Good day everyone, and welcome to Shinryu's Domain!
After having our memories rekindled by the Wandering Minstrel
we find ourselves challenged by the god of vengeance once again
but this time, at the peak of his power!
Shinryu's Domain is a mechanically-intensive trial
and as such
his abilities are best explained in a timeline format
alongside what other mechanics are executed at the same time.
But before we begin
it's important to first clarify a few aspects unique to this trial.
In addition to the boss himself
each of Shinryu's wings are also capable of casting spells independently
and in order to keep track of all three entities at once
it's highly recommended to have your enemy list active and easily visible.
And while players will find the starting platform to be largely intact at first
certain tiles will inevitably be damaged as the fight progresses.
Each tile may be damaged no more than once before breaking
and should the central tile be destroyed
the entire platform will collapse.
It'll be up to the players to properly manage which tiles are struck
by placing Shinryu's Tail Slap at desired locations
indicated by a green marker above the targeted player.
Provided the tiles struck were not destroyed
the tail will remain behind for a short period of time
and killing it will deal a significant amount of damage to the boss.
Ideally, players should preserve the tiles closest to Shinryu throughout the fight
which in turn makes maneuvering his other mechanics much more manageable.
It's also important to take note of
the on-screen progress bar, the Corrupted Aether
and Shinryu's exposed weakness, the Worm's Heart.
Shinryu will collect aether over time
and every time the progress bar completes
he will cast one of his Corrupted Aether spells.
If the heart is not destroyed before each cast
the next Corrupted Aether spell will immediately wipe the party.
And finally, due to mechanics that occur in the final phase of the fight
it's important to assign each DPS to a tank or a healer
forming four pairs total.
More specifically
consider assigning melee DPS to tanks
and ranged DPS to healers
in the interest of making stacking easier.
Now then, with all that out of the way
let's get started with the fight proper.
Upon engaging the boss
players should immediately focus the Wyrm's Heart
as Shinryu will quickly begin channeling his first Corrupted Aether spell
Earthen Fury.
A massive raid-wide attack that always destroys the same two arena tiles
and damages three others.
Soon after
Shinryu will quickly refill his gauge to perform Tidal Wave
but not before tethering players of the same role together with Burning Chains.
Be sure to move away from your tethered partner once the chain has formed
and look for the geyser that signals the source of the knockback
and take note that displacement immunity skills such as Tempered Will and Surecast
work well to keep you in place.
At this point
the first green marker for Tail Slap will appear
this time targeting a healer.
To avoid breaking the damaged frontal tiles in our case
the marker is brought to the back of the platform.
Before the tail lands, however
Shinryu will summon three icicles at the back of the arena
that after a short delay
will charge across in straight lines
dealing damage and knocking back any players struck.
Be sure to turn around and finish off Shinryu's Tail
before bringing your attention back to the boss
and as always
keep an eye out for his cast bars in the enemy list
to anticipate one of two upcoming mechanics.
Levinbolt
an ability that deals area damage centered around players
and becomes lethal if placed inside any of the water puddles.
Or Hypernova
a powerful blast that targets a random party member
and must be mitigated by stacking with other players inside a water puddle.
After a short delay
Shinryu will strike the center of the arena with his telegraphed attack Dragonfist
followed by a raid-wide Ice Storm in an attempt to finish off players low on health.
At this point
tanks should position themselves closely in preparation for the first Akh Morn
and all other party members should be ready to move out of Akh Rhai
a pulsing pillar of energy that targets a random player.
Upon filling his gauge once again
Shinryu will cast one of two possible Corrupted Aether spells
each interacting with water puddles differently.
In the case of Hellfire
players must be standing inside one of them to survive the attack.
And in the case of Judgment Bolt
the water puddles must be avoided instead.
Keep in mind, however
that Shinryu will also use Icicles to attempt
knocking players around during this mechanic
so be sure to locate them at the back of the arena
to avoid being knocked into, or out of the puddles.
Following a short delay
the second Tail Slap marker will appear
this time targeting a DPS.
Take note of what undamaged tiles remain
and choose a suitable location to drop it.
Before the tail lands
Shinryu will once again execute Levinbolt
prompting players to spread out in order to avoid overlapping damage.
Watch out for the upcoming Tail Slap
and be mindful of the raid-wide Ice Storm that follows.
At this point
Burning Chains will tether tanks and healers together
and shortly after
Shinryu will mark one healer and one DPS for Earth Breath.
These should be taken to opposite sides of the arena
while the rest of the party remains at the center.
Soon after
the second Akh Morn, and its accompanying Akh Rhai will be cast.
If available, consider using immunities to solo tank Akh Morn
as the following Ice Storm can be particularly dangerous.
Once his gauge has refilled
Shinryu will cast Diamond Dust
coating the arena in Thin Ice.
At the same time
Burning Chains will tether the two healers together.
It is recommended to simply have one of the healers
slide out and back in
to clear this mechanic without major complications.
Up next
four low-health Reiryu minions will descend upon the arena
these must be healed back to full health before they finish channeling their spells
or each remaining Reiryu will deal significant damage to the entire raid.
In the mean time
the third and final Tail Slap marker should make its way to one of the tanks.
Remember to take the current state of the arena into consideration
and give preference to preserving the frontal and middle tiles.
Once the tail has been dealt with
the third and most troublesome Akh Morn will be executed
alongside a rogue set of Icicles.
If available, tank immunities are highly recommended
to bypass this particular set of mechanics.
With his gauge filled once again
Shinryu will proceed to execute Aerial Blast
slowly knocking players away from the center
and culminating with a powerful knockback at the end of the cast.
At the same time
all four DPS will be tethered together with Burning Chains
so plan your escape route accordingly.
After another brief delay
one DPS and one healer will be once again marked for Earth Breath.
These marked players should proceed to the edges of the arena just like before
or the Ice Storm that follows is sure to cause problems to the party.
At this point, Shinryu will take to the skies
and after a short time, proceed to dive across the center
before landing once again.
Upon his return
players should be ready to either spread out for Levinbolt
or stack inside a water puddle for Hypernova
followed by one final Akh Morn and Akh Rhai.
And with his bar filled one last time
Shinryu will begin channeling Tidal Wave once again
but before running towards the geyser
players should spread out to avoid overlapping damage from the Levinbolt
that occurs at the same time.
Following the knockback from Tidal Wave, or upon reaching 44% health
Shinryu will imprison all players with Dark Matter
prompting the end of Phase 1.
To clear the Active Time Maneuver comfortably
players should be ready to repeatedly hit at least two keys at once
such as left-mouse click and spacebar
or you might find it to be...
a fairly close call.
Phase 2 begins with the party being propelled into a new arena even higher above
and after a brief delay
Shinryu himself will follow suit.
Players must brace themselves at the edge of the platform
so that the landing impact knocks them into the next one.
Shortly after
the party will be met with the first wave of Shinryu's minions
each landing at their respective impact zone.
The main tank should quickly establish aggro on the Hakkinryu spawning in the center
and use a cooldown to mitigate its Death Sentence.
The second wave functions similarly
but this time including two Hakkinryu minions.
As before
have the main tank pick up the one at the center
and the off-tank pick up the one at the edge.
In the third wave, however
players must place meteors manually
and preferably as close to the edges as possible
to minimize incoming damage.
Thankfully, this time there will be no Hakkinryus present.
Once all minions have been defeated
healers should use their defensive spells
to mitigate the upcoming raid-wide Protostar
which deals damage depending on how long the party took to clear the minion phase.
At this point
players must position themselves close to, but not inside
the indicated blue impact zone
as Shinryu will extend his tail and invite players to return to the main platform.
The party must be sure to sprint past his tail together
as the boss will attempt to stun players with a barrage of green lasers
and those who fall behind are likely to be struck.
Phase 3 begins once Shinryu retracts his tail
and his first mechanic to watch out for
is Tera Slash
a powerful attack that deals heavy damage to the main tank and applies vulnerability
prompting an immediate tank swap.
Tera Slash will always critically hit
meaning Awareness is extremely useful to mitigate its damage.
The party markers we set up at the beginning of the fight
will come in handy at this point.
Shinryu will tether all players with Burning Chains
and mark each DPS with Atomic Ray, a stacking mechanic.
Once the chains have formed
each pair should run to their assigned spot
breaking their respective tethers
and satisfying the stacking condition for Atomic Ray at the same time.
At this point
Shinryu will cast Ice Storm
which now has the added effect of freezing stationary players
and combine it with either a delayed Levinbolt or Hypernova.
In the case of Levinbolt
players must keep moving around the same spot to avoid being frozen
and once Levinbolt has finished casting
move away from their previous locations.
On the other hand, if Hypernova is being cast
players must remain still and be frozen on purpose
as it prevents the upcoming fire damage from becoming lethal.
Up next, Shinryu will cast one of two possible abilities.
Benighting Breath
an extremely wide attack that shouldn't be difficult to avoid
if players remain close to the boss.
Or Wyrmwail
where players must collapse to the very center of the arena
and under the boss to avoid being struck
and quickly move back out once the cast has finished.
Before proceeding any further
Shinryu will target the current main tank with the next Tera Slash
and shortly after
a new set of Reiryu minions will appear
functioning exactly like the ones from Phase 1.
After a moderate delay, these mechanics will repeat
but upon reaching 22% health
blue spring pads should appear around the arena
allowing the party to ride on top of Shinryu.
Upon landing
players will find both wings to be casting spells
which should be focused down before each cast completes.
If you haven't yet
using your Limit Break here is highly recommended.
Once the wings have been destroyed
simply jump back down to the platform
and deliver the final blow to the god of vengeance!
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