Halls of Water: Difference between revisions

From Elwiki
(→‎Information: (Replaced it with better grammar))
No edit summary
Line 1: Line 1:
{{Languages|6-7}}
[[File:6-7 Icon.png|right]]
[[File:6-7 Icon.png|right]]



Revision as of 00:04, 3 September 2013

Halls of Water

Map Layout

Difficulty Map
Normal
Hard / Very Hard

Mobs

Shadow Port Walker: This is an stronger variant of the Shadow Walker that you have encountered in previous Hamel dungeons. They will use the same attacks but they are now more stronger and faster in their attacks.
Shadow Port Trickster: A Shadow monster that attacks with lightning in front or summons "totems". The Fire Totem is red and casts a homing fireball that does moderate damage and should be dealt with as soon as possible if placed. The Buff Totem is blue and increases the stats of the mob.
Shadow Port Charger: This is an stronger variant of the Shadow Charger that you have encountered in previous Hamel dungeons. They will use the same attacks but they are now more stronger and faster in their attacks.
Shadow Port Defender: This is an stronger variant of the Shadow Defender that you have encountered in previous Hamel dungeons. They will use the same attacks but they are now more stronger and faster in their attacks.
Shadow Port Sniper: This is an stronger variant of the Shadow Sniper that you have encountered in previous Hamel dungeons. The Sniper has been enhanced and now it will aim for its target before firing its laser.

  • Many of these have been placed in positions where they will 'platform glitch' and teleport to much more difficult to reach places of the room if they are allowed to fire even once.

Shadow Port Voider: These snakes can absorb magical projectiles and use their energy to heal themselves 10% of their maximum HP. It fires energy bolts very similar to Eve's Mega Electron Balls.
Blood Linker: This is a variant of the Shadow Linker. When it links onto you, your HP will be slowly siphoned.
Mana Linker: This is a variant of the Shadow Linker. When it links onto you, your MP will be slowly siphoned.
Shadow Linker: A small Shadow monster that can Soul Link just like Shadow Master. Defeat it to prevent or stop the Soul Link. Although easily defeatable, multiple Shadow Linkers can be a pain.
Fallen Red Knights: Unlike the Red Knights from Magmanta's Cave, these Red Knights have now turned over to the dark side and fight for the demons. They have much more health than other enemies and can combo much like players.

Miniboss: Shadow Stinger

Moves

  • Forward Spikes Impales you with a few spikes when you stand in front of it. Hits multiple times and pushes backwards for some distance.
  • Spike Ball Brings out all the spikes on it, impaling and knocking down anyone nearby.
  • Spike Roll Its knockdown-counter attack. Rolls forward or backwards to impale and knockdown with its spikes.
  • Spike Fall Jumps into the air and turns upside down as it's turning its head into a giant spike before making a sharp fall, tends to do this to attack players through platforms.
  • Crystal Stinger Brings forth a large crystal in its chest to stab through anything in front of it.
    • Even though this is its special attack it does less damage than any of its other attacks.

Information

  • Stoic threshold of 30 hits.


Miniboss: Bizarre Conrad

Moves

  • Failed Heaven's Fist: Summons a rocket propelled fist to attack you with in a similar fashion to Heaven's Fist. The arm then collapses after use.
  • Failed Hornet's Sting: Conrad whisks out a cannon (similar to that of Code Exotic's) and fires a missile at you. He then chucks the cannon at you when he's done.
  • Slide: Conrad slides either away or towards you in his UFO, this can deal damage.
  • Health Conversion: Conrad will remove some of his mana in order to regain some health.
  • Triple Spear: Conrad will summon 3 Nasod spikes out of the ground in front of him to attack you.

Information

  • He can only be knocked down with launching attacks.
  • Does not have either a stoic or knockdown threshold like other bosses allowing him to be easily combo'd with any sufficiently quick chain of attacks once caught until defeated.


Miniboss: Giant Hammer Bobosse

Moves

  • Smash: Bobosse will simply smash his hammer once onto the ground.
  • Launcher: Bobosse will swing his hammer twice at you. The second hit will launch you into the air.
  • Double Hit: Bobosse will become super-armored and smashes his hammer twice into the ground.
  • Quake Smash: Bobosse will jump into the air and as he descends, he will swing his hammer into the ground, which will create a small quake on the ground and send out a strong gust of wind that reaches far from the point of impact.

Information

  • Stoic threshold of 30 hits.


Miniboss: Fallen Chloe

You will only fight Fallen Chloe on Hard or Very Hard mode.

Moves

  • Advanced Kick Combo: Starts with 2 normal kicks followed by 3 powerful kicks: A rear horse kick, knee kick and a long range knee kick. Similar to Wind Sneaker combo ZZ→ZZZ.
  • Slash: Chloe draws her knife and slashes you twice with it. Induces KD and Bleed.
  • Tumble: Tumbles backwards; she can activate this even while being combo-ed. Completely invincible during the animation.
  • Air Kick Combo 1 & 1/2: Chloe performs the Triple Air Kick maneuver. However, she only stops at the second kick and starts combo-ing you later. Similar to Combat Ranger combo →→↑ZZZ canceled on second Z.
  • Nature Force: Dark Ver.: Chloe imbues her attacks with the power of darkness. Similar to Wind Sneaker's Nature Force active skill.
  • Spinning Kick: Dark Ver.: Chloe spins horizontally, drilling into opponents with her feet. Similar to Combat Ranger's Spinning Kick special active skill. This deals substantial damage.
  • Slide Double Kick: Dark Ver.: Chloe slide kicks behind the you followed by a kick and another kick into the air. Similar to Wind Sneaker's Slide Double Kick special active skill. This deals enormous damage.

Information

  • Has very high resistance (300\500 or higher) to most elements.
  • High attack and recovery speed.
  • High defense and attack power.
  • Has 10% evasion, if triggered she will automatically 'dodge' all other attacks from the player for several seconds.
  • Stoic threshold of 20 hits.


Miniboss: Victor

Moves

Victor Combo: Poses then strikes in a certain direction three times. Unlike when fighting him as a boss this attack has no super armor frames.
Victor Swing: Poses then swings his fists into the air to throw you upwards while in super armor.
Victor Charge: Occurs only if you are at a certain distance away from him. It's similar to Burning Rush, except debris will fall from the ceiling on impact with a wall.
Victor Assault: Victor roars, beats his chest rapidly, and then launches himself at the nearest target. He lands on them and violently attacks them repeatedly for enormous damage.

  • If he fails to land on a valid target he will not continue with his combo.

Body Slam: Body Slam that will inflict Flattening for a period of time. Very fast and powerful but requires that he jumps before performing it.

Information

  • Has absolute immunity against all elements so you cannot inflict any elemental debuff on him.
  • Due to his strange physical properties he can be knocked around much more easily than normal enemies making him difficult to use some special actives on.
  • Stoic threshold is 30 hits.


Boss: Ran

Moves

  • Dark Sword Combo: Ran slashes with his sword twice, then uses his shadow arm to attack and launch you into the air.
    • Roughly half the time he uses this skill he will have super armor for the animation's duration.
    • When in awakening its range, speed, and damage is increased.
    • While he can be interrupted while doing this attack, if he is in awakening the secondary magical attacks will still proceed uninterrupted.
    • He can cancel this attack on his own after the first two strikes and chain with another attack, including another Dark Sword Combo.
  • Black Fire Claw: Ran will materialize a shadow arm and use it to slash you. He will use this move when he is knocked down or when you are more than a certain distance away from him.
    • The claw will generally knock whoever is hit towards Ran, who will then usually try to catch with a Dark Sword Combo.
    • He will always target the player furthest away from him with this attack.
    • Range, size, knock-back force, and damage is greatly increased by his Awakenings.
    • Hitbox becomes larger than visible claw size when he is awakened making it more difficult to avoid.
  • Shadow Clone: If you try to distance yourself from Ran, he will create a clone of himself next to you and attack.
    • He will always target the player furthest away from him with this attack.
    • The clone will always appear to the side of you that's furthest from him.
    • He can still use this move even if you stay close to him, however he will use it less.
  • Aerial Black Fire Claw: Ran will ascend to the air and will move left or right of the stage for a small distance. He will use Black Fire Claw to swipe anyone that is close to him as he descends.
    • While he can be interrupted while doing this attack, his claw will still appear regardless.
    • After the Hunting Fields patch he has gained his super armor frames when using this skill.
  • Black Flame Burst: Ran will swing his sword and unleash a trail of black fire towards you. He will only use this after his second awakening.
    • He will skill delay all players regardless of distance after he finishes his opening taunt for this attack to prevent escape.
      • You have a second to avoid this move before he will skill delay.
    • While he can be interrupted while doing this attack, the flame burst will still proceed uninterrupted.
  • Black Destiny: Ran will unleash several slashes against you, each followed by a rapid burst of black fire, and finishes his string of attacks with an eruption of dark energy. He will only use this after his second awakening.
    • He will skill delay all players regardless of distance at the start of this attack preventing escape.
    • While he can be interrupted while doing this attack, the rapid flame bursts and maybe even the dark energy eruption will still proceed uninterrupted depending on when he's interrupted.
  • Reverse Gravity: A spell circle will appear under Ran. Any player caught within the circle will slowly rise into the air and will be vulnerable for his next attack, where he releases a shock wave from the ground. He will use this whenever he is awakening after his HP is depleted. He will only use this regularly after his first awakening, his second awakening will almost double its area of effect.
    • This attack will abruptly cancel many special actives used within its area of effect.
    • After the Hunting Fields patch he has regained his super armor frames when using this skill.
  • Awakening I: Dark Enhancement: After depleting about 1/4 of Ran's health, he will enhance his sword with darkness. Afterwards, his attacks will then inflict Curse on you.
    • All claw related attacks become larger and more damaging.
  • Awakening II: Fire Enhancement: After depleting about 1/2 of Ran's health, he will enhance his sword with fire. Afterwards, his attacks will then inflict Burn on you.
    • All claw related attacks become even larger and more damaging.

Information

  • Approximately 7,000,000HP (35 Life Bars) on Very Hard.
  • His defense lowers damage by about ~24.6% on Very Hard against a level 60.
  • Has absolute immunity against dark element so you cannot steal his HP/MP or inflict Curse on him.
  • Has 300\500 or higher resistance to virtually all other elements.
  • Super Armor threshold of 20 hits.
  • Has 10% evasion, if triggered he will automatically 'dodge' all other attacks from the player for several seconds.
  • Very high hit recovery speed allows him to start a special attack even while being attacked himself.
  • Similar to Berthe, he always do Knockdown Counter through his Black Fire Claw even you stay away with him.
  • Many of his dark and fire enhanced attacks still continue even if he is interrupted by an attack.
    • Beware that if he is interrupted while doing an attack he can immediately start another.
  • Many of his dark and fire enhanced attacks ignore skill delays even if Ran himself is delayed.
  • When awakened his sword will glow whenever he is about to use a skill, which can be used to predict his attacks.
  • Ran will always turn to the right as he dies.
    • Dying will not immediately cancel attacks he initiated.
    • Ran's attacks will change direction to the right with his death animation if they weren't already aimed in that direction.
  • Entangle and Stunned Status Effects will not prevent him from attacking.

Tactics

Boss Drops

Image Name Class Stats
ramhorn.png
ramhorn.png
Ran's Horns
Common

Face Accessory (Top):

Action Speed +2%

Movement Speed +1%

Jump Speed +1%

ramsword.png
ramsword.png
Hendel Bites
Common

Accessory (Bottom Piece):

Critical Hit Rate +2%

Movement Speed +1%

Jump Speed +1%

Ara 6-7 Drop.png
Ara 6-7 Drop.png
Regent Instrument
Ara

Lv60 Weapon:

Physical Attack +4288

Magical Attack +3712


Max HP +1494

Critical Hit Rate +5%

Action Speed +4%

Water Element Resistance +40

Accuracy +2%


  • Region 1~6
  • Region 7~12
  • Region 13~18
  • Region 19~21
  • Laby
  • Noah
  • Lithia
  • Other
  • Miscellaneous