RaiderZ

RaiderZ

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RaiderZ Hellhound Bosses Video Guides
Автор: Ink
Get videos on each of the HH Bosses, and explanations on how to beat them! As well as figuring out the exactly the Hellhound system is! All encompassing guide found here!
   
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Table of Contents

Welcome to the guide! Below is the table of contents to help you pinpoint which boss to look over! Each boss includes a video, and summary text on the boss's abilities, and strategies!

Good luck in your hunt in RaiderZ!

Hellhound Basics
- What is Hellhound
- Tokens, and License
- Gear (Jewelry)
- Gear (Armour, Weapons)

HH Class 1
- Fleetfoot
- Goblin Golem
- Elsodia
- Gember
- Viva

HH Class 2
- Bug Dish, Horn Beetle Keetle
- Twin Terrors, Engelo x2
- Spider Extermination, Elsodia x2

Extra Help
Hellhound Basics
What is Hellhound?

Hellhound is a game play component to RaiderZ to compliment your raising level, gear values, and understanding of the game's combat system. The aim is to provide the player with a way to test their individual combat skill against the toughest bosses, while being excluded from the questing game play, and being a long-term end-game content goal!


Tokens, and Licenses

In the rework of the Hellhound content, the bosses have been separated into different tiers, or classes. You access these classes by proving your worth by acquiring tokens from each boss in each class. You trade these tokens in for a license, which enables you to complete the quests in the higher classes. Beginner Class is open to anyone, and does not require any daily keys. Class 1 requires License 1, which needs 5 Entry Hunter Tokens gained from the Beginner Class bosses! While Class 2 requires License 2, which needs 20 Hunter Tokens gained from the Class 1 bosses!

Due to the 3 key limit per day, it can take awhile to get to the Class 2, but that is okay as Class 1 still provides you with the rewards needed for the gear!


Gear (Jewelry)

There are two tiers of Jewelry to obtain from the Hellhound quests. The first tier requires 111 of one of four 'Rune Fragments' to complete one of four tier 1 earrings. The second tier requires all four of the first tier earrings, and 430 'Runes' of the four tier 2 earrings. This is a lot to acquire, can cost a lot, and is more of a long-term goal, than one to complete as quickly as possible.

Earrings Tier 1:
Strength Earrings Level 1 - Level 6 (48 Strength Rune Fragments)
Rune of Strength Earrings (63 Strength Rune Fragments)

Intelligence Earrings Level 1 - Level 6 (48 Intelligence Rune Fragments)
Rune of Intelligence Earrings (63 Intelligence Rune Fragments)

Agility Earrings Level 1 - Level 6 (48 Agility Rune Fragments)
Rune of Agility Earrings (63 Agility Rune Fragments)

Vitality Earrings Level 1 - Level 6 (48 Vitality Rune Fragments)
Rune of Vitality Earrings (63 Vitality Rune Fragments)


Earrings Tier 2:
Knight's Rune Earrings Level 1 - Level 2 (1 of Each Tier 1 Earrings + 230 Knight Runes)
Perfect Knight's Rune Earrings (200 Knight Runes)

Sage's Rune Earrings Level 1 - Level 2 (1 of Each Tier 1 Earrings + 230 Sage Runes)
Perfect Sage's Rune Earrings (200 Sage Runes)

Warrior's Rune Earrings Level 1 - Level 2 (1 of Each Tier 1 Earrings + 230 Warrior Runes)
Perfect Warrior's Rune Earrings (200 Warrior Runes)

Mage's Rune Earrings Level 1 - Level 2 (1 of Each Tier 1 Earrings + 230 Mage Runes)
Perfect Mage's Rune Earrings (200 Mage Runes)


Tier 1 earrings give progressing bonuses of a singular stat, plus similar HP bonuses. Exceptions are Intelligence, which gives Energy, and Strength that gives extra HP due to the +Strength!

Tier 2 perfect earrings give +20 in each stat, and +400 HP. Exceptions are the unique stat each earring is based on, gives a bit more than normal.

Note: It is generally agreed that the Perfect Knight's Rune Earrings are the best for any class. +900 HP, +20 in each stat is greater than any other bonus in the other earrings. +500 HP is argued to be better than +550 EP for Clerics, or P.Crit or M.Crits for Assassins, or Sorcerers.


Gear (Armour, Weapons)[/b]
Currently unavailable, but in the game, and was active in the Korean version. These gears provide PvE bonuses, and other effects. Soon!








Hellhound Class 1
Fleetfoot


Fleetfoot is the easiest of the Class 1 bosses. Avoid his spin and jump attacks, and deal damage. His spin is signaled by him flashing red for 1 second, and then spinning around. This can be dodged, or blocked with a shield. The same goes for his jump, except FF just waits in a pouncing state for a second.

Hitting the tails, and cutting them off renders FF in a 'hurt' state, where you are free to deal damage, or heal. Good luck!


Goblin Golem


A bit more difficult than Fleetfoot is the Goblin Golem. Getting hit by any of the Golem's attacks will result in a lot of damage. It is a good thing all of these attacks are easy to avoid, or recover from. When the circles appear under your feet, just dodge out of the way or walk out of them. If the Golem raises its arms, dodge away quickly, or you may be stunned, and then hit for a massive amount. You do not want to get hit by the Golem!

Focus on destroying the crystal, or the Golem will restore HP. Once the crystal has been destroyed, the Golem will be take true damage. Any damage not healed during the crystal will remain dealt, so speed is a priority here! Standing to the left or right of the Golem will enable you to react to any attack, but also enough time to deal heavy damage abilities, as the extra time it takes for the Golem to turn provides you the time for your own animations.


Elsodia


Elsodia is an easy boss for most damage dealing classes. For magic damage classes, Elsodia is very quick, due to the lack of M.Def she has. Even for physical damage, Elsodia is still rather quick.

Key points to remember is that all of her attacks have a 0.5-1 second signal, so it is very easy to react to any of her attacks. Save your escape ability in case you get caught in her webs. When she jumps, just dodge away. When she crouches down towards the ground, she will spin, you can dodge this, or block it with a shield. You can also stand in the middle of her body and continue to attack her, without getting web'd.


Gember


Gember is not a hard boss, but requires patience and consistency. Getting hit by any ability will deal a good chunk of your HP, especially in Robes, or Leather. Plate users can freely block or tank the basic attacks without much worry. Gember has the widest variety of attacks of all HH bosses, and this makes him a knowledge beast to beat!

You may dodge, or block any of Gember's basic attacks, or charge-up physical attacks. This means his basic club swing, his 3 swing punch, or his downward swing. You can not block his Tornado Spin, or his Charged Downward Swing, but you can dodge them! For his Tornado Spin you have less than half a second to dodge back, or walk out before getting hit once, or getting hit up to four times and being knocked far away. You can also stand within his body and avoid the spin entirely.

Once Gember gets to half HP, his Charge will become aimed right at you, and you must dodge it, or you will get hit for a lot of HP. You can not walk out of the way, or block it. As well, his Charged Downward Swing will gain an AoE effect in your direction. You may dodge this, or side-step quickly by being close to Gember, and avoiding the path.

Gember will also start jumping up, and landing on his butt, to deal heavy damage to you, while also stunning you. He may also stomp the ground twice, which can stun you, and deal damage to you. These are the two abilities you need to save your escape ability for.

Also note Gember will 'get mad', and have black eyes. During this time his abilities deal extra damage, and his attacks will give you a debuff that slows your movement speed. Watch out for it!

P.S - Gember also likes to throw rocks on top of all of these other moves!


Viva


Note, you will need above average DPS for your level to beat Viva. This means a +6 Weapon, and DPS focused gear. You may also opt for a Vitalty/HP build, but only Defenders/Berserkers can utilize this build correctly. Currently you will also need ~9500 HP to beat HHC1 Viva. Anything lower, and you are going to struggle, and need luck to win. The video above is for the old Level 35 version of Viva.

The toughest solo boss in all of the HH quests! Many use the Mt. Eda ice-buff to combat Viva, but few warriors are capable of completely solo'ing Viva on their own!

For those who venture into this foray, be sure to keep your wits about you! Viva has a small selection of attacks, but deals a lot of damage with the Ice Claws DoT, if you get hit. Viva doesn't require consistency like Gember, but utter perfection. Dodge, or block all of Viva's abilities, or you will be restarting your attempt shortly!

When Viva does his Ice Yell, he deals out one wave of AoE damage - avoid this by blocking it. You can run out of the range, but this lowers your DPS significantly, which is not good. You will take significantly less damage for blocking, but still a lot. This is one of the reasons why you must be quick to beat Viva, and why your HP must be high!

Next up is his physical attacks. He can attack with his left or right hands, and will signal which one by how he positions his body before he strikes. Dodge, or block these or you will take a nasty DoT that will eat away at your HP, and slow your movement! This is what kills the majority of all attempts, and is the first obstacle to overcome. You must learn to dodge each attack from his claws every time.

Other than those, Viva will pounce around, which can be dodged, or avoided by running towards Viva right before he pounces to walk in between his legs!

At half HP, Viva's Ice Yell may be used twice within a 1 second period, so keep your block up just to be sure! As well, Viva will start taking less damage over time at this point. And his Ice Yell will only hit once, but will gain damage the longer the fight progresses. Thus, be quick to DPS Viva while avoiding all of his attacks before his damage overwhelms you!
Hellhound Class 2
Bug Dish, Horn Beetle Keetle


High physical defense will render all physical classes in frustration! This Beetle has low HP, but his defenses are not to be ignored. Magical classes will express joy in the speedy death of this Beetle!

Similar to Crassus, the Beetle uses both of the AoE acid clouds, and the similar Horn Attack. There are no other differences. Run away when the tail is low, and stay close when that tail goes up! Most players agree there is a slight damage modifier (~1.1x) on the Beetle's tail.


Twin Terrors, Engelo x2


Engelo, the disgusting boss we all fought in the Reitz Sewers is back, with double the trouble! You now must taken on two of these terrible creatures, at the same time. Don't fret, as they have very low P.Def/M.Def ratings, and mediocre HP!

Focus on killing one, while dealing damage secondary to the other. Once one is dead, the other dies much quicker. This is faster than trying to kill both at the same time!

Avoid the acid ooze by running away whey they take gurgling position. Avoid the spike tendril grab by staying behind either of them. And don't forget to dodge their second and third physical attacks in their basic attack sequence!

Not much else to it!


Spider Extermination, Elsodia x2



See: Elsodia, HH Class 1. Essentially the same principles. Just remember to focus on killing one, and not both at the same time!
Extra Help
Viva Videos of Other Classes

Assassin

Defender

Sorcerer

Cleric


Conclusion


Thanks for your time in reading the guide, and hopefully it has helped you better understand the Hellhound content, and bosses! If anything needs to be fixed, or included, make sure to post a comment or let the author know!

- Ink
Level 40 Zerker, Sorcerer, Cleric, Defender, Assassin
Chimera, Crawler
Event Organizer