Difference between revisions of "Cosmic Observatory Strike Mission Strategy Guide"

 
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{{#seo:
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|title=Cosmic Observatory Strike Mission Guide - GW2 - MetaBattle
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|description=Detailed Walkthrough Guide for the Cosmic Observatory Strike Mission in Guild Wars 2.
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}}{{Guide
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| title = Dagda (Cosmic Observatory)
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| description = Guide for Cosmic Observatory normal and challenge modes
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| mode = PvE
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| section = Strike Missions
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| icon = Mini Dagda.png
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}}
 
<div class="alert alert-success" style="margin-top: 15px;">This guide provides tips and strategies for the thirteenth strike mission and how to defeat Dagda in the Cosmic Observatory. If your group is struggling, the guidelines in the [[Guide:Introduction to Raiding|Introduction to Raiding]] will apply here as well. Check out the [[Guide:PvE_Glossary|glossary]] page if you're not familiar with a term used in this guide and make sure to run an optimal [[Raid_Builds|build]] from our list of recommended builds for this encounter.</div>
 
<div class="alert alert-success" style="margin-top: 15px;">This guide provides tips and strategies for the thirteenth strike mission and how to defeat Dagda in the Cosmic Observatory. If your group is struggling, the guidelines in the [[Guide:Introduction to Raiding|Introduction to Raiding]] will apply here as well. Check out the [[Guide:PvE_Glossary|glossary]] page if you're not familiar with a term used in this guide and make sure to run an optimal [[Raid_Builds|build]] from our list of recommended builds for this encounter.</div>
  
 
__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.
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Through the barrier, Dagda awaits. She is a relatively simple boss with only a few key mechanics, but the punishment for repeated failure is quite high.  
  
  
The most dangerous mechanics in this encounter apply 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 [Until downed, or does it have finite length?].  
+
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.
  
  
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.
  
  
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.
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Unlike most raid and strike encounters, this fight does not have a boon rip at the start, nor will it refill class-specific resources such as Life Force.
  
  
  
 
==Strategy==
 
==Strategy==
 +
The fight starts as soon as someone attacks Dagda. Dagda will target the closest entity (including pets etc.) with her auto chain, so players taking a lot of damage can back away slightly to gain a respite.
  
The fight starts as soon as someone attacks Dagda.
 
  
 +
Dagda's basic attack chain is '''Strike''' {{to}} '''Vengeful Strike''' {{to}} '''Starburst'''. The final attack of this chain fires a cosmic projectile that can be blocked, or reflected for a bit of damage.
 +
 +
 +
===Challenge Mode===
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Dagda starts with 10 stacks of [[File:Demonic Aura.png|25px|link=https://wiki.guildwars2.com/wiki/Demonic_Aura_(Dagda)|Demonic Aura]] [https://wiki.guildwars2.com/wiki/Demonic_Aura_(Dagda) Demonic Aura], each stack of which reduces the damage she takes by 10%. Throughout the fight, [[File:Purifying Light (Dagda).webp|25px|link=https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda)|Purifying Light]] [https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda) Purifying Light] AoEs will spawn (see the '''Soul Feast''' mechanic in ''Phase 2'') nearby, and using the [https://wiki.guildwars2.com/wiki/Special_action_skill Special Action Key] on Dagda will remove five stacks. Once all her stacks are removed, she will gain an effect called {{tooltip|Demonic Aura Timer}} that last for 20 seconds. After the buff expires, she will regain all 10 stacks.
 +
 +
 +
Additionally, there is now a 10-minute Enrage Timer.
 +
 +
 +
Finally, the encounter starts with '''Planet Crash''' (see ''Phase 3'').
  
Dagda's basic attack chain is '''Strike''' {{to}} '''Vengeful Strike''' {{to}} '''Starburst'''. The final attack of this chain fires a cosmic projectile that can be blocked, or reflected for a bit of damage.
 
  
  
 +
==Phase 1==
 
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Shooting Stars'''</div>
 
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Shooting Stars'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Dual Horizon.mp4|420px]]</div>
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<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Shooting Stars.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
Every 10-20 seconds, Dagda targets a [random/lowest health/furthest?] player with a large green arrow that will deal 90% of that player's max health as damage after seven seconds. If at least half of the group (rounded down) stands between Dagda and the targeted player, then this damage will be shared evenly between the players [living players or total in party?]. Otherwise, every player 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.
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Every 1-3 auto chains, 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. The targeted player receives a target symbol above their head and an on-screen message: "Beware the Shooting Stars. Hide behind your allies!"
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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.
 +
 
 +
The targeted player should take a few steps back (at ''least'' to max melee range) and remain stationary, while every other player should stand in front of them.
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 +
 
 +
''Challenge Mode only'': If this mechanic is failed, the target will be killed instantly.
 
</div></div>
 
</div></div>
  
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Spinning Nebula'''</div>
 
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Spinning Nebula'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Pernicious Vortex.mp4|420px]]</div>
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<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Spinning Nebula.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
Every so often, rather than <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69560" title="Shooting Stars" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, 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.  
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Every so often, rather than <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69560" title="Shooting Stars" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, 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 [https://wiki.guildwars2.com/wiki/Block blocked] or [https://wiki.guildwars2.com/wiki/Reflect 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.
+
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 afterward so it may be worth just waiting for her to return.
 +
 
 +
 
 +
''Challenge Mode only'': The projectiles apply {{tooltip|Debilitated}} and can no longer be blocked or reflected.
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 +
Starting in Phase 2, a ring of large, immobile '''Soul Feast''' AoEs will appear some distance away from Dagda.
 
</div></div>
 
</div></div>
  
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<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Demonic Blast'''</div>
 
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Demonic Blast'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Pernicious Vortex.mp4|420px]]</div>
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<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Demonic Blast.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
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.
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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, in addition to applying three stacks of {{tooltip|Residual Anxiety}}, one stack of {{tooltip|Debilitated}} and summoning a [https://wiki.guildwars2.com/wiki/The_Tormented Tormented].  
  
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.
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This attack repeats at 75%, 50% and 25% health (coinciding with phases), but is often skipped if she is performing another attack when the threshold is passed.
 
</div></div>
 
</div></div>
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 +
 +
The Tormented that spawn during this attack appear near the stack and will often be cleaved down before people even notice them. The other two effects are more serious: {{tooltip|Debilitated}} lowers the player's damage by 25% for 60 seconds, and {{tooltip|Residual Anxiety}} can turn players against their allies if they reach 10 stacks (see below for more details).
  
  
 
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Demonic Fever'''</div>
 
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Demonic Fever'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Crackling Wind.mp4|420px]]</div>
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<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Demonic Fever.mp4|gif|420px]]</div>
 
<div class="col-md" style="padding:1rem;">
 
<div class="col-md" style="padding:1rem;">
Below 90% health [and only above a certain health threshhold?], 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 be instantly downed [?? of max 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 their max health as damage, downing them.
 
</div></div>
 
</div></div>
  
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==Split Phase 1==
 
==Split Phase 1==
At 75% health, Dagda becomes untargetable, repeats <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="71082" title="Demonic Blast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> (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.
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At 75% health, Dagda becomes untargetable, repeats <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="71082" title="Demonic Blast" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> (maybe) and starts pushing players toward 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 prioritize handling other mechanics correctly.
 +
 
 +
 
 +
Groups with a lot of condi damage may wish to start moving towards the edge when Dagda hits 76%, to make mechanic overlaps easier to handle.
 +
 
 +
 
 +
Two [https://wiki.guildwars2.com/wiki/The_Tormented Tormented] spawn near to each other at a random spot near the arena's edge. Kill them both to start the next phase.
 +
 
  
 +
''Challenge Mode only'': The Tormented that spawn in the split phases are now a mixture of Elites and Champions, and the Champions have the ability to summon additional Tormented.
  
Two [Tormented] spawn near to each other at a random spot near the arena's edge. Kill them both to start the next phase.
+
Additionally, one player will be targeted by '''Soul Feast''' as the phase starts (see below).
  
  
  
 
==Phase 2==
 
==Phase 2==
Phase 2 is almost identical to phase 1, with the addition of one new mechanic:
+
Phase 2 is very similar to Phase 1, with the addition of one new mechanic:
  
  
 
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Soul Feast'''</div>
 
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Soul Feast'''</div>
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Crackling Wind.mp4|420px]]</div>
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<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Soul Feast.mp4|gif|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 [??] damage and applying a stack of [Residual Anxiety] and {{tooltip|Infirmity}} to each player hit.  
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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>, and receives the on-screen message: "You are targeted by Soul Feast. Run!"
  
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.
+
A targetable, but undamageable, red puddle spawns on the player and follows them around for 15 seconds, dealing a small amount of damage and applying a stack of {{tooltip|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 [https://wiki.guildwars2.com/wiki/Special_action_skill Special Action Key] called [[File:Purifying Light (Dagda).webp|25px|link=https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda)|Purifying Light]] [https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda) Purifying Light]. 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.
  
 
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.
 
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.
</div></div>
 
  
  
===Challenge Mode===
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''Challenge Mode only'': After being targeted, a series of five '''Soul Feast''' puddles appear beneath the player over five seconds. With so many of them, they are difficult to disable with [[File:Purifying Light (Dagda).webp|25px|link=https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda)|Purifying Light]] [https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda) Purifying Light], so the targeted player likely needs to kite them away from the group instead.  
In Challenge Mode, the fight immediately starts at the puzzle in Phase 2, and the setup is random. As in normal mode, the correct Watchknight to break will never repeat across the three phases. This means after the first two puzzles have been performed correctly you will know that the correct Watchknight to break is the remaining color.
 
  
 +
If the '''Soul Feast''' puddles are allowed to touch Dagda, she will gain a stack of [[File:Demonic Aura.png|25px|link=https://wiki.guildwars2.com/wiki/Demonic_Aura_(Dagda)|Demonic Aura]] [https://wiki.guildwars2.com/wiki/Demonic_Aura_(Dagda) Demonic Aura] per tick.
 +
</div></div>
  
The exact positioning of the watchknights is not fixed, but the patterns are consistent:
 
<gallery widths=300px heights=170px>
 
File:BreakGreen.jpg|All three watchknights spaced evenly around the middle, all facing different directions.<br>Break the Arsenite (green), and hide near the Vermillion (red).
 
File:BreakRed.jpg|The Arsenite in the center of the arena, with the other two watchknights facing it.<br>Break the Vermillion (red), and hide behind the Indigo (blue).
 
File:BreakBlue.jpg|The Vermillion and the Arsenite facing the same direction, with the Indigo directly between.<br>Break the Indigo (blue) and hide in the safe half of the Vermillion’s (green) AoE.
 
</gallery>
 
  
 +
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 {{tooltip|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 or [[Guide:What_are_CC_and_Breakbars|CC]]'d, and it appears that the effect can be condi-cleansed. Stunbreaking the {{tooltip|Taunt}} will prevent the forced attacks, but the player will remain hostile and be {{tooltip|Taunt}}ed again after a short duration.
  
In addition to the above, in Challenge Mode the phases are adjusted slightly so that Phase 3 occurs at 60% health and Phase 4 occurs at 20% health.
 
  
 +
<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>s that have been hit by [[File:Purifying Light (Dagda).webp|25px|link=https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda)|Purifying Light]] [https://wiki.guildwars2.com/wiki/Purifying_Light_(Dagda) Purifying Light] will remain visible until they expire, but no longer have any effect.
  
Aside from these, structural changes between Normal and Challenge Modes are minor:
 
* There is now a 13 minute enrage timer
 
* Bosses have more health and deal more damage
 
* Bosses gain stacks of [[File:Charging Energies.webp|25px|link=https://wiki.guildwars2.com/wiki/Empowered_(Watchknight_Triumverate)|Empowered]] [https://wiki.guildwars2.com/wiki/Empowered_(Watchknight_Triumverate) Empowered] if players fail their special mechanics
 
* <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68493" title="Boiling Aether" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> AoEs are larger
 
  
 +
: '''Charging Constellation''' (Challenge Mode only): Five random players are marked with a roman numeral above their heads. After a short delay, Dagda will fire an attack at each player in order. Each hit applies {{tooltip|Extreme Vulnerability}} in an AoE, killing the player instantly if they are hit more than once. The targeted players should spread out away from the stack until they have been hit.
  
===Prototype Vermillion (red)===
 
If completed correctly, all three watchknights retreat, and after a short delay the Vermillion returns alone. Make sure not to stand in the middle of the arena as anyone that does will be instantly killed by the watchknight’s <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68316" title="Exhaust Plume" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> when it appears. It fixates on the closest player upon landing and starts <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68336" title="Dual Horizon" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. Players will still have the debuffs from the last time this attack was used, so make sure to be on the correct side.
 
  
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: '''Meteor Crash''' (Challenge Mode only): Two random players are targeted with a green AoE. Three players need to be in each or the group will take extreme damage. Although the AoEs have visual indicators suggesting that too many people can be in the AoE, there seems to be no downside to stacking them together with everyone inside.
  
A few seconds after <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68336" title="Dual Horizon" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, the Arsenite will appear and begin to channel <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68514" title="Dysapoptosis" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. It will disappear again immediately upon completion, but breaking it will mean that the next time it appears, it will be {{tooltip|Stunned}} and {{tooltip|Exposed}} for five seconds. Bear in mind that the AoE will flip when broken. The Arsenite will reappear every 30 seconds until the Vermillion is phased. Its position can change each time, but it will always be approximately halfway between the middle of the arena and the edge.
 
  
 +
Unlike Phase 1, Dadga's attack patterns are fairly reliable in this phase:
  
Except for the appearance of the Arsenite, this phase plays out the same as the first Vermillion phase. At 40% (60% in challenge mode), the Vermillion retreats once more and the Arsenite returns.
+
: '''Auto Chain''' x2 {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69560" title="Shooting Stars" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> {{to}} '''Auto Chain''' x2 {{to}} '''Spinning Nebula''' {{to}} '''Soul Feast''' {{to}} '''Auto Chain''' {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="71047" title="Demonic Fever" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> {{to}} Repeat
  
  
===Prototype Arsenite (green)===
+
In Challenge Mode, the pattern is:
If previously broken, the Arsenite will appear {{tooltip|Stunned}} and {{tooltip|Exposed}}. It is joined almost immediately by the Indigo, who performs <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68393" title="Thundering Ultimatum" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. Shortly after this attack finishes, the Arsenite begins <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68505" title="Pernicious Vortex" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
 
  
 +
: '''Charging Constellation''' {{to}} '''Auto Chain''' x2 {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69560" title="Shooting Stars" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> {{to}} '''Meteor Crash''' {{to}} '''Auto Chain''' x2 {{to}} '''Spinning Nebula''' {{to}} '''Soul Feast''' {{to}} '''Auto Chain''' {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="71047" title="Demonic Fever" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> {{to}} Repeat
  
The Indigo will return every 30 seconds if the Arsenite isn’t phased, and the Arsenite will leave at 40% (60% in challenge mode). The Indigo always appears close to the center of the arena.
 
  
  
===Prototype Indigo (blue)===
+
==Split Phase 2==
Following the pattern, the Indigo will appear and attack similarly to phase one, with the Vermillion assisting at the end of <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68510" title="Crackling Wind" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> 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.
+
At 50% health, Dagda becomes untargetable again and repeats the split phase as before, only this time four [https://wiki.guildwars2.com/wiki/The_Tormented 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==
Another “puzzle” much like the start of Phase 2, with the watchknights positioned differently. This time you want to break the Vermillion (red) to create a safe area behind the Indigo (blue). Players wishing to pick up fixations should note that the active watchknight is the one that appears first.
+
Phase 3 begins much the same as Phase 2, though <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> spawns at around 25 seconds.
 +
 
  
 +
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Rain of Comets'''</div>
 +
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 +
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Rain of Comets.mp4|gif|420px]]</div>
 +
<div class="col-md" style="padding:1rem;">
 +
Approximately 30 seconds into the phase, Dagda raises an arm above her head and summons a '''Rain of Comets''' to pelt 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.
  
===Vermillion and Arsenite===
 
After solving the puzzle, both the Arsenite and Vermillion appear, the Vermillion to the east and the Arsenite to the west. The Arsenite remains shielded so players should focus on the Vermillion. Both the watchknights go through their usual attack patterns.
 
  
 +
''Challenge Mode only'': The same pattern of '''Soul Feast''' AoEs that appears during '''Spinning Nebula''' will appear during this attack too.
 +
</div></div>
  
At the start of this phase, the Vermillion will prepare <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68336" title="Dual Horizon" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> and as it nears completion, the Indigo will appear and perform <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68393" title="Thundering Ultimatum" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>. It is quite useful to break the Indigo in this phase, as this creates the most safe space which makes it much easier to keep the Vermillion and the Arsenite separate.
 
  
 +
<div style="padding:0.5rem;text-align:center;background:#1d1d1d;color:#fff;border-bottom:1px solid #111111;border-top:1px solid #292929;">'''Planet Crash'''</div>
 +
<div class="row" style="background:#171717;border-bottom:1px solid #292929;">
 +
<div class="col-md-6" style="width:350px;padding:1rem;border-right:1px solid #111111;">[[file:Planet Crash.mp4|gif|420px]]</div>
 +
<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 (strength:3600) or she will slam the orb into the ground, dealing 90% of each player's max health across the entire arena.
  
This phase is where strategy starts properly coming into play: By default, the shielded watchknight will not perform their special attack (<span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68336" title="Dual Horizon" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68505" title="Pernicious Vortex" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> or <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68510" title="Crackling Wind" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>), but if the two active watchknights are allowed to be close to each other they will tether together, buffing the shielded knight with {{tooltip|Power Transfer}} and allowing it to use these attacks – making the fight much harder. Thus it is recommended to have the kiter try to pick up the Arsenite’s fixation and lead it away from the group. Ideally, this player should have the ability to keep themselves alive as well as provide some kind of assistance to the group from range. The player fixated by the Arsenite is not affected by debuffs from <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68336" title="Dual Horizon" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, so they don’t need to worry about having to suddenly move close to the Vermillion.
+
Breaking the bar will instead cause the orb to shatter, raining down energy around Dagda, but only dealing minor damage. Dagda will be {{tooltip|Exposed}} for five seconds after being broken.
  
  
Be aware that in this phase the stack is going to be targeted by <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68346" title="Noxious Vapor Blade" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, so they will need to move more frequently as both bosses will be dropping <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68493" title="Boiling Aether" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>.
+
''Challenge Mode only'': Failing to break Dagda is in instant wipe, and each time she is broken, she gains a stack of {{tooltip|Planetary Weight}}. This effect should reduce the effect of incoming CC, but it currently appears to do nothing.
 +
</div></div>
  
  
 +
In this phase, her attack pattern is:
  
===Arsenite and Indigo===
+
: '''Auto Chain''' x2 {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69560" title="Shooting Stars" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> {{to}} '''Auto Chain''' {{to}} '''Spinning Nebula''' {{to}} '''Soul Feast''' {{to}} '''Auto Chain''' x2  {{to}} '''Rain of Comets''' {{to}} '''Auto Chain''' x2 {{to}} '''Planet Crash''' {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69560" title="Shooting Stars" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> (only if not stunned) {{to}} '''Auto Chain''' x3 {{to}} '''Spinning Nebula''' {{to}} '''Rain of Comets''' {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="71047" title="Demonic Fever" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> {{to}} Repeat
Once the Vermillion has been reduced to 10% (20% in challenge mode), it will disappear and the Arsenite becomes vulnerable. Shortly after, the Indigo reappears in the middle of the arena and begins attacking, and shortly after that, the Vermillion will return to perform its defiance bar attack. During this phase, the Indigo will not move from the middle, so everyone can focus on the Arsenite and tank it around the edge of the arena to ensure it is out of tether range. As previously mentioned, it is beneficial if the blue fixation remains in the stack, so you can effectively ignore the Indigo in this phase. The kiter can resume kiting the <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68346" title="Noxious Vapor Blade" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> off the stack, but they will not be targeted if they pick up the blue fixation.
 
  
  
This is perhaps the phase where consistently breaking defiance bars is most valuable. The small size of the safe zone created when the Vermillion returns makes it difficult to safely remove <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68362" title="Tribocharge" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> from the stack, and forcing the Kiter to move in close runs the risk of allowing the Arsenite and Indigo to tether together and start using their special abilities - both of which further restrict movement.
+
In Challenge Mode, the pattern is:
  
 +
: '''Auto Chain''' x2 {{to}} <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="69560" title="Shooting Stars" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> {{to}} '''Meteor Crash''' {{to}} '''Auto Chain''' x3 {{to}} '''Spinning Nebula''' {{to}} '''Soul Feast''' {{to}} '''Auto Chain''' x2 {{to}} '''Rain of Comets''' {{to}} '''Auto Chain''' x2 {{to}} '''Planet Crash''' {{to}} '''Charging Constellation''' {{to}} Repeat
  
===Indigo and Vermillion===
 
Upon phasing the Arsenite to 10% (20% in challenge mode), it retreats and a shielded Vermillion returns to the east of the center. The kiter should pick up the Vermillion’s aggro and pull it away from the Indigo. It is important to stay stacked during this phase, as the Arsenite will return to perform <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68514" title="Dysapoptosis" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> during <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68510" title="Crackling Wind" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, which will make it very difficult to reposition. Hence you want everyone to already be on the same half of the arena, and either break or ignore the Arsenite based on which side needs to be safe.
 
  
  
As the kiter will be fixated, they cannot be the target of <span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68346" title="Noxious Vapor Blade" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span>, so a second player may wish to try to kite it during this phase.
+
==Split Phase 3==
 +
At 25% health, Dagda becomes untargetable again and repeats the split phase as before, only this time six [https://wiki.guildwars2.com/wiki/The_Tormented 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==
 
==Phase 4==
Upon phasing the Indigo to 10% (20% in challenge mode), the watchknights disappear, then return to perform the final puzzle. The correct one to break is the Indigo (blue), which will create a safe area consisting of a semicircle around the Vermillion (red).
+
The final phase is identical to Phase 3.
 
 
 
 
You will now face all three watchknights at once. The Vermillion spawns to the north, the Arsenite to the west, and the Indigo to the east. This can be chaotic, but with little health left each, they fall quickly. The Vermillion is the only one you can damage at first, so have a player kite the Arsenite away and focus the Vermillion down. The two shielded watchknights cannot tether together. As all three are active in this phase, there also will not be any breakbar attacks, which are perhaps the greatest threat.
 
 
 
 
 
When the Vermillion dies, the Arsenite can be attacked, and with the Arsenite dead you can finally kill the Indigo.
 

Latest revision as of 20:27, 29 March 2024

This guide provides tips and strategies for the thirteenth strike mission and how to defeat Dagda in the Cosmic Observatory. If your group is struggling, the guidelines in the 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 and make sure to run an optimal build from our list of recommended builds for this encounter.

Introduction

Through the barrier, Dagda awaits. She is a relatively simple boss with only a few key mechanics, but the 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.


Unlike most raid and strike encounters, this fight does not have a boon rip at the start, nor will it refill class-specific resources such as Life Force.


Strategy

The fight starts as soon as someone attacks Dagda. Dagda will target the closest entity (including pets etc.) 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.


Challenge Mode

Dagda starts with 10 stacks of Demonic Aura Demonic Aura, each stack of which reduces the damage she takes by 10%. Throughout the fight, Purifying Light Purifying Light AoEs will spawn (see the Soul Feast mechanic in Phase 2) nearby, and using the Special Action Key on Dagda will remove five stacks. Once all her stacks are removed, she will gain an effect called Demonic Aura Timer Demonic Aura Timer that last for 20 seconds. After the buff expires, she will regain all 10 stacks.


Additionally, there is now a 10-minute Enrage Timer.


Finally, the encounter starts with Planet Crash (see Phase 3).


Phase 1

Shooting Stars

Every 1-3 auto chains, 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. The targeted player receives a target symbol above their head and an on-screen message: "Beware the Shooting Stars. Hide behind your allies!"

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 Infirmity for 30 seconds, reducing incoming healing by 25% per stack.

The targeted player should take a few steps back (at least to max melee range) and remain stationary, while every other player should stand in front of them.


Challenge Mode only: If this mechanic is failed, the target will be killed instantly.


Spinning Nebula

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 afterward so it may be worth just waiting for her to return.


Challenge Mode only: The projectiles apply Debilitated Debilitated and can no longer be blocked or reflected.

Starting in Phase 2, a ring of large, immobile Soul Feast AoEs will appear some distance away from Dagda.


Demonic Blast

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, in addition to applying three stacks of Residual Anxiety Residual Anxiety, one stack of Debilitated Debilitated and summoning a Tormented.

This attack repeats at 75%, 50% and 25% health (coinciding with phases), but is often skipped if she is performing another attack when the threshold is passed.


The Tormented that spawn during this attack appear near the stack and will often be cleaved down before people even notice them. The other two effects are more serious: Debilitated Debilitated lowers the player's damage by 25% for 60 seconds, and Residual Anxiety Residual Anxiety can turn players against their allies if they reach 10 stacks (see below for more details).


Demonic Fever

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 their max health as damage, downing them.


Split Phase 1

At 75% health, Dagda becomes untargetable, repeats (maybe) and starts pushing players toward 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 prioritize handling other mechanics correctly.


Groups with a lot of condi damage may wish to start moving towards the edge when Dagda hits 76%, to make mechanic overlaps easier to handle.


Two Tormented spawn near to each other at a random spot near the arena's edge. Kill them both to start the next phase.


Challenge Mode only: The Tormented that spawn in the split phases are now a mixture of Elites and Champions, and the Champions have the ability to summon additional Tormented.

Additionally, one player will be targeted by Soul Feast as the phase starts (see below).


Phase 2

Phase 2 is very similar to Phase 1, with the addition of one new mechanic:


Soul Feast

Approximately 30 seconds into the phase, a random player becomes the target of , and receives the on-screen message: "You are targeted by Soul Feast. Run!"

A targetable, but undamageable, 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 Residual Anxiety and Infirmity 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 called Purifying Light Purifying Light. 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.


Challenge Mode only: After being targeted, a series of five Soul Feast puddles appear beneath the player over five seconds. With so many of them, they are difficult to disable with Purifying Light Purifying Light, so the targeted player likely needs to kite them away from the group instead.

If the Soul Feast puddles are allowed to touch Dagda, she will gain a stack of Demonic Aura Demonic Aura per tick.


The mechanic in this encounter applies stacks of Residual Anxiety 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 Taunt Taunted onto other players. The hostility will end early if the player is downed or CC'd, and it appears that the effect can be condi-cleansed. Stunbreaking the Taunt Taunt will prevent the forced attacks, but the player will remain hostile and be Taunt Taunted again after a short duration.


s that have been hit by Purifying Light Purifying Light will remain visible until they expire, but no longer have any effect.


Charging Constellation (Challenge Mode only): Five random players are marked with a roman numeral above their heads. After a short delay, Dagda will fire an attack at each player in order. Each hit applies Extreme Vulnerability Extreme Vulnerability in an AoE, killing the player instantly if they are hit more than once. The targeted players should spread out away from the stack until they have been hit.


Meteor Crash (Challenge Mode only): Two random players are targeted with a green AoE. Three players need to be in each or the group will take extreme damage. Although the AoEs have visual indicators suggesting that too many people can be in the AoE, there seems to be no downside to stacking them together with everyone inside.


Unlike Phase 1, Dadga's attack patterns are fairly reliable in this phase:

Auto Chain x2 Auto Chain x2 Spinning Nebula Soul Feast Auto Chain Repeat


In Challenge Mode, the pattern is:

Charging Constellation Auto Chain x2 Meteor Crash Auto Chain x2 Spinning Nebula Soul Feast Auto Chain Repeat


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.


Rain of Comets

Approximately 30 seconds into the phase, Dagda raises an arm above her head and summons a Rain of Comets to pelt 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.


Challenge Mode only: The same pattern of Soul Feast AoEs that appears during Spinning Nebula will appear during this attack too.


Planet Crash

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 (strength:3600) 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. Dagda will be Exposed Exposed for five seconds after being broken.


Challenge Mode only: Failing to break Dagda is in instant wipe, and each time she is broken, she gains a stack of Planetary Weight Planetary Weight. This effect should reduce the effect of incoming CC, but it currently appears to do nothing.


In this phase, her attack pattern is:

Auto Chain x2 Auto Chain Spinning Nebula Soul Feast Auto Chain x2 Rain of Comets Auto Chain x2 Planet Crash (only if not stunned) Auto Chain x3 Spinning Nebula Rain of Comets Repeat


In Challenge Mode, the pattern is:

Auto Chain x2 Meteor Crash Auto Chain x3 Spinning Nebula Soul Feast Auto Chain x2 Rain of Comets Auto Chain x2 Planet Crash Charging Constellation Repeat


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

The final phase is identical to Phase 3.

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