Talk:Raisu Palace (mission)

Disagree with the henchmen comment. This mission is easily henched. I've done it twice now -- once by myself, and once with a guildie. &mdash; Stabber &#x270d; 09:45, 2 May 2006 (CDT)


 * The comment does not say you cannot do this mission with henchies, the comment DOES say that if you know where to go you CAN do it with henchies, the comment really says that if this is your first time, and you don't know where to go, you'll end up needing to run and if you need to run, in ANY mission, henchies will make a poor choice. Do you disagree with that? In addition, you can really instruct them on how to use their uber-skills. So that's a negative too. --Karlos 22:30, 2 May 2006 (CDT)


 * Karlos, I also disagree with the henchmen comment. I understand that the statement has the caviot "for parties that are not yet accustomed to doing this mission" but human parties would have similar problems if they are not accustomed to this mission.  I do agree that henchmen can have pathing problems, but I contend that they are *better* at running and avoiding unnecessary fights because they don't have their own ideas and will follow a human leader passed (or through) numerous mobs without argument.  E.g., I failed to finish this mission with pick-up-groups at least a dozen times, even though half of them were fairly well organized groups.  I beat it with 7 henchmen on the 2nd or 3rd try. --Ctran 3:30, 25 May 2006 (PDT)

Heaps of Info missing
Please fill out this mission as it is hard and lots of people need it. We need the abilities of each profession and the abilities of the ally henchmen as well as a more detailed map that is less crowded with green dots. Muchas Gracias. --Karlos 22:34, 2 May 2006 (CDT)


 * The timer lasts for roughly 50 minutes (at least that was the time I got when we barely finished before Shiro did. It's possible defeating the bosses could affect it althought there's no notification.  Who wants to sit at the beginning for about an hour to test that out, though?) and there is a significant amount of time - a minute or two - when it looks like it's empty but isn't really.


 * There are eight bosses in here, one for each profession and their caps look to be identical to Thannaki Temple. I ran the mission several times and it looked like they spawned in consistent places.  They are, in order:


 * Sword Ancient Kai: Auspicious Parry
 * Doomed Ancient Kkraz: Wail of Doom
 * Star Ancient Koosun: Star Burst
 * Famished Ancient Brrne: Famine
 * Defiant Ancient Sseer: Defiant Was Xinrae


 * The final three are in the same room:


 * Untouched Ancient Ky: Spellbreaker
 * Arcane Ancient Phi: Arcane Languor
 * Silent Ancient Onata: Shroud of Silence


 * For the Assassin's Dragon skill it's called Celestial Strike and reads: "1 second cast. Skill.  For 10 seconds, upon every successful hit by you or a party member a level 20 celestial attacker is called forth to attack foes (maximum of 6)."  Basically, you summon up to six Celestial minions that look a lot like Flesh Golems.


 * Also, each of the NPCs makes the route a little easier. Note's been made of Argo, Panaka, and Talon but they all do something.  Nika will take care of a large pack of monsters before the Elementalist boss.  Cynn will collapse a bridge, blocking off another pack, before the Ranger boss.  And Danika will teleport the group past a fight shortly after that.  They do fight with the group and will leave after providing their shortcut but if they're killed along the route they obviously won't do anything.  So, it's really a coin flip whether you want an early shortcut or a late one with some NPC support until you get there.


 * Note should probably be made of the Forgotten chests inside the mission which require questing for the keys and have some very nice drops inside.--Sausaletus Rex 09:47, 3 May 2006 (CDT)

NPC choice
so, if the NPC leave after doing their thing, does that mean picking the later ones would be better? Or do they not do much on the way anyways? -PanSola 22:34, 2 May 2006 (CDT)


 * The later rooms need the assassins and monks, who probably won't survive the journey. I just pick the first two -- Talon and Argo. &mdash; Stabber &#x270d; 22:37, 2 May 2006 (CDT)


 * It's a tactical choice really. Panaku is great in removing the trap, but STINKS in terms of aggro because he has that wonderful skill that randomly teleports him OUT of a fight (usually into new aggro). Danika helps with healing (and I think she has the Urn of Saint Victor with her, but I am not sure). Cynn (I heard) cancels out a fight at the bridge half-way. Since this is about time saving, NPCs that just take out fights altogether like Talon and Argo are just a good idea. Because that will save you a lot more time than if they were still with the party and fighting/healing. --Karlos 23:12, 2 May 2006 (CDT)

Henchman choice
Assassins don't have much luck finding groups, but I've found the caster henchmen work the best with an Assassin. On my second try at this mission, I got to the last three bosses, using all caster henchmen. The cutscene just before that turned me around however, and I started going the wrong way which really messed me up. Oh well, I'll give it another shot later, but has anyone else had a similar experiance? - Greven 22:12, 25 May 2006 (CDT)