Stage 3 Lord of Oun Mountain Seomje
-normal attacks/skills
-bar mech
-bladestorm
-about toads
-hp reduction debuff
-time limit (11 minutes)
Normal attacks and skills :
-there's 4 attacks : stomp/tongue/orb/breath ; and 3 skills : blue (ice), yellow (lightning), purple (poison)
-stomps and breath come up with different skills combination
-ice : frozen after getting hit ; paralysis : reduce 50% speeds after getting hit ; poison : anti heal and confused after getting hit
-tongue attack, anti heal and confused after getting hit
-anti jump orbs, GDN s2 reuse
-refer fig. 16 - fig. 20
Bar mech (dps check) 75%/50%/25%/0% :
-a notice, "Gurk...Gurrk..." will appear ; boss dive underground and come up again at 9 o'clock
-at 75%/50%/25% check, yellow toad is spawned from the center and slowly approaching to the boss, 1 dps is needed to kill it as soon as possible (2 dps may be needed if low damage)
-at 0% check, yellow toad no longer spawned but blue toads will [for toads details please refer to (about toads)]
Bladestorm :
-has a cd around 100s-120s
-starts counting with hp reduction debuff (An unknown sense of coercion presses down upon you)
-first bladestorm trigger at 20s after notice, recommended to wait before breaking second wall
-second bladestorm comes at 60s after entering stage
-following bladestorms will trigger at every 110s-120s
-refer fig.20
*over dps or boss casting skills may delay bladestorm
*my timer is 100s for safeness issue
About toads :
-3 different types (blue/yellow/black)
-blue toads will shoot ice ball with -speed debuff, can be cured
-yellow toads will only spawn in bar mech, slowly approach to boss and team wipe once it reaches
-black toads will spawn after 50%, randomly mark someone and slowly moving to the person; killing it will not get any damages but an explosion which will knock back everyone nearby and forms black mist which is disturbing; not recommended to kill if players are not familiar to the nest
-note that blue toads will spawn more often after 40%, a notice "A swarm of Blur Toadys is being drawn in by Seomje" will appear.
-refer fig.21 - fig.24
HP reduction debuff (permanent) :
-reduces 1% hp every second
-starts after approaching to the wall in pre-stage
-reduces 1.5% hp after 50% (A sense of coercion is worsening)
Time limit : 11 minutes strictly
Remarks :
*healers may focus on controlling cure and heal in this stage since permanent hp reduction is dangerous if players are hit by stomps/breaths, as well as getting slowed by blue toads
*tanker has nothing much to do in this stage since boss cannot be provoked, but tanker may try to collect all the green orbs to keep your teammates safe; and provoking blue toads by hitting them are also a great help to the team especially during bar mech
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Final stage Gust Dragon Jade
-HP reduction debuff (permanent)
-normal attacks
-white/purple signs
-head's up
-white and black circle
-confused lightning
-tornado
-100% free dps 2%
-90% cutscene
-80%/50% pig or assassin
-about servants and ToH
-70%/30% free dps 5%
-40% cutscene
-energy of storm
-spikes
-tracking tornado
-Grrr mech
-10% ToH disable
HP reduction debuff (permanent) :
-reduces 2% hp every second
-reduces 4% hp every second after 90%
Normal attacks :
-claw swipes, left or right
-paw attack, slam his paw
-bites, armor break debuff applied after getting hit
-180 swipe, swipe from the front to the back, usually cast when tanker reposition at the tail (fail tanker)
-breath, jump backward and breath in front,
-double breath, another fan shape breath after the first breath
-shockwave stomp, has a little bit suction effect, recommended to keep a distance
-rasengan, literally a rasengan, charging for few seconds and swipe; armor break debuff applied after getting hit
-tail attack, heads down and stab his tail into the ground, aoe is quite wide
White sign go sides :
-white colour floor can be seen and players should move to the side(they should always dps from sides actually) to avoid getting hit
-usually follow up by a breath, but any attack may be used depend on how the tanker positioned
-refer fig. 25
Purple sign run away :
-purple colour floor can be seen and players should run away immediately
-after few seconds of charging, dragon spins with very high damage (can try to eat once so you know can tank or not)
-refer fig. 26
Head's up :
-dragon heads up and roar for few seconds
-gather to its head or tail
-will swipe either left or right after roaring
-move back to sides after the swipe
-usually follow up by a breath
-refer fig. 27
AD + white black circle :
-dragon will stomp first, and everyone will be binded with AD shake
-one member will be marked and have a protection barrier surrounded (ice dragon mech), everyone gathers at dragon head to get protection buff
-white circle appears after the explosion (s2 mech), split to avoid hurting each others
-follow up by black circle mech (s2 mech), everyone runs to dragon head again
-in conclusion, gather-split-gather-split
-tanker should provoke during black circle mech and try not to run too far so the dragon won't move that much
-refer fig. 29 - fig. 31
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Split into 3 parts due to word limit.
Fig. 28 will be in part 3 due to attachment limit...
-normal attacks/skills
-bar mech
-bladestorm
-about toads
-hp reduction debuff
-time limit (11 minutes)
Normal attacks and skills :
-there's 4 attacks : stomp/tongue/orb/breath ; and 3 skills : blue (ice), yellow (lightning), purple (poison)
-stomps and breath come up with different skills combination
-ice : frozen after getting hit ; paralysis : reduce 50% speeds after getting hit ; poison : anti heal and confused after getting hit
-tongue attack, anti heal and confused after getting hit
-anti jump orbs, GDN s2 reuse
-refer fig. 16 - fig. 20
Bar mech (dps check) 75%/50%/25%/0% :
-a notice, "Gurk...Gurrk..." will appear ; boss dive underground and come up again at 9 o'clock
-at 75%/50%/25% check, yellow toad is spawned from the center and slowly approaching to the boss, 1 dps is needed to kill it as soon as possible (2 dps may be needed if low damage)
-at 0% check, yellow toad no longer spawned but blue toads will [for toads details please refer to (about toads)]
Bladestorm :
-has a cd around 100s-120s
-starts counting with hp reduction debuff (An unknown sense of coercion presses down upon you)
-first bladestorm trigger at 20s after notice, recommended to wait before breaking second wall
-second bladestorm comes at 60s after entering stage
-following bladestorms will trigger at every 110s-120s
-refer fig.20
*over dps or boss casting skills may delay bladestorm
*my timer is 100s for safeness issue
About toads :
-3 different types (blue/yellow/black)
-blue toads will shoot ice ball with -speed debuff, can be cured
-yellow toads will only spawn in bar mech, slowly approach to boss and team wipe once it reaches
-black toads will spawn after 50%, randomly mark someone and slowly moving to the person; killing it will not get any damages but an explosion which will knock back everyone nearby and forms black mist which is disturbing; not recommended to kill if players are not familiar to the nest
-note that blue toads will spawn more often after 40%, a notice "A swarm of Blur Toadys is being drawn in by Seomje" will appear.
-refer fig.21 - fig.24
HP reduction debuff (permanent) :
-reduces 1% hp every second
-starts after approaching to the wall in pre-stage
-reduces 1.5% hp after 50% (A sense of coercion is worsening)
Time limit : 11 minutes strictly
Remarks :
*healers may focus on controlling cure and heal in this stage since permanent hp reduction is dangerous if players are hit by stomps/breaths, as well as getting slowed by blue toads
*tanker has nothing much to do in this stage since boss cannot be provoked, but tanker may try to collect all the green orbs to keep your teammates safe; and provoking blue toads by hitting them are also a great help to the team especially during bar mech
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Final stage Gust Dragon Jade
-HP reduction debuff (permanent)
-normal attacks
-white/purple signs
-head's up
-white and black circle
-confused lightning
-tornado
-100% free dps 2%
-90% cutscene
-80%/50% pig or assassin
-about servants and ToH
-70%/30% free dps 5%
-40% cutscene
-energy of storm
-spikes
-tracking tornado
-Grrr mech
-10% ToH disable
HP reduction debuff (permanent) :
-reduces 2% hp every second
-reduces 4% hp every second after 90%
Normal attacks :
-claw swipes, left or right
-paw attack, slam his paw
-bites, armor break debuff applied after getting hit
-180 swipe, swipe from the front to the back, usually cast when tanker reposition at the tail (fail tanker)
-breath, jump backward and breath in front,
-double breath, another fan shape breath after the first breath
-shockwave stomp, has a little bit suction effect, recommended to keep a distance
-rasengan, literally a rasengan, charging for few seconds and swipe; armor break debuff applied after getting hit
-tail attack, heads down and stab his tail into the ground, aoe is quite wide
White sign go sides :
-white colour floor can be seen and players should move to the side(they should always dps from sides actually) to avoid getting hit
-usually follow up by a breath, but any attack may be used depend on how the tanker positioned
-refer fig. 25
Purple sign run away :
-purple colour floor can be seen and players should run away immediately
-after few seconds of charging, dragon spins with very high damage (can try to eat once so you know can tank or not)
-refer fig. 26
Head's up :
-dragon heads up and roar for few seconds
-gather to its head or tail
-will swipe either left or right after roaring
-move back to sides after the swipe
-usually follow up by a breath
-refer fig. 27
AD + white black circle :
-dragon will stomp first, and everyone will be binded with AD shake
-one member will be marked and have a protection barrier surrounded (ice dragon mech), everyone gathers at dragon head to get protection buff
-white circle appears after the explosion (s2 mech), split to avoid hurting each others
-follow up by black circle mech (s2 mech), everyone runs to dragon head again
-in conclusion, gather-split-gather-split
-tanker should provoke during black circle mech and try not to run too far so the dragon won't move that much
-refer fig. 29 - fig. 31
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Split into 3 parts due to word limit.
Fig. 28 will be in part 3 due to attachment limit...