Aetherblade Hideout Strike Mission Strategy Guide

Introduction

This guide provides tips and strategies for the eighth strike mission and how to defeat Captain Mai Trin in the Aetherblade Hidehout. If your group is struggling, the guidelines in the Guide:Introduction to Raiding will apply here as well. Check out the glossary page if you're not familiar with a term used in this guide.

This guide is a very early work in progress, the full version will not be available until after the CM arrives.


Strategy

Mai Trin

As the encounter starts, Mai Trin becomes overwhelmed, releasing a in four directions around her, dealing a moderate amount of damage and inflicting Torment Torment.


She will then use , teleporting between players and evading as she deals a small amount of damage with each strike. Avoid using any important attacks until she can be hit again, and try to stay tightly stacked in order to prevent her moving out of the group's AoEs.


As she finishes , she will chain 4 attacks together in quick succession, which will be referred to as the Flanking Strike Combo:

  1. First, she fires – a shot that Blind Blinds players as she leaps away from them.
  2. Next, she uses to shadowstep back into the group, Bleeding Bleeding those she hits.
  3. Then she retreats again, Bleeding Bleeding players with .
  4. And finally she fires a large conal AoE called towards the group, dealing heavy damage and inflicting Torment Torment.

As she teleports back towards players after , it may not be worth chasing her. The group will want to close the gap quickly after though, as is her most dangerous attack but is very easy to walk out of if you are next to her.


Next, she will target [a random/the closest/tank?] player with – a large arrow is drawn on the ground, and 2.5s later Mai Trin will leap along it, dealing heavy damage and inflicting Bleed Bleed and Knockdown Knockdown to players she hits. This is immediately followed up by another . If no players are in the path, will take Mai Trin a long distance away, but a single player with a block or Stability Stability can prevent this by deliberately standing in her way (technically you could also just tank the attack).


After this she will use her autoattack chain twice (which you may recognise from the Mai Trin Boss Fractal), dealing a small amount of damage but applying quite a lot of Bleeding Bleeding as well as Cripple Cripple and Weakness Weakness. You may wish to bring some condition removal to deal with this.


Mai Trin's [defiance bar] (strength: 4000) is open immediately as the fight starts, and breaking it will Stun Stun her for five seconds and leave her Exposed Exposed for 10 seconds. After recovering from the stun stun she will attempt to continue her rotation from where she left off, though she will skip autoattacks if her main skills are off cooldown. As the Exposed Exposed lasts for five seconds longer than she is immobilised, it is beneficial to break her as quickly as you can so that she doesn't use during it.


Split Phase 1

Shortly after reaching 60% health, an orb appears above the battlefield that tethers to Mai Trin and makes her invulnerable, though she will not clear conditions. The orb is powered by three Scarlet Phantoms that spawn at the edge of the arena and begin attacking players with as well as slow-moving s that deal moderate damage and apply Torment Torment. Scarlet will continue attacking during this phase, but the Phantoms have very low health so spread out kill them quickly to end the phase.


As Mai Trin is still active during this split, she will be continuing her rotation throughout and into Phase 2. Phase 2 is otherwise identical to the first, and her defiance bar will refresh at the start of the phase so you can break her again. Depending on where she is in the phase, you may wish to deliberately delay the break in order to have it as soon as she finishes .


Split Phase 2

When Mai Trin reaches 30% health, she will phase once more, becoming invulnerable but continuing to attack players. This time four Scarlet Phantoms appear at the edge of the arena, and two of them are elite. At the northeast edge is a Phantom that has approximately a third of Mai Trin's hitpoints, so players should not hold back. At the southwest edge is a second elite Phantom that is immune to damage but has a hefty defiance bar – approximately 8000, that must be broken to destroy the Phantom. It may be beneficial for players to start at the southwest Phantom, throw all the CC they have at it, then move to the northeast one to ensure people kill it as quickly as possible. If the CC Phantom was not destroyed in the initial burst, players can periodically move back to CC it before returning to the northeast one.


As the Phase starts, all players are targeted by – an AoE that will deal 20% of their health when detonated, and can only be avoided with [invulnerability]. If any other player is within another's AoE, they will take an additional 80% health [just guessing that it's a copy of Sunqua peak here], getting downed if they do not have any [Barrier] or effects that prevent being downed. This mechanic will repeat every 40 seconds as long as the southwest Phantom is alive.


20 seconds into the phase, a [random/most distant?] player is targeted by – a green AoE that empties of colour, when empty they take ??% of their health as damage unless other players are stood in the green circle with them, in which case the damage is reduced [split?]. This mechanic repeats every ?? seconds, for as long as the northeast Phantom is alive.


After all the Phantoms are destroyed, Phase 3 will begin exactly as Phase 2 did.


Echo of Scarlet Briar

At 10% health, Mai Trin calls in help from the mists: Scarlet Briar!


As long as the Echo of Scarlet Briar is active she will fire out rotating patterns of s that deal moderate damage and apply Torment Torment. These bullets are projectiles and so can be blocked with [projectile defence].


Scarlet only has two main attacks. Her first, , creates a spiral of AoEs that deal moderate damage. The pattern means that the area directly underneath her is safe from the attack, and even if slightly mispositioned it is easy to avoid the later AoEs entirely.


Her second attack is : Scarlet will raise both fists above her head and a small AoE will appear nearby with a pulsing ring indicator. After three pulses, she slams her fists down releasing a wave of energy that inflicts moderate damage and Torment Torment. The wave can be jumped.


Throughout the phase she will typically use twice, followed by twice, before repeating.


As the phase starts, Scarlet's defiance bar is open (strength: 4000). Breaking it will leave her Stun Stunned and Exposed Exposed for five seconds, as well as temporarily stopping her s.


Split Phase 3

At 80% health, Scarlet becomes invulnerable and a split phase begins that is practically identical to the second split phase, with the exception that Scarlet is the one that continues to attack players. Her s will also stop during this phase. The very edge of the arena is clear of s.


As with Mai Trin, Scarlet's defiance bar will be open once the split phase ends.


Some time after reaching 80%, additional mechanics are added to the fight. The exact trigger for these mechanics is unknown.


The first usually occurs after Scarlet's fourth slam, a [random?] player is targeted with : A blue beam fires down from the sky on the targeted player (who should also see a blue screen border to indicate they are the target), and five seconds later the beam stops tracking the player and drops a moderate-sized AoE. After two seconds, the beam fires into the ground, dropping a field that deals heavy damage and lasts for 15 seconds. It is essential that the targeted player move out of the group to avoid dropping it on other people. If Scarlet is broken, the attack will be cancelled and if there is currently an AoE in the arena it will also be removed.


The second mechanic causes Mai Trin to occasionally use from the edge of the arena. It seems that this will not occur during the split phases, but if Mai Trin has already started her attack, she will complete it.


Chaos and Destruction

When Scarlet reaches 60% health, she will disappear and the entire arena will be filled with an orange AoE with three rotating "safe" spots near the center appearing one after another. At the same time, a Phantom of Scarlet will appear at the edge of the arena with an arrow beneath her indicating the direction she is facing. After 12 seconds, anyone not stood within one of the safe spots will be instantly downed by .


There is a catch, however: At the same time, Scarlet will fire a across two of the safe spot, instantly killing anyone caught in it! You can identify the correct place to stand by looking at where Scarlet is: When the third safe spot appears, two of the safe spots will be directly in front of her. The current location of the remaining safe spot will be safe when the attack hits so you can immediately move there and wait for the safe spot to rotate into you rather than try to chase them around.


The location of the safe spots will always be the same when the attack hits, but Scarlet's positioning is random so the same location is not guaranteed to be safe each time. If you believe you will not be able to make it to the correct safe spot, it is preferable to let yourself get downed by the arena AoE rather than be killed by Scarlet's .


After Scarlet will reappear and the phase will resume as before.


The rest of the fight

At 40% health, another split phase begins much the same as the previous one.


At 20% health, will repeat.

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