Scion’s Keep
The evil machinations within the Irontech Forge continue in the Scion’s Keep. Elite soldiers in augmented suits form rank alongside the newest generation of automatons as the Iron Army’s leader—the Iron Conqueror—makes final preparations for a full-scale invasion of Gunwon City and Zaiwei.
This raid is entirely separate from Temple of Eluvium, meaning you can enter with an entirely different group and before attempting Temple of Eluvium. Despite this it is usually considered the “third boss” of Temple of Eluvium due to its difficulty and loot table.
A weekly lockout occurs after defeating the first miniboss, Gonno. There is currently no way to reset this lockout.
Minibosses:
Gonno:
HP: 132,700,000
Enrage: 3:00
CC Bars: 6x
The first miniboss fights similarly to TE-1138 Heavenpiercer of Sundered Nexus. He spawns with 2 Enhanced Floating Type 08 adds which fight similarly to Excavator Type 09 of Sundered Nexus, but 1 more will appear every 30 seconds; have someone distract these as they will despawn once Gonno is defeated.
Gonno can be CC’d during his AoE attacks.
Maze:
There will be a maze you have to find your way through. It has trash mobs and obstacles throughout it, avoid getting hit by the traps and obstacles as they do a lot of damage. When one person reaches the end, everyone will teleport to the middle and a path through the center opens up. The pattern is not the same every time, but above is an example of the map.
Ezdis & Olmek:
HP: 82,400,000 each
Enrage: 3:00
CC Bars: 4x
These bosses have the exact same attacks as Fujin and Raijin from Naryu Labyrinth. Group them up and AOE them down, or separate them, whatever your raid wants to do, there are no mechanics involved.
Iron Conqueror:
HP: 992,000,000
Enrage: 13:20
CC Bars: Immune
Roles: Tanks
Phase 1: 2 Ball Drivers, 4 Conductors (including tank)
Phase 2: 6 Ball CCers
Notes: Everyone should be ready to be a ball driver in case they accidentally last hit.
Have backups for conductors in case someone dies.
Attack Pattern:
Double Slash -> Ground Smash -> Uppercut -> Meteor Strike/Cross Pattern -> Double Slash -> Stab -> Back Slash -> 5 Hit Whirlwind
Double Slash:
Slashes tank twice, nothing special.
Ground Smash -> Uppercut
Ground smash is unblockable and dazes, Uppercut is blockable and aerials.
Cross Pattern
Creates a square under it, then two expanding crosses. They don’t CC but do very high damage and are unblockable.
Meteor Strike:
AoEs will appear 5 times outside of the center circle, melee don’t have to worry and ranged should either be close, or use a 5-hit iframe skill. Getting hit by this does heavy damage and dazes, so either iframe or avoid it.
The Cross and Meteor Strike attacks should be iframed with Blade Master or Blade Dancer Iframe. This is important for Steel Ball driving.
Stab:
Does damage, nothing special
Back Slash:
Sweeps spear behind him twice, and the first hit dazes. Tank should move behind the boss where everyone is so it does not hit the raid. This attack does heavy damage, but if you’re hit by it you can f roll the first hit to avoid second hit damage. Back slashes are not blockable..
Spin:
Does two small spins covering 8 meters with the first hit causing knockdown, then three larger spins covering 15 meters that knockback. Blockable, and doesn’t do a ton of damage, but getting cc’d can cause major issues.
Anti-Ranged:
If tank gets out of melee range, Iron Conqueror will shoot projectiles at the tank that apply the Rupture debuff, which is permanent. Rupture reduces Recovery by 50% and 4 stacks is instant death. These cannot be iframed/projecitle resisted so the tank must be on point.
Sword Dance:
Every 50 seconds, the boss vocally declares “Your weapons are weak” and will generate a field-wide explosion, have a 3 second shield that makes him immune to all damage, and right after it expires he does four-hit rapid explosions.
Each hit does sizable damage, but if you are hit by the four rapid explosions, you will receive one stack of the “Kingfist” debuff, two stacks of this will instantly kill you. The damage will probably kill you anyways, so party iframes must be used for this.
It is highly recommended to have a Summoner in every party, preferably with the +1s duration on Party Dandelion Mystic Badge. Assassin can work, but they need to be very careful with their Decoy usage as this attack can occur at any point in the boss’s attack pattern.
If your party is not able to push to the 95% phase (add spawn) before a cast of “Sword Dance” goes off, it may be very hard to meet the enrage timer.
Phase 1 (95%, 80%, 65%, 50%): Adds + Steel Balls
When the boss reaches these HP thresholds, a message warns “The Iron Conqueror activates a Security Device” and he will summon two Iron Armor adds. These adds will be on the circles in the corners of the arena, opposite from each other. Shortly after summoning the adds, he will throw projectiles at the two farthest people that leave damaging puddles, those people should be in the corners the adds are not. Example below.
At the same time as summoning the adds, Iron Conqueror will spawn 6 electric orbs around him, and after a few seconds, he will do his Downfall pattern.
A message will warn “The Iron Conqueror uses a Destruction Device” and 3 of the 6 electric orbs (one of the two patterns above) will have a circle light up around them as shown below.
After a few seconds, those orbs with the circles around them will send a lightning current through people near them, which must be conducted to the boss. 4 people, tank included, must line up to one of the active orbs conduct the current to the boss from the orb. Each player should be standing at a rough distance of 3m, 6m, 9m, 12m (keeping approx. 3m between each player).
Once the electricity is conducted and the boss is dazed, the two parties should move out to help with adds. If the boss isn’t electrocuted, everyone will receive massive damage and the boss permanently gains a damage buff.
Do not move until the boss is dazed, otherwise the conducting may fail.
Dead corpses can conduct the current. If people die on the inside, this will cause some major issues. Prioritize getting people up who are on the inside.
Iron Armor Adds:
HP: 12,000,000
Enrage: 1:00
Each of the adds has a 1 minute enrage, if it’s not killed within the enrage then the raid will wipe.
Just before the mechanic starts, a colored ring will indicate which add will spawn where. Since they appear in random positions opposite of each other, parties should be assigned to specific sides to handle wherever they may spawn.
Until the adds fully spawn, anyone who gets too close to them will be knocked away.
The adds will be a melee and a ranged add, which are respectively brown and white, fighting similarly to Granite Titan from Naryu Sanctum.
The ranged add will throw hammers if the tank is ranged, and if they’re melee it will spam the ground slam that aerials. The melee add will alternate triple punches, shoulder drops that hit in a full AoE and aerials, spins, and daze vacuums that ignore iframes, and throw AoE knockdown cannons if the tank is ranged.
The ranged add will drop a persistent damaging puddle under it and periodically shoot lightning at the closest target which applies the “Curse” debuff up to three times. Three stacks of this debuff will detonate for massive damage. Stand next to another person to share it. After shooting lightning it will throw a hammer to the first person who received Curse, before resuming attacking the tank.
When an add dies, a Steel Ball will spawn that lasts for 30 seconds, and follows the person who last hit the add. They will also become immune to CCs and receive a target marker on them.
Most teams assign one person to do the ball driving, this should be someone who is confident in being able to last hit the add with burst damage. Everyone should know how to do it though, in case they get the last hit.
Each ball has its own duration, so the adds must die at the same time. Constant communication is key here. Make sure to assign a certain HP threshold to hold DPS on for the adds, and make sure that helpers do not place AOE/ground effects that may steal the last hit.
When both steel balls are summoned, they are connected by an electrical line that does very heavy damage and ignores iframes, so the raid must move accordingly or use strafe/dashes.
The balls do periodic damage to nearby people, but it isn’t very significant, so the targeted person should keep it still until the electric line is created.
When the electrical line touches the boss, it does enormous damage. It will also destroy the electric balls. The balls need to be moved in an arc around the arena so the line passes through all the balls. The direction is up to your team, here are examples for each add position.
Everyone must know how the electric line is moving. If they are hit by the electric line, they will die which will mess up the next Downfall Pattern. Do not get hit.
If either driver dies, the ball following them will despawn and the line will disappear. When the boss does his Cross Pattern/Meteor Strike, Blade Masters/Blade Dancers should use their iframes.
After the last orb is destroyed, the drivers should stop moving. The balls will explode 30 seconds after they are created, use Force Master/Destroyer iframe here. The explosions will most likely be desynced, so stay in the sheath until both explode.
The boss should have less than the HP necessary to start the next add pattern if the electric line is done correctly. It will try to absorb the electric orbs, healing 10% of his HP per orb, and use 1 attack, before summoning the next set of adds.
People will most likely die during this, try to get them up so they don’t mess up the Downfall pattern. Summoner cats are very useful here.
Phase 2: 35%-10%
As soon as the boss hits 35%, all adds and steel balls will disappear. A message warns “The Iron Conqueror summons an Iron Star” and six steel balls will spawn at the 12:00, 2:00, 4:00, 6:00, 8:00, and 10:00 positions in the corners of the room.
His attack pattern will reset upon hitting the 35% phase, with one slight alteration during the first rotation.
After the uppercut, the steel balls will fire red lasers to the boss, forming a pinwheel shape. Unlike the electric laser this does no damage to the boss, but will still do massive damage to players and ignores iframes.
Set Aggro:
When the lasers connect, a message warns “The Iron Conqueror targets a player” and the boss will point his sword and mark the closest person to him with the “Opponent” buff for 2 minutes which makes them immune to the lasers but will be focused on by the boss’s attacks regardless of who has aggro. Make sure the tank gets marked.
Breakdown:
After marking the tank, he will do an unblockable frontal AoE cleave called Breakdown.
After Breakdown, the boss will resume his normal rotations.
Team must still all watch out for Sword Dance.
Sword Dance will always come out at the following patterns once you reach the 35% phase:
- Directly after Meteor/Cross > Double Slash
- After Adds Spawn > Double Slash > Slam
- After the lines reach their innermost point, then start to move out (hexagon laser phase)
- After the 2nd set of CCs go out
- After 2nd set of adds are killed, following the Meteor/Cross > Double Slash > Stab
- After 3rd set of CCs, following the Spin attack
- After 4th set of adds are out
- If you can’t get to 10% by this point, you will likely not meet enrage.
Lasers:
As soon as the boss hits 35%, everyone must be positioned like this before the laser comes out after the first Uppercut.
This will prevent the Back Slash from hitting people.
The Lasers will move in response to the boss’s attack animations, but this is merely a visual effect and does not correspond to their actual hitboxes, instead pay attention to the shadows on the floor.
The Lasers will slowly rotate clockwise, and after 80 seconds, the team will be positioned on the opposite side, and a message warns “The Iron Conqueror summons help” and one Iron Armor add will spawn.
If everyone positioned correctly, they should be at the positions above. Party 1 will take care of the add that spawns on the upper side of the arena, and party 2 will take care of the lower add. These adds still have a 1 minute enrage, so kill them quickly.
When the adds spawn, the lasers will disappear. A message warns “The Iron Conqeuror causes an Iron Star Explosion” and the steel balls will become targetable, and shortly after that, CC’able. 1x CC them quickly, else they apply Rupture on everyone if allowed to explode, the stack cannot be iframed. Note: picture is inaccurate with positions, the balls will be against the wall on the little squares.
Assign one person to each ball. It is strongly advised to have someone with a ranged CC handle the balls at 2:00, 4:00, 8:00, and 10:00, as the melee add’s vacuum can interrupt CCs.
The balls farthest from the adds should be handled by ranged people, as Iron Conqueror will cast a Breakdown at the two farthest people, who should be the people at the balls far from the adds.
Once all the balls are CC’d, the lasers will reform into a hexagon, then start to move inwards and then rotate. The balls/laser may not travel in sync. If the add is still alive, Backstep/dash through the laser and kill it then move in towards the boss. Do not try to use a 5 hit iframe and walk through the laser, it will kill you.
80 seconds after the first add spawns, another add spawns.
The balls will become CC’able again, but the people baiting breakdowns won’t be able to CC this time since they’re too close to the boss.
Shortly after the second CC, the balls will reform into the pinwheel shape, and will return to the edges of the arena before rotating.
If the phase goes on long enough to see a third and fourth add spawn, keep in mind the parties will be on opposite sides of the map (south instead of north, north instead of south).
When you reach 10% HP, everything disappears. If the boss is close to 10%, just send one person to tank the add and finish off the boss.
Phase 3 (10%):
When the boss reaches 10%, all adds and balls will disappear, and the boss’s attack pattern radically changes. There’s no more mechanics, just an attack pattern and DPSing him down.
Attack Pattern:
Double Slash -> Flash Step (daze) -> Uppercut -> Meteor/Cross -> Jumps to farthest person -> Breakdown on jumped person -> Breakdown on tank -> Breakdown on random person -> Sword Dance -> Double Slash -> Back Slash -> Spin -> Double Slash -> Throws 3 AoEs to far people (stay separated) -> Ground Smash -> Uppercut -> Normal attack pattern
This is not very difficult and contains no true mechanics other than his attack pattern, so unless you are low on DPS or time he should die.
Rewards:
The reason Scion’s Keep is considered the third boss of the Temple of Eluvium raid becomes evident when you look at the loot.
Soul Shields:
Iron Conqueror drops pieces 5 and 6 of the Temple of Eluvium soul shield sets for each class. Three pieces drop and are completely random which ones.
Mystic Amulet + Elemental Necklace:
Iron Conqueror will also drop either the Iron Conqueror Medallion which is the badge exchangeable item to trade in for a Legendary Mystic Amulet for Force Master, Summoner, or Warlock, or a Dragonbane (Shadow) or Windborn (Wind) Necklace.
Divine Grace Stones:
Iron Conqueror will drop 2-3 Divine Grace Stones on each run. These are used for fusing Soul Badges.
Aransu Orbs:
These orbs are both for bid and from the dynamic chest, you need a lot of them to upgrade your Aransu weapon.