Unreal Trials

Akh Afah Amphitheatre – Shiva

Macro

  • Pair / inout for icicles

Common

  • Sword (All phases)
    • Icebrand – split damage on tank
    • Glacial Bash – conal, tank stuff
    • Whiteout – donut
    • Pillars – knockback unless shielded
  • Staff (P1, P3)
    • Hailstorm – spread, with Icicle impact
    • Absolute zero – raidwide
  • Bow (P3)
    • Glass Dance – 270 in front, be behind
    • Avalanche – orient marker for knockback, away from group
      • (Ideally tank N, then boss -> party -> victim)
    • Permafrost – ice floor, stay
  • Icicles
    • (1, 2) [Inter]Cardinal + mid: get to other place or soak mid
    • (1) All bar one: get to safe or soak mid
    • (3) [Inter]cards -> (Inter)cards + mid: start mid, get to first
    • (3) Mid -> o’clock & rotate: get to last o’clock and go mid

Phase 1 – Intro

  • Sword/Staff swapping
  • Icicle Impact with static edge safe spot
  • To 80%

Phase 2 – Adds

  • AoE, stack for Sword mechs

Phase 3 – The Fight

  • Sword/Staff -> Bow swapping
  • Permafrost – ice floor – at any time
  • Icicles -> Sword, share damage before moving out

The Navel – Titan

General

  • Mountain Buster – tankbuster
  • Tumult – raidwide

Phase 1 – Intro

  • Landslide – target line aoe, stack and dodge.
  • Weight of the Land – targetted circle aoes, stack to bait and dodge.
  • Tumult.
  • Repeat to 90%.
  • Geocrush I – inside red ring.

Phase 2 – Gaols

  • Landslide – single target with sides. Stack as before.
  • Gaols – spread to break chain, DPS on him, healer out.
  • Upheaval – knockback all, be on him – kill DPS gaol -> healer gaol.
  • Landslide.
  • Tumult.
  • Weight of the Land.
  • Landslide.
  • Weight of the Land.
  • Half Bombs — get to safe side.
  • Landslide (during bombs)
  • Gaols + Upheaval.
  • Repeat to 50%.
  • Geocrush II.

Phase 3 – Heart

  • Weight of the Land.
  • Gaols + Upheaval.
  • Landslide – now five rays.
  • Tumult.
  • Weight of the Land.
  • Circle bombs (or cross?):
    • Watch first spawning.
    • Bait and dodge landslide.
    • First bomb explodes, go there.
  • Tumult.
  • Weight of the Land.
  • Earthen Fury – lethal if heart not killed.

Phase 4 – Smash

  • Adds
    • OT grabs both, take to edge. (near each other, away from boss).
    • ‘Cardinal’ bombs spawn.
    • ‘Intercardinal’ bombs spawn. Go here.
    • Titan landslide.
    • Cardinal bombs explode.
    • Intercardinal bombs explode.
  • Weight of the Land.
  • Gaols + Upheaval.
  • Landslide.
  • Tumult.
  • Double Weight of the Land.
  • Line bombs
    • Mid spawn, then side A, side B – get to B.
    • Landslides go off.
    • Mid explodes.
    • Move to mid.
  • Super bombs – no dodge only smash South one.
    • Weight of the Land before anything explodes, dodge out and back.
  • Geocrush – no shrinking though.
  • Back to adds, enrage after ?? mins.

Whorleater – Leviathan

General

  • Tail – reflects magic; Head – reflects physical.
  • Roar (bombs) – target furthest from mid, bait at edge
  • Bodyslam – avoid half signalled by waterspout

Phase 1 – Fences

  • Burn to 90%
  • Bodyslam
  • Split head-tail
  • Adds – prio
  • Roar -> two dives -> bodyslam
  • Caster add, stun at 80%?
  • Roar -> two dives -> bodyslam

Phase 2 – Spumes

  • Prio spumes
  • Roar -> two dives -> bodyslam
  • Roar -> one dive – hit converter -> tidal wave

Phase 3 – Fenceless

  • Bodyslam
  • Adds – prio
  • Roar -> two dives (maybe EW now!) -> bodyslam
  • Spumes – prio yellow, leave blue
  • Roar -> one dive -> bodyslam
  • Get away from tank with blue spumes
  • Roar -> dive – hit converter -> tidal wave

Phase 4 – The End

  • Bodyslam
  • Caster add – melee LB?
  • Roar -> two dives -> bodyslam
  • Maybe enrage eventually?

Sophia

Macro

  • Pairs, maybe with positions for white/black circles

AOEs

  • Thunder II – conal from front (towards top agro)
  • Thunder III – donut, hitbox
  • Aero III – chariot, hitbox+++

Phase 1

  • Daughter – knockback, use resist
  • Clones – tether indicates clones will duplicate boss aoe

Adds Phase

  • ST, Second -> Third -> First. Stack on pink, targetted player at the back — or zombify the player.

Phase 3

  • Start east (watch scales)
  • Quasar, in general
    • Stack north to bait prox aoes
    • Run south
    • 1 blue balances 3 red, so get away from blue
    • Odd number of tethers -> small slide, even -> big slide
  • Quasar – balanced
  • Thunder/Aero III
  • Quasar – small slide
  • Thunder II
  • Quasar – big slide, watch boss rush
  • Sin + Punishment – pairs
  • Clones + Thunder III + rush – just one safe spot
  • Quasar – count
  • Quasar – big slide + boss rush
  • Sin + Punishment – pairs, corner head KB after
  • Sin + Punishment + quasar – move after S+P
  • Clones + Thunder II + quasar – move after dropping baits [no tethers…]
  • Sin + Punishment – execute happens after
  • Quasar – count
  • Repeat until unsolvable Sin + Punishment

Zurvan

Macro

  • Soar positions, maybe tether strat

Phase 1 – above

  • Stack S and dodge

Phase 2 – below

  • Soar – reflecting dashes with aoes on DPS and tanks into healer stack/spread
  • Biting Halberd – behind
  • Southern Cross – baited puddles, stay stacked – then party left, tank right
  • One of
    • Cicicle – donut
    • Tail End – massive chariot
    • Biting Halberd

Phase 3 – adds

  • Wave 1 – N – just kill
  • Wave 2 – E Wit first, S Wile has gaze
  • Wave 3 – W Wit first, N Wile has gaze

Phase 4 – angry

  • Fire or Ice plus tether to same, stay closeish
  • Wave Cannon – move to flank and take it
  • Tyrfing – tankbuster
  • Southern Cross
  • Broken Seal – ice/fire meteors, same as debuff
    • Wing it or start for ice NW/SE fire NE/SW and adjust
      • Hector – MT E, others adjust, during tyrfing time
    • Meteors mid -> Tail End
    • Meteors out -> Cicicle
    • Meteors cross -> Biting Halberd
  • Repeat tethers into Seal
  • Soar
  • Demon’s Claw – tankbuster
  • Wave Cannon – all soak, OT first
  • Tethers into Seal
  • … profit?

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