Post by kcrmsn on Jun 27, 2016 20:49:23 GMT
Please Post Tips for Abyss runs for different characters.
Up until floor 140, excluding the boss every 20 level;enemies remain the same but are stronger and have different arts.
This is the strategy I used to clear up to where I'm currently stuck.
Team comp:
Knight(defender): Tactical Command or GM revenge if available, Time Reversal, Steady Battle Line(SBL)
Assassin: GM Lacerate,Aimed Shot, Celebration- I didn't have GM Ambush until clearing floor 120 so aimed shot and celebration were pretty decet subs.
Warder: GM Rapid Shot, Earthquake or Swarm, Implosion or Wild Shot- No GM Earthquake or Coil at this point. If you have either of them use it.
Mystic: Swift Mend, Time Reversal, Soaring Energy
First Wave(Three Attackers)
These guys only normal attack and use rush. Rush does heavy damage+stun on random target. I believe it has a 2 turn cooldown(might be 1).
Strategy:
Knight with SBL, Time Reversal, Tacical or Outcry
Have Arthur use SBL and at the start. Use Tactical Command if you don't think you can kill them before SBL wears off. If you're using outcry instead of tactical, then save outcry for when SBL is about to drop to prevent them from using Rush.
Have mystic use Soaring energy at start also. Just have your dps pick them off 1 by 1.
If you're not using Arthur then your next best bet is to have a party member with Earthquake. Earthquake makes the first 2 waves a joke. It stunned the enemies 100% of the time for me. It's useless on the 3rd wave. It can stun the enemies on 4th wave also but it's not guaranteed. Useless on Bosses.
Second Wave(Three Casters):
Normal Attack that places debuff that increases magic damage received. Channeled spell that's on 2 or third turn. Higher possibility of using the spell depending on how low their health is. Could possibly survive the spell( Massive AoE damage) with Defender SBL but not likely. If the spell goes off your dead. Interrupt and Silence works.
No real strategy needed for this wave. As stated above earthquake is best option for this.
Have your tank hold hate on 1 or 2 of the casters while your dps picks off the other.
Make sure to dispel the debuff.
Third Wave( Double Frantic) This wave is removed when approaching a Boss Floor.
Honestly if you're unlucky, your runs pretty much over.
Frantic hits 3 random enemies and can hit the same target more than once. They can start the fight using Frantic so be careful.
Outcry or SBL from the start. Tactical Command if you have it at start also if you have it. You will probably need to use time reversal to reset cooldowns.
If you're using outcry instead of tactical then use outcry at the start and SBL when the silence from outcry drops. Soaring Energy from mystic.
I don't remember being able to stun them but silence works really well. Can't remember if they're immune to expel or not.
Fourth Awakens(Dps and Healer)-Need something to stop heals.
Nothing too bad on this wave. Just make sure you kill the Dps before it's 4th turn. It will use a AoE that hits for 15-30k.
Silence works here if you need extra turn killing the Dps or to stop the healer. The healer will only attack when it's silence or loses its channel from being interrupted or the Dps dies mid channel. It can hit pretty hard so be careful. Kill the Dps and use the healer to reset all you cooldowns.
Fifth Wave: Something Big
Simple fight, just have your tank attack the enemy first. It attacks the first attacker throughout the entire fight. On 3rd turn it attacks the target 3 times. Afterwards have your tank defend for the remainder.
Mage Boss:
Pretty straight forward fight. Damage race. Boss uses AoE attack every turn. She can be silenced but seems to be 50/50 chance maybe less.
If there's no boss after this than just have Arthur SBL time reversal through the fight.
The mage increases its atk every turn and uses Shield every 4th turn. Shield increases crit rate a lot. Places a debuff on itself that increases damage taken when the shield is broken before it wears off.
Soaring Energy from mystic and hope your dps can kill her in 3 turns. If you don't feel you have the dps to do that then,
Take the first 3 AoE which shouldn't do that much damage thanks to Mystic placing a shield on party with Soaring Energy. Put up SBL to take the next 2 attacks.
It uses shield on its next turn and doesn't attack. SBL after it places shield up and soaring energy. Once the shield goes down you should be able to finish it off before it wipes you party.
If you're using outcry and SBL then just use outcry at the start of the fight to cut the damage down and save SBL for after the shield goes up. The time reversal SBL and outcry. If you're lucky the silence will land. SBL/TR/Outcry on Defender makes the fight much easier.
Boss Battles:
Floor 100- Giant Worm boss. I don't remember the tactics for this fight. I think everyone is already pass it?
Floor 120- Demon Boss(Possibly floor 140 boss)
Same boss from wave 3 of Demon of the Underworld
First Turn it will cut everyone's hp in half and normal attack aggro target. Defend and hope your tank survive. If you have SBL can try using it for the Death Protection. Simple fight, the only problem is the first turn really. Pretty good chance your tank will die if you left the last round with low health. On the 3rd turn it will reset aggro but won't attack. Try to keep hate with your tank or if you have Tactical command on Defender it shouldn't cause any trouble. It places a debuff on 2 characters that does continous damage but not sure what turn it's used on.
Floor 140- Ifrit boss from story and 4th wave of Demon of the Underworld(Sorry but this might be floor 120 boss)
Same tactics as Underworld vesion. Do your best to get to this fight with your tank at close to full health. Hit my Defender for 10k damage and that was the end of my run.
Normal attack first and second turn I believe. Ignite on random target 3rd turn. Flame shield 4th turn. Inflame 5th turn. Can't be interrupted while flame shield is up. Flame shield damages the attacker and bypasses SBL. Does more damage when attacked multiple times on characters turn. Kill it before it's done channeling or break shield and interrupt. It has really low health so the fight isn't too hard.
After floor 140 abyss changes. Once you make it to 141 you won't drop below 141 when the abyss resets. Bosses appear every 5th floor. 141 is three crab creatures. 142 is damage dealer and healer floor. 143 is the creature that targets the first attacker and triple attacks on third turn. 144 is AoE mage boss. Boss on 145 is the Phoenix Mage boss.
Abyss floor 141: Three crab creatures
These creatures will either normal attack or sadly use frantic( 3 attacks with slightly less damage than their normal attacks).
I have yet to see them use Frantic on the first turn but it still might be possible.
This floor is a damage race. Not really sure how it can be possible to survive this floor without Steady Battle Line.
The enemies on this floor hit hard. My defender died on the first turn, usually from the second or third crab creature normal attacking and that is with him defending. Frantic from one crab killed off 3 party members.
I have managed to survive with Tactical Command and SBL once. I got really lucky(no enemy crits and every attack from my party was a crit). Best option I've found so far is Outcry/Time Reversal/Steady Battle Line. Brilliance trinket that lowers cooldown by 2 when you crit is extremely helpful. It would allow 3 Consecutive SBL with time reversal.
First Turn use SBL then Outcry. You need the anti-death to survive their attacks. Have Arthur defend if you multi strike.
Have your dps go all out and steal hate from Arthur. Time reversal SBL/Outcy when SBL drops. Keep the creatures silenced. Hopefully 4 turns should be enough for you to kill them off. If you have passion of brilliance trinket than you should be able to get off one more SBL if needed.
Floor 142: Damage and Healer
Same tactic as before kill the damage creature before it's 4th turn. Use healer to reset cooldowns if needed than kill it.
Floor 143:
Same tactic as other similar floors. Have your tank attack it first than defend for the remainder of the fight while dps kills it.
Floor 144: AoE mage
Nothing new here. Same tactics from other variations still work. Try to save a SBL for the next fight or Time reversal if you didn't need to use it.
Floor 145: Phoenix mage
Nothing new about this boss. Same as the boss from the raid. AoE attack buff after being damaged 12 times by DoTs and attacks. Defensive skills doesn't trigger this buff. This boss is pretty weak but just try to kill it before 2 cycles of the AoE buff. After that the damage will most likely be too much. The damage might be too much even after the 1st cycle due to your skills being on Cooldown.
Floor 146-150: Same as 141 to 145. Different enemy arts and new boss. FLoor 147 is the only change. A pretty rough change too. The healer is removed from that floor so you can't reset your cooldowns. Can try dragging out 148 but the enemy hits pretty hard.
Floor 150- Not really sure what the boss does. It's the art for the Red Dragon. I made it there with just my tank alive. It normal attacked 4 times than my tank died. Hopefully it's made to be easy since the healer was removed from 147.
Ok next Update. Currently Stuck on Floor 155 due to my second dps( Ranger/Mage) falling behind in damage.
So for Floor 150.
The boss only used Normal attacks until Hp drop beneath 50-70% not sure where it happened because I did about 30% on the turn. The boss doesn't have to much health and you can use his normal attack turns to recover from the previous floor. The pattern is similar to red dragon after dropping below 50% or 70%. Normal attack, Judgement, Fire Breath.
Floors 151- 155:
The next set of 5 floors is a freebie kind of. The enemies on the floor are pretty much the same except they put the healer creature back in with the Dps creature, so you can use that to reset cooldowns.
151: Three Frantic Mobs:
Same strategy.
Just blow all your skills to survive and kill them.
152: Dps and Healer:
Tear down the dps before it's 4th turn and watch for aggro. Use the healer to reset the cooldown.
153: Single Dps creature
Attack with your tank before anyone else and have your tank defend the remainder. Use skills if needed to survive.
154: It's Gone
The Shield AoE mage has been removed from this round. It was replaced with some weak creature that only normal attacks?
Not sure if it does anything else it dies on the first turn. It has very low hp and doesn't do any significant damage but still heal up. It's probably weak to keep you from trying to reset cooldowns. Kill it.
155: Phoenix Mage Boss is back
Should have most of your cooldowns at this point. Fight shouldn't be difficult. Same strategy as any other run ins with her.
156-160:
Everything is back to normal on these floors. Any creature that was taken out is back. Same strategy as 140-144, enemies are just stronger. Floor 160 boss will reset your cooldowns so go all out on the mage before.
160: Ballock of the Underword.
Boss from Demon of the Underworld but much weaker. I was able to kill it in 4-5 turns. Exact same strategy as the dungeon fight. He still resets all cooldowns on the first turn. If you have SBL or Outcry ready use them.
Will update when advancing.
Up until floor 140, excluding the boss every 20 level;enemies remain the same but are stronger and have different arts.
This is the strategy I used to clear up to where I'm currently stuck.
Team comp:
Knight(defender): Tactical Command or GM revenge if available, Time Reversal, Steady Battle Line(SBL)
Assassin: GM Lacerate,Aimed Shot, Celebration- I didn't have GM Ambush until clearing floor 120 so aimed shot and celebration were pretty decet subs.
Warder: GM Rapid Shot, Earthquake or Swarm, Implosion or Wild Shot- No GM Earthquake or Coil at this point. If you have either of them use it.
Mystic: Swift Mend, Time Reversal, Soaring Energy
First Wave(Three Attackers)
These guys only normal attack and use rush. Rush does heavy damage+stun on random target. I believe it has a 2 turn cooldown(might be 1).
Strategy:
Knight with SBL, Time Reversal, Tacical or Outcry
Have Arthur use SBL and at the start. Use Tactical Command if you don't think you can kill them before SBL wears off. If you're using outcry instead of tactical, then save outcry for when SBL is about to drop to prevent them from using Rush.
Have mystic use Soaring energy at start also. Just have your dps pick them off 1 by 1.
If you're not using Arthur then your next best bet is to have a party member with Earthquake. Earthquake makes the first 2 waves a joke. It stunned the enemies 100% of the time for me. It's useless on the 3rd wave. It can stun the enemies on 4th wave also but it's not guaranteed. Useless on Bosses.
Second Wave(Three Casters):
Normal Attack that places debuff that increases magic damage received. Channeled spell that's on 2 or third turn. Higher possibility of using the spell depending on how low their health is. Could possibly survive the spell( Massive AoE damage) with Defender SBL but not likely. If the spell goes off your dead. Interrupt and Silence works.
No real strategy needed for this wave. As stated above earthquake is best option for this.
Have your tank hold hate on 1 or 2 of the casters while your dps picks off the other.
Make sure to dispel the debuff.
Third Wave( Double Frantic) This wave is removed when approaching a Boss Floor.
Honestly if you're unlucky, your runs pretty much over.
Frantic hits 3 random enemies and can hit the same target more than once. They can start the fight using Frantic so be careful.
Outcry or SBL from the start. Tactical Command if you have it at start also if you have it. You will probably need to use time reversal to reset cooldowns.
If you're using outcry instead of tactical then use outcry at the start and SBL when the silence from outcry drops. Soaring Energy from mystic.
I don't remember being able to stun them but silence works really well. Can't remember if they're immune to expel or not.
Fourth Awakens(Dps and Healer)-Need something to stop heals.
Nothing too bad on this wave. Just make sure you kill the Dps before it's 4th turn. It will use a AoE that hits for 15-30k.
Silence works here if you need extra turn killing the Dps or to stop the healer. The healer will only attack when it's silence or loses its channel from being interrupted or the Dps dies mid channel. It can hit pretty hard so be careful. Kill the Dps and use the healer to reset all you cooldowns.
Fifth Wave: Something Big
Simple fight, just have your tank attack the enemy first. It attacks the first attacker throughout the entire fight. On 3rd turn it attacks the target 3 times. Afterwards have your tank defend for the remainder.
Mage Boss:
Pretty straight forward fight. Damage race. Boss uses AoE attack every turn. She can be silenced but seems to be 50/50 chance maybe less.
If there's no boss after this than just have Arthur SBL time reversal through the fight.
The mage increases its atk every turn and uses Shield every 4th turn. Shield increases crit rate a lot. Places a debuff on itself that increases damage taken when the shield is broken before it wears off.
Soaring Energy from mystic and hope your dps can kill her in 3 turns. If you don't feel you have the dps to do that then,
Take the first 3 AoE which shouldn't do that much damage thanks to Mystic placing a shield on party with Soaring Energy. Put up SBL to take the next 2 attacks.
It uses shield on its next turn and doesn't attack. SBL after it places shield up and soaring energy. Once the shield goes down you should be able to finish it off before it wipes you party.
If you're using outcry and SBL then just use outcry at the start of the fight to cut the damage down and save SBL for after the shield goes up. The time reversal SBL and outcry. If you're lucky the silence will land. SBL/TR/Outcry on Defender makes the fight much easier.
Boss Battles:
Floor 100- Giant Worm boss. I don't remember the tactics for this fight. I think everyone is already pass it?
Floor 120- Demon Boss(Possibly floor 140 boss)
Same boss from wave 3 of Demon of the Underworld
First Turn it will cut everyone's hp in half and normal attack aggro target. Defend and hope your tank survive. If you have SBL can try using it for the Death Protection. Simple fight, the only problem is the first turn really. Pretty good chance your tank will die if you left the last round with low health. On the 3rd turn it will reset aggro but won't attack. Try to keep hate with your tank or if you have Tactical command on Defender it shouldn't cause any trouble. It places a debuff on 2 characters that does continous damage but not sure what turn it's used on.
Floor 140- Ifrit boss from story and 4th wave of Demon of the Underworld(Sorry but this might be floor 120 boss)
Same tactics as Underworld vesion. Do your best to get to this fight with your tank at close to full health. Hit my Defender for 10k damage and that was the end of my run.
Normal attack first and second turn I believe. Ignite on random target 3rd turn. Flame shield 4th turn. Inflame 5th turn. Can't be interrupted while flame shield is up. Flame shield damages the attacker and bypasses SBL. Does more damage when attacked multiple times on characters turn. Kill it before it's done channeling or break shield and interrupt. It has really low health so the fight isn't too hard.
After floor 140 abyss changes. Once you make it to 141 you won't drop below 141 when the abyss resets. Bosses appear every 5th floor. 141 is three crab creatures. 142 is damage dealer and healer floor. 143 is the creature that targets the first attacker and triple attacks on third turn. 144 is AoE mage boss. Boss on 145 is the Phoenix Mage boss.
Abyss floor 141: Three crab creatures
These creatures will either normal attack or sadly use frantic( 3 attacks with slightly less damage than their normal attacks).
I have yet to see them use Frantic on the first turn but it still might be possible.
This floor is a damage race. Not really sure how it can be possible to survive this floor without Steady Battle Line.
The enemies on this floor hit hard. My defender died on the first turn, usually from the second or third crab creature normal attacking and that is with him defending. Frantic from one crab killed off 3 party members.
I have managed to survive with Tactical Command and SBL once. I got really lucky(no enemy crits and every attack from my party was a crit). Best option I've found so far is Outcry/Time Reversal/Steady Battle Line. Brilliance trinket that lowers cooldown by 2 when you crit is extremely helpful. It would allow 3 Consecutive SBL with time reversal.
First Turn use SBL then Outcry. You need the anti-death to survive their attacks. Have Arthur defend if you multi strike.
Have your dps go all out and steal hate from Arthur. Time reversal SBL/Outcy when SBL drops. Keep the creatures silenced. Hopefully 4 turns should be enough for you to kill them off. If you have passion of brilliance trinket than you should be able to get off one more SBL if needed.
Floor 142: Damage and Healer
Same tactic as before kill the damage creature before it's 4th turn. Use healer to reset cooldowns if needed than kill it.
Floor 143:
Same tactic as other similar floors. Have your tank attack it first than defend for the remainder of the fight while dps kills it.
Floor 144: AoE mage
Nothing new here. Same tactics from other variations still work. Try to save a SBL for the next fight or Time reversal if you didn't need to use it.
Floor 145: Phoenix mage
Nothing new about this boss. Same as the boss from the raid. AoE attack buff after being damaged 12 times by DoTs and attacks. Defensive skills doesn't trigger this buff. This boss is pretty weak but just try to kill it before 2 cycles of the AoE buff. After that the damage will most likely be too much. The damage might be too much even after the 1st cycle due to your skills being on Cooldown.
Floor 146-150: Same as 141 to 145. Different enemy arts and new boss. FLoor 147 is the only change. A pretty rough change too. The healer is removed from that floor so you can't reset your cooldowns. Can try dragging out 148 but the enemy hits pretty hard.
Floor 150- Not really sure what the boss does. It's the art for the Red Dragon. I made it there with just my tank alive. It normal attacked 4 times than my tank died. Hopefully it's made to be easy since the healer was removed from 147.
Ok next Update. Currently Stuck on Floor 155 due to my second dps( Ranger/Mage) falling behind in damage.
So for Floor 150.
The boss only used Normal attacks until Hp drop beneath 50-70% not sure where it happened because I did about 30% on the turn. The boss doesn't have to much health and you can use his normal attack turns to recover from the previous floor. The pattern is similar to red dragon after dropping below 50% or 70%. Normal attack, Judgement, Fire Breath.
Floors 151- 155:
The next set of 5 floors is a freebie kind of. The enemies on the floor are pretty much the same except they put the healer creature back in with the Dps creature, so you can use that to reset cooldowns.
151: Three Frantic Mobs:
Same strategy.
Just blow all your skills to survive and kill them.
152: Dps and Healer:
Tear down the dps before it's 4th turn and watch for aggro. Use the healer to reset the cooldown.
153: Single Dps creature
Attack with your tank before anyone else and have your tank defend the remainder. Use skills if needed to survive.
154: It's Gone
The Shield AoE mage has been removed from this round. It was replaced with some weak creature that only normal attacks?
Not sure if it does anything else it dies on the first turn. It has very low hp and doesn't do any significant damage but still heal up. It's probably weak to keep you from trying to reset cooldowns. Kill it.
155: Phoenix Mage Boss is back
Should have most of your cooldowns at this point. Fight shouldn't be difficult. Same strategy as any other run ins with her.
156-160:
Everything is back to normal on these floors. Any creature that was taken out is back. Same strategy as 140-144, enemies are just stronger. Floor 160 boss will reset your cooldowns so go all out on the mage before.
160: Ballock of the Underword.
Boss from Demon of the Underworld but much weaker. I was able to kill it in 4-5 turns. Exact same strategy as the dungeon fight. He still resets all cooldowns on the first turn. If you have SBL or Outcry ready use them.
Will update when advancing.