Post by Admin - ZayusYenn on Feb 25, 2014 5:02:43 GMT
Mushroom Rock Canyon
The boss will do a Jumping Stomp / Quake attack immediately after the battle start. Cast Miracle Relic before the battle. Alternatively, just stand at the location indicated in the video above to avoid the stomp damage. (It is higher than the field)
Canyon Guardian Abdullah
Basic Boss Skills
Claw Swipe: Frontal area.
Poison Ball: Shoot poison ball from tail which create a poison pool on field. Clear buff and induce poison status (~30k per tick, 10sec duration). The poison pool will expand gradually.
Poison Sting: Lift its front legs and claw high in the air, swipe its claw a few times (Ignore Shield Block) and thrust its tail to the ground in front, creating a poison pool on the floor. The poison pool will expand gradually. Clear buff and induce poison status upon contact.
Poison Spin: Put both claws on the ground momentarily and do a 360 degree spin clockwise. Throw a few poison balls at every party member. Induce slow and poison status (~30k per tick). Avoid stepping on green marks on ground to avoid being hit.
Charge: Do a 360 degree spin anti-clockwise and charge. The roar at the end of the charge deals very high damage.
Tail Swipe: Dark elemental, only hit the back. Ignore Shield Block. Inflict poison status for 10sec. DPS class should stay at the rear to attack.
New skill at HP x3
Quake (~50 sec CD): Submerge underground awhile and leap into the air. The landing will create a powerful quake. High damage, jump to avoid.
New skill at HP x2
Poison Prison (~60 sec CD): Suck all party members towards itself. Surround itself and all party members with poison walls. The wall will clear all buffs on you upon contact and inflict high damage (~100k damage). You are supposed to escape from the poison wall through an opening. However, the opening does not remain open all the time. Opening is shifted around regularly and will only open for about 1 second. After 8 seconds, the boss will deal heavy explosion (Dark elemental) to anyone inside the prison.
There are a few known methods to counter Poison Prison. Refer to the video guide below on various methods to escape from the poison prison.
a) Proper Way to Escape
The proper way to escape is to wait for either one of the walls to open and dash/blink across it. You could also sheath your weapon and run pass the opening, especially if you are a class with a short dash distance. Remember that you only have 9 seconds to do that and there is only ONE chance for each opening. Also, take note that due to the minor suction which is applied periodically, you need to correct your position while waiting.
If there is a Guardian in the party, use Guardian Force: The shell will make sure you will not get stuck and knockdown when escaping from the prison in case the wall is closing right when you are passing through.
A few important tips on how to escape Poison Prison consistently:
• Before Poison Prison, adjust your position such that you will not be sucked into the poison pit on the ground.
• Make sure you pick a wall which is NOT facing a solid wall at the edge of the map since you will not have any space to get out.
• Turn your view such that you are looking at the floor so that your view will not be blocked by the boss itself.
• Position yourself as close as possible to the wall, but not touching it. How? If your view is facing the ground, you can use your guild name as a visual guide. Make sure your guild name is right below the line where poison wall touches the ground. At this distance, you can get out of the wall with a simple blink or run while sheathing weapon.
b) Damage Negation/Reduction with Skill and Buff
The explosion damage does not ignore damage reduction buff. However after recent update, total damage reduction is capped at 75% and thus this method is not recommended because it is too risky. The high explosion and poison damage will likely kill you, especially after the boss berserked.
c) Prevent Yourself from Being Sucked In
If the boss is at one edge of the map, and you are at the opposite side of the map, you can prevent yourself from being sucked in.
This method is not very reliable too since the Scorpion’s location cannot be fixed easily at the edge of the map. Also, if your distance is not far enough, you might be sucked into the wall.
d) Aerial Evasion
An interesting method to escape is by JUMPING into the thin wall/opening at any time and use Aerial Evasion. Again, this should only be used when you fail to escape through normal means since it requires u to take some damage and get poisoned. Sometimes, you might even get bounced back from the wall.
New Skills at HP x1
Berserk: Attack increases by ~3 times.
Poison Spin EX (~60 sec CD): Same casting motion as Poison Spin, except that it spins much longer and moves around. Scorpion will stay still for roughly 4 seconds after the spin, widely open for attack. It doesn’t pierce Stance of Faith, Invincibility etc. MT should Provoke it away from other party members.
Poisonous Gas and Flowers
After depleting each HP bar, a 10 seconds warning will appear on the screen before the whole field is filled with poisonous gas. The boss will hide underground.
4 flowers will appear on the field. These flowers will open when attacked and provide a temporary protection shell, granting you invincible buff to resist the poisonous gas.
The protection shell will only last for 4 seconds. You are required to move to the next flower immediately, wait for the buff counter to reach 0 and attack it to get the buff again. You and your party members are required to move across these 4 flowers sequentially together.
Take note that the arrangement of the 4 flowers are random, but they can be broadly categorized into 3 patterns, as shown below:
The flower is very fragile and will open at the slightest attack. No party members should cast any skill when these flowers spawn. Assign a member or two to attack the flowers sequentially, ONE BY ONE.
All summoned units with HP will be automatically destroyed once the poisonous gas is released. Your own skills effect remaining on field (Such as Consecration, Poison Cloud, Flame Road, Laser Cutter, Ice Sphere, Sufi Dancer etc) can accidentally attack these flowers and trigger the protection shell by mistake. If the flower was opened before the party members get close to it, the buff will NOT be applied to them and they will end up dying. You only need 3 out of these 4 flowers if you can time the opening of these flower accurately (Right when buff counter reaches 0). The total buff duration provided by 3 flowers is just enough to cover the poisonous gas duration. Opening a 4th one is the norm though, for safety purpose.
After the poisonous gas disappear, you have to get ready to jump to avoid stomp when the boss emerge from the ground.
Negate Poison Prison with Detonate
Poison prison damage can be negated if priest uses Detonate at the right time. See the video below to learn this trick.
Once you get sucked into the prison, start counting the shaking motion of the scorpion. Cast Chain Lighting at the 6th shake, and use Detonate exactly at the 8th shake. Doing so will negate the damage of Poison Prison, saving yourself and your party members who are trapped inside. However, poison status will still be applied. Cure Relic should be used immediately to cure yourself and others.
It is not recommended to use this trick, unless your party has serious problem to escape from Poison Prison due to lag. If the Priest is lagging, this might even kill your Priest in the process, especially at HP x1 (Berserk).
Hazar’s Nest
Basic Video Guide
When the stage starts, all party members are supposed to run south (According to mini map), with the Sand Worm in hot pursuit.
There are some boulders blocking the way and the party is supposed to dispose of them to proceed.
The worm will try to suck party member towards itself and slow down your attempt to escape.
Shortly after, you will see some explosive barrels on the ground. You are supposed to push 5 of these explosive barrels to the southern wall and detonate them.
This will open a path to an open field where the real battle starts.
Once you are inside the open field, make sure you don’t stand in the middle or in the path of the boss where it rush in or else you will be killed by the boss instantly. Try to stay at the left/right edges of the map.
Sand Worm Hazar
The boss cannot be damaged with normal means.
Every ~60 seconds, the boss will summon 3 pillar-like explosives. These explosives will freeze nearby party members when they land.
Attack these pillars and destroy it while the boss is in the AoE of the explosive (Marked by the green circle around it). It will deplete its faint bar (Similar to Archbishop Golem).
Once the faint bar is emptied with 3 explosives (Each 1 depletes ~45% of the bar), the boss will faint for 10 seconds. This is the ONLY time to deal damage to him at its tail. After that, the boss will regain its position and you will have to repeat the process again.
If these pillars are not destroyed in 1 minute, they will explode on their own and deal ~35% HP per pillar to all party members, freezing them at the same time. It is recommended that you take down at least 2 pillars when you faint the worm.
Basic Boss Skills
Bite & Stomp: The boss first plunges its head into the sand, dealing damage to anyone in front and pull it up quickly. This is followed by a Jumping Stomp. It will stay stagnant after this for 4-5 sec before regaining its position. While the worm’s head is on the ground after casting this skill, you can attack the worm’s head to reduce the faint bar. Jump to avoid quake damage. The quake damage can also be avoided if you are standing on top of the elevated sand hills at the southern edges of the map.
Tentacles Sweep: Only hit frontal area of the boss.
Roar: Dark waves emanates throughout the whole field. Knock down all party members. Doesn’t deal damage to player but destroy all summons instantly. (Except Force Mirror)
New Boss Skills at HP x3
Charge: Charge in a circular manner.
Sand Pit Hell: The boss will cast this at HP x4.1, x3.1, x2.1.
It will hide underground and create a sandpit with very strong suction at the middle of the map. 3 explosive pillars were shot to the top right, top left and bottom mid of the map. (See Figure above) Your party is required to deplete at least 50% HP of all 3 pillars before they are sucked into the pit. (13~15sec after the pillars land) Take note that you should NOT destroy any of those pillars before they reach the worm.
When done successfully, Sand Pit Hell will be cancelled. If the party failed to get either one of these pillars down to at least 50% HP OR accidentally destroyed one of the pillars before it gets to the middle, the whole party will be wiped out.
It is recommended that you should take down the HP of the boss in the following manner to minimize the appearance of Sand Pit Hell:
1st Faint: HP x5=> HP x3.5
2nd Faint: HP x3.5 => HP x1.5
3rd Faint: Kill
Doing so will synchronize the Sand Pit Hell casting, such that the worm will only cast it RIGHT after it wakes up from his faint status. Take note that if your party do not down the HP according to the recommendation stops, you might see two consecutive Sand Pit Hell.
All explosive pillars remaining on field will be cleared when Sand Pit Hell triggers.
New Boss Skill at HP x2
Direct Stomp: A direct Jumping Stomp without the biting animation. High damage.
New Boss Skill at HP x1
Rolling Attack: The boss submerges and appears at east, south, west or north of the map shortly after. It curls up and rolls vertically / diagonally. Stay at SE, SW, NW or NE area and this skill will not hit you at all.
Dragon Shrine
This stage can only be challenged after defeating all 4 guardian bosses.
Golem will inflict curse status right after starting the battle. Curse status cannot be cured by any means. Therefore, a few special rules were applied in this battle:
• Changing equipment is not allowed in the middle of the battle.
• Healing skills & healing potions cannot be used in this battle. Life suffix DOES NOT work.
A few more interesting characteristics of the boss:
• The damage dealt by the Golem is based on a certain percentage of max HP of your character. Therefore, skills which increase max HP such as Genie & Minotaur Dance should not be casted here as it will actually cause more damage dealt to all party members.
• Due to nature stated above, defense buff, damage reduction buff (Miracle Relic etc), attack debuff (Devastating Howl etc), skill action damage reduction (Eraser, Flame Vortex, Flying Swing etc) are nullified / ignored.
• Boss ignore Provoke most of the time, it will aim the one with highest damage instead.
• The boss has 80% light elemental resist and 40% fire, dark, ice resist.
Wear full damage set if you have one, stacking high HP / defense won’t do you any good here.
Faithful Worshiper Kajif
Basic Boss Skills
Slam: Small AoE. Ignore Shield Block. Evade with invincible frame.
Sweep: Large AoE, will get hit even if you stand at the edge of the map. Ignore Shield Block. Can be evaded with invincible frame.
Laser Beam: Shoot 1 laser beam linearly at the one with highest aggro. The line on the ground will explode, exactly the same as Archbishop Golem.
Tornado (~40 sec CD): Punch with BOTH fists and summon a tornado at random location. Ground will turn black before tornado spawn. Move away from the black circle to avoid being damaged. Ignore Shield Block, Avatar. 5% HP per hit, very high damage if you don’t escape quick enough. Don’t stay at left or right edge of the map to ensure you have enough time to escape.
Curse (~80 sec CD): A warning message will appear on the screen. The casting motion is similar to the Suction Laser Beam attack of Archbishop Golem. The Golem will place both fists at the middle and twist its body around for a few seconds before applying the curse on all party members. A big circular aura will appear beneath each party members.
The aura will not do any damage to yourself. However, the inner area of the circular aura will deal huge damage to anyone standing near to you. The outer edge of the aura will also deal heavy damage.
How to avoid this from happening?
Take note that the tiles on this semi-circular map is actually divided conveniently into various sections. Use the larger black triangles on the ground as reference and assign party members to the 8 black triangles on the map. The distance between triangles are large enough to avoid the curse damage. (See Figure A)
This is great time to deal massive damage to the boss.
New Skills at HP x3
Falling Rock Fist (~40sec CD): The boss shakes its head and both hands in the air. The casting animation is similar to Poison Wall in Archbishop Nest. Summon 3 yellow magic circles on the floor. After 3 seconds, 3 rock palm drop from the sky in the order in which the magic circles are summoned. Very high damage. The order of summoning is random.
Alternatively, you can hide at the blind spot: The corner of the map near Position 1 or 5.
Triple Slam (~40sec CD): Both hands will glow and slam the ground 3 times. The speed of this skill increases slightly after he goes berserk, exactly the same as Archbishop Golem in Hell mode.
Summon Stelai: Will be used at the end of 4x, 3x and 2x HP bar. 4 stelais which represent the 4 guardian bosses will appear.
The mechanics of this skill is revealed by
• There are no real fixed sequence in which you must destroy these stelai.
• The spawn location of each stelai are random.
• Each stele gives a certain effect after destroyed:
- Scorpion: All remaining stelai become invincible.
- Flower: Fully recover HP of all remaining stelai.
- Manticore: Grant double attack buff to all party members.
- Worm: Clear all buffs on party members.
• The only rule to destroy these stelai is: Scorpion must be the last one to destroy. It can be destroyed at the same time as other stelai as long as there are no other stele left on field after its destruction since it will grant invincibility to them.
• Flower stele will explode after 10 seconds while the others will take 20 seconds to explode.
• Flower stele has the highest explosion damage, which is 75% of your max HP. The other stelai only deal 25% of your max HP each.
• Ideal order: Flower > Manticore > Worm > Scorpion. Remember that you can destroy them at the same time. For averagely geared party, it is difficult to destroy these 4 stelai if you try to down them one-by-one.
Berserk: Golem will go Berserk upon reaching 2x HP (Turns red). Its attacks will deal slightly more damage. Berserk status last till the end of the battle and cannot be removed by any means.
Ancient Power: After 10 minutes, the Golem will gain ancient power (As shown in the warning message). Its attack speed increases significantly. Every skills deal 50% of max HP per hit. However, that doesn’t mean it is impossible to clear under this state. It is still doable as long as your party members dodge every single skills it has… Which is really hard!
Actual Game Play Video:
Scorpion Stage
Golem Stage
The boss will do a Jumping Stomp / Quake attack immediately after the battle start. Cast Miracle Relic before the battle. Alternatively, just stand at the location indicated in the video above to avoid the stomp damage. (It is higher than the field)
Canyon Guardian Abdullah
Basic Boss Skills
Claw Swipe: Frontal area.
Poison Ball: Shoot poison ball from tail which create a poison pool on field. Clear buff and induce poison status (~30k per tick, 10sec duration). The poison pool will expand gradually.
Poison Sting: Lift its front legs and claw high in the air, swipe its claw a few times (Ignore Shield Block) and thrust its tail to the ground in front, creating a poison pool on the floor. The poison pool will expand gradually. Clear buff and induce poison status upon contact.
Poison Spin: Put both claws on the ground momentarily and do a 360 degree spin clockwise. Throw a few poison balls at every party member. Induce slow and poison status (~30k per tick). Avoid stepping on green marks on ground to avoid being hit.
Charge: Do a 360 degree spin anti-clockwise and charge. The roar at the end of the charge deals very high damage.
Tail Swipe: Dark elemental, only hit the back. Ignore Shield Block. Inflict poison status for 10sec. DPS class should stay at the rear to attack.
New skill at HP x3
Quake (~50 sec CD): Submerge underground awhile and leap into the air. The landing will create a powerful quake. High damage, jump to avoid.
New skill at HP x2
Poison Prison (~60 sec CD): Suck all party members towards itself. Surround itself and all party members with poison walls. The wall will clear all buffs on you upon contact and inflict high damage (~100k damage). You are supposed to escape from the poison wall through an opening. However, the opening does not remain open all the time. Opening is shifted around regularly and will only open for about 1 second. After 8 seconds, the boss will deal heavy explosion (Dark elemental) to anyone inside the prison.
There are a few known methods to counter Poison Prison. Refer to the video guide below on various methods to escape from the poison prison.
a) Proper Way to Escape
The proper way to escape is to wait for either one of the walls to open and dash/blink across it. You could also sheath your weapon and run pass the opening, especially if you are a class with a short dash distance. Remember that you only have 9 seconds to do that and there is only ONE chance for each opening. Also, take note that due to the minor suction which is applied periodically, you need to correct your position while waiting.
If there is a Guardian in the party, use Guardian Force: The shell will make sure you will not get stuck and knockdown when escaping from the prison in case the wall is closing right when you are passing through.
A few important tips on how to escape Poison Prison consistently:
• Before Poison Prison, adjust your position such that you will not be sucked into the poison pit on the ground.
• Make sure you pick a wall which is NOT facing a solid wall at the edge of the map since you will not have any space to get out.
• Turn your view such that you are looking at the floor so that your view will not be blocked by the boss itself.
• Position yourself as close as possible to the wall, but not touching it. How? If your view is facing the ground, you can use your guild name as a visual guide. Make sure your guild name is right below the line where poison wall touches the ground. At this distance, you can get out of the wall with a simple blink or run while sheathing weapon.
b) Damage Negation/Reduction with Skill and Buff
The explosion damage does not ignore damage reduction buff. However after recent update, total damage reduction is capped at 75% and thus this method is not recommended because it is too risky. The high explosion and poison damage will likely kill you, especially after the boss berserked.
c) Prevent Yourself from Being Sucked In
If the boss is at one edge of the map, and you are at the opposite side of the map, you can prevent yourself from being sucked in.
This method is not very reliable too since the Scorpion’s location cannot be fixed easily at the edge of the map. Also, if your distance is not far enough, you might be sucked into the wall.
d) Aerial Evasion
An interesting method to escape is by JUMPING into the thin wall/opening at any time and use Aerial Evasion. Again, this should only be used when you fail to escape through normal means since it requires u to take some damage and get poisoned. Sometimes, you might even get bounced back from the wall.
New Skills at HP x1
Berserk: Attack increases by ~3 times.
Poison Spin EX (~60 sec CD): Same casting motion as Poison Spin, except that it spins much longer and moves around. Scorpion will stay still for roughly 4 seconds after the spin, widely open for attack. It doesn’t pierce Stance of Faith, Invincibility etc. MT should Provoke it away from other party members.
Poisonous Gas and Flowers
After depleting each HP bar, a 10 seconds warning will appear on the screen before the whole field is filled with poisonous gas. The boss will hide underground.
4 flowers will appear on the field. These flowers will open when attacked and provide a temporary protection shell, granting you invincible buff to resist the poisonous gas.
The protection shell will only last for 4 seconds. You are required to move to the next flower immediately, wait for the buff counter to reach 0 and attack it to get the buff again. You and your party members are required to move across these 4 flowers sequentially together.
Take note that the arrangement of the 4 flowers are random, but they can be broadly categorized into 3 patterns, as shown below:
The flower is very fragile and will open at the slightest attack. No party members should cast any skill when these flowers spawn. Assign a member or two to attack the flowers sequentially, ONE BY ONE.
All summoned units with HP will be automatically destroyed once the poisonous gas is released. Your own skills effect remaining on field (Such as Consecration, Poison Cloud, Flame Road, Laser Cutter, Ice Sphere, Sufi Dancer etc) can accidentally attack these flowers and trigger the protection shell by mistake. If the flower was opened before the party members get close to it, the buff will NOT be applied to them and they will end up dying. You only need 3 out of these 4 flowers if you can time the opening of these flower accurately (Right when buff counter reaches 0). The total buff duration provided by 3 flowers is just enough to cover the poisonous gas duration. Opening a 4th one is the norm though, for safety purpose.
After the poisonous gas disappear, you have to get ready to jump to avoid stomp when the boss emerge from the ground.
Negate Poison Prison with Detonate
Poison prison damage can be negated if priest uses Detonate at the right time. See the video below to learn this trick.
Once you get sucked into the prison, start counting the shaking motion of the scorpion. Cast Chain Lighting at the 6th shake, and use Detonate exactly at the 8th shake. Doing so will negate the damage of Poison Prison, saving yourself and your party members who are trapped inside. However, poison status will still be applied. Cure Relic should be used immediately to cure yourself and others.
It is not recommended to use this trick, unless your party has serious problem to escape from Poison Prison due to lag. If the Priest is lagging, this might even kill your Priest in the process, especially at HP x1 (Berserk).
Hazar’s Nest
Basic Video Guide
When the stage starts, all party members are supposed to run south (According to mini map), with the Sand Worm in hot pursuit.
There are some boulders blocking the way and the party is supposed to dispose of them to proceed.
The worm will try to suck party member towards itself and slow down your attempt to escape.
Shortly after, you will see some explosive barrels on the ground. You are supposed to push 5 of these explosive barrels to the southern wall and detonate them.
This will open a path to an open field where the real battle starts.
Once you are inside the open field, make sure you don’t stand in the middle or in the path of the boss where it rush in or else you will be killed by the boss instantly. Try to stay at the left/right edges of the map.
Sand Worm Hazar
The boss cannot be damaged with normal means.
Every ~60 seconds, the boss will summon 3 pillar-like explosives. These explosives will freeze nearby party members when they land.
Attack these pillars and destroy it while the boss is in the AoE of the explosive (Marked by the green circle around it). It will deplete its faint bar (Similar to Archbishop Golem).
Once the faint bar is emptied with 3 explosives (Each 1 depletes ~45% of the bar), the boss will faint for 10 seconds. This is the ONLY time to deal damage to him at its tail. After that, the boss will regain its position and you will have to repeat the process again.
If these pillars are not destroyed in 1 minute, they will explode on their own and deal ~35% HP per pillar to all party members, freezing them at the same time. It is recommended that you take down at least 2 pillars when you faint the worm.
Basic Boss Skills
Bite & Stomp: The boss first plunges its head into the sand, dealing damage to anyone in front and pull it up quickly. This is followed by a Jumping Stomp. It will stay stagnant after this for 4-5 sec before regaining its position. While the worm’s head is on the ground after casting this skill, you can attack the worm’s head to reduce the faint bar. Jump to avoid quake damage. The quake damage can also be avoided if you are standing on top of the elevated sand hills at the southern edges of the map.
Tentacles Sweep: Only hit frontal area of the boss.
Roar: Dark waves emanates throughout the whole field. Knock down all party members. Doesn’t deal damage to player but destroy all summons instantly. (Except Force Mirror)
New Boss Skills at HP x3
Charge: Charge in a circular manner.
Sand Pit Hell: The boss will cast this at HP x4.1, x3.1, x2.1.
It will hide underground and create a sandpit with very strong suction at the middle of the map. 3 explosive pillars were shot to the top right, top left and bottom mid of the map. (See Figure above) Your party is required to deplete at least 50% HP of all 3 pillars before they are sucked into the pit. (13~15sec after the pillars land) Take note that you should NOT destroy any of those pillars before they reach the worm.
When done successfully, Sand Pit Hell will be cancelled. If the party failed to get either one of these pillars down to at least 50% HP OR accidentally destroyed one of the pillars before it gets to the middle, the whole party will be wiped out.
It is recommended that you should take down the HP of the boss in the following manner to minimize the appearance of Sand Pit Hell:
1st Faint: HP x5=> HP x3.5
2nd Faint: HP x3.5 => HP x1.5
3rd Faint: Kill
Doing so will synchronize the Sand Pit Hell casting, such that the worm will only cast it RIGHT after it wakes up from his faint status. Take note that if your party do not down the HP according to the recommendation stops, you might see two consecutive Sand Pit Hell.
All explosive pillars remaining on field will be cleared when Sand Pit Hell triggers.
New Boss Skill at HP x2
Direct Stomp: A direct Jumping Stomp without the biting animation. High damage.
New Boss Skill at HP x1
Rolling Attack: The boss submerges and appears at east, south, west or north of the map shortly after. It curls up and rolls vertically / diagonally. Stay at SE, SW, NW or NE area and this skill will not hit you at all.
Dragon Shrine
This stage can only be challenged after defeating all 4 guardian bosses.
Golem will inflict curse status right after starting the battle. Curse status cannot be cured by any means. Therefore, a few special rules were applied in this battle:
• Changing equipment is not allowed in the middle of the battle.
• Healing skills & healing potions cannot be used in this battle. Life suffix DOES NOT work.
A few more interesting characteristics of the boss:
• The damage dealt by the Golem is based on a certain percentage of max HP of your character. Therefore, skills which increase max HP such as Genie & Minotaur Dance should not be casted here as it will actually cause more damage dealt to all party members.
• Due to nature stated above, defense buff, damage reduction buff (Miracle Relic etc), attack debuff (Devastating Howl etc), skill action damage reduction (Eraser, Flame Vortex, Flying Swing etc) are nullified / ignored.
• Boss ignore Provoke most of the time, it will aim the one with highest damage instead.
• The boss has 80% light elemental resist and 40% fire, dark, ice resist.
Wear full damage set if you have one, stacking high HP / defense won’t do you any good here.
Faithful Worshiper Kajif
Basic Boss Skills
Slam: Small AoE. Ignore Shield Block. Evade with invincible frame.
Sweep: Large AoE, will get hit even if you stand at the edge of the map. Ignore Shield Block. Can be evaded with invincible frame.
Laser Beam: Shoot 1 laser beam linearly at the one with highest aggro. The line on the ground will explode, exactly the same as Archbishop Golem.
Tornado (~40 sec CD): Punch with BOTH fists and summon a tornado at random location. Ground will turn black before tornado spawn. Move away from the black circle to avoid being damaged. Ignore Shield Block, Avatar. 5% HP per hit, very high damage if you don’t escape quick enough. Don’t stay at left or right edge of the map to ensure you have enough time to escape.
Curse (~80 sec CD): A warning message will appear on the screen. The casting motion is similar to the Suction Laser Beam attack of Archbishop Golem. The Golem will place both fists at the middle and twist its body around for a few seconds before applying the curse on all party members. A big circular aura will appear beneath each party members.
The aura will not do any damage to yourself. However, the inner area of the circular aura will deal huge damage to anyone standing near to you. The outer edge of the aura will also deal heavy damage.
How to avoid this from happening?
Take note that the tiles on this semi-circular map is actually divided conveniently into various sections. Use the larger black triangles on the ground as reference and assign party members to the 8 black triangles on the map. The distance between triangles are large enough to avoid the curse damage. (See Figure A)
This is great time to deal massive damage to the boss.
New Skills at HP x3
Falling Rock Fist (~40sec CD): The boss shakes its head and both hands in the air. The casting animation is similar to Poison Wall in Archbishop Nest. Summon 3 yellow magic circles on the floor. After 3 seconds, 3 rock palm drop from the sky in the order in which the magic circles are summoned. Very high damage. The order of summoning is random.
Alternatively, you can hide at the blind spot: The corner of the map near Position 1 or 5.
Triple Slam (~40sec CD): Both hands will glow and slam the ground 3 times. The speed of this skill increases slightly after he goes berserk, exactly the same as Archbishop Golem in Hell mode.
Summon Stelai: Will be used at the end of 4x, 3x and 2x HP bar. 4 stelais which represent the 4 guardian bosses will appear.
The mechanics of this skill is revealed by
• There are no real fixed sequence in which you must destroy these stelai.
• The spawn location of each stelai are random.
• Each stele gives a certain effect after destroyed:
- Scorpion: All remaining stelai become invincible.
- Flower: Fully recover HP of all remaining stelai.
- Manticore: Grant double attack buff to all party members.
- Worm: Clear all buffs on party members.
• The only rule to destroy these stelai is: Scorpion must be the last one to destroy. It can be destroyed at the same time as other stelai as long as there are no other stele left on field after its destruction since it will grant invincibility to them.
• Flower stele will explode after 10 seconds while the others will take 20 seconds to explode.
• Flower stele has the highest explosion damage, which is 75% of your max HP. The other stelai only deal 25% of your max HP each.
• Ideal order: Flower > Manticore > Worm > Scorpion. Remember that you can destroy them at the same time. For averagely geared party, it is difficult to destroy these 4 stelai if you try to down them one-by-one.
Berserk: Golem will go Berserk upon reaching 2x HP (Turns red). Its attacks will deal slightly more damage. Berserk status last till the end of the battle and cannot be removed by any means.
Ancient Power: After 10 minutes, the Golem will gain ancient power (As shown in the warning message). Its attack speed increases significantly. Every skills deal 50% of max HP per hit. However, that doesn’t mean it is impossible to clear under this state. It is still doable as long as your party members dodge every single skills it has… Which is really hard!
Actual Game Play Video:
Scorpion Stage
Golem Stage