Choi's Guide To Late Game Instances: Difference between revisions
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As there is a time limit for maximum rewards, the mechanics of the instance should be utilized to get through the maze quickly and efficiently. | As there is a time limit for maximum rewards, the mechanics of the instance should be utilized to get through the maze quickly and efficiently. | ||
<big>First Maze and Chess Room</big><br> | <big><span style="color:#871b1b">First Maze and Chess Room</span></big><br> | ||
The main mechanics to worry about in the First Maze is that players are randomly teleported and that mobs are either physical damage immune or magic damage immune. As such, the party should split into pairs of physical damage and magic damage characters. As you go through the instance, the pairs should make sure to clear all mobs that they see. With multiple pairs clearing different parts of the map, the effects of the random portals will be mitigated. Once you enter a portal and are teleported back into the first zone, try to join up with any players you see and continue clearing the map as you go to another portal. If you don't have a damage counterpart, try to clear what you can and pot/run through what you cannot. Consistently clearing the mobs will massively help the party members who low roll teleports. | The main mechanics to worry about in the First Maze is that players are randomly teleported and that mobs are either physical damage immune or magic damage immune. As such, the party should split into pairs of physical damage and magic damage characters. As you go through the instance, the pairs should make sure to clear all mobs that they see. With multiple pairs clearing different parts of the map, the effects of the random portals will be mitigated. Once you enter a portal and are teleported back into the first zone, try to join up with any players you see and continue clearing the map as you go to another portal. If you don't have a damage counterpart, try to clear what you can and pot/run through what you cannot. Consistently clearing the mobs will massively help the party members who low roll teleports. | ||
In the Second Zone, there are two routes to the portal @navi 1@alice_mad 325/76. Wait until you have both physical and magic damage dealers and clear everything through the map to clear a route for yourself and everyone else. If you are good on time, then feel free to clear the other route for the extra materials but also to benefit your team. | In the Second Zone, there are two routes to the portal @navi 1@alice_mad 325/76. Wait until you have both physical and magic damage dealers and clear everything through the map to clear a route for yourself and everyone else. If you are good on time, then feel free to clear the other route for the extra materials but also to benefit your team. | ||
<big>Second Maze</big><br> | <big><span style="color:#871b1b">Second Maze</span></big><br> | ||
In the Second Maze aka the Red Map, players will want to split up and call out sections that they will be going to (e.g. Top Left, Top Right, etc.), so that all members are searching for different sections. Once a member has found where the portal is, they should '''not''' enter the portal and instead should wait and provide the navi link (e.g. @navi 2@alice_mad 61, 438) so the other members can join them near the portal. Once over half the party members are next to the portal, they should all enter quickly together. | In the Second Maze aka the Red Map, players will want to split up and call out sections that they will be going to (e.g. Top Left, Top Right, etc.), so that all members are searching for different sections. Once a member has found where the portal is, they should '''not''' enter the portal and instead should wait and provide the navi link (e.g. @navi 2@alice_mad 61, 438) so the other members can join them near the portal. Once over half the party members are next to the portal, they should all enter quickly together. | ||
<big>Boss Fight</big><br> | <big><span style="color:#871b1b">Boss Fight</span></big><br> | ||
The bosses cast large AoE skills that can be protected from with {{#skill:288}}. Additionally, throughout the battle, {{#linkmob:30249}} will spawn around the map to attack and wide dispel the team. To mitigate disruption from the | The bosses cast large AoE skills that can be protected from with {{#skill:288}}. Additionally, throughout the battle, {{#linkmob:30249}} will spawn around the map to attack and wide dispel the team. To mitigate disruption from the | ||
{{#linkmob:30249}}, the team should move to a corner of the map, and the EM should cast Land Protector where the team will be standing. As you will be in a corner you won't be attacked from all sides but only from two sides. | {{#linkmob:30249}}, the team should move to a corner of the map, and the EM should cast Land Protector where the team will be standing. As you will be in a corner you won't be attacked from all sides but only from two sides. | ||
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# Phase 3: Have someone lure {{#linkmob:30250}} to the LP where the rest of the team is standing. Since {{#linkmob:30250}} only takes ranged damage in this phase, the ranged DPS should focus on damaging the boss while other DPS types should kill nearby {{#linkmob:30249}} to prevent dispel. | # Phase 3: Have someone lure {{#linkmob:30250}} to the LP where the rest of the team is standing. Since {{#linkmob:30250}} only takes ranged damage in this phase, the ranged DPS should focus on damaging the boss while other DPS types should kill nearby {{#linkmob:30249}} to prevent dispel. | ||
<big>Overall Tips</big><br> | <big><span style="color:#871b1b">Overall Tips</span></big><br> | ||
* The Bosses have long cast times for some of their skills. As such, {{#skill:277}} is a useful skill to spam on them to cancel some of their skills. | * The Bosses have long cast times for some of their skills. As such, {{#skill:277}} is a useful skill to spam on them to cancel some of their skills. | ||
* As the Cardinal will be with the stack, they can cast {{#skill:5269}} on themself to heal the stack while focusing on healing the EM or Lexing the bosses. | * As the Cardinal will be with the stack, they can cast {{#skill:5269}} on themself to heal the stack while focusing on healing the EM or Lexing the bosses. |
Revision as of 18:47, 27 January 2025
Introduction
The main purpose of this guide is to provide information and tips on the main party-focused late-game instances for the game, as these will generally be the most difficult instances. My hope is that this will provide useful strategies and guidelines, so that everyone can find success and enjoy these instances. Please keep in mind that there are many different solutions to clear these instances, and the ones listed here is not the only one!
This guide will go into detail about key points about the instances and strategies. However, it won't cover all the details and mechanics, as they can be read in the related instance pages.
Big shout out to Airta and Miku Kitsune for helping me with this guide! Please feel free to reach out to me (IGN: Choi or Tokki) for any questions or feedback!
General Party Instance Info
As I mentioned, there are many effective strategies to clear these instances and many different party setups that can be used. The Recommended Classes are what I would consider the minimum level of members and effort to clear these instances. Additionally, keep in mind that mechanics can much more easily be ignored the more total DPS the party has (kill before killed!). For any available space you have in your party, you can look into filling out the party with more DPS as necessary.
Generally useful classes/supportive abilities:
Class | Role | Guides |
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Cardinal | Provides powerful supportive buffs and heals and can resurrect fallen members. ![]() |
Choi's Magic and Support Cardinal Guide |
Arch Mage | Provides strong debuffs through ![]() ![]() ![]() ![]() |
Choi's SVS Arch Mage Guide Miyu's Magical Adventures Mage Guide |
Elemental Master | Provides great supportive abilities through Elemental Insignias and Elemental Ground Areas. It also has strong supportive buffs in ![]() ![]() ![]() ![]() |
Lxna's_Elemental_Master_of_Puppets_Build_Guide The Complete Elemental Master Guide by Goldie |
Performer | Provides many supportive buffs to the team. Soul Link allows it to access additional buffs. | The Performer's Life By Conga Lyne XoSofiya's (Let's Get) Physical Performer Guide |
Soul Ascetic | Provides many supportive buffs to the team. | |
Imperial Guard | While ![]() |
Constellation Tower
Constellation Tower | |||||||||||||||
Recommended Classes - CT
Key Mechanics - CTClimbing the Tower Difficulty/Star Levels Battle with Betelguese There are not too many mechanics in the boss fight with Betelguese. Key things to note are that it won't take damage when a party member is dead, so you will need to make sure everyone is alive, and the boss can cast Max Pain after a long cast time that will reflect all damage it takes which will essentially wipe your team. Max Pain is important to play around so make sure you have a way to remove the buff and not to hit it when it is in Max Pain status. It also casts a very powerful comet that will do significant damage to your team. Starting on its second phase, the map will have traps that move across the map vertically to deal significant fixed damage on the player when they are hit by them. The traps don't do enough damage to kill you but will do about 80% of your hp in damage. These traps will still occur again in the third phase. Additionally, in the second phase, dead souls will spawn across the map which will prevent Betelguese from taking any damage until all of them are dead. These dead souls will have to be killed to progress in the fight. Strategy - CT![]() ![]() ![]() ![]() The main strategy for the fight mainly focuses on avoiding both the powerful traps and Betel's powerful skills. Luckily, while the traps spawn in the middle corridor of the map, the rest of the map is not affected by the traps. As such, there are safe zones on the map for the party to sit while your tank lures Betelguese to you and tanks it. Particularly, the location on the bottom left is a great spot for the team to hang out. At the start of the fight, have your EM cast Additionally, Betelguese casts Max Pain which reflects all damage taken to your team and will effectively wipe your whole time if they damage it while it is in Max Pain. The cast can be interrupted and the skill can be dispelled. However, skills like Shadow Cross' ![]() When the fight starts, the EM should cast skills to get aggro from Betelguese and lure it to the left until the EM is standing against the left wall where the team can hit it safely from LP and where the knockback from Betelguese will only push it against the wall. The DPS should avoid hitting the boss until it is fully lured as to avoid drawing aggro. This process should be repeated for all three phases. Once the boss is lured and the team is in a safe position, the DPS should damage it to finish the phase. Second Phase Third Phase Overall Tips
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Alice Twisted Madness
Alice Twisted Madness | ||||||||||||||||||
Recommended Classes - Alice
Key Mechanics - AliceAlice Twisted Madness (Hard) requires a mix of different types of DPS. As such, you will want to have enough Melee, Magic, and Ranged DPS in your party to clear the instance successfully. Alice also has a 20 time limit to get the maximum rewards. If it is not cleared within that time, players will get half the amount of rewards and won't receive a First Maze and Chess Room
These portals will randomly warp you to one of 5 corridors. At the end of these corridors, you will either get warped back to the initial zone and have to look for the portals again or get sent to the 6th corridor to move on. If you are sent to the 6th corridor, you can move forward to the next few zones until you reach the Second Maze. As people are randomly warped in first zone, there is a high change that people will get split up. Second Maze
Once a portal is entered, after a brief time the portal will disappear and spawn at a new location. As such, the party should enter together to avoid having to look for the portal again. After half the party members have entered the portal and into the next room, the boss fight can be started. Boss Fight
During the fight, the bosses will cast powerful ground targeted skills like Earth Strain and Comet. Additionally, throughout the fight, Cheshire (30249) will spawn and wide dispel the team. Strategy - AliceAs mentioned, Alice requires a mix of different types of DPS. As such, you will want to have enough Melee, Magic, and Ranged DPS in your party to clear the instance successfully. First Maze and Chess Room In the Second Zone, there are two routes to the portal @navi 1@alice_mad 325/76. Wait until you have both physical and magic damage dealers and clear everything through the map to clear a route for yourself and everyone else. If you are good on time, then feel free to clear the other route for the extra materials but also to benefit your team. Second Maze Boss Fight
Overall Tips
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Hall of Life
Hall of Life | ||||||||||||||||||||||||
Recommended Classes - HoL
Key Mechanics - HoLHoL has a lot of mechanics to be aware of. Overall, it is just a boss fight in two phases. One key factor for HoL is that the fight can become very snowbally, as Rigel gains stacking health regen after a player dies. That means that once a player dies, Rigels HP regen gets higher, so the fight gets longer and more players die, and so rigels HP regen gets higher, and so on until the HP regen makes the boss unkillable. ![]() ![]() Overall Mechanics
Phase 2 Strategy - HoLOverall Strategy ![]() The fight with Rigel punishes positioning quite heavily through the use of Grasp and knockbacks. As such, to mitigate positioning errors you will want to stay stacked and in quadrants. As the grasp, will pull players to the nearest location in each corner, it is crucial to stay in the same quadrant, so that players can stay together when they are grasped. This is especially important for players that are devoed, as if they are grasped and damaged the devo tether range will break first and then they will get hit (and likely die). As positioning is important, do not get baited to dodge the big block of yellow squares. Both effects from both the big yellow square and the bigger yellow square can be mitigated through the use of the Phase 1
The Phantom Space should not be necessary if you have enough DPS to pass the first phase without a lot of portals spawning. However, in lower DPS runs, the Phantom Phase can be super helpful. In order to use the Phantom Phase effectively, it is best to use it as early as possible rather than waiting for Rigel's stats to get out of hand. Designate one or two specific players that will break out of the stack to enter and clear the Phantom Phase while the rest of the team continues to DPS Rigel in the main map. Inside of the map, a large block of yellow squares will spawn that will do significant damage. Once the Phantom Phase is cleared, the portals and any stat increases that Rigel might have gained will be reset. Phase 2
Overall Tips
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