Guide Clock Tower Raid & Etiquette
Guide Clock Tower Raid & Etiquette
Introduction
This is a raid that can be done without much hassle (at least
floors 1-11), or you can make it a pain in the ass for everyone. I
decided to write this because I've been to a bunch of CT-runs that,
while usually having good people, lacked knowledge and/or
organization. Click on the "read more" below to see the full guide.
Yes... it will be a long read, but it will also help everyone have
a nicer raid experience. If there's anything I should change, if
you spot an error or if you have any more information please PM me
in the forum (sGE: Keizoku | G1: Minun).
Level: MasterCharacters: 1 character per personMax.
Participants: 24Mission Failed: If you do not finish the floor in
time or if everyone dies.Time limit: 30 minutes per
floorRacial/Armor Type: Lifeless/HardPre-requisite: Clock Tower
Entrance quest, Esmero/Souveran/Pegadilla membership
(optional)Item/s for entry: 1x Spell Key (buy with 2 Moon Stones
from Jenia in Byron F6) or 1x EJ (for those not
Esmero/Souveran/Pegadilla)
General information and etiquette Before you enter and while you
assemble prepare and check everything: Spell Key/EJ, key to
whatever floor you want ot jump to (and WHO has it), if your quest
is even done to enter it (!!!), if you have all your rings, an
extra LoE-bracelet for Flare, Soul Crystals etc... The seal for the
CT entrance will stay broken for a while after you use the key, so
don't worry if you have to exit the lobby to make a new one. Every
boss in Clock Tower are Lifeless racial and have Hard Armor
property. Take your daily Clock Tower Investigation Quest from the
guard outside CT for extra rewards:Time of Toothed Wheel + Either
of these: Honor Cards, Veteran G/Expert G cards or Training A/B
Cards. The quest for each floor gets completed when the roulette
appears. If there is a Machine Device anywhere on the floor you can
be sure it has to be clicked to activate something. If a boss is
unattackable, find the Machine Device. On most floors you will
fight two bosses, 1 in the bottom room and 1 in the top room, so
even if you finish off one room there's still the other. Usually
they have the same mechanic. Since it's an MCC1 raid, everyone has
to be serious about their role. This means no scouts forgetting
their rings, no Ele/Hellena forgetting a second LoE for Flare buff
etc... Once the Destroyed Body of a boss appears, only normal hit
it. Also, check who got the key. While waiting for the raid to
start, don't go off to do random shit (WxPvP, JB, Bounty Hunter...)
unless you can easily break it off.
Buffs/consumable items used Floor 1-9: ET Enhancement, Mystic
Ampule, Big Watermelon Slice, Hrins/Steroid Floor 10-12: ET
Enhancement, Principal Ampule, Hrins/Steroid Floor 13?: ET
Enhancement, Principal Ampule, Hrins/Steroid, Triumph Filler,
Status Ampules, Lifeless Ampule, Red Lollipop Any floor if
necessary: Soul Crystal (especially ressers/tankers should have
some)
Character summary & details 1-2 Tankers: Coimbran Trooper 2
Enhanced Tactics lv11-12: 1 Valeria (if going floor 10), rest
Scout/Viki/Emilia/ETS 1 Rio (lv 12-13 with Encore) 1 Bernelli (Lv12
Hound) 1 Lisa (Lv11-12 Grinding: Magic Break) 1-2 Cannon users for
floor 10 with expert stance Extra: 1 Lionel (Lv12 Leadership) | 1
Karjalainen (Lv10-12 Boost Magic) | Lorch (Lv12 Infiltration) All
the rest (DPS): Hellena, Veatrice, Elementalist | 2nd choice:
Calyce, Ralph, INT Catherine BANNED CT CHARACTERS: Pretty much
anything not listed above Musketeers (crap damage on hard armor)
Melee/range chars that have no buffing/debuffing-purpose
Possible stats of a tank.
2x TANKS: Coimbran Trooper(2nd choice: Fighter)
Stance: CrusaderArmor: At least +6 3DR (def as bonus is good)
ELB/ESA/ELN recommended.Weapons/Shield: Any blunt will do. Shield
should have DR, a +2DR Phantom Guard being the best.
Your role is, obviously, to keep the boss focused on you instead
of the dps. Do not run ahead - wait until you get your buffs
(although, you should have been buffed first). Provoke as much as
you can - don't be lazy. Always get the boss to face towards the
wall away from the dps, and lure it out of the room if necessary
for that particular floor.
DPS: Hellena | Elementalist | Veatrice( 2nd choice: Calyce |
Ralph | INT Catherine )
Stance: Forgotten Magic | Lord of the Elemental | Occult Magic |
Occult Assistance | Evocation Lightning (INT Cath only)Armor: While
high-grade armor is good, you will not necessarily even be hit. And
if you do get hit but a skill, even ELN would likely die.Weapons:
Atk/AR or ATK/Lifeless. Preferably base 32AR or above. 1 extra LoE
for Flare.
When you want a buff, display it over your head with the !!text
command, and remove it once you get the buff by typing only !! in
the chat again. Remember to unequip any medal to be able to do
this. Also, it helps if you go and stand away from the other DPS
when you want a rebuff, because they might be unable to target you
otherwise.
For stances to use, switch depending on what floor it is. Some
floors only need single target dps (buff up Flare, switch to
Forgotten Magic/Lord of the Elemental) while some need quick AoE
monster clearing. Now, why use FM/LoE? It has been proven to do
ALOT more damage in single-target dps. Since you have a Rio, using
Magic Enhancement+Mystic Ampule+Hrin should definitely bring you to
speedcap. All you have to do is normal hit. The skills in FM/LoE
are still week. If you need to clear many mobs, switch back to
Occult Magic.
2x ET BUFFERS: Valeria (must have for floor 10) | Scout/Viki |
Emilia/ETS( 2nd choice: Veronif | NEVER: Catherine Summoner |
STW/Soho | anything without resurrection )
Stance: lv11-12 Enhanced Tactics | Innocentio | Tactical
AssistanceArmor: The best you can afford - the higher grade the
better. You may be in need of survival. ELB or above
recommended.Rosario/Weapons: Rosario with def+2DR recommended. A
rod with 3AR for Emilia if she debuffs.
Ask everyone to stand still and display what buff they want
using the !!text command in chat instead of saying it out loud.
Buff the tankers first, then proceed with the dps. If a character
dies, res them and buff the enhancement they need immediately.
(unless many people died, then focus on ressing everyone first) If
many people die, INCLUDING THE TANK, res and buff yourself and the
tank first. DO NOT BUFF FORTITUDO, alot of people might be using
Mystic Ampules.
Focus any possible Refresh Minds on the other buffers (listed
below) instead of Elementalists or Hellenas, since they should be
using FM/LoE anyway and not OM skills. (unless perhaps floor 2 and
floor 6 - there having the strongest Ele/Hellena Abyss many times
might be useful!)
OTHER BUFFERS: 1x Bernelli | 1x Rio EXTRA: 1x Karjalainen | 1x
Lorch | 1x Lionel( Karja, Lorch and Lionel are not necessary for a
successful run of 1-11, some may prefer Ele/Hellena for more
general dps instead. If anything, Karja might be the most useful of
the three. )
Buffs: lv12 Hound | Lv 12-13 Rio buffs | Lv10-12 Boost Magic |
Lv 10-12 Infiltration | Lv12 LeadershipArmor: While high-grade
armor is good, you will not necessarily even be hit. And if you do
get hit but a skill, even ELN would likely die.Weapons/Shield: Any
Lute will do for buffing, but high-grade atk/ar or atk/LL is still
nice. Same goes with shotgun/rifle. If the Karja has well-chipped
rapiers she may even join as some sort of supporting dps too. Rio
can also join dps on evocation lightning.
It is necessary for these buffs to be at the highest possible
level - especially Lionel is quite a waste of squad-space if not
lv12.
Bernelli and Karjalainen should wait to buff Hound and Boost
Magic when you're in front of the boss and everyone is gathered.
Many Elementalists and Hellenas need to change stance - if you buff
too early then it goes to waste. The buffers should also check
their raid timers or look for the buff animation - if it's gone,
ask them to gather for rebuff.
Rio should remember that he can also help with resurrecting
people.
DEBUFFERS/OTHERS: 1x Lisa | ?x Emilia/ETS | 1-2x Jose/Claire
Deuffs: lv11 Grinding: Magic Break | Lv12 Whole Cancellation
(for Auto Baron)? | Demolition Burst/Tested BurstArmor: The best
you can afford - the higher grade the better. Lisa is close to the
boss so she needs survival. ELB or above
recommended.Rosario/Weapons: You may use arnis with one dagger of
atk/ar or atk/LL to easier achieve better stats.
Grinding: Magic Break is obvious since there are so many
Elementalists and/or Hellenas as DPS. As for Whole Cancellation, I
know it is used at Auto Baron but since Ive never been there, I
dont know more. The cannoneers are needed for floor 10. Maxed out
expert stance is a must.
Floor Details
Once you kill a boss and the destroyed body appears - DO NOT
SKILL IT. Normal hit it until it dissappears. Also, always check if
you got the key, if your squad has the loot set on turn. At the end
of a floor the person with the key will click the gate and open the
lobby for the next floor. Then anyone can create a room.
Floor 1 [video part 1] [video part 2]
Boss: 2x Fire CandlerMechanic: Run to the top and activate the
switch to activate mobs in the corridor. Kill them all to activate
the boss. Once the bottom room boss is dead, proceed with the top
room boss. After a while the boss will escape to the bottom room
again, chase it and kill it.
Floor 2
Boss: 2x Gale Steamer (amount may vary - it can spawn
clones)Mechanic: Activate the switch. Gates will spawn and out of
them come many mobs. Spread your squads out - 1 top, 1 bottom - to
kill the monsters before they reach another gate. If many monsters
go into the gate they're headed to, then the Gale Steamer will
spawn "Game Steamer Clones".
Floor 3
Boss: 2x Blazing TendererMechanic: This boss spawns gates
("Colony" type - each hit does 1 dmg) while you're killing him.
Kill him, the gates and the spawning mobs too.
Floor 4
Boss: Perfect Shining MachinaMechanic: This room starts off with
some monsters and a couple of statues that spin and show numbers.
You can turn the statues around to find the combination that
removes the blades, but it's not needed to do so. A bit upwards
there's a path made out of rotating blades. Have one person go that
path to activate a switch that will teleport everyone into the
bottom room.
Have someone go through the path of blades.
The bottom room is sealed with rotating blades. Monsters will
spawn, kill them to spawn some more, until the boss itself spawns.
Tankers and DPS be alert!! The boss can teleport to another
location in the room and has a big AoE, so move quickly in
accordance. Kill the boss, the blades will dissappear. Get out of
the room and move upwards.
Now repeat the very first steps to get to the top room too - one
person goes, the rest wait until they get teleported. Kill the
monsters and boss as usual.
Floor 5
Boss: Shining MachinaMechanic: "Seal Stones" ("Colony" type)
appear on the map. Assign some people to find and destroy them
while the rest chip away at the boss HP. The boss changes form
depending how many Seal Stones are in the map - the weakest version
of the boss being General Shining Machina. The more Seal Stones are
up, the stronger the boss, so be sure to have someone looking for
and destroying them.
Boss stats before and after some seal stones have been
destroyed.
Floor 6
Boss: Perfect Shining MachinaMechanic: Some mobs roam the
hallway. There is a machine device in the first bottom boss room -
tank activates it and many monsters spawn. Kill them while standing
at the stairs - the mobs cannot pass further than that. you have a
set amount of time. The more mobs are still alive at the end, the
stronger the boss in the first room will be.
If you don't kill all the mobs, the boss might end up like
this.. or maybe even worse.
In the second room, there will be another weaker boss first. You
have a set amount of time to kill it. Monsters will spawn, I think,
if it is not killed within that time. Kill them all to finish the
floor then.
Floor 7
Boss: CandlerMechanic: There are some monsters in the corridor,
kill them. Go to the bottom room, there are some treasure chests.
These are fake and turn into mobs. Kill them and proceed to
tank/DPS the Candler as usual.
At 50% HP the Candler will escape to the top room. Any dps
hitting it will automatically follow. Watch out if you didn't kill
the mobs in the corridor first - you might run headlong into them
now.
Tank/DPS normally again, until ~20% HP where it will escape to
the bottom room again.
When the Candler is in the bottom room and low on HP (last
~10-20%), ask the helping squad to stop their DPS completely and
run up to wait at the chest/time door. This should ensure that the
questing-squad will get the item for Lionel.
Floor 8
Boss: 1x Steamer, 1x Gale SteamerMechanic: The bottom room is
the Steamer for Lionel quest and the top room is the fake Gale
Steamer. As long as the people with the quest stay in bottom room
squad they will get it.
Now then, these two Steamers respond together. You have to keep
both of their HP values close to eachother so its important for the
squads to tell what % the HP is at. If the HP differs too much the
boss will regenerate and maybe even spawn minions. It is good to
have two tanks for this floor, however its also doable with only
one real tank (or worst case scenario, no tank).
If there is only one real tank, then pick the person who is most
durable (well, even Hellena can do it if you are good), buff them
with Melee Enhancement (and pop a Principal Ampule). This person
will take the aggro and everyone else will NORMAL HIT IT. Do not
skill if you use this tactic!
Floor 9
Boss: ?x General Candlers, 1x Fire CandlerMechanic: In the
corridor there are some monsters and some General Candlers. Kill
them. Next, have the tank go in and provoke the bosses/monsters.
Kill them all. After they're killed, EVERYONE ELSE SHOULD RUN OUT
OF THE ROOM, but one tank and one ET-buffer stays.
There is a switch at the back wall of the bottom room. When the
tanker clicks it, mobs spawn and everyone gets dark vision debuff.
The ET-user at tank and DPS should quickly use Escape Artist. Kill
the monsters and proceed upwards.
In the top room, have the tanker/s lure out the boss (Fire
Candler). The DPS go hug one wall while the tank makes the boss
face the other wall.
Floor 10
Boss: -Mechanic: Valeria with Innocentio and 1-2x Cannon-users
are a must have for this floor.
CorridorRun to the top, since the first room is sealed off with
rotating blades. Gather in front of the stairs leading into the
room. NO ONE GOES IN ALONE. EVERYONE HAS TO GO IN AT THE SAME TIME.
This is CRUCIAL!!! Make sure everyone is in a group and do a
countdown of when to enter - then, everyone should run in at the
same time. When you go inside, rotating blades will spawn at the
room entrance. This means anyone who didnt go in with everyone else
gets shut out. You see now why its crucial that no one goes in
alone?Once inside the top room, TANKERS AND DPS SHOULD AVOID THE
CENTER OF THE ROOM. Only the Cannon-users and Valeria should go to
the center of the room to be teleported to the bottom room.
Top roomThis is where the DPS and tank/ers will be. Now here,
you have to stay away from the center of the room. Because of that,
position yourselves like this:
[image]
Some monsters will start appearing and walking slowly in a
circle around the room towards you, but they don't really attack
you. Apparently, if you hit them the boss will do an AoE that will
most likely kill unsuspecting DPSers. Ress and buff up quickly and
continue DPS.
Bottom roomThe bottom room has a permanent HP-drain debuff. This
is why Valeria is needed here, she has to keep the Cannon-users HP
up and buff them when necessary. At times some Colonies will
appear. Destroy them FAST. The last skill of the Expert
cannonstance should do it. As long as the colonies are alive, the
boss will regenerate HP alot. So really. Destroy them. Fast.If any
DPS by accident enters the bottom room by going to the center of
the top room, there is a Machine Device. Click it and you will be
teleported back up top.
Floor 11
Boss: -Mechanic: At first glance this floor may seem difficult
to grasp, but really, its not difficult at all.
The Rumin-codesThere are statues in the corridor, each with a
corresponding Rumin-name (Bloodstone, Apatite, etc) as well as
statues with Rumin-names in the boss room. There will also be
monsters spawned in the corridor at times.Have Person A click the
statues in the corridor (this will spawn mobs - kill them) and
write down the statues Rumin & number in squad chat (eg. Rumin:
2, Bloodstone: 7 etc), while person B is in the boss room to click
the statues until their number matches those of the ones outside to
summon the boss.
Once the boss is summoned, proceed to tank/dps it as usual. Just
be sure that you dont have any curse on anymore. For the top room,
there will be new numbers so rinse and repeat.
The Gates and the CursesThere are also 6 big gates hanging in
the air in the corridors (in formation of three and three). The
person that first passes the gates in any direction (up/forward or
down/backward) will curse the whole squad with a debuff. There are
more than 1 debuffs.There will be an announcement on who caused the
curse - and it will also tell that person to sacrifice itself at
specific Altar. If you caused the curse, go and click on the same
Altar (There are two - Altar of Sacrifice and Altar of Death, they
look like stones) as in the announcement, this will remove the
debuff of everyone else. Then ask to get ressed. It also seems at
some point the person with the curse gets their vision taken away,
so please use Escape Artist to help them out of it.Please try not
to run past the gates too much - it causes unnecessary curses,
deaths and rebuffs.
Floor 12
Boss: 3x miniboss in corridor (~30m HP each.) & 2x Boss (One
top, one down. ~60m HP each.)Mechanic: At first this floor consists
of freeroaming smaller monsters and three (3) "minibosses" in the
corridor.
The tank should spam provoke to keep the 3 bosses attention at
all times!! The DPS should concentrate ONLY on the minibosses,
ignore the monsters around you. You have to kill hese three REALLY
QUICK or you may run out of time since you need to kill two big
bosses afterwards too!
Kill the three minibosses to spawn a boss in the top room. Kill
the boss in the top room to spawn a boss in the bottom room. Once
these two are dead the floor is cleared.!! I've never been to this
floor myself, so it's difficult to explain what others have told
me, but I thank them very much for sharing the information. Please
help me make the description of this floor better and help me
correct if anything is wrong. !!
Floor 13 - The Lost Time
Boss: AutobaronSquad: 2 Coimbran Trooper1 Tank focuses only on
the Autobaron, the other will help in luring his minions away. 4-5
Emilia/ETS/Wiz (whole cancel lv11, ET lv11-12, Eraser)These will
focus on keeping tank under invulnerable, boss under WC and 1 of
these should buff the others since they may be too busy to buff
themself. 1 Bernelli (Hound lv12) 1 Rio (Lv12-13 buffs, DPS)To make
Rio more useful, ready him for DPS on Evocation Lightning too. 1
Lisa (Grinding)Lisa is there to debuff the boss with -res to
phsical or magical as well as decrease its stats. Best done on
Arnis with Evil/Strata dagger that has the trigger chipped onto it.
Arnis is to not lose any AR, since Blitz Assault takes the average
AR of both daggers. the rest are Hellena/Elementalist/Cath INT
(Flare lv11-12) Use Forgotten Magic or Lord of the Elemental with
preferably atk+LL bracelets (min. base ar 32+)Concentrate only on
the Autobaron.Mechanic: To those familiar with Queen of Valkyries,
the tactic would be similiar.
1 Trooper focuses 100% on tanking the Autobaron. Note that
autobaron can still normalhit while under whole cancel - and his
normalhit can inflict shock. Because of this, Emilia should keep
the tank under Invulnerable, and another Emilia keeps this Emilia
under Invulnerable.
If Autobaron is not kept under constant Whole Cancellation, he
can do a very big AoE that will naturally kill the DPS. So remember
to keep him debuffed.
!! Autobaron has an insane HP Regen if no one is hitting it
!!
There will be deactivated Mini-Barons initially around when you
start the Mission. All Mini-Barons have these stats ( 7,551,360 HP
| 71 AR | 20,246 ATK | 66 DR | 148 DEF | 70 Fire,Ice and Mental Res
| 60 Lightning RES | )
At 70% HP ( I think ), the deactivated Mini-Barons will be
activated and they too, cannot disappear despite luring away. At 5%
HP, there will be a last desperate summon of Mini-Barons AROUND/AT
Autobaron itself. At least 5 of them. Autobaron can summon
Mini-Barons that are very annoying. While the first batch of
Mini-Barons cannot be lured away, the others can, and this is where
the other Trooper will be very handy, as well as ATPs. The Trooper
should hurry to spam provoke and lure the minibosses outside in the
corridor, instead of wasting DPS on them, and then use a red
lollipop to go back in the bossroom. They'll usually stay there,
but if they come back, just lure them out again. A Lionel is also
capable of kiting the Mini-Barons that cannot disappear, with
Punisher's range, but do take note of Mini-Barons' skill range.
At times 4x colonies of different colors may appear at fixed
locations. Destroy them asap, especially the blue one since it
regenerates Autobaron's HP.
Red Colony - Weak against MeleeBlue Colony - Weak against
MagicYellow Colony - Weak against Ranged (There will most likely
not be any range dps unless someone got to take
Ralph/Calyce)Gray/Black Colony - Weak against MMA (though MMA is
not needed in the raid at all)
Autobaron will have those Colonies appear throughout the
Mission, with a gauge, it charges up in 5 or 10 seconds, and once
completed a Mini-Baron will spawn. It is possible to destroy the
Colonies in time, but that usually applies for the Blue one.
Autobaron will gain a certain buff for awhile after it summons
the gates/chargers and a message will appear on screen. I think its
only Increased Attack Speed, Increased Attack and Increased
Block/Defense properties.
!! I've never been to this floor myself, so it's difficult to
explain what others have told me, but I thank them very much for
sharing the information. Please help me make the description of
this floor better and help me correct if anything is wrong. !!