Post by Volatile on Jun 19, 2016 1:33:04 GMT
Guide posted by Morgauth on CS subreddit, shamelessly copied by me for easier reference
This dungeon is more about skill set up and what to do at each wave than absolute CS. I tried like 10 times before getting it. Forget any details and there's a high chance of wiping. Don't bother reviving with gems if you wiped on the last boss. The boss acts before everyone and will one shot someone on your team soon as you revive.
Set up:
Cleric: Healing Light/Patience/Exile
Druid: Swift Amend/Regenerate/Wisdom
Paladin: Lethargy/Vitality/Purify
Friend: Beserker with what translates to the "universal soldier" build which is 4 piece judgement set, with the legendary accessory. Carrying GM lacerate/GM PS/Frenzy, with reduce mp cost or increase MP gain legendary essence on the weapon.
Wave 1: 3 Demons This is the easiest wave
Mechanic: the 2 side demons will hit the person with hate 3 times and another person without hate once. The middle demon constantly taughts and every time it's hit, the side demons get a 5% attack buff.
Strategy:
Turn 1: Side demon acts before your guys, if you lose someone means your gear isn't good enough. Put whole on defend when not healing and only heal paladin lightly if hurt with regen. Put patience on beserker. Only attack the middle demon with beserker. You can heal the berserker as much as you want.
Turn 2: Whole team still defending, berserker attack. If your beserker is top notch with right build middle demon should be dead on turn 2. Repeat on turn 3 if necessary. Exile 1 of the side demons and kill one at a time. This wave is easy once the middle demon is done. If you can't kill the middle demon in 3 turns your berserker friend is too weak and you won't beat the wave 4 boss' shield. If you wipe to aoe on turn 2 use vitality on weakest character and lethargy on the middle demon
Wave 2: Dude with a huge axe This is the second easiest wave
Attack pattern is revolving strike(3 hits, aggro target + 2 random) + normal attack, channel extermination, extermination hit(massive physical damage + death on direct heal debuff), normal attack, revolving strike + normal attack repeat. At 70% HP and 30% HP curse of the underworld that challenges aggro target to a duel by expelling all other party members, increase target's defense and attack.
Strategy:
Turn 1: Beserker lacerate and defend, rest of the party on defend to soak up revolving strike. Not defending the revolving strike can 1 shot your healers. Alternatively if your paladin is decent(mine was 194cs) have beserker defend as well and paladin take the 2 hits.
Turn 2: Berserker use frenzy, everyone attack as normal, paladin put vitality on beserker. Boss is channeling doesn't do anything, cure aggro target to full. Alternatively, have berserker pass the turn so extermination goes on to the paladin, then full attack.
Turn 3: Extermination hit, refresh patience on berserker stack regen and 3x druid healing ability on berserker. At this point, boss should be under 70% and challenge your berserker to a duel. Berserker with all the buffs on, full attacking should drop boss to 30% which triggers the next challenge and then kill him. This is way easier if the paladin takes extermination in the previous round as your berserker is at full hp and no way boss can kill him.
If boss doesn't die after the challenge, make sure your team goes on defend again for the next revolving strike. You can consider lethargy if you want to go slow and steady. You will need lethargy for next wave so during challenge have beserker defend and not kill the boss too fast. Go through 2 rounds of attack cycle.
Wave 3: Lord of Terror This is the second hardest wave
Attack pattern is chasm(50% hp aoe)+ normal attack, normal attack, dot + normal attack, clear hate(no damage), chasm + normal attack repeat. Attack power increase and damage taken increase each round.
Strategy
Turn 1: Have beserker lacerate and defend to survive the aoe and normal attack. Paladin put on lethargy. Or pass with beserker to have paladin take this hit. Keep patience on beserker.
Turn 2: full attack and focus curing beserker
Turn 3: have paladin pass and purify, everyone else attack as normal
Turn 4: Full attack, boss does nothing.
Turn 5: put vitality on beserker, beserker defend, cure to full. Repeat. If you can't kill the boss by next aoe, he will one shot anyone on your team. The picture in the OP showing this fight is HP of the beserker left on turn 1. You can soak this hit with paladin too by passing with berserker after hate reset.
Try to make sure berserker's frenzy is covering the aoe rounds otherwise, make sure you are defending. This is where the legendary accessory reduce skill cool down shines, same with next wave.
Wave 4: Ifrit
Attack pattern is normal attack, normal attack, ignite(strong dot on random target) + normal attack, flame shield, channel, channel, aoe wipe party(if interrupted normal attack + ignite).
This is straight forward dps race. Boss gains attack buff and your job is to kill him before he one shots your party members. Use all skills because next round all your cooldowns will be reset on turn 1. It's more important to plan on surviving after the shield breaks. Lethargy half way through the fight is still very useful. Critical hit here can end your run.
Turn 1: Have paladin take this hit by passing and paladin on defend.
Turn 2: full attack
Turn 3: Paladin or druid pass to remove ignite, use Frenzy here.
Turn 4-6: Boss does nothing full attack to break shield, once shield is broken on turn 6 cleric cast exile to interrupt casting.
Turn 7 + use all skills to buff up beserker and use frenzy again from accessory cooldown decrease to tank the last few hits. If your beserker is very strong, it's possible to break shield without using frenzy, then you can save it for later rounds.
Wave 5: Ballock of the Underworld
This boss has complicated mechanic. Turn 1 he will reset all cool down and restore hp/mp as well as put a buff/debuff on one of your characters. The debuff does 2000 x number of turns it was on the character damage each turn. Defend cause the debuff to be moved to a random new character and stuns the character that it was on for 1 turn. Whenever the character with this debuff uses a skill, does 5x 1k-1.5k damage to the boss and remove that many charges from the boss. Boss buffs himself with 20 charge which reduce incoming damage by 80%, charges decrease by 1 for each hit on the boss.
Boss has 3 phases at 100% hp, 70% hp and 20% hp.
Phase 1: 100%- 71% hp boss with do 20 times charge buff on turn 1, 3, 7, 9. Lightning aoe every 4 turns starting from turn 2. so turn 2, 6, 10. Rest are normal attacks in between.
Phase 2: 70%hp to 21% hp boss gains a buff every turn that counter first 2 attacks. While this buff is on each counter remain INCREASES his damage taken by 50%. He does another aoe with debuffs added the turn he hits 70% and every 5 turns after that. Debuff lasts 2 turns and every time a character uses skill does about 3k damage. This is in additional to the phase 1 aoe that comes every 4 turns. If you reach this phase on turn 6 or 10, boss will use both aoe and it's guaranteed wipe.
Phase 3: 20% hp Boss does accelerated charging which removes debuffs and makes him immune to all debuffs. Last for 2 turns, all damage done to him in 2 turns will be done back to the party. After boss reaches 20% his attack order is accelerated charging, lightning aoe from first phase, 20 charge shield + normal attack , big aoe for all damage done to him in those 2 turns. After that boss only does normal attacks and you pretty much won.
Strategy
This set up is really good for the boss. 2 characters that can heal, 2 characters that can remove stun and debuffs so that you will never be caught with your healer stunned after boss does a big move. Paladin spam purity and druid spam regenerate is an effective way to damage the boss. There are reports of someone made it to the last wave with just paladin and druid, who killed the boss in the same number of rounds by bouncing the debuff between them.
Make sure berserker is defending the lighting(phase 1 aoe that comes every 4 turns), that one hurts more. The debuff aoe at 70% doesn't hurt as much and paladin can purify the whole party so it can be ignored.
Don't let the initial debuff stay on any one character for more than 4 turns. When it's on paladin spam purify. Try to have the character with the debuff clear boss's charges before beserker attacks for more damage.
Before getting the boss to 20%, make sure the initial debuff is on paladin. There are two strategies for the last part. Either defend or spam purify to rush boss before he can aoe. There are 2 turns in between accelerated charge and final aoe and each cast of purify can do 6-8k damage.
Bouncing around the intial debuff and dealing with the aoe takes some getting used to. Be prepared to wipe the first few times you reach the boss. Again do not revive with gems.
This dungeon is more about skill set up and what to do at each wave than absolute CS. I tried like 10 times before getting it. Forget any details and there's a high chance of wiping. Don't bother reviving with gems if you wiped on the last boss. The boss acts before everyone and will one shot someone on your team soon as you revive.
Set up:
Cleric: Healing Light/Patience/Exile
Druid: Swift Amend/Regenerate/Wisdom
Paladin: Lethargy/Vitality/Purify
Friend: Beserker with what translates to the "universal soldier" build which is 4 piece judgement set, with the legendary accessory. Carrying GM lacerate/GM PS/Frenzy, with reduce mp cost or increase MP gain legendary essence on the weapon.
Wave 1: 3 Demons This is the easiest wave
Mechanic: the 2 side demons will hit the person with hate 3 times and another person without hate once. The middle demon constantly taughts and every time it's hit, the side demons get a 5% attack buff.
Strategy:
Turn 1: Side demon acts before your guys, if you lose someone means your gear isn't good enough. Put whole on defend when not healing and only heal paladin lightly if hurt with regen. Put patience on beserker. Only attack the middle demon with beserker. You can heal the berserker as much as you want.
Turn 2: Whole team still defending, berserker attack. If your beserker is top notch with right build middle demon should be dead on turn 2. Repeat on turn 3 if necessary. Exile 1 of the side demons and kill one at a time. This wave is easy once the middle demon is done. If you can't kill the middle demon in 3 turns your berserker friend is too weak and you won't beat the wave 4 boss' shield. If you wipe to aoe on turn 2 use vitality on weakest character and lethargy on the middle demon
Wave 2: Dude with a huge axe This is the second easiest wave
Attack pattern is revolving strike(3 hits, aggro target + 2 random) + normal attack, channel extermination, extermination hit(massive physical damage + death on direct heal debuff), normal attack, revolving strike + normal attack repeat. At 70% HP and 30% HP curse of the underworld that challenges aggro target to a duel by expelling all other party members, increase target's defense and attack.
Strategy:
Turn 1: Beserker lacerate and defend, rest of the party on defend to soak up revolving strike. Not defending the revolving strike can 1 shot your healers. Alternatively if your paladin is decent(mine was 194cs) have beserker defend as well and paladin take the 2 hits.
Turn 2: Berserker use frenzy, everyone attack as normal, paladin put vitality on beserker. Boss is channeling doesn't do anything, cure aggro target to full. Alternatively, have berserker pass the turn so extermination goes on to the paladin, then full attack.
Turn 3: Extermination hit, refresh patience on berserker stack regen and 3x druid healing ability on berserker. At this point, boss should be under 70% and challenge your berserker to a duel. Berserker with all the buffs on, full attacking should drop boss to 30% which triggers the next challenge and then kill him. This is way easier if the paladin takes extermination in the previous round as your berserker is at full hp and no way boss can kill him.
If boss doesn't die after the challenge, make sure your team goes on defend again for the next revolving strike. You can consider lethargy if you want to go slow and steady. You will need lethargy for next wave so during challenge have beserker defend and not kill the boss too fast. Go through 2 rounds of attack cycle.
Wave 3: Lord of Terror This is the second hardest wave
Attack pattern is chasm(50% hp aoe)+ normal attack, normal attack, dot + normal attack, clear hate(no damage), chasm + normal attack repeat. Attack power increase and damage taken increase each round.
Strategy
Turn 1: Have beserker lacerate and defend to survive the aoe and normal attack. Paladin put on lethargy. Or pass with beserker to have paladin take this hit. Keep patience on beserker.
Turn 2: full attack and focus curing beserker
Turn 3: have paladin pass and purify, everyone else attack as normal
Turn 4: Full attack, boss does nothing.
Turn 5: put vitality on beserker, beserker defend, cure to full. Repeat. If you can't kill the boss by next aoe, he will one shot anyone on your team. The picture in the OP showing this fight is HP of the beserker left on turn 1. You can soak this hit with paladin too by passing with berserker after hate reset.
Try to make sure berserker's frenzy is covering the aoe rounds otherwise, make sure you are defending. This is where the legendary accessory reduce skill cool down shines, same with next wave.
Wave 4: Ifrit
Attack pattern is normal attack, normal attack, ignite(strong dot on random target) + normal attack, flame shield, channel, channel, aoe wipe party(if interrupted normal attack + ignite).
This is straight forward dps race. Boss gains attack buff and your job is to kill him before he one shots your party members. Use all skills because next round all your cooldowns will be reset on turn 1. It's more important to plan on surviving after the shield breaks. Lethargy half way through the fight is still very useful. Critical hit here can end your run.
Turn 1: Have paladin take this hit by passing and paladin on defend.
Turn 2: full attack
Turn 3: Paladin or druid pass to remove ignite, use Frenzy here.
Turn 4-6: Boss does nothing full attack to break shield, once shield is broken on turn 6 cleric cast exile to interrupt casting.
Turn 7 + use all skills to buff up beserker and use frenzy again from accessory cooldown decrease to tank the last few hits. If your beserker is very strong, it's possible to break shield without using frenzy, then you can save it for later rounds.
Wave 5: Ballock of the Underworld
This boss has complicated mechanic. Turn 1 he will reset all cool down and restore hp/mp as well as put a buff/debuff on one of your characters. The debuff does 2000 x number of turns it was on the character damage each turn. Defend cause the debuff to be moved to a random new character and stuns the character that it was on for 1 turn. Whenever the character with this debuff uses a skill, does 5x 1k-1.5k damage to the boss and remove that many charges from the boss. Boss buffs himself with 20 charge which reduce incoming damage by 80%, charges decrease by 1 for each hit on the boss.
Boss has 3 phases at 100% hp, 70% hp and 20% hp.
Phase 1: 100%- 71% hp boss with do 20 times charge buff on turn 1, 3, 7, 9. Lightning aoe every 4 turns starting from turn 2. so turn 2, 6, 10. Rest are normal attacks in between.
Phase 2: 70%hp to 21% hp boss gains a buff every turn that counter first 2 attacks. While this buff is on each counter remain INCREASES his damage taken by 50%. He does another aoe with debuffs added the turn he hits 70% and every 5 turns after that. Debuff lasts 2 turns and every time a character uses skill does about 3k damage. This is in additional to the phase 1 aoe that comes every 4 turns. If you reach this phase on turn 6 or 10, boss will use both aoe and it's guaranteed wipe.
Phase 3: 20% hp Boss does accelerated charging which removes debuffs and makes him immune to all debuffs. Last for 2 turns, all damage done to him in 2 turns will be done back to the party. After boss reaches 20% his attack order is accelerated charging, lightning aoe from first phase, 20 charge shield + normal attack , big aoe for all damage done to him in those 2 turns. After that boss only does normal attacks and you pretty much won.
Strategy
This set up is really good for the boss. 2 characters that can heal, 2 characters that can remove stun and debuffs so that you will never be caught with your healer stunned after boss does a big move. Paladin spam purity and druid spam regenerate is an effective way to damage the boss. There are reports of someone made it to the last wave with just paladin and druid, who killed the boss in the same number of rounds by bouncing the debuff between them.
Make sure berserker is defending the lighting(phase 1 aoe that comes every 4 turns), that one hurts more. The debuff aoe at 70% doesn't hurt as much and paladin can purify the whole party so it can be ignored.
Don't let the initial debuff stay on any one character for more than 4 turns. When it's on paladin spam purify. Try to have the character with the debuff clear boss's charges before beserker attacks for more damage.
Before getting the boss to 20%, make sure the initial debuff is on paladin. There are two strategies for the last part. Either defend or spam purify to rush boss before he can aoe. There are 2 turns in between accelerated charge and final aoe and each cast of purify can do 6-8k damage.
Bouncing around the intial debuff and dealing with the aoe takes some getting used to. Be prepared to wipe the first few times you reach the boss. Again do not revive with gems.