source: www.l2gc.com)
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