Xunlai Jade Junkyard Strike Mission Strategy Guide
Very 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.
Strategy
Grasping Horror
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.
Backflip
Then, she will jump to a [random, most distant?] targets - this can include minions and clones. Try to stick close to her as a group to avoid her moving too far. She repeats this every ~30 seconds.
Embalming Barrage
Next, she fires an embalming barrage - a repeated conal attack that she repeats every 5-10s.
Death’s Hand
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.
CM only: attempting to stack AoEs will kill the players involved.
Hallucinating Shot
Approximately 20s into the encounter, she fires a hallucinating shot 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 (southern?) of the arena and move directly (north?) across it. Surrounding each krait is a large AoE field that pulses heavy 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.
Terrifying Apparition: A [random?] player is fixated upon by a lich, which slowly walks towards the player. The Lich is surrounded by a similarly dangerous AoE 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.
Wave of Torment: A long series of hallucinatory Quaggan appear around near random players and explode. The explosion deals heavy damage and the AoEs can overlap, so it’s important to avoid them. The positioning of this can often force you away from the boss. In CM, the AoEs are significantly larger, but explode much more slowly which can actually make it easier to deal with. The AoEs keep spawning for [14s (one every 2 seconds) - with 1 player].
Death’s Embrace
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).
After Death’s Embrace ends, Ankka’s defiance bar will unlock.
Soon afterwards, Ankka fires another Hallucinating Shot and then repeats again from Grasping Horror. Just before she starts Grasping Horror, 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.
Grasping Horror → Death’s Hand → Hallucinating Shot → Grasping Horror → Death’s Embrace → Hallucinating Shot → 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.
Ankka remains invincible once you reach her, and launches out three Reanimated Spites. These spites can be killed, but they also die then 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. A number of reainimated 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 Embalming Barrage and shortly after will backflip away. Ankka doesn’t do much for a while, mainly just spamming basic attacks? And Embalming Barrage.
20 seconds after becoming vulnerable, 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.
Shortly after, it’s time for another Hallucinating Shot.
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 Embalming Barrage and Grasping Horror, followed by a Backflip.
Shortly after, she uses Hallucinating Shot.
~35s into the phase, she becomes invulnerable and repeats Necrotic Ritual.
After this, she follows her Phase 2 pattern.
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