Difference between revisions of "Cosmic Observatory Strike Mission Strategy Guide"
Line 3: | Line 3: | ||
__TOC__ | __TOC__ | ||
==Introduction== | ==Introduction== | ||
− | Though the barrier, Dagda awaits. She is a relatively simple boss with only a few key mechanics, but punishment for repeated failure is quite high | + | Though the barrier, Dagda awaits. She is a relatively simple boss with only a few key mechanics, but punishment for repeated failure is quite high. |
− | |||
− | |||
− | |||
Line 18: | Line 15: | ||
==Strategy== | ==Strategy== | ||
− | The fight starts as soon as someone attacks Dagda. | + | The fight starts as soon as someone attacks Dagda. Dagda will target the closest entity with her auto chain, so players taking a lot of damage can back away slightly to gain a respite. |
Line 28: | Line 25: | ||
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Dual Horizon.mp4|420px]]</div> | <div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Dual Horizon.mp4|420px]]</div> | ||
<div class="col-md" style="padding:1rem;"> | <div class="col-md" style="padding:1rem;"> | ||
− | Every 10-20 seconds, Dagda targets a | + | Every 10-20 seconds, Dagda targets a random player with a large green arrow that will deal 90% of that player's max health as damage after seven seconds. If at least five players stand between Dagda and the targeted player, then each of them will instead take 10% of their max health, while the target takes 20%. Otherwise, every player other than the target will take 50% of their max health as damage and receive a stack of {{tooltip|Infirmity}} for 30 seconds, reducing incoming healing by 25% per stack. |
</div></div> | </div></div> | ||
Line 56: | Line 53: | ||
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Crackling Wind.mp4|420px]]</div> | <div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Crackling Wind.mp4|420px]]</div> | ||
<div class="col-md" style="padding:1rem;"> | <div class="col-md" style="padding:1rem;"> | ||
− | Below 90% health | + | Below 90% health, seven players are targeted with a medium-sized AoE that will explode after five seconds, dealing 20% of the targeted player's max health as damage to anyone inside. Players hit by multiple AoEs will take a further 200% of the their max health as damage, downing them. |
</div></div> | </div></div> | ||
Line 77: | Line 74: | ||
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Crackling Wind.mp4|420px]]</div> | <div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Crackling Wind.mp4|420px]]</div> | ||
<div class="col-md" style="padding:1rem;"> | <div class="col-md" style="padding:1rem;"> | ||
− | Approximately 30 seconds into the phase, a [random?] player becomes the target of <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="70567" title="Soul Feast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. A targetable, but invulnerable, red puddle spawns on the player and follows them around for 15 seconds, dealing | + | Approximately 30 seconds into the phase, a [random?] player becomes the target of <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="70567" title="Soul Feast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. A targetable, but invulnerable, red puddle spawns on the player and follows them around for 15 seconds, dealing a small amount of damage and applying a stack of [Residual Anxiety] and {{tooltip|Infirmity}} to each player hit. |
At the same time, two small white AoEs spawn nearby, and any player can run into them to receive a [Special Action Key]. This ability is a single-use attack that will destroy the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="70567" title="Soul Feast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> if it hits. Be aware that the attack can be body-blocked by Dadga, so aim carefully. | At the same time, two small white AoEs spawn nearby, and any player can run into them to receive a [Special Action Key]. This ability is a single-use attack that will destroy the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="70567" title="Soul Feast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> if it hits. Be aware that the attack can be body-blocked by Dadga, so aim carefully. | ||
Line 85: | Line 82: | ||
This mechanic repeats approximately every 30 seconds. | This mechanic repeats approximately every 30 seconds. | ||
</div></div> | </div></div> | ||
+ | |||
+ | |||
+ | The <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="70567" title="Soul Feast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> mechanic in this encounter applies stacks of [Residual Anxiety], which last for three minutes. This debuff has no inherent effect, but if a player reaches 10 stacks they will switch sides and become hostile to the group. While hostile, players retain control of their movement but will be repeatedly {{tooltip|Taunt}}ed onto other players. The hostility will end early if the player is downed, and it appears that the effect can be condi cleansed. Stunbreaking the {{tooltip|Taunt}} will prevent the forced attacking, but the player will remain hostile and be {{tooltip|Taunt}}ed again after a short duration. | ||
Line 101: | Line 101: | ||
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Crackling Wind.mp4|420px]]</div> | <div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Crackling Wind.mp4|420px]]</div> | ||
<div class="col-md" style="padding:1rem;"> | <div class="col-md" style="padding:1rem;"> | ||
− | Approximately 30 seconds into the phase, Dagda raises an arm above her head and summons a | + | Approximately 30 seconds into the phase, Dagda raises an arm above her head and summons a '''Rain of Comets''' to pelt one half of the arena for five seconds, indicated by a large red AoE. For the entire duration, this area ticks for 25% of a player's max health. |
</div></div> | </div></div> | ||
Line 109: | Line 109: | ||
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Crackling Wind.mp4|420px]]</div> | <div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Crackling Wind.mp4|420px]]</div> | ||
<div class="col-md" style="padding:1rem;"> | <div class="col-md" style="padding:1rem;"> | ||
− | Approximately 45 seconds into the phase, Dagda raises her sword high and summons a massive orb of energy. The group has 10 seconds to break her defiance bar or she will slam the orb into the ground, dealing | + | Approximately 45 seconds into the phase, Dagda raises her sword high and summons a massive orb of energy. The group has 10 seconds to break her defiance bar or she will slam the orb into the ground, dealing 90% of each player's max health across the entire arena. |
Breaking the bar will instead cause the orb to shatter, raining down energy around Dagda, but only dealing minor damage. | Breaking the bar will instead cause the orb to shatter, raining down energy around Dagda, but only dealing minor damage. |
Revision as of 12:51, 4 October 2023
Introduction
Though the barrier, Dagda awaits. She is a relatively simple boss with only a few key mechanics, but punishment for repeated failure is quite high.
Dagda will only ever move as part of mechanics, and many of her attacks only hit players in melee range. A group that is really struggling to survive could stack a short distance away from the boss and range her, but this is quite an extreme approach.
Note that while Dagda becomes untargetable during split phases, she never becomes invulnerable, which means that condis will continue to do damage and may be more optimal here as they allow new phases to start at lower health.
Strategy
The fight starts as soon as someone attacks Dagda. Dagda will target the closest entity with her auto chain, so players taking a lot of damage can back away slightly to gain a respite.
Dagda's basic attack chain is Strike ⇒ Vengeful Strike ⇒ Starburst. The final attack of this chain fires a cosmic projectile that can be blocked, or reflected for a bit of damage.
Every 10-20 seconds, Dagda targets a random player with a large green arrow that will deal 90% of that player's max health as damage after seven seconds. If at least five players stand between Dagda and the targeted player, then each of them will instead take 10% of their max health, while the target takes 20%. Otherwise, every player other than the target will take 50% of their max health as damage and receive a stack of Infirmity for 30 seconds, reducing incoming healing by 25% per stack.
Every so often, rather than , Dagda will spin in place, firing out multiple projectiles in all directions and pulsing heavy damage in the area around her. The projectiles can be blocked or reflected, though they deal no damage to Dagda when reflected.
If Dagda is below 90% health, she may teleport a short distance away to perform this attack, but she will teleport straight back to the center afterwards so it may be worth just waiting for her to return.
At 90% health, Dagda will become untargetable for a few seconds, then fire out a conal attack in eight directions after a three-second delay, dealing very heavy damage to everyone hit.
This attack repeats at 75%, 50% and 25% health (coinciding with phases), but is often skipped if she is performing another attack when the thresshold is passed.
Below 90% health, seven players are targeted with a medium-sized AoE that will explode after five seconds, dealing 20% of the targeted player's max health as damage to anyone inside. Players hit by multiple AoEs will take a further 200% of the their max health as damage, downing them.
Split Phase 1
At 75% health, Dagda becomes untargetable, repeats (maybe) and starts pushing players towards the edge of the arena while filling the middle with a large red AoE that ticks for 20% of a player's max health. The red AoE takes a long time to start dealing damage, and the split will frequently coincide with other mechanics so prioritise handling other mechanics correctly.
Two [Tormented] spawn near to each other at a random spot near the arena's edge. Kill them both to start the next phase.
Phase 2
Phase 2 is almost identical to phase 1, with the addition of one new mechanic:
Approximately 30 seconds into the phase, a [random?] player becomes the target of . A targetable, but invulnerable, red puddle spawns on the player and follows them around for 15 seconds, dealing a small amount of damage and applying a stack of [Residual Anxiety] and Infirmity to each player hit.
At the same time, two small white AoEs spawn nearby, and any player can run into them to receive a [Special Action Key]. This ability is a single-use attack that will destroy the if it hits. Be aware that the attack can be body-blocked by Dadga, so aim carefully.
The puddle is difficult to see, and the targeted player only receives a text notification that they have been targeted. As the attack is also very dangerous, everyone should be alert for this mechanic.
This mechanic repeats approximately every 30 seconds.
The mechanic in this encounter applies stacks of [Residual Anxiety], which last for three minutes. This debuff has no inherent effect, but if a player reaches 10 stacks they will switch sides and become hostile to the group. While hostile, players retain control of their movement but will be repeatedly Taunted onto other players. The hostility will end early if the player is downed, and it appears that the effect can be condi cleansed. Stunbreaking the Taunt will prevent the forced attacking, but the player will remain hostile and be Taunted again after a short duration.
Split Phase 2
At 50% health, Dagda becomes untargetable again and repeats the split phase as before, only this time four [Tormented] spawn. As they spawn across a large area, it may be worthwhile sending half the group to one side of the arena, and the other half to the opposite side.
Phase 3
Phase 3 begins much the same as Phase 2, though spawns at around 25 seconds.
Approximately 30 seconds into the phase, Dagda raises an arm above her head and summons a Rain of Comets to pelt one half of the arena for five seconds, indicated by a large red AoE. For the entire duration, this area ticks for 25% of a player's max health.
Approximately 45 seconds into the phase, Dagda raises her sword high and summons a massive orb of energy. The group has 10 seconds to break her defiance bar or she will slam the orb into the ground, dealing 90% of each player's max health across the entire arena.
Breaking the bar will instead cause the orb to shatter, raining down energy around Dagda, but only dealing minor damage.
Split Phase 3
At 25% health, Dagda becomes untargetable again and repeats the split phase as before, only this time six [Tormented] spawn. As they spawn across a large area, it may be worthwhile sending half the group to one side of the arena, and the other half to the opposite side.
Phase 4
Following the pattern, the Indigo will appear and attack similarly to phase one, with the Vermillion assisting at the end of and every 30 seconds thereafter. It phases at 40% (60% in challenge mode). Like the Arsenite, the Vermillion will appear approximately halfway between the middle of the arena and the edge.
Comments
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium