Desolate Tomb
By: Shadovv
Guidance Video by Praetor19
Guidance Video (Part 1) by AeonWcs
Gudiance Video (Part 2) by AeonWcs
Corrections by Hikkidol
The Red Automaton Unit, a mysterious group of automaton meddlers, have overtaken the Tomb of the Exiled. They have captured several Talus Engineers and forced them to use their expertise of the Naryu to revive the Infernal Lord.
Lo Dan:
HP: 1,260,000 (Normal) / 1,980,000 (Hard)
Enrage: None
CC: 2x
At the bottom of the pit is a miniboss, Destroyer Lo Dan, surrounded by numerous Gunner, Force Master, Shieldbearer, and Automaton adds that are attracted once he is attacked. After tagging him, run behind the statue on the right to hide and draw all the adds in the corner to burst them down. If there is an Assassin, they can damage him in stealth for about half a minute until all the adds lose interest, after which they can safely pull only Lo Dan himself to the rest of the party.
Once Lo Dan is dead, a Dragon Pulse will spawn. Take it and kill the two Blade Master Workhouse Sentries guarding the boss chamber.
Jang Ghibu:
HP: 5,227,200
Enrage: 5:00
CC: 2x
Mengwol/Muwol:
HP: 1,735,800
This Force Master boss is accompanied by his two Destroyer wives, Mengwol and Muwol, from the second boss of Tomb of the Exiles. If either of them dies, Jang Ghibu releases a 3-hit rapid AoE that does massive but iframable damage.
Mengwol Rotation:
- Targeted axe thrust.
- Unblockable rectangle kick inducing Knockdown. Not CC’able.
- Targeted axe swing.
- Unblockable arc axe swing with a bit of windup, inducing Knockdown. Not CC’able.
- Flaming 5-hit spins, this is actually a blockable attack despite having no indicator.
If her aggro holder stands too far 9 meters or further away, she will throw her axe to pull you back. If the axe throw fails, she will jump on you for an area of effect Knockdown.
Any of her knockdowns may cause her to launch you and hit you with an aerial Piledriver, which does sizable damage.
As majority of Mengwol’s attacks are unblockable, it is advised to have a ranged class to kite her around.
Muwol Rotation:
- A linear rectangular axe chop that draw flame a distance in front of her.
- Another linear rectangular axe chop.
- Yet another linear rectangular axe chop.
- 5-hit spins. The first 0.5 sec of this spin has a deflect effect, and if hit into she’ll do a yellow axe sweep for Knockdown into a launch for an aerial Piledriver. Not CC’able.
If her aggro holder stands 9 meters or further away, she will perform a shoulder charge inflicting Daze.
Jang Ghibu Rotation:
100%-71%:
- Fast cast fire projectile, inflicts Ember
- Slow cast fire projectile, inflicts Ember
- Instant linear rectangular fire Dragonblaze, inflicts Daze and Ember
- Fast casting unblockable area of effect Fire Storm, inflicts Aerial if Dazed, inflicts Ember. Can be CC’d.
- Instant bouncing fire projectile, deals no damage but stacks 2 Embers
- Instant rectangle Impact, detonates Embers for very high damage
If the tank stands 9 meters or further away, Jang Ghibu uses Flame Fury to throw a volley of fire projectiles, then slides behind his aggro holder.
Periodically, Jang Ghibu casts Heatwave in between rotations, dropping a fire flower, then shortly detonate it for a unblockable area of effect Knockdown.
70%-41%:
- Instant frost projectile, inflicts Chill for movement speed reduction and approach skill disables, transitions into Freeze on 3 stacks of chill inflicting root and Ice Coil explosion if the root is not escaped from
- Slow cast frost projectile, inflicts Chill
- Instant linear rectangle frost beam, inflicts Freeze, can be CC’d.
- Instant frost projectile, inflicts Stun and Freeze, can be CC’d.
If the tank stands 9 meters or further away, Jang Ghibu uses Frost Fury to throw a volley of frost projectiles, then slides behind his aggro holder.
Periodically, Jang Ghibu vocally says “You will be mesmerized…” or “You cannot resist me!”, puts the furthest person from him in Frost Prison, slides behind them, and slowly casts Ice Coil for massive damage on the person in Frost Prison. Frost Prison can be escaped from Second Wind, and the Ice Coil casting can be CC’d.
40%-0%:
- Slow cast fire projectile, inflicts Ember
- Instant bouncing fire projectile, deals no damage but stacks 2 Embers
- Sets a ring of fire, an unblockable targeted aoe with a wide area that will detonate the next attack
- Slow cast wide linear unblockable rectangular flame Dragonchar, can be CC’d.
- Instant Impact, detonates Embers
- Slow cast frost projectile
- Slow cast wide linear rectangular frost, inflicts Freeze, can be CC’d.
- Ice Coil, regardless of Freeze status
If the tank stands 9 meters or further away, Jang Ghibu uses Flame/Forst Fury to throw a volley of flame/frost projectiles, then slides behind his aggro holder
Periodically, Jang Ghibu casts Frost Prison at the furthest person, slides behind them, and casts a linear rectangular Dual Dragons for massive damage on the person in Frost Prison. Dual Dragons comes out much faster than Ice Coil in the previous phase.
Love Barrier:
At the start of the fight, a message warns “Mengwol and Muwol send their love to Jang Ghibu” and Jang Ghibu’s wives will give him two buffs: “Mengwol’s Romance” and “Muwol’s Passion”, a love barrier giving him 45% damage reduction times two, for 90% reduction. When either of his wives reach 70% health, Jang Ghibu will transfer his shield to them allowing him to be properly damaged; when transferring the second shield all his debuffs are cleansed. An unblockable small area of effect five-second Time Bomb is generated on the wives once the shield is successfully transferred.
If the wives die, the shield is permanently lost.
Needs Love (70%/30%):
A message warns “Jang Ghibu needs love.” Jang Ghibu will jump into the middle and call his wives to him; they will stop whatever they are doing and jump to his sides, and once they land Jang Ghibu casts a field-wide Frost Prison, iframe it or remove it with Second Wind.
Jang Ghibu gathers energy and unleashes a field-wide unblockable area of effect love pulse that inflicts three consecutive hits while the wives to his side perform a dance. Use your iframes when the swirl effect starts to appear around his body. After the first area of effect, the wives will heal back to full health and return the shield to him.
Jang Ghibu resumes attacking with a new rotation. Meanwhile, the wives will spin around the room inflicting Aerial and bounce along the room’s edges back to their starting location, before resuming their own attacks. Following this, the wives must then be re-damaged back to 70% to transfer the shield from the boss to them.
Coordinate with the party on which of the Blade Master/Blade Dancer, Force Master/Destroyer, and Assassin/Summoner should use their party iframe on what segment of the attack.
Detector:
HP: 1,118,000
Enrage: None
CC: 2x
Lots of Gunner, Spearman, and Shieldbearer mobs in the way. If there is an Assassin, let them use Lotus of Rescue to teleport the party past the trash; wait for them to respec to Fighting Spirit before moving on.
Ahead is a miniboss, Force Master Detector, and behind him is a fire wall. He spawns numerous automatons that pinball around the room, so lure him to one of the gaps on the walls which they can’t reach. In addition to frost attacks, at 70% and 30% health, Detector casts Frost Prison when announcing “We are invincible!” then summon four self-destructing automatons.
After the Detector is down, all the automatons will self-destruct.
Ahead there are numerous steps that are scaled with windwalking. At the top is a lever that spawns a Dragon Pulse for the rest of the party to skip the steps.
Iron Juggernaut:
HP: 11,946,000
Enrage: 6:00
CC: 2x
Rotation:
Many of this boss’s attacks closely resemble Ironsides’ from Talus Dungeon and Ironheart from Mushin’s Tower Floor 14.
- Targeted swipe, blockable.
- Two frontal drills with a very small area of effect, inflicts Knockdown, blockable.
- One of the following:
- Fires a linear blockable rectangle spray of bullets in front of it inducing Knockback and Daze.
- Fires a long unblockable linear laser in front of it inducing Knockback and Knockdown.
- Unblockable area of effect electric pulse inducing Knockback and Knockdown. Can be CC’d.
If Iron Juggernaut is Knocked Down, it will fire a unblockable area of effect electric pulse and get back up, inducing Knockdown.
Iron Juggernaut is stationary; if the tank 5 meters or further away, Iron Juggernaut performs an electric projectile pull. If this succeeds, Iron Juggernaut curls up and slams the ground, producing a field-wide unblockable shockwave.
Iron Juggernaut is immune to Blade Dancer’s and Destroyer’s grabs, but not Kung Fu Master’s and Summoner’s grapples.
Recovery Automatons (75%/35%):
On reaching these HP thresholds, a message warns “Recovery Automatons are repairing Iron Juggernaut” and six Recovery Automaton with 2x CC Bars are summoned, three in the corners and three close to the center, and will be healing Iron Juggernaut.
All-Out Attack (70%/30%):
At these HP thresholds, a message warns “Detecting failure, attack automatons have arrived” and three Attack Automaton with 1x CC Bar are summoned close to Iron Juggernaut, and try to jump to Iron Juggernaut’s tank if not touched. Kill them immediately; on death, they drop a shield. They will eventually try to self-destruct, and if they do so they won’t drop a shield; use CC to stop them from self-destructing.
Once Iron Juggernaut finishes its current attack, a message warns “Iron Juggernaut has transformed for an all-out attack” and Iron Juggernaut curls up and becomes immune to attacks. It then targets the furthest person and fires three missile volleys that leave flaming puddles.
One or two people needs to pick up the shield left behind the Attack Automatons and run toward the doorways. The person leading the missiles must be closer to Iron Juggernaut before the final volley.
Iron Juggernaut re-targets the furthest person and fires three lightning pellets at them. This should be one of the shieldbearers, who must press 1 button to block the pellets while heading down the ramp. The block window is 0.8 seconds. Do not use party iframes or projectile shroud skills, they will prevent the pellets from being blocked. After blocking all the pellets, they must then approach and throw their shield at Iron Juggernaut, dealing 601,260 damage per pellet successfully blocked and stacks the Jolt debuff, 3 stacks will cause Iron Juggernaut to collapse and be knocked down for 5 seconds, prematurely ending the mechanic.
If Iron Juggernaut failed to receive enough Jolt stacks, it then re-targets the furthest person and fires two unblockable long-ranged linear laser beams. This will fail to hit if standing right next to the door.
Iron Juggernaut then re-targets the furthest person once more and fires three lightning pellets, which once again must be blocked by the second shieldbearer, and then thrown at Iron Juggernaut.
Iron Juggernaut charges energy and slams down three times with pauses in between, producing a field-wide unblockable shockwave. After the shockwaves, Iron Juggernaut will uncurl and can finally be attacked, and can be CC’d while doing so.
Corridor:
Lots of Combat Automatons in the way; watch out for the Guard Automaton siren patrols, who use an electric pull and activates the nearby automaton turrets. Let the Assassin use Lotus of Rescue, however the last two of three siren patrols have True Sight so be careful.
Take the Dragon Pulse to the final segment. Here are more siren patrols and automaton turrets, along with lasers that cause stun. Pulling the lever at the end of this segment despawns the lasers and automatons.
Lord of the Flame:
HP: 43,956,000
Enrage: 8:20
CC: 2x
The Infernal Lord revived with its flame power intact and refitted with a new lightning power; it is much more stronger and faster thanks to its newfound strength.
Despite it’s dauntingly high health, the Lord of the Flame is heavily damaged through player buffs and mechanics.
Rotation:
- A frontal claw swipe in a cone inflicting Knockback, Daze, and Ember.
- One of the following:
- A frontal claw swipe in a cone inflicting Knockback, Daze, and Ember.
- A rear 180 degree claw swipe in an arc inflicting Knockback, Daze, and Ember.
- After 70%, Lord of the Flame throws a 5-second Time Bombs at the first person who attacked it since engaging. These bombs must be lured away from the party as they have a unblockable area of effect explosion inflicting Aerial to the carrier and Knockdown to others, and Ember to both.
- Two-hit spin, second hit inflicts Knockback and Knockdown, and both hits inflict Ember. Can be CC’d.
- Long-ranged unblockable linear flame breath.
If Knocked Down, Lord of the Flame does a quick get-up unblockable area of effect ground pound.
If the tank stands 9 meters or further away, Lord of the Flame will jump at them, creating an unblockable area of effect slam on landing, inflicting Knockback and Knockdown. If the tank is still too far, it will spit a fireball that leaves a large flaming puddle.
Special Rotation:
Periodically, Lord of the Flame will enter a new rotation in the middle of his standard one, and won’t stop to do anything else until after this rotation is completed:
- Lord of the Flame jumps to the furthest person, creating a unblockable area of effect slam on landing, inflicting Knockback and Knockdown.
- Lord of the Flame throws three 5-second Time Bombs at the first three people who attacked it since engaging.
- Lord of the Flame spits fireballs that leave large flaming puddles on the people who carried the Time Bombs in the order of receiving the Time Bombs. Avoid putting these in the middle, and don’t charge in until he is in the spitting animation.
- Lord of the Flame does a field-wide unblockable area of effect roar inflicting Stun and detonates Ember for massive damage. Comes out very fast, so be prepared to iframe.
Electric Shock (70%/30%):
Lord of the Flame cleanses all debuffs and jumps to the middle, producing an area of effect unblockable slam on landing. A message warns “Lord of the Flame is watching someone” and mark either the farthest person (70%) or the closest (30%).
Right after marking, a message warns “Lord of the Flame is preparing a powerful Electric Shock” and he will shoot an electric stream at the marker, chaining up to 1 other nearby player within 3 meters. Getting hit by this grants the “Electric Current” buff for 45 seconds, increasing Attack Power and Critical Damage by 50%, but if the marker does not share the stream they will receive two stacks which will deontate the buff for massive damage.
Lord of the Flame will then try to grab the closest person. If successful, and the victim possesses Electric Current, it will be stolen and permanently given to the boss which will increase his damage. However, if the boss receives 2 stacks of Electric Current, it will be damaged by 8% of its max HP. The grabbed victim will then be thrown with no damage incurred.
Next, Lord of the Flame will do four consecutive field-wide ground pounds, each hit causing pushback with the last causing knockback and knockdown. This can be interrupted with 2x CC.
The mark, electric shock, and grab are repeated. The mechanic finally ends with a very fast field-wide unblockable area of effect roar inflicting Stun and detonates Ember for massive damage.
Rewards:
Oath Necklace
The final boss has a chance to drop the legendary Oath Necklace. Hard Mode also has an extremely rare chance to drop the Chest of Desolation which is a tradeable chest containing the Oath Necklace and uses a key from Cold Storage to open.
You can also buy the necklace from Coin Exchange Merchant Junsorei in most towns for 100 Draken Cores, or from Celestial Peach Exchange Merchant Lee Youjin at Celestial Basin for 50 Cores and 8,000 Celestial Peaches.
While wearing the necklace, all attacks have a chance to apply the “Bane” debuff for 10 seconds, where anyone attacking the enemy with this debuff gains a 3 second buff increasing Attack Power by 10.
Forging Orb
This are used to upgrade to Balefu/Seraph from Stage 6 to 7 to 8 to 9, using one per stage. They can come in a sealed form which is tradeable.
Stone of Wisdom
This is used in breakthroughs for Draken Accessories, swapping between Dragon/Tiger Bracelet Stage 10, swapping between PvP/PvE Hellion Accessories, and breakthrough for Hellion Accessory Stage 0 when used with a Red Dragon Crux.
Draken 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.
A Stage 1 Draken accessory can be received by trading in 100 Draken Cores to Coin Exchange Merchant Junsorei in most towns, or 50 Cores and 8,000 Celestial Peaches to Celestial Peach Exchange Merchant Lee Youjin at Celestial Basin.