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Guide Gamez Aion 4.8 Makarna Guide/Walkthrough with Pictures

Discussion in 'Game Guides' started by Olaf, May 12, 2025.

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  1. Olaf

    Olaf ̶†C̶̶u̶̶t̶ ̶C̶̶o̶̶n̶̶n̶̶e̶̶c̶̶ti̶̶o̶̶n̶† Staff Member Aion Master

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    end game dungeon
    difficulty: hard

    Group 1 - Magical dps
    Cleric - Mandatory – Are solely responsible for the success of the run
    Chanter/Bard - Semi-Mandatory – Are to hard focus the clerics to ensure they have an easier time supporting the group
    Sorc - DPS
    Spiritmaster - DPS Good to limit to 2 spirit masters as they lose dps if in the same group (Move to group 2 after twin bosses)
    Gunner (Cannon only) – DPS (Cannon gunner relies on Bard for mana)

    Group 2 - Physical dps *
    Cleric - Mandatory
    Assassin - DPS
    Ranger - DPS
    Gladiator - AoE DPS
    Templar - Tank/Support/DPS
    Gunner (Pistols only) - DPS
    Aethertech * - DPS
    *AT is magical, but must be on the physical side or they will be constantly silenced
    The most important thing about team composition is making sure your clerics are comfortable,
    this dungeon is extremely difficult ESPECIALLY for clerics.
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    When you enter Makarna it’s good to wait until everyone has entered and accepted the repeatable quests
    phase 1– twin bosses
    • Clear all enemies until you reach a fork in the path– G1 will go left, G2 goes right
    • Once all enemies have been killed be sure to stay on the platforms– DO NOT jump down into the arenas as this will start a 5 minute timer for the bosses.
    • If someone falls into the arena, start dps immediately, if you fail to kill both bosses within this timer the bosses will reset and the dungeon will shift into “Easy mode”.
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    • The left boss mark 1
    • The right boss mark 2
    • Both bosses must be killed at the same time or within 15 seconds from each other or they will reset– this is not the end of the run, if the bosses reset and if no one fell into the arena the 5 minute timer will not have started and you can try the twin bosses again.
    • G1 boss binds when you auto attack it, preventing you from using physical skills (This is why Chanter in G1 is support only, and why AT goes in group 2)
    • G2 boss silences you when you cast at it, preventing you from casting spells (This is why Bard in G2 is support only, and why AT goes in group 2)
    • Both bosses will cast a devastating debuff "Dancing Flames" that will insta-kill whoever is afflicted– this must be dispelled immediately.
    • Once we are all on the platforms one member of each group will step up to lure the bosses to the groups, being careful not to fall in. Use bows or skills with 25meter range or more to lure the boss, for added measure you can disable auto approach in the options.
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    When both bosses have been slain it is important to wait up there until the cutscene is finished to prevent the 5 minute timer from starting
    despite the bosses being defeated. If you jump too soon after killing the bosses you will start the 5 minute timer, after those 5 minutes the
    dungeon will automatically shift into easy mode even if you already killed the twin bosses.
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    phase 2 – the crossroads
    • Direct everyone to hug the wall to the left ←
    • These mobs are not easy, take one at a time – do not aggro more than necessary
    • You do not need to clear this room, only kill the mobs that have been aggro’d or are in your way.
    • Do not use AOE’s in this tight situation, that could end up wiping the group, (if this happens it’s not the end of the run, nothing here triggers the shift into “easy mode”)
    • The alliance captain should set loot to Captain/Mythic to prevent someone stealing the key.
    • Once stinkdink torment fire shaman is slain grab his key– be sure not to aggro more mobs as you walk up the center pathway
    • kill the bone drake in your way and regroup near the door.
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    • Once the door is opened a gladiator or templar should run in and aggro the boss– be sure not to hit any other mob in the room (They will de-aggro after a while if no one touches them)
    • Kill the boss quickly then run through the door ignoring the rabble mobs– If they persist then take them out.
    • Hug the left side and continue with caution
    • Only take on one pair of these mobs at a time, these can easily wipe the alliance if not handled with respect.
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    phase 3 – oris
    • Give the order to wait here
    • Select a Cleric and a Tank to jump in and burn his phases
    • Tank will taunt the boss to the door while cleric keeps them both alive
    • Oris has three states; Returned, Immortal, and Feeble
    • He will cycle through these states throughout the fight in the same way every time;
    Returned -> Immortal 1 -> Feeble 1 (Attack) -> Immortal 2 -> Feeble 2 (Attack)

    • If your alliance has enough dps you can try to attack Oris in his first feeble phase– this will save some time on the run but this is very difficult.
    • Generally we wait until Feeble 2 to give the order for the alliance to Attack
    • Have a macro ready to warn everyone about Oris’s reflect spell– it’s called ‘Mastery of Protection’ and it’s got a short channel time, this reflect will kill you if you don’t notice it in time.
    • Once Oris is defeated take the windstream up to the next area.
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    phase 4 – defense


    • After this bone drake, instruct the alliance to wait here.
    • This is your moment to check damage output and decide group formation.
    • Generally you’ll want your heaviest hitters (Most DPS) Regardless of class in group 1
    • Each group still needs a cleric
    • If your alliance contains a chanter, instruct them to buff all of the NPCs that spawn INCLUDING the siege weapon itself. If no chanter than group 2’s cleric is to buff the npcs.
    • Group 1 remains in that hallway where you are; their job is to eliminate each boss as they come through and alert the rest of the alliance when Commander Barusha (Baru) spawns. (If chanter is in group 1 they should buff the NPC’s and rejoin group 1 asap)
    • Group 2 will head out to the center of the arena– 3 on each side, when the gates come down, split up to cover each lane until group 1 alerts that Baru has spawned, at this point everyone is to abandon their lane and help kill Baru.
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    phase 5 – beritra

    • As you enter, you’ll notice a towering wizard dressed in black robes.
    • Group 1 (G1) should begin attacking Beritra right away, while Group 2 (G2) remains stationary. (Remember, you’re invulnerable upon entering the dungeon until you move.)
    • Wait until Beritra uses her large paralyze skill-at that point, the G2 cleric can dispel the G1 cleric so they can AoE dispel. Once that’s done, the entire alliance can join in and attack together.
    • Every so often the Seal Guardians will spawn in a hard hitting mob, Mark it as 1 and give the order to focus the additional mob.
    • Ignore the Seal Guardians and maintain DPS on Beritra and any mobs spawned by the Seal Guardians.
    • When Beritra is at 40% HP she will transform into her true form, health bar reset and a whole new skillset.
    • G1 goes left G2 goes Right – This is to make healing easier for the clerics and to subset additional damage from beritra's target
    • When Beritra’s HP drops to 80%, be alert for the skill “Dragon Lord’s Energy.” This ability creates a shield that makes her completely immune to all damage for one minute. Once the shield expires, she will recover 10% of her HP. To avoid wasting mana, have a macro ready to notify the alliance to stop attacking.
    • From here on out it’s smooth sailing, maintain dps
    • When Beritra dies her claw is severed, the rewards from the dungeon are in the Claw, not the Body. Sometimes it’s invisible, but keep trying until you find the corpse with the Beritra Chest.
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    end dungeon
     
    jayrald, Koro, cacarlyamz and 2 others like this.
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