Choi's Guide To Late Game Instances: Difference between revisions

 
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'''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!
'''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!
<big><span style="color:#871b1b">Last updated: March 14th, 2025</span></big><br>


== General Party Instance Info ==  
== General Party Instance Info ==  
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=== Key Mechanics - CT ===
=== Key Mechanics - CT ===


<big>Climbing the Tower</big><br>
<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.
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}}.
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>Difficulty/Star Levels</big><br>
<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>
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.
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>Battle with Betelguese</big><br>
<big><span style="color:#871b1b">Battle with Betelguese</span></big><br>
The boss fight with Betelguese is split into 3 phases.
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.  
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.
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.
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.


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Note: {{#skill:289}} will also dispel aggro. <br><br>
Note: {{#skill:289}} will also dispel aggro. <br><br>


<big>First Phase</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.]]
<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.  
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>Second Phase</big><br>
<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.  
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.  
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.  
Once all dead souls are dead, the DPS should damage it to complete the phase.  


<big>Third Phase</big><br>
<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.  
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.  
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>Overall Tips</big><br>
<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.
* 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).
* {{#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).
* 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.
* 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!
* {{#skill:2453}} is useful to lock Betel in place.


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* '''Bottom Left B''': {{#navi:2@alice_mad|11|201}}, {{#navi:2@alice_mad|13|329}}, {{#navi:2@alice_mad|39|115}}
* '''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}}
* '''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 half the party members have entered the portal and into the next room, the boss fight can be started.  
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>
<big><span style="color:#871b1b">Boss Fight</span></big><br>
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| 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]]
| 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.  || I'LL MAKE A GUIDE RELAX
| 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]] <br> [[Miyu's Imperial Guard Devotion and Tank 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]]
| 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]]
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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.  
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]]
[[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>Overall Mechanics</big><br>
<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:
During the fight, Rigel will cast many different skills, but here's how I would organize them:


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<big><span style="color:#871b1b">Phase 2</span></big><br>
<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.
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 ===  
=== Strategy - HoL ===  
<big>Overall Strategy</big><br>
[[File:Grasp with quadrants.png|thumb|right|Stay together in the specific quadrants to mitigate positioning errors from grasp]]
[[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.
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.
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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.  
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>Phase 1</big><br>
<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.  
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.
* EM should cast Earth Insignia on Rigel and Volcano on the party.
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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.  
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>Phase 2</big><br>
<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.  
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.   
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.   
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* 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.  
* 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>Overall Tips</big><br>
<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.
* 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:12710}} is especially useful in HoL as repositioning and moving rigel quickly is crucial
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