Spirit of the Necromancer
  • Tier 1 Abyss Dungeons are fairly easy and the mechanics are simple.

  • The 1st boss in this abyss dungeon is Garum, and the 2nd is Sigmund.

  • This guide will focus on the mechanics of each boss first, since most readers only watch mechanics anyway.

  • The patterns and telegraphs of each boss will come after.

Garum Mechanic

Gaze of Death

  • On consistent intervals, an AoE from Garum will spread outwards. This AoE applies death stacks, appearing both on your debuff bar and displayed as number of orbs above your head.

  • Gaining 5 death stacks will kill you.

  • Every time Garum does this AoE, he spawns a golden orb that a player can pick up to remove all debuff stacks.

  • So the order in which players pick up the orb is by party order, making sure that no party member ever goes above 4 stacks.

  • Example: 1st Gaze -> Player 1, 2nd Gaze -> P2, 3rd -> P3, 4th -> P4, 5th -> P1, etc.

Sigmund Mechanic

Revive

  • When Sigmund gets to lethal health, he will become invincible and flash a gray or red AoE outwards.

  • He will then spawn 2 orbs at 12 o'clock, 2 at 3 o'clock, 2 at 6 o'clock, and 2 at 9 o'clock. 1 orb will be red, the other will be gray. Each party member will be assigned a clock position.

  • You must take the orb whose color matches the color that was flashed.

  • Taking 4 of the correct orbs makes the boss go back to 11 health bars. The process then repeats.

  • A total of 8 correct orbs taken will kill the boss.

  • Below are examples of the gray and red flashes.

Impair

  • Impair or die.


Garum Patterns

Swipe AoE

  • Swipe, AoE at swipe location, then outer AoE.

Tail Swipe

  • Swipes tail, then an AoE appears after.

3Cone

  • The cones are random and will appear on either side. Three in a row.

Donut

  • The cones are random and will appear on either side. Three in a row.

3Slash

Charge Swipe


Sigmund Patterns

TP AoE

  • Teleports away, usually out of screen, then charges a very slow AoE.

Backstep into AoE

Some Arm Thing IDK

  • Can do it after backstep or TP. Arms pointing towards aggroed target. AoE then spawns on target. 

Meteor

  • Can do it after backstep or TP. Slams in front of himself, 4 meteors fall down. 8 mini fireballs spread out from 1 meteor location.

Charge into AoE

X Orbs

8 Orb (After 4 orbs are collected during mechanic)

  • Does 8 orbs on 2nd pattern.

Rain

  • He kind of does this arm where like he's mixing something in a drink. Then some things go up, then after a short duration, come back down as AoEs.

Cone

Slam

  • Can do it after TP or Backstep. Arm goes up and spins, then brings it down.

Spin

Persistent Aoe


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Valley of Beasts Guide

  • Tier 1 Abyss Dungeons are fairly easy and the mechanics are simple.

  • The 1st boss is Vazzla the Fallen. The 2nd boss is Skrill.

  • This guide will focus on the mechanics of each boss first, since most readers only watch mechanics anyway.

  • The patterns and telegraphs of each boss will come after.

Vazzla the Fallen Mechanic

Aggro Mechanic

  • When you get the mark above your head, make sure to run to the side of the map. After a short time, the boss will spawn a persistent AoE on top of the aggroed target's head.

  • To reset the persistent AoEs, you must impair the boss. Afterwards all AoEs on the map disappear.

Skrill Mechanic

Exploitation

  • Hey, I don't come up with these names. Sometimes I take some liberty with the naming, but this time it's not me.

  • It's hard for me to figure out whether this debuff you get comes from getting hit by the boss (randomly comes up sometimes), or from when the AoE wears off from teammates (I forgot to enable skill effects when recording). 

  • I'm not sure whether the exploitation debuff is related to the Absorb buffs or he just gains it over time. This is because the boss doesn't get stacks sometimes when the debuff runs out on myself.

  • Either way, when the boss obtains 6 stacks in total, he enters this mechanic.

  • Four orbs spawn at clock positions 12, 3, 6, and 9. As a group, figure out which orb you're starting at and go to it. The boss will automatically teleport onto an aggroed party member and spin. The boss will then spin and kill the orb. The orb will impair the boss.

  • Do this 4 times, once at each position, and the mechanic will be over. If you're somehow unsure if the boss has killed the orb, you can always check debuff stack on the boss. It's the icon on the right with the explosion image.



Vazzla the Fallen Patterns

AoE

Jump

  • Jumps and does a landing AoE. Right after, does another AoE on the outside.

Swipe


Skrill Patterns

Double Cone

  • 2 Mines show up on the safe spots after the cone AoE.

TP
  • After TP, does a claw attack. After the claw attack, has a chance to do a spin.

Mines

  • Hands up.
Single Cone

Hook

Shotgun


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Island of Grief

Island Heart

  • The Island Heart is an RNG drop from the boss inside the dungeon.

  • There is a hidden quest inside the dungeon that rewards extra merchant tokens. Refer to the following mokoko seed pictures to learn how to obtain it.

Mokoko Seed
Merchant

T2 Jewels Max 10 | T3 Jewels Max 5

Green Max 7 | Blue Max 5 | Purple Max 3

Gold Max 2 | Breakthrough Boxes Max 50

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Main Engravings (Grudge + Arthetine's Technology)

  • These are the two main engravings for Scouter.

Alternative Engravings

  • Legacy of Evolution is an engraving used in lieu of Arthetine's Technology.

  • Blitz Commander can also be a good 3rd engraving when used with Arthetine's Technology.

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Main Engravings (Awakening + Judge + Aura of Blessing)

  • For more support oriented Holy Knights, Awakening should be at Level 3.

  • Judge Level 1 should suffice just for the faith gauge identity gain.

  • Aura of Blessing can also easily be Level 2.

Alternative Engravings

  • Since the main engravings include 2 class engravings, this frees up an engraving from your ability stone.

  • Along with Awakening on your ability stone, you can also try Spirit Absorption Level 1.

  • If you're a more damage oriented Holy Knight, just use Grudge Level 3.


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Main Engravings (Grudge + Super Charge + Lonely Knight)

  • For damage, both Grudge and Super Charge should be Level 3.

  • Lonely Knight is fine at Level 2, but the aim should be Level 3.

Alternative Engravings

  • These are alternative engravings for more defensive oriented Warlords.

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Main Engravings (Grudge + Overflowing Sympathy + Senior Summoner)

  • With Overflowing Rapport, pet build summoner is easily one of the top dps in Season 2.

  • Grudge should always be Level 3.

  • Overflowing Rapport can easily be Level 2.

  • Getting Grudge to Level 15 just on ability stone and accessories alone frees up an engraving slot on one of your rings so you are able to get Senior Summoner Level 2.

Alternative Engravings

  • Ability stones don't have class engravings on them, so any of these 3 are good engravings to get along with Grudge.

  • Spirit Absorption is still useful at Level 1 and so is Awakening.

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Main Engravings (Grudge + Awakening + Heaven Defying Body)

  • These 3 engravings assumes you will be prioritizing Specialty stat.

  • Both Grudge and Awakening are preferred at Level 3, while Heaven Defying Body should at least be Level 2.

Alternative Engravings

  • Backstab is an alternative engraving to Grudge.

  • The other two are used much less often.

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Main Engravings (Grudge + Zenith)

  • Grudge and Zenith should both be Level 3, no question.

Alternative Engravings

  • Blitz Commander is the 3rd most used engraving after Grudge and Zenith.

  • Backstab is a close 4th.

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Main Engravings (Shock Regeneration + Grudge + Backstab)

  • Grudge and Shock Regeneration are usually desired at Level 3.

  • Shock Regeneration Level 2 is fine, but only if you trade Level 3 Shock Regeneration for Level 3 Backstab.

  • Shock Regeneration increases damage of green skills.

Alternative Engravings

  • Taijutsu can be used in lieu of Shock Regeneration, but is fairly uncommon.

  • Spirit Absorption and Awakening are also uncommon engravings but do see some use.

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