티스토리 뷰

Twitch Channel: https://www.twitch.tv/skelly1

Discord Channel: https://discord.gg/puPgtJ8

Any questions and Feedback about the guide and posts would be really helpful, ty!



1. Intro


There are 2 types of boss stances, The First type is Making the Cylinders, and the Second type is Destroying them to do DMG to the boss.

The mechanics are basically repeating this.

Also, depending on the Boss's HP, the number of Cylinders differ.

100%~61%: 4 Cylinders

61%~31%: 5 Cylinders

31%~0%: 6 Cylinders.


So, Destroying the Cylinders is different for each phase, and this will be the main point of the whole guide.


The Roles for this boss will be like this:

1 Tank

3 Soul Bursters

1 Cylinder Spawner

2~4 Carriers

>2 Rescuers


Additional info about Role Dispatching will be mentioned after the guide, since it requires knowledge about the boss.


2. Patterns

-As mentioned, there are 2 stances of the Boss: Restraint and Doom.

At the Start of each Phase of fight, the patterns of the whole stage will be decided depending on the Stance the boss is at.

At the start of the fight, the boss is at Restrain Stance, and KD will change the stance.




1)Restraint Stance Phase


Front 2 hit-Front&Back AoE-Soul Burst-Safe zone AoE-Punishment (Inside-Outside)-Targets Cylinder Spawner-3 Hit AoE(BD/BM iframe)-AOE-Missile Fire(Airknock to the most far person)-Front foot Back foot-Destroys one Cylinder


①Front 2 hits: nothing special, Blockable



②Front&Back AoE: There is a Safe position for the melees at the side. Ranges don't matter.




③Soul Burst: The boss gives the most furthest 3 people the "Soul Burst" so 3 people will make those circle explosions 3 times. The buff looks like above.



Everyone else gets 2/5/8 stacks of the "Disturbance" debuff, and if it is not removed in 10 secs, you will die.

These Debuffs must be removed by stepping on those circles, described below.


-Each Part of the Circle removes a certain amount of stacks.


For example, if you get 8 stacks of the debuff, you must step on 3+3+2 to remove the buffs properly.


Also, for each circle owner (Soul Burst), only max 3 people can remove the buffs at a time, if it's over 3 people the Circle Owner will die.

People will have to call the positions of the Circle Owners and People who will go inside each.

For our group, we position 3 people at 2, 7, 10 o'clock

(the reason it is at 7, not 6 is because of the patterns that hit behind)



-If you remove the "Disturbance" properly, it changes to "Soul Split" buff for 10 secs.



④Debuff Remove/Change AoE

When hit, gets paralyzed for 1 second and gets rooted for a long time, so using SUM/SIN's iframe is recommended.

Other than that, you can see that the color of the AoE is different at the tank's side and the opposite.


Also, since the Circle Owners (Soul Burst) do not have Peace Interference, so they do not have to mind this positioning.


The White Side is the safe zone, and removes the Spirit Fission buff.

The Red Side changes the Soul Split to "Spirit Demolition", which will kill you after 30 seconds.


Spirit Demolition is used for Destroying the Cylinders, but we do that only at Doom Stance

So everyone must be at the tank's side safe zone at this phase.



⑤Punishment: This punishment goes through iframes, so you must avoid it by positioning.

The 3rd explosion must be jumped to avoid it.


Each hit knocks you down, but the knockdown can be resisted with Sanctum.



⑥Choose Cylinder Spawner: The boss gives a mark to the furthest person

This person will spawn cylinders every 3 seconds.

The number of cylinders will depend on the Boss HP as mentioned, when it gives the buff.


-The Cylinder-Spawning must start at a specific location.

Among the 6 Circles, you will see that one is lighted up.

The Spawner must summon the first Cylinder a little outside that lighted up Circle, and go clockwise.

Each Cylinder should be outside each Circle.


(Sometimes, none of the Circles light up but the minimap will show it)


⑦AoE~Front&Back AoE:

right after choosing the Spawner, BM/BD's iframe must be used.

After that, the Front&Back AoE similar to the 2nd Pattern is used. Not hard to avoid.


Also, it is necessary to put the Spawner in the same group with BD, because the Movement Speed buff helps out a lot.


⑧Airknocks the Furthest Person:

This is the only pattern that is CCable during Restraint Stance, so we must Knockdown to change it to Doom Stance.

It usually targets the Spawner while he is Spawning the Cylinders, so the boss must be Knocked Down very quick.

When the boss is knocked down, it will change to Doom Stance.


The Stance should be changed by KD, unless your team is using a different creative way to clear it (will be described below).

Stunning the boss will just make the boss stay in Restraint Stance.



⑨Front foot Back foot:

it Knockbacks when hit, so we just use FM/DES iframes for this pattern.


⑩Destroys 1 Cylinder:

could not find a pattern for which Cylinder it destroys.


This is the Last Pattern of one Restraint Stance.




2)Doom Stance


Front 2 hit-Front&Back AoE-Soul Burst-AoE-Punishment (Outside-Inside)-Summons Doom Orbs-3 Hit AoE(BD/BM iframe)-AOE-Missile Fire(Airknock to the most far person)-Front foot Back foot-Destroys one Cylinder


Most of the Patterns are same with Restraint Stance, so will only explain the different ones.


①Front 2 hit: Same


②Front&Back AoE: You can find that the Front and Back are opposite from Restrain Stance.

Avoiding it is pretty much the same.


③Soul Burst: Same


④Safe Zone~Punishment:

The Safe Zone is opposite, now on the opposite side of the tank.

Punishment is also Outside-Inside as well.



⑤Summons Doom Orbs:

the boss summons Doom Orbs one at a time, at each Circle.

It starts at the lighted up Circle, clockwise.


It will summon the orbs until the Boss gets KD'd

(Stun is fine, but you will KD anyways)


So, you must KD at the exact timing to control the number of orbs spawned.

Also, you must account that the boss destroys one Cylinder at the end of each phase.


For example, at the 1st phase starting with 4 Cylinder Spawns,

4 -1(end of Restraint Phase) -1(end of Doom phase) = 2


So, 2 people must get Spirit Demolition Ready, and the boss must be Knocked Down right after the 2nd Orb is spawned.



How to use the Doom Orbs:



Only People with the "Spirit Demolition" buff can absorb the Doom Orbs.

(If somebody without the buff tries to absorb it, that person will die and the Orb will disappear too)


The person carrying the Orb now must go inside the Cylinder.

When they go inside, they are paralyzed and cannot do anything until the Cylinder explosion kills him.


Choosing the Cylinder:

Only pushing/Knockback skills can rescue the person in the Cylinder.

(SF Displace/Ground Ripple, WL Repulse, DES Typhoon)

Also, when the Rescuer hits the Cylinder with those skills, it grants a Skill Refresh to the Rescuers, so they can use Repulse/Displace and etc again instantly for another person.


Thanks to the Spawner, the Cylinders will be already at a location near the Doom Orbs, so it will be obvious which Cylinders the Orbs Carriers will destroy.


The Team should choose roles beforehand like this:


The person who will Absorb the 1st Doom Orb

The person who will Absorb the 2nd Doom Orb

The person who will Absorb the 3rd Doom Orb (60%~31%)

The person who will Absorb the 4th Doom Orb (31%~0%)

The person who will Rescue the 1st person

The person who will Rescue the 2nd person



and Each Explosion done by this Orbs will do 90 million DMG to the boss.


Also, if the rescue fails and the Carrier dies, the boss will get a certain buff, and multiple fails will make the boss enrage.


Also, it is good to put the Carriers in the same group with the BD because going inside the Cylinder removes a stack of the BM's party iframe, making him get hit by the 3-hit AoE after that


-3-hit AoE: Same


⑥Airknock Missile: Since we already knocked the boss down before, so the boss will be at Restraint Stance again.

We must Stun the boss this time.


⑦Front foot Back foot~Destroys one Cylinder: Same, and there should be no cylinders left after it destroys the last cylinder.


If there is no cylinder the boss can destroy, it will destroy whatever person/familiar it has aggro on.


This is the end of Doom Stance, and the boss will start from scratch.

 


Repeat this until the boss dies.



The boss will continue repeating this until it dies, the only thing changing is the number of cylinders.

You can have control of this by Dispatching 1 more person to save people, or just use the Skill reset from hitting the Cylinders.


For example, after 31% you must destroy 4 Cylinders with the Doom Orbs.

So 4 people must get Spirit Demolition ready, and rescuers must rescue all 4 people from the cylinders.


But instead of deploying 4 rescuers, 2 WLs can do this pretty easy by one saving the 1st and 2nd person, and the other saving the 3rd and 4th, because rescuing one person will refresh repulse again.


Also, SF has 2 rescue skills so it's very efficient.





3. Other Info



Few additional guides for the Role-Dispatching

1 Tank

3 Soul Bursters

1 Cylinder Spawner

2~4 Carriers

>2 Rescuers


1. Soul Bursters cannot be a Carrier because they cannot get "Peace Interference" and everything after that.

2. of course, the Carriers can't rescue themselves.



For every boss, More Mechanics = More chance to fuck up

So because our group has enough DPS to not necessarily explode every single Cylinder for boss damage.


What we do is, at the 5-Cylinder Phase

At the Doom Stance, we only destroy 2 Cylinders with the Orbs(when we are supposed to destroy 3) and Knockdown the Boss Twice (Instead of KD once and Stun once, also doesn't matter if you Stun Twice), so we will see another Doom Stance right after that.

And at the next Doom Stance, we knockdown once (before the boss summons any Doom Orbs) and stun once to make it back to Restraint Stance.


Pretty much same for the 6-Cylinder Phase.


The Advantages of doing this is that we do not have to set more people to get their Spirit Demolition ready, nor do our rescuers have to save multiple people, which helps us make less mistakes.




***Thank you for the Knowledge on this to TW Seaz's team for opening the Video for this and Vesh for notifying me on this!**


As mentioned above, at the end of the Doom Stance the boss will destroy the one leftover Cylinder.

and if there is no Cylinder to destroy, it will destroy whatever the boss has aggro on.


Using this fact, it is possible to use the Explosion Damage one more time by using Familiar Aggro,

by just destroying every Cylinder with the Doom Orbs and making the Familiar take aggro with Gravity Well/Crouching Tiger right before it destroys the tank. 


the Clip for this: https://www.youtube.com/watch?v=KahPXuI6rZw




4. Clips



-GS PoV




-FM PoV


-BM PoV





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