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Boss 2, Commander Seom-Cheon is the free boss for this raid, but still requires more mech than the other free bosses from BT/VTSC.
Patterns are pretty easy to deal with, and revive really helps out a lot so if the team is good enough to clear 1st boss you should not have a problem here.
The patterns are only time reliant, and repetitive.
there are no specific roles beside the Melee tank and Ranged tank, but there are some orders and locations for each person which will be explained throughout the guide.
2. Patterns & Guide
There are 3 stances for this boss; Normal Stance, Melee Stance, and Ranged Stance.
For Normal and Melee Stance, if the person with aggro is not at melee range, it will use that AoE which knocks back and makes a DoT Field that quite hurts.
For Ranged Stance, it's the opposite.
**If this happens, don't panic and calmly use FM/DES party iframe Skills to be safe for a few seconds and it will disappear if you survive a little more.
Normal Stance: Front Sweep - Pierce(Knockback) and Smash(Knockdown) - Wheelwind x2 - Laser (Knockback, leaves DoT field) - Shield Front&Back (Knockback) - AoE Pierce x3 (Knockback)
:The Tank should be done by KFM, BM, and placed at 12 o'clock, with melees in the opposite side and ranged at about 2 o'clock, at about 45 degree angle from the tank.
Tanking isn't really hard, watching the tank PoV will be enough.
Front Sweep: just a mediocre front attack that nobody cares
Pierce(KB) and Smash(KD): the Pierce is Knockback and Penetrates Defence, so you must resist it.
the Smash is Defendable, and KD when hit.
Wheelwind x2: Does not CC, but does pretty big dmg.
Laser: the initial hit knocks you back, and also leaves a trace.
It is good to Lure this attack at 9 o'clock, since no teammate should be there.
Shield Front&Back: this is a pretty fast attack but it is Defendable
and the melees also must care about it too since it knocks you back.
Pierce x3: this Pierce is AoE and penetrates defense.
Brands everyone & AoE Stomp x2:
After the first rotation of Normal Stance, he will give Brand Buffs to everyone, 1 of 3 types.
-> -> ->
In Ji Cheon In
After getting one of these 3 buffs, you can change these buffs by jumping and one jump will change the buff once.
For example, if you have a "In" buff and jump once, it will turn into "Ji" buff, and jump one more time it will turn into "Cheon" buff.
Also, every time you jump it will gives stacks of the buff above.
It does DoT damage, but not remarkable and completely covered up by HP steal.
At this point of the Battle, these marks will do nothing.
After the AoE Stomping, it will do the whole Normal Stance Rotation one more time, and a message will pop up and the boss will mark himself.
The boss himself will have one of "In", "Ji", "Cheon" buffs.
and the boss will search for whoever has the same mark, and that person will get the aggro regardless of the DPS.
Since the marking-Aggro changing is instant and you don't know what mark the boss will get, the team will have to prepare to change their buffs really quickly.
: Whoever gets the aggro will have his mark on his head lighted up like above.
The Boss does not do the ranged pattern (AoE DoT Field) until after the Stomping, so you have enough time to prepare.
Anyone -especially ranged classes- who takes the forced aggro will have to tank in melee range for a few seconds because it does not allow you to change marks until you don't have aggro.
Meanwhile, the tank will jump to get the same mark the boss has, and everyone else jump to get anything else.
When the real tank gets the aggro, the person who had the aggro must jump to avoid getting the aggro again.
The boss will be doing his 3rd Normal Stance Rotation.
Phantom Grip~Matching Marks:
When the 3rd Rotation ends, it will Phantom Grip the Closest or the Furthest person, and the boss will have his mark.
After a few seconds, it will let the person go and kill everyone who doesn't have the same mark with the boss/phantom gripped person.
This Also cleanses the marks.
Also, this pattern resets everyone's aggro
So if the tank gets phantom gripped, everyone should stop doing dmg and give the tank time to get it back.
Initiate Defense System (Melee Stance~Ranged Stance)
Initiate Defense System~Stomp x2:
The area except the center octagon will be a death zone, and gives 8 stacks of "Seom-Cheon Brand" and the marks again.
The buffs will be explained later on.
**Note that during the Defense System is Initiated, if someone does not have a mark (Specifically, if someone died and revived), he will get heavy DoT damage and is not able to survive, but this is for korea and could be different for other regions)
AoE Knockback: right after the Stomping, it tries to use a AoE that must be canceled by CC.
If the boss gets Stunned, it just continues doing the Normal Stance Patterns.
But if the boss gets Knocked Down, it uses a Laser Skill (Daze).
and if this Laser hits the Circle (the tank must lure it) on the 1 o'clock location, the Circle will activate and become a buff zonethat starts giving buffs that lets you out on the death zone for a few seconds.
Also, the boss will change to Melee Stance.
[How to cross the Death-Zone]
this part is a harder version of General Moyun, Shuna before nerf when you had to cross the map.
This part is not hard to execute, but for thorough explanation about the mechanics I will go through every single buff.
Seom-Cheon Brand: everyone will get branded, and the duration is 3 mins.
After 3 mins you die.
the Buff Refresh Zones cleanses One stack of these Brands.
So, the objective is to cross the circle, stepping on all 8 buff zones.
: The marks you can see on the map are buff zones, and the Route Looks like the left.
The Starting location is always and only at 1 o'clock.
: The buff zones look like this.
: Each buff zone gives these 8-second duration buffs that protect you from the death zone.
It will only refresh the buff when you have the same mark as the buff zone.
If you fail in matching the mark with the safety zone, you will fail refreshing this buff and will die instantly.
: So, going through each buff zone will look like this.
You can notice that it only refreshes the buff until the circle closes in
You must match the mark and stand still until it refreshes the buff.
: Also, these fields with marks are noticeable too.
if you walk through it, it will change your mark to the mark the field has.
The mark the fields has also changes every few seconds, so you must calculate the marks correctly and don't mistake matching the marks.
: Finally, when you step on the last buff zone and return to the safe zone,
you must check if you have the different buff with the boss, because otherwise you will take aggro and it will mess things up.
: Also, as the 8 stacks disappears the person will gain this "Liberation" buff.
So, everyone should know how to cross the map properly with orders.
: Additionally, if somebody forgets to go out or dies while crossing, making vacant slots on the buff zones
The boss will gain 1 "Seomcheon Absorb" Stack looking like above, and recover a noticeable amount of HP too.
if this buff is stacked 35 times, the boss will enrage and wipe the team.
Thus, it is crucial for everyone to cross the map safely and do not forget the order to go out.
And in case anybody dies or fails, try to apply Deep Wound to the boss so he recovers less than he should.
While everyone crosses this, the boss will have 2 types of patterns: Melee and Ranged.
During Melee Stance, the tank must be in melee range and during Ranged Stance the tank must be in range with the boss.
The aggro system works with the buff system.
Left (Melee Stance), Right (Ranged Stance)
: So after the initial knockdown, it will go into Melee Stance.
and after about 70 seconds of Melee Stance, it will automatically change to Ranged Stance and also will change the Type of buff it has.
Also, if no one forgets to cross the Death zone, at this changing timing, the Melee Tank must go out or he will die because there will be no additional buffs.
Also, the First 3 people to cross the Death zone will arrive.
So at this timing, the Melee tank will change his buff to not take aggro, and the Ranged tank will be ready to match the boss's buff.
Thus, there must be an order in crossing the death zone, which will look something like this.
everyone should strictly stick to the order, and do not forget to go out when it's their time to go out, or the melee tank will die.
Front Sweep - Pierce(Knockback) and Smash(Knockdown) - Wheelwind x2 - Missile fire to furthest person(Airknock) - Shield Front&Back (Knockback) - AoE explosion (Knockback, CCable)
:everything else is the same with the Normal Stance, the two bold faced patterns are the ones that are added during this stance.
there is no problem doing the tank at 12 o'clock.
Missile Fire to Furthest Person(Airknock)
: This attack will target the people who are crossing the death zone.
the people in the middle should call out during the Wheelwind that the boss will use this afterwards, and everyone else in the death zone must have a keen eye on the targeting mark below the character.
One tip is, especially for classes without 5-hit resist skills, try to stay on the inner part of the circles, and it will be unlikely to get targeted by the missiles.
this pattern must be CCd.
but during mid-fight, there will be only a few people able to do this becuase of the death zone crossing.
So, it is recommended to use Knockdown and Stun alternately.
Pierce(Knockback) and Smash(Knockdown) - Wheelwind x2 - Missile fire to furthest person(Airknock) - AoE Pierce x3(Knockback) - AoE explosion (Knockback, CCable)
: Also shares patterns with other Stances, but the most important thing is that the tank must be done at range.
the ranged tankcan face tank everything except the Pierce and Smash, and the AoE Pierce x3.
Also, people will return to the safe zone from 11 o'clock and is very likely to do dps at 9 o'clock, so the ranged tank should tank at 3 o'clock.
Everything else is the same, just that the Pierce(Knockback) should be sidestpped(or of course, resisted), and the Smash must be blocked like above
(also, the pierce pattern after the Stun for the AoE explosion, keep in mind that the boss is very likely to be rooted, which can be a problem if the tank moves around too much)
the AoE Pierce x3 can be easily sidestepped.
End of one Phase
Once the 70 seconds of Ranged Stance ends, the boss phantom grips one person and absorbs a buff again, and will kill everyone who does not have the same buff.
Everyone must be ready to change the buff to what the boss has.
it also resets aggro as well.
After that, the boss will resonate with the Buff zones, and will airknock the furthest 4 people and get 5 stacks of "Resonance" buff.
The ground smashing is an AoE instant death.
People who are airknocked will not be affected by this AoE.
People who are not airknocked will have to go inside with the "Liberation" buff
if these stacks are not removed until the boss fully finishes this pattern, it will outrage and instant wipe.
: When one person goes inside the buff zone, you can see that the Liberation buff changes to a protection buff, which keeps you safe from the AoE instant death.
Also, this removes one stack of "Resonance", so at least 5 people with Liberation must go inside the Circles(Buff Zones).
Removing each Resonance also does about 100 million Damage to the boss, so a total 15% HP of the boss is done by mechs.
Also, only one person can go in one Circle
(meaning one person can't go into multiple Circles either, it was possible before but has been fixed)
So 4 people will be airknocked, and the other 8 people will go into one circle each, which should be specifically called beforehand.
(Choosing who to be airknocked and who goes in where doesn't really matter)
The people who are chosen to be airknocked should be right near the borders of the safe zone, and others shouldn't interrupt it.
***One VERY important information on this.
There is a time limit for going in the Circles, which starts ONLY AFTER THE FIRST PERSON GOES IN THE CIRCLE.
So, a shot caller must count 3, 2 ,1 and everyone must go inside their circles at once.
ALSO, if there are not enough people to remove 5 stacks
(for instance, if only 8 people are alive with the Liberation buff, 4 will be airknocked and only 4 will be able to remove the Resonance properly)
if the people who go inside their circles stall enough time and go inside the circles a split second before they die of the Ground Smash AoE, the airknocked people quickly go in vacant circles and remove resonance buffs as well.
this is the part that makes the boss easier than the rest.
After removing the Resonance buffs, the boss becomes Normal Stance again and everyone must come to a melee range because the aggro is reset, and give a few seconds for the tanker to take back aggro.
if there are dead people, revive them with a SF Lotus or make a SUM die beforehand and make him use Farewell.
The best Farewell timing is right before the Ground Smash instant death, so if the team fails deleting resonance just revive by pressing 4 and the Farewell will cancel.
This is the end of the first Phase.
After the First Phase
The Normal Pattern after the First Phase will only last a few seconds, and it will initiate Defense System again.
Everything is the same, but during Melee and Ranged Stance it will use the Ground Stomp x2 every few seconds, all it does is hurt so just keep Resisting/Life Stealing/Party iframe.
So the Second Phase is basically repeating the Defense System one more time.
I don't really have knowledge about after the 2nd phase, because most teams (including teams with bad gear&dps) do not see this, mainly because of the Resonance removing dmg.