Choi's Guide To Late Game Instances
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.
Constellation Tower
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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 Land Protector 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' 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 - AliceStrategy - Alice |
Hall of Life
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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 MechanicsDuring the fight, Rigel will cast many different skills, but here's how I would organize them:
Phase 1
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.
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 Phase 2
Overall Tips
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