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- Unlock Quests: For these difficulty increasing quests. They will be unlocked from a quest in Idyllshire/Azys Lla/etc. Depending on the location of the dungeon. The dungeons will have (Synth) next to their names. Signifying their "Synthetic" nature. Each of the dungeons is actually a simulation found uncovered by Ironworks Hands/etc. Upon studying the device used to allow people to take on these challenges, they realized that the device would synthesize a special resource unknown prior to now.
- == Sastasha (Synth) ==
- A synthesized version of the Sastasha Seagrot. Upscaled in difficulty by Allagan designs. What terrible dangers await in this simulation is one that will likely not be the last. Partake in the ancient knowledge of Allagans, and go forth to uncover the secret resources buried within this ancient device.
- Unlike normal, savage or hard modes. Synth Mode dungeons will not show AoE markers on the ground for any enemy, boss, etc. The only way to tell is by cast bar / name alone. All enemies have a solid circle for a selection indicator, so people will have to know where the enemy is facing to know where they should use their positionals.
- Experience Points will not be gained in Synthetic dungeons, even after a level cap raise. Trash Enemies will respawn after 10 minutes of being killed unless the appropriate boss is killed.
- -- Trash Enemy Groups 1 & 2:
- Upon entering Sastasha Synth, players will immediately notice that the aureliae and bats are slightly shimmering and have different colors. Once attacked, the bats will immediately do a self-circle AoE called "Bat Screech," which will put vuln stacks onto the party. The vuln stacks have no timer, and only are removed upon exiting battle. The aureliae will cast a small line aoe at the tank every now and again. They will however sometimes randomly pick the healer instead to use it on. But will always auto attack the tank.
- Group 2 will have a sahagin and one bat. The bat will immediately use "Bat Screech" like before. The Sahagin will immediately follow with a self-circle "Flood" AoE. This pushes back everyone caught within. It will apply dropsy on top of this knockback.
- -- Switch Indicator:
- Unlike the normal mode. The switch color indicator note is no longer present. Instead, players will notice a strange colored object. This color objected switches between two colors. Later, players will find out that these two colors are NOT where the switch is. Instead, the switch is on the coral color not switched between. However, there will be four colored corals instead of three. So there's a 50% chance that the coral switch chosen is not the correct one. (With the fourth color being yellow. Instead of red, green or blue.)
- -- Large Room 1:
- Trash enemies here will be mixed randomly each run. Sometimes bats will be mixed with crabs, etc. Other times the orobons will be mixed with aureliae or bats. Players must destroy every clam unlike normal mode to allow the colored corals to activate. Instead of enemies being spawned by the clams, the clams will sometimes shoot out a conial AoE and knock back players. Every so often, the water level will rise, disallowing passage between sections of traversible land sections. Enemies can still go through however.
- -- Boss 1:
- The first boss is a Coeurl as per normal. However, its mechanics have changed. Once it does its normal circle aoe, it will then do a ring aoe, then another circle aoe and another ring aoe quickly after. After a few more auto attacks, it will hop to the center and start using a large conial aoe at the tank. It will do this three times in quick succession. Each one of these AoEs also paralyzes.
- After about 50% health two gunners will join the fight dropping down from above. They will start doing line aoes at players that aren't the tank. They won't be targetable until they do their first line aoes. The coeurl will hop to the center once more, and cast a roomwide, also gaining a damage up buff. It will no longer move, and its auto attacks will become ranged. It will still do conial attacks at the tank at random.
- Once at 25% health, the coeurl will jump to one side and do a Wide conial attack. Then it will jump to the opposite side to do another. Then it will jump to the middle and do a self-circle, then a ring, then a self circle then a ring again. It will then do another roomwide and gain a second damage up buff. If it's allowed to get off its next roomwide, the party wipes.
- -- Hallway:
- One group of trash enemies. A gunner and two dogs. The dogs will IMMEDIATELY go after the healer, ignoring the tank, and use small line aoes. Once they do, one will start following normal aggro/enmity, while the other stays on the healer no matter what. The gunner will do random line aoes at a random target.
- -- Captain Madison 1:
- Captain Madison has three adds this time. Two on his sides, and a dog behind him. The dog will go after the healer once engaged, and ignore all aggro/enmity. Captain madison will use an attack that reduces the tank's accuracy permanently until the fight ends (no timer.) (This cleaves now.)
- After both adds are slain, no matter what health Captain Madison is at; captain madison will jump to the center and call down large bombs that havre large AoEs. The center will also have a shield appear so that players can't go inside. Players will have to destroy one bomb.
- Once a bomb is slain, a healer is chained immediately, the bombs explode regardless of their cast bars once a bomb is destroyed (similar to mist dragon's self-circle AoE that gets bigger once all of its adds are killed.) Captain Madison will start moving around the healer at random, the healer all the while has bleed. Players have to destroy the chain for captain madison to come out of his shield. Once he does, he'll rush to the tank, and knock away anyone standing between him and the tank. Captain Madison will chain the healer again, but with no shield every now and again, while also calling down one bomb in a random spot. Until half HP. Once Half HP is achieved, Captain Madison will flee the fight.
- -- Large Room 2:
- Unlike before, the room has now been sectioned off in such a way that gates block certain access. These gates have to be removed by going into certain side rooms, defeating enemies and activating a lever in said rooms. Eventually, players will be led to "The Hole," where normally they would keep some of their captured maidens. There, players will fight of a mini-boss female roegadyn warrior accompanied by two female hyurs. The two female hyurs can use cure and must be slain. They can cast cure on themselves too. Once they are slain, the female roegadyn warrior will jump to the middle and start casting an "Augmented Steel Cyclone." The self-circle aoe will get bigger and bigger. Players have to use a switch located in the back to drop a cargo crate on her to stop this AoE and deal damage. She will be stunned for a short time. Then players must slay the mini boss.
- The mini boss will drop a key to the captain's quarters. Players will then go to the captain's quarters to find a large roegadyn male there. This enemy will not wait, and will immediately chain a healer and bleed them. Chains must be killed, or else the roegadyn male cannot be brought below 1 HP. The male roegadyn will sometimes use a cone aoe at a random target. As well as a self-circle steel cyclone that als oheals his health if it hits. Once defeated, he will drop the Waverider Gate Key.
- -- Captain Madison 2?:
- Once players arrive, the whole room glitches slightly, and captain madison transforms into his posessed form from Sastasha Hard. He will rush at a random player and use his gun attack, which must be dealt with as per hard mode. He will call a group of dogs out at half HP when the room glitches again and he returns to normal. The dogs will ignroe aggro at first and go for the healer with a bunch of line aoes. Once they do it, two will stay on the healer, another will go after a DPS, and the rest will obey normal aggro/enmity. After the adds are slain, Captain Madison drinks a potion to restore health back to 50% and he will jump to the center again. He will start using "Augmented Steel Cyclone," and chain the healer. A lever will also become usable in the dog pen. Using the lever drops a cargo crate on Captain madison, stunning him. Chain will still be present if it's not killed. Get Captain Madison to 25% HP for him to flee once more.
- -- Pier/Docks:
- A lot of glitchy barriers will be present, forcing you to go around into the storage area, to slay trash enemies. More gunners, and healing enemies. Once slain, the barriers will shift and will allow access to even more trash enemies. Sometimes, Sahagin will jump out from the water by the pier to attack players. Once slain again, the barrier to the final boss will lower and players can proceed.
- -- Final Boss: Denn the Orcatoothed?
- Four grated interaction points will be around the field as per normal mode. However, a large circular gating in the middle will also be present. Once the boss is pulled, the four interaction points will immediately start to bubble. After a short time, only one will bubble, and immediately spawn an enemy. The enemy will ignore aggro/enmity and choose a random target.
- After Denn is down to 75% HP, he will jump near the large circular grating in the middle and become untargetable. Four large orbs will appear and tether to the middle. A duty gauge will appear saying "Summoning." Players have to slay all four orbs before the duty gauge fills. Once an orb is destroyed, it does a roomwide damage and puts dropsy on everyone, with no timer. After all four are destroyed, the center grating bursts open and a large Kraken's arm appears. The gauge disappears and re-appears as "Full Swing." Players must defeat the Kraken's Arm.
- Once defeated, it will do "Full Swing," knocking everyone away, including Denn. The kraken's arm will disappear back into the water, and the grating will close. Denn will then do a large conial attack at the healer. If hit, anyone inside will have "Drenched" status applied. Drenched increases damage dealt by dropsy. Every now and again, the four smaller grates will bubble. Like before, a short tiem after, only two will bubble, then spawn enemies right after.
- When Denn reaches 50% HP, he will jump to the middle on the large grate and start casting "Flood" with an increasing AoE size. after two increases, three water orbs appear tethered to Denn. Players must defeat them. Once defeated, the flood aoe will go off. Everyone who is still inside will have "Drenched" applied. Every now and again, after this, the four grates will have bubble effects. A short time after, three will bubble, and then spawn enemies. Denn will randomly go to the center again for Flood, and will stometimes use his large conial attack too.
- At 25% HP, Denn will jump near the center grate and become untargetable. Then, purple-pink orbs will appear at each grate, they will start slowly moving toward the center. The arena will glitch out slightly, and sections will be removed, forcing players not on any solid sections onto nearest solid surface. Players must run into the orbs to stop them from getting to the center. Once enough time has passed, Denn will suddenly sacrifice himself, and Siren will appear from the grate. She will immediately do a roomwide "Seduce" attack. Players too close together will be targeted with a large Water circle aoe as they slowly move toward Siren due to being seduced.
- If survived, Siren will now be the new boss. Every orb the center absorbed will have granted Siren an HP Up Buff. Once Siren hits 50% HP she will go to the center and start casting "Siren's Song." Players will have to interact with the four grates and dive into the water below to avoid this attack. Players will get a "Submerged" debuff that has a timer. When the timer ends, the player is ejected back out. If they are unfortunate enough to be hit by "Siren's Song," they will have a permanent confusion debuff and attack the closest player. Siren will randomly do this roomwide again from here on. Each time it's done, she will get a damage up buff.
- If the boss is not killed, players will not need to start over from Denn, instead Siren will get a default of 4 HP Up buffs when respawning.
- --- REWARDS ---
- 10x Allagan Synthcodes
- No Treasure Coffer
- No Experience Points
- No Enemy Drops
- No Gil from Individual Enemies or Bosses.
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