: The Red Lord was the hardest boss in the VT raid, but it has been nerfed multiple times and it is likely that JPTW will get the nerfed version of it.
So many raid teams in KR have been destroyed by the Red Lord alone, because it was too hard. Now after the nerfs, many teams are clearing it.
In my opinion, the pre-nerfed version of the Red Lord is the most hardest, challenging, and well made boss in the whole game. As everybody who reads this guide should know, the rewards are very awesome too. Yes, the Ranged Class Leg Mystic Badge drops here.
The time table goes like this:
100%~36%: Phase 1
35%~11%: Phase 2
10%~0%: Phase 3
Phase 1 is where the team will have to practice a lot
Phase 2 is easily done with the proper tactics ready
if you reach phase 3 with more than 2 parties alive with enough time, it will be a kill.
This is a Tank video from our team, the pre-nerfed version.
2 Hit ▶ Ground Smash ▶ Uppercut ▶ Meteor Strike/Cross Pattern ▶ 2 Hit ▶ Stab ▶ Back Slash ▶ 5 Hit Whirlwind
it is VERY IMPORTANT to get used to this pattern, and keep track of it because this is the only thing the boss will do except special patterns through the whole process.
: Nothing to say about.
:Ground Smash is unblockable and dazes, and Uppercut is blockable and airknocks.
Nothing too special too.
▲Cross Pattern(Left), Meteor Strike(Right)
: Meteor Strike is easy to avoid, melee will not get hit and ranged can just walk in or use 5-hit iframe skills.
Cross Pattern is kind of annoying, so for melees using SS at a 45 degree angle will help or just using BD/BM party iframe is fine.
ranged can just be at a far safe location or just get hit and HP steal after.
Both's damage is lethal so do not get killed by this pattern.
: Nothing special either.
▲Back Slash (Daze)
: this pattern hits the opposite side from the tank, so the Tanks position at the opposite side before this pattern so it uses the Back Slash towards the place where he was tanking.
the damage is lethal but consists with 2 hits, so if you think you're gonna get hit, roll on the first hit and you won't get hit the 2nd attack.
▲5 Hit (First 2 Hits KD, the last 3 KB)
the later hits have a long radius so ranged classes must block it or be at exactly 16 meters.
But it isn't that lethal.
So, this is the basic patterns that the boss will only do throughout the phases.
*Also, if the tank gets out of range, it will throw stuff at the tank and give the Rupture Debuff
Rupture makes you UNHEALABLE, so you definitely don't want that. the tank must stay in melee range.
ALSO, the boss uses a special pattern(that will be called sword dance) EVERY 50 SECONDS, and this is the first problem the team will face.
: Sword Dance is consisted with one initial hit, and 3 additional explosions.
The initial hit isn't really a problem but still does lethal damage (30~40% HP)
: if you get hit by the 3 explosions, you will get this debuff, which kills you instantly if it stacks twice.
and the Damage itself will almost kill you instantly, so the team must use party iframe skills.
So, it is very recommended to have a SUM in each party, and them using the +1 protection time Mystic Badge.
if you don't have enough SUMs, you will have to work with BD's party iframe but then you'll have a minor problem during the wrecking ball pattern.
: As I said, Sword Dance comes every 50 seconds, so you must keep track of him using it.
So, the orders have the time-stamp for the NPC/Boss Dialogues and the any time-stamp from the battle log, and keep thinking about the next time he will use it and keep saying to the team about it and tell them to get ready
For the example above, he used the first explosion at 23:11:15, so the next one will be 23:12:05, so the order must keep tell the team about that.
if any party fails to use the party iframe, it is likely that party will be wiped or almost exhausted.
Sword Dance will keep appearing until the Boss is dead so SUMs MUST GET USED TO IT
during trys, if the team strength doesn't get any stronger or weaker the timing for Sword Dance will be pretty much the same
So the orders can kind of remember the timing for these.
During Phase 1, when the Boss reaches 95%, 80%, 65% 50% HP, he will summon 2 Adds and the Steel Ball pattern will start.
Most of the Damage done during this Phase is done by the Steel Balls, so that is the most important object here.
: Right after summoning the Adds, the boss throws 2 AoE projectiles that last long and do damage to the most far 2 people.
So, 2 people must be positioned away from the adds like the above picture before each 95%, 80%, 65%, 50%, so the team doesn't get hurt by it.
Before talking about the adds and the wrecking ball, the Boss uses "Downfall" pattern few seconds after it summons the adds.
This muse be done properly because if anybody fails this the whole team will be wiped.
: When he uses Downfall, 3 Areas will light up randomly like the above picture, and after few seconds the areas will send a lightning current that transports through people's bodies.
So, the objective is to line up like below, and deliver the current to the boss.
: So the total 4 people must be positioned like this.
the 4 people including the tank will not go to the adds when they appear, and wait for the Downfall pattern to completely finish and then go to the adds.
There are some cautions doing this
1. Do not move until the boss is completely dazed, because if you move too fast before it is dazed, the team may fail.
2. The nearest people to the boss should not use dash skills. It sometimes messes with the current deliver.
3. 4 people per line is mandatory. If the line has only 3 people, it will look like the last person succeeded to deliver the current to the boss but it actually doesn't. It only looks like it.
4. Dead Corpses can also deliver the current. This will seriously fuck you up.
Getting used to this and practicing it is very important.
: Now to talk about the adds, they appear at diagonal locations, 1 & 7 or 5 & 11.
So basically there will be 1 partiy per Add.
The 2 adds are different, one being melee and one being ranged, but they don't really do anything that lethal so I'll skip the explanation about this.
:Just remember that the Ranged (White) Add uses a lightning chain that gives "curse" debuff stacks, which kills you instantly if 3 stacks
and the Melee (Red) Add has a CC timing, which isn't mandatory but cool to do.
:usually the melee class suffer from the White Add a lot, so ranged classes must get near and help by getting the chains too so they don't die.
Even if they do die, it is out of range from the boss so using SUM's cat will revive them easily.
: When the Adds die, they each summon a Steel Ball that lasts 30 seconds and follows the person who Last Hits the Add.
The Person who last hits gets a target mark below him so it is very important to keep on eye for it.
In most teams, some people take full charge on this Ball-Driving, especially FMs because they can get the last hit easy with the Fire Stance #X skill. But still everyone should know how to do it
The Balls each have it's own lasting duration, so it is very important to kill both adds at the same time. Keep telling the Add HP of each side and if one side is too fast wait for the other.
When Both Steel Balls are Summoned, they get connected by a electrical line that does damage, so the team must stay away from it.
The Electric Line is not resistable, andif you touch it during iframe skills, the iframe will just be destroyed and you will be grinded. DO NOT GET FUCKING KILLED BY IT
The Balls do damage to nearby people but it doesn't hurt that much, so when the Ball is summoned the targeted person should try to stay near it and not make it move until the line is connected, because if it does the electrical line can kill people a lot.
During this time, using Sanctum or FM's Range Protection skill is cool because of the Damage Reduction.
: Depending on the Add's location, our team always moved Horizontally first like the pictures above.
The reason for this is this way you can destroy the lightning orbs more efficiently
But it is fine to just stick to one direction like only clockwise or counter clockwise, as long as you kill the Adds at the same time.
: The Electrical Line does very much damage to the Boss and Destroys the 6 Orbs near it. The Orbs must be destroyed because each of them recovers the Boss's HP by 10% before each add phase is over (without Deep Wound)
During Driving this, the other team (especially melee classes) should not get grinded by the electric line.
it is because of the Downfall Pattern, if you die near the boss and fail to revive before the next downfall pattern the corpse will fuck with the current and makes a chance to fail.
and BM/BDs must keep using party iframes for the Cross Pattern/Meteor Strike because the Ball-Drivers are vulnerable to the patterns.
: After Destroying the Last Orb, it is nice for both people to stop there because if one explodes before another, the line is still there but one moves while the other doesn't so melee classes can be grinded.
After 30 Seconds, the Balls will self destruct and do damage to the whole map, and this is where FM's Party iframe kicks in.
(of course, if your team is scarce with party iframes just survive on your own)
the reason why FM's party iframe is good for this is that it's unlikely that the 2 Balls will explode at once, so it will likely explode one after another so you need a lot of time for them to all explode.
If you succeed in grinding the boss with the Electric Line, the Boss will be ready for the next phase, without having a basic pattern session.
this requires some DPS done by people, so doing damage during the Steel-Ball Pattern is needed, as long as no one dies.
For example, after the 95% Electric Line, the Boss will have less than 80% HP or at least near it.
if it's lower than the next pattern HP, it will use one pattern after trying to absorb the orbs and summon the next Adds.
Throughout going to 35%, many people will die, but in this boss it is rather easy for people to revive so SUMs should keep be busy with reviving the team.
So, if you practice this a lot and just pull it off, you will get to 35% easily and the Boss summons 6 Steel balls.
This is where the 2nd phase begins.
This is a PPT file for the 35%~10% Overview which I used for my team when we were at trial stages.
Thought it would be useful to explain the strats to your team so I recommend using it.
▲After that, the lasers will slowly rotate clockwise and when you reach 180 degrees, the Adds will appear.
if everybody moved in the right position, the whole team will be positioned like above.
So, Party 1 will go to either place where the Add appears on the Upper Side of the Map,
and Party 2 will go to either place where the Add appears on the Lower Side of the Map.
▲Also, during the Adds the Boss will make the Steel-balls explode, so this must be handled.
▲the Steel balls aren't initially targetable, only after the message that says the Boss will explode them it becomes targetable.
And even after being targetable you still have to wait for the explosion, which you can recognize by the CC-slots.
Total 6 Balls explode, so 3 people from party 1,2 will take care of the upper 3 and the lower by party 3,4.
12/6 o'clock ones don't matter but usually done by WLs (You must think about the CD of summon)
and the other 2 will be dispatched based on whether it's next to the Add or Not.
The one next to the add can be done by anybody.
The one not next to the add should be done by ranged classes because,
▲During the explosion, the boss uses 2 Breakdowns to the most far 2 people
So, the people who are dispatched far from the adds will take care of this AND CC the steel ball, which is easily done by a Ranged Class like FM, WL, SUM, SF.
▲After CCing the Balls, they will change shapes like above, which is much easier to do damage.
Finish the Adds quickly and get on the boss again.
▲Also, during the Hexagon shape lasers, it is easy for SUMs to revive people so they must do it
everything else is the same, rather easier.
▲After another 80 seconds, the 2nd adds will appear and the team will be splitted the same as before.
But this time the people who take care of the Breakdown are quite far from the Balls, so somebody else must be dispatched to CC them.
Everything else is the same, just be careful for the lasers making the star shape again and don't get grinded by it.
After the 2nd add, the lasers return to the Star-Shape and people's position might be messed up
Just try to stay away from the Tank's area and the opposite area, and it will be safe.
(Most likely on your first kill) If your team has to see the 3rd~4th Add, Just keep thinking about the Add you must go, because the star-lasers rotate you 180 degrees again, so the people who did the upper add must go to the lower add and so on.
Also, everything disappears when you reach 10%, so if you are very close to that HP and the adds appear just send each a tank for it and just go for the 10%.
When the Boss HP reaches 10%, everything disappears and all is left is some Basic Patterns. No gimmicks or shit
The Patterns are Basically the same, but some tweaks to it. just remember the bolded ones.
2 Hit-Flash Step(Daze)-Uppercut-Meteor/Cross-Jumps to the most far person-1 Breakdown to the jumped person-1 Breakdown to the Tank-1 Breakdown to somebody(doesn't matter)-Sword Dance-2 Hits-Stab-Back Slash-5 Hits-2 Hit-Throws 3 AoEs to the far people(must scatter)-Ground Smash-Uppercut-and the basic pattern shit
if you are able to reach 10%, it is no different to a kill.
1. About Soulburn and Fighting Spirit(Blue Buff):
For the tank's party, SB and FS is used right after initiating. Others should try to keep it for the adds until 35% because it is the Lasers that do most of the damage, not human.
After 35%, usually 2 parties use buff for the boss and the other 2 uses it for the Adds, because you have to do human damage after 35%.
But this can be done differently, depending on your team's strength which should be analyzed by the leader.
2. People(especially Melees) Dying to the Laser:
the leader MUST BE strict about this. I run 3 VT teams and lead 2 of them and spectated on more than 10, and each one of the teams have more than 3 people suicide to the lasers before 35%.
The leader must say something about it because the corpse will fuck you up during the tries. if they keep doing it, make them just chill outside the area or kick them out of the team
It is good to do damage but what's the point if you die there.
This goes out to every boss too. Raids are a team game not a solo game. You must not
Especially, if you die next to the boss it's fucking impossible for SUMs to even revive you. DO NOT DIE