This is just a basic guide regarding the Temple of Nightmare.
Recommended Cards
Garment: Orc Baby Card, Raydric Card
Shield: Penomena Card
Armor: Pasana
Headgear: Giearth Card
Weapon: Peco Egg Card
The Instance: A stone pillar is randomly generated every once in a while. After clearing the three Sandman at the beginning, two stone pillars will appear, which must be avoided.
Skill: (Earth Surge) - Grom make a crack and generates a stone pillar at the end (earth attribute)
How to deal with it: Hit and run, don't just stand, spread out, and watch the skill prompts on the king's head. (if there are Stone Pillars, you can ignore this skill)
Skill: (Giant Horn Charge) - Randomly lock on a player to charge (with a black line on his body), and cause damage to enemies along the way. (Neutral Attribute)
Recommendation: The targeted player retreats to the periphery, and let the black line overlap the stone pillar, let Grom knock down the stone pillar to make room, and the king dodges left and right when running.
Skill: (Bombardment) - When the king's HP reaches 70%, he will jump into the air and cause a wide range of damage (earth attribute), and destroy all stone pillars (no attribute)
Stage 1: At 70%, there will be 9 Sandman, Grom will jump up and use the bombardment (picture 1), destroy the stone pillars on the field, and burrow into the ground, turning into a ball of light (picture 2)
Recommendation: People with black lines on their bodies, pull the king to hit the stone pillars, and after three times, they will appear (two stone pillars will appear on both sides after the king breaks the ground), you can use gravity to slow down Grom.
If Grom turns to a Light ball, shock waves will be released around the body (Neutral)
Stage 2: When the Grom's HP reaches 40%, a cross crack will be cast (Neutral)
How to play: After the cross appears, try to move past 3 to 4 cells away from the middle of the cross.
Take note: The stone pillar will have a small range of damage (Earth), and it will be upgraded over time, up to two levels. The damage range will increase and the element will change to (Neutral).
The follow-up is Charge, Cracks, and Sandman. If you fight for too long, cross cracks will appear again + blast down
Tip: When the king is close to 40%, pull it to the side, let the crack hit outside the field, and then pull Grom back to the middle.
It is necessary to have damage reduction cards. It needs to be awakened and upgraded to full stars, otherwise, it will be difficult to sustain the damage with a minimum of 1500+ PVE damage reduction.
The upper, Middle, and Lower red circles will appear first, then the red circles will appear left and right.
Additional skills:
1. Omen of Thunder: When a message appears, players will be asked to share the damage. This move will appear at Undine's feet. When the text appears, don't run away too early. Wait for the mark to appear before running (you don't need to share, wait for the skill to be locked on Undine herself)
2. The king casts the cross-range skill with himself as the center (this skill needs to be dodged, there will be four ranges, two will appear first, two will appear after half a second, and two will appear after two, one of which will explode three times in a row).
2. If the tank loses the aggro, the DPS should do what the Tank does and lure Undine to face the water. If you die, let the FS revive you until the tank gets the aggro.
3. After the king's HP is 80% and 40% of the summoned mobs, let the tank take Undine's aggro and position near the water.
4. When there is a wave, the Wizards can activate elemental resistance.
5. When all range-type explosion damage ends, the output should not enter the field too early to fight. It is recommended to wait for 1-2 seconds, and there will often be situations where the damage will stay (obviously the explosion is over, and you will still suffer damage when you go in)
Recommended Cards
Garment: Orc Baby Card, Jakk Card
Shield: Penomena Card
Armor: Pasana Card
Headgear: Steel Fur Grizzly Card
Tip: For Support, if you catch the fire mark, stay in a position where you can heal your teammates without letting the flame circle burn them.
Sylph will not move and will only summon.
The skill (light ball) - appears in four directions on the side, the damage is not high, but it is very annoying, and there will be more and more in the future, (it is recommended to clean it with two people)
The skill (Harpy) Summons a harpy, who appears on the side, shoots a tornado, and then approaches the center (quickly delete these mobs).
The skill (Tornado) Summons two tornadoes, which will chase the player, and the chased person will be dragged to the side, just drag and run slowly, don't run too fast to avoid loss of hatred, and run back to chase the other players.
(Run away when it appears, so as not to take too much damage)
Skill (Griffin Beast) - Summons four sleeping Griffins, first destroys the Griffins, then continue to pull Sylphs aggro, the Griffins will wake up after 30 seconds.
Skill (Whistling Wind) - Sylph will shoot three long-range lasers in three directions toward herself
The wind will only appear on the front and back of Sylph. The two DPS players stand in front and back of the boss.
Convergence skills: similar to a relay race, the person pulling the double wind slows down while the other runs normally. When the speed converges, you can cross up and down to prevent the person pulling the double wind from getting hurt.
Element Ruler attacks have four elemental attributes. It is not recommended to wear any card with attributes. The king’s basic attack damage is not high, and skills are his main damage.
All the skills cast by the king will leave a magic circle on the floor, which will cause continuous damage, and it will be removed by closing the corresponding element pillars (except for the blue tornado, which will not leave a magic circle).
2 people are assigned to close the element pillars at the beginning of the instance, one is responsible for Fire and Earth, and the other is for Feng Shui. Element Ruler skills are cast in this order: Fire> Wind > Earth > Water before 50%.
Attack Introduction - Basic attacks are all attribute attacks. Fireballs, Water Polo, Lightning strikes, and earthquakes will have elements.
Example: Wind > Water (paralysis) Water > Fire (destruction weapon) Fire > Earth (high damage) Earth > Wind.
Stage 1: Before 90%, only fire-type skills will be cast, and after that, attribute rotation will begin (fire-wind-earth-water).
90% starts with each attribute skill, it will be used three times, and then the attribute will be changed. If the team's output is high, it will directly skip the number of times and change to the next attribute.
The Fire skill (lava burst) has five magic circles, and after three seconds, a flame will be played, and the magic circle will be left on the ground (the first move is fixed, after the red circle appears, close the element pillar quickly, this skill does not need to wait for the magic circle to appear ).
The Fire skill (flame hurricane) has a large range of skills under the Element Ruler's feet. This move will be chanted. After about three seconds, a fire tornado will appear and circle around in a clockwise direction. The skill will leave the magic circle on the ground after the circle is completed. (wait for the magic circle to appear and close it, if it is too early, it will be missed)
The Wind skill (Wind tornado) 90% of the first move must be used, two blue tornadoes will appear, they will chase the player, and cause damage (not high), similar to the wind level (weakened version of Sylph Tornado), this move will not leave the magic circle.
The Wind skill (Strike tornado) In the direction facing Element Ruler, hit three tornadoes, three times in a row, and leave a magic circle on the floor after the third time. (this move is very important to attract aggro, don't let Element Ruler face off the wind element Pillar)
After the elemental spirit appears, it will immediately chant skills, and after two seconds, it will deal area damage.
Elemental spirits will disappear after casting skills three times. At this time, Element Ruler will start to cast skills frequently and no longer use basic attacks. Therefore, there will be a lot of magic circles on the field, and it is necessary to hit 35% as soon as possible to enter the next stage.
The third stage starts at 35% (same as the second stage), and there will be many magic circles left on the ground. At this time, tanks can help close the element pillars so that the elemental spirits have space to stand.
After that, it will be infinitely repeated, and various attribute skills will be cast with elemental spirit summoning.
Grom (Large-Earth-Formless)
Recommended Cards
Garment: Orc Baby Card, Raydric Card
Shield: Penomena Card
Armor: Pasana
Headgear: Giearth Card
Weapon: Peco Egg Card
The Instance: A stone pillar is randomly generated every once in a while. After clearing the three Sandman at the beginning, two stone pillars will appear, which must be avoided.
Skill: (Earth Surge) - Grom make a crack and generates a stone pillar at the end (earth attribute)
How to deal with it: Hit and run, don't just stand, spread out, and watch the skill prompts on the king's head. (if there are Stone Pillars, you can ignore this skill)
Skill: (Giant Horn Charge) - Randomly lock on a player to charge (with a black line on his body), and cause damage to enemies along the way. (Neutral Attribute)
Recommendation: The targeted player retreats to the periphery, and let the black line overlap the stone pillar, let Grom knock down the stone pillar to make room, and the king dodges left and right when running.
Skill: (Bombardment) - When the king's HP reaches 70%, he will jump into the air and cause a wide range of damage (earth attribute), and destroy all stone pillars (no attribute)
Stage 1: At 70%, there will be 9 Sandman, Grom will jump up and use the bombardment (picture 1), destroy the stone pillars on the field, and burrow into the ground, turning into a ball of light (picture 2)
Recommendation: People with black lines on their bodies, pull the king to hit the stone pillars, and after three times, they will appear (two stone pillars will appear on both sides after the king breaks the ground), you can use gravity to slow down Grom.
If Grom turns to a Light ball, shock waves will be released around the body (Neutral)
Stage 2: When the Grom's HP reaches 40%, a cross crack will be cast (Neutral)
How to play: After the cross appears, try to move past 3 to 4 cells away from the middle of the cross.
Take note: The stone pillar will have a small range of damage (Earth), and it will be upgraded over time, up to two levels. The damage range will increase and the element will change to (Neutral).
The follow-up is Charge, Cracks, and Sandman. If you fight for too long, cross cracks will appear again + blast down
Tip: When the king is close to 40%, pull it to the side, let the crack hit outside the field, and then pull Grom back to the middle.
Grom (Large-Earth-Formless)
Difficulty - Nightmare
It is necessary to have damage reduction cards. It needs to be awakened and upgraded to full stars, otherwise, it will be difficult to sustain the damage with a minimum of 1500+ PVE damage reduction.
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Undine (Large-Water-Brute)
Recommended Cards
Garment: Marse Card
Shield: Orc Warrior Card
Armor: Marc Card, Swordfish Card, Pot Dofle Card
Headgear: Giearth Card
Weapon: Drainliar Card, Goblin Card
Garment: Marse Card
Shield: Orc Warrior Card
Armor: Marc Card, Swordfish Card, Pot Dofle Card
Headgear: Giearth Card
Weapon: Drainliar Card, Goblin Card
Stage 1 - Undine will summon large-scale waves. The tank lure should position Undine facing the water. While DPS deals damage behind Undine.
Skill (Water Collapse) - When the wave is cast, you must move to the next spot. The damage is not high but make sure not to overlap.
The upper, Middle, and Lower red circles will appear first, then the red circles will appear left and right.
Stage 2 - When the Undine's HP reaches 80%, it will jump to the middle and summon mobs in three directions. Assign someone to clear the mobs in each direction. Don't let the mobs touch Undine.
Undine will summon large-scale waves. The tank lure should position Undine facing the water. While DPS deals damage behind Undine.
The skill (outer circle-inner circle) casts 9 ranges outwards, and finally casts it on herself. Stand next to the overlapping circle.
Undine will summon large-scale waves. The tank lure should position Undine facing the water. While DPS deals damage behind Undine.
The skill (outer circle-inner circle) casts 9 ranges outwards, and finally casts it on herself. Stand next to the overlapping circle.
Skills (Full field + Tornado)
There will be a super large range + original circular skill damage (tornado). Find a gap to hide. You will slow down when hit by a tornado and there will be an explosion damage.Stage 3 - When the king reaches 40%, it will be the same as the second stage.
1. Omen of Thunder: When a message appears, players will be asked to share the damage. This move will appear at Undine's feet. When the text appears, don't run away too early. Wait for the mark to appear before running (you don't need to share, wait for the skill to be locked on Undine herself)
Reminders:
1. All stages are linked skills. Additional skills will appear in the second stage and will appear after the linked skills are cast.2. If the tank loses the aggro, the DPS should do what the Tank does and lure Undine to face the water. If you die, let the FS revive you until the tank gets the aggro.
3. After the king's HP is 80% and 40% of the summoned mobs, let the tank take Undine's aggro and position near the water.
4. When there is a wave, the Wizards can activate elemental resistance.
5. When all range-type explosion damage ends, the output should not enter the field too early to fight. It is recommended to wait for 1-2 seconds, and there will often be situations where the damage will stay (obviously the explosion is over, and you will still suffer damage when you go in)
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Salamander (Medium-Fire-Formless)
Garment: Orc Baby Card, Jakk Card
Shield: Penomena Card
Armor: Pasana Card
Headgear: Steel Fur Grizzly Card
Weapon: Skeleton Worker Card, Peco Peco Card
Instance: This is an easy dungeon since the Salamander Damage is not high. But make sure to finish this quickly, or the field will be full of burning spots.
Skill (Burst fireball) - Causes splash damage (Instant), the damage is not high and can be ignored.
Skill (Flame Slash) - Skill is cast forward in a fan-shaped attack (Instant), just hide behind.
Skill (Shield-Flame Fist) If Salamander has a shield, it is immune to all non-water element damage.
Linked skills (shield-flame fist) Skill cause continuous damage, need to stand together to share the damage, and breaking the shield can be interrupted.
Recommendation: When you see the shield appear, get close together immediately, and use Water attribute attacks.
Skill (Seed of Flame) - One player will be marked. The player needs to quickly move away from teammates. During this period, three continuous flame circles will be dropped under the feet and pulled to the sidelines so that teammates have space to stand (watch out for a black arrow. which means you are marked).
Skill (Burning Flames) - Salamander increases his own attack speed and attack. (At 40%, people near the Salamander will be knocked back).
Skill (Unquenchable Fire) - Summons multiple flame circles under the player's feet.
Style of play: Lure Salamander to the sidelines at the beginning of the instance, and keep a position.
Skill (Burst fireball) - Causes splash damage (Instant), the damage is not high and can be ignored.
Skill (Flame Slash) - Skill is cast forward in a fan-shaped attack (Instant), just hide behind.
Skill (Shield-Flame Fist) If Salamander has a shield, it is immune to all non-water element damage.
Linked skills (shield-flame fist) Skill cause continuous damage, need to stand together to share the damage, and breaking the shield can be interrupted.
Recommendation: When you see the shield appear, get close together immediately, and use Water attribute attacks.
Skill (Seed of Flame) - One player will be marked. The player needs to quickly move away from teammates. During this period, three continuous flame circles will be dropped under the feet and pulled to the sidelines so that teammates have space to stand (watch out for a black arrow. which means you are marked).
Skill (Burning Flames) - Salamander increases his own attack speed and attack. (At 40%, people near the Salamander will be knocked back).
Skill (Unquenchable Fire) - Summons multiple flame circles under the player's feet.
Style of play: Lure Salamander to the sidelines at the beginning of the instance, and keep a position.
When marked, or there is a fire ring, move along to the side.
Tip: For Support, if you catch the fire mark, stay in a position where you can heal your teammates without letting the flame circle burn them.
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Sylph (Medium-Wind-Demi-human)
Recommended Cards:
Garment: Dustiness Card
Shield: Thara Frog Card
Armor: Dokebi Card
Headgear: Steel Fur Grizzly Card
Garment: Dustiness Card
Shield: Thara Frog Card
Armor: Dokebi Card
Headgear: Steel Fur Grizzly Card
Weapon: Skeleton Worker Card, Peco Peco Card
Sylph will not move and will only summon.
The skill (light ball) - appears in four directions on the side, the damage is not high, but it is very annoying, and there will be more and more in the future, (it is recommended to clean it with two people)
The skill (Harpy) Summons a harpy, who appears on the side, shoots a tornado, and then approaches the center (quickly delete these mobs).
The skill (Tornado) Summons two tornadoes, which will chase the player, and the chased person will be dragged to the side, just drag and run slowly, don't run too fast to avoid loss of hatred, and run back to chase the other players.
The skill (Laser) - Summons two light balls, which appear on both sides of Sylph. The light balls will continue to throw lasers in four directions (the damage is not high, and it is very slow, just run and dodge.
Skill (Six Birds) - After reaching a certain HP, Sylph will summon six Harpies at the same time and launch a tornado into the field.
Skill (Six Birds) - After reaching a certain HP, Sylph will summon six Harpies at the same time and launch a tornado into the field.
(Run away when it appears, so as not to take too much damage)
Skill (Griffin Beast) - Summons four sleeping Griffins, first destroys the Griffins, then continue to pull Sylphs aggro, the Griffins will wake up after 30 seconds.
Skill (Whistling Wind) - Sylph will shoot three long-range lasers in three directions toward herself
This instance will have an infinite skill loop - Electric Ball > Single Harpy > Laser > Tornado >Whistling, and the summon will be more frequent.
Recommendation:
Pulling skills: Assign two people at the beginning (stand in the blue and red circle), plus one backup (first in the middle and fill in with the tank)
The wind will only appear on the front and back of Sylph. The two DPS players stand in front and back of the boss.
Convergence skills: similar to a relay race, the person pulling the double wind slows down while the other runs normally. When the speed converges, you can cross up and down to prevent the person pulling the double wind from getting hurt.
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Element Ruler (Large-Ghost-Demon)
Recommended Cards:
Garment: DMG Reduc Card or HP Cards
Shield: DMG Reduc Card or HP Cards
Armor: Angeling Card
Headgear: DMG Reduc or HP Cards
Garment: DMG Reduc Card or HP Cards
Shield: DMG Reduc Card or HP Cards
Armor: Angeling Card
Headgear: DMG Reduc or HP Cards
Weapon: Milos Sea God
Element Ruler attacks have four elemental attributes. It is not recommended to wear any card with attributes. The king’s basic attack damage is not high, and skills are his main damage.
All the skills cast by the king will leave a magic circle on the floor, which will cause continuous damage, and it will be removed by closing the corresponding element pillars (except for the blue tornado, which will not leave a magic circle).
2 people are assigned to close the element pillars at the beginning of the instance, one is responsible for Fire and Earth, and the other is for Feng Shui. Element Ruler skills are cast in this order: Fire> Wind > Earth > Water before 50%.
Attack Introduction - Basic attacks are all attribute attacks. Fireballs, Water Polo, Lightning strikes, and earthquakes will have elements.
Example: Wind > Water (paralysis) Water > Fire (destruction weapon) Fire > Earth (high damage) Earth > Wind.
Stage 1: Before 90%, only fire-type skills will be cast, and after that, attribute rotation will begin (fire-wind-earth-water).
90% starts with each attribute skill, it will be used three times, and then the attribute will be changed. If the team's output is high, it will directly skip the number of times and change to the next attribute.
The Fire skill (lava burst) has five magic circles, and after three seconds, a flame will be played, and the magic circle will be left on the ground (the first move is fixed, after the red circle appears, close the element pillar quickly, this skill does not need to wait for the magic circle to appear ).
The Fire skill (flame hurricane) has a large range of skills under the Element Ruler's feet. This move will be chanted. After about three seconds, a fire tornado will appear and circle around in a clockwise direction. The skill will leave the magic circle on the ground after the circle is completed. (wait for the magic circle to appear and close it, if it is too early, it will be missed)
The Wind skill (Wind tornado) 90% of the first move must be used, two blue tornadoes will appear, they will chase the player, and cause damage (not high), similar to the wind level (weakened version of Sylph Tornado), this move will not leave the magic circle.
The Wind skill (Strike tornado) In the direction facing Element Ruler, hit three tornadoes, three times in a row, and leave a magic circle on the floor after the third time. (this move is very important to attract aggro, don't let Element Ruler face off the wind element Pillar)
When the first wind comes out, you can immediately close the element pillar.
The Earth skill (Rock pillar) - summons three stone pillars (causing damage in a small area), the magic circle overlaps with the pillars, and the elemental pillars are closed after appearing, (similar to the Earth gate stone pillars, but the range is fixed, but the damage is high).
After chanting for three seconds, the Earth skill (Heavenly Earthquake) will randomly appear on the ground, and three magic circles (after chanting, there will be a red circle prompt first, and then the magic circle will appear in seconds). When you see the chanting, pause the attack first, and be ready to move at any time (high damage).
After chanting for three seconds for the Water skill (Ice Spike and Frost Destroyer), three ice spikes are shot on the ground, leaving behind a magic circle, which is an easy way to hide, and cleared after the magic circle appears.
After the water skill (Icicle Fall) is chanted for three seconds, it will fly into the air and randomly summon four blue light circles on the ground. After two seconds, four icicles will fall, and each icicle will make a T letter. Continuous damage in the area of the shape, and leave the magic circle. (Only the T-shape shot by the icicle will produce the magic circle. After seeing the red area of the T, you can directly close the element pillars without waiting for the magic circle to appear.
From 50% of the second stage, the elemental spirit will be summoned. After summoning, it will fly in the air and circle around. Only the elemental spirit will attack. This is the best time to deal more damage to Element Ruler (when the HP is close to 50%, pay attention to Element Ruler's action. When the elemental spirit appears, it will be transferred to the place where there is no elemental spirit for output).
The Earth skill (Rock pillar) - summons three stone pillars (causing damage in a small area), the magic circle overlaps with the pillars, and the elemental pillars are closed after appearing, (similar to the Earth gate stone pillars, but the range is fixed, but the damage is high).
After chanting for three seconds, the Earth skill (Heavenly Earthquake) will randomly appear on the ground, and three magic circles (after chanting, there will be a red circle prompt first, and then the magic circle will appear in seconds). When you see the chanting, pause the attack first, and be ready to move at any time (high damage).
After chanting for three seconds for the Water skill (Ice Spike and Frost Destroyer), three ice spikes are shot on the ground, leaving behind a magic circle, which is an easy way to hide, and cleared after the magic circle appears.
After the water skill (Icicle Fall) is chanted for three seconds, it will fly into the air and randomly summon four blue light circles on the ground. After two seconds, four icicles will fall, and each icicle will make a T letter. Continuous damage in the area of the shape, and leave the magic circle. (Only the T-shape shot by the icicle will produce the magic circle. After seeing the red area of the T, you can directly close the element pillars without waiting for the magic circle to appear.
From 50% of the second stage, the elemental spirit will be summoned. After summoning, it will fly in the air and circle around. Only the elemental spirit will attack. This is the best time to deal more damage to Element Ruler (when the HP is close to 50%, pay attention to Element Ruler's action. When the elemental spirit appears, it will be transferred to the place where there is no elemental spirit for output).
After the elemental spirit appears, it will immediately chant skills, and after two seconds, it will deal area damage.
Elemental spirits will disappear after casting skills three times. At this time, Element Ruler will start to cast skills frequently and no longer use basic attacks. Therefore, there will be a lot of magic circles on the field, and it is necessary to hit 35% as soon as possible to enter the next stage.
The third stage starts at 35% (same as the second stage), and there will be many magic circles left on the ground. At this time, tanks can help close the element pillars so that the elemental spirits have space to stand.
After that, it will be infinitely repeated, and various attribute skills will be cast with elemental spirit summoning.
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