Sunken Holy Ground: Difference between revisions

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|'''Abyssal Altars (Phase 1)''' - Four objects located in the corners of the Abyss Worshipper stage. Their attacks will inflict various debuffs on players.
|'''Abyssal Altars (Phase 1)''' - Four objects located in the corners of the Abyss Worshipper stage. Their attacks will inflict various debuffs on players.


*'''Toggle''': Players can activate or deactivate altars by simply hitting them. When active, altars will perform '''Orb Release'''. Active altars will have their gauge reduced over time, inactive altars will recover the gauge instead.
*'''Toggle''': Players can activate or deactivate altars by simply hitting them with normal attacks (Commands/Active Skills/Pet/Proc Effects). When active, altars will perform '''Orb Release'''. Active altars will have their gauge reduced over time, inactive altars will recover the gauge instead.
*'''{{Color|red|Orb Release}}:''' Altars fire numerous Abyss energy infused orbs. When a player is hit, one stack of a debuff unique to each altar will be applied.
*'''{{Color|red|Orb Release}}:''' Altars fire numerous Abyss energy infused orbs. When a player is hit, one stack of a debuff unique to each altar will be applied.


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'''Note:'''
'''Note:'''


*It is best to immediately activate altars that do not provide detrimental effects to your party (such as Attack Power Decrease) in order to keep their gauge percentage low early on.
*It is best to immediately activate altars that do not provide detrimental effects to your party (such as Attack Power Decrease and HP Decrease) in order to keep their gauge percentage low early on.
*You should never let the altars go '''Berserk'''.
*You should never let the altars go '''Berserk'''.
*It is recommended to take turns when dealing with the '''Fanatic Light''' pattern with another party member, as the attack can get insanely strong. Also, re-entering the beam's range will make you and your allies get hit again, avoid doing so.
*It is recommended to let the healer/tank deal with the '''Fanatic Light''' pattern, as the attack can get insanely strong. In some cases, taking turns with another party member might work as well. Also, re-entering the beam's range will make you and your allies get hit again, avoid doing so.
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|[[File:Dunno.png|60px]][[File:Dunno.png|60px]]
|[[File:Dunno.png|60px]][[File:Dunno.png|60px]]
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*'''{{Color|red|Orb Release}}''': Periodically fire multiple orbs that apply {{Se|839|2=Shortness of Breath|4=ed}} per hit.
*'''{{Color|red|Orb Release}}''': Periodically fire multiple orbs that apply {{Se|839|2=Shortness of Breath|4=ed}} per hit.
'''Note''':
*The altars can be debuffed, which can be helpful while dealing with them.
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*It is recommended to stay in more or less the same spot as your party members in order to avoid the boss teleporting through the map.
*It is recommended to stay in more or less the same spot as your party members in order to avoid the boss teleporting through the map.
*Currently active Cooldown Acceleration effects will increase the effectiveness of '''Abyss Swamp'''.
*Currently active Cooldown Acceleration effects will increase the effectiveness of '''Abyss Swamp'''.
*The only HP recovery method for the '''Jump Rope''' pattern is normal or forced [[Awakening Mode|Awakening]] with the [[Titles/Special|Guardian of Secret Closed Space]] title equipped to proc the Fever effect.
*The only HP recovery method for the '''Rope of Confession''' pattern is normal or forced [[Awakening Mode|Awakening]] with the [[Titles/Special|Guardian of Secret Closed Space]] title equipped to proc the Fever effect.
*The [[Tenebrous Equipment|Tenebrous Barrier]] effect can also be useful to increase survivability during '''Rope of Confession'''.
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|[[File:Dunno.png|60px]]
|[[File:Dunno.png|60px]]
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*'''{{color|red|Sticky Spider Web}}:''' Attach a mark to a random player through {{Se|843|2=Sticky Spider Web|4=ed}}. After a while, spawn an Abyssal spider web on the player that will continuously heal the boss in range.
*'''{{color|red|Sticky Spider Web}}:''' Attach a mark to a random player through {{Se|843|2=Sticky Spider Web|4=ed}}. After a while, spawn an Abyssal spider web on the player that will continuously heal the boss in range.
*'''{{color|red|Unknown Mark}}''': Target one random player through {{Se|844|2=Unknown Mark|4=ed}} and send out a homing missile after them. If the missile comes in contact with the marked individual, it deals a lot of damage to everyone in range, while also inflicting {{Se|2=Silence}}.
*'''{{color|red|Unknown Mark}}''': Target one random player through {{Se|844|2=Unknown Mark|4=ed}} and send out a homing missile after them. If the missile comes in contact with the marked individual, it deals a lot of damage to everyone in range, while also inflicting {{Se|2=Silence}}.
*'''{{color|red|Crush}}:''' Jump high up to then descend, dealing a lot of damage to players in range. Even if you are in the Super Armor status, you will still get pushed (without being knocked down).
*'''{{color|red|Crush}}:''' Jump high up to then descend, dealing a lot of damage to players in range. Even if you are in the Super Armor status, you will still get pushed (without being knocked down). Will only be performed if a party member is away from the boss.
*'''Abyssal Door''': A mysterious door appears on the battlefield. Players must pass the stage hidden behind the door to prevent the boss from healing. Two kinds of doors can be spawned. (See: ''Obstacles'')
*'''Abyssal Door''': A mysterious door appears on the battlefield. Players must pass the stage hidden behind the door to prevent the boss from healing. Two kinds of doors can be spawned. When the boss reaches 150 bars, two kinds will be spawned at once, but only one needs to be cleared to pass the pattern. (See: ''Obstacles'')
**When the stage is cleared, players must immediately move onto the boss stage, otherwise they will be executed.
**When the stage is cleared, players must immediately move onto the boss stage, otherwise they will be executed.
*'''{{color|red|Spider Web Explosion}}:''' The first ultimate attack. Summon a gigantic spider web divided into four sections. The web will sequentially light up the parts where it will later explode. Players must memorize the pattern and then repeat it to avoid getting killed. Every time this move is performed, the number of explosions will increase exponentially. (Max. 8 times)
*'''{{color|red|Spider Web Explosion}}:''' The first ultimate attack. Summon a gigantic spider web divided into four sections. The web will sequentially light up the parts where it will later explode. Players must memorize the pattern and then repeat it to avoid getting killed. Every time this move is performed, the number of explosions will increase exponentially. (Max. 8 times)
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*Overlapping with the '''Spider Web Explosions''' is deadly, but it can be avoided with Resurrection effects and skills.
*Overlapping with the '''Spider Web Explosions''' is deadly, but it can be avoided with Resurrection effects and skills.
*The '''Spider Web Explosion''' sections can only light up in a 180° radius.
*The '''Spider Web Explosion''' sections can only light up in a 180° radius.
*'''Unknown Mark''' only deals one hit, so death by that can also be avoided. The missile can also be stopped in place by simply facing towards it.
*'''Unknown Mark''' only deals one hit of normal damage, so death by that can also be avoided, for example with high Damage Reduction effects like [[Blanket Authority]]. The missile can also be stopped in place by simply facing towards it.
*Try to stay away from the boss during '''Blackout''' in case someone accidentally casts a non-Active skill.
*Try to stay away from the boss during '''Blackout''' in case someone accidentally casts a non-Active skill.
*Right before '''Blackout''' happens, you can use a skill with a full map range (such as [[Marchen/Stage 4|Märchen]]) to wipe out all incense and clear the pattern. This will not cause any punishment.
*Right before '''Blackout''' happens, you can use a skill with a full map range (such as [[Marchen/Stage 4|Märchen]]) to wipe out all incense and clear the pattern. This will not cause any punishment.
*'''Sticky Spider Web''' will ocassionally desync, causing an immediate explosion for non-hosts.
*'''Abyssal Incense''' during '''Blackout''' can be debuffed.
*''Possible bug'': for some reason, in case of failure during '''Blackout''', one can use [[Elrian Clock]] in air to avoid the instant death. The boss might also spawn '''Abyssal Door''' that you cannot enter, granting it a heal.
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