Hildebrigne, Dream Palace Part 2 
  • This guide focuses on part 2 of this dungeon, focusing on the 2 Phases of Abrelshuld.

Abrelshuld Phase 1 Mechanic

  • Abrelshuld does this mechanic around 15 health bars and around 8 health bars.

  • After around 20 seconds, a target will appear around 1 person. After 4 seconds of the target appearing a meteor will fall down on the player's location.

  • Because of the rolling shit that occurs when the boss does this mechanic, it's easy to get knocked all the way to the end, failing the mechanic.

  • To ensure that you get the meteor off, make sure to use super armor skills, including your ult to avoid getting knocked away.

Abrelshuld Phase 2 Mechanic

  • Impair mechanic happens at 34 health bars and 26 health bars.

Something PUGs Will Fail (Including Me, I Suck)
  • This mechanic happens at 16 health bars.
  • One person receives a 10 second debuff. 3 players receive a buff with a light in front of them.
  • All 3 players must line up the shot with the debuffed person. Easiest way is to have the debuffed guy stand still. The buffed players should reset by running a short distance away, then click towards the direction of the debuffed player, bit by bit. Don't click on the player themselves.
  • After the 10 seconds are over, the buffed players fire a shot and no one is rooted. This allows you to dodge the incoming meteor.
  • To cheese, have a bard ult just before you get rooted. Alternatively, the players can run to the opposite side of the map and let the debuffed player die.
  • A similar mechanic happens at 8 health bars. This mechanic is much harder to line up for newer players.
  • Instead of the light being directly in front of the player, the light appears in a random direction to the 3 players.
  • The random directions are 12'o clock, 3'o clock, 6, and 9. Each player has a different direction.
  • Most players just choose to cheese this part. They let the one guy die to the meteor, while the other 3 run to the other side of the map like in the below video. I just didn't realize until after the run was over.
Abrelshuld Phase 2 Patterns
Out, then In
1 Orb Into 4
Rain
Imprison
Donut Spike
Lines
Rockets
X
Some Spike Cone Shit
Bomb
Cone
Some Spike Shit
Circle
Some Cone Shit
Some Curving Spike Shit


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Hildebrigne, Dream Palace Part 1 
  • This focuses on the first boss in this dungeon, which I'm just going to call Queen.

Queen Mechanic

  • At 8 health bars and 5 health bars, the queen will TP to the middle. Mirrors will spawn and a wave will spawn.

  • To survive the wave, you must choose the correct mirror. A colored mirror will connect to the same colored mirror. For example, a gold colored mirror will connect to a gold colored mirror.

  • The only trap mirror is the purple colored one. A purple mirror will lead to the boss. This is shown in the video.

Queen Patterns

Pizza

  • A cone will appear outwards with a safe area in the back of the boss.

  • Two rotating orbs will rotate clockwise or counterclockwise at the same time.

  • The safe area will go with the rotation of the rotating orbs.

  • In the below video, you see that both orbs rotate clockwise.

Dash Dash Dash Double Cone

Backstep Double Cone

Low Health Mechanic | Wave
3 Forward Orbs, Then Back

Low Health Mechanic | Red Orbs

  • A player receives a debuff on him for 5 seconds. In this video, it appears on the blaster.

  • After the debuff wears off, 8 orbs appear on the player and spread outwards.

Lurker Spikes

  • Hands up then spikes.

Bombs

Circle
Double Punch
Double Cone
Tri Cone
Quad Cone


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Corridor of the Twisted Lord 
  • 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.

Bishop and Rook Mechanic

  • Both the bishop and the rook should be killed at nearly the same time. Once one of them dies, the other will enrage. 

  • At around 8 health bars or so, a target will appear on a party member.
  • The rook will move to one side. You must move near the bishop on the opposite side.
  • The rook will fire a projectile and this projectile must hit the bishop or the party will wipe. 
  • At around 5 health bars, the mechanic happens again but differs slightly.
  • 8 rook columns spawn that you must break to clear the way for the projectile.

Monghwan Mechanic

Eat

  • This mechanic happens at 15 health bars and 5 health bars.
  • Monghwan will TP to the middle. Players should go to 4 positions, north, east, south, west.
  • 4 swords will spawn directly from Monghwan in the center. Each will follow a player.
  • Only 1 player should take it at a time. After the 1st player takes the sword, everyone will gain a sword of illusion debuff. This wears off after 1 second. The 2nd player ONLY eats the 2nd sword AFTER THE DEBUFF WEARS OFF. If you eat the sword while you still have the debuff, you die.
  • At the same time, you must also impair the boss in the middle. If you're not fast enough, party wipes.
  • Run clockwise or counterclockwise, it doesn't matter, just coordinate which direction with your group.

Impair

  • Alternating cone AoEs.

Monghwan Patterns

Hii-yah Hii-yah Cone
Teleport Jump Jump Jump Cone

Some Ninja Shuriken Shit

Some True Ninja Shit
Rain

Bishop Patterns

Alternating X

Laser

  • Low health mechanic.
  • Up, down, left, right, southwest, northeast, northwest, southeast.

Some Random Orb Shit

Line
Four Orbs
Diamond

Bishop Patterns

Slam
Knock Back
Charge


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Mystic Abyss Raid Phase 3 

Clip Source: https://www.youtube.com/watch?v=c96bU6_xM3w

Picture Source: http://lostark.inven.co.kr/dataninfo/guide/?idx=229759


Optional Items

Fire Bomb | Whirlwind Bomb

 

Mystic Phase 3 Mechanics

  • During phase 3, there is a purple fog that spawns in the middle. If you stand outside of the purple fog for more than 10 seconds, you will die.

  • Statues will also spawn near the edges of the map. They deal chip damage and can be annoying. Unless you are confident in your dodging abilities or your gear is strong enough, consider killing them.

  • Freeze mechanic that is similar to Phase 1 freeze. This one though is hit based, not damaged based, so use fire bombs or multi hit skills.

  • Make sure to run away after you break everyone out as it will do an AoE.

  • When the boss gets to low health, the boss will TP to the middle and do an impairment mechanic.

  • It will always be in the same position in the middle no matter what.

  • In addition, mirror images of dragons will first spawn at the top left and bottom right locations.

  • After they spin and finish their attack rotation, they disappear and 2 more will spawn at the bottom left and top right locations.

  • So the safe spots during this impairment mechanic is at first, the bottom left, then move up a little bit to avoid the bottom left mirror image.

  • Failing to impair the boss during this stage results in raid wipe.

Patterns
  • For the most part, the boss inherits most of its Phase 1 attacks. Blue Phase variants of Phase 1 attacks will be used from the start of the fight, rather than the normal attacks. Because of this, I will not be duplicating patterns on this Phase 3 guide. Just refer to the Phase 1 guide.
Bombardment
  • 2 or 3 times during the raid, the boss will do an aerial bombardment.

  • The boss flies by and bombards players 9x. Then it chooses a target and lands at the players location. The boss does damage at the landing location.

Fog
  • Slams with paw. Purple fog appears around player. Behaves the same way as during Phase 1.

  • In addition, 3 small rain AoE fall down as well.

Geyser

  • Roars, flaps its wings, then geysers appear and go diagonally outwards.

Ice

  • Stomps down, icicle AoE goes forward 4 rows from the boss.


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Mystic Abyss Raid Phase 2 

Clip Source:

https://www.youtube.com/watch?v=GHD6cOO4PRo

https://www.youtube.com/watch?v=O4c2w5Ku55M

Optional Items

Whirlwind Bomb

Mystic Phase 2 Mechanics

  • Players will split into teams of 2 to take down 2 bosses.

  • The fire boss (top area) will have more health than the ice boss so it's recommended to lean towards having more DPS in that team.

  • The ice boss (bottom area) will have impairment mechanics so it's recommended to lean towards having more impairment classes on that team.

  • Both bosses must be killed within 10 seconds of each other so communication within the team is priority. If 10 seconds passes, the bosses regain health and you must attempt the same mechanic all over again.

Cooperative Mechanics
  • The ice golem will periodically do its impairment mechanic. It pushes players away and an icicle wall spawns around him. You must impair the boss during this time.

  • If you fail the impairment, a flame platform will spawn for the team fighting the fire golem.

  • The AoE lasts for a long time, but will never lower your health below 1.

  • If this happens, just focus on avoiding attacks and use pots after the flame AoE is over.

  • The fire golem team likewise must also do their own mechanic. The boss will periodically jump. You must make sure the boss lands near the flame circle in the middle of the platform.

  • The safe spots for the jump is right outside the landing location.

  • If done successfully, circles spawn for the ice golem team. These circles remove the debuff stacks that the ice golem team accumulates.

  • If the player acquires too many stacks (I think its 4), you get frozen and the boss will try to clap you.
  • The infighter in this video is outside of the clap hitbox.


Ice Golem Patterns

Clone

  • Summons clone, teleports somewhere else. Clone will explode after a while, dealing damage around it.

  • Also does this when someone is frozen.

Back Cone

  • Telegraphed by putting down boths arms inwards right under its icicle crotch. Cone AoE backwards.

Front Cone

  • Different from back cone telegraph as both arms are put down further apart to its sides. Cone AoE forward.

Explode

  • I don't know what the fuck the telegraph is for this shit.

Some Ice Thing

  • One hand up to charge an attack. Then slams down. No attack to the sides.

Some Huge Ice Thing

  • Both hands up to charge an attack. Slams down in middle, two AoE's follow after to the side.

Slam

  • Hands up. Then slam.

Charge

  • Kneels before charging.


Fire Golem Patterns

Bowling

  • Telegraph is the right hand slamming down. The boss attempts two bowling balls from the right hand.

  • Run counterclockwise to avoid.

Slam

  • Targets a person in melee range. Can do it 3 consecutive times if the target stays in melee range.

  • AoEs appear after every slam.

King Kong

  • Slams chest, then runs forward.

Lunge

  • Roars then lunges.

Swipe

Throw


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Mystic Abyss Raid Phase 1 

Clip Source: https://www.youtube.com/watch?v=xQKgAcUqq9U

Optional Items

Fire Bomb | Whirlwind Bomb

 

Mystic Phase 1 Mechanics

  • A purple cloud will radiate outwards from him. 3-4 players will get frozen.

  • After a certain amount of time, the boss will then do a special line attack in front of the two crystals he has. It will one shot.

  • The only person you really need to break out of the freeze is the person in the path of the boss. The others will eventually get out. If all 3 are in the line of the boss, consider throwing fire bombs on them.

  • Consider using a fire bomb to help with breaking out teammates.

  • Don't attack the boss when he does this. Pet autos are ok. Too much damage and it will do a high damage AoE outwards. Always important to recognize this attack.

Blue Phase

  • During the fight, the boss may turn blue. It will radiate a blue fog. This gives access to new attacks and a new mechanic.

  • A blue circle will also appear. Make sure to always get the boss out of the circle when you see the blue phase transition. If the boss stays inside this circle for too long, it will do a devastating attack.

Geyser
  • Only used during blue phase. Boss screams, then geysers appear.

Tail Swipe
  • Upgraded version of the normal tail swipe the boss has access too. The only new thing is that 3 geysers randomly appear near him, most likely in the back.

  • Telegraphed by a brief flight into the air and then the tail slamming down. Always swings counterclockwise.

Ice
  • Front leg slam into multiple AoE.

Purple Phase
  • During the fight, the boss may turn purple. It will radiate a purple fog.

  • On transition and regular intervals, some players will have a purple fog appear around them.

  • The AoEs behave much like Akates's circles. AoEs will appear on the players location after the fog disappears.

  • Players should always run towards the edge. Too many stacks and they will stun you.

  • Rare attack. 4 AoEs drop according to the boss's cardinal directions. Head, right wing, tail, left wing.

Patterns
Cannon
  • Shoots three times into the air. Targets 2 players. 3 balls continuously fall on those 2 players.

Breath 1
  • Becomes airborne. Breath goes counterclockwise.

  • Does damage at landing location.

Breath 2
  • Head arches up briefly, then breath goes clockwise.

Teleport
  • Likes doing tail swipes after teleporting.

Slam Rain
  • Slams, then 3 AoEs come down.

Snake Swipe
360 Tail Swipe
Claw Swipe
  • Preps by turning to the left (Boss PoV), then swiping right.


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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

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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Guardian Raid T2-4: Titalos

Clips from:

Just right click the YouTube video and click loop to get it to behave like a GIF.

Recommended Team Setup

Bard

Optional Items

Scarecrow | Dark Bomb | Molotov | Adrophin | Whirlwind Bomb | Panacea (Removes Petrify CD Debuff)

General Battle Mechanics

  • Some teams like to use a scarecrow at the beginning of the fight to draw aggro from the boss.

  • They use this time to just dump all their DPS on the boss.

  • Since the boss TPs 2 more times, a scarecrow is used at the 1st encounter and the other 2 TP encounters.

  • The boss enter its 2nd phase after its 1st TP.

  • Usually a scarecrow is saved for when the boss enrages, which will be discussed below.

  • The boss will summon 2 sandstorms shortly after the fight begins.

  • These sandstorms aggro onto players and moves towards them very slowly.

  • Standing in the sandstorms will apply a MS debuff on you. Getting 3 of these stacks will petrify you.

  • After the sandstorms are created, the boss will periodically do an earthquake move as indicated below.

  • Unless you have 100% Earthquake Immunity, you will be shocked for 10 seconds.

  • After a short while of doing the earthquake, the boss will do a one shot move.

  • You can time the one shot move by counting the number of moves the boss does.

  • The boss usually does it after 3 moves used. 

  • If the move animation takes a long time, ex. rolls, it will do it after 2 moves used. 

  • To avoid the one shot, you must stand in the sandstorm to get 3 stacks and get petrified to become invincible.

  • Players can prep 1 or 2 stacks of the debuff to make sure you get 3 stacks in time.

  • The invincibility effect still lasts for a bit after wearing off.

  • In RU, the one shot mechanic, doesn't one shot anymore.

  • Getting petrified gives you a 30 second debuff where you can't get petrified again.

  • If you can't get petrified again before the boss uses its one shot ability, you should run away.

  • Either go into the next area or make sure to run until the boss is on the edge of your minimap.

  • In RU, the one shot mechanic, doesn't one shot anymore.

  • If the boss kills someone during the one shot move, the boss will enrage. In RU, it's if you get hit.

  • The boss's attack speed and damage will increase.

  • The sandstorms disappear and he will not do the earthquake/one shot mechanic anymore.

  • Instead, an AoE will appear around himself and damage all surrounding players.

  • To get the boss back to its normal state, you must knock the boss.

  • Once the boss gets back up, it will lose its AoE and go back to doing normal things.

Moveset

Bomb (2nd Phase)

  • During the 2nd phase, the boss will start using this move periodically.

  • It has the same telegraph as the sandstorm summon.

  • A circle will spawn on the ground. Unless someone stands on top of the circle, bombs will continually spawn.

  • Typically, the bard or a ranged class stands on the circle.

  • When you get near the bombs, they explode.

Eruption (2nd Phase)

  • It has a telegraph I guess, not like that will help you.

  • So far as I can tell, the AoE's are random. If you're unlucky, you'll just get juggled.

Rolls 1-D

  • Simple telegraph.

  • These types of rolls go in one direction. The safe spot is always right behind the boss.

  • The safe zone decreases when the boss is against the wall and the rolls come out of it.

Rolls 2-D

  • These rolls go in two directions. To account for both 1D and 2D, first stand diagonally to the boss.

  • For the 2D roll, only one roll will appear from behind and go back. Afterwards, no more back rolls appear.

  • So in both situations, safe spot will behind on the bosses back.

Breath

  • Self-explanatory.

Charge

  • Self-explanatory.

Stomp

  • Self-explanatory.

Swipe

  • Self-explanatory.

Backstep

  • Self-explanatory.


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Guardian Raid T4-1: Icegaia

Clips from:

Just right click the YouTube video and click loop to get it to behave like a GIF.

Recommended Team Setup

Bard

Impairment

Optional Items

Whirlwind Bomb

General Battle Mechanics

  • Frostgaia's attacks apply a MS debuff. Getting 10 stacks freezes you.

  • When Frostgaia tries to do its 1st ever evolution, regardless of whether or not you break it, it will evolve.

  • The evolve is signaled by this scream and this means the boss has done its 1st evolution.

  • When the boss TPs away after its 2nd evolution, it will always start at its 1st evolution afterwards.

  • If the DPS of your team is high enough, Frostgaia will evolve to 1st evolution without doing the mechanic.

  • Example of evolution sequence:

->1st Evolve Attempt or High DPS->Scream Signals 1st Evolution->Evolve Attempts->2nd Evolution->TP Away
->Find Boss Again->Starts at 1st Evolution->Evolve Attempts->2nd Evolution->TP Away
  • When first encountering the boss, the boss will land and deal damage at landing location and fly back up.

  • The second landing deals no damage.

  • You still have to break the boss during the evolve phase much like Hellgaia's evolution attempts.

  • Frostgaia's impairment requirement is higher than Hellgaia's. 

  • Do not count evolve attempts until after the 1st scripted/mandatory evolution during your 1st encounter.

  • Average teams can break 2 evolve attempts from 1st evolution without items. 3 evolve breaks is difficult.

  • When you know you will fail to break a boss during its evolve, the bard should ult or you should all run.

  • When the boss reaches its 2nd evolution, it will not attempt to evolve anymore.

  • Instead you must impair the boss so that it runs away and restarts at its 1st evolution elsewhere.

  • After the boss gets back up, it will always do 2 Sky Attacks. It will then scream and TP away.

Moveset (New Moves Added During Evolves)

Sky Attack (1st Evolution)

  • Jumps up into the air and flies back down. Annoying to dodge because of fast attack speed.

Frontal Swipe

  • Single wing frontal swipe. Can do it multiple times in succession.

Double Frontal Swipe (1st Evolution)

  • Frontal swipe with right then left wing. Still has access to single swipe.

Triple Frontal Swipe (2nd Evolution)

  • Frontal swipe with right, left, and then both wings in the front. Still has access to previous frontal swipes.

Charge

  • Telegraph for this charge is straightforward.

Upgraded Charge (2nd Evolution)

  • Flies up a bit before charging forward. Replaces the normal charge.

Up (2nd Evolution)

  • Flies up and lands at a location after a short while. Don't get near the AoE until after the boss lands.

Beak Lift

  • Self-explanatory.

Double Peck

  • Self-explanatory.

Side Wing Swipe

  • Self-explanatory.

Tail Swipe

  • Self-explanatory. Safe spot is right on Frostgaia's butt. Can do it multiple times in succession or just once.


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