Nasod Inspector
After the Secret Dungeon Reorganization, all robot based monsters are much smaller, including the Nasod Inspector. The Nasod Inspector is the gargantuan blue robot boss found in Wally's Underground Laboratory.
Defense Mode
There is a Signal Lantern located at the center of Nasod Inspector's chest. At the beginning of the battle it is inactive. When damaged Nasod Inspector will activate it.
The color of lantern indicates the defense mode of Nasod Inspector and will change over time.
Yellow means Nasod Inspector is highly resistant to all physical attacks.
Blue means Nasod Inspector is highly resistant to all magical attacks.
The defense boost is high enough that all damage of the type it resists will be reduced to 1.(No Damage in KR)
Moves
Fire Laser: The Nasod Inspector can fire a beam of yellow
laser (similar to that of the Cockatrigles in Velder) from his signal
lantern across a long distance, dealing substantial damage.
Cannon Fire: The Nasod Inspector aims its cannon forward and fires, the attack is fairly short ranged but the damage is high.
Cannon Slam: The Nasod Inspector slams his giant cannon
vigorously onto the ground and fires, causing a series of giant
explosions. This does extremely high damage, more so if you are carried
along with the blast wave. Players hit by the cannon will be stunned
for several seconds. Requires full mana bar to use, mana resets upon
execution.
Cannon Slam II: The Nasod Inspector slams its arm into the
ground and then follows up by slamming its giant cannon against the
ground as well but does not fire. This hits closer to itself and both
the arm and cannon can deal moderate damage as well as launching you a
significant distance upwards. A danger of this attack is that it can
launch you into multiple yellow flares for incredible damage.
Fire Yellow Flares: The Nasod Inspector aims his mini-cannon
towards the ceiling and fires, causing yellow flares to start floating
down slowly. These flares do high damage. These flares will usually fall
near the Nasod Inspector.
Fire Blue Flares: The Nasod Inspector aims his mini-cannon
towards the ceiling and fires, causing blue flares to start dropping
down to the floor quickly. These blue flares detonate after a set amount
of time and do minor damage. These can fall anywhere and everywhere
except for near the Nasod Inspector itself.
Crawl: If you are too far away from the Nasod Inspector, it
will put its arms on the ground and pull itself to you, then stumble and
fall, then pick itself up again. This move can flatten you and cause
moderate damage.
Defense Mode: The Nasod Inspector will change its defense
mode depending on its current remaining HP, the Signal Lantern will
change color to indicate which defense mode it has entered. Whenever it
does this it will recover a large amount of health.
System Crash: When the Nasod Inspector's health is reduced
to critical levels, the Nasod Inspector's attack speed and movement
speed will be greatly increase like crazy and increase damage by 20% as
if it were malfunctioning.
Tactics
The Nasod Inspector's pattern will follow the behavior as shown
above. Health values are a rough approximate. An example of how the
chart works: when the Nasod Inspector reaches 70% HP, he will activate
Magic Defense mode and will regain HP to 90%.
The Nasod Inspector is always super armored and thus will not be
stunned by attacks. It can however be frozen temporarily with Light
Enchantment (petrifying) on weapons, Awakening, or freezing attacks like
Blizzard Shower.
The best move is always to KEEP OFF THE GROUND. Especially
for melee characters, stay at the top platform of either side of the
stage and wait for the Nasod Inspector to come to you. The Mini-Cannon
would be just jutting out for you to hit and spam skills. Also as he
crawls over, his hitbox becomes much wider and thus more susceptible to
damaging AOE attacks like Gungnir.
When the Nasod Inspector starts shooting yellow flares, run to the opposite end of the map. They are extremely lethal.
A more advanced strategy is to knock Nasod Inspector's HP to just
above a threshold where it will activate a defense mode and regenerate,
then freeze it and deal enough damage to knock it down to the threshold
of a different defense mode causing it to skip that phase.
- The first HP threshold is roughly 17 HP Bars on Normal.
- The HP thresholds for Hell Mode are 25.9, 19.5, 13.1, and 7.1 Bars.
- Knocking it from over 25.9 to under 19.5 will cause it to skip Magic Defense phase.
- Knocking it from over 13.1 to under 7.1 will cause it to skip Physical Defense phase.
- An alternative to freezing the Nasod Inspector is to wait till
it tries one of its downward cannon slam attacks, it cannot cancel out
of that animation allowing players to use multiple skills before it can
activate or change defense modes.
- It is possible for it to "System Crash" and activate "Physical
Defense Mode" at the same time if the skill chain reduces a large amount
of HP while failing to kill it.
It can be useful to have a Code Nemesis who has learned Atomic Shield to be in your party since the shield can block the Yellow Flares that the Inspector fires.
If you fail to skip the Magical/Physical Defense Mode Phase
(Meaning it will use Magical/Physical Defense Mode) you can break its
defense by inflicting any defense reduction like Armor Break,
Water Element Enchant Debuff, or any active/passive skill which can
reduce its defense. Wind orbs are also effective in nullifying its
defense increase.
- Only Armor Break will be sufficient for you to deal significant
damage on Hell difficulty or higher due to the increased defense from
level difference.
Other Information (NA)
- In Henir and on Hell difficulty Nasod Inspector starts out closer than in Normal and Luto difficulties.
- Assuming level 60:
- It has roughly 3M HP on Normal Mode (21 Life-bars) and 4M HP on Hell Mode (31 Life-bars). (needs more testing)
- Its defense on Normal Mode will reduce damage by approximately ~20%. (needs more testing)
- Its defense on Hell Mode will reduce damage by approximately ~32%. (needs more testing)
Dragon Nest: Abyss
“ |
Kayak's conspiracy isn't over yet. The gate of the Dragon Nest opens wide into the Abyss, The land of the accursed.
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” |
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Description:
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Even though the team believed that the conflict with the Lizardmen
was over, Kayak was still at large and news has sprung up of his latest
plan.
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Recommended Level:
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50-60
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Appropriate Item Level (Normal):
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Appropriate Item Level (Hell):
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70
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85
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Entry Requirements:
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- Complete all dungeons in Bethma on Very Hard.
- Have a Map of the Abyss in your inventory. (Hidden Map of the Abyss is needed when entering Hell mode)
- Must be Level 50 or higher. (If soloing, you can enter at level 48)
- Complete all dungeons in Bethma on Very Hard.
- Have a Luto's Pass in your inventory. (2 Luto's Passes is needed when entering Hell mode)
- Must be Level 60 or higher.
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Mobs:
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Mini Boss:
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Saurus Guardian - Similar to the Saurus Guardians in Bethma Lake (Night),
except that its armor has more intricate patterns and it now wears a
helmet. It also super armors itself frequently when attacking and
possesses a stoic threshold. It will usually drop its super armor
before attacking unlike the normal version.
Shadow Shaman Lizardman - Similar to the Shaman Lizardmen seen in the Bethma Region, except that it can summon High Magician's Magic Missile in a row, and super armor itself while healing on Hell Mode.
Lizardman Warrior - Similar to the Lizardman Warriors in Dragon Road, except that it can use a spinning whirlwind attack whenever it reaches its stoic threshold on Hell Mode.
Shadow Warrior - Similar to the Shadow Warrior in Bethma Lake (Night), but their attack are similar to Lizardman Warrior. This version only has one sword and so cannot transform it into a boomerang like the boss version.
Shadow Lizardman - Similar to the Shadow Lizardmen, in Bethma Lake (Night), except that it can now throw spears (while in super armor) and wears a helmet.
Fire Komodo
- Similar to the Fire Komodos seen in the Bethma Region, except that it
breathes fire faster and more often. It also super armors itself before
& during it breathes fire and when struck. Also, whenever attacked
they will gain super armor for the duration of their stun animation,
unlike Crossbowmen Soldier in 2-x it only gain super armor when hit from behind.
- These enemies drop Heated Scales needed for crafting and are more common on the 'bottom' route through the stage.
Flame Bat
- Similar to the Flame Bats seen in the Bethma Region, it will try to
latch onto players and self destruct, its explosion does enormous
damage.
Bone Gargoyle - Flying gargoyle skeletons that attack in a similar manor to Wyverns.
General
Saurus General: This mob's attack virtually similar to regular mobs but stoic last longer.
Dark Berauk: This mob's attack virtually similar when he appear as miniboss in 3-4.
Lizardman General: This mob's attack virtually similar to Lizardman Warrior.
Shadow Warrior: This mob's attack virtually similar when it appear as boss in 3-3.
Captain Vescoo: This mob's attack virtually similar when it appear as field boss in Bethma.
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Dark Berauk - A stronger version of the boss of Bethma Lake, fights identically to the boss version minus the ability to summon more minions.
Note:
-Appears only in the 'top' route through the stage.
-In Luto Mode, Dark Berauk is a regular enemy that appears throughout the stage.
-8/28/2013 KR: This miniboss became a General monster because there is no bottom path anymore.
Shadow Warrior (Large) - A giant version of the Shadow Warrior boss in Bethma Lake (Night), except that it is larger and has much higher attack speed.
Note:
-This enemy can drop the same accessory as the stage boss version.
-In Luto Mode this is a regular enemy that appears throughout the stage.
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Obstacles:
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Totem - An inert Totem that stands still. But don't get too close to it or else fire will come out of its mouth straight at you!
Geyser - A hole that spits fire at intervals and can cause burning damage. They are triggered by proximity
Large Boulder
- A giant boulder that is pushed down hills ahead of the smaller
boulders, flattens players for a long period of time and does extremely
high damage.
- In Luto Mode there is an endless stream of these boulders.
- 8/28/2013 KR : In Luto Mode these boulder only rolling once then continued with Small Boulders like Normal and Hell Mode.
Small Boulder - Similar to that of 2-3, there will be vents that will exert steam at regular intervals that can damage you.
- You can generally tell how close they are by listening to the rumbling sounds of their movement.
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Boss:
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Kayak the Shadow Shaman - The boss from Dragon's Nest is back. His moves are exactly the same except he immediately summons a clone to aid in battle.
Moves:
-Summon: Kayak will immediately summons a clone to aid in battle.
-Magic Missile: Like Berauk, Kayak can also summon a weakened version of Magic Missile that follows you.
-Bonfire: Kayak will raise one of his hands and summon two fiery
pillars that enables him for more space. If you touch one, you'll get
burned, so watch out!
-Multiple Geyser: Kayak is capable of using an enhanced version of Elsword's Triple Geyser skill. Raising his staff, Kayak will summon four Geysers all around him, doing very heavy damage to all those near him.
Kayak the Shadow Shaman (Clone)
- Identical to the boss in many ways, even the name is exactly the
same. It has same abilities as the boss, the main difference being the
clone has roughly half as much HP and is slightly darker in appearance.
The clone will die automatically if its original is killed.
Ancient Bone Dragon
At the end of the sub-boss battle, Kayak the Shadow Shaman, summons the Ancient Bone Dragon
which will breathe flame at the center of the stage immediately after
it's summoned. (Though this is a cutscene, the flame can still injure
you substantially.) The Ancient Bone Dragon then flies to the right of
the screen and the fight starts.
Moves
Impaling Bone Spears: The dragon steps up with its front leg
onto the platform, which will propel you upwards, then fires a few bones
at you dealing high damage.
Head-whack: The dragon steps back, then swings its head to the right, dealing moderate damage while propelling you upwards.
Dragon Fire: The dragon breathes smoke momentarily, then steps up
with its front leg onto the platform, which will propel you upwards,
then breathes a long stretch of fire, continuously juggling you. This
deals extremely high combo damage and the burning ailment will further
intensify it. It will often use this move after a successful Head-whack.
Aerial Dragon Fire: The dragon will usually try to use this skill
right at the start of the fight. It flies up and flies to the other
end of the cave and then back while breathing fire on the ground, on
Hell or Luto Mode it will not only do this twice but the delay between
breaths will be less after each pass. If you get caught by the fire
breath, you will be stun-locked due to the rapid hits. There is roughly
a 30 second cool-down period after this skill where it will not be able
to activate this skill again, it will also tend to not use this skill
as often when being actively attacked.
Fire Rain: The dragon fires a bolt of fire up into the air, and flames rain onto the middle battleground.
Overheat: When you reduce the Ancient Bone Dragon's health to
about 1/4, the dragon will start smoking. While it is in this state, you
will receive damage, Burned
status, and MP gain will be reduced to zero on each hit made on it,
even with ranged attacks such as arrows, fireballs and electron balls
(Special Actives are an exception). This effect can kill if your HP is
low enough.
- Due you receive damage, you can trigger an effect that normally active when attacked.
- You will still gain 3 MP for each hit made on the dragon
because of the damage taken from attacking it, this allows you to gain
MP from attacks that do not normally generate MP as well.
Summon Gargoyle: On Hell Difficulty it will summon two
Gargoyles that fight identically to Wyverns at the start. If there are
no Gargoyles alive after Aerial Dragon Fire it will summon two more to replace them.
- 8/28/2013 KR:
- It won't summon any Gargoyles anymore. And Gargoyles will appear as normal mobs.
Tactics
- When the Dragon flies up to use Aerial Dragon Fire, that
is a signal to run to the furthest left platform in order to avoid
getting burnt by the flames. Then quickly run back to the furthest right
platform once the flames have died down.
- Ravens may go to the top right part of the nearest platform and
hold UP to continuously jump, if done correctly all the flames will
completely fail to harm him.
- Properly positioned Raven can simply stand still on the top
right part of the platform nearest to the dragon and not take any damage
as well.
- Eves can use their ability to double jump and glide to stay up
in the air long enough for the fires to die down if done from on top of a
platform.
- Aishas can also jump from the top of the right platform just as
the dragon flies by and safely 'float' until the the flames die down.
- Deadly Chaser can stay airborne long enough with (Dash)(Jump)XX
with the Silver Shooter for the flames to die down in a similar
fashion.
- Iron Paladin may Guard through the attack.
- Elswords may find it easier to stoic and jump repeatedly to minimize contact with the flames.
- As the dragon's 'location' is fixed to the right side of the
screen throughout the fight you can use special actives near the right
side of the screen to skill delay it still as it does this.
- Beware of geysers in a party as they are triggered by proximity
and by running across the center area almost all of them will usually
be activated.
- The dragon's Head-whack can be avoided by double jumping or Chung's >>^X, but timing is vital.
- When the Dragon is about to do use Dragon Fire, run to the middle battlefield and stick to the right wall, to avoid getting roasted.
- Another more advanced tactic is to jump over the ledge just
after the Dragon slams its claw down and breathes fire, enabling you get
some hits in while the Dragon's body is stretched out. This is useful
for skills with wide hitboxes such as Valkyrie's Javelin, noted Rising Slash, noted Flying Impact, etc. If you attempt this tactic, your timing must be perfect.
- Be warned that because of the geysers, if one activates nearby, it may launch you right into the flame breath.
- Ravens may instead run against the right side of the platform
and the dragon will just barely miss him with its initial launching
attack.
- Renas may do a slide kick against the platform or double jump
over the dragon's head for the same purpose, timing must be perfect.
- An option every class has to avoid the launch is to run against
the same platform and use a skill\awakening for invincibility frames
just outside the range where it will skill delay the dragon. This will
allow players to remain in position to attack during Dragon Fire.
- The Light element may prove useful with this boss, as it creates windows of opportunities for attacking, Aisha's Binding Circle is also effective.
- It is best to mana-break (hold Z up to 100MP) if you are hit by his combo attacks, such as Dragon Fire and Aerial Dragon Fire, to minimize the damage you receive.
- Large AoE moves such as Dimension Link Guardian, Gungnir, Nuclear, Valkyrie's Javelin, Sword Fire, Crescent Kick, Meteor Shower, Blizzard Shower, and Aceldama work very well against this boss. Most of these are especially effective when the boss is using his Dragon Fire attack.
- Ravens can use Burning Rush to stay in place whenever the Dragon attacks, and then follow up with Valkyrie's Javelin for the damage. It can help prevent you from getting hit by Dragon Fire
and his other moves which throw you. (In NA this has been patched.
Meaning you will still stay in place, but will still receive damage from
the dragon.)
- Elswords may use Stoic for the same purpose.
- An option to defend against Impaling Bone Spears for
characters that cannot stoic through its launch animation is to back up
against the platform. Its launching attack will knockdown instead
launching the player into the pit and all the spears will miss.
- If you are extremely quick you can jump around and over the
dragon's claw just before it fires and escape its attack that way,
timing as well as control must be perfect as coming in contact with many
parts of its body will launch as well.
- A simple effective strategy to defeat it in a party is to
stun-lock the dragon, denying it any opportunity to attack until it
dies.
- A Combat Ranger's Low Kick,
Nature enchanted weapons, and other Attack Speed lowering effects make
keeping the dragon stun-locked much easier as Attack Speed is also
responsible for the speed in recovering from hit stun.
Additional Information (NA)
- These stats assume that the player is level 60.
- The Ancient Bone Dragon will regenerate at around ~2,000 HP per second on Normal Mode and ~5,000 HP per second on Hell Mode.
- Its defense reduces damage by ~33% on Normal Mode and by ~45% on Hell Mode. (needs more testing)
- It has around ~5.4M HP (21 Lifebars) on Normal Mode and on Hell Mode it has around ~5.5M HP (35 Lifebars). (needs more testing)
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Transporting Tunnel: Contaminated Area
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Alterasia was a more persistent and hardy plant than you thought. You brace yourself to enter the Contaminated Area in the Transport Tunnel that is filled with contagious spores.
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” |
[[ ]]
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Description:
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The Alterasia infestation that you have encountered back in Transporting Tunnel B4-1
has intensified. The air became polluted and entrance is impossible
without the Anti-Alterasia Capsule. Elsword's team returns to this
tunnel to find the source and eliminate it.
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Recommended Level:
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50-60
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Appropriate Item Level (Normal):
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Appropriate Item Level (Hell):
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70
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85
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Entry Requirements:
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- Complete all dungeons in Altera on Very Hard.
- Have an Anti-Alterasia Capsule in your inventory. (Enhanced Anti-Alterasia Capsule is needed when entering Hell mode)
- Must be Level 50 or higher.
- Complete all dungeons in Altera on Very Hard.
- Have a Luto's Pass in your inventory. (2 Luto's Passes is needed when entering Hell mode)
- Must be Level 60 or higher.
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Recommendations:
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- The difficulty of this boss is more gear dependent than any
other boss in the game due to both the time limit and the healing
spores.
- It is strongly recommended that you are equipped with a decent
late-game weapon like a +6 high grade weapon near the current level cap
or better before considering attempting Hell difficulty even in a party.
- If the mobs that are reanimated by the spores are attacked at
all they have a high chance of sparking. This does minor damage and
induces KD.
- A few of the monster's attacks can curse, it may be best to
memorize which ones since they are all generally telegraphed\predicable
despite being especially potent.
- 5 Piece Mechanized Mk.II set will act like an auto-manabreak if you get caught by Storm Blade if you can assemble the set.
- 500 Nature resistance will protect you from getting poisoned if you run out of time. (source : fr.elsword.org, tested by Aleyra)
- With the Get Rid of Weeds title and 24 Nature Shards you can get 500 Nature resist cheaply with any 4 piece set of armor.
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Mobs:
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Mini Boss:
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Corrupt Nasod Scorpion - Same as Nasod Scorpion, but will super armor during certain attacks.
Corrupt Nasod Guardian - Same as Elite Nasod Guard (Shield), except that it is now bigger, and its stun baton will induce Curse.
Corrupt Nasod Blader - Same as Nasod Blader, except it is much faster, only found in Hell and Luto Modes.
Corrupt Nasod Guard Type-ICE
- Same as Nasod Guard Type-ICE, except that it super armors during
certain attacks and will poison instead of frostbite when shooting a
cannonball.
Corrupt Nasod Scout Type-L
- Same as the Nasod Scout Type-L aside from that the zap attack deals
Curse rather than stun. The zap attack can now also be used while its
being combo'd and gives it super armor frames during the animation.
Corrupt Elite Cannon
- Same as the Elite Nasod Guard: Cannon; however, its horizontal
triple-shots now cause Curse and penetrate multiple times. Also will
super armor during it shot a cannon that no longer inflict Confusion.
Corrupt Nasod Assault: Type-W9 - Same as the Assault Nasod Type-W9 except bigger (as big as Corrupt Nasod Guardian) and with higher attack speed.
Evolved Alterasia - Same as the regular Alterasia.
- They will lose a negligible amount of HP per each spore spawned.
Evolved Alterasia Spore - Same as the Alterasia Spores, all mobs can absorb these on contact to regain HP.
- In Luto Mode these spores will emit an electric field that will inflict Curse on anyone hit.
- After The Fields update the spores are now easier to push around and so less difficult to prevent from reaching Type-H.
- They have also had their ability to phase past players\attacks
removed, simply staying grounded will prevent them from getting past.
General
Infected Nasod Driller - This mob's attack virtually similar to Nasod Driller.
Infected Wally No.9 - This mob's attack virtually similar to regular mob have.
Infected Nasod Scorpion King - This mob's attack virtually similar to Scorpion King.
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Obstacles:
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Poisonous Air
- While the Anti-Alterasia Capsule keep the poisonous air from
affecting you at first, its effects are only temporary and after 10
minutes (12 on Hell) the poisonous gases begin to take their toll.
Press - Same as the presses in Nasod Foundry, but it does more damage and the flattened effect will last longer.
Electrifying Tong - Same as the Electrifying Tongs in the Altera Plains, except it springs up with much greater frequency.
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Boss:
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Alterasia Type-H
The boss's attacks are basically mixture of Elsword's Sword Knight and Magic Knight. Knows >>^XXX, XXZ, >>ZZX, ZZZ >>^XXX and >>^XZ.
Moves
- Wind Blade:
Same as Magic Knight's Wind Blade skill, causing moderate damage to
target. Type-H usually uses this move to finish off his combos.
- Armageddon Blade:
Larger and longer than Sword Knight's version (more than half the
screen), causing enormously high damage on activation.(During activation
you're unable to move.) Type-H will use this whenever he has full mana.
- Sometimes he will refuse to use it unless he feels he can hit someone with it on activation.
- Storm Blade:
Same as Magic Knight's Storm Blade skill, dealing extremely high
damage. Be warned that it is tall enough to reach the top platforms
from the bottom of the stage. After being reduced to a certain amount
of HP, Type-H will automatically perform Storm Blade. In addition,
Type-H will retain stoic for several seconds preventing him from being
immediately caught right after this skill.
- Air Slash: An exact copy of Sword Knight's Air Slash. Tends to use it in a middle of a combo or for catching purposes.
- Alterasia Combo 1: His most commonly used combo: ZZZ → Air Slash → >>^ZZX → Wind Blade.
Notes
- Has Stoic on when it attacks.
- Very fast in terms of Attack and Movement Speed.
- Pulls combos similar to Elsword's.
- Stoic is off when it falls from a platform.
- Has higher resistance to all elements than most other monsters. (Roughly 200/500 resist to everything)
- Assuming level 60:
- The spores in the boss room have roughly 200k HP on Normal
difficulty and 220k HP on Hell difficulty and will be produced every ~10
seconds by the Alterasia(s) on the ceiling.
- Type-H has roughly ~3.75M HP on Normal Mode (15 Life-bars), and ~5.5M HP on Hell Mode (27 Life-bars).
- Type-H's defense will reduce damage by approximately 28% on Normal Mode and 47% on Hell Mode. (needs more testing)
- Spores have just slightly less defense power than Type-H itself.
- After The Fields update, his attack damage has been
significantly reduced while the Spore spawn rate was increased from
every 15 seconds to every 10 seconds.
Recommended Tactics
Basic Tactics:
- Split your team into two groups, one on spores and one on Type-H.
- Lure Type-H onto the right platform away from the spores and fight him there.
- Always watch its health bar; at certain HP thresholds Type-H will unleash Storm Blade.
- Type-H will Storm Blade at 13.5, 11.1, 8.7, 6.4, 3.9, and 0.5 life bars on Normal and in Henir.
- Type-H will Storm Blade at 24.5, 20.9, 17.3, 13.8, 10.4, 6.8, and 3.4 life bars on Hell Difficulty.
- After Secret Dungeon Revamp, Type-H will Storm Blade at 40.7, 34.8, 28.8, 22.9, 17.3, 10.4, and 5.6 life bars on any difficulty.
- If you get hit by it, quickly MP Break as fast as you can before you take serious damage.
- Triple Frozen Master is recommended due to Type-H's fast movement and high defense.
- Never have everyone on boss. 1-2 people maximum.
- After The Fields update spores can no longer phase through
players, so as long as the blockers remain grounded it is possible to
block the spores without doing anything.
- This allows them to be 'saved' for building MP\Awakening later
should that be desired, they additionally have very low resistance to
dark element.
Advanced Tactics:
This is much more difficult after The Fields update due to Freezing status not being extended by skill delay.
- Focus everyone on Type-H.
- Have someone freeze him either with Blizzard Shower, Freezing
Arrow, or use a Water Orb. Freezing Arrow is more difficult to work
with due to its extremely short duration on Type-H.
- Have someone use a Wind Orb on him to break his defenses.
- Chain Special Actives against him to keep him frozen and defenseless, he cannot Storm Blade while frozen.
- Repeat starting off with a freezing attack again until he dies.
- If any of his HP thresholds are exceeded while he is frozen he
will fail to use Storm Blade, this will additionally put him into super
armor for roughly 10 seconds during which he is unable to use Storm
Blade again until it wears off.
- During this super armor phase he is unable to attempt Storm
Blade again if HP thresholds are exceeded, even if frozen status wears
off.
- This allows the party to safely skill chain him for the
duration of his super armor state, skill delays will further extend his
super armor frame's duration.
- If he is hit by a non-freezing attack after surviving until his
super armor ends there is a chance he may use Storm Blade after every
hit due to the HP thresholds exceeded.
- Exceeding HP thresholds while frozen\SA will often cause him to
'forget' to ever use Storm Blade for that threshold, but this is not
100%, especially if you exceed multiple in one skill chain.
Elemental Master Tactic:
- Blaze Step activate and immediately use MP Potions.
- Execute Blizzard Shower against him.
- Hit, hit and hit.
- Repeat.
Void Princess Tactic:
- "Run away" by not attacking and just letting the spores spawn
(jump on the upper platform, go right, wait until he comes, press down,
go left and jump on the platform again.
- Repeat until there are a lot of spores.
- Go on the platform with the spores.
- Wait until he stands on it, too
- Activate Awakening Mode
- Use Magic Adrenaline
- Use Death Field
- Use Binding Circle
Blade Master's Tactic:
- Wait for alterasia spores to spawn and lead them to the bottom while running away from Type-H
- Once gathered enough spore (fill up bottom?) Use Hypersonic Stab
Grand Archer Tactics:
- Supporting Against Type-H:
- Use Stigma Shot first
- Fire Freezing Arrow, to freeze boss at certain points to bypass Storm Blade thresholds.
- XX combo can be used to catch him for party members.
- Alternatively prepare siege and snipe him from long range.
- Supporting Against Spores (normal mode only):
- After 6/4/2013 patch, you can simply just ZZZZ kick spam them.
- Prepare Siege to the right of where it spawns when you hear a spore spawning.
- Siege Z to knock it down to the platform on the left.
- Siege X to kill the spore.
- Charge mana for next spore.
- Solo Method: Wind Ward (Must have enough damage to defeat spores with Wind Ward)
- Fight Type-H normally until any spore(s) comes close.
- Wind Ward both Type-H and the spore(s)\Alternatively Freezing Arrow if Wind Ward is not available.
- Retreat when Type-H is near a Storm Blade threshold.
- Catch and repeat until Type-H is defeated.
Wind Sneaker Tactics:
- Supporting Against Type-H:
- Lure him to the right platform.
- Use Low Kick to slow down his attacks and hit recovery.
- Use Nature Force and combo him while keeping an eye on his HP bar.
- If a spore approaches Sharp Fall when it is in range for you to hit both it and Type-H.
- (After 6/4/2013 patch, you need only maintain your grounding to
prevent spores from coming in contact with Type-H and don't need to
Sharp Fall every approaching spore anymore.)
- Escape backwards and attack him from a safe range when he is about to Storm Blade to trigger it safely.
- Alternatively use a skill with long invincibility frames like Dive Kick Bombing or Violent Attack.
- Catch him after Storm Blade and repeat combo until next Storm Blade.
- Wind Sneaker may support with Siege from long range much like a Grand Archer.
- Airelinna may be used in advance to negate the skill delay of Type-H's Armageddon Blade.
- Supporting Against Spores (normal mode only):
- After 6/4/2013 patch, you can simply just ZZZZ kick spam them.
- Prepare Siege to the right of where it spawns when you hear a spore spawning.
- Siege Z to knock it down to the platform on the left.
- Siege X to kill the spore.
- Charge mana for next spore.
- Solo Method: Sharp Fall (Must have at least near enough damage to OHKO spores)
- Get Type-H to the right, onto the platform if Hell Mode.
- Catch and combo Type-H until close to a Storm Blade threshold while Sharp Falling approaching spores.
- After 6/4/2013 patch, you need only maintain your grounding to
prevent spores from coming in contact with Type-H and don't need to
Sharp Fall every approaching spore anymore.
- Trigger Storm Blade and retreat.
- Repeat from Step 1 until Type-H is defeated.
Rune Slayer's Tactic
- Spam Luna Blade and/or Wind Blade (With the skill note) to prevent Type-H from using Armageddon Blade.
- Phoenix Talon helps here too, as it gets rid of the spores that spawn.
Deadly Chaser's Tactic
- Keep running away from Type-H by jumping on the platforms and falling down, while the spores are spawning.
- If you need to get the spores with Type-H together, use Rumble Shot.
- Use Magic Adrenaline, and then Heavy Railgun.
- Type-H will heal if he eats the spores generated by the
(inaccessible and invincible) Alterasia(s) at the top of the level (1 in
normal, 2 in hell). It would be wise to have at least 1 person on
spores.
- Sometimes the Alterasia plant will fail to generate spores, dying and reviving will sometimes fix this.
- The timing on spore release has been altered after the Hunting Fields patch reducing the occurrence of this glitch.
- Type-H has a fast hit recovery. 20% Attack Speed strongly recommended.
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Velder's Hallucination
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Joaquin's trap is elaborately prepared. Velder's Hallucination is a place where you cannot wake up from your dream.
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” |
Description:
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Sullen Joaquin has been found studying forbidden alchemy. Elsword and
his friends returned to Velder in order to investigate him. As they
encounter Joaquin, he throws a potion at them, trapping them in an
illusion known as Velder's Hallucination.
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Recommended Level:
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55-60
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Appropriate Item Level (Normal):
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70
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Appropriate Item Level (Hell):
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85
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Entry Requirements:
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- Complete all dungeons in Velder on all difficulties.
- Have an Alchemy Stimulant in your inventory. (Powerful Alchemy Stimulantis needed when entering Hell mode)
- Must be Level 53 or higher.
- Complete all dungeons in Velder on Very Hard.
- Have a Luto's Pass in your inventory. (2 Luto's Passes is needed when entering Hell mode)
- Must be Level 60 or higher.
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Mobs:
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Arc Glitter Guard - Same as the Glitter Guards that you have encountered throughout Velder. Only Appear in First Stage only.
Arc Glitter Panzer - Same as the Glitter Panzer that you have encountered throughout Velder. Only Appear in First Stage only.
Arc Glitter Sniper - Same as the Glitter Sniper that you have encountered throughout Velder. Only Appear in First Stage only.
Bloody Glitter Spearman - This is a stronger variant of the Glitter Guard that you have encountered throughout Velder.
Bloody Glitter Sniper - This is a stronger variant of the Glitter Sniper that you have encountered throughout Velder. They're now capable to use Back Tumbling Shot after a shot.
Bloody Glitter Defender - This is a stronger variant of the Glitter Defender
that you have encountered throughout Velder. When they attack with
their shields, spikes will appear from them. They are now capable of
reflecting projectiles with their shields whenever they are defending.
Bloody Glitter Dasher - This is a stronger variant of the Glitter Dasher that you have encountered throughout Velder.
Bloody Wyvern - This is a stronger variant of the Wyverns that you have encountered throughout Velder.
Bloody Uno Hound - This is a smaller variant of Uno Hound. It will use the same moves that the regular Uno Hound will and possesses much more attack speed.
Puppet Stone - These are the red puppets that you have encountered when you fought against Crazy Puppet.
These puppets will move around and try to get close to you. When they
are close, they will dance a little and explode, damaging players close
to it and killing itself.
Bloody Glitter Bomber - This is a stronger variant of the Glitter Rock Thrower. But instead of rocks, this Glitter holds a case full of bombs on their back and is no longer immobile.
Joaquin's Hallucination (Crazy Puppet) - During this stage,
you will encounter Crazy Puppet as a hallucination. It will attack only
with its staff by swinging it in front or behind it, leaving a field of
fire behind after swinging.
- Puppet Stones will be summoned in large numbers by these and if these puppets dance near it, it will regain HP.
Bloody Elite Glitter: Taker - This is one of the Elite Glitter that you will encounter. These Elite Glitters are now stronger and use Raven's combo that you have encountered in Altera. In addition to being able to pull off Raven's sword combos, they can also use Power Assault and Charged Bolt in the same style whenever they have the appropriate amount of mana.
Bloody Elite Glitter: Ranger - This is the second Elite Glitter that you will encounter. Unlike the Bloody Glitter Sniper, these archers will be wearing green armor. These archers are now stronger and are able to use Rena's pre-rebalance combos of firing arrows. In addition to being able to shoot arrows like Rena, they can also use Assault Kick and Perfect Storm in the same style whenever they have the appropriate amount of mana.
Bloody Elite Glitter: Magician - This is the third Elite
Glitter that you will encounter. Instead of shooting ghosts from their
wands, they can shoot fireballs in the same method as Aisha. In addition to being able to shoot fireballs like Aisha, they can also use Chain Fireball and Gust Screw in the same style whenever they have the appropriate amount of mana.
Bloody Glitter Assassin - *Bloody Glitter Assassin: This is a stronger variant of the Arc Glitter Assassins that you have encountered throughout Velder. They are now capable of using Shadow Step with Shadow Piercing along with their regular attacks.
Zombie Glitter - As the name would suggest, this is a
reanimated Glitter corpse. They will slowly move towards any player and
attack by biting them.
Zombie Glitter Grave - Produces one Zombie Glitter at a time until destroyed, has an extremely large amount of HP.
- For each Zombie Glitter it produces it will lose a bit of HP.
General
Red Glitter Taker - This mob's attack virtually similar to regular elite glitters.
Red Glitter Ranger - This mob's attack virtually similar to regular elite glitters.
Red Glitter Magician - This mob's attack virtually similar to regular elite glitters.
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Mini Boss:
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- No minibosses in this dungeon.
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Potions:
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Player Potions
As you progress through the dungeon, you will encounter various
cauldrons filled with potions. If you destroy them, you will receive the
effects based off of what potion you just destroyed.
- Berserk: Your character size will increase substantially
(and so do your attacks) and you will receive a 100% critical hit buff
for its duration.
- Optical: Your character will have the ability to
instantly kill enemies, when you touch them or hit them (except for
Crazy Puppet/Joaquin's Hallucination) for its duration.
- Mana: Your character will gain massive mana regeneration for its duration.
Mob Potions
Most Bloody Glitter monsters (Except Bloody Glitter Bomber)
are capable of drinking potions whenever their health reaches about 30%.
In Hell mode, they will drink their potions at 60% HP, but in Luto
Mode, they will drink their potions at 70% HP. After drinking their
potions, they will receive various effects.
-Red Smoke - Increasing their size and 100% critical chance.
-Yellow Smoke - Granting them super-armored status.
-Blue Smoke - Increasing their mana regeneration rate.
- They will have 90% damage reduction and super armor when they
are drinking a potion but this can be prevented by using a launching
attack or skill (getting Freeze or Petrified can work too to prevent
drinking a Potion) just as they would normally drink a potion.
Sometimes they will gain the effect of the potion anyways when launched,
though the animation for drinking the potion will still be skipped.
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Obstacles:
|
As you progress through the dungeon, you will re-encounter previous
opponents that will try to stop you. They only appear in the background,
meaning you cannot attack them or stop them from attacking.
Crazy Puppet - Will ignite a small fire on the field that burns anyone within.
Spriggan - Will occasionally execute a Dark Energy Splash from underneath, which does substantial damage.
Uno Hound - Will shoot lasers with its eyes across the field
and back, potentially dragging your character across the field while
dealing substantial damage.
Joaquin - Will create obstacles that do damage and block your path. He can throw Puppet Stones onto the field and create portals to uplift buildings from the ground or drop them from the air.
Faraway Archers - These archers fire up to 3 arrows per archer
from a distance at you. These archers cannot be killed normally.
However can be killed with skills such as Guide Arrow and Shooting Star.
Demoniac Cannon - This is a same variant of the Demoniac Cannon that you have encountered throughout Velder. Only Appear in First Stage only.
Barricades - These barricades merely block you way.
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Boss:
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Joaquin's Hallucination
Moves
- Magic Shield: Joaquin will set up a shield that will
drastically reduce all damage taken while drinking his potion to recover
his health at an alarming rate.
- He appears to be limited to using this ability 3~6 times total,
and may vary depending on his skill selection and difficulty mode.
(Needs more research, after Hunting Fields patch he appears to be able
to heal more times and more often.)
- He can heal up to almost half of his total HP each time he uses this skill.
- Joaquin will not use this skill for the same HP threshold twice, however he will remember to use 'missed' thresholds.
- He cannot use this skill while in Dwarf mode.
- His identified HP threshold points are 25.5, 23, 13, and 4 life bars on Normal Mode.
- Hallucination: When you are in a party, Joaquin will
randomly debuff one of the characters in your group. All attacks that
the debuffed character makes will damage their teammates as well,
including Special Actives. It is very possible to kill your own
teammates while you are suffering from the debuff's effects.
- [10-24-12] Patch changes(?) seem to have made it so that the person Hallucinating is randomized per each player. This
means that everyone can see someone different as being under the effect
and be killed by them without the other person even realizing they are
under the effect.
- Possible Glitch: The electrical aura of Raven's Nasod Core may continue to damage party members even after Hallucination has subsided.
- Dwarf: Joaquin will drink a potion and after flexing, he
will release ghosts in all directions from his body, potentially
dealing high damage. If you are standing close to him when he uses this
it is possible to get hit by multiple ghosts. After the ghosts move
off-screen, Joaquin will be minimized, therefore reducing his hitbox and
making attacks difficult to use. Additionally he will gain super
armor, 100% critical rate buff, and he will not possess a collision
hitbox causing players to pass through him for the duration. This skill
lasts for approximately 30 seconds.
- Much like for his Magic Shield this appears based on HP thresholds, however this shares many of the same HP thresholds as well.
- Rather than using Magic Shield and healing, it is
possible that he will use this skill instead, which appears to count
against the usage of his healing skill for a threshold point. However
the reverse does not always seem to apply.
- Identified HP threshold points on Normal Mode are at 25.5,
18.8, 13, and 7 life bars. (This may no longer be accurate after Hunting
Field update.)
- The ghosts released count as magic projectiles and can be blocked\reflected\absorbed by skills like Reflect Kick, Phoenix Talon, and Statue of Glory.
- Post KR Jan.10 2013 patch: Joaquin is now significantly
larger than before when minimized. (About the same size as a player
character, but still does not possess a collision hitbox.)
- Post NA June 4 2013 patch: Joaquin is now significantly
larger than before when minimized. (About the same size as a player
character, but still does not possess a collision hitbox.)
- Thunderstorm: Joaquin will release several clouds in the
air which will regularly shoot lightning at intervals, an electric
effect will appear in the clouds over the player if this has targeted
them. This move can be avoided if you move far away.
- Each bolt will strike a player twice if they don't move.
- It is dangerous for multiple players to be in the same area when he uses this.
- Thunder: Joaquin can create smaller clouds in the air
that will shoot a single bolt of lightning that can inflict status
ailments such as Curse, Burn, Poison, and Confusion.
- Puppet Summoning: Joaquin will occasionally spawn Puppet Stones to distract and attack you.
- Zombie Summoning: Joaquin will occasionally create Zombie Glitter Graves at both ends of the map to spawn Zombie Glitters to slow you down.
- Building Crash: Throughout the battle, Joaquin will
repeatedly create large portals in the air that will create buildings
from the background and have them crash into the ground. These buildings
will do damage and will act as large barricades to limit you from
moving around the stage.
- Combustion: Joaquin can still use his old move where he toss black powder around him and ignite them to create an explosion.
- The resulting explosion's hitbox is significantly larger than the actual explosion would indicate.
- Potion Fling: In the same style as the Arc Glitter
Alchemists, Joaquin will throw a potion at you to create a cloud that
can inflict various status ailments.
- This cloud is larger and the effects are more potent than the version used by Glitter Alchemists.
Tactics
|
Basic Tactics:
- Knock him down to 25 life bars so he heals himself, then
continue to attack him until he is at 25 life bars again and
miniaturizes himself. At this point everyone should unload all of their
strongest skills on him at once to kill him before he reverts to his
original size and heals.
- Do not knock him below 24 bars for this as that might trigger his next healing threshold instead.
- HP thresholds are different for different difficulties, this may not apply to Hell or Luto.
- Disregard the game's declaration to quickly attack Joaquin
during his healing to break his shield, rest assured that any attempt to
break it is futile after the Hunting Fields patch and so it is best to
not waste MP on skills. Instead now is a good time to build MP,
awakening charge, and recover HP.
- Keep an eye out for Hallucination\Puppet Debuff and do not
attack until it is clear no one sees you under its effect even if you do
not see yourself under its effect.
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Other Information
- Has near immunity to all elements, roughly 450\500 resistance to everything.
- Assuming Level 60:
- Joaquin has roughly 6M HP on Normal Mode and 8M HP on Hell Mode (31 Life-bars in both modes).
- He has about ~29.5% damage reduction on Normal Mode and ~52% damage reduction on Hell Mode. (needs more testing)
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Drops:
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Image
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Name
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Class
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Stats
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Set Bonus
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Alchemist Optical Lens
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All
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Lv56 Face Accessory (Middle):
Additional Damage +92
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2 Pieces Effect:
2% chance to gain 10MP when attacking
ONLY IN DUNGEON
3 Pieces Effect:
Additional Damage +276
4 Pieces Effect:
Physical Attack +1%
Magical Attack +1%
Accuracy +2%
Awakening Charge Speed +2%
5 Pieces Effect:
7% chance to activate HP intake, stealing HP from mobs around you (Max 2 targets) when hit
(Awakening Unlimited targets)
(Doing this will damage targets and heavy stagger them)
ONLY IN DUNGEON
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Glitter Alchemist Top Piece
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All
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Lv56 Top Piece:
Critical Hit Rate +2%
Evasion +1%
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Glitter Alchemist Bottom Piece
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All
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Lv56 Bottom Piece:
Action Speed +2%
Accuracy +1%
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Glitter Alchemist Gloves
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All
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Lv56 Gloves:
Accuracy +2%
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Glitter Alchemist Shoes
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All
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Lv56 Shoes:
Movement Speed +2%
Jump Speed +2%
Action Speed +1%
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Glitter Alchemist Weapon
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All
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Lv56 Weapon:
Critical +1%
Additional Damage +184
1% chance to release a Curse Cloud
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