Altar of Invocation: Difference between revisions

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(Updating with NA patch notes.)
(Updating with relevant information)
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'''Note:'''
'''Note:'''
*Upon reaching 150x HP and any time afterwards, Berthe will perform the '''Prohibiting Howl''', targeting two skill tiers at once. The previous howl's effect will be cleared.
*Flexibility, Hyper Active and Master skills are never targeted and can freely be used throughout the fight.
*Flexibility, Hyper Active and Master skills are never targeted and can freely be used throughout the fight.
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*<font color=red>'''Grab:'''</font> Berthe performs a grab towards the center of the map, then swipes in the opposite direction, pushing back everyone hit.
*<font color=red>'''Grab:'''</font> Berthe performs a grab towards the center of the map, then swipes in the opposite direction, pushing back everyone hit.
*<font color=red>'''Swipe:'''</font> A yellow indicator will be shown on the map, and a second later, Berthe will swipe across the stage horizontally in the marked area, pushing away everyone hit.
*<font color=red>'''Swipe:'''</font> A yellow indicator will be shown on the map, and a second later, Berthe will swipe across the stage horizontally in the marked area, pushing away everyone hit.
*<font color=red>'''Black/White Barrier:'''</font> Berthe charges up one of his two wings and then releases a ray towards that side of the map. Right after, he'll fire a ray towards the other side of the map with the other wing as well. Afterwards, waves of black and white light corresponding to the beam fired towards that side will pour out of his wings. Each wave inflicts its own unique debuff that lasts for 2 seconds and stacks up to 10 times. Players must switch between the two sides to prevent either debuff from reaching 10 stacks, as they will be immediately killed along with close by teammates.
*<font color=red>'''Black/White Barrier:'''</font> Berthe charges up one of his two wings and then releases a ray towards that side of the map. Right after, he'll fire a ray towards the other side of the map with the other wing as well. Afterwards, waves of black and white light corresponding to the beam fired towards that side will pour out of his wings. Each wave inflicts its own unique debuff that lasts for 2 seconds and stacks up to 10 times. Players must switch between the two sides to prevent either debuff from reaching 10 stacks, as they will be immediately killed along with close by teammates. This move has about 60 seconds cooldown.
*<font color=red>'''Ice Pillars:'''</font> Berthe raises his arm to summon an ice pillar from the ground. The area an ice pillar will spawn is telegraphed by a dark blue magic circle, and it remains on the field afterward. They can only be hit by command and active attacks.
*<font color=red>'''Ice Pillars:'''</font> Berthe raises his arm to summon an ice pillar from the ground. The area an ice pillar will spawn is telegraphed by a dark blue magic circle, and it remains on the field afterward. They can only be hit by command and active attacks.
*<font color=red>'''Isolation:'''</font> Berthe will raise his left hand into the air and will spawn yellow soul fragments across the map, while also teleporting some players to a different dimension. The fragments will periodically disappear, sending a pulse across the field that inflicts massive damage to all players regardless of the dimension they are in. Destroy them to prevent the pulse from occurring. Once all orbs have either exploded or been destroyed, Berthe will be dazed and open to attack.
*<font color=red>'''Isolation:'''</font> Berthe will raise his left hand into the air and will spawn yellow soul fragments across the map, while also teleporting some players to a different dimension. The fragments will disappear every 10 seconds, sending a pulse across the field that inflicts massive damage to all players regardless of the dimension they are in, however it can be delayed by about 1.5 seconds by focusing one fragment. Destroy them to prevent the pulse from occurring. Once all orbs have either exploded or been destroyed, Berthe will be dazed and open to attack. This move has about 2 minutes cooldown.


'''''Attacks highlighted in <font color=red>red</font> bypass Invincibility frames.'''''
'''''Attacks highlighted in <font color=red>red</font> bypass Invincibility frames.'''''
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'''Note:'''
'''Note:'''
*Flexibility, Hyper Active and Master skills are never targeted and can freely be used throughout the fight.
*Flexibility, Hyper Active and Master skills are never targeted and can freely be used throughout the fight.
*The <b>Black/White Barrier</b> pattern is executed every 1 minute.
*The <b>Isolation</b> pattern is delayed if <b>Special Active Block</b> or <b>Black/White Barrier</b> is active.
*The <b>Isolation</b> pattern will begin every 2 minutes, however their spawn is delayed if <b>Special Active Block</b> or <b>Black/White Barrier</b> is active.
*Orb explosion in '''Isolation''' phase ignores Damage Reduction.
*Once the <b>Isolation</b> phase starts, the fragments will spawn every 10 seconds. After 10 seconds have passed, the fragments will trigger an explosion dealing remaining HP% damage to the player (increasing Max HP will not help, damage reduction is also ignored). The explosion of a fragment can be delayed by 1.5 seconds by hit-stunning the fragment.
*If '''Special Active Block''' and '''Black/White Barrier''' patterns are active, '''Berserk Berthe''' will not use '''Howl''' until the lasers are finished.
*If '''Special Active Block''' is active, players have an option to coordinate with their team members to damage the boss with any skill type while the boss is performing the '''Black/White Barrier''' pattern. If the team is successful in removing '''Special Active Block''', then the boss will not '''Howl''', otherwise use '''Seal of Time''' to prevent yourself and your team members from being killed by the '''Special Active Block''' pattern after '''Black/White Barrier''' pattern is over.
*'''Howl''' can be survived with enough Damage Reduction source from party members or by using '''Seal of Time'''.


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