Choi's Guide To Late Game Instances: Difference between revisions
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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! | 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. | 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.<br> | ||
'''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="wikitable" | |||
|- | |||
! Class !! Role !! Guides | |||
|- | |||
| Cardinal || Provides powerful supportive buffs and heals and can resurrect fallen members. {{#skill:78}} is also a powerful debuff that it can spam on the bosses. || [[Choi's_Magic_and_Support_Cardinal_Guide|Choi's Magic and Support Cardinal Guide]] | |||
|- | |||
| Arch Mage || Provides strong debuffs through {{#skill:2213}} and Level 4 {{#skill:5232}} {{#skill:5222}} or {{#skill:5218}}. The rest of the team should use Fire or Earth element accordingly to make use of the 2x damage. || [[Choi's SVS Arch Mage Guide]] <br> [[Miyu's_Magical_Adventures_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 {{#skill:2451}} and {{#skill:5366}} and disruptive abilities in {{#skill:289}} and {{#skill:277}}. || [[Lxna's_Elemental_Master_of_Puppets_Build_Guide]] <br> [[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]] <br> [[XoSofiya's (Let's Get) Physical Performer Guide]] | |||
|- | |||
| Soul Ascetic || Provides many supportive buffs to the team. | |||
|- | |||
| Imperial Guard || While {{#skill:255}} is mainly high priority in HoL, it is still a useful skill to protect team members. It also provides many supportive buffs to the team. || | |||
|} | |||
== [[Constellation Tower]] == | == [[Constellation Tower]] == | ||
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| | | | ||
=== Recommended Classes === | === Recommended Classes - CT === | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Class !! Role !! Guides | ! Class !! Role !! Guides | ||
|- | |- | ||
| Elemental Master || Provides | | Elemental Master || Provides {{#skill:288}} to the team and serves as the main tank with the Dragon Resist Build. It can also use {{#skill:277}} and {{#skill:289}} Max Pain. It also has strong supportive abilities in {{#skill:2451}} and {{#skill:5366}}. {{#skill:2453}} can also be used on Betel to keep it in place which is useful in case the EM dies while tanking. || [[Lxna's_Elemental_Master_of_Puppets_Build_Guide#EM_Dragon_Tanking_build_by_Choi|Lxna's Elemental Master of Puppets Build Guide]] | ||
|- | |- | ||
| Cardinal || Provides powerful supportive buffs and heals and | | Cardinal || Provides powerful supportive buffs and heals and can resurrect fallen members. {{#skill:78}} is also a powerful debuff that it can spam on Betel. {{#skill:2052}} can also be used to remove Max Pain. It can also serve as a tank. || [[Choi's_Magic_and_Support_Cardinal_Guide|Choi's Magic and Support Cardinal Guide]] | ||
|- | |- | ||
| Shadow Cross/Ninja || (Optional) Removes the reflect effect from Betelguese when he uses Max Pain through the | | Shadow Cross/Ninja || (Optional) Removes the reflect effect from Betelguese when he uses Max Pain through the Shadow Cross skill {{#skill:5001}} and Ninja skill {{#skill:3024}}. If either of these aren't on your team, the team should be careful when DPSing to make sure that Max Pain hasn't been casted or that it has already been dispelled. || | ||
|- | |- | ||
| DPS|| Kill Betel! || | | DPS|| Kill Betel! || | ||
|} | |} | ||
=== Key Mechanics === | === Key Mechanics - CT === | ||
<big><span style="color:#871b1b">Climbing the Tower</span></big><br> | |||
There isn't too much to cover for climbing the tower. Generally, just kill the mobs and move onto the next floor. On floor 25, you can fight {{#linkmob:20996}} or move on. On floor 50, you can choose to fight {{#linkmob:20994}} or continue to fight a stronger version of {{#linkmob:20994}} for more rewards. | |||
Additionally, you can choose to skip 4 levels by talking with the blue brazier on every 5th level. The total cost to use skips until level 75 is 2975 {{#item:1000372}} which equates to 75 {{#item:1000373}}. | |||
<big><span style="color:#871b1b">Difficulty/Star Levels</span></big><br> | |||
The difficulty of the Boss Fight with {{#linkmob:20994}} depends on the Star Levels you set at the fountain. These Star levels determine its Health, Attack, HP Recovery, Defense, and the strength of its Traps. At floor 50, the total stars it can have is 15. At floor 75, the total stars it can have is 25. <br> | |||
My recommendation when rolling for maximum star level is to roll randomly until you get 3 maximum star level stats and then roll the maximum stars for the remaining stats. | |||
<big><span style="color:#871b1b">Battle with Betelguese</span></big><br> | |||
The boss fight with Betelguese is split into 3 phases. | |||
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, and they cannot be blocked by LP. 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 === | |||
[[File:Betel with traps.png|thumb|right|With this positioning, the traps won't hurt the rest of your team]] Since Betelguese is Dragon, Dragon Tank EMs are a very cheap and effective tank against Betel, as they will take 1 damage from its skills and attacks if they have 100% dragon resist. Also note that Betelguese is neutral property, so the {{#item:27109}}, {{#item:27107}}, and {{#item:27108}} Combo is a very useful against it. | |||
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 {{#skill:288}} on the bottom left area for your team to stand on. LP will prevent AOE skills like Comet from dealing damage to your team. Please note that the edges of LP do not provide any protection, so you will want to place it one cell up and one cell right, as you see in the images. | |||
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' {{#skill:5001}} and Ninja's {{#skill:3024}} will nullify the reflect as well. If Betelguese starts to cast Max Pain, stop hitting it until these skills are cast. | |||
Note: {{#skill:289}} will also dispel aggro. <br><br> | |||
=== | <big><span style="color:#871b1b">First Phase</span></big><br> [[File:Betel LP and Positioning.png|thumb|right|While your team stands on the LP, the EM should hug the left side wall to mitigate knock back.]] | ||
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. | |||
<big><span style="color:#871b1b">Second Phase</span></big><br> | |||
After the first phase is completed, the team will be moved to the middle of the map, and they should move quickly back into position. | |||
In the second phase, the traps will appear and the team should be in the safe area to avoid them. Additionally, dead souls will spawn around the map, and members of your party should go around the map to try to kill them until all dead souls are dead. Dead souls are Plant Protocol, so multi hit skills will be the most effective against it. | |||
Once all dead souls are dead, the DPS should damage it to complete the phase. | |||
<big><span style="color:#871b1b">Third Phase</span></big><br> | |||
After the second phase is completed, the team will be moved to the middle of the map, and they should move quickly back into position. | |||
There are no dead souls in this phase, but the traps still exist. The team should move back to the safe zone on the LP and DPS it down to complete the boss fight. | |||
<big><span style="color:#871b1b">Overall Tips</span></big><br> | |||
* EMs should have both {{#item:1100005}} and {{#item:607}} to tank the boss. While they won't take much damage from Betel, the traps will do significant damage to the EM. Whenever it is hit by the traps, the EM should use the ygg berry, and they should use other consumables for any chip damage they might take during the fight. | |||
* {{#item:6293}} is a very useful item, especially in cases where you die further away from your cardinals (e.g. when trying to kill the dead souls). | |||
* Betel has long cast times for some of its skills. As such, {{#skill:277}} is a useful skill to spam on Betel to cancel some of its skills (including Max Pain and Comet). | |||
* 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 Betel. | |||
* {{#skill:1014}} is a very useful skill if your team accidentally wipes from Max Pain. Just make sure to use {{#item:607}} immediately after! | |||
|} | |} | ||
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=== Recommended Classes - Alice === | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Class !! Role !! Guides | ! Class !! Role !! Guides | ||
|- | |- | ||
| Cardinal || Provides powerful supportive buffs and heals and | | Cardinal || Provides powerful supportive buffs and heals and can resurrect fallen members. {{#skill:78}} is also a powerful debuff that it can spam on the bosses. The Cardinal can also provide {{#skill:68}} to the DPS classes as Holy element is very effective against both bosses which are Dark Lvl 2. It can also serve as a tank. || [[Choi's_Magic_and_Support_Cardinal_Guide|Choi's Magic and Support Cardinal Guide]] | ||
|- | |- | ||
| Elemental Master || Provides | | Elemental Master || Provides {{#skill:288}} to the team and can spell break the bosses casts. It also has strong supportive abilities in {{#skill:2451}} and {{#skill:5366}}. || [[Lxna's_Elemental_Master_of_Puppets_Build_Guide]] <br> [[The Complete Elemental Master Guide by Goldie]] | ||
|- | |- | ||
| Melee DPS|| Kill Nightmare Key Holder! || | | Melee DPS|| Kill Nightmare Key Holder! || | ||
|- | |- | ||
| Magic DPS|| Kill Jabberwocky! || | | Magic DPS|| Kill Jabberwocky in its first phase! || | ||
|- | |- | ||
| Ranged DPS|| Kill Jabbawocky! || | | Ranged DPS|| Kill Jabbawocky in its second phase! || | ||
|} | |} | ||
=== Key Mechanics - Alice === | |||
Alice 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 {{#item:1001082}}. <br> | |||
Additionally, movement skills are disabled in the instance and movement speed is capped. | |||
<big><span style="color:#871b1b">First Maze and Chess Room</span></big><br> | |||
In the First Maze, there are two types of mobs. {{#linkmob:30246}} are physical immune and will only take magic damage; {{#linkmob:30247}} are magic immune and will only take physical damage. <br> | |||
There are five portals spread out through the first zone: | |||
# {{#navi:1@alice_mad|113|151}} | |||
# {{#navi:1@alice_mad|208|114}} | |||
# {{#navi:1@alice_mad|220|114}} | |||
# {{#navi:1@alice_mad|289|246}} | |||
# {{#navi:1@alice_mad|289|256}} | |||
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. | |||
<big><span style="color:#871b1b">Second Maze</span></big><br> | |||
In the Second Maze aka the Red Map, there are no mobs and only one correct portal. The portal will randomly spawn in one of 14 locations: | |||
* '''Top Left''': {{#navi:2@alice_mad|61|438}}, {{#navi:2@alice_mad|55|550}}, {{#navi:2@alice_mad|154|543}} | |||
* '''Top Right''': {{#navi:2@alice_mad|285|333}}, {{#navi:2@alice_mad|277|579}} | |||
* '''Bottom Left A''': {{#navi:2@alice_mad|127|81}}, {{#navi:2@alice_mad|100|57}}, {{#navi:2@alice_mad|11|89}} | |||
* '''Bottom Left B''': {{#navi:2@alice_mad|11|201}}, {{#navi:2@alice_mad|13|329}}, {{#navi:2@alice_mad|39|115}} | |||
* '''Bottom Right''': {{#navi:2@alice_mad|231|209}}, {{#navi:2@alice_mad|287|198}}, {{#navi:2@alice_mad|284|14}} | |||
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 more than half the party members have entered the portal and into the next room, the boss fight can be started. | |||
<big><span style="color:#871b1b">Boss Fight</span></big><br> | |||
The Boss Fight is split up into three phases. | |||
# Phase 1: Is a boss fight with {{#linkmob:30239}}. The boss will only take melee damage. | |||
# Phase 2: Is the first phase of the boss fight with {{#linkmob:30250}}. In this phase, he will only take magic damage. | |||
# Phase 3: Is the second and final phase of the boss fight with {{#linkmob:30250}}. In this phase, he will only take ranged damage. | |||
During the fight, the bosses will cast powerful ground targeted skills like Earth Strain and Comet. Additionally, throughout the fight, {{#linkmob:30249}} will spawn and wide dispel the team. | |||
=== Strategy - Alice === | |||
As 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. <br> | |||
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><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. | |||
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><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. | |||
<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 | |||
{{#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. | |||
# Phase 1: Have someone lure {{#linkmob:30239}} to the LP where the rest of the team is standing. Since {{#linkmob:30239}} only takes melee damage, the melee DPS should focus on damaging the boss while other DPS types should kill nearby {{#linkmob:30249}} to prevent dispel. | |||
# Phase 2: Have someone lure {{#linkmob:30250}} to the LP where the rest of the team is standing. Since {{#linkmob:30250}} only takes magic damage in this phase, the magic 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><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. | |||
* 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. | |||
|} | |} | ||
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=== Recommended Classes - HoL === | |||
{| class="wikitable" | |||
|- | |||
! Class !! Role !! Guides | |||
|- | |||
| Cardinal || Provides powerful supportive buffs and heals and can resurrect fallen members. {{#skill:78}} is also a powerful debuff that it can spam on the bosses. || [[Choi's_Magic_and_Support_Cardinal_Guide|Choi's Magic and Support Cardinal Guide]] | |||
|- | |||
| Devo IG (1-3) || Absorbs damage for lower HP members of your team by casting {{#skill:255}} on them. Also, provides supportive buffs like {{#skill:5256}} and {{#skill:5261}}. The number of Devo IG required depends on how many squishy members you have on your team. Ideally, each IG should devo 3-4 people, but they can devo a maximum of 5. {{#skill:5257}} will reduce damage taken from Devo. || [[Choi's Devo Imperial Guard Guide]] | |||
|- | |||
| Arch Mage || Alongside its DPS, provides strong debuffs on the boss through {{#skill:2213}} and Level 4 {{#skill:5232}} {{#skill:5222}}. The rest of the team should use Fire element to make use of the 2x damage boost from Level 4 All Bloom. || [[Choi's_SVS_Arch_Mage_Guide#Crimson_Arrow_Build|Choi's SVS Arch Mage Guide]] <br> [[Miyu's_Magical_Adventures_Mage_Guide#Fire_Build_🔴|Miyu's Magical Adventures Mage Guide]] | |||
|- | |||
| Elemental Master || Alongside its DPS, provides great supportive abilities that will boost your damage. The EM should cast {{#skill:285}} and {{#skill:2465}} where the party is stacked and cast {{#skill:2468}} on the boss. It also has strong supportive abilities in {{#skill:2451}} and {{#skill:5366}}. || [[Lxna's_Elemental_Master_of_Puppets_Build_Guide]] <br> [[The Complete Elemental Master Guide by Goldie]] | |||
|- | |||
| Performer || Alongside its DPS, can provide many supportive buffs to the team. Particularly, {{#skill:322}} and {{#skill:5007}} are very useful to provide your team some extra tankiness. If you have a trouvere, you should make sure it is Soul Linked. || [[The Performer's Life By Conga Lyne]] <br> [[XoSofiya's (Let's Get) Physical Performer Guide]] | |||
|- | |||
| Soul Ascetic || Alongside its DPS, can provide many supportive buffs to the team. Particularly, {{#skill:5423}} will provide a significant buff against Rigel. || [[Choi's Soul Ascetic Guide]] | |||
|- | |||
| DPS|| Kill Rigel! || | |||
|} | |||
=== Key Mechanics - HoL === | |||
HoL 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. | |||
[[File:Sem Titulo-1.png|500px|thumb|right|Credit: Airta]] [[File:Rigel grasp.png|thumb|right|The safety walls indicate the positions where the player will get grasped. The player will get grasped to the location they are closest to]] | |||
<big><span style="color:#871b1b">Overall Mechanics</span></big><br> | |||
During the fight, Rigel will cast many different skills, but here's how I would organize them: | |||
* '''God's Shadow''' - Deals fixed damage in an area and knocks back the players that get hit. As this damage is powerful and fixed, players will want to have a certain threshold of HP (based on HoL level) or be consistently on Devo. The knock-back can be prevented by knock-back prevention effects such as the effect from Maximum Mammoth | |||
* '''Wide Grasp of Death''' - Pulls players to one of four locations that are in each corner of the map. The grasp will move the players to the location closest to them. As such, it is important to stay together in quadrants, so you will get pulled together, especially if you are devod. The knock-back cannot be prevented by knock-back prevention effects. | |||
* '''Scattered Yellow Squares''' - Casts many yellow squares that will be scattered across the map. After a short delay, it will explode in an AOE and do very high damage. These yellow squares should be avoided. | |||
* '''Big Yellow Square''' - Casts a single big block of yellow squares that will cast 1 of 2 skills. One skill will damage you and cause the frost debuff on you. The other skill will damage you, but will also gain significantly stronger if you have the frost debuff on you. However, players can use the {{#item:102434}} to remove the frost debuff and also gain immunity to the debuff for 60 seconds. These can be tanked, so long as you use the scroll. | |||
* '''Even BIGGER Yellow Square''' - Casts a single bigger block of yellow squares that will lift players into a bubble after a short delay. At the end of the bubble duration, the bubble will explode in an AOE around all players that are still in bubbles and do very high damage. However, a {{#item:102433}} can be used to remove the bubble and prevent the explosion damage. These can be tanked, so long as you use the scroll to remove the bubble. | |||
<big><span style="color:#871b1b">Phase 1</span></big><br> | |||
There are two main mechanics in Phase 1: the Portals and The Phantom Space. | |||
* Portals spawn over time in the instance that move back and forth starting from the outer rings. These portals when touched by a player will deal damage but also increase Rigel's damage overall. This is also a huge snowball mechanic as once the portals start increasing Rigel's damage, more players will die and her regen will increase, so it is very important to dodge the portals. Additionally, more portals will continue to spawn over time, so the first phase is a bit of a DPS check, as the sooner you beat the first phase, the less portals will spawn. However, the Phantom Space should help for lower DPS runs. | |||
* The Phantom Space is an area that can be accessed only in Phase One through the portal at the top of the map every minute. Phantoms of Rigel appear in the 4 corners and more per death thus far. Killing the Phantoms and clearing the Phantom Space will reset Rigel's HP recovery from player deaths and her damage increase from Portals. | |||
<big><span style="color:#871b1b">Phase 2</span></big><br> | |||
In Phase 2, the Portals and the Phantom Space is gone. However, Rigel will cast Sanctuary on itself after a certain amount of time. While she is on Sanctuary, she won't take any damage, so she has to be moved out of the sanctuary to damage her. As there is no Phantom Space, any additional stats she gains are permanent for the rest of the fight. | |||
=== Strategy - HoL === | |||
[[File:Grasp with quadrants.png|thumb|right|Stay together in the specific quadrants to mitigate positioning errors from grasp]] | |||
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 {{#item:102434}} and {{#item:102433}}. '''It is better to just get hit by the big yellow squares than to break positioning'''. On the other hand, the small scattered yellow squares do significant damage and cannot be mitigated by any scrolls. '''As such, players should try to avoid the scattered yellow squares while also staying as stacked as possible.''' The scattered yellow squares do damage in an AOE to anyone gets hit by it. As such, if a player gets hit by one of the scattered yellow squares, they should move a short distance away from the team to not hurt multiple people. | |||
<big><span style="color:#871b1b">Phase 1</span></big><br> | |||
In this phase, the party should stay stacked close to Rigel in a specific quadrant to DPS her down. The portals spawn from the outer edge, so try to stay away from the outer edge and reposition together based off where the portals spawn. Staying closer to the center will help avoid portals. | |||
* EM should cast Earth Insignia on Rigel and Volcano on the party. | |||
* AM should cast Climax 4 All Bloom and Comet on Rigel every 20 seconds. | |||
* IG should spam devo on their designated party members. Make sure to constantly have {{#skill:5257}} up to reduce damage taken from devo. | |||
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. <br> | |||
Note: Generally, tankier DPS members are recommended to enter the Phantom Space because there are still mechanics inside that can kill you. Make sure to bring {{#item:6293}} if you are planning on entering the Phantom Space. | |||
<big><span style="color:#871b1b">Phase 2</span></big><br> | |||
Once Phase 1 is completed, the portals and phantom space will disappear and the party will be moved to the center of the map. The party should quickly position back to their original position to damage Rigel while it is still on Earth Insignia. | |||
The main mechanic in Phase 2 is that it casts Sanctuary on itself and needs to be moved out, so the party will need to stay coordinated in which direction to move so they can stay positioned together and reduce the time Rigel spends on sanctuary. As such, I recommend that the party either moves clockwise in unison or counter-clockwise in unison. As mentioned before, the big yellow blocks can be tanked so long as you use the scrolls. As such, do not move based on the big yellow blocks, as that will cause coordination issues. Instead, tank the yellow blocks and continue to move in the direction set. While moving, continue to stay stacked in the same quadrant to mitigate mispositioning from grasp. | |||
* EM should cast Earth Insignia on Rigel when it is off cooldown. Each time the party moves, the EM should cast Volcano on the party. | |||
* AM should continue to cast Climax 4 All Bloom and Comet on Rigel every 20 seconds. | |||
* IG should continue to spam devo on their designated party members, especially when the party moves due to sanctuary. Make sure to constantly have {{#skill:5257}} up to reduce damage taken from devo. | |||
<big><span style="color:#871b1b">Overall Tips</span></big><br> | |||
* Due to the amount of Fire element buffs the party can provide, players should make sure to use fire elemental damage. {{#item:12114}} or {{#skill:280}} can be used to endow fire property damage to a weapon. | |||
* {{#item:12710}} is especially useful in HoL as repositioning and moving rigel quickly is crucial | |||
* {{#item:6293}} is useful especially when you are grasped far away from the cardinal. | |||
* Make sure to resurrect when the fallen player is safe. Resurrecting when they are on yellow squares may just add to the death count and Rigel's HP Regen. | |||
* Once too many deaths occur, Rigel's HP regen will be too much for the party's DPS. Know when to call it quits and reset! | |||
* The {{#item:102434}} makes you immune to the frost field effect for 1 minute, so you can just keep the immunity up at all times. | |||
* It's kind of hard to tell if it's a Big Yellow Square and Bigger Yellow Square, so I recommend just using the {{#item:102434}} anytime you are in a big block of squares. | |||
* If you don't have an SA or Performer, you can set them up outside to provide the buffs. However, keep in mind that they will disappear after the duration of the buff or if you die and you won't get the buff again during the instance. | |||
|} | |} | ||
[[Category:General Guides]] |
Latest revision as of 02:30, 3 February 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 |
---|---|---|
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, and they cannot be blocked by LP. 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 more than 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 - HoL![]() 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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