Difference between revisions of "Old Lion's Court Mission Strategy Guide"

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Unlike the others, the Indigo is ranged and will not move from its location, instead attacking the fixated player from range. Approximately every eight seconds, three random players will be given a medium-sized AoE around them that detonates after a few seconds, damaging anyone inside. Every other time this occurs (starting with the first), one of the three [random? most distant?] drops a small blue pylon that tethers to them and begins a countdown indicated above the player's head. After five seconds, the targeted player will drop a <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> AoE at their location and be teleported back to the pylon, taking damage depending on how far from the pylon they moved. The targeted player will need to balance moving dropping the AoE in a safe location against ensuring they do not move so far that they get downed.
 
Unlike the others, the Indigo is ranged and will not move from its location, instead attacking the fixated player from range. Approximately every eight seconds, three random players will be given a medium-sized AoE around them that detonates after a few seconds, damaging anyone inside. Every other time this occurs (starting with the first), one of the three [random? most distant?] drops a small blue pylon that tethers to them and begins a countdown indicated above the player's head. After five seconds, the targeted player will drop a <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> AoE at their location and be teleported back to the pylon, taking damage depending on how far from the pylon they moved. The targeted player will need to balance moving dropping the AoE in a safe location against ensuring they do not move so far that they get downed.
  
[<span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68349" title="Volatile Static" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> - fires at fixation and chains to 2 additional targets, dealing damage based on distance between the targets?]
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[<span data-armory-embed="skills" data-armory-size="24" data-armory-inline-text="wiki" data-armory-ids="68515" title="Volatile Static" style="display: inline-block; min-height: 24px; max-height: 24px; overflow: hidden; vertical-align: bottom;"></span> - fires at fixation and chains to 2 additional targets, dealing damage based on distance between the targets?]
  
  

Revision as of 22:17, 10 November 2022

Work in Progress - information may be inaccurate or incomplete

Introduction

Old Lion's Court will see you facing off against three Watchknights - individually at first and then together.

There are two fundamental mechanics that appear throughout - first, the watchknights will prepare an attack that wipes the party, and they must be broken. The attack indicator will cover a certain area of the arena that depends on the Watchknight's color, and the attack will always hit at the same time, but upon being broken, the area covered by the attack will invert. Bear this in mind when positioning throughout the encounter. There are frequent defiance bars in this encounter, making reliable CC an advantage, but they are not large and you have a long time to break them.

The second fundamental mechanics is a small spreading AoE called that will steadily grow in size. Once it reaches maximum size it becomes a highly damaging field that remains for approximately 50 seconds, or until the next phase. Multiple mechanics in the fight drop these AoEs, so it is important to be aware of them and try to ensure they are dropped towards the edge of the arena, and ideally in clusters, to give you the most playable space.


Strategy

Prototype Vermillion (red)

At the start of the fight, the Vermillion appears and begins channelling its attack. It will take no damage while its shield is active, though you can already apply conditions to it, giving condition builds something of an advantage. When broken, the attack AoE will invert, creating a dangerous area around the Vermillion. Breaking the boss will also apply five seconds of Stunned Stunned and Exposed Exposed when the attack completes. Getting hit by either AoE will inflict , pulling you upwards into a black hole then killing you.


After this, the Vermillion will fixate on the [closest?] person and move to them. The fixated target has an indicator on their buff bar and a red icon above their head. Shortly afterwards, it will prepare a ring AoE attack.


Dual Horizon

An orange ring AoE appears around the boss and arrows indicate to move either inside or outside. Whichever you chose will apply a debuff to you: Tidal Torment if you're inside, Ergo Shear if you're outside. The next time this attack occurs you need to take the opposite position, which will then safely remove the debuff and replace it with the opposing one. Getting hit by the same effect twice (e.g. being inside the ring twice in a row) will release a heavily damaging for each player that fails, causing heavy damage to the party as well as applying exposed to each individual that failed for 60 seconds. The arrow indicators will update to show you the correct location each time. Getting hit by the Ring AoE will deal heavy damage and either knock towards or away from the Vermillion, applying the corresponding debuff and also applying Exposed Exposed for 60 seconds - increasing the damage the player takes by 25%. This attack repeats every 20 seconds.


Otherwise, the Vermillion will move towards the tank and perform a basic autoattack with each hit dealing moderate damage. The final strike of this autoattack chain shows an AoE and deals heavy damage, and every other time (starting with the first) it hits, it drops a AoE at the Vermillion's location. Because of this, it is recommended to tank the boss close to the edge of the platform, and move its position after every second attack chain. Though it has low enough health that most groups are unlikely to get more than one. A loud clanging sound effect occurs each time is dropped.


When the Vermillion reached 80% health, it will retreat and the next boss will appear.


Prototype Arsenite (green)

Much like the red watchknight, this boss immediately starts channelling an attack that in this instance, covers one half of the platform. Break it as before and the AoE will flip location, meaning that coming from the Vermillion you will already be on the safe side. Once broken, it will fixate on the closest player and begin to charge a pulling attack. [name of attack?]


Pernicious Vortex

The Arsenite charges up an attack that creates a AoE beneath it, pulsing damage and pulling all players towards the location. The closer a player is, the more damage they take, and touching the also applies Exposed Exposed to the player for 60 seconds.


Similar to the Vermillion, the Arsenite will then move to the fixated player and attack with a basic auto chain. The first two strikes deal moderate damage, and the third deals heavy, and every other time it's used (starting with the first) it launches a at the most distant non-fixated target, dropping a AoE at their location.

At 80%, the Arsenite will retreat and the final Watchknight will appear.


Prototype Indigo (blue)

As it appears, the Indigo prepares an attack that covers the entire area, apart from a 120 degree sector behind it. The AoE flips once the watchknight is broken, so the group will be safe if coming from the Arsenite's location.


Once broken, the Indigo fixates on the closest target and prepares the next attack.


Crackling Wind

Effectively the opposite of the Arsenite's attack, the Indigo starts pushing all players away, dealing more damage the further they are. Players at the very edge of the AoE will be hit by [??? - I assume it applies exposed].


Unlike the others, the Indigo is ranged and will not move from its location, instead attacking the fixated player from range. Approximately every eight seconds, three random players will be given a medium-sized AoE around them that detonates after a few seconds, damaging anyone inside. Every other time this occurs (starting with the first), one of the three [random? most distant?] drops a small blue pylon that tethers to them and begins a countdown indicated above the player's head. After five seconds, the targeted player will drop a AoE at their location and be teleported back to the pylon, taking damage depending on how far from the pylon they moved. The targeted player will need to balance moving dropping the AoE in a safe location against ensuring they do not move so far that they get downed.

[ - fires at fixation and chains to 2 additional targets, dealing damage based on distance between the targets?]


Phase 2

Now you will face the watchknights again, but they will occasionally be assisted by a second watchknight that regularly appears and performs their defiance bar attack. At the start of the phase, existing AoEs will be cleared, but it is possible for those that had not finished forming at the time of phasing to remain.


Upon pushing the Indigo to 80% it will disappear and shortly after, all three Watchknights will return and start their breakbar attacks. Breaking any of them will invert the safe location as normal, but also prevent the other two being broken. The goal is to identify which watchknight needs to be broken to create a safe location that is not covered by the other two watchknight's AoEs.


The correct watchknight to break in this phase is the Arsenite (green). This leaves the space surrounding the Vermillion (red) safe and highlights it with a white AoE, so make sure everyone can get back to it.


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 this is its landing site [I assume it's an insta-kill?]. It fixates on the closest player upon landing and shortly starts . Players will still have the debuffs from the last time this attack was used, so make sure to be on the correct side.


A few seconds after , the Arsenite will appear and begin to channel [its defiance bar attack]. It will disappear again immediately upon completion, but breaking it will mean that the next time it appears, it will be Stunned Stunned and Exposed Exposed for five seconds. Bear in mind that the AoE will flip as well. The Arsenite will reappear every 30 seconds until the Vermillion is phased.


With the exception of the appearance of the Arsenite, this phase plays out the same as the first Vermillion phase. At 40%, the Vermillion retreats once more and the Arsenite returns.


Prototype Arsenite (green)

If previously broken, the Arsenite will appear Stunned Stunned and Exposed Exposed. It is joined almost immediately by the Indigo, who performs its breakbar attack. Fans of pattern recognition will expect (correctly) the Arsenite to shortly begin .


The Indigo will return every 30 seconds if the Arsenite isn't phased, and the Arsenite will leave at 40%.


Prototype Indigo (blue)

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%


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).


Vermillion and Arsenite

After solving the puzzle, both the Arsenite and Vermillion appear, though the Arsenite remains shielded so players should focus on the Vermillion. Both the Watchknights go through their usual attack patterns, though their special attacks are offset to make things more manageable.


At the start of this phase, the Vermillion will prepare and as it nears completion, the Indigo will appear and perform their defiance bar attack.

As Indigo finishes its attack, the Arsenite will begin .


This phase is where strategy starts properly coming into play, as if the two active watchknights are allowed to be close to each other, they will tether together and [do something, a buff I guess]. Thus it is recommended to have a specific player try to pick up the Arsenite's fixation and kite 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.

[Does fixation from any watchknight remove the dual horizon debuffs?]


Arsenite and Indigo

Once the Vermillion has been reduced to 10%, it will disappear and the Arsenite becomes vulnerable. Shortly after, the Indigo reappears, 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.

[when do the boiling aether AoEs despawn?]

[Due to volatile static do you want the entire group to stay stacked?]


Indigo and Vermillion

Upon phasing the Arsenite to 10%, it retreats and a shielded Vermillion returns. Have a player pick up the Vermillion's aggro [same as vermillion?] and kite it away from the Indigo. It is important to stay stacked during this phase, at the Arsenite will return to perform its defiance bar attack during , 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.


Phase 4

Upon phasing the Indigo to 10%, 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).


You will now face all three Watchknights at once. This can be chaotic, but with only 10% 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 defiance bar 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.

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