Aion - Nochsana Training Camp Instance Guide

On the way to the abyss, a lot of people say "Where are the instances?!".  Thankfully the western release of the game came with patch 1.5, introducing the Nochsana Training Camp.  NTC, or

On the way to the abyss, a lot of people say "Where are
the instances?!".  Thankfully the western release of the game
came with
patch 1.5, introducing the Nochsana Training Camp.  NTC, or
just TC as
it might be referred to on your server is a level 25-29
These are hard caps.  Since it's in the Abyss, 25 is required,
and once
you hit 29, you can no longer enter it period.  Enjoy it while
you can!

One important thing to realize is that this is not a WoW
instance.  Loot will not drop off every boss or special
monster as a
guarantee.  It is entirely possible, and even probable, that
you will
walk out of here with nothing new for gear.  Before you throw
hands up in the air and abandon your quest however, you must realize
that the experience points are ABSURD from this instance. 
With a party
of 25-26s, you will be getting over 25,000 per elite monster
kill.  If
you pre-ordered or recently completed a survey for a Lodas' amulet,
this is the time to use it.  On a full clear of the zone,
running at a
reasonable rate so the majority of your kills are with the amulet on,
you will likely roll out with 70-80% of a level's worth of
It's incredible and should be run every day you can do it. 
There is a
lockout period of a little under a day after you complete it, and three
quests that will be done on the way that are given from an NPC near the
ones that gave you your abyss training.

style="font-weight: bold;">Quests

Nochsana Weapon Caches - These are located

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near the end of the instance surrounding the fortress, and lots reside
inside.  There are enough spawns that a full party should be
able to
complete it all at once.

Guardians of the General - These four enemies are all part of
your path to the General for the most part.   We'll
make sure you don't miss them.

The Siege of Nochsana - Just move up to the door and deploy
your weapon.  A pet bar will show up and you'll have to tell
it to
attack.  Make sure everyone deploys it and gets credit if
you're doing
it as a static team with your legion or something.  The
followup will then tell you to kill the General,
which is what you came
to do anyway, right?

style="font-weight: bold;">Route

Fairly straight
forward.  Upon entering, your
party should move up either side.  Patrols circle in a
clockwise circle
on the outer ring.  Mark them and make your party aware as
soon as they
enter your line of sight.  Typically they consist of two
elites or one
elite and a pack of Recruits, which barely pose a threat at
all.  There
are drakes in the middle that can be totally ignored or grabbed for
bonus experience.

Pull slowly and steadily.  Before you reach the first gate,
you'll see an artifact structure directly to the right of the first
fortress gate.  The first boss type is here for the quest, and
he's a
caster.  Watch for large spikes of damage on your tank, and
you can use
the artifact to your advantage if you must.  It'll create a
shield for 60 seconds on your whole party that can soak up a lot of
punishment.  You can use it and then get dirty with a double
pull for a
little more thrill and AoE carnage.

Past the second gate is more of the same, but atop that second
gate lies the third boss.  His physical output is laughable,
but he has
an amazingly powerful stone-skin type damage shield.  Whittle
him down
over time before he can recast it.  Right up the ramp to the
third gate
is the 3rd boss, a Drake.  All of his damage is single target
for one wide blast that will hit the whole party for about
1000.  Your
cleric can take care of this easily with a Healing Wind, so don't panic
and start using potions.  Nothing else he does will hit people
the tank, so waste this fool.  Reports are mixed about his
fire attack
being cone-based so you could dodge it if you were behind
him.  I
wouldn't bother.

Once you get to the gate, resist the urge to run up and bash
the hell out of it with your bare hands.   Actually,
do it once. 
Fisticuffs have a great animation in this that you'll never get a good
chance to see otherwise.  If you have a lot of people looking
complete the Weapons quest, as you pull the outside of the fortress,
look for the caches lining the walls.  Once everything is
activate your siege weapons around melee distance with the gate if you
have them and let rip.  Then perhaps most importantly, get
Everyone needs to stand back as upon the door falling, at least two
elites will rush out to engage you and they're likely to get company on
the way.  Make sure your cleric has Rebirth up, if there is
threatening point of this instance, it's this pull.  Handle
them as
they come out with crowd control and engage them around the corner of
the gate.

Now, you have to clear the entire fortress out.  Anything
left alive will come running when the General is engaged, so don't even
think about going up that ramp.  Once the ground floor is
clear, work
your way up the ramp on the right side.  By now you'll notice
weapon caches are liberally spread throughout this portion of the
fortress.  In this area you'll also find Nochsana Docs, which
healer types and should be dealt with first or last if good crowd
control is available.  Clear the area above the gate, as well
as the
bridge over the middle of the room.  At the highest point in
the back
corner you'll find the last of the bosses for the quest. 
He'll summon
help, but the help will vanish upon his death.  Unload
before the add goes for your healer and things get ugly.  Do a
survey around the fortress to ensure it's fully cleared, and pull the
last two in front of the general.  It's go time, people

style="font-weight: bold;">Nochsana

As intimidating as he looks, he's
not that bad.  His melee attacks consist of a smash that
physical defense and can be dispelled, and a wide area
knockdown.  His
damage is rather high, so clerics will have to be on their
Ranged classes have next to nothing to worry about.  Once he
gets below
30%, he'll start using a fear move that will cause a random person to
lose control for a few seconds.  Templars should have Empyrean
saved for this in case the healer gets feared and things get
Where you tank him is pretty irrelevant.  Once he's dead,
you'll get
credit for the second part of the siege quest.  His loot table
of a wide array of blue weapons, high quality stuff that will take you
into the 30's easily.

Unfortunately, that's if he drops them.

You'll be
running this multiple times, and you have a time limit of sorts due to
the level cap.  This is without a doubt the fastest thing you
can do to
level though, and groups will be continuously springing up for NTC due
to that.  It's a good primer for how a fortress siege works,
aside from the whole 'no enemy players in the
area'.    The quests will
give you a huge infusion of XP and a fantastic helm that will carry you
through the mid 30's with ease.  Just remember that you're not
doing it
for the loot.  There are repeatable instances in the low-mid
30's that
will provide you with much more loot opportunity than here.  I
personally got more loot out of Tavan's Cavern than here, but a third
of the experience in the process.  Regardless the Nochsana
Camp is your easy ticket if you don't want to grind out
25-29.  So set
that looking for group tag and brave the spammers to ride the fast
track to 30!

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