Tuesday, 31 March 2015

Dragon Nest SEA – Volcano Nest Guide ~ !

volcanonestguidethumbnail
Hello everybody once again this is AikawaKazu.
I was going to make this a video guide at first but realized it is overall easier for players to understand via a written guide when it comes to in-depth mechanics of the Volcano Nest.
The flow of the guide will be explaining you the boss mechanics and attacks followed by how you can tackle the boss fight itself.
In general, if you above 500k HP (Recommended 800k+ HP) with around 30-35% PDEF/MDEF, you shouldn’t be one-shot by the basic attacks of the bosses in Volcano Nest Abyss Mode.
Most basic attacks/skills from bosses in Volcano Nest hit for around 450k DMG per hit which is why the above recommendation
Not getting 1-shot is important because it gives reaction time for your supportive based classes to heal you up when necessary.
Having a person that can cure debuffs is not necessary but definitely good to have as after each boss fight, a chest will give you a consumable (Cooling Herb) which can help remove burn debuff when you receive it.
Coolherb




You get a total of 4 Cooling Herbs (1 per person per boss) which is very useful for players who are planning to solo Volcano Nest (Abyss) whose class doesn’t have debuff removal like relieve for warriors etc.
Burn Damage in Volcano Nest for certain bosses/areas are a static 150,000 DMG per tick which is why having Cooling Herbs is very useful.
If you want to see gameplay footage of Volcano Nest runs in both Easy (Solo) & Abyss (4-Man) Mode you can refer the embed videos close to the end of this guide.
Alright lets go straight to it!
There are 5 Bosses and 1 Mini Boss in Volcano Nest:
  • Stage 1 – Tepopo Prophet Popote (Main) & Hungry Arachne (Mini)
  • Stage 2 – Enraged Luga
  • Stage 3 – Flaming Flower Gemstalker
  • Stage 4 – Divine Croc Kranos
  • Stage 5 – Phoenix Lavanok
Stage 1 – Tepopo Prophet Popote & Hungry Arachne
tepopoprophet
This boss is relatively easy once you know his attack animations (attacks are relatively easy to dodge) for both the Mini Spider Boss and Tepopo himself.
The key mechanic here is the  HP Mechanic which occurs every time Tepopo loses 1 HP Bar, for the Mini Spider “Hungry Arachne” boss, it occurs after losing half a bar of HP.
When the HP Mechanic is triggered, all members will be knocked back and be required to press “AD-AD-AD” keys swiftly to be able to move again.
During this time, Tepopo will be “invincible” and summon 8 Spears of which 1 will be coloured in Black (shown below)
tepopo-hpmechanic1
You will need to break the Black Coloured Spear so that you can enter the Safe Zone which is the pulsating red AOE around the boss.
You have less than 15 seconds to do the above before the spears explode and deal 2.7 Million Damage which essentially means death for anyone outside the Safe Zone.
tepopo-hpmechanic1spearhp
The Black Spear has around 4.5 Million HP in Abyss Mode.
Alternatively, for classes that have skills that gives them height and ability to move forward at the same time (Moonblade Dance, Assassin’s Double Jump etc.) you can simply jump over these spears and enter the safe zone without destroying the Black Spear.
Classes that have mobility skills such as Teleport  (or with careful positioning) can also move into the safe zone before the spears are summoned if you are not too far away from the central area (where Tepopo always re-appears after disappearing to activate the HP Mechanic)
The above is great to know when solo-ing but you would want to help out your team to damage the Black Spear so that those classes who do not possess such skills are able to enter the safe zone before the 15 seconds duration.
Ideally, no one should die in Stage 1 of Volcano Nest as most players might possibly die at least 3 times (especially for public parties) at the fourth Stage when facing Divine Croc Kranos due to another tricky HP Mechanic. (There’s a 5 resurrection limit in Volcano Nest)
Battle Flow
  • Damage Tepopo to 4.0x HP, Deal with the HP Mechanic
  • Damage Tepopo to 3.0x HP, Deal with the HP Mechanic (Classes that can freeze can attempt to burst down Tepopo at this juncture  to skip the Spider Mini Boss Entirely)
  • Tepopo will sweep party members to lower field to face Hungry Arachne at 3.0xHP
  • Bring Hungry Arachne to 0.5x HP , Deal with HP Mechanic
  • Finish off Hungry Arachne and proceed back up the slope/platform to fight Tepopo again.
  • Arachne will join Tepopo again when you engage him (need all party members to run close to him)
  • Focus Damage on Tepopo ignoring Arachne while still watching out for high damaging skills like Rolling Attack from Arachne
  • Bring Tepopo down to 1.0xHP, Deal with HP Mechanic (Arachne will disappear during HP Mechanic and rejoin again when it is over)
  • Finish off Tepopo
Tips, Tricks or Other Interesting things to Know for Stage 1
  • You can continue to damage Tepopo if he is frozen during the HP Mechanic
  • If you’re able to burst down Tepopo during the 2nd HP Mechanic Activation (3.0x HP) you can skip the fighting of the Arachne Boss entirely.
  • Skills that grant Superarmor like Howl Charging & Guardian Force can nullify the Knockback effect during the HP Mechanic Activation allowing even slow classes like Paladin to get into the Safe Zone before the spears are summoned during HP mechanic activation
  • After defeating Hungry Arachne, you can take the slope path on the left side instead of waiting for the platforms to spawn on the right, left slope path is faster if you don’t want to wait for the time for which the platform takes to spawn.
  • Engineers Mecha Siren Effect can delay the HP Mechanic if they hit Tepopo himself (Source: http://www.freedomplays.com/dragon-nest-volcano-nest-guide/)
  • The Spears (Non-HP Mechanic Ones) that are summoned during the fight itself do not disappear over a period of time but are all destroyed once the HP Mechanic is activated. This prompted me an idea where you actually can use the summoned spears that are summoned at the location of your character when you’re solo-ing to write or draw pictures or write messages if you want. Yes I’m crazy but this idea did pop out in my head.
  • Only 1 Spear (Non-HP Mechanic Ones) are summoned if you’re solo-ing each time, and 2 if you’re in a Party of 2 or more.
  • Tepopo will continue to using the HP Mechanic after a specific period of time once he is below 1.0x HP bar. This is the same for many HP Mechanic based attacks from all Bosses in Volcano Nest.
General Description of Stage 1 Boss Attacks & DMG Based on 35%PDEF/MDEF
Tepopo Prophet Popote
Spear  Throw (Can be Blocked/Parried) – 590,000 + DMG
tepopo-spearthrowdmg
Just a SS to show that I did test out the damage of the skills before I write these values
Spear Drop (2 Types) (3 Million HP)
  • Type 1 (Black) – Initial Drop Damage 150,000 – 200,000 DMG, Pulsating Explosion 180,000+ DMG
  • Type 2 (Golden) – Initial Drop Damage 150,000 – 200,000 DMG, No Puslating Damage, Applies 3 Second Slow Debuff as long as you stay within the AOE
Frontal Spear Swipe (2 Phases)
  • Phase 1 – Direct Swipe Damage – 850,000 – 900,000 DMG
  • Phase 2 – Red Fiery Projectile – 450,000 – 550,000 DMG
Spear Thrust/Charge (2-3 Hits) (Can be Blocked/Parried) – 280,000 DMG Per Hit up to 840,000 DMG (Usually hits for 2 hits)
Hungry Arachne
Frontal Cocoon – Close 500,000 DMG per Cocoon.
tepopo-cocoondmg
Rolling Attack (Can be Blocked/Parried) – 490,000 – 510,000 DMG per hit, leaves a trail of lava behind which can induce burn damage of 15,000 dmg per tick (10 seconds)
Hungry Arachne also summons spiderlings and have the annoying knockback skill from all usual standard spider bosses.
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Stage 2 – Enraged Luga
enragedluga
This is the most annoying boss in the entire Volcano Nest run (in my opinion) due to his kiting punches XD!
Before fight this boss, make sure you decide with among your party members which position (3, 6 or 9 o’clock) they will be taking for the HP Mechanic which is the Lava Seed Mechanic.
stage2-lavaseed
The above is a screenshot of how the 3 o’clock position looks like and also showing where the rest of the other 2 assigned party members are on the map.
Lava Seeds will spawn every time the boss loses 1 HP Bar, you will need to push the lava seeds into the outer-rim lava to prevent Luga from using his AOE wide attack that will cause a party wipe.
Here’s a simple series attacks you can use for each basic class in Dragon Nest SEA to push the Lava Seeds (Most can simply use their default basic right click)
  • Warrior – Triple Slash, Side Kick, Sweeping Kick
  • Archers – Basic Right Click until Lava Seed close to outer-rim, Multi-Shock for Final Push to avoid Possible Burn.
  • Cleric – Half Turn Kick -> Holy Kick, Divine Combo with Left Click Knock Back
  • Sorceress – Flame Burst, Wheeling Staff + Shockwave, Void Blast (Blink + Right Click) with Nine Tails User (Force Users)
  • Academic – Basic Right Click
  • Kali – Basic Right Click
  • Assassin – Basic Right Click , Shift Blow (Chaser), Open Edge (Chaser), Outbreak (Bringer)
This list isn’t exhaustive and there are many skills that you can use aside from the above.
However, it is important to note that you shouldn’t use a skill with that ends with a lift as you only have less than 10 seconds to all the lava seeds into the outer-rim lava once they spawned.
When the Lava Seed is lifted, crucial seconds are wasted as they are still stationary and no where closer to the outer-rim lava, avoid using skills that lift at all cost when pushing lava seeds.
It is also useful to note that if you’re solo-ing Volcano Nest, only 1 Lava Seed will spawn in one of the 3 possible locations (3,6 or 9) so you need to keep an eye out for the fiery animation that follows in the location when a lava seed is spawned to know
Do not step into the lava surrounding the battle space as they deal 150,000 burn DMG per tick which can also be stacked for 300,00 DMG per tick.
If not the next thing you need to note is the 2 types of stomp this boss can do!
  • 1st type of Stomp (Can Occur from the start) is Singular, Luga will place both of his fists onto the ground before leaping up into the air and slamming into the ground
stage2-singularstomp
Animation before Singular Stomp, Both First on the ground
  • 2nd type of Stomp (Occurs from 4.0x HP and below) has 3 hits, You will see flowing away all around Luga before he raise 1 of his fist into the air and s lamming that fist into the ground for 3 times.
These 2 stomps are what which will be killing most players (aside from the HP Mechanic, Lava Seeds) because the singular stomp deals around 800,000 DMG and the triple stomp deals 400,000 DMG per hit.
The most important advice I can give for this boss if not all boss fights in Volcano Nest is always make sure you keep an eye on the boss.
With Kiting Punch, the boss will punch is way out into the outer-rim Lava (Don’t Chase), and he can use Singular Stomp and Triple Stomp even when he is far from the players, this is also one contributing reason to why players die in this stage which is simply not paying attention.
If not the boss fight is actually very simple and straight forward.
General Description of Stage 2 Boss Attacks & DMG Based on 35%PDEF/MDEF
Singular Fist Punch (Can be Blocked/Parried) – 500,000 DMG
Singular Fist Punch into Spinning Punches (Can be Blocked/Parried) – Singular Punch (500,000DMG), Spinning Punches (2-3hits) – 350,00 – 400,000 DMG per hit
Fiery Slam into Fire Trail (Can be Blocked/Parried) – 750,000 – 800,000 DMG for Stomp, Fire Trail Explosions 450,000 – 500,000 DMG per hit
Singular Stomp (Cannot be Blocked/Parried/Iframed, DMG goes through DA) – 800,000 DMG
Triple Stomp (Can be Blocked/Parried) – 400,000 – 450,000 DMG Per Hit
Kiting Punch (Can be Blocked/Parried) – 350,000 – 400,000 DMG Per Hit
Battle Flow
  • Before entering the boss, assign 3 players to take 3, 6 & 9 o’clock Lava Seed Positions for HP Mechanic
  • Damage Luga to 4.0x HP, assigned players go to their positions for the Lava Seed Mechanic, push Lava Seeds into outer-rim Lava
  • Watch for possible Singular or Triple Stomp after HP Mechanic, Damage Luga to 3.0x HP, complete the Lava Seed Mechanic
  • Damage Luga to 2.0x HP, complete the Lava Seed Mechanic
  • Damage Luga to 1.0x HP, complete the Lava Seed Mechanic
  • Luga can continue to use Lava Seed Mechanic after he is below 1.0x HP, complete any additional Lava Seed Mechanic and finish Luga off.
Tips, Tricks or Other Interesting things to Know for Stage 2
  • You can continue to damage Luga if he is frozen during the HP Mechanic, do so with your entire party if you know you can burst him down at a specific HP bar. (For my Elestra, Shooting star, Ripper & Light Fury Party, we can burst it down from 1.5x HP bar and below if you need a reference).
  • Singular Stomp, Fire Trail, AOE Fear, All types of Punches can be used right from the start of the fight.
  • One deadly combination that kills players is movement during fire trail attack from Luga. Most players tend to run towards the outer-rim of the map and when the boss cast AOE Fear, some can’t ADAD fast enough to avoid burning to death. AOE Fear removes buffs as well.
  • There is no Fire Trail when solo-ing Luga (there’s still the stomp animation before that though which still deals damage), Fire Trail is randomly summoned on targets (including summons) when in party.
Aside from  the abovementioned, always remember to keep an eye on the boss no matter where he moves so that you can avoid incoming stomps, don’t chase when he punches his way into the outer-rim lava, make sure you assign the positions for lava seeds before engaging and you should be able to clean up this boss easily.
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 Stage 3 – Flaming Flower Gemstalker
Flaming Flower Gemstalker
Gasp! This guy is a stalker! oh wait, he’s a Gemstalker.. but Lolis, Archers,Sorceresses and Kalis are all gems :< (WE LOST!)
This is the the epitome of the description “cute” xD!
However this boss can be annoying as its movement can be slightly weird at times where it just stays motionless at times when you want it lure it into an empty lava puddle.
In any case the most important thing you need to note is: DON’T DESTROY THE RED CRYSTALS
Destroying the red crystals will fill up the anger meter of the Gemstalker.
This boss doesn’t have a HP mechanic but still has a duration based mechanic where the boss checks on the status of his “anger meter”. This check can occur on an average of 40-60 seconds.
angermeter
Example of the Anger Meter
This Anger Meter determines what the boss’s reaction depending on how “filled” the meter is…
  • Yellow Smiley Face and below : Boss does nothing
  • Between Yellow Smiley and Orange Annoyed Face: Boss will give your party a 15 Second Movement Speed Buff
  • Between Orange Annoy Face & Red Angry Face: Boss will deal damage equivalent to 50% of your own Max HP and everyone will receive a 20second no heal debuff
  • Above Red Angry Face: Say good bye (Party Wipe)
Anger Meter will reduce slightly periodically, and reduce significantly if Gemstalker is standing over the lava itself.
For this boss we will talk about the battle flow first.
Battle Flow
  • Turn off all summons (Alfredos, Bringer Cats, Engineer Mecha Ducks etc.) as they might destroy red crystals
  • Everyone needs to go near to the boss for the stage to begin, don’t hang around the dry lava puddle that you drop to when you first enter the battle space
  • After the stage begins, find the lava puddle which is empty of lava.
  • Everyone from your party should go to the backedge of the empty lava puddle and wait for Gemstalker to come empty lava puddle area.
  • Start DPS-ing the Boss in which usually Gemstalker will begin his first checking of his Anger Meter.
  • The check takes around 5-8 seconds in which the first empty lava puddle your party is can be filling up (you will see redish steam flowing out of the ground), start moving away from that lava puddle and look for one of the 2 filled lava puddle to be empty.
  • Move to the next empty lava puddle and lure Gemstalker to that location
  • When Gemstalker hits 3.0x HP and below, he will disappear and re-appear at the centre of the battle space.
  • One of the party members will have a mark on his character (same mark as BDN Death Mark or DDN Mark for Phase 3).
  • Gemstalker will leap towards the marked player, marked player should stand close to the edge of the empty lava puddle, providing a good DPS window.
  • When Gemstalker reaches 2.0x HP and below, you will see a system message “Lava is filing up in all the puddles!”, this will occur independent of the attack Gemstalker is currently doing.
  • Player with the aggro of Gemstalker should continue to pull him to an area with the least number of red crystals while waiting for a Lava puddle to empty itself.
  • Once a Lava puddle is empty, continue to lure Gemstalker to that puddle and after which continue until Gemstalker is dead.
General Description of Stage 3 Boss Attacks & DMG Based on 35%PDEF/MDEF
Double Punch (Can be Blocked/Parried) – 300,000 DMG per hit
Leaping Slam (Can be Blocked/Parried)  – 500,000 DMG, Gemstalker is “Iframed” while he is mid-air.
Suction Punch – 350,000 DMG Per hit
Chasing Furious Punches(Can be Blocked/Parried)  – Gemstalker will chase 1 player (the chase animation itself deals no damage, not a “shield charge” skill) before punching furiously into the ground multiple times. Each Punch deals 350,000 DMG can hit up to 3 times. (Gemstalker will punch twice into the ground before chasing)
Fire Breath (Goes through DA) – 560,000 – 650,000 DMG Per hit
stage3-firebreathdmg
First Hit 566K DMG, 2nd hit (killed me) was 644K DMG Fire breath goes through iframe (Divine Avatar included)
Marked Dive – 500,000 – 600,000 DMG (You should never get hit by this though xD)
Tips, Tricks or Other Interesting things to Know for Stage 3
  • You can continue to damage Gemstalker if he is frozen during the Anger Meter Checking.
  • Leaping Slam from boss gives him a moment of iframe, don’t try to damage him when he uses that.
  • One deadly combination that kills players is Suction Punch when the empty lava puddle is about to fill up, I always move away from a lava puddle after around 20-25 seconds of being in it and begin watching out for the reddish steam animation while looking out for the next empty puddle.
  • Keep an eye on Gemstalker even when retreating incase he uses fire breath just as you are moving away from him. (Died to this twice)
  • You can use damage reduction skills such as Ring of Energy, Chakra Heal, Miracle Relic, Damage Transition etc. to reduce the damage taken from the boss during the anger meter checking if your anger meter is between Orange and Yellow Range.
  • If you haven’t noticed above, Fire Breath goes through iframe which means Divine Avatar as well.
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Stage 4 – Divine Droc Kranos
Divine Croc Kranos
This stage is the one which gets most public parties wiped 5 times without even reaching the final 5th Boss which results in the failure of the entire Volcano Nest Abyss run since you can only resurrect 5 times.
It really isn’t as hard as people think it to be … so chill and read up.
The thing that gets players killed is the Fire Pillar HP Mechanic which gets most public parties wiping at least 3 times if not more.
Why at least 3 times? because while the HP mechanic triggers at 4.0, 3.0, 2.0 and 1.0 hp bar, it will still continue to trigger periodically once it goes below 1.0 hp bar!
So let’s talk about the Fire Pillar HP Mechanic first.
Here’s my own preferred method while I’ll talk about the others later on.
  • Once you see the system message “Kranos is preparing to launch a powerful attack!”, classes with summons must unsummmon all of them, summons that only get de-summoned after a specific duration should not summon at all in this stage. After which, remember to press tab to go into non-combat mode especially if you are a slow moving class.
  • No need to designate which players is supposed to take but in general, the 3 Fire Pillars spawn at 2, 6 and 10 o’clock as seen on the picture’s mini-map below, but it is recommended that you spread the party evenly into having at least 1 player in each pillar.
  • At your pillar, stand slightly towards the left or right of the pillar as shown below.
  • If you’re the first player to be “pointed” by Kranos, stay calm and wait until the first laser beam is pointed towards you.
  • Run past the fire pillar you are at (Left to right if you were standing on the left side, and right to left if you were standing on the right side), CONTINUE RUNNING TOWARDS THE NEXT PILLAR in the same direction you were running.
  • The fireball fired from Kranos doesn’t cover a large cone AOE but still enough such that the final laser beam need not be on the fire pillar itself to hit the fire pillar.
  • While running towards the next pillar (usually Kranos will still point towards you for at least 1 second longer after he fired out his fireball) check if Kranos have changed his target, if he didn’t just continue running towards the next pillar and you should do the same as above by running past it once you see the first laser beam appear (which usually will be just when you reach slightly left or right of the fire pillar)
  • If Kranos did change his target while you were running towards the 2nd pillar to one of your party members at the 2nd fire pillar itself, turn around and run towards the 3rd fire pillar instead.
  • The party member who is around the vicinity of Kranos’s 2nd target should get ready to do the same as above by running through his pillar (but this time in the direction towards the 3rd pillar).
  • At this juncture all party members should be on their way to the 3rd pillar or at the 3rd pillar itself.
  • Do not stack on the last fire pillar itself but spread out on the left or right of the fire pillar such that you can see exactly who the last person Kranos is pointing.
  • Leave that last person to destroy the last pillar with the same method mentioned above.
stage4-firepillar1
Stand slightly to the left/right of a pillar you are and get ready to see if you’re the 1st person targeted by Kranos
stage4-firepillar2
If you are targeted, run past the fire pillar once you see the 1st laser beam appear.
Kazu isn’t it better if we just stack up together and run together from the 1st pillar to the last at the same time in non-combat mode?
The problem with this is the ping issue.
Some players might have latency issues such that they are “phasing”/”teleporting” during movement.
While the fireball fired from Kranos itself doesn’t have a large AOE, it is still large enough to party members not targeted by the laser beam itself who are lagging behind.
The fireball itself can deal 800,000-900,000 DMG which essentially 1-shot most ungeared or averagely geared players.
I find the abovementioned method the safest overall if you can get your party members to understand how it works.
Do take note that waiting for the laser beams to appear and marked onto the pillar and then tumbling will not work in which you will still be clipped by the fired fireball.
Dashing through it can also be too fast such that the fireball will miss the fireball.
So far the most consistent and reliable method is standing around 2 meters on the left or right or the pillar and running through it when you see the first laser beam appearing.
The most common mistake from players in this boss fight is thinking that they have done their part once they have destroyed the fire pillar when Kranos was pointing on them. You must always continue to run to the 2nd/3rd pillar even after destroying the pillar close to you as Kranos can continue to point at you even after point you at the start.
I’ve experienced multiple runs where I’ve been the target from start till the end of the HP mechanic!
For a clearer picture, check out the Elestra or Guardian Gameplay Video :)
The next thing that will get parties killed is the Flaming Chillis Mechanic that occurs once the boss goes below 3.0x HP!
What you need to do is avoid hitting Kranos entirely while killing the 4 Flaming Chili that spawns.
They can be killed by hitting them once with a basic attack. You’re recommended to assign melee classes to kill the Flaming Chillis since certain ranged classes basic attack projectiles can pierce targets and hit Kranos accidentally causing a party wipe :<
Stage4-flamingchillis
Stage4-flamingchillis2
When this happens all summons will be destroyed (when VN was first released in KDN it wasn’t the case), so classes with summons need not worry so much.
You MUST avoid using any AOE Based skills (Ice Sphere, Consecration, Umbra etc.) that lingers over time before seeing the appearance of the Flaming Chillis mechanic once below 3.0x HP bar.
This includes Lightning Zap which I’ve used before and died as the zaps from lightning zap carry over when Kranos actives this mechanic.
When you successfully deal with the 4 Flaming Chillis, Kranos will be stunned for a short period of time, if you damage Kranos during this mechanic, your party will be wiped essentially.
From 3.0x HP bar and below the boss can also use a fire ring skill which basically is the boss pointing at a target before firing a reddish glowing projectile.
Once the projectile finds its target, a Red AOE Ring (9 Seconds Duration) will surround the target. Similar to the Poison Ring of Guardian Nest 1st boss, any players near the Fire Ring will take damage, this time around 450,000 DMG per tick which essentially instantly kills any friendly player if they are found close to it.
Stage4-firering
Example of the Fire Ring on EvilOnyx
So once the boss hits 3.0x HP you need to watch out for Flaming Chillis as well as the Fire Ring Mechanic.
With that we go into the Battle flow for this boss.
Battle Flow
  • Turn off all summons (Alfredos, Bringer Cats) when you getting close to 4.0, 3.0, 2.0, 1.0 HP bar, they can be targets for the Fire Pillar HP Mechanic.
  • During Fire Pillar HP Mechanic, go into Non-Combat Mode, party should spread to having at least 1 at each pillar.
  • Use the above method to tackle the Fire Pillar Mechanic
  • Once you clear the Fire Pillar Mechanic twice and got to 3.0x HP, watch out for  Flaming Chillis Mechanic as well as Fire Ring Mechanic. Fire Ring Mechanic especially dangerous for Melee DPS Classes.
  • Avoid casting Damage Over time Skills (Consecration, Umbra, Ice Sphere etc.) before seeing the Flaming Chillis Mechanic including skills like Lightning Zap.
  • Even when boss is below 1.0x HP and have triggered the fire pillar mechanic, there will still be fire pillar mechanic so be ready to face them.
  • Continue damaging Kranos until he is dead while avoiding all possible mechanics mentioned above.
General Description of Stage 4 Boss Attacks & DMG Based on 35%PDEF/MDEF
Fire Wall (2 Types) – Boss will have a reddish Glow after showing a “2-hit” animation ending with a semi-sharp squeal
  • Type 1 – Gaping Hole Fire Wall, Look around you and you will see fire walls spawning, this one will have a large gap for you. 400,000 DMG + burn debuff if you get hit.
  • Type 2 – Normal Fire Wall, 400,000 DMG + burn debuff if you get hit, you can “iframe” through it by blinking or tumbling to avoid taking damage.
Fire Circle (2 Phase) – Boss will stab his “wand” into the ground before summoning fire balls from above marked with a small AOE Circle (Can be Blocked/Parried)
  • Initial Stab – 350,000 DMG, induces Flinch Hit State
  • Fire Balls – 350,000 – 400,000 DMG Each
Shield Bash + Tail Swipe (Can be Blocked/Parried)
  • Shield Bash will be Kranos planting his Red shield into the Ground – Deals 180,000+ DMG
  • Tail Swipe deals 400,000+ DMG
Shield Charge into Fire Breath – Boss will sound off a high pitched squeal before placing his shield in front of him (Can be Blocked/Parried)
  • Shield Charge (Should never get hit by this skill though) – 180,000 DMG per hit, can hit up to 4-5 times depending on positioning
  • Fire Breath – 180,000 DMG, have silencing effect
Wand Swipe + Firing of 3 Fireball Projectiles (Can be Blocked/Parried)
  • Wand Swipe itself deals 350,000 DMG
  • Fireball Projectiles deal 450,000 DMG each and you cannot stand in between 2 of the projectiles as their “AOE” is quite significant when you are at medium range away from the boss (Died to this once xD)
Fire Pillar HP Mechanic Explosion – 1,600,000++ DMG (Below shows 862,000+ DMG with Ring of Energy 50% DMG Reduction)
stage4-firepillardmg

Fire Ring Debuff – 400,000 – 450,000 DMG per tick.
Tips, Tricks or Other Interesting things to Know for Stage 3
  • You can continue to damage Kranos if he is frozen during the Fire Pillar HP Mechanic. Should you want to damage him, I suggest using damage reduction skills such as ring of energy and Miracle Relic to reduce the the damage of the 3 fireballs (designed to destroy the fire pillars) and essentially the Mechanic DMG of 1.6 Million itself should you not be able to burst him fast enough.
  • Fire shield itself can damage Kranos during the Flaming Chillis Mechanic (Source: http://www.freedomplays.com/dragon-nest-volcano-nest-guide/2/)
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Stage 5 – Phoenix Lavanok
Phoneix Lavanok
Alright many feel that this is where your stomp dodging skills are tested, personally I think it is more of an area awareness test such that you have to keep an eye on Lavanok as well as having a simple strategy before tackling the boss.
Before you fight this boss assign your strongest DPS to remain damaging the boss during the Fire Ring Mechanic that occurs from 4.0x HP and below and later evolve at 3.0x HP bar and below.
This is actually a very simple boss fight once you know how to dodge the stomps but more importantly preparing yourself to dodge it.
Whenever you see Lavanok flies up into the air without any other form of additional animation, look out for 3 things (Fire ring Mechanic, players will get pulled towards Lavanok and look like it’s flying but it isn’t)
  • 1 – Single/Straight Stomp
  • 2 – Vortex, there’s a Stomp after Vortex
  • 3 – Fire Breath, there’s a Stomp After Fire Breath
There’s 2 more Stomps, one of which is after the HP Mechanic Rotating Breath and the last will be from 2.0x HP bar onwards where the boss disappears for multiple dives (path marked with laser beams) before re-appearing at the centre for a stomp. This means a total of 5 Stomps to dodge which is why learning to dodge them confidently is very important for this boss fight.
See now why it has become they say this is a Stomp Dodging Final Boss?
The timing to dodge most of the stomps is this, jump when you see the feet of the boss just leaving the edge of your upper screen when you are close to the boss, adjust your timing accordingly depending on your distance away from it.
Once you are used to the timing, you will be able to time it correctly regardless of the distance you are from the boss since when you are far away, you simply need to jump when you see Lavanok at its peak height.
stage-5dodgingstomp
Jump when you see the feet of Lavanok leaving your screen
It is not so simple however for the Vortex Stomp as the boss will be chasing at least one of the 4 party members during this attack and at the end the boss will re-appear (usually at the centre of the map but below 1.0x HP bar sometimes at where he was before casting Vortex) for a stomp again.
To dodge the “Vortex Stomp”, this is the stomp where the boss’s “red dot” on the mini-map disappears and re-appears.
When you see the “red-dot” re-appear at the centre of the map, count 1 second before jumping. (Similar to dodging DDN Stomps)
The rest of the stomps (HP Mechanic, Fire Breath and Straight Stomp), you have to look at the boss itself and time your jumps accordingly.
For those who are new to the next, all the stomps occur pretty fast unlike usual Golem Stomps where it is more of observing the casting animation before deciding to jump.
In other words, if you are slow to recognize what Lavanok is going to use, it will probably be too late for you to dodge it when the stomp happens (depending on personal reaction time xD)
HP Mechanic – Rotating Fire Breath
Whenever you deal damage worth 1 HP bar of Lavanok the HP Mechanic will be triggered.
On the Mini-map, go towards the 1 o’clock red dot where the Crocodile will be and try to go to this Crocodile every time.
The reasoning behind this is Lavanok will always breath fire from the 6 o’clock direction, this means that if you go to the 6 o’clock Crocodile, the Crocodile at 6 o’Clock will turn 180 degrees to face Lavanok and you need to re-adjust accordingly. If you happened to lag or you know “space out”, you will not be able to re-adjust your position in time before you get killed by the Rotating Fire Breath.
Stage5-HPMechanic
1 o ‘clock Crocodile
Move along with the protective barrier of the Crocodile until the Fire Breath is over.
However always keep your character facing the centre of the map as that is where Lavanok will re-appear! Sometimes players follow the direction in which the Crocodile is facing but they do not face the centre at the end of the rotating breath and this results in them not realizing the post rotating breath stomp and thus their death :<
Fire Ring Mechanic
stage5-firering
Fire Ring Debuff Animation
As mentioned above, assign the highest DPS player to stay with Lavanok during the Fire Ring Mechanic which can occur at 4.0xHP bar and below (2 Debuff-ed Targets, up to 3 from 3.0x HP and below).
The rest of the players will need to spread in 12, 3, 6 or 9 o’clock locations to prevent any unnecessary overlapping that will result in players death.
Aside from the stomps, HP Mechanic and Fire Ring Mechanic there isn’t any other notable mechanics that will get you killed as his Swipes, Dive and “Blink” can easily be dodged.
Watch the Gameplay video below for a better idea of what is mentioned :)
Battle Flow
  • Assign 1 Single Main DPS for DPS-ing during Fire Ring Mechanic DPS Window
  • Bring Lavanok From 5.0x HP – 4.0x HP (Avoiding Fire Breath After Stomp, Straight Stomp & Vortex Stomp) ; Go to 1 o’clock Crocodile and move accordingly during the Rotating Fire Breath ; Dodge Post Rotating Fire Breath Stomp
  • Selected Single Main DPS save DPS skills for Fire Ring Mechanic ; Other party members spread to 12, 3, 6 & 9 o’clock, Damage Lavanok to 3.0x HP  (Avoiding Fire Breath After Stomp, Straight Stomp & Vortex Stomp) ; Survive the HP Mechanic and Post HP Mechanic Stomp. Lavanok will be enraged before HP Mechanic will be triggered.
  • Selected Single Main DPS save DPS skills for Fire Ring Mechanic ; Other party members spread to 12, 3, 6 & 9 o’clock, Damage Lavanok to 2.0x HP. Note that Vortex now changes to fire mini-vortexes, continue moving to avoid no different when dodging pre-enrage vortex. Fire Breath is also changed to a mini Rotating Fire breath giving your team another small DPS Window. Lavanok can also now disappear for the Multiple Diving Mechanic which will also have a stomp after. Just keep moving during the Multiple Diving Mechanic as the diving path are all lighted up by laser beam paths. Continue surviving the HP Mechanic
  • Selected Single Main DPS save DPS skills for Fire Ring Mechanic ; Other party members spread to 12, 3, 6 & 9 o’clock, Damage Lavanok to 1.0x HP. Don’t forget about all the abovementioned and continue surviving the HP Mechanic when it is triggered.
  • From 1.0x HP and below, the boss can use the HP Mechanic periodically, safest DPS window will be for the Single Main DPS during Fire Ring Mechanic as well as during Mini Rotating Breath! Once you master dodging the stomps, and keeping your eye on the boss, this shouldn’t be a hard boss to defeat!
General Description of Stage 5 Boss Attacks & DMG Based on 35%PDEF/MDEF
Lavanok Dive – Gives a Defence Debuff, Deals 350,000 – 450,000 DMG ; close to twice the damage when Enraged (3.0x HP bar and below)
Lavanok 1 hit Swipe (Can be Blocked/Parried) – 350,000 – 400,000 DMG ; close to twice the damage when Enraged (3.0x HP bar and below)
Lavanok 2 hit Swipe (Can be Blocked/Parried) – 350,000 – 400,000 DMG per hit ; close to twice the damage when Enraged (3.0x HP bar and below)
Lavanok Blink (Can be Blocked/Parried) – This actually deals damage if you are within the “path” of the blink itself which deals 180,000 – 250,000 DMG before enrage, and close to 600,000 DMG and higher when enraged
Lavanok Fire Breath – 350,000 – 400,000 DMG per tick ; close to twice the damage when Enraged (3.0x HP bar and below) ; Note that Fire Breath becomes a mini-rotating Fire Breath from 3.0x HP and below
Fire Ring Debuff – 450,000 DMG Per tick, 2 members marked at 4.0x HP and below, 3 members marked at 3.0x HP bar and below
Lavanok Vortex – 250,000 – 300,000 DMG per tick, Mini Vortex that appears at 3.0x HP bar and below deals half the damage per tick of the main vortex.
General Stomp Damage – 800,000 – 900,000 DMG before Enrage ; Close to twice the damage when Enraged (3.0x HP bar and below)
  • Straight Stomp (Can be Blocked/Parried)
  • Vortex Stomp (Can be Blocked/Parried)
  • Post Fire Breath Stomp (Can be Blocked/Parried)
  • HP Mechanic Stomp (Cannot be Blocked/Parried)
  • Post Multiple Diving Stomp (Can be Blocked/Parried)
Tips, Tricks or Other Interesting things to Know for Stage 5
  • Ripper’s Crippling Punisher Revamp Clones/Illusions or any other summons are instantly killed when caught within the Fire Ring Debuff. (Sad for Rippers :<)
  • Ordeal Version of Stage 5 will be pretty scary xD – More about that next time !
Gameplay VODS
We come to the end of the the Volcano Nest Guide!
I hope it has been useful for you !
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