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Carnivale 26-29 finished edition

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Dec 11th, 2019
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  1. Total list of Spells to bring: Plaincracker, Sardine, Pom Cure, Exuviation, Snort, Diamondback, Water Cannon, Any AoE Fire (Fire Angon recommended), any Single Target Wind (Sonic Boom recommended), any Single Target Thunder (Reflux Recommended)
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  3. 26 - 1 : BE HEALER MIMIC, BRING PLAINCRACKER (for speed in second act), SARDINE, POM CURE AND EXUVIATION. Eerie Soundwave away the buff (Alternate Plumage). Silence Caber Toss. Burn and heal through the rest.
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  5. 26 - 2 : Eerie Soundwave away the buff (Instinct). Bait Void Thunder II to sides, stay away from resulting clouds. They move towards you until they hit you or ring, keep eyes on them. Big warning arrow above your head is massive knockback (Dad Joke), be hit into centre. Exuvation through Void Thunder III. Burn and heal through rest.
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  7. 27 : BRING SNORT AND WATER CANNON. Stance doesn't matter. Typhon does not move.
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  9. 1st mechanic, Typhon drops 6 bombs around him, and a big one at the edge, in line with a random bomb. Snort the small bomb away, and be in line with big one. He will snort all the bombs away, then they explode. IF ANY BOMB OR FIREBALL HITS THE BIG BOMB, YOU LOSE. Water Cannon spam the big bomb down, use Primal skills to speed up process. The DPS check is tight. Typhon then does 2 Fireballs. The bomb will explode on its own soon after.
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  11. 2nd mechanic, Typhon drops 6 bombs at the edge of the arena, and a big one next to him. He then does a cone snort in front of him (directed at you). There are two safe zones from the bombs, just stay there and avoid blast. ASAP start burning the big bomb again. Typhon then does 3 fireballs.
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  13. 3rd mechanic, Typhon drops 4 groups of 2 bombs around the arena. Get behind a group (but not too close because angles) and wait for his first snort. He also does a second, backwards snort. Use your own snort to push the bombs at him, and watch the damage fly.
  14. Rinse and repeat until Typhon is dead.
  15.  
  16. 28: BE HEALER MIMIC, BRING SARDINE, A SINGLE TARGET SPELL THAT ISN'T FIRE, AN AOE FIRE SPELL AND POM CURE. He resists Fire. Silence Cackle.
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  18. First he casts Doom Impending, just be at full health as it goes off and you're fine. Second he summons a group of zombies, two of which have Death Throes (Bind). Burn them ASAP.
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  20. Next he casts Necrobane. Stay out of it until he casts Mega Death, then stand in it until it goes off. Get out afterwards.
  21. Then he summons 4 zombies around the arena. Burn them. After this he casts Necrobane again, then Funeral Pyre. DO NOT BE IN THE NECROBANE.
  22.  
  23. After this, he summons 4 Giant Zombies around the edge. Burn them ASAP, as they will plunge onto you and start autoing the shit out of you. He will cast Brainstorm during this add phase, this gives a random facing march debuff to you, which when it runs out, you will run in that direction for 2 seconds. He will then fill the room with AOEs. Find the safe spot, and face your march towards it while being in the middle, or slightly closer.
  24.  
  25. After this he will spawn 2 Gravekeeper adds, these can be kited and burned down safely as he casts 2 Necrobanes.
  26.  
  27. After all of this, it's just a rinse repeat of Necrobane > Doom > Pyre/Death > Brainstorm, burn his ass down.
  28.  
  29. 29 - 1 : BE HEALER MIMIC, BRING EXUVIATION, SARDINE, DIAMONDBACK, A WIND SPELL AND A THUNDER SPELL. He resists Fire. Silence Fluid Swing, this is a knockback and mad damage. Worst comes to worst, be hit towards the middle.
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  31. Pyretic is 3 seconds of DON'T MOVE followed by a Fire II AoE. DON'T BE GREEDY WITH THIS CAST, IT TICKS MULTIPLE TIMES A SECOND FOR ~6K DAMAGE EACH TICK. You have time to get out of the AoE, trust.
  32.  
  33. Sea of Flames is 2 Ifrit Eruptions.
  34.  
  35. Pllar of Flame is Ifrit tings, an in and an out or an out and an in.
  36.  
  37. Rush is DISTANCE BACED damage, run away.
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  39. Flare Star is just get to the edge, then deal with 3 extra line AoEs three times while dealing with other mechanics (Fluid Swing > Pillar of Fire > Rush), but DO NOT WALK INTO THE FIRE TORNADOES. The safe zone for Pillar of Fire is always opposite the middle tornado.
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  41. After the tornadoes die, he'll cast a Pillar of Flame with ONE safe zone, be aware.
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  43. After this it repeats from the top. Rinse until dead.
  44.  
  45. 29 - 2 : Silence Fluid Swing. Protean Wave is unmarked thin cones in front of him, run around him and they'll miss. The first wave is a massive pushback and will kill you, the second one can be tanked.
  46.  
  47. Throttle is a no-tell move that gives you doom. Exuviation this off.
  48.  
  49. Fluid Ball is 2 circle AoEs on you telegraphed VERY shortly, be running when the cast bar is finished. It acts like Eruption with no telegraph.
  50.  
  51. Ferrofluid is magnets, just be at edge if opposite, under him in the middle of the arena if same.
  52.  
  53. At ~70% health, he'll cast Watery Grasp, which summons two hand adds you can heavy and kite around, but BE AWARE HE WILL CAST FLUID SWING WHILE THEY'RE OUT. The smaller hand will start draining your MP after a while, so murder judiciously. Kill both hands ASAP before BIG SPLASH, which you need to DIAMONDBACK to survive. You also need >5K health, as each splash will still do ~1K, and he will do autos afterwards. He spawns no more adds after this.
  54.  
  55. He will then cast Cascade after Big Splash, which is a small raidwide which spawns 3 water tornadoes, which all use their own version of Protean Wave, which is wider. Think back to last act, but it's cones instead of lines. NB: When a tornado dies, you roll to learn Protean Wave. I got it first time.
  56.  
  57. After the add phase it's rinse and repeat. Cascade, tornadoes, then Big Splash. Repeat until dead.
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