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- == Wanderer's Palace (Hard) ==
- ...STABBY STABBY!
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- Trash Mobs
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- Trash mobs are pretty much avoid AOEs, tank grabs them all, etc. However, after the first boss, there will be groups inside "Sacred Standards," pull these groups outside the standards, or else the trash mobs will not be damaged much, and will deal a lot of damage to the tank. (If it wasn't patched, you can also attack the Sacred Standards without aggro'ing any of the groups. Make sure you kill all the mobs, tonberries will be saved usually when you do.)
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- First Boss
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- The first boss pretty much uses its same rotation over and over again throughout the entire fight. It will randomly buff itself with "Sprint" (Which looks like Haste Cast) and will turn to someone and rush at them. It will also randomly throw circle AOEs at non-tanks, and whenever it yells "Burn!" It will throw a spear down. DPS need to kill any spawned spears, or else the entire party gets stacks of... well, "Burn" for 8-10 seconds.
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- Second Boss
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- The second boss is probably the hardest of the dungeon, especially for a healer. From my run, I was able to discern what each standard/totem does:
- ??? = Fire Resist Down. (Never pick up more than one)
- ??? = Toad (Healer shouldn't pick this up unless already under Toad)
- ??? = Damage Up (Does not stack)
- ??? = Slow (Tank or melee should get these if possible)
- Failing to remove all "Damage Up" standards before "Standard Retrieval" skill completes, will grant the boss one stack of "Damage Up." If the boss gets 4+ Stacks, it's pretty much safer to wipe than continue. It will randomly use a fire skill on someone as well, whoever the boss targets, shouldn't be near other players when used. The above four types of totems change each run.
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- Final Boss
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- The final boss is actually strangely simple, in comparison to the second boss, but hard for tanks and healers. When the boss is first pulled, you must simply just DPS the boss. After a while, it will start summoning "Sacred Standards" DO NOT kill these, it will just force the boss to summon more. Keep the boss outside of the Sacred Standard AOEs, other party members will be fine inside these standards, they don't DOT or anything. After another while has passed, the boss will start summoning "Sacred Orders" that link to the boss, kill these as soon as possible, they take way, way less time to kill than Sacred Standards, and rightly so. During this time, the boss will also randomly pick a person and have "Rotting Lungs" on them. Do NOT be near other players when a similarly named "Rotting Gas" is cast, because you will hit other players with the same sized aoe around you. All the while, Doom will be cast on a random person, the healer must heal this person to maximum HP to remove doom. Soon after, the boss will summon additional monsters, like the boss, these additional monsters should stay out of Sacred Standards, and should be killed by DPS (The tank should NOT attempt to aggro these. Because at this time, the tank usually is too far away from them anyway.) After adds will spawn, it's just a matter of killing Sacred Orders, keeping the boss out of Sacred Standards until it dies.
- Enjoy the hilarious "Victory" Cutscene.
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