Difference between revisions of "Xunlai Jade Junkyard Strike Mission Strategy Guide"
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− | ''Challenge Mode Only:'' The normal mode version has no time limit, but with the CM on, each phase will have an ''Inevitability of Death'' bar that slowly increases throughout the encounter. Should it fill, Ankka will teleport to the middle of the arena and begin channelling <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="66198" title="Inevitability of Death" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> - an attack that ticks for increasing damage and instantly kills downed players until either she phases or the group wipes. In the first phase the timer is approximately two | + | ''Challenge Mode Only:'' The normal mode version has no time limit, but with the CM on, each phase will have an ''Inevitability of Death'' bar that slowly increases throughout the encounter. Should it fill, Ankka will teleport to the middle of the arena and begin channelling <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="66198" title="Inevitability of Death" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> - an attack that ticks for increasing damage and instantly kills downed players until either she phases or the group wipes. In the first phase the timer is approximately two and a half minutes, approximately four minutes in phase two, and six minutes in the final phase. |
Revision as of 21:21, 18 November 2022
WIP
Introduction
Like Captain Mai Trin, Ankka’s first few attacks cause her to jump around a lot, so some classes may need to adjust their rotations to avoid dropping AoEs in the wrong place.
Almost every attack in this encounter applies Poison, so you may find you need a lot of condition cleanse or extra healing to deal with it.
Challenge Mode Only: The normal mode version has no time limit, but with the CM on, each phase will have an Inevitability of Death bar that slowly increases throughout the encounter. Should it fill, Ankka will teleport to the middle of the arena and begin channelling - an attack that ticks for increasing damage and instantly kills downed players until either she phases or the group wipes. In the first phase the timer is approximately two and a half minutes, approximately four minutes in phase two, and six minutes in the final phase.
Strategy
The fight starts with no preamble as soon as you move close enough to Ankka.
- - Immediately as the first starts, Ankka launches three AoEs around her, plus an additional one for each player that is too far away. The AoEs last for three seconds and pulse a small amount of damage, Torment, Cripple and Poison.
Then, she will Jump towards and past the closest target, evading attacks as she moved - this can include minions and clones. This can be used to control her movement by getting the group to stack in the direction you wish her to move, and will be useful later in the encounter and particularly in challenge mode. If this movement takes her too close to the edge of the arena(s), she will teleport back to the middle. She repeats this every ~30 seconds.
Next, she fires an - a repeated conal attack that she uses every 5-10s.
Approximately 15 seconds into the fight three players are targeted by a large AoE - the targeted players should have a yellow screen border - after five seconds, these AoEs stop tracking and drop a highly damaging field that lasts 16 seconds. In normal mode, it is ideal to stack these AoEs together to increase the playable space. The field pulse for heavy damage, Poison and Torment.
Challenge Mode only: attempting to stack AoEs will kill the players involved.
Approximately 20s into the encounter, she fires a at the group. This attack is unavoidable, and will create one of three random effects.
Each of these effects deal heavy damage the first time you are hit, and each subsequent time you are hit it will deal a multiple of that damage (so twice as much on the second hit, three times as much on the third etc).
The three random effects are:
Wall of Fear
A group of krait spawn at the edge of the arena and move directly across across it. Surrounding each krait is a large AoE that pulses damage and also pulls nearby players towards it. Players should position themselves in one of the gaps and use whatever means they have to avoid being pulled into the AoEs. They always appear at the same locations:
In the first phase, three krait appear at the southern edge and move north.
In the second phase, three krait appear at the western edge and move east.
In the third phase, two krait appear at the southern edge and move north.
Terrifying Apparition
A random player is fixated upon by a , which slowly walks towards the player for 18 seconds. The apparition is surrounded by a dangerous AoE similar to the krait, but only the fixated player is affected by the pull. This is by far the easiest hallucination to deal with as it moves slowly and only requires one player to kite it away, and if the fixated player is downed the apparition will immediately fixate on a new target.
Wave of Torment
A series of hallucinatory Quaggan appear near random players and explode with a . The explosion AoEs can overlap so it’s important to avoid them, though the positioning of this can often force you away from the boss. A quaggan spawns every second, but each individual player can be targeted at most once every two seconds. [Sometimes a player getting downed ends this attack early - why?]
Challenge Mode Only: the AoEs are significantly larger, but explode much more slowly which can actually make it easier to deal with.
In phase 1, quaggan spawn for 12 seconds.
In phase 2, quaggan spawn for 16 seconds.
In phase 3, quaggan spawn for 18 seconds.
45s into the encounter, Ankka teleports to the middle of the arena and starts dragging all players towards her. She is surrounded by a large AoE that ticks for 6 seconds.
The first time you are hit it deals heavy damage and each subsequent time you are hit it will deal a multiple of that damage (so twice as much on the second hit, three times as much on the third etc).
In later phases, Ankka will create four smaller AoEs in a square pattern and can teleport between them during the attack. The location of her next teleport is indicated by a green pillar of light that appears just before she moves.
After Death’s Embrace ends, Ankka’s defiance bar will unlock. Breaking her will make her Stunned and Exposed for 10 seconds.
Soon afterwards, Ankka fires another and then repeats again from . Just before she starts , her defiance bar will lock again.
She will follow the same pattern throughout the phase, but as she can be stunned, the timings will vary.
→ → → → → → Repeat
Phase 2
At 75% health, Ankka will become invincible and flee to a new area. The group should follow the path to the east, avoiding the AoEs that spawn to block you. Once the first player reaches the new arena, any remaining players that are far enough away will be teleported into it too. This means some groups may prefer to have a single player (ideally with movement skills) rush forward while everyone else remains behind.
Ankka remains invincible once you reach her, and launches out three Reanimated Spites. These spites can be killed, but they also die when their defiance bars are broken, which should be much quicker. After 20 second, any remaining reanimated Spites are destroyed, buffing Ankka with one stack of Power of the Void per spite for 60 seconds. Not only does this effect increase her damage and defence by 25%, it also causes her attacks to apply Debilitating Void to players, reducing their incoming healing by 50%. A number of reanimated malices also spawn during this phase, but they should die easily enough to cleave that they don’t cause a problem.
When all Spites are gone, Ankka is vulnerable again. She starts with an and shortly after will Jump past the closest player. Ankka doesn’t do much for a while, mainly just using basic attacks and .
30 seconds into the phase, a number of Zhaitan’s Reaches spawn around the area and perform a spin attack that pulls any players within their ring AoE towards them. They follow this up with a slam attack that launches/knocks nearby players back, before repeating the spin + pull attack once more, then dying. They spawn in a rough cross-shape, which leaves some safe space at the northern and southern ends of the arena, but it may be simpler to bring some extra Stability and not worry about it. Whenever these enemies reappear, it is in the same locations.
Shortly after, it’s time for another followed by and then - recall that in this phase she summons four smaller AoEs and can teleport between them. Finally, she fires another .
After this, she will repeat Necrotic Ritual then do the following:
- → → More Zhaitan's Reaches spawn →
For the rest of the phase, Ankka will cycle through the following:
- → → → → → repeat
After each , Ankka's defiance bar will unlock, and it will lock again just before .
Phase 3
At 40% health, Ankka becomes invulnerable and flees once more. Follow her north as before.
Phase 3 starts similarly to Phase 1, with and , followed by a Jump. Be mindful that as the arena is much smaller it is more likely that her jumps will eventually move her out of the arena and cause her to reset to the middle.
Shortly after, she uses .
~35s into the phase, she becomes invulnerable and repeats Necrotic Ritual. This is the same as in previous phases, except an additional Reanimated Hatred will spawn and fixate on a random player. For 20 seconds, the Hatred will chase the fixated player, and if it reaches them will Immobilize them and channel a damaging attack on the player until killed or broken. The fixated player should try to avoid the Hatred until the end of the Necrotic Ritual so that they are not caught off-stack.
After this, she does the following:
- → → → Zhaitan's Reaches → → → → Necrotic Ritual →
She will then cycle through the following attacks until she dies:
- Zhaitan's Reaches → → → → → → repeat
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