Difference between revisions of "Void Battles Guide"
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[[Event_Quests#Void_Battles|Void battles]] are a type of event quest centered on boss battles, unlocked upon the completion of Chapter 7 (Normal). There are multiple types of rewards one can obtain from void battles, most importantly currency {{Icon|Material|Void Leaf|text=0|size=32px}} {{Icon|Material|Void Seed|text=0|size=32px}} for [[Shop#Void_Battles|void battle treasure trade]](which resets every month) and material for [[Void_Weapon_List|void weapons]] that are viable alternatives to standard weapons and offer abilities instead of skills. | [[Event_Quests#Void_Battles|Void battles]] are a type of event quest centered on boss battles, unlocked upon the completion of Chapter 7 (Normal). There are multiple types of rewards one can obtain from void battles, most importantly currency {{Icon|Material|Void Leaf|text=0|size=32px}} {{Icon|Material|Void Seed|text=0|size=32px}} for [[Shop#Void_Battles|void battle treasure trade]](which resets every month) and material for [[Void_Weapon_List|void weapons]] that are viable alternatives to standard weapons and offer abilities instead of skills. | ||
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| + | This article focuses on specific battles, see [[Combat Mechanics|this page]] for general information about combat mechanics. | ||
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Revision as of 22:19, 25 April 2019
| Under Construction!
This page is currently in the process of being expanded on. Please note that there may be missing or incomplete information. |
Void battles are a type of event quest centered on boss battles, unlocked upon the completion of Chapter 7 (Normal). There are multiple types of rewards one can obtain from void battles, most importantly currency
for void battle treasure trade(which resets every month) and material for void weapons that are viable alternatives to standard weapons and offer abilities instead of skills.
This article focuses on specific battles, see this page for general information about combat mechanics.
Progression
Each void battle have one or more special mechanics that you can read about in-game with the "Details" button. The easier void battles have no special requirements, while the harder void battles require weapons crafted using materials dropped by the easier void bosses.
Make sure to pick an adventurer with access (i.e. has the right weapon type and element) to the proper void weapon.
To be prepared for tier 3 void battles:
- Healers may skip crafting the void weapon, but having
Dull Res can help the party clear faster. - Fight
Wandering Shroom for a
Dull Res weapon. - Fight
Steel Golem for a
Dull Res weapon. - You are now ready for
Void Zephyr.
- If you and your team can memorize the attack patterns, you can skip making the void weapon and fight without breaking overdrive.
- Fight
Frost Hermit for a
Dull Res weapon. - Fight
Obsidian Golem for a
Fury Penetrator weapon. - You are now ready for
Raging Manticore.
- Healers may skip crafting the void weapon, but the
Scorching Air Res staff gives you more room for positioning mistakes. - If you are a
Bow user, fight
Frost Hermit for a
Skill Resistance Penetrator weapon. - Otherwise, fight
Frost Hermit for a
Dull Res weapon then fight
Obsidian Golem for a
Scorching Air Res weapon. - You are now ready for
Void Agni.
Tier 1
The following bosses do not require other void weapons to fight.
Blazing Ghost Strike
Boss Abilities:
- Ranged Resistance: Significantly reduces the damage dealt by characters that use ranged weapons:
Bow
Wand
Staff.
Tips:
- This fight is fairly easy as long as you don't bring a ranged character.
- Healers are not neccessary as the ghost's attacks are fairly easy to dodge. Stun resistence is optional for the same reason.
Weapon Abilities
Dull Res: there are currently no light attribute void battle that inflicts dull.
Wandering Shroom Strike
Boss Abilities:
- Disperse: When entering overdrive, spawn multiple
Wandering Shrooms and shrinks the original
Wandering Shroom.
Tips:
- Take care of
Wandering Shrooms first, before they overwhelm the team.
Wandering Shrooms can be knocked down with force strikes, which interrupts their attacks.
Weapon Abilities
Dragon Delay Res: relevant for
Void Zephyr, but
Dull Res is more important.
Dull Res: relevant for
Steel Golem
Copy Punisher: relevant for
Frost Hermit
Tier 2
Void weapons are very helpful here, but the bosses can be defeated without the correct weapon as long as you have player skill and/or sheer offensive power.
Frost Hermit Strike
Boss Abilities:
- Propagation: Create multiple copies of itself upon entering overdrive
Tips:
- The true body of the Hermit will not have a small floating HP bar and will have the overdrive visual effect, focus your attacks on it.
- If you are having trouble, consider making a
Copy Punisher weapon from
Wandering Shroom to quicky destroy the copies.
Weapon Abilities
Skill Resistance Penetrator: relevant for
Void Agni, but
Scorching Air Res is much more important for melee weapon users.
Dull Res: relevant for
Obsidian Golem Strike
Steel Golem Strike
Boss Abilities:
- Dull: Attacks inflicts an affliction that significantly reduces the strength of a character for a while.
Tips:
- Fight
Wandering Shroom and build a
Dull Res weapon first.
Steel Golem has long telegraphed attacks, which can be interupted by breaking. Focus on spamming force strikes as soon as it enters overdrive.
- Healers are optional, since the attacks are all dodgable.
Weapon Abilities
Dull Res: relevant for
Void Zephyr
Obsidian Golem Strike
- Dull: Attacks inflicts an affliction that significantly reduces the strength of a character for a while.
Tips:
- Fight
Frost Hermit and build a
Dull Res weapon first.
Obsidian Golem has the same attack pattern as the
Steel Golem, so the same advice applies.
Weapon Abilities
Scorching Air Res: relevant for
Void Agni Strike
Fury Penetrator: relevant for
Raging Manticore Strike
Tier 3
You are usually expected to have the void weapon for these fights, especially for the void dragons. Please come prepared.
The weapons you can craft with dropped material here aren't required for other void battles, instead they are meant for general usage as alternatives to the standard weapons.
Void Zephyr Strike
Boss Abilities:
- Dragon Delay: Attacks deplete the dragon gauge.
- Dull: Attacks inflicts an affliction that significantly reduces the strength of a character for a while.
Tips:
- There are unavoidable attacks in this fight, so a healer is recommended unless the team has enough DPS to finish the battle before too much damage is sustained.
Void Zephyr has short and mid range attacks that with no telegraphing, try to keep to his sides and back.
- Since
Void Zephyr is flying, you can move under it.
- Upon entering overdrive,
Void Zephyr will use the unavoidable Savage Squall. This attack is why a
Dull Res void weapon is highly recommended.
- Howling Vortex is a homing crosshair attack whose damage is split among adventurers hit by it. The best way to avoid it is to break
Void Zephyr before it occurs, but if that's not doable please stand in the circle and help your teammates split the damage.
- Spiral Tornados is a series of purple attacks that fire in a clockwise fashion, centered on
Void Zephyr. The fastest way to dodge is to run to the spot anti-clockwise of the first purple marker, then move into the place where the first marker was after the first tornado has fired.
- Although fairly difficult due to Dragon Delay, it's possible to avoid dull from Savage Squall by shapeshifting into a dragon.
Raging Manticore Strike
Boss Abilities:
- Fury: Overdrive gauge cannot be depleted by player attacks.
Tips:
- All attacks can be dodged, so a healer is optional.
- When in overdrive state,
Manticore's attacks are no longer telegraphed. However, each attack still have distinct preamble animation that indicate which move is being used.
Fury Penetrator weapons are required only if you intend to break overdrive. Not breaking overdrive has some benefits, for example overdrive punisher would be effective for nearly the entire fight.
Void Agni Strike
Boss Ability:
- Scorching Air: Deals damage to any adventurer within a certain area around
Void Agni
- Skill Resistance: Significantly reduce damage from skills.
Tips:
- The size of Scorching Air is approximately the same as the range of
Lance users. Any adventurer with a shorter range (including
Lances themselves) should bring
Scorching Air Res weapon but only
Swords and
Daggers have access to a proper weapon at this time.
- Since you cannot have
Scorching Air Res and
Skill Resistance Penetrator at the same time, the skills of melee characters are only useful for iframes.
- Nearly all attacks will inflict stun. Try to get 75%+ stun res or run with Error: Table Adventurers not found.as the healer.
- Heat Seeker is an unavoidable purple attack. It's very important that everyone spread out during Heat Seeker, since you will get hit by the attack multiple times on places where the circle overlaps. If there are non-stun resistant teammates, a Error: Table Adventurers not found.player should save their first skill and use it right after this attack.
- Devastation/Flames of Devastation is a long rectagular purple attack that fires 2 times (3 if overdrive), will always target the farthest adventurer, and will move to track the player. Pay close attention to when the attack bar fills up and dodge at the last second. Shapeshifting into a dragon is acceptable if you are not confident in your dodge timing.
- Heavy Eruption is a purple attack that drops mounds of lava on the battlefield and will track players. This attack is followed by Coronal Ignition which is unavoidable unless you hide behind a lava mound. If you find yourself targeted, do your best to place the mounds close to
Void Agni in order to make it easier for people to hide behind them. That said, the best way to avoid Coronal Ignition is to break overdrive before it happens.