![]() This will benefit the community only with the help of the community.ĭungeon: Gobball Pastures (Tainela Astrub)Īnother straightforward boss appropriate for the starting zone of Astrub, though now you have to contend with the other monsters actually somewhat complicating matters. If you have any information to add to the boss mechanics presented here, additions, corrections, or other pertinent info, please don't hesitate to post in this thread. Stasis level affects HP significantly, Force of Will, and Final Damage malus/bonus of the boss. ![]() Bear in mind that bosses with variable levels may have slightly different HP, Masteries, Initiative, Lock, and Dodge values, while Resists will always be the same. All stats listed will be at Stasis 11 as the baseline. I will be including even the lowest levels of bosses for the sake of completion, and for those looking to practice without dedicating an entire dungeon run, mention Archmonsters which are carbon-copies of their respective bosses (any not listed can be assumed to have their own mechanics). Thus I've decided to write this guide in the hopes of aiding new dungeon conquerors and veterans alike. With all of the information I've gleaned through research and experience, I thought it would benefit the community at large to have all this information collected in one place. You need at least 2 people to do this dungeon.I find myself constantly looking around with Google, YouTube videos, and these forums trying to find pertinent information on boss mechanics that can be used to reference for dungeons with involved mechanics that make them doable without an initial throwaway run to decipher the special behavior. This is the only place where you can fight the Shin Larva, as well as several other kinds of Larvae. The switches in the Sub Room 4.2 control these doors and they must be opened by the person who stayed behind (unless you defeated the mob in 5 minutes). This room has a fence dividing the room in half with two stone doors on each half. The person left behind cannot advance further and must either wait for others to come through or die to exit the dungeon. If you can't beat the Sub Room 4.3 mob fast enough then you will have to leave someone behind to pull the switch once the rest of the party gets to Room 5. The party has that much time to beat the mob in the Sub Room 4.3 and advance. The doors in the Sub Room 4.4 room will stay open for roughly 5 minutes. Either switch will open both doors, but all six tiles must have larva skin on them for a switch to be pulled. The switches are for the doors in the Sub Room 4.4. Larva skins of the corresponding colours must be dropped onto each tile (orange on the red tile). ![]() Each half of the room contains a red, blue, and green tile. This room has a fence dividing it in half. You can back track quick with part of your team to do the other side. The reason for this should become clear in Sub Room 4.2. Or you can all go down one side and choose to fight the next two rooms in succession with a split team. You can send a party down each of the paths to continue. ![]() Once one of both people step off of the tile, the door closes pretty fast, so they should synchronize stepping off the tiles and run to the door.Īgain, the path branches to the right and to the left. It is possible to run back to the second room and take the other path at this point. The group that came from the left path will be in the top part of the room, and the group that came from the right will be in the bottom part of the room. Have one person stand on each title and pull the levers to open the door. There are two tiles here and two switches with a tall fence dividing the room in half. You will need to send a party down each of the paths to continue. The path branches to the right and to the left. The larva will disappear on entry.Ĭhallenging to scout maps is possible. Once you have one you need to exit in the last room listed above.
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