Drowning Deeps Mechanic Guide

 Drowning Deeps (Translate ke Bahasa Indo in-Progress)


As the people of Yurido Village strived to rebuild their homes and their lives, the nearby Amethyst Shore seemed to offer a wide horizon of hope and opportunity-for fishing, for trade, for travel and exploration away from the vicious Volkami. These dreams were quickly dashed along the rocky shore, and with every fishing vessel or ship that pushed out into the waves. Something strong and powerful lived within the deeps, something… that liked to sing.













Ogarak:
HP: 80,682,000 (Normal) / ? (Hard)
Enrage: 8:00
CC Bars: 4x

Attack Pattern:
  1. Wide 180 degree frontal sweep, blockable.
  2. Two AoE spins, second hit has larger range and knocks down, both are blockable.
  3. Linear lightning thrust, unblockable and knocks back.
  4. Very fast linear wide frontal knee, blockable and dazes.
  5. One of the following:
    • Cross lightning slam, unblockable and knocks down.
    • Single target uppercut, blockable and inflicts aerial.
  6. Fast linear downward slam, unblockable and knocks down.

All his attacks inflict the “Thunder Spirit” debuff. After two full rotations before reaching a mechanic phase, he will grab the tank which cannot be iframed, and absorb their debuff, and gain a permanent stack of “Enhanced Attack Power” that will increase his damage and stacks up to 10 times.

This boss is stationary; if the tank is too far, he will drop lightning at the three times which does a lot of damage.

Electrified Water (70%/30%):
The boss will jump to one of the four shells at the 12/3/6/9 o’clock positions and flood the entire room with an electrical water except for that spot the boss landed on. Standing on the electrical water applies the “Electric Current” debuff that will instantly kill you on 50 stacks, but if you are standing on the safe zone, you will gain the “Safe Zone” buff that prevents you from gaining Electric Current stacks.

The boss will then do two blockable AoE knockdown spins and then grab the tank. He must be 4x CC’d here, or else the tank will take significant damage in Normal Mode, or wipe the party in Hard Mode.

Afterwards, the boss will jump to another shell; if the boss was CC’d the tank will gain a Safe Zone Barrier that allows the party to safely traverse the electrified water. As the party is moving, the boss will be throwing four electric orbs twice, although this will be blocked by the Safe Zone Barrier, along with stalagmites falling from the ceiling that will knock down. The boss will then repeat his two blockable AoE knockdown spins and grab the tank.

The boss will jump to another shell, and this time he will stomp the ground five times, creating shockwaves that must be jumped over. He will then try to execute a field-wide AoE which must be CC’d. Afterwards, the electrified water will disappear, and the boss will jump back to the middle and resume his attack rotation.











Bomak:
HP: 82,688,000 (Normal) / ? (Hard)
Enrage: 8:00
CC Bars: 4x

Attack Pattern:
  1. Large AoE shoulder drop, blockable and aerials.
  2. Double 180 degree frontal claw swipes, blockable.
  3. Linear frontal ground slam, unblockable and aerials.
  4. Double 180 degree frontal claw swipes.
  5. Linear frontal water breath, unblockable.
  6. Attempts to grab the tank with his mouth, if successful he spits them out in front of him which knocks down, unblockable.
  7. One of the following:
    • Linear rear tail slam, unblockable.
    • Linear fin slam on both sides, unblockable.

If the tank is too far, he will jump at them creating an unblockable AoE that aerials.

Any time you are knocked into the air, he will grab the closest aerialed person and piledrive them into the ground.

Bombardier (70%/30%):
A message warns “Hey! Over here!” and a Bombardier, a Yutay carrying a large bomb, will appear in one of the eight crevices. After a moment, it will try to rush the tank, self-destruct in an unblockable AoE which is instant death in Hard Mode, and drop the bomb where it exploded. One person needs to hit the add and lure it away from the party so the bomb is deposited in an isolated corner. The bomb will explode after 25 seconds.

Once the add explodes, a message warns “Bomak unleashes a Primal Attack” and he will do a very fast field-wide unblockable AoE roar that stuns. He will do a large AoE shoulder drop, then jump toward the furthest person (should be where the bomb is at) creating an unblockable AoE slam that aerials and piledrives, and shoot five unblockable projectiles that knock back. It is important to iframe the slam and not get piledriven as to not delay the attacks. The AoE slam toward the next farthest person (away from the bomb) and projectiles are repeated again; the bomb should start counting down from 10 to 0 here.

Then, the boss will shoot an AoE slime at the furthest person (must be where the bomb is at), which will disable the bomb. If the bomb explodes, it will do massive damage and heal the boss by 20% of his HP in Normal, or wipe the party in Hard. The boss will then do an unblockable field-wide AoE slam that must be 4x CC’d, else this will wipe the party in Hard, before resuming his attack patterns.

WARNING: The Bombardier can spawn in rapid succession if mechanics are pushed, if this happens avoid DPSing for a time.












Numok:
HP: 170,714,000 (Normal) / ? (Hard)
Enrage: 10:00
CC Bars: 4x

Attack Pattern:
  1. Double 180 degree frontal swipes, blockable.
  2. Linear frontal tentacle slam, very large range, unblockable and aerials.
  3. Double 180 degree frontal swipes.
  4. Double 280 degree frontal tentacle swipes, then two AoE spins with larger range and knockback on the second hit, all blockable.
  5. 180 degree frontal swipe, then two 270 degree room-wide swipes that knocks back on both hits, all unblockable. The 90 degree safe zone behind the boss is determined by which arm the boss uses on the first 180 degree swipe; if he swings with his left arm then the rear right zone is the safe spot, and if he swings with his right arm then the rear left zone is the safe spot.
  6. Linear frontal tentacle slam.

If the tank is too far, the boss will try to grab them and drag them underground with his tentacles and slam them next to him.

Ink Poison:
If the boss does three full attack rotations before a mechanic phase, a message warns “Numok is looking for a target to kill” and the boss will mark the farthest person, Phantom Grip them next to him and trap them in a bubble that disables all their actions. He will then squirt ink that covers the entire field but an 8 meter zone around him, then do an unblockable/uniframable field-wide AoE slam that knocks everyone except the marker toward the edges of the room. Standing in the ink zone will apply the “Ink Poison” debuff that instantly kills you on 20 stacks and lasts 20 seconds, and disables approach skills. The boss will do another unblockable/uniframable field-wide AoE ink squirt that applies the “Inky View” debuff on everyone, causing black ink to obstruct large parts of their view for 5 seconds.

The boss will then release two field-wide AoE shockwaves that can be jumped over, before doing an unblockable 180 degree cleave at the marker which will instantly kill them if not interrupted by 4x CC. The boss will resume his attack rotation, and the Ink Poison zone will disappear after one full rotation.

Ink Globes (80%/40%):
At the start of the phase, the boss will dig his tentacles underground and shoot 6 unblockable AoEs that aerial in random spots five times. He will then jump to the farthest person, creating an unblockable AoE slam, and a message warns “Numok is conjuring an Ink Bubble” where he marks the three farthest people from him and shoot three Ink Bubbles at them in order of farthest to closest marker, leaving a puddle that deals lots of damage. Puddles should ideally be put down in a line toward the 3 o’clock area so that they don’t hinder the party and for the next part of the mechanic.

The boss will dash to the middle and do a field-wide shockwave that can be jumped over, then dive underground and become unattackable. The Ink Bubbles left behind by the markers will start traveling while bouncing up and down and bounce back on hitting the wall. During this the boss will appear below the markers one-by-one in order of farthest to closest marker, grab them and chomp them, spit them out, and dive back underground until all the markers have been chomped.

The non-markers (excluding the tank) and the farthest marker after they’ve been chomped must use Block/Counter/Parry/Deflect skills on the Ink Globes to dispel them. If you are hit by the Globe, you will be knocked down and receive Inky View. As the globes are bouncing up and down and not traveling in a straight line, the blockers must be standing in the Globe’s landing zone and use their block just before it lands. The blockers will gain the “Ink Bubble” buff which will trap them in an air bubble and disable all their actions after 10 seconds which is needed for the next part of the mechanic. If any of the markers block the Globes before they are chomped, the Ink Bubble will be removed in Normal Mode, or instantly kill them in Hard Mode.

Everyone must then head to the 3 o’clock position before the boss has chomped the final marker. After chomping the final marker, the boss will dash to the center and a message warns “Numok is looking for a target to kill” and mark the closest person with “Watched” for 60 seconds, then do a field-wide blockable AoE shout that stuns while absorbing any leftover Ink Globes. If he absorbs any, a message warns “Numok absorbs Ink and grows stronger” and the boss will heal 5% of his max HP and gain a stack of “Enhanced Attack Power” that increases his damage, in Hard Mode he will wipe the party on absorbing two Globes.

The boss will switch his aggro onto the marker and will then be doing double swipes and linear tentacle slams that aerial, during this the boss will create four 270 degree ink zones that will pop Ink Bubble and do massive damage to them, but do no damage to anyone else, with the safe zone starting at the marker’s position. These zones are directed by the marker, similar to Raven King’s mechanic, and the safe zone will constantly rotate 90 degree counterclockwise. The marker must move 90 degrees clockwise after each AoE so that the safe zone will stay in place, and has 5 seconds to move before each shift.

After the ink zones, the boss will do a field-wide unblockable/uniframable vacuum, into a field-wide unblockable/uniframable AoE slam that will knock back everyone toward the edges of the room. The slam will remove Ink Bubble, but they will not get knocked back. The boss will then try to create a large ink bubble and absorb it, healing him by 30% of his max HP in Normal or wiping the party in Hard. The people who just had their Ink Bubble removed must 4x CC the boss, if successful the boss will instead injure himself by 10% of his max HP, and he will resume normal patterns. Classes with high mobility, such as Force Masters, Assassins, and Soul Fighters, can quickly make it back to the boss from the edge and help CC. Self-aerial abilities such as Force Master’s Frost Burst and Gunslinger’s Skystone can also avoid the knockback, and Summoner’s Cats and Warlock’s Thralls are immune to the knockback.

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