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Frigus Walkthrough You should be at least level (LVL) 15 before attempting Frigus and if you are LVL 15 preferably have an experienced healer and Damage per Second (DPS) in your group. When you enter Frigus’ lair you have a little space to go before being hit by a rush of Ice-coat batlings. There are 7 Ice-coat batlings that will come at once and slash the front man for decent damage, lethal at LVL 15. After this rush you will be met by a few cursed spirits and a Lesser Frost Demon. Dispatch all your adversaries to reach the statues that set the difficulty for Frigus. The first statue, Frost Demon Sculpture, controls Frigus’ ability to warp to another area that will be covered later and the second, Ice Spirit Sculpture, controls the mobs or adds that spawn during the fight. Hard Mode (HM) is set by leaving both statues intact, Medium Mode (MM) is achieved by destroying either statue, and Easy Mode (EM) is caused by the destruction of both statues. There is a slight step down that indicates the limit of the battle area with Frigus. It is highly suggested that a group pause here to discuss and ensure that everyone knows their role. From this point you will see Frigus floating menacingly at the right of the screen, if you have just stepped down you will not aggravate (agro) or draw Frigus’ attention. Starting the battle in unison is just as important as the battle itself and I suggest that the person that will hold agro, the tank, performs a chat countdown to initiate the battle. A “3, 2, 1” countdown can synchronize everyone and give opportunity to halt the attack for last minute changes. So let’s talk about Frigus for a minute; at LVL 15 this guy is no joke. Once the battle is initiated a gate seals you into the area and anyone not in the battle area will be attacked by powered up minions, Frost Guardians, designed to kill the non combatants. These minions cause little issue at higher levels, but will decimate lower level players very quickly. If a higher level player for some reason is outside of the battle area, they may still gain access to the battle as the gate seems to only block escape. This should not be the goal however and is recommended that you avoid agro of the boss early. Some people adamantly swear that bringing pets will draw the attention of the exterior guards making the battle next to impossible. High level pets as low as LVL 22, when starting in the correct area, seem to have no effect (please provide information to the contrary and screenshot such an instance so that I may provide the most accurate information possible). The opening phase (phase 2) is a normal attack phase for Frigus where in any mode he will periodically use a frost flame spell, icicle spell, and constantly melee attack. If you did not destroy the second statue, frozen spirits will occasionally be called to annoy the support group. During this phase the tank should be focused on keeping Frigus far to the right of the battle area, dodging flames and icicles, while holding agro for the rest of the group. This ensures that Frigus area of affect (AOE) spells, frost flame and icicle, do not harm the support group and that melee attacks are directed at the tank. The DPS should be set for wind damage in any way possible be they Mage, Priest, Warrior, or Hunter and try to avoid as much damage as possible. The wind element does an additional 50% damage to Frigus (for a complete list of elemental effects, see http://www.pawdgame.com/wiki/Elemental_Property_Table). The healer should be focused on healing and adds control if the second statue is still standing. Otherwise the healer is always trying to avoid damage by staying near the starting position. If the first statue is up then Frigus will retreat into an Ice realm (still Frigus’ lair but below the previous area) when his health reaches certain points. Frigus will yell, “I tire of this! Follow into my domain, if you dare!” A portal will open in the middle of the allowed battle area and can be accessed by the entire party. When Frigus retreats to this Ice realm he leaves a shade of himself that does not receive damage or significantly reduces damage to ineffective levels. Frigus will retreat three times if the first statue is intact and will always do this three times. If the second statue is up Frozen Spirits will be called forth throughout the fight, if left unattended they grow larger and more powerful. Luckily it is not on an exponential curve and will offer only a minor nuisance to high LVL players. Lower LVL players need to address the small adds to minimize incoming damage and should leave at least one person out of the Ice realm to do this. The third retreat marks Frigus death and all can enter for that retreat to give extra support. Those that pursue Frigus will start at the far left of the Ice realm map and need to go immediately right along the top most path and reach Frigus at the right most limit of the Ice realm. Although there are a couple of jumps to be made there is no real penalty for failing to make a specific jump aside from having to attempting it again. The path is littered with more frozen spirits; these will not grow and will be along the path each time Frigus retreats into the Ice realm. Ignoring the spirits and racing to the end is preferred as an active buff, Grim Cold, will constantly refresh itself on each player in the Ice realm and causes more and more damage every five seconds as the player spends time in the Ice realm. Grim Cold persists even after leaving the Ice realm and can kill a player as I have yet to reach a limit of multiples (stacks) before it has killed me. Once you reach Frigus in the Ice realm it is a race to beat him into submission to stop the stacks from outclassing your healer and to get him to return to the previous battle area. Once you do enough damage Frigus will babble some unimportant words and return anyone in the Ice realm and himself to the previous battle area. If everyone has done their job well there will be no monster to contend with during phase 1 of Frigus’ attack. First I need to explain a method of understanding the battle area. Imagine the area being divided into four equal parts or tiles (_ _ _ _). Now imagine that only one of the four tiles is safe at any given phase of a pattern, X marks the spot. The first safe place in the sequence is all the way to the left (X _ _ _), the second shifts one tile right (_ X _ _), the third again one tile (_ _ X _), the fourth again (_ _ _ X), the fifth shifts back to the left one tile (_ _ X _), and continues one tile at a time until the phase is over. This phase will always happen as soon as you leave the Ice realm, but can happen at the end of phase 2 if you have not forced Frigus to retreat yet. If watching the timer doesn’t work for you Frigus will yell, “Oh, you think you can best me? Let’s see how you like this!” and the in browser screen will visibly shake. That is your queue that the tidal wave is about to start. You need to get to the safe position, which is also the starting position of the battle. There is one last thing that you need to know, you only get a certain amount of time to defeat any boss in Paw’d. Frigus is no exception you have seven minutes in which to defeat Frigus before he goes berserk. No player has survived a boss going berserk that was not within a thousand points of defeating that boss at time of berserk. Berserk is bad.