: Cross Flame - Not a threat to the tank, but others should be careful not to be hit by that twice
: 4 Projectiles - Not a threat. Using a Range Protection can help. Just using HP steal skills is enough.
: 3 Flame Areas - This is the Main reason Fire Asura is harder. It makes the space limited smaller, so the tank should try to keep far (16m meters) during that pattern so others can have enough space.
Also, using Bastion, True Friend or even requesting for Party iframe and any other non-moving iframe skill can make those areas piled up, so trying that will really help.
Of course, keeping urself in the Frost Armor and doing No Damage could make you lose aggro, so do that not making any deal-loss.
: Video for the Flame Asura Tank (FM)
**About the Orbs**
: How to clear this will be explained Later on, but it is very necessary for you to understand how the objects work, so try to understand the below explanation.
: After few seconds after starting each phase, the Asuras will summon Fire/Ice Orbs continuously from the Black Circled locations above.
The Orbs will spawn and move to the boss, if any one of them absorbs 3 orbs, the team will be wiped. The Stacks are there during the whole engage, so you don't have much room for mistakes.
: So, the orbs must be blocked/deflected. When it is delected, it gives total 2 chill/heat stacks.
the Stacks can be shared, so if only one person blocks it with nobody near it, he will get 2 stacks, and if another person is near it each will get 1 stack.
Also, after blocking it, getting the stacks give you quite hurtful Damage, so using iframe after blocking (such as Cyclone, Repulse, etc.) will help reduce the damage.
: The Chill/Heat Stacks give continuous DMG per stack and is max 3 Stacks, and 3 stacks changes the buff into Frost/Flame Stacks which does not give continuous DMG.
During Chill/Heat state, it is possible to change the buff to the other color by blocking the other color orb.
After changing to Frost/Flame state, if you block the other color orb it will kill you instantly.
: After 1.5 minutes of spawning Fire/Ice Orbs (Which is about 7~8 orbs for each color), the Asuras absorb only the Chill/Heat stacks from the team, leaving only Frost/Flame Stacks remaining.
The Same colored Chill/Heat Stack will recover each Asura's HP and Different colored Chill/Heat Stack will give DMG to it.
the people with no buffs will be exhausted.
: After absorbing the buffs, it summons 6 flowers with identical colors and shoots blockable projectiles to the tank
The Flowers must be removed by the same colored Frost/Flame Stacked person (the Tank, Keepers) stepping on it. When removed, it leaves a orb that can be picked up.
The Flowers continuously recover the Asura's HP, so it is helpful to use Deep Wound skills, and remove the flowers quickly.
: After that, the Asuras try to absorb the Flowers (of course, there should be none) and does an AoE that gives continuous damage field which is unresistable.
: the AoE roots the people who have no buff or have the same colored Frost/Flame buff, so they won't get damage from the damage field.
: People with the other colored Frost/Flame will get hurt by that, but holding the orb will give you a buff that grants immune to the damage.
: The Orb has 3 active skills -
LMB: instant heal
#1: Massive heal (casting 3 seconds)
#2: Gain Protection buff, which allows you to cross the middle river, but the orb disappears
***SO, after quickly getting rid of the healing flowers the Keepers must hold the orb, and use #2 to gain protection, and cross the river.
After that, he will grab another orb on the opposite side, and work as a Healer.
The Heal Skills have about a 2x8 (not accurate) range so it is important to use it directly to the tank.
: After rooting everyone except the Orb-holding people, Asuras Phantom Grip the Tank and hits with massive DMG 5 times.
The Fifth Attack is not bearable with normal PvE gear, so having more than 160,000 HP and getting the HP increase by SF is essential for the Tanks (OR 210000HP without SF's skill)
The Damage during the Phantom Grip give True Damage, so it cannot be reduced by defense stats. Only Max HP matters.
Also, the Tank dies instantly at the First Hit if he doesn't have the same colored Frost/Flame.
The People with the Orbs must Heal the tank Properly so he doesn't die.
From the tactic that we use (there are ways too), Each Side will have 12 people consisted of - 1 Tank, 1 Keeper, 2 Healers, and the rest don't really do anything.
After the 12 man update, the mechanics became much easier.
Tank: the Tank must be able to have same colored 3 stacks before the AoE while tanking to not die instantly. This must be done cooperating with the Keepers.
Keepers: the Tank can't cover every same colored orb while tanking, so 1 person must block every the same colored orb. Since they are the only ones blocking every Same-colored orb, they will have 3 stacks easily and they will remove the flowers quickly.
If you dispatch 2 Keepers per side, it is nice for them to take each side and block the orbs only on their side.
Usually, classes with no-CD blocking do this, such as BM, KFM, WL, BD, DES etc.
Rest: they will make 1~2 stacks of the oppisite colored Chill/Heat Buff before the absorbing by blocking orbs in a specific order, so their buff can do Damage to the Asura on their side.
Healers: they will make the other color Frost/Flame buff depending on the Asura's color, and hold the orb from the flowers.
having 2 Healers is the most common way. If the team is weak, using 2 is possible (this will be described later on)
The Healers will have an order, 1~3 (including the Keepers), and each heal will be done like this:
1st Heal: Starts casting #1 Massive Heal right after the tank gets the First Hit. the Massive Heal will land before the 3rd Hit.
2nd Heal: LMB instant heals the tank after the First hit, and casts #1 Massive Heal right after the tank gets the Second Hit. the Massive Heal will land before the 4th Hit
3rd Heal: LMB instant heal after the 1st, 2nd Hit, and #1 Massive Heal after the tank gets the Third Hit. the Massive Heal will land before the 5th Hit.
After Each Massive Heal, the healers must keep using the instant heal to keep the tank alive, because the tank gets continuous damage even after the 5th Hit.
: if the Tanks succeed to survive, the Asuras will switch places and will Phantom Grip the People with the Same Colored Frost/Flame Buff, which are the Tanks and Keepers.
: also, after surviving, each tank gains a Max HP buff which is stackable, so phase after phase the tank will have more HP
This is needed because going on each phase, the Asura's 5 Hits Damage hits harder and to survive that, this buff is needed.
This means that the Tank CANNOT DIE throughout the engage.
After the Asuras switches places, the Asuras will spawn Ice/Fire Orbs after a few seconds.
So, the Final Question is in what order must the orbs should be blocked?
The Order our team is currently using, and so are many other teams are using looks like this:
H(1~4) = Healer
N(1~5) = non Healer
1st ball: H1, H2
2nd ball: H1
3rd ball: H2
4th ball: N1
5th ball: N2
6th ball~: H1, H2
This Order is made considering the time of the buffs (About 100 seconds), so if the team just sticks to this order nothing will go wrong.
The Healers have more orbs to block and they must hold the orbs while others do damage, so usually the Healers should be the people who are relatively weak than the Non Healers.
(Advance) Also, there is a way to use the Keepers as Healers
Using this way, there will be only 2 Healers on each side, leaving 4 orbs rolling
the 2 Keepers on each side will grab these and use the #2 to cross to the other side, leaving 2 orbs rolling on each side.
Since the Keepers will have the Different Color after crossing the river, they will be able to use the orbs and Heal the Tank.
This requires a different order in orb-blocking, which you will have to find out cause our team hasn't used this tactic.
doing this is now inevitable for most teams. so i described them on the upper tab already.
Other useful information:
1. With the 30% reduce CD on Soulburn/Fighting Spirit, WL/KFM/SINs will be able to use SB/FS exactly 3 times per phase. So try to use SB+FS+Soul Buff and it will help you do much more Damage.
2. if the Keepers are very unlucky, they might not make 3 stacks of the buff. In this case, they will not be pulled to the other side, so they should grab the orb and use #2 to go to the other side.
3. After Blocking the Orb, the buff can be delivered by using SS right after blocking.
(the 2nd buff-hit goes to the person close to the location after using SS)
For the Flame Asura Tank, getting 3 stacks requires a lot of practice and some luck too. Using a MIC to talk to the Keepers and making them deliver them to you will make things very easy.