[Preface]
As I was browsing around SleepyWood's Ellinia(Mage section) sub-forums, I came upon many questions by low to mid 7X Ice Mages on how to train at Death Teddies. Although I don't know how many 7X I/Ls(Manoz is the only one I know) there are at MT, I'll provide anyways. Maybe some of you may find this guide helpful, at the present or in the future.
[Introduction]
In the hellish levels of 65-75, the grind was absolute pain. Mobbing with Thunderbolt even at Hot Sand or FoG was slow, and yield no more than 8-10% per hour. Cold Beam at Red Drakes or otherwise? Even slower and hellish. As you reach level 70 and and make your path into the 3rd job, you have the opportunity to put skill points into a variety of skills. You should only invest your skill points(SP) into Ice Strike. However, even with your new ability, your leveling will not speed up. In fact, it will slow down, as the experience required to advance a level increases with every level. Your future main attack Ice Strike doesn't help either, as it is at a low level. The damage is laughable and the range is even worse(Even Thunderbolt beats it to a pulp) The agony will end when you reach level 75, the level in which you could effectively tackle Death Teddies.
[When to Start]
The absolute least requirements for DTing are such:
At least Level 72/After Third Job (Where you'll have Ice Strike)
Magic Guard Maxed
Thunderbolt maxed
Cold Beam Maxed
With the minimum, you will not be DTing very effectively. Since Ice Strike is rather weak at that level, you will be alternating between it and Thunderbolt. When you lose sync, trouble will come. You will waste a lot of potions, and die a lot. You may DT with a party though, but this guide would not cover such.
So, in other words, it is VERY unrecommended to go at that level.
The requirement that you should start DTing are:
- At least Level 74(Where you'll stop missing the Death Teddies), however, it is still more recommended to go at Level 75, because you'll have:
- At least level 16 Ice Strike(This gives you a 2 second freeze, and better range(160%))
[Death Teddies]
The Death Teddies, are teddy with a huge spooky specter on its back, controlling it.
It resides in the
Forgotten Path of Time <3> deep in the Clock Tower.
Its statistics are: (Retrieved from Hidden Street)
Level: 85
EXP: 1300
HP: 32000
MP: 180
Meso Drop: 364-545
Weapon Attack: 375
Weapon Defence: 700
Magic Attack: 430
Magic Defence: 465
Speed: 70%
Avoid: 27
This is just to give you an idea of what you're up against.
[Death Teddy Facts]
- They are huge, which is both advantageous and disadvantageous. They are easier to target, from both horizontal and vertical distances. However, they are harder to teleport through and due to their sheer size, you'll get dealt bump damage VERY EASILY.
- They deal 1k-1.1k of touch damage, and 1.3k of magic attack damage.
- They are the only freezable monster in the right side of the Path of Time, other than Klocks and Dark Klocks (But no one trains there anyways)
- All element types affect them.
[Item Drops]
Besides Mana Elixers, All Cures, Black Crystal Ores, and of course, the Sealed Teddy drops, Death Teddies also have a chance of abandoning such items at death:
(They, again, will be color-coded based on usefulness or worth)
Red
=Awesome, worth a lot or quite useful.
Purple
=Could be FMed for quite a high price.
Blue
=NPC it for quite a lot. Good for funding money.
Black=Lol. Junk NPC Fodder.
Scrolls:
Cape INT(60%)
,
Topwear DEF(60%),
Bottomwear DEF (60%)
Common:
Black Seraph Cape
,
Yellow umbrella
Warrior:
Helios
,
Red Battle Empress
,
Yellow Battle Empress,
Blue Carzen Boots,
Emerald War Greaves
Magician:
Blue Enigmatic
,
Phoenix Wand
,
Dark Neli Shoes
,
Dark Clarity
Bowman:
Blue Hinkle
,
Green Wing Boots,
Red Ades
,
Red Anes
,
Dark Lineros
Thief:
Angelic Betrayal
,
Green Pireta Hat,
Green Mystra
,
Green Larceny
,
Blue Mystique,
Blue Mystique Pants
Yep, tons of junk, but if you managed to snag all the Magician equipment(like I did), you won't have to spend much for your level 78 upgrade (Except for that darned Galaxy ).
[Your Ice/Lightning Skills]
As a Ice/Lightning Mage, you have gained many skills in your 1st job as a Magician, and 2nd job as a Wizard. In the early 3rd Job, a new addition(and addiction) joins the team: Ice Strike.
Below, listed and described are the skills you have when training at Death Teddies, in priority, from most to least.
Magic Guard
Ahhh, Magic Guard, the defensive skill you gain in 1st job that directs 80% of all damage to MP. Now although MP may cost 2x more per unit than HP, all magicians have low HP, so this will be required to supplement that shortcoming.
In other words, you'll die here, and any other high-leveled training spots without this skill.
Ice Strike
The newly acquired Ice area of effect skill; the ultimate mob control! It's basically Cold Beam and Thunderbolt combined! The range is something to boast... At higher levels that is. Anyways, it damages and freezes up to 6 monsters at once.
This skill is your main skill while training at Death Teddies. It makes mobbing so safe, unlike those Fire Mages with Explosion or Priests with Shining Ray/Heal (Haha! Suckers! Err, again, how very unfortunate of that.)
Teleport
Extremely essential to avoid 1k touch damage and 1.3k magic damage. Also lets you travel through the map with ease.
This skill will be used most of the time at DTs, only not when you're stopping to mob.
Cold Beam
The Ice one-on-one skill. It freezes a enemy and does higher damage(to single enemies) than Ice Strike. Also uses less MP.
This skill, will only be used for luring or mob control, as you should never attack and kill single DTs.
Meditate
Yep, Meditate boosts your magic attack, allowing you to deal more damage. This is quite helpful in mob attacks, since the effects gets multiplied by up to 6.
It also serves as a useful Magic Guard synchronizer.
MP Eater
Absorbs the DT's MP. Extremely useful since they have very very high MP. In theory, if you mob at least 4 DTs, you will absorb MP every time you attack. Also, you can theoretically absorb up to 6x180=1080MP! from a mob of 6. Of course, that'll take at least 18 hits.
Slow
Although useful in stopping freeze slide, I don't see a use other than that. At most, you should put only 1 point into it at the end of 2nd job.
Magic Claw/Thunderbolt
Not gonna be used much, even luring. It's way too dangerous to mob with Thunderbolt, and Magic Claw? Ha! you've got Cold Beam and Ice Strike. Ice Strike will eventually permanently replace Thunderbolt. (unless you want to be Pikachu)
[Forgotten Path of Time <3>]
In order to get to the Forgotten Path of Time <3>, one must walk through the Terrace Hall, through the Toy Factory, to the Crossroad of Time, through the Whirlpool of time to arrive at the Path of Time. Then one has to fall to the right side and go through the portal to arrive at the Forgotten Path of Time <1>. Then continue on until you reach the Forgotten Path of Time <3>.
As you can see, here is the map of the training ground.
The map is composed of only Death Teddies, unlike many other maps. This eliminates the impurity, where it may take 10 hits to kill one type of monster on the map, and 20 to kill another type.
This map is a square type map. However, it has platforms to hold the Death Teddies.
This map is platform filled, and since the Death Teddies are huge, you can snipe them very easily. (The concept will be more explained as the guide goes on)
[Training Guide]
There is two ways to tackle this map.
(Red Line is normal walking, Blue Line is teleport)
One is Counterclockwise, such as so:
The other is Clockwise, as outlined:
The Clockwise method is only good(In my experience) when your Ice Strike is less than level 19 (When you are level 75). This because you cannot hit the bottom DTs from the yellow platform at the right when your Ice Strike is lower than level 19.
The reason that the counterclockwise method becomes more feasible when your Ice Strike is level 19 or above is because the yellow platform at the right allows you to hit 3 platforms at once. That is where you'll lure your DTs.
[Mobbing Spots]
Here are the recommended spots for mobbing and/or waiting for DTs to gather up.
All of them can be used through the Clockwise or Counterclockwise methods. However, some of them are "Ice Strike level limited", meaning that some cannot be used unless you have at least a certain level of Ice Strike.
The spots are represented by dots with a circle/square around them.
Red: Can be used with any level of Ice Strike.
Light Blue: Should only be used if the level of Ice Strike is less than 19. Otherwise, you have better mobbing spots.
Light Green: Can only be used if the level of Ice Strike is above 19.
Pink w/Square: Can only be used if Ice Strike is level 28 or above.
[Essential Skills]
Luring - This is the number one skill that you need to learn if you want good exp here. It is extremely important at the bottom of the map where DTs are plentiful.
To lure safely, use Ice Strike or Cold Beam on the DT(s). This has a downfall, however. Sometimes when the DT unfreezes, it doesn't follow you.
To lure fast, use Magic Claw or ThunderBolt on the DT so it'll follow you. It may fire charms at you, however, so beware of that.
To lure the bottom part of the map, simply hit the DT(s) with a skill of your choice, and if it is in front of you, quickly teleport though it. Repeat and rinse with all the DTs at the bottom, and you'll have a huge mob to kill in no time.
Telecasting - You use a skill and then quickly teleport in a direction(Not into the monster though!). This is for defensive and offensive purposes.
Offensive: You can lure better, attack, and quickly flee, so it'll follow you.
Defensive: When the DT throws a charm attack at you, you can dodge it with teleport.
Recast Magic Guard with Meditate - Whenever your Meditate skill runs dry, it's your cue to also recast Magic Guard. Why? Well, even though Meditate lasts 6 minutes shorter than Magic Guard, this gives you a rhythm. Why not recast with Speed Pills? Let's look at it this way.
The Speed Pill flashes on the top right of your screen, so is Magic Guard, but what is this? You're in the middle of a mob trying to pot. Magic Guard wears off, and there goes 5% of your EXP (Or 10% if you're LuKless).
Running when a mob gets out of control - Not really a skill, but an instinct. So, you gathered a huge mob. It's too big for your Ice Strike to hit them all. So, don't stand there, RuN to another part of the map and continue training. Hopefully, that mob will split into a smaller one so you can deal with it more easily. After all, it is better to run away than to lose tons of pots dealing with them and their charm attacks, and risk dying, don't you think?
This also works with Return to Nearest Town Scrolls. When you're in a sticky situation(Like when you didn't watch how much pots you had remaining, and now you're cornered with tons of DTs firing charms at you), DON'T HESITATE TO uSE THEM. You could lose your spot, but it is better to lose your spot than 5% (or 10% if you're LuKless).
[Annoyances]
Yes, Death Teddies are like Zombies and FoG: too many people.
[Hermits]
Most of them KS the living hell out of you. If your mob doesn't get KSed by one, then you have discovered the rare
Hermitus Non-Narutardish. Best way to deal with them if they KS you? The report button works, but if you're the vengeful type, best immediately switch to attacking with Thunderbolt, or STOP ATTACKING, so the mob of Death Teddies will avenge you with their charm attacks .
[Freeze Slide]
Extremely irritating. When you freeze a DT and there's another person on the map (Don't ask me why, but it also applies to Bone Fish), they will slide instead of stopping in their tracks. When this happens, you've got a frozen package of 1-1.1k touch damage on your way. This will waste pots, and may knock you off the platforms that you're mobbing on. The only way to avoid this is to teleport through the sliding DTs or use a high leveled Slow on them (Not recommended to pump points into Slow).
[ccplz]
Yes, this is a crowded map, so expect to hear tons of these before finding a spot for yourself. "cc" or "ccplz" basically translates into "Hello, I should go back to Kindergarten because I have not yet learned to share." In extreme cases, when all 19 channels are filled with people who needs to go back to Kindergarten, you may have to find a new monster to train on until the coast is clear.
The best way to retort is to say "Sorry, I do not lend my Credit Card to strangers."
[When to Leave]
So, from level 75-79, Death Teddies were almost heaven. The annoyances were everywhere, however. "ccplz" this, "OMGIKSuIMNARuTARD" that. To make matters worse, at level 80, your experience rate here begins to decline. Now, when is the time to leave? On my experiences, I recommend
level 83, where you will not miss as much in your future training spots.
With the beginning steps of 3rd job finished, good luck on continuing your training and reaching level 120 and the 4th job!
(P.S. Buy Safety Charms, sure, that 5% may not be bad, but you WILL lose motivation when you lose it. Not to mention the feeling you get when you're at 95%...)
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