Boss 1
Pathways:
Leading up to the minibosses are multiple mobs that are quite dangerous.
- Warlock Spirits: Usually appearing in threes, these enemies use standard Warlock attacks and can summon Thralls.
- Eluvium Sentinel: These are similar to the Granite Titan from Naryu Sanctum, and will periodically use Unleashed Fiery Punch and attack the five closest people. Unlike in Naryu Sanctum, the Reverse Spirit debuff caused by the aforementioned punches only needs 3 stacks to instantly kill, but only lasts 5 seconds.
Minibosses
Ken and Gen:
Ken HP: 59,500,000
Gen HP: 68,600,000
Enrage: 4:50
CC Bars: 6x
The first miniboss you will face is the gold and silver twins on a map shaped like this. Attack patterns are the same as Sogun’s Lament.
When engaged, the gold baby will jump to the 10:00 circle and the silver baby will jump to the 2:00 circle; send a tank to each baby. A gold dummy will spawn slightly to the west of the silver baby, and two silver dummies will spawn directly north of the 6:00 circle. As soon as the gold dummy spawns, it should be double CC’d, grabbed and taken to the two silver dummies. Kill these three dummies as fast as possible, otherwise they will use projectile volleys which deal massive damage and ignore iframes projectile resistances, and can wipe majority of the raid if left unchecked. Once they’re dead, go to the babies and DPS them down.
The babies will periodically roar and grant “Golden/Silver Deva Strength” increasing Attack Power by 30% of themselves and the players around them. Three stacks gives them extremely high defense, just like Sogun’s Lament, and instantly kill players but they should die before this becomes a problem.
Once the dummies are dead, everyone should go to the gold baby and kill it, as it roars first and gives an ap buff to everyone. Once the gold baby is at one HP, move to the silver baby and kill it, once both babies are at 1 HP they will die.
If you 6x knockdown one of the babies, it will lose its stacks and jump counterclockwise, and resummon their colored dummies, but they should die before they gain max stacks.
Iruga:
HP: 87,300,000
Enrage: 3:00
CC Bars: Immune
This is a fairly simple fight. Iruga’s basic attack pattern is the same here as in Sogun’s Lament. At 60% he will jump to the center and create an electric field around himself dealing heavy damage, and spawn 5 adds around him, 2 blue, 2 green and 1 red add. Blue adds must be 2x stunned, green adds must be 2x knocked down, and red adds must be 2x dazed. During this time, he will throw a lightning bolt at 3 random people. If all the adds are not dead by the third lightning bolt, Iruga will enrage and wipe the raid. Assign people to kill adds at specific positions. All adds require 2x of the same CC.
Boss: Twin Asuras
Frozen Asura HP: 338,500,000
Flaming Asura HP: 318,300,000
Enrage: 10:40
CC Bars: Immune
Roles: Melee Tank, Ranged Tank, 6 Healers, 2 Keepers
The fight is similar to Moyun and Shuna from Skybreak Spire, with the team split in half on each side, and an instakill zone between them. Flaming Asura will need ranged tank, and Frozen Asura will need a melee tank.
NOTES FOR RAID LEADER:
If you only have one Soul Fighter for the raid, make sure to move the second tank into the Soul Fighter’s party when the flowers are spawned. When the Asuras switch positions, move the tanks and keepers into the party that is on their current side of the arena, should be a simple swap.
Attack Patterns
Frozen Asura:
The attack pattern is the exact same as Asura from Sogun’s Lament, without the spins. Go into the Hongmoon Training Room to practice.
If the tank stands 5 meters or farther, Frozen Asura will drop a 10 meter damaging frost puddle under him that deals massive damage and likely kill all the melees.
Flaming Asura:
Fissure -> Cross Flame -> Projectiles -> Swords
If the tank stands 10 meters or close, Flame Asura will drop a 10 meter damaging flame puddle under him that deals massive damage and likely kill all the melees.
Fissure: Throws a linear flame wave, easy to avoid, just sidestep
Cross Flame: Throws flame waves in a cross formation, also easy to avoid by tank sidestepping, but DPS must be careful to not get hit by both, as it does heavy damage.
Projectiles:
Asura will shoot several projectiles at the tank, can be shielded with projectile resist skills or tanked and lifestealed through.
Fire Swords
The most dangerous attack, will drop 3 fire swords on the tank with persistent AOEs. Tank should stand 16m away at all times so this attack does not hit the DPS, DPS should watch out for these AOEs at all times.
Flame and Frost Globes:
After thirty seconds into the fight, a message warns “The Flaming and Frozen Asuras conjure Flame and Frost Globes” and red and blue orbs will spawn randomly in the black circles above, and move towards the Asura on that side. If they touch Asura, that Asura gains a permanent stack of “Absorb Orb”; 3 stacks will cause it to enrage and wipe the raid. The orbs location, color and order is completely random.
These orbs can be blocked/countered/parried/deflected, which will give 2 Heat/Frost stacks. These stacks can be shared; if the person blocking is alone they will get 2 stacks, if someone else is near them, each will get 1 stack. There is a delay between blocking the orb and getting stacks, so you can block and Backstep towards someone to share the stacks with them.
After blocking an orb, the Asura on your side will shoot a projectile at you, so use an iframe to prevent the damage.
At 3 stacks, the Heat/Frost buff will transform.
x3 ->
x3 ->
Each stack of Heat/Frost buff deals 3,300 damage to you every 2 seconds, but on 3 stacks it will no longer do damage to you. You can change to the other color by blocking the opposite color orb, regardless of stack count.
After 90 seconds, a message warns “The Flaming and Frozen Asuras absorb Flame and Frost Globes” and the Twin Asuras will absorb all 2 stack Heat/Frost, but not 3 stacks. Same color stacks will heal for about 5% of max HP per stack, opposite color stacks will damage for about 5% of max HP per stack, regardless of the number of stacks. If you have no buffs, you will die.
The goal is to have as few people as possible with same color Heat/Frost buffs, and as many opposite color stacks as possible for the largest amount of self damage.
In order to do this, each side will have 1 Tank, 1 Keeper and 1 or 2 Healers (mechanic healers, not class healers), and the remaining DPS.
- Tank: The tank must get 3 stacks of the same color buff, which requires cooperating with keepers.
- Keepers: The tank won’t be able to handle all the balls while tanking, so 1 person on each side are assigned to focus on blocking orbs of the same color. Destroyer and Blade Dancer is a very good pick for this, as they have high mobility and a spammable block and high regen. HM points in defensive tree is recommended for this role, as their dps uptime on the boss will be low.
- Healers: The healers will need to get 3 stacks of the opposite colored buff since they are needed for healing the tank during sword swipes.
- DPS: People without a role will try to block opposite colored orbs and get 1-2 stacks. Avoid reaching 3 stacks, so the bosses will take damage.
Blocking Order:
The buffs last for 90 seconds and 7 balls of each color will spawn each phase, so the order is very important to make sure that everyone gets a buff and the healers keep their buff for the final phase.
When someone blocks their orb, they should type out in chat the orb number they blocked. This will significantly help organization.
All same color balls will be blocked by tank and keepers. It’s recommended that you split the keepers between top and bottom, and the melee tank blocks all of the same colored balls from 1:00 and 5:00 (or 11:00 and 7:00, depending on side of the room).
Ranged tank will likely need more help from the keepers in blocking balls, as they will be constantly moving, and may not have a spammable block.
Roles + assignment example:
The table is only for orbs of the opposite color, so for DPS and Healers.
If someone dies and gets resurrected, they should share with the healers so they won’t die to the suction.
Orb Number | Blocker’s Role |
1 | Healer 1 + 2 |
2 | Healer 1 |
3 | Healer 2 |
4 | DPS 1 + 2 |
5 | Healer 1 + 2 |
6 | Healer 1 |
7 | Healer 2 |
If melee tank doesn’t have enough buffs due to balls not spawning relative to their position, they must communicate and may potentially rotate the boss. The stacks fall off after 90 seconds, so the tank must make sure to refresh their buff on one of the last 4 balls.
Vitality Blooms:
After absorbing buffs, a message warns “Vitality Blooms grow around the Flaming and Frozen Asuras” and the Asuras will spawn 4 flowers around them which will heal them and start shooting blockable projectiles at the tank. These flowers can be removed by same color Heat/Frost buff (Tank/Keeper) stepping on them, and they will leave an orb behind for a total of 4 orbs. Stepping on the flower with the opposite color will instead inflict heavy damage.
Holding the orb gives access to three abilities:
- LMB: Instant heal over 2×8 linear range
- 1: Massive heal (3 second cast time) over 2×8 linear range
- 2: Gain protection buff which lets you cross the middle river, but orb disappears.
The orbs are only for the Healers and Keepers for the next part of the mechanic in keeping the Tank alive.
After Keeper removes Flowers, they must grab an orb and use the protection buff and move to other side and grab an orb there, where they will work as a Healer.
The Healers should grab the orb before the next mechanic starts.
After 15 seconds since spawning the flowers, a message warns “The Flaming and Frozen Asuras absorb nearby Vitality Blooms” and the Asuras will try to absorb the flowers, enraging if they take any. SOUL FIGHTERS AND TANKS SHOULD MOVE CLOSE TO THE CENTER KILL ZONE AND USE HP BUFF HERE.
Powerful Attack:
After failing to absorb the Vitality Blooms, a message warns “The Flaming and Frozen Asuras gather energy and prepare for a Powerful Attack” and they will slam the ground.
Anyone with no buff or the same colored 3 stack Heat/Frost (DPS, Tank, and Keeper if they haven’t crossed over) will be immobilized for 22 seconds.
Anyone with the opposite colored buff (Healers, and Keeper if they have crossed over) will take massive damage over time, but if you are holding an orb, you will get a buff that makes you immune to the damage.
After immobilizing everyone but the orb holders, the Asuras will Phantom Grip their tanks and hit them with massive damage 5 times.
During the first phantom grip, tanks will be taking constant ticks of 6,500, and the final hit will deal 176,000 damage, while still taking the 6,500 ticks. This is not survivable with normal gear, so they must ensure that they are above 190,000 max HP at the bare minimum. This is also assuming heals are perfectly timed. The damage isn’t reduced by anything, all that matters is max HP.
The second phantom grip does 30% more damage on everything, but the tanks will have an HP buff. In order to survive this, they must have about 210,000 with SF buff for first grip.
If the tank does not have the same colored 3 stack buff, they will be killed by the first slash. If either tank dies, the Asura who lost his tank will enrage and wipe the raid.
The people with orbs must heal properly in order to keep the tank alive in an order.
1st Heal: Starts casting #1 Massive Heal right after the tank gets the First Hit. the Massive Heal will land before the 3rd Hit.
2nd Heal: LMB instant heals the tank after the First Hit, and casts #1 Massive Heal right after the tank gets the Second Hit. The Massive Heal will land before the 4th Hit.
3rd Heal: LMB instant heal after the 1st and 2nd Hits, and #1 Massive Heal after the tank gets the Third Hit. The Massive Heal will land before the 5th Hit.
After each Massive Heal, the healers must keep using the instant heal to keep the tank alive, because the tank gets continuous damage even after the 5th Hit.
If both tanks survive, a message warns “The Flaming and Frozen Asuras leap” and the Asuras will switch places and Phantom Grip the people with the same colored buffs (Tanks and Keepers)
Surviving the slashes will give each tank a stacking Max HP buff, which is required since subsequent slashes will deal increasing damage. Therefore if a tank ever dies, it will most likely end up as a wipe.
On the third set the slashes do enormous damage to the point where the tank will die on the first hit, so the Asuras must die before then, convert one of the Healers into DPS and not gain 3 stacks so Asuras get damaged more.