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=== Key Mechanics - HoL === | === Key Mechanics - HoL === | ||
HoL has a lot of mechanics to be aware of. Overall, it is just a boss fight in two phases. | 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. | ||
<big>Overall Mechanics</big><br>[[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>Overall Mechanics</big><br>[[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]] | ||
During the fight, Rigel will cast many different skills, but here's how I would organize them: | 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 | * 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 | * 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 - | * Scattered Yellow Squares - Casts many yellow squares that will be scattered across the map. After a short delay, you will take 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. | |||
* Even Bigger Yellow Square - Casts a single bigger block of yellow squares that will lift players into a bubble after a short delay. All players that are still in bubbles at the end of its duration will take significant damage in an explosion. However, a {{#item:102433} can be used to remove the bubble and prevent the explosion damage | |||
<big>Phase 1</big><br> | <big>Phase 1</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>Phase 2</big><br> | <big>Phase 2</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. | |||
=== Strategy - HoL === | === Strategy - HoL === | ||
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