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Carnivale 26-29

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Dec 11th, 2019
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  1. Total list of Spells to bring: Plaincracker, Sardine, Pom Cure, Exuviation, Snort, 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 center. 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.
  8. 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.
  9. 2nd mechanic, Typhon drops 6 bombs at the edge of the arna, 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.
  10. 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.
  11. Rinse and repeat until Typhon is dead.
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  13. 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.
  14. 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.
  15. Next he casts Necrobane. Stay out of it until he casts Mega Death, then stand in it until it goes off. Get out afterwards.
  16. Then he summons 4 zombies around the arena. Burn them. After this he casts Necrophage again, then Funeral Pyre. DO NOT BE IN THE NECROPHAGE.
  17. 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 pahse, 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.
  18. After this he will spawn 2 Gravekeeper adds, these can be kited and burned down safely as he casts 2 Necrobanes.
  19. After all of this, it's just a rinse repeat of Necrobane > Doom > Pyre/Death > Brainstorm, burn his ass down.
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  21. 29 - 1 : BE HEALER MIMIC, BRING EXUVIATION, SARDINE, A WIND SPELL AND A THUNDER SPELL. Silence Fluid Swing, this is a knockback and mad damage. Worst comes to worst, be hit towards the middle. Pyretic is 3 seconds of DON'T MOVE followed by a Fire II AoE. You have time to get out, trust. Sea of Flames is 2 Ifrit Eruptions. Pllar of Flame is Ifrit tings, an in and an out or an out and an in. Sometimes it'll be one safe zone, be aware. Rush is DISTANCE BACED damage, run away. Flare Star is just get to the edge, then deal with extra line AoEs. Pretty self explanatory, it's mostly execution.
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  23. 29 - 2 : Silence Fluid Swing. Protean Wave is unmarked thin cones in front of him, run around him and they'll miss, but it barely hurts, you can just tank it. Throttle is a no-tell move that gives you doom. Exuviation this off. Ferrofluid is magnets, just be at edge if opposite, under him if same. Fluid Ball is 2 circle AoEs on you marked VERY shortly, be running when the cast bar is finished. Watery Grasp summons two hand adds you can kite around, but BE AWARE HE WILL CAST FLUID SWING WHILE THEY'RE OUT. Also mostly execution.
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