Post by Admin - ZayusYenn on Dec 10, 2015 14:31:31 GMT
Stage 1: Fire Breathing Wyvern
Fire Resist: 0%
Ice Resist: 0%
Light Resist: 15%
Dark Resist: 15%
Very annoying boss that can cause burns on most of its skills. Having cures from Priests or Physicians is really beneficial here. Also, he doesn't follow provoke so you need to have everyone prepared to face aggro.
Rage Stomps: Periodically flies up for stomps that will team wipe if a total of 5 people cumulatively get hit. There will be a rage bar visible on the screen at the start, and if it is filled it will cause a team wipe. Every time a person gets hit by the stomp it adds up 1/5. The rage bar does not decrease throughout the fight, it will stack up cumulatively as long as people get hit. This stage requires mechanical skills and reflexes from all 8 members in order to not wipe. Watch out for the red rings in the air and system message to time your jump.
Has 2 versions of said stomp, the first variation is where he flies up and does a stomp in that same spot a few seconds later. Note that he knocks up anybody nearby as he flies up into the sky. Let's call this Version 1 stomp.
His second version of Rage Stomp begins with him soaring up and flying around the stage while dropping 3 tracing daggers following a random person in the party. He stomps after dropping the third dagger and spits out frontal fireballs after landing. This is Version 2 stomp.
From HP 100%-75%, he will do Version 1 every stomp. Below 75%, he will randomly use Version 1 or 2 if he stomps.
Frontal Swipe: Swipes in front using its right hand. Simply side-step to dodge this attack.
Bite: Quickly bites a person in front of him with his fangs. Simply side-step to dodge this attack.
Body Spin Combo: Marches forward doing a breath in front instantaneously, followed by a full body spin hitting everybody in front of him. Causes burn if hit.
Frontal Charge: Flies up quickly and drops bone spikes forward in a column and charges in that direction. Causes heavy damage that can one shot most people. Lots of time to see it coming and dodge to the side.
Split Flame Breath: Manifests a fire orb in its mouth and does a breath spanning 3 wide cone areas in front of him. Can be dodged by walking away from the faint red areas that will be signaled on the ground.
Side Breath + Tail Swipe: Does a breath on its left claw side along with smacking anybody behind him with his tail. Tail hit knocks back and does not burn, but the breath can cause burns. Tip: Stay on the Wyvern's right side. His side breath is programmed to only shoot on the its left, so his right hand side is a safe spot most of the fight.
Rain of Baby Wyverns: Goes invulnerable and summons baby wyverns all around the stage. A red lightning will signal the spot where baby wyverns will land, simply move around and avoid them.
Bar Mech:
Suction + Fire Spit: Basically BDN Punisher's tornado but with added spitting fireballs. Starts off with Body Spin Combo, but while he does that he will move towards the center and throw bone spikes around the map after the spin (You can jump to avoid these). The wyvern will jab the ground which creates a vortex in the middle pulling everyone in. All you have to do is keep running away from the suction and watch out for falling fireballs from the sky.
Tip: The fireballs always land on the same spots, so try to stay at the same place if you haven't been hit by them.
Essential knowledge:
Stage 2: Ice Fire Spirit King
Fire Resist: 15%
Ice Resist: 15%
Light Resist: 0%
Dark Resist: 0%
Same boss model as the Poison Spirit from Guardian Nest. Most of his animations are the same too. IMO the easiest boss in RDN as long as you know what to do. But that's mostly because he's the first boss in Memoria and people have had plenty of time to practice him and get used to his mechanics. Overall he's fairly straightforward though and the only thing that gets players is the Spacebar Pointer mechanic, but that can be gotten used to in a couple of tries.
Fire Charge: Cloaks itself with fire and charges forward leaving a trail of fire behind (Will burn if stepped onto it), then shoots 3 fireballs at the end of the charge.
Ice Charge: Cloaks itself with blue ice and charges forward leaving an ice trail (Will slow if stepped onto it), and ends with a map-wide suction at the end that silences and buff wipes and does huge damage.
Cross Chop: Frontal swipe using both hands. Easy to predict and can be i-framed.
Ice Beam: Shoots an icy field in the shape of a cone in front of him. You can dodge to the side or i-frame this skill.
Screwdriver: Uses its fire-coated arm to do a drill combo in front of him. Simply dodge to the side to avoid getting hit.
Grab + Spin Combo: Extends its hands and grabs anyone in front of him and spins its body in a combo. The initial grab does no damage, but if you get hit you should immediately tumble out/aerial evade since the spin combo does many hits.
Tracing Spikes/Fire: Summons ice spikes or fire beneath everyone's feet, if you stay for too long you will be slowed/burned. Keep moving around to avoid the attack. If you have a good latency you can cast quick skills in between the spikes/fire. He does this 3 times. Be careful not to run into other people.
Spacebar Pointer: Your character will be unable to move and a pointer will appear on your screen, you have to time it correctly by hitting space when the pointer moves to the middle region of the bar to be able to regain control. Allows 3-4 tries before fire engulfs you from underneath your feet. Has varying speeds on the pointer. After you get out of the bind be careful not to walk into others' spots, or else you'll be hit by their fire and be burned.
Bar Mech:
Ball Chucking Combo: Happens after first bar mech. Will throw 3 ice balls + 3 fire balls at person with aggro. And he will shatter/ignite after that, dealing huge damage to anyone who are burned/slowed.
Tip: This is actually a very good nuke/burn window as he is vulnerable from behind for a good 10 seconds. What you do is have the Crusader or Guardian maintain provoke on him, and when the boss starts this attack, the Crusader/Guardian will use HOG and nuke this boss as much as possible (Since it can't hit through i-frames) while the 7 other team members do the same from behind so that nobody will be hit by one of his fire/ice balls.
Ring Mark: At 25% HP and below he has a new ring marking mechanic. A system message will appear on screen to tell you that the boss is preparing the attack.
Essential knowledge:
Stage 3: Hell Guardian
Fire Resist: 15%
Ice Resist: 0%
Light Resist: 15%
Dark Resist: 0%
Again a reused model from Guardian Nest. Most of his basic attacks are also the same and he moves around a lot. A lot of burns in this stage as well. Try to stay at his left and right sides since that's the safest spot to dps usually. Before entering the stage, it's a good idea to assign members to positions of the seeds and who's responsible for pushing them etc.
Spear Throw: Randomly targets a member of the party and throws his spear towards them. Tumble to the side to dodge.
Swipe + Stab Combo: Swipes with one hand and then stabs with his spear. Dodge to the right to avoid being stabbed by the spear.
Frontal Pounce: Stops for a second and then pounces forward stabbing his spear onto the ground, hitting a large orange area in front. Will debuff you if hit.
Short Distance Charge: Charges forward and stabs the ground several times with his spear.
Long Distance Charge: Spins his body once and sprints towards a randomly selected party member. Unleashes firey Crescent Cleaves at the end of the charge. You can walk in between these to avoid being hit or tumble through them. Will cause burns.
Twin Spear Throw: Creates 2 large black orbs on his shoulders, and 2 spears fly out simultaneously from these orbs towards randomly targeted players. Tumble to the sides if you are the one being targeted.
Ground Stab: Raises his spear and stabs the ground either on his sides or in front. Pay attention to the orange markings on the ground and move away from them.
Onion Rings: Slams a frontal rectangular area and sends a hot delivery of onion rings onto someone in the party. The red orb will mark a randomly selected player and propagate rings on the ground. Move away from the center of the ring and stay in the safe areas in between the rings. Both the initial ground slam and and rings can debuff your character.
-HC Change: Getting hit by Onion Rings deplete your HP-
Tail Swipe: Near instantaneous tail swipe that spans a large cone area with propagating wave patterns on the ground. Don't stay at his tail, it's a very dangerous position to dps. Causes very high damage and debuffs you.
Summon Seeds: At around 85% HP, 3 seeds will spawn on the field. You must place these seeds as far away from the fighting area as possible. People prefer to place them at 11, 12, and 1 o'clock positions.
He will periodically do straight line fire breaths aiming at the seeds. If it hits the seeds, it will cause a team wipe. Someone must be assigned to push the seed out of the breath's way. (LB can do this quickly, or Warriors Triple Slash etc.)
The seeds on their own can do one of 3 types of attacks when commanded by the Guardian: Laser, Fireballs, and Lava. If you placed these seeds far away you shouldn't have to worry too much about them.
Seed - Laser: Raises his hand with a BLUE aura. After a countdown of 5 seconds the seeds will fire lasers that connect to other seeds. You can jump over these lasers.
Seed - Fireballs: Raises his hand with a PURPLE aura. After a countdown of 5 seconds each seed will fire off slow-traveling fireballs in random directions all over the stage. Will stagger, burn, and debuff you. Highly recommended to have cure relic nearby and play safe until it subsides.
Seed - Lava: Raises his hand with a RED aura. After a countdown of 5 seconds each seed will release lava in a medium radius around itself. Stepping into this lava will cause heavy damage and burns.
Bar Mech:
Stomp Count:
Essential knowledge:
Stage 4: Central Hyper Core Jasmine
You are limited to 20 minutes for this stage. After which she will gain a team wipe skill (Although there is a small spot on the map to bypass this). Provoke/aggro does not play a role in this stage, as she will target people randomly. One thing to keep in mind is you must always be aware of your position on the map. Knowing your clock positions can immensely help in understanding this stage.
Electric Gate:
Tip: The number of electro balls is according to the number of party members alive. The order in positions of which they appear is 3 / 12 / 9 / 6 / 5 / 1 / 11 / 7, e.g. missing one person = no electro ball at 7.
Electro Ball 360:
Red Waves: Fills the ground in front with red electricity, after which a red cone-shaped propagating wave will persist. Causes heavy damage + electrocution to anyone inside. Can be jumped over e.g. Acrobats. The waves can trap people if they are sandwiched in between 2 waves. Recommended for the entire party to move together.
Tip: Stay close to Jasmine. It is easier to side-step away from the Red Wave area since it is cone-shaped. There is a smaller travel distance to the side if you're up close rather than if you were far away.
Particle Beam: Several thin blue lasers aimed in front in a cone, lines will be telegraphed before they are fired. Low damage, causes electrocution.
Giga Beam: Single large blue laser that fires in front, area on the ground will be signaled. Low damage, causes electrocution.
Double Tracing Shells: Flies up and drops 2 tracing missile shells per person from the sky. They don't hurt you initially but explode after a few seconds of touching the ground. Stay away from the shells when they explode and avoid walking into other people. Moderate damage.
Multiple Tracing Shells: Jasmine will close the doors on her machine and fire multiple missiles into the sky which fall onto people that explode after a delay. Walk around in circles and be careful not to walk into your own or other people's bombs when they explode. Moderate damage.
Electric Mines: Closes the door on her machine and fires yellow coated missile shells that fall on you and your party members but these will emit electricity and persist in the area in a small radius. Will cause heavy damage and electrocution if stepped on. Recommended for the party to move together in the same direction. Always watch out for Jasmine to close the doors on her machine and make sure the party is together and NOT SCATTERED, or else you will have mines all over the place.
Tip: Recommended to stick together as a team and move in a unanimous direction (Can be either clockwise or anti-clockwise) to maximize buffs and not be separated or trapped in between Jasmine's skills by controlling where her Red Waves or Electric Mines will land.
Bar Mech:
Tracing Ground Drills:
-HC Change: Success box for space bar mech becomes smaller-
Electro Ball 360 EX: After you reach 50% HP she will no longer do the normal version of Electro Ball 360, instead it will always be this new Electro Ball 360 EX.
Bonus: Safe spot for dodging the 20 minute wipe mechanic. Stand inside the green triangle, and specifically the center with the small red dot.
Stage 5: Death Knight Tacitus
Fire Resist: 0%
Ice Resist: 0%
Light Resist: 15%
Dark Resist: 15%
Very annoying boss that can cause burns on most of its skills. Having cures from Priests or Physicians is really beneficial here. Also, he doesn't follow provoke so you need to have everyone prepared to face aggro.
Rage Stomps: Periodically flies up for stomps that will team wipe if a total of 5 people cumulatively get hit. There will be a rage bar visible on the screen at the start, and if it is filled it will cause a team wipe. Every time a person gets hit by the stomp it adds up 1/5. The rage bar does not decrease throughout the fight, it will stack up cumulatively as long as people get hit. This stage requires mechanical skills and reflexes from all 8 members in order to not wipe. Watch out for the red rings in the air and system message to time your jump.
Has 2 versions of said stomp, the first variation is where he flies up and does a stomp in that same spot a few seconds later. Note that he knocks up anybody nearby as he flies up into the sky. Let's call this Version 1 stomp.
His second version of Rage Stomp begins with him soaring up and flying around the stage while dropping 3 tracing daggers following a random person in the party. He stomps after dropping the third dagger and spits out frontal fireballs after landing. This is Version 2 stomp.
From HP 100%-75%, he will do Version 1 every stomp. Below 75%, he will randomly use Version 1 or 2 if he stomps.
Frontal Swipe: Swipes in front using its right hand. Simply side-step to dodge this attack.
Bite: Quickly bites a person in front of him with his fangs. Simply side-step to dodge this attack.
Body Spin Combo: Marches forward doing a breath in front instantaneously, followed by a full body spin hitting everybody in front of him. Causes burn if hit.
Frontal Charge: Flies up quickly and drops bone spikes forward in a column and charges in that direction. Causes heavy damage that can one shot most people. Lots of time to see it coming and dodge to the side.
Split Flame Breath: Manifests a fire orb in its mouth and does a breath spanning 3 wide cone areas in front of him. Can be dodged by walking away from the faint red areas that will be signaled on the ground.
Side Breath + Tail Swipe: Does a breath on its left claw side along with smacking anybody behind him with his tail. Tail hit knocks back and does not burn, but the breath can cause burns. Tip: Stay on the Wyvern's right side. His side breath is programmed to only shoot on the its left, so his right hand side is a safe spot most of the fight.
Rain of Baby Wyverns: Goes invulnerable and summons baby wyverns all around the stage. A red lightning will signal the spot where baby wyverns will land, simply move around and avoid them.
Bar Mech:
Suction + Fire Spit: Basically BDN Punisher's tornado but with added spitting fireballs. Starts off with Body Spin Combo, but while he does that he will move towards the center and throw bone spikes around the map after the spin (You can jump to avoid these). The wyvern will jab the ground which creates a vortex in the middle pulling everyone in. All you have to do is keep running away from the suction and watch out for falling fireballs from the sky.
Tip: The fireballs always land on the same spots, so try to stay at the same place if you haven't been hit by them.
Essential knowledge:
- Don’t get hit by stomp
- Assign people to press the swords at the end of each bar (and middle of last bar)
- When getting to the other side don’t jump on marked platforms until after the baby lands.
- DPS at right side of Wyvern to avoid side breath / charge.
Stage 2: Ice Fire Spirit King
Fire Resist: 15%
Ice Resist: 15%
Light Resist: 0%
Dark Resist: 0%
Same boss model as the Poison Spirit from Guardian Nest. Most of his animations are the same too. IMO the easiest boss in RDN as long as you know what to do. But that's mostly because he's the first boss in Memoria and people have had plenty of time to practice him and get used to his mechanics. Overall he's fairly straightforward though and the only thing that gets players is the Spacebar Pointer mechanic, but that can be gotten used to in a couple of tries.
Fire Charge: Cloaks itself with fire and charges forward leaving a trail of fire behind (Will burn if stepped onto it), then shoots 3 fireballs at the end of the charge.
Ice Charge: Cloaks itself with blue ice and charges forward leaving an ice trail (Will slow if stepped onto it), and ends with a map-wide suction at the end that silences and buff wipes and does huge damage.
Cross Chop: Frontal swipe using both hands. Easy to predict and can be i-framed.
Ice Beam: Shoots an icy field in the shape of a cone in front of him. You can dodge to the side or i-frame this skill.
Screwdriver: Uses its fire-coated arm to do a drill combo in front of him. Simply dodge to the side to avoid getting hit.
Grab + Spin Combo: Extends its hands and grabs anyone in front of him and spins its body in a combo. The initial grab does no damage, but if you get hit you should immediately tumble out/aerial evade since the spin combo does many hits.
Tracing Spikes/Fire: Summons ice spikes or fire beneath everyone's feet, if you stay for too long you will be slowed/burned. Keep moving around to avoid the attack. If you have a good latency you can cast quick skills in between the spikes/fire. He does this 3 times. Be careful not to run into other people.
Spacebar Pointer: Your character will be unable to move and a pointer will appear on your screen, you have to time it correctly by hitting space when the pointer moves to the middle region of the bar to be able to regain control. Allows 3-4 tries before fire engulfs you from underneath your feet. Has varying speeds on the pointer. After you get out of the bind be careful not to walk into others' spots, or else you'll be hit by their fire and be burned.
Bar Mech:
Ball Chucking Combo: Happens after first bar mech. Will throw 3 ice balls + 3 fire balls at person with aggro. And he will shatter/ignite after that, dealing huge damage to anyone who are burned/slowed.
Tip: This is actually a very good nuke/burn window as he is vulnerable from behind for a good 10 seconds. What you do is have the Crusader or Guardian maintain provoke on him, and when the boss starts this attack, the Crusader/Guardian will use HOG and nuke this boss as much as possible (Since it can't hit through i-frames) while the 7 other team members do the same from behind so that nobody will be hit by one of his fire/ice balls.
Ring Mark: At 25% HP and below he has a new ring marking mechanic. A system message will appear on screen to tell you that the boss is preparing the attack.
Essential knowledge:
- Run away after ice charge
- At the end of each bar get into the middle so you can get to the quadrant that is the same colour as you
- After first bar don’t get hit when he throws fire then ice because he will deto after
- If you get the mark stay away from the boss and other team members. This mechanic is not in memoria.
Stage 3: Hell Guardian
Fire Resist: 15%
Ice Resist: 0%
Light Resist: 15%
Dark Resist: 0%
Again a reused model from Guardian Nest. Most of his basic attacks are also the same and he moves around a lot. A lot of burns in this stage as well. Try to stay at his left and right sides since that's the safest spot to dps usually. Before entering the stage, it's a good idea to assign members to positions of the seeds and who's responsible for pushing them etc.
Spear Throw: Randomly targets a member of the party and throws his spear towards them. Tumble to the side to dodge.
Swipe + Stab Combo: Swipes with one hand and then stabs with his spear. Dodge to the right to avoid being stabbed by the spear.
Frontal Pounce: Stops for a second and then pounces forward stabbing his spear onto the ground, hitting a large orange area in front. Will debuff you if hit.
Short Distance Charge: Charges forward and stabs the ground several times with his spear.
Long Distance Charge: Spins his body once and sprints towards a randomly selected party member. Unleashes firey Crescent Cleaves at the end of the charge. You can walk in between these to avoid being hit or tumble through them. Will cause burns.
Twin Spear Throw: Creates 2 large black orbs on his shoulders, and 2 spears fly out simultaneously from these orbs towards randomly targeted players. Tumble to the sides if you are the one being targeted.
Ground Stab: Raises his spear and stabs the ground either on his sides or in front. Pay attention to the orange markings on the ground and move away from them.
Onion Rings: Slams a frontal rectangular area and sends a hot delivery of onion rings onto someone in the party. The red orb will mark a randomly selected player and propagate rings on the ground. Move away from the center of the ring and stay in the safe areas in between the rings. Both the initial ground slam and and rings can debuff your character.
-HC Change: Getting hit by Onion Rings deplete your HP-
Tail Swipe: Near instantaneous tail swipe that spans a large cone area with propagating wave patterns on the ground. Don't stay at his tail, it's a very dangerous position to dps. Causes very high damage and debuffs you.
Summon Seeds: At around 85% HP, 3 seeds will spawn on the field. You must place these seeds as far away from the fighting area as possible. People prefer to place them at 11, 12, and 1 o'clock positions.
He will periodically do straight line fire breaths aiming at the seeds. If it hits the seeds, it will cause a team wipe. Someone must be assigned to push the seed out of the breath's way. (LB can do this quickly, or Warriors Triple Slash etc.)
The seeds on their own can do one of 3 types of attacks when commanded by the Guardian: Laser, Fireballs, and Lava. If you placed these seeds far away you shouldn't have to worry too much about them.
Seed - Laser: Raises his hand with a BLUE aura. After a countdown of 5 seconds the seeds will fire lasers that connect to other seeds. You can jump over these lasers.
Seed - Fireballs: Raises his hand with a PURPLE aura. After a countdown of 5 seconds each seed will fire off slow-traveling fireballs in random directions all over the stage. Will stagger, burn, and debuff you. Highly recommended to have cure relic nearby and play safe until it subsides.
Seed - Lava: Raises his hand with a RED aura. After a countdown of 5 seconds each seed will release lava in a medium radius around itself. Stepping into this lava will cause heavy damage and burns.
Bar Mech:
Stomp Count:
Essential knowledge:
- Assign people to kick the statues so they are close together but not too close
- Watch for stomp after suction/fireballs
- Get one person to kick the statue away when he is going to burn it.
- Count up and down stomps – you will get a message like this:
Stage 4: Central Hyper Core Jasmine
Fire Resist: 0%
Ice Resist: 0%
Light Resist: 15%
Dark Resist: 15%
Ice Resist: 0%
Light Resist: 15%
Dark Resist: 15%
You are limited to 20 minutes for this stage. After which she will gain a team wipe skill (Although there is a small spot on the map to bypass this). Provoke/aggro does not play a role in this stage, as she will target people randomly. One thing to keep in mind is you must always be aware of your position on the map. Knowing your clock positions can immensely help in understanding this stage.
Electric Gate:
Tip: The number of electro balls is according to the number of party members alive. The order in positions of which they appear is 3 / 12 / 9 / 6 / 5 / 1 / 11 / 7, e.g. missing one person = no electro ball at 7.
Electro Ball 360:
Red Waves: Fills the ground in front with red electricity, after which a red cone-shaped propagating wave will persist. Causes heavy damage + electrocution to anyone inside. Can be jumped over e.g. Acrobats. The waves can trap people if they are sandwiched in between 2 waves. Recommended for the entire party to move together.
Tip: Stay close to Jasmine. It is easier to side-step away from the Red Wave area since it is cone-shaped. There is a smaller travel distance to the side if you're up close rather than if you were far away.
Particle Beam: Several thin blue lasers aimed in front in a cone, lines will be telegraphed before they are fired. Low damage, causes electrocution.
Giga Beam: Single large blue laser that fires in front, area on the ground will be signaled. Low damage, causes electrocution.
Double Tracing Shells: Flies up and drops 2 tracing missile shells per person from the sky. They don't hurt you initially but explode after a few seconds of touching the ground. Stay away from the shells when they explode and avoid walking into other people. Moderate damage.
Multiple Tracing Shells: Jasmine will close the doors on her machine and fire multiple missiles into the sky which fall onto people that explode after a delay. Walk around in circles and be careful not to walk into your own or other people's bombs when they explode. Moderate damage.
Electric Mines: Closes the door on her machine and fires yellow coated missile shells that fall on you and your party members but these will emit electricity and persist in the area in a small radius. Will cause heavy damage and electrocution if stepped on. Recommended for the party to move together in the same direction. Always watch out for Jasmine to close the doors on her machine and make sure the party is together and NOT SCATTERED, or else you will have mines all over the place.
Tip: Recommended to stick together as a team and move in a unanimous direction (Can be either clockwise or anti-clockwise) to maximize buffs and not be separated or trapped in between Jasmine's skills by controlling where her Red Waves or Electric Mines will land.
Bar Mech:
Tracing Ground Drills:
-HC Change: Success box for space bar mech becomes smaller-
Electro Ball 360 EX: After you reach 50% HP she will no longer do the normal version of Electro Ball 360, instead it will always be this new Electro Ball 360 EX.
Bonus: Safe spot for dodging the 20 minute wipe mechanic. Stand inside the green triangle, and specifically the center with the small red dot.
Stage 5: Death Knight Tacitus