Nunvince Dungeon Guide for Segnales
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Nunvince Dungeon Guide for Segnales
I see a lot of Segnales asking for help for this instance, and I figured I could help out some since
I’ve been running it for around 15 levels now. If you have any of you have more tips it would be
nice to post them here so we can get them all in one place.
First, some basic information. I’m a level 50+ healing segnale, with my main stat as ‘heal’ (no, not
spr). I have fairly high spr though, since I like to keep it near/above dex (which is at min) and I
spam skills for damage. This being said, a pure heal segnale will probably be able to complete the
instance at a much lower level than the seg’s who go dex or spr mainly.
Why do I mention this? Because if you are a high enough segnale to do this instance, I hope you have
realized that one of the main weaknesses of segnales is knockback. The more def you have, the better
you do against multiple mobs. The PvE bread and butter skill of most segnales tends to be ‘blood
hit’ (or barrage), which is easily interruptable in the beginning. Not to mention, our heals which
CAN be interrupted. This, combined with our lack of AoE below 59 (no, I don’t consider evil spear to
be AoE- that thing is near worthless as an AoE) makes any mob number greater than 1 a problem if
they can interrupt us.
Anything that aggravates this weakness is a huge liability to our survival. Hence, fighting two red
mobs is NOT twice as hard as fighting 1 mob, but more like 3 times as hard. And fighting 3 mobs at
once is 5 times as hard as fighting two mobs at once.
Because of the way the dungeon is structured, segnales have a naturally hard time. Consider the
non-boss enemies- sasquatches are almost impossible to lose. You cannot run away from them, they
will follow you to the ends of the dungeon. Skeleton knights are ranged and like to use skills that
interrupt. They also tend to come with a set of sasquatches. Spider larvae have an irritating web
attack that roots you. Spiders, thankfully, don’t have anything to hinder you, although they do spam
a poison attack that leeches your life.
Most of this guide then, is on how to minimize the amount of mobs you need to fight in each of the
dungeon areas. I’ll assume knowledge of basic techniques, such as kiting, knowing your whip range,
‘pressing E’ to heal other yourself, etc… Also, the directions on where to go are pretty self
explanatory in the quest log, so I won’t go into that.
The sections are be broken up into what I consider the ‘problem areas’ for segnales i.e. :
THE TREASURE ROOM (2 Spider Souls)
THE SEAL OF VESSAGO (1 Knight + Sasquatches)
THE LABORATORY ENTRANCE (2 Knights + Sasquatches)
THE LABORATORY (Lord Kunda + 5 Knights + Sasquatches)
THE SACRIFICIAL CHAMBER (2 Spiders + 2 Larvae + Spider Boss)
THE CHAMBER OF SPACE (general tips)
THE GODDESS STATUES (3 Frizkhans + 3 in the Center)
THE THRONE OF THE GODDESS (Boss Spider)
General Tips:
If you spam skills like I do, bring many, many, many MP pots. Nunvice dungeon gives gems, beads,
agates, but NO equipment (except for a ring). Therefore, you don’t need that much space, fill up so
you won’t have to go back to town. As healers, our mana is our life and damage, do not forget this.
If you are doing this dungeon at level 34 or a few levels above that, you do NOT have to complete
the dungeon. (in fact, it is probably impossible). Nunvice dungeon creatures give very high amounts
of experience for their hitpoints, but they hit hard for their level. Don’t waste 10k by trying to
‘run it’ to get to the end and dying 5 minutes into the dungeon.
You will want to kill everything you come across if they are white or red to you, and you will want
to do it safely. Tape something to cover up the countdown timer on your monitor. This is not a race,
this is an expensive, but worthwhile grind. Later on, you will have much more money when you exit
the dungeon that you will when you enter it. Slow and steady will make sure you exit out the dungeon
gracefully into requies beach after 30 minutes with a LOT of experience and most of your money back.
Racing the clock will get you dumped back in a body bag with nothing to show for it.
Learn the aggro range of the creatures, and get used to map.
PART I: THE TREASURE ROOM
Most of the time this should be easy. Simply use a large range skill like backdraft to grab one
spider and kill it. Rinse and repeat and grab the chest.
I only mention this part because its the first room where you might end up fighting two boss
creatures if you aren’t able to kite well. If this does happen you get to practice techniques for
dealing with the 3 frizkhan spawn at the end of the dungeon. They don’t hit too hard, but you can
get a general feel for the timing of dealing with two very nasty mobs. The first thing is to LEARN
YOUR HEAL INTERRUPTS. Most of us should have learned to watch our life bar by now, and to know when
we need a heal in the middle of a fight. For those of you who have haven’t got this down yet because
you haven’t fought aggressive creature mobs, its time to start learning.
Self heal is an extraordinarily fast cast, if you have it, use it. Most of the time its extremely
hard to interrupt if you time it after an attack. After a while, you should be able to use it
instinctively between skill spams in a fight. Heal other loses your target, which could be a problem
if they are stacked together and you need to find the half dead one. Use it if you don’t have a
choice. Hyper heal should be saved as an emergency heal to be spammed TOGETHER with a heal pot. A
longer cast time + heavy mana cost and its ability to heal 2k+ at level 1 makes it a something to
hit in an emergency if you can get it off.
Keep in mind, auto attack can sometimes mess up your heal timing. If you use it, make sure you give
yourself a bit more room for interruption.
Regardless, this room should be easy even at level 34.
THE SEAL OF VESSAGO (1 Knight + Sasquatches)
You need to break into this room to get inside the laboratory. There are certain rules you need to
follow if you are having trouble with this place. These will seem (hopefully) obvious to most of
you.
#1 Prepare Yourself. Kill EVERYTHING you might back into if you need to kite the sasquatches and the
knight away from the room. HEAL and BUFF yourself.
#2 When breaking this door, DO NOT USE YOUR WHIP. Use a range attack like backdraft and keep the
hell away from the door. DO NOT USE ANY SKILLS THAT MOVE YOU FORWARD.
#3 DO NOT ENTER THE ROOM. (you can disregard this if you just need to kill the stragglers)
Hopefully, you haven’t drawn every monster in the room to you if you’ve broken the door from range.
Move away from the front of the door and move slowly forward. You should know their aggro range by
now. Don’t worry, they can see you perfectly fine through the wall. You should also be able to see
the monster names through the wall. If any of them begin to move, RUN BACK and hide behind the
corner.
If you have drawn the skeleton knight, hiding around a corner will force the knight to close the
distance to hit you, and you can ambush him with a blood hit before him and his posse can react.
Kill him with spam skills first, then work over his bodyguards. If you’ve drawn too many, try to
kite the mobs while you wait for your cooldown timers on skills or heal. Under no circumstance
should you run into the room if you are trailing mobs.
THE LABORATORY ENTRANCE (2 Knights + Sasquatches)
Ouch. This is a nasty little room that is a prelude to an even nastier one waiting for you.
However, I consider this room to be the worst of the Laboratory section, since its entrance dumps
you in FRONT of skeleton knights + bodyguards. In the worst case scenario (and it happens ~70% of
the time) you have 2 knights and 4 sasquatches waiting for you. Their locations are all pretty
random, so you’ll have to orient yourself pretty quickly, and its going to be hectic until both the
knights are dead.
There are a few things you can do to prevent the situation from being a complete sh*tfest. The most
obvious one is to BUFF and HEAL. Make sure you have a full mp bar when you enter. The second one is
to go for the knights first. Spam your skills on them and use pots to heal. They are lethal because
they are easily able to interrupt you and they are ranged. Once both knights are dead, you can kite
the mob around the room and heal yourself while using barrage hit + backdraft spam to kill them one
by one.
Once you have level 40 armors (or are mainly heal stat specced), sasquatches should not interrupt
you anymore, and this room should become much easier to do.
http://www.2moonsworld.com/2moons-guides/segnale-guides/nunvince-dungeon-guide-for-segnales
I’ve been running it for around 15 levels now. If you have any of you have more tips it would be
nice to post them here so we can get them all in one place.
First, some basic information. I’m a level 50+ healing segnale, with my main stat as ‘heal’ (no, not
spr). I have fairly high spr though, since I like to keep it near/above dex (which is at min) and I
spam skills for damage. This being said, a pure heal segnale will probably be able to complete the
instance at a much lower level than the seg’s who go dex or spr mainly.
Why do I mention this? Because if you are a high enough segnale to do this instance, I hope you have
realized that one of the main weaknesses of segnales is knockback. The more def you have, the better
you do against multiple mobs. The PvE bread and butter skill of most segnales tends to be ‘blood
hit’ (or barrage), which is easily interruptable in the beginning. Not to mention, our heals which
CAN be interrupted. This, combined with our lack of AoE below 59 (no, I don’t consider evil spear to
be AoE- that thing is near worthless as an AoE) makes any mob number greater than 1 a problem if
they can interrupt us.
Anything that aggravates this weakness is a huge liability to our survival. Hence, fighting two red
mobs is NOT twice as hard as fighting 1 mob, but more like 3 times as hard. And fighting 3 mobs at
once is 5 times as hard as fighting two mobs at once.
Because of the way the dungeon is structured, segnales have a naturally hard time. Consider the
non-boss enemies- sasquatches are almost impossible to lose. You cannot run away from them, they
will follow you to the ends of the dungeon. Skeleton knights are ranged and like to use skills that
interrupt. They also tend to come with a set of sasquatches. Spider larvae have an irritating web
attack that roots you. Spiders, thankfully, don’t have anything to hinder you, although they do spam
a poison attack that leeches your life.
Most of this guide then, is on how to minimize the amount of mobs you need to fight in each of the
dungeon areas. I’ll assume knowledge of basic techniques, such as kiting, knowing your whip range,
‘pressing E’ to heal other yourself, etc… Also, the directions on where to go are pretty self
explanatory in the quest log, so I won’t go into that.
The sections are be broken up into what I consider the ‘problem areas’ for segnales i.e. :
THE TREASURE ROOM (2 Spider Souls)
THE SEAL OF VESSAGO (1 Knight + Sasquatches)
THE LABORATORY ENTRANCE (2 Knights + Sasquatches)
THE LABORATORY (Lord Kunda + 5 Knights + Sasquatches)
THE SACRIFICIAL CHAMBER (2 Spiders + 2 Larvae + Spider Boss)
THE CHAMBER OF SPACE (general tips)
THE GODDESS STATUES (3 Frizkhans + 3 in the Center)
THE THRONE OF THE GODDESS (Boss Spider)
General Tips:
If you spam skills like I do, bring many, many, many MP pots. Nunvice dungeon gives gems, beads,
agates, but NO equipment (except for a ring). Therefore, you don’t need that much space, fill up so
you won’t have to go back to town. As healers, our mana is our life and damage, do not forget this.
If you are doing this dungeon at level 34 or a few levels above that, you do NOT have to complete
the dungeon. (in fact, it is probably impossible). Nunvice dungeon creatures give very high amounts
of experience for their hitpoints, but they hit hard for their level. Don’t waste 10k by trying to
‘run it’ to get to the end and dying 5 minutes into the dungeon.
You will want to kill everything you come across if they are white or red to you, and you will want
to do it safely. Tape something to cover up the countdown timer on your monitor. This is not a race,
this is an expensive, but worthwhile grind. Later on, you will have much more money when you exit
the dungeon that you will when you enter it. Slow and steady will make sure you exit out the dungeon
gracefully into requies beach after 30 minutes with a LOT of experience and most of your money back.
Racing the clock will get you dumped back in a body bag with nothing to show for it.
Learn the aggro range of the creatures, and get used to map.
PART I: THE TREASURE ROOM
Most of the time this should be easy. Simply use a large range skill like backdraft to grab one
spider and kill it. Rinse and repeat and grab the chest.
I only mention this part because its the first room where you might end up fighting two boss
creatures if you aren’t able to kite well. If this does happen you get to practice techniques for
dealing with the 3 frizkhan spawn at the end of the dungeon. They don’t hit too hard, but you can
get a general feel for the timing of dealing with two very nasty mobs. The first thing is to LEARN
YOUR HEAL INTERRUPTS. Most of us should have learned to watch our life bar by now, and to know when
we need a heal in the middle of a fight. For those of you who have haven’t got this down yet because
you haven’t fought aggressive creature mobs, its time to start learning.
Self heal is an extraordinarily fast cast, if you have it, use it. Most of the time its extremely
hard to interrupt if you time it after an attack. After a while, you should be able to use it
instinctively between skill spams in a fight. Heal other loses your target, which could be a problem
if they are stacked together and you need to find the half dead one. Use it if you don’t have a
choice. Hyper heal should be saved as an emergency heal to be spammed TOGETHER with a heal pot. A
longer cast time + heavy mana cost and its ability to heal 2k+ at level 1 makes it a something to
hit in an emergency if you can get it off.
Keep in mind, auto attack can sometimes mess up your heal timing. If you use it, make sure you give
yourself a bit more room for interruption.
Regardless, this room should be easy even at level 34.
THE SEAL OF VESSAGO (1 Knight + Sasquatches)
You need to break into this room to get inside the laboratory. There are certain rules you need to
follow if you are having trouble with this place. These will seem (hopefully) obvious to most of
you.
#1 Prepare Yourself. Kill EVERYTHING you might back into if you need to kite the sasquatches and the
knight away from the room. HEAL and BUFF yourself.
#2 When breaking this door, DO NOT USE YOUR WHIP. Use a range attack like backdraft and keep the
hell away from the door. DO NOT USE ANY SKILLS THAT MOVE YOU FORWARD.
#3 DO NOT ENTER THE ROOM. (you can disregard this if you just need to kill the stragglers)
Hopefully, you haven’t drawn every monster in the room to you if you’ve broken the door from range.
Move away from the front of the door and move slowly forward. You should know their aggro range by
now. Don’t worry, they can see you perfectly fine through the wall. You should also be able to see
the monster names through the wall. If any of them begin to move, RUN BACK and hide behind the
corner.
If you have drawn the skeleton knight, hiding around a corner will force the knight to close the
distance to hit you, and you can ambush him with a blood hit before him and his posse can react.
Kill him with spam skills first, then work over his bodyguards. If you’ve drawn too many, try to
kite the mobs while you wait for your cooldown timers on skills or heal. Under no circumstance
should you run into the room if you are trailing mobs.
THE LABORATORY ENTRANCE (2 Knights + Sasquatches)
Ouch. This is a nasty little room that is a prelude to an even nastier one waiting for you.
However, I consider this room to be the worst of the Laboratory section, since its entrance dumps
you in FRONT of skeleton knights + bodyguards. In the worst case scenario (and it happens ~70% of
the time) you have 2 knights and 4 sasquatches waiting for you. Their locations are all pretty
random, so you’ll have to orient yourself pretty quickly, and its going to be hectic until both the
knights are dead.
There are a few things you can do to prevent the situation from being a complete sh*tfest. The most
obvious one is to BUFF and HEAL. Make sure you have a full mp bar when you enter. The second one is
to go for the knights first. Spam your skills on them and use pots to heal. They are lethal because
they are easily able to interrupt you and they are ranged. Once both knights are dead, you can kite
the mob around the room and heal yourself while using barrage hit + backdraft spam to kill them one
by one.
Once you have level 40 armors (or are mainly heal stat specced), sasquatches should not interrupt
you anymore, and this room should become much easier to do.
http://www.2moonsworld.com/2moons-guides/segnale-guides/nunvince-dungeon-guide-for-segnales
nbgac- Posts : 99
Join date : 2008-04-01
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