Drowning Deeps
By: Shadovv
Guidance Video by Licod Games
Hard Mode Information by vitarena
Corrections by Hæt
As the people of Yurido Village strived to rebuild their homes and their lives, the nearby Amethyst Shore seemed to offer a wide horizon of hope and opportunity-for fishing, for trade, for travel and exploration away from the vicious Volkami. These dreams were quickly dashed along the rocky shore, and with every fishing vessel or ship that pushed out into the waves. Something strong and powerful lived within the deeps, something… that liked to sing.
Ogarak:
HP: 80,682,000 (Normal) / 237,300,000 (Hard)
Enrage: 8:00
CC Bars: 2x
Attack Pattern:
- Wide 180 degree frontal sweep, blockable.
- Two AoE spins, second hit has larger range and knocks down, both are blockable.
- Linear lightning thrust, unblockable and knocks back.
- Very fast linear wide frontal knee, blockable and dazes.
- One of the following:
- Cross lightning slam, unblockable.
- Single target uppercut, blockable and inflicts aerial.
- Fast linear downward slam, unblockable and knocks down.
All his attacks inflict the “Thunder Spirit” debuff. After two full rotations before reaching a mechanic phase, he will grab the tank which cannot be iframed, and absorb their debuff, and gain a permanent stack of “Enhanced Attack Power” that will increase his damage and stacks up to 10 times.
This boss is stationary; if the tank is too far, he will drop lightning at the three times which does a lot of damage.
Electrified Water (70%/30% Normal | 90%/60%/30% Hard):
The boss will jump to one of the four shells at the 12/3/6/9 o’clock positions and flood the entire room with an electrical water except for that shell the boss landed on. Standing on the electrical water applies the “Electric Current” debuff that will instantly kill you on 50 stacks in only Hard, but if you are standing on the safe zone, you will gain the “Safe Zone” buff that prevents you from gaining Electric Current stacks.
The boss will then do two blockable AoE spins with knockdown on the second hit and then grab the tank. He must be 2x CC’d here, or else the tank will take significant damage and then cast 5 unblockable field-wide AoE lightning strikes in Normal, or wipe the party in Hard. Do not Daze Second Wind or Knockback Get-Up.
Afterwards, the boss will jump to the shell at the opposite side of the room; if the boss was CC’d the tank will gain a mobile dome that allows the party to safely traverse the electrified water, although classes with high mobility can reach the boss without accumulating too many stacks. As the party is moving, the boss will be throwing four electric orbs twice, although this will be blocked by the barrier, along with stalagmites falling from the ceiling that will knock down. The boss will then repeat his two blockable AoE knockdown spins and grab the tank.
The boss will jump back to the first shell, and this time he will stomp the ground five times, creating shockwaves that must be jumped over. He will then try to execute his five AoE lightning strikes which must be CC’d. Afterwards, the electrified water will disappear, and the boss will jump back to the middle and resume his attack rotation.
Bomak:
HP: 82,688,000 (Normal) / 243,200,000 (Hard)
Enrage: 8:00
CC Bars: 2x
Attack Pattern:
- Large AoE shoulder drop, blockable and aerials.
- Double 180 degree frontal claw swipes, blockable.
- Linear frontal ground slam, unblockable and aerials.
- Double 180 degree frontal claw swipes.
- Linear frontal water breath, unblockable.
- (Hard only) Attempts to grab the tank with his mouth, if successful he spits them out in front of him which knocks down, unblockable.
- One of the following:
- Linear rear tail slam, unblockable.
- Linear fin slam on both sides, unblockable.
If the tank is too far, he will jump at them creating an unblockable AoE that aerials.
If the tank gets knocked into the air, he will grab them and piledrive them into the ground.
Bombardier (70%/30% Normal | 90%/60%/30% Hard):
A message warns “Hey! Over here!” and a Bombardier, a Yutay carrying a large bomb, will appear in one of the eight crevices. After a moment, it will try to rush the tank, self-destruct in an unblockable AoE which is instant death in Hard Mode, and drop the bomb where it exploded. One person needs to hit the add and lure it away from the party so the bomb is deposited in an isolated corner. The bomb will explode after 25 seconds.
Once the add explodes, a message warns “Bomak unleashes a Primal Attack” and the boss will stop whatever he is doing and unleash a very fast field-wide unblockable AoE roar that stuns. He will do a large AoE shoulder drop, then jump toward the furthest person (should be where the bomb is at) creating an unblockable AoE slam that aerials and piledrives, and shoot five unblockable projectiles that knock back. It is important to iframe the slam and not get piledriven as to not delay the attacks. The AoE slam toward the next farthest person (away from the bomb) and projectiles are repeated again; the bomb should start counting down from 10 to 0 here.
Then, the boss will shoot a small AoE slime at the furthest person (must be where the bomb is at), which does little damage and applies a 3 second root and will disable the bomb. If the bomb explodes, it will do massive damage and heal the boss by 20% of his HP in Normal, or wipe the party in Hard. The boss will then do an unblockable field-wide AoE slam that must be 2x CC’d, else this will wipe the party in Hard, before resuming his attack patterns.
Numok:
HP: 170,714,000 (Normal) / 502,100,000 (Hard)
Enrage: 7:00
CC Bars: 2x
Attack Pattern:
- Double 180 degree frontal swipes, blockable.
- Linear frontal tentacle slam, very large range, unblockable and aerials.
- Double 180 degree frontal swipes.
- Double 280 degree frontal tentacle swipes with a blind spot on the back, then two AoE spins with larger range and knockback on the second hit, all blockable.
- 180 degree frontal swipe, then two 270 degree room-wide swipes that knocks back on both hits, all unblockable. The 90 degree safe zone behind the boss is determined by which arm the boss uses on the first 180 degree swipe; if he swings with his left arm then the rear right zone is the safe spot, and if he swings with his right arm then the rear left zone is the safe spot.
- Linear frontal tentacle slam.
This boss is stationary, although he can be grabbed and moved; if the tank is too far, the boss will try to grab them and drag them underground with his tentacles and slam them next to him.
Ink Poison:
If the boss does three full attack rotations before a mechanic phase, a message warns “Numok is looking for a target to kill” and the boss will mark the farthest person, Phantom Grip them next to him and trap them in a bubble that disables all their actions. He will then squirt ink that covers the entire field but an 8 meter zone around him, then do an unblockable/uniframable field-wide AoE slam that knocks everyone except the marker toward the edges of the room. Standing in the ink zone will apply the “Ink Poison” debuff that instantly kills you on 20 stacks and lasts 20 seconds as well as the “Block Approach Skills” debuff for 1 second. The boss will do another unblockable/uniframable field-wide AoE ink squirt that applies the “Inky View” debuff on everyone, causing black ink to obstruct large parts of their view for 5 seconds.
The boss will then release two field-wide AoE shockwaves that can be jumped over, before doing an unblockable 180 degree cleave at the marker which will do massive damage in Normal or instantly kill them in Hard if not interrupted by 2x CC. The boss will resume his attack rotation, and the Ink Poison zone will disappear after one full rotation.
Ink Globes (80%/40% Normal | 90%/60%/30% Hard):
At the start of the phase, the boss will dig his tentacles underground and shoot 6 unblockable AoEs that aerial in random spots five times. He will then jump to the farthest person, creating an unblockable AoE slam, and a message warns “Numok is conjuring an Ink Bubble” where he marks the three farthest people from him and shoot three Ink Bubbles at them in order of farthest to closest marker, leaving a puddle that deals lots of damage. Puddles should ideally be put down in a line toward the 3 o’clock area so that they don’t hinder the party. The tank should ideally get marked for this so there are enough non-markers aid in the mechanic below.
The boss will dash to the middle and do a field-wide shockwave that can be jumped over, then dive underground and become unattackable. The Ink Bubbles left behind by the markers will start traveling while bouncing up and down and bounce back on hitting the wall. During this the boss will appear below the markers one-by-one in order of farthest to closest marker, grab them and chomp them, spit them out, and dive back underground until all the markers have been chomped.
The non-markers (excluding the tank) and the farthest marker after they’ve been chomped must use Block/Counter/Parry/Deflect skills on the Ink Globes to dispel them. If you are hit by the Globe, you will be knocked down and receive Inky View. As the globes are bouncing up and down and not traveling in a straight line, the blockers must be standing in the Globe’s landing zone and use their block just before it lands. The blockers will gain the “Ink Bubble” buff which will permanently trap them in an air bubble and disable all their actions after 10 seconds which is needed for the next part of the mechanic. If any of the markers block the Globes before they are chomped, the Ink Bubble will be removed and do massive damage in Normal Mode or instantly kill them in Hard Mode. The chomp also has a small AoE, so markers need to stay away from others before they’re chomped.
Everyone must then head to the 3 o’clock position before the boss has chomped the final marker. After chomping the final marker, the boss will dash to the center and a message warns “Numok is looking for a target to kill” and mark the closest person (should be the tank), then do a field-wide blockable AoE shout that stuns while absorbing any leftover Ink Globes. If he absorbs any, a message warns “Numok absorbs Ink and grows stronger” and the boss will heal 5% of his max HP and gain a stack of “Enhanced Attack Power” that increases his damage, in Hard Mode he will wipe the party on absorbing two Globes.
The boss will switch his aggro onto the marker and will then be doing double swipes, linear tentacle slams that aerial, and field-wide AoEs that apply Inky View at random, during this the boss will create four 270 degree ink zones that will pop Ink Bubble and do massive damage to them in Normal Mode or instantly kill them in Hard Mode, but does no damage to anyone else, with the safe zone starting at the marker’s position. These zones are directed by the marker, similar to Raven King’s mechanic, and the safe zone will constantly rotate 90 degree counterclockwise. The marker must move 90 degrees clockwise around the boss after each AoE so that the safe zone will stay in place, and has 5 seconds to move before each shift.
After the ink zones, the boss will do a field-wide unblockable/uniframable vacuum, into a field-wide unblockable/uniframable AoE slam that will knock back everyone toward the edges of the room and knock them down or wallbang the edge. The slam will pop Ink Bubble, but no damage is incurred and they will not get knocked back. The boss will then try to create a large ink bubble and absorb it, healing him by 30% of his max HP in Normal or wiping the party in Hard. The people who just had their Ink Bubble removed must 2x CC the boss, if successful he will instead injure himself by 10% of his max HP, and will resume normal patterns.
If the Ink Bubbles are lost, it is still possible to CC the boss:
- All classes have the mobility to quickly make it back to the boss from the edge and help CC, using SS, targetless Q/E, and approach skills.
- Blade Master’s Winged Protector or Blade Dancer’s Maelstrom can prevent the knockdown/wallbang, skipping over the get-up action and allow the party to rush back to the boss more quickly.
- Landmark CCs such as Force Master’s Heatwave and Assassin’s Landmine can be planted before the knockback, and detonated after without the need to rush back to the boss.
- Destroyer’s Fury can iframe the knockback.
- Self-aerial abilities such as Force Master’s Frost Burst and Gunslinger’s Skystone, when casted between the vacuum and the slam, can also avoid the knockback.
- Summoner’s Cats and Warlock’s Thralls are completely unaffected by the knockback.
Ink Globe (Post 40% Normal | Post 30% Hard):
After the final phase, the boss’s rotation is now reduced to swipes and tentacle slams. After some time, he will do his tentacle dig attack, shoot one Ink Globe at the farthest person, and release a shockwave to trigger the globe, then resume his normal attacks.
Some time after spawning three globes, he will release his stun shout while absorbing any leftover globes, then do his vacuum into knockback slam and try to heal.
He will repeat these actions for the remainder of the fight.
Rewards:
Hellion Belt
The final boss has a chance to drop the legendary Hellion Belt. This can be upgraded into the PvP Skybreaker Belt or PvE Horizon Belt. Hard Mode also has an extremely rare chance to drop the Hellion Belt Chest which is a tradeable chest containing the Hellion Belt and uses a key from Cold Storage to open. You can also buy the belt from Coin Exchange Merchant Junsorei in most towns for 200 Hellion Cores, which also requires the Numok 10-kill achievement.
The PvP Skybreaker:
- Receiving damage grants the “Skybreaker” buff for 6 seconds, healing 2,000/2,500/3,000/4,000 HP per second (12,000/15,000/18,000/24,000 HP total) and increases Recovery by 1,000/1,250/1,500/2,000, PvP Attack Power by 100/125/150/200, and PvP Defense by 100/125/150/200 at Stage 1-3, 4-6, 7-9, and 10 respectively. When the buff expires, the user gains a 30 second debuff that prevents them from receiving the Skybreaker buff again.
- Passively increases Critical Defense by 250/350/450/600.
The PvE Horizon:
- Receiving damage grants the “Horizon” buff for 9 seconds, healing 1,000/1,500/2,000/2,500 HP per second (9,000/13,500/18,000/22,500 HP total) and increases Recovery by 500/750/1,000/1,500 and Boss Defense by 200/250/300/400 at Stage 1-3, 4-6, 7-9, and 10 respectively. When the buff expires, the user gains a 30 second debuff that prevents them from receiving the Horizon buff again.
Sea Glass & Blood Pearl
Many of these are needed to upgrade the Exalted/Storm Dragon weapon. Many of these are needed to upgrade the Exalted/Storm Dragon weapon. Sea Glass is also used to purchase a Heptagonal Obsidian from Yoola at the Emperor’s Tomb in Solak along with an Imperial’s Mark from Ransacked Treasury. Blood Pearl is also used to upgrade the Dragon/Tiger Soul.
Silver Scale
Similar to Blackstones, Silver Scales are used to upgrade the Aransu Weapon Stage 6-9, Hellion Belt, Necklace, and Bracelet, and Imperial Ring, as well as using 25 to buy an Aransu Elemental Prism from Coin Exchange Merchant Junsorei in most towns along with 250 Hellion Cores and 100 Gold to upgrade a Faded Aransu Necklace into a Temple of Eluvium/Scion’s Keep Necklace. The daily quest of this dungeon gives Fragments, 10 of which can be combined into a single Scale.
Hellion Core
The final boss drops a chest containing this item. On Normal, the chest contains 1 with a chance for an additional 5; on Hard the chest contains 2 with a chance for an additional 10.
200 Hellion Cores can be traded to Coin Exchange Merchant Junsorei in most towns. The accessory also requires having the 10-kill achievement of its respective boss.
250 Hellion Cores along with 25 Blackstones and 100 Gold can be used to purchase a Khanda Vihar Elemental Prism from Junsorei to upgrade a Faded Raven Accessory into a Skybreak Spire accessory.
The same amount of items but with 25 Silver Scales instead of Blackstones can be used to purchase an Aransu Prism to upgrade a Faded Aransu Necklace into a Temple of Eluvium/Scion’s Keep Necklace.
Forgotten Hive Queen’s Soul Shield Chest
Hard Mode can drop this chest which contains a random piece of the Temple of Eluvium/Scion’s Keep Soul Shield.
Faded Aransu Necklace:
Hard Mode can drop this necklace. It can be upgraded along with an Aransu Elemental Prism sold by Coin Exchange Merchant Junsorei in most towns for 250 Hellion Cores, 25 Silver Scales, and 100 Gold to upgrade this earring into a Temple of Eluvium/Scion’s Keep Necklace of the prism’s element.
Merchant of Wonders
Hard difficulty has a chance to spawn the Merchant of Wonders Shin Gihye, who sells 8 items that range from common drops (e.g. Blood Pearls, Silver Scale Fragments) to cosmetics to extremely rare and/or hard to acquire upgrade materials (e.g. Premium Transformation Stones, Sacred Vials, Heptagonal/Octagonal Gems, Divine Grace Stone), often at generous gold prices. Only one item can be bought from her shop, and her wares always randomize with each appearance.