Difference between revisions of "User:LegendarySilke/Sandbox3"

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>LegendarySilke
(Created page with "''Note: Ranks may not match ranks in the main tier list due to it being purely focused on the original {{5*}} adventurers, who are all available...")
>LegendarySilke
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''Note: Ranks may not match ranks in the [[Tier List/Legendary Silke|main tier list]] due to it being purely focused on the original {{5*}} adventurers, who are all available as choices for the guaranteed {{5*}}.''
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{{NoticeUnderConstruction}}
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{{NoticeCollaborativeGuide}}
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{{Quote|Waters, heed my command!}}
 +
[[File:Banner Top High Mercury's Trial.png|400px|right]]
  
{| class="wikitable sortable"
+
[[High Mercury's Trial#Master|High Mercury's Trial: Master]] is a challenge quest centered on a boss battle with High Mercury, at its most difficult and challenging version.
 +
* Rewards from Master difficulty include {{High Waterwyrm's Horn-}}, {{High Waterwyrm's Tail-}}, and {{Waterwyrm's Greatsphere-}}, which can be used towards enhancing Water-attuned High Dragon weapons into tier 2, significantly increasing its power against enemies outside of High Brunhilda.
 +
 
 +
__TOC__
 +
 
 +
==Stat and Equipment Requirements==
 +
===HP===
 +
HP isn't too much of a concern, as all adventurers should be able to withstand the unavoidable damage High Mercury inflicts at the beginning of the fight if they have sufficiently strong equipment, and the fight has no further sources of unavoidable damage.
 +
 
 +
===Weapons===
 +
A Void Bane weapon is the bare minimum possible to clear the quest at Master difficulty, but it's strongly suggested to at least craft a Chimeratech weapon, or better yet, craft a MUB HDT1 weapon with materials obtained from [[High Midgardsormr's Trial#Expert|High Midgardsormr's Trial: Expert]].
 +
====Weapon Table====
 +
{| class="wikitable"
 +
! Weapon Category !! {{InlineIcon|Icon Weapon|Sword}}Sword !! {{InlineIcon|Icon Weapon|Blade}}Blade !! {{InlineIcon|Icon Weapon|Dagger}}Dagger !! {{InlineIcon|Icon Weapon|Axe}}Axe !! {{InlineIcon|Icon Weapon|Lance}}Lance !! {{InlineIcon|Icon Weapon|Bow}}Bow !! {{InlineIcon|Icon Weapon|Wand}}Wand !! {{InlineIcon|Icon Weapon|Staff}}Staff
 
|-
 
|-
! Portrait !! {{5*}} Adventurer !! Rank !! Rationale
+
| Void Bane <br> ('''{{ColorText|Red|Strongly not recommended}}''')
 +
| {{TooltipIcon|Weapon|Roaring Weald}}
 +
| {{TooltipIcon|Weapon|Stormsquall Crash}}
 +
| {{TooltipIcon|Weapon|The Gale}}
 +
| {{TooltipIcon|Weapon|Jagged Bolt}}
 +
| {{TooltipIcon|Weapon|Windsovereign Trident}}
 +
| {{TooltipIcon|Weapon|Firmament Auger}}
 +
| {{TooltipIcon|Weapon|Typhoon's Rule}}
 +
| {{TooltipIcon|Weapon|Skypainter Staff}}
 
|-
 
|-
! {{TL|Mikoto}}  
+
| Chimeratech Tier 2<br> (OK performance, '''not recommended for pubs''')
| Mikoto || A ||  
+
| {{TooltipIcon|Weapon|Chimeratech Cypress}}
Time has certainly treated Mikoto well; after two years, Mikoto still provides respectable DPS output, and is the highest DPS non-limited Flame blade adventurer in the game; any higher, and you'll be looking at {{Icon|Adventurer|Nobunaga|size=32px|text=1}} which is a zodiac adventurer, only available when a zodiac showcase is around. Having {{Icon|Ability|Stun Res +100%|size=32px|text=1}} also pretty much guarantees that he will be usable for every quest without worrying about potential issues with mistakes in [[High Midgardsormr's Trial]].
+
| {{TooltipIcon|Weapon|Chimeratech Benzoin}}
 
+
| {{TooltipIcon|Weapon|Chimeratech Tea Tree}}
Choosing Mikoto as your starter {{5*}} will provide your Flame team with a solid baseline, with a great co-ability and one of the higher DPSes in the Flame roster.
+
| {{TooltipIcon|Weapon|Chimeratech Palmarosa}}
 +
| {{TooltipIcon|Weapon|Chimeratech Caraway}}
 +
| {{TooltipIcon|Weapon|Chimeratech Ajwain}}
 +
| {{TooltipIcon|Weapon|Chimeratech Frankin}}
 +
| {{TooltipIcon|Weapon|Chimeratech Marjoram}}
 
|-
 
|-
! {{TL|Ezelith}}  
+
| High Dragon Tier 1<br> (Good performance, minimum acceptable for pubs if MUB)
| Ezelith|| A ||  
+
| {{TooltipIcon|Weapon|Tempest}}
Although Ezelith can reach a higher DPS output than Mikoto, she is held back by the fact that she is extremely weak without a [[Mana Spiral|mana spiral]], and before you have materials for unlocking mana spirals, Ezelith will be one of your weakest adventurers. Ezelith also has a perception issue with her dragons; if one is lacking {{Icon|Dragon|Gala Mars|size=32px|text=1}} or {{Icon|Dragon|Arctos|size=32px|text=1}}, she becomes relatively unwanted when playing in co-op. {{Icon|Ability|Sleep Res +100%|size=32px|text=1}} makes her less suitable than Mikoto when it comes to [[High Midgardsormr's Trial]] in the hands of less experienced players. The {{Icon|ChainCoAbility|(Flame) Combo Time VI|size=32px|text=1}} chain co-ability, however, is extremely useful in enabling combo-based abilities on AI and on adventurers with worse attack uptime between avoidance actions.
+
| {{TooltipIcon|Weapon|Horizon}}
 
+
| {{TooltipIcon|Weapon|Galestorm Fang}}
Choosing Ezelith as your starter {{5*}} will hamstring your team at the beginning, but she will shine as one of the best DPSes Flame has to offer once her mana spiral is fully unlocked.
+
| {{TooltipIcon|Weapon|Storm's Guide}}
 +
| {{TooltipIcon|Weapon|Promising Breeze}}
 +
| {{TooltipIcon|Weapon|Jormungand's Squall}}
 +
| {{TooltipIcon|Weapon|Tornado Tail}}
 +
| {{TooltipIcon|Weapon|Zephyrage}}
 
|-
 
|-
+
| High Dragon Tier 2<br> (Better performance, acceptable for pubs)
| || ||  
+
| {{TooltipIcon|Weapon|Absolute Tempest}}
'''There isn't a wrong choice to pick between the Flame adventurers on offer; both have very compelling strengths.'''
+
| {{TooltipIcon|Weapon|Endless Horizon}}
* Choose Mikoto to start out strong, and remain strong.
+
| {{TooltipIcon|Weapon|Windruler's Maw}}
* Choose Ezelith if you're willing to live with a weak unit until you're able to obtain mana spiral materials.
+
| {{TooltipIcon|Weapon|Glorystorm's Guide}}
 +
| {{TooltipIcon|Weapon|Guiding Gale}}
 +
| {{TooltipIcon|Weapon|Jormungand's Fury}}
 +
| {{TooltipIcon|Weapon|Grand Tempest}}
 +
| {{TooltipIcon|Weapon|Stormruler}}
 
|-
 
|-
! {{TL|Xainfried}}  
+
| Agito Tier 1<br>(Best performance if MUB, acceptable for pubs)
| Xainfried || B ||  
+
| {{TooltipIcon|Weapon|Excalibur}}
Similar to Ezelith, Xainfried starts out comparatively weak; however, once his mana spiral is unlocked, he becomes a potent hybrid DPS-support adventurer. While he doesn't excel in either, he does make a compelling case of being a jack-of-all-trades in the Water element. {{Icon|Ability|Burn Res +100%|size=32px|text=1}} prevents him from being inflicted with HP-to-1 [[burn]] in [[High Brunhilda's Trial]].
+
| {{TooltipIcon|Weapon|Arondight}}
 +
| {{TooltipIcon|Weapon|Carnwennan}}
 +
| {{TooltipIcon|Weapon|Marmyadose}}
 +
| {{TooltipIcon|Weapon|Rhongomyniad}}
 +
| {{TooltipIcon|Weapon|Failnaught}}
 +
| {{TooltipIcon|Weapon|Camelot}}
 +
| {{TooltipIcon|Weapon|Avalon}}
 +
|}
 +
 
 +
===Dragons===
 +
Everyone should be ideally be equipped with a max-unbound {{5*}} dragon at a minimum.
 +
* Equipment requirements elsewhere will increase with a {{4*}} dragon.
 +
 
 +
{{ContentGuideDragonTable
 +
|Builds=
 +
{{ContentGuideDragonBuild
 +
|AdventurerList=
 +
{{TooltipIcon|Adventurer|Gala Leif}}{{TooltipIcon|Adventurer|Victor}}{{TooltipIcon|Adventurer|Addis}}{{TooltipIcon|Adventurer|Su Fang}}{{TooltipIcon|Adventurer|Ranzal}}{{TooltipIcon|Adventurer|Kirsty}}{{TooltipIcon|Adventurer|Hawk}}{{TooltipIcon|Adventurer|Louise}}
 +
|DragonList={{TooltipIcon|Dragon|Vayu}}{{TooltipIcon|Dragon|Ariel}}{{TooltipIcon|Dragon|AC-011 Garland}}{{TooltipIcon|Dragon|Pazuzu}}{{TooltipIcon|Dragon|Zephyr}}{{TooltipIcon|Dragon|Roc}}
 +
|BuildTitle=Standard DPS
 +
|BuildNotes=Most DPS adventurers use these standard DPS dragons.
 +
* '''Hawk''' signficantly prefers '''Vayu''' due to his exceedingly high skill damage totals, and most other adventurers prefer Vayu anyway under most circumstances.
 +
* '''Ariel''' can assist with skill uptime or make certain strategies easier to execute, and is practically equivalent to Vayu for '''Gala Leif''', though otherwise she technically is a bit inferior than Vayu for most DPS adventurers.
 +
* '''AC-011 Garland''' can provide extremely high strength as long as the adventurer does not take any damage that disables the shield; as High Mercury's Trial has no unavoidable damage past the opening blast, he can work extremely well, and the divergent shield he provides can cover nearly all sources of chip damage should something happen (though you will lose the strength increase for 15 seconds).
 +
}}
 +
{{ContentGuideDragonBuild
 +
|AdventurerList=
 +
{{TooltipIcon|Adventurer|Lin You}}
 +
|DragonList={{TooltipIcon|Dragon|Vayu}}{{TooltipIcon|Dragon|Long Long}}{{TooltipIcon|Dragon|Ariel}}{{TooltipIcon|Dragon|AC-011 Garland}}{{TooltipIcon|Dragon|Pazuzu}}{{TooltipIcon|Dragon|Zephyr}}{{TooltipIcon|Dragon|Roc}}
 +
|BuildTitle=Big Crits Kung Fu Master
 +
|BuildNotes=Lin You can reach a critical rate high enough for Long Long to pull ahead of most other dragons, and hence Long Long becomes a highly suitable choice for Lin You. Other DPS dragons will still function just as well as they do on other adventurers, though.
 +
}}
 +
{{ContentGuideDragonBuild
 +
|AdventurerList=
 +
{{TooltipIcon|Adventurer|Wedding Elisanne}}{{TooltipIcon|Adventurer|Valentine's Melody}}{{TooltipIcon|Adventurer|Sylas}}
 +
|DragonList={{TooltipIcon|Dragon|Ariel}}{{TooltipIcon|Dragon|Vayu}}{{TooltipIcon|Dragon|AC-011 Garland}}{{TooltipIcon|Dragon|Pazuzu}}{{TooltipIcon|Dragon|Zephyr}}{{TooltipIcon|Dragon|Roc}}
 +
|BuildTitle=Hybrid DPS
 +
|BuildNotes=These hybrid DPS adventurers want to have as much uptime on their buff/debuff/poison skills as possible, so Ariel is a perfect fit, though other DPS dragons will also work.
 +
}}
 +
{{ContentGuideDragonBuild
 +
|AdventurerList=
 +
{{TooltipIcon|Adventurer|Melody}}{{TooltipIcon|Adventurer|Tobias}}{{TooltipIcon|Adventurer|Noelle}}{{TooltipIcon|Adventurer|Dragonyule Xainfried}}
 +
|DragonList={{TooltipIcon|Dragon|Ariel}}{{TooltipIcon|Dragon|Freyja}}{{TooltipIcon|Dragon|Zephyr}}{{TooltipIcon|Dragon|High Midgardsormr}}{{LimitedIcon|{{TooltipIcon|Dragon|Mini Mids}}|Limited=1}}{{TooltipIcon|Dragon|Roc}}
 +
|BuildTitle=Support
 +
|BuildNotes=These support adventurers have low personal DPS, so prefers having {{Icon|Condition|Skill Haste Up|size=24px|text=1}} abilities.
 +
* '''Freyja''' grants higher amounts of skill haste, and carries a potent {{Icon|Condition|HP Regen|size=24px|text=1}} skill that also instantly grants 5 stacks of {{Icon|Condition|Energy|size=24px|text=1}}, instantly energizing all teammates. She is ideal for Tobias, and is required for 4DPS runs without Wedding Elisanne or healing shared skills anyway.
 +
* '''Ariel''' increases damage output especially when in dragon form, and is ideal for Melody, Noelle, and Dragonyule Xainfried if someone else can heal significantly.
 +
}}
 +
{{ContentGuideDragonBuild
 +
|AdventurerList=
 +
{{TooltipIcon|Adventurer|Lowen}}{{TooltipIcon|Adventurer|Akasha}}
 +
|DragonList={{TooltipIcon|Dragon|Freyja}}{{TooltipIcon|Dragon|Garuda}}{{TooltipIcon|Dragon|Ariel}}{{TooltipIcon|Dragon|High Midgardsormr}}{{LimitedIcon|{{TooltipIcon|Dragon|Mini Mids}}|Limited=1}}{{TooltipIcon|Dragon|Zephyr}}{{TooltipIcon|Dragon|Roc}}{{TooltipIcon|Dragon|Stribog}}
 +
|BuildTitle=Healers
 +
|BuildNotes=If an healer is to be used, healers will prefer to increase their healing output and buff uptime under most circumstances.
 +
* '''Freyja''' provides the highest amount of {{Icon|Condition|Skill Haste Up|size=24px|text=1}}, a {{Icon|Condition|HP Up|size=24px|text=1}} ability, and carries a strong regen heal with her dragon skill, and is usually the best pick for healers.
 +
* '''Garuda''' provides a higher amount of HP boost compared to Freyja, but provides no skill haste. She is ideal if you need a big heal over faster heals.
 +
* '''Ariel''' provides slightly less skill haste, but grants {{Icon|Condition|Strength Up|size=24px|text=1}} instead of HP Up. She may be used in place of Freyja if you prefer having slightly more DPS without going off-element, or are playing in public co-op and need to meet might requirements, though your '''healing output burst/ticks will be lower than Freyja or Garuda'''. Also has a pretty good dragon form damage should you opt to use it.
 +
}}
 +
}}
  
The main problem Xainfried has is that {{Icon|Adventurer|Elisanne|size=32px|text=1}}, who is a story adventurer, exists. She provides extremely high buff uptime, and even after equipping a {{Icon|Ability|Burn Res +50%|size=32px|text=1}} wyrmprint such as {{Icon|Wyrmprint|Fireside Gathering|size=32px|text=1}}, Elisanne will still effectively out-DPS Xainfried, and it's pretty likely that you will obtain other more capable DPS units at some point, making Xainfried's case weaker as time goes on.
+
===Wyrmprints===
 +
All adventurers should equip their standard wyrmprints.
  
Choosing Xainfried as your starter {{5*}} will result in pretty average performance throughout the game.
+
==Party Roles==
 +
===DPS/Hybrid DPS===
 +
These units will be doing the majority of the DPS, and provide buffs/debuffs if applicable.
 +
{| class="wikitable"
 +
! Adventurer !! Notes
 +
|-
 +
|{{TooltipIcon|Adventurer|Gala Leif}}
 +
| Extremely high constant damage output, {{Icon|Affliction|Poison|size=24px|text=1}}, minor {{Icon|Condition|Strength Down|size=24px|text=1}} and {{Icon|Condition|Defense Down|size=24px|text=1}}.
 +
|-
 +
|{{TooltipIcon|Adventurer|Wedding Elisanne}}
 +
| High overdrive damage, creates {{Icon|Condition|HP Regen|size=24px|text=1}} buff zones and {{Icon|Condition|Defense Down|size=24px|text=1}} debuff zones.
 +
|-
 +
|{{TooltipIcon|Adventurer|Victor}}
 +
| Very high constant damage output with strong {{Icon|Condition|Bleeding|size=24px|text=1}}, provides mild defensive support with {{Icon|Condition|Water Res|size=24px|text=1}}, {{Icon|Condition|Shield|size=24px|text=1}}, and {{Icon|Condition|Knockback Immunity|size=24px|text=1}}.
 +
|-
 +
|{{TooltipIcon|Adventurer|Addis}}
 +
| Very high constant damage output with strong {{Icon|Condition|Bleeding|size=24px|text=1}}, though more awkward to play than Victor. Does not have {{Icon|Affliction|Bog|size=24px|text=1}} res.
 +
|-
 +
|{{TooltipIcon|Adventurer|Su Fang}}
 +
| High damage output, {{Icon|Affliction|Poison|size=24px|text=1}}.
 +
|-
 +
|{{TooltipIcon|Adventurer|Ranzal}}
 +
| High damage output, {{Icon|Affliction|Poison|size=24px|text=1}}, provides a small {{Icon|Condition|Life Shield|size=24px|text=1}}, can provide {{Icon|Condition|Defense Up|size=24px|text=1}}.
 +
|-
 +
|{{TooltipIcon|Adventurer|Lin You}}
 +
| Very high constant damage output, very high critical rates, self-sustain.
 +
|-
 +
|{{TooltipIcon|Adventurer|Valentine's Melody}}
 +
| Very high constant damage output, {{Icon|Affliction|Poison|size=24px|text=1}}, large (in both magnitude and area) {{Icon|Condition|Defense Down|size=24px|text=1}} zone.
 +
|-
 +
|{{TooltipIcon|Adventurer|Kirsty}}
 +
| Very high damage output if paired with a {{Icon|Affliction|Poison|size=24px|text=1}}er.
 +
|-
 +
|{{TooltipIcon|Adventurer|Sylas}}
 +
| High damage output, {{Icon|Affliction|Poison|size=24px|text=1}}, {{Icon|Condition|Strength Down|size=24px|text=1}}, significant buff effects especially with guaranteed {{Icon|Condition|Skill Haste Up|size=24px|text=1}}, occasional total affliction relief. Does not have {{Icon|Affliction|Bog|size=24px|text=1}} res.
 
|-
 
|-
! {{TL|Xander}}  
+
|{{TooltipIcon|Adventurer|Hawk}}
| Xander || C ||  
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| Extremely high burst damage output, {{Icon|Affliction|Poison|size=24px|text=1}}. Does not have {{Icon|Affliction|Bog|size=24px|text=1}} res.
Xander doesn't provide much in terms of DPS, though his true potential is still yet unknown due to the lack of a mana spiral. {{Icon|Ability|Stun Res +100%|size=32px|text=1}} and low DPS pretty much bars him from being a sensible choice in [[High Brunhilda's Trial]].
+
|-
 +
|{{TooltipIcon|Adventurer|Louise}}
 +
| Very high constant damage output, {{Icon|Affliction|Poison|size=24px|text=1}}, {{AbilityText|Id=210000607}} receptive to {{Icon|Condition|Defense Up|size=24px|text=1}} buffs.
 +
|}
  
Choosing Xander as your starter {{5*}} will result in a weak Water team, and hinges on betting on future mana spirals and content suitability.
+
===Support===
 +
These units spend most of the time buffing other adventurers.
 +
* Don't use Templar Hope in general compositions.
 +
* Don't bring more than two pure support adventurers in the whole composition.
 +
{| class="wikitable"
 +
! Adventurer !! Notes
 
|-
 
|-
+
|{{TooltipIcon|Adventurer|Melody}}
| || ||  
+
| {{Icon|Condition|Strength Up|size=24px|text=1}} buffer with relatively high personal DPS compared to other options. Also provides access to {{Icon|Affliction|Poison|size=24px|text=1}}. Does not have {{Icon|Affliction|Bog|size=24px|text=1}} res.
'''The Water adventurers on offer are comparatively weak as offerings compared to the rest of the elements.'''
 
* Xainfried starts out weak, though he will become respectable after his mana spiral is unlocked, though Elisanne casts a shadow on him.
 
* There isn't much reason to pick Xander at the moment, though there's always the potential for a mana spiral.
 
 
|-
 
|-
! {{TL|Maribelle}}  
+
|{{TooltipIcon|Adventurer|Noelle}}
| Maribelle || B ||
+
| Ranged {{Icon|Condition|Strength Up|size=24px|text=1}} buffer. Easier to use than all other choices here, especially to bait ranged attacks.
Maribelle starts off extremely strong, and can be used to end certain shorter boss fights extremely quickly due to her innate {{Icon|Ability|Skill Prep +100%|size=32px|text=1}}. However, once you summon {{Icon|Adventurer|Noelle|size=32px|text=1}}, which is a {{4*}} support adventurer that can achieve higher effective DPS than Maribelle, Maribelle becomes a bench-warmer outside of very short quests and certain solo compositions, waiting for a mana spiral. If nothing else, at least {{Icon|Ability|Bog Res +100%|size=32px|text=1}} will make her at least compatible with standard compositions in [[High Mercury's Trial]].
+
|-
 +
|{{TooltipIcon|Adventurer|Dragonyule Xainfried}}
 +
| {{Icon|Condition|Critical Rate Up|size=24px|text=1}} buffer. Works best when paired with a Strength buffer. Shapeshifts more frequently than other options, and can take advantage of it with a DPS dragon if desired.
 +
|-
 +
|{{TooltipIcon|Adventurer|Tobias}}
 +
| {{Icon|Condition|Strength Up|size=24px|text=1}} buffer with access to {{Icon|Affliction|Poison|size=24px|text=1}}. More awkward to use than all other choices if wishing to use his poisoning skill, but technically buffs the strongest standalone.
 +
|}
  
Choosing Maribelle as your starter {{5*}} will result in a strong early-game Wind team, though she falls off later on as you approach endgame, pending a mana spiral.
+
===Healer===
 +
If desired, the healer keeps the team alive and provides support.
 +
{| class="wikitable"
 +
! Adventurer !! Notes
 
|-
 
|-
! {{TL|Hawk}}  
+
|{{TooltipIcon|Adventurer|Lowen}}
| Hawk || A ||  
+
| Lowen has low personal DPS, but has high healing output, provides {{Icon|Affliction|Bog|size=24px|text=1}} relief, and grants some defensive support with both {{Icon|Condition|Defense Up|size=24px|text=1}} and {{Icon|Condition|HP Up|size=24px|text=1}} buffs - these buffs will significantly improve safety by making nearly all of High Mercury's attacks two-shots instead of one-shots, regardless of your current co-ability setup.
Similar to Ezelith, Hawk starts out extremely weak; however, once his mana spiral is unlocked, he becomes the highest DPS Wind has to offer, as well as providing a source of [[stun]]. {{Icon|Ability|Freeze Res +100%|size=32px|text=1}} pigeonholes him to playing mostly in [[Ciella's Wrath]] for unexperienced players, though, as the lack of [[bog]] resistance makes him a risky choice in [[High Mercury's Trial]], even with the existence of the triple-Hawk speedrun comp, due to the very low tolerance for getting damaged in the first place.
 
 
 
Choosing Hawk as your starter {{5*}} will hamstring your team at the beginning, but he will shine as one of the best DPSes Wind has to offer once his mana spiral is fully unlocked.
 
 
|-
 
|-
+
|{{TooltipIcon|Adventurer|Grace}}
| || ||  
+
| Grace provides a very large {{Icon|Condition|Life Shield|size=24px|text=1}} which can protect adventurers from being afflicted and blocks knockback while the shield is not completely destroyed. Her {{Icon|Condition|Defense Up|size=24px|text=1}} buff is much higher, at 100%, but also lasts significantly shorter than Lowen's, making it more suitable for mitigating severe damage.
'''The Wind adventurers on offer are pretty good, so your choice depends on whether you need an immediate boost in power, or are willing to live with one of the worst units before his spiral.'''
 
* Choose Maribelle to start out strong, but be prepared to replace her at some point, or hope for a mana spiral.
 
* Choose Hawk if you're willing to live with a weak unit until you're able to obtain mana spiral materials.
 
 
|-
 
|-
! {{TL|Hildegarde}}  
+
|{{TooltipIcon|Adventurer|Akasha}}
| Hildegarde || A- ||
+
| If Lowen is a defensive support healer, then Akasha is an offensive support healer. Although she is not an offensive healer in the sense of {{Icon|Adventurer|Heinwald|size=32px|text=1}} that is a disguised DPS, she instead has access to {{SkillTooltip|Vital Gate}}, which can significantly speed up skill cooldowns on other teammates when used strategically. She will appreciate having access to high amounts of {{Icon|Condition|Skill Haste Up|size=24px|text=1}}, and pairs especially well with {{Icon|Adventurer|Sylas|size=32px|text=1}} for even more effective SP gain.
Hildegarde provides you two heals, and although {{Icon|Skill|Sacred Guardian|size=32px|text=1}}'s [[shield]] is relatively useless, it does still provide a regen heal, on top of the standard burst heal {{Icon|Skill|Radiant Savior|size=32px|text=1}} that also cleanses [[curse]]. Curse is one of the most debilitating afflictions in the entire game, as it effectively disables your adventurer from doing anything useful. Carrying both curse cleanse and {{Icon|Ability|Curse Res +100%|size=32px|text=1}} pretty much makes her the go-to anti-curse adventurer, and in fact, if you don't have {{Icon|Adventurer|Grace|size=32px|text=1}}, Hildegarde is the only other acceptable option for bringing off-element or off-resist adventurers to content that inflicts curse.
+
|}
  
She does face strong competition from {{Icon|Adventurer|Cleo|size=32px|text=1}}, who is a story adventurer, once the latter's mana spiral is unlocked; trading shields for [[Defense Up|defense up]] and larger levels of healing is a pretty good trade for the investment.
+
==General Party Setup==
 +
There are two general variations of compositions in High Mercury's Trial - 4DPS and 3DPS.
  
Choosing Hildegarde as your starter {{5*}} will provide you one of the strongest healers in the game, and has potential on a mana spiral in the future. Though, be aware that Cleo can do mostly the same things as Hildegarde once Cleo's mana spiral is unlocked.
+
The three real requirements for general compositions are as follows:
 +
* One of the adventurers in the composition must be able to heal the entire team if desired (to reactivate any HP-based abilities), and to mitigate chip damage. [[Shared Skills|Shared skills]] and dragon skills are also acceptable.
 +
* One of the adventurers should behave as the close range baiter. Usually, this job falls to the weakest DPS melee role.
 +
* One of the adventurers should behave as the long range baiter. Usually, this job falls to the healer or buffer role.
 +
 
 +
{| class="wikitable" style="text-align:center;"
 +
! General Composition
 
|-
 
|-
! {{TL|Julietta}}  
+
|{{TooltipIcon|Adventurer|Gala Leif}}{{TooltipIcon|Adventurer|Louise}}{{TooltipIcon|Adventurer|Ranzal}}{{TooltipIcon|Adventurer|Tobias}}
| Julietta || D ||
+
|-
Julietta is overly defensive, and has one of the lowest DPS, to boot. Her {{Icon|Ability|Poison Res +100%|size=32px|text=1}} pretty much makes her good for [[Facility Event|facility events]] and not much else at the moment.
+
|Example 1: most 4DPS compositions are acceptable nowadays with the introduction of [[Shared Skills|shared skills]], though someone should try to bait away High Mercury's ranged attacks. This job usually falls to the buffer (in this example, Tobias) in a 4DPS composition.
 
+
|-
Choosing Julietta as your starter {{5*}} will result in a weak Light team, and hinges on betting on future mana spirals and content suitability.
+
|{{TooltipIcon|Adventurer|Valentine's Melody}}{{TooltipIcon|Adventurer|Sylas}}{{TooltipIcon|Adventurer|Noelle}}{{TooltipIcon|Adventurer|Lowen}}
 
|-
 
|-
+
|Example 2: most 3DPS compositions are also acceptable nowadays due to the much higher DPS teams generally have nowadays, and 3DPS compositions also provides a much faster ramp to full HP for abilities requiring it, as well as making the majority of High Mercury's attacks more easily survivable. The healer should try to bait away High Mercury's ranged attacks in a 3DPS composition.
| ||  ||
 
'''The Light adventurers on offer are kind of open-and-shut, if you're willing to pick a Light adventurer.'''
 
* Hildegarde is a pretty strong pick considering her universal versatility as a healer, especially as a substitute to Grace for enabling off-element adventurers in content that inflicts curse, though she faces heavy competition from Cleo otherwise.
 
* There isn't much reason to pick Julietta, though there's always the potential for a mana spiral.
 
 
|-
 
|-
! {{TL|Nefaria}}  
+
|{{TooltipIcon|Adventurer|Wedding Elisanne}}{{TooltipIcon|Adventurer|Wedding Elisanne}}{{TooltipIcon|Adventurer|Victor}}{{TooltipIcon|Adventurer|Noelle}}
| Nefaria || A- ||
 
Similar to Ezelith and Hawk, Nefaria starts out extremely weak; however, once her mana spiral is unlocked, she becomes the highest DPS Wind has to offer, providing a potent combo of damage output, and also acts as a support role with poison on {{Icon|Skill|Night of Antiquity|size=32px|text=1}} and on-demand dispel once {{Icon|Skill|Twilight Oblivion|size=32px|text=1}} is available. The latter skill also permits Nefaria to burst down hard on susceptible foes once they're at break state due to sheer intensity of damaging skills. {{Icon|Ability|Paralysis Res +100%|size=32px|text=1}} lets her perform well in any Shadow-advantage content, as [[paralysis]] is extremely annoying, on top of being damaging; [[blindness]] in comparison pretty much amounts to [[Strength Down]] with a fancier name.
 
 
 
Choosing Nefaria as your starter {{5*}} will hamstring your team at the beginning, but she will provide a potent combo of DPS and poison/dispel support once her mana spiral is fully unlocked.
 
 
|-
 
|-
+
|Example 3: the original 4DPS composition. No longer optimal in terms of DPS due to new adventurers and features.
| ||  ||
+
* Wedding Elisannes provide the bulk of healing, and also significantly decreases High Mercury's defense, while Victor does the bulk of the DPS, with Noelle buffing the rest of the team.
'''Nefaria is pretty good, though there are now higher DPS adventurers in the Shadow element.'''
 
* Nefaria is will start out extremely weak, but will eventually become an excellent DPS adventurer with poison and dispel suppot.
 
 
|}
 
|}
 +
 +
==Attacks and Patterns==
 +
===Tidal Explosion===
 +
This is the fight's initial "HP check" blast.
 +
* Any adventurer with {{AbilityText|Id=110120004}}, such as {{Icon|Adventurer|Lowen|size=32px|text=1}}, should use defensive skills such as {{SkillTooltip|Winds, Protect Us!}} to reduce the damage taken, though it is entirely optional.
 +
** Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities. Winds, Protect Us! at level 3 will provide {{Icon|Condition|HP Regen|size=24px|text=1}} healing, but one may opt to run other skills to make it go a bit faster.
 +
*** [[Shared Skills|Shared skills]] can help with further mitigation and/or healing.
 +
* You can't iframe it, however if you are a melee character then you can hold down Force Strike to not get knocked back.
 +
** Sword-wielding adventurers that aren't {{Icon|Adventurer|Gala Leif|size=32px|text=1}} can also attempt this sequence of actions: dodge roll towards High Mercury, attack twice, force strike, then attack five times without using a force strike. Due to knockback immunity between the third and fifth attack on the second string of attacks, they will also not be knocked back, and this also improves SP gain.
 +
** Lance-wielding adventurers can also attack immediately, but make sure that the attack string is ongoing (restart the string if it's about to end at the fifth attack) and do not use a force strike; lances have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback while within the string of attacks. Alternately, hold a force strike only after the fifth attack has landed.
 +
** Axe-wielding adventurers should just simply attack immediately without ever breaking the chain or force strike. Axes have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback.
 +
* Melee DPS adventurers should stand to the upper-left of High Mercury in preparation of the next attack.
 +
 +
==="Stomp + Dash + Tail Swipe"===
 +
High Mercury will target the closest player to her and do this 3-attack combo. In the Maste difficulty, the stomp has a much farther range, though is still as narrow as before. Once she has stomped, the direction of her dash is locked in. After the dash, she will do a wide tail swipe behind her.
 +
* Melee DPS adventurers should stand to the upper-left to bait the stomp, then skill, dodge, or move to High Mercury's side and continue to DPS as she dashes. After the dash is complete, adventurers that aren't baiting distant attacks should move to High Mercury's front, against the wall. This positioning of High Mercury is important, as the top corner is a safe spot that applies to all 3 variations of the "Whirlpool" attack.
 +
 +
==="Water Shotguns x2"===
 +
High Mercury will target the farthest player and fire 2 "Water Shotgun" blasts of several balls of water. These blasts now cover a much wider arc, covering almost a 180-degree angle. The ranged baiter should skill, dodge, or move out of the way.
 +
 +
updated stuff past here

Revision as of 10:19, 23 July 2020

Waters, heed my command!
Banner Top High Mercury's Trial.png

High Mercury's Trial: Master is a challenge quest centered on a boss battle with High Mercury, at its most difficult and challenging version.

  • Rewards from Master difficulty include
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    ,
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    , and
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    , which can be used towards enhancing Water-attuned High Dragon weapons into tier 2, significantly increasing its power against enemies outside of High Brunhilda.

Stat and Equipment Requirements

HP

HP isn't too much of a concern, as all adventurers should be able to withstand the unavoidable damage High Mercury inflicts at the beginning of the fight if they have sufficiently strong equipment, and the fight has no further sources of unavoidable damage.

Weapons

A Void Bane weapon is the bare minimum possible to clear the quest at Master difficulty, but it's strongly suggested to at least craft a Chimeratech weapon, or better yet, craft a MUB HDT1 weapon with materials obtained from High Midgardsormr's Trial: Expert.

Weapon Table

Weapon Category Icon Weapon Sword.pngSword Icon Weapon Blade.pngBlade Icon Weapon Dagger.pngDagger Icon Weapon Axe.pngAxe Icon Weapon Lance.pngLance Icon Weapon Bow.pngBow Icon Weapon Wand.pngWand Icon Weapon Staff.pngStaff
Void Bane
(Strongly not recommended)
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Chimeratech Tier 2
(OK performance, not recommended for pubs)
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High Dragon Tier 1
(Good performance, minimum acceptable for pubs if MUB)
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High Dragon Tier 2
(Better performance, acceptable for pubs)
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Agito Tier 1
(Best performance if MUB, acceptable for pubs)
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Dragons

Everyone should be ideally be equipped with a max-unbound 5 Icon Rarity 5.png dragon at a minimum.

  • Equipment requirements elsewhere will increase with a 4 Icon Rarity 4.png dragon.


Adventurers Dragons
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Standard DPS - Most DPS adventurers use these standard DPS dragons.
  • Hawk signficantly prefers Vayu due to his exceedingly high skill damage totals, and most other adventurers prefer Vayu anyway under most circumstances.
  • Ariel can assist with skill uptime or make certain strategies easier to execute, and is practically equivalent to Vayu for Gala Leif, though otherwise she technically is a bit inferior than Vayu for most DPS adventurers.
  • AC-011 Garland can provide extremely high strength as long as the adventurer does not take any damage that disables the shield; as High Mercury's Trial has no unavoidable damage past the opening blast, he can work extremely well, and the divergent shield he provides can cover nearly all sources of chip damage should something happen (though you will lose the strength increase for 15 seconds).


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Big Crits Kung Fu Master - Lin You can reach a critical rate high enough for Long Long to pull ahead of most other dragons, and hence Long Long becomes a highly suitable choice for Lin You. Other DPS dragons will still function just as well as they do on other adventurers, though.


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Hybrid DPS - These hybrid DPS adventurers want to have as much uptime on their buff/debuff/poison skills as possible, so Ariel is a perfect fit, though other DPS dragons will also work.


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Support - These support adventurers have low personal DPS, so prefers having
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abilities.
  • Freyja grants higher amounts of skill haste, and carries a potent
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    skill that also instantly grants 5 stacks of
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    , instantly energizing all teammates. She is ideal for Tobias, and is required for 4DPS runs without Wedding Elisanne or healing shared skills anyway.
  • Ariel increases damage output especially when in dragon form, and is ideal for Melody, Noelle, and Dragonyule Xainfried if someone else can heal significantly.


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Healers - If an healer is to be used, healers will prefer to increase their healing output and buff uptime under most circumstances.
  • Freyja provides the highest amount of
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    , a
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    ability, and carries a strong regen heal with her dragon skill, and is usually the best pick for healers.
  • Garuda provides a higher amount of HP boost compared to Freyja, but provides no skill haste. She is ideal if you need a big heal over faster heals.
  • Ariel provides slightly less skill haste, but grants
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    instead of HP Up. She may be used in place of Freyja if you prefer having slightly more DPS without going off-element, or are playing in public co-op and need to meet might requirements, though your healing output burst/ticks will be lower than Freyja or Garuda. Also has a pretty good dragon form damage should you opt to use it.


Wyrmprints

All adventurers should equip their standard wyrmprints.

Party Roles

DPS/Hybrid DPS

These units will be doing the majority of the DPS, and provide buffs/debuffs if applicable.

Adventurer Notes
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Extremely high constant damage output, Affliction poison large icon.png Poison, minor
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and
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.
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High overdrive damage, creates
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buff zones and
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debuff zones.
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Very high constant damage output with strong
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, provides mild defensive support with
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,
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, and
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.
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Very high constant damage output with strong
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, though more awkward to play than Victor. Does not have Affliction bog large icon.png Bog res.
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High damage output, Affliction poison large icon.png Poison.
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High damage output, Affliction poison large icon.png Poison, provides a small
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, can provide
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.
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Very high constant damage output, very high critical rates, self-sustain.
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Very high constant damage output, Affliction poison large icon.png Poison, large (in both magnitude and area)
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zone.
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Very high damage output if paired with a Affliction poison large icon.png Poisoner.
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High damage output, Affliction poison large icon.png Poison,
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, significant buff effects especially with guaranteed
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, occasional total affliction relief. Does not have Affliction bog large icon.png Bog res.
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Extremely high burst damage output, Affliction poison large icon.png Poison. Does not have Affliction bog large icon.png Bog res.
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Very high constant damage output, Affliction poison large icon.png Poison,
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receptive to
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buffs.

Support

These units spend most of the time buffing other adventurers.

  • Don't use Templar Hope in general compositions.
  • Don't bring more than two pure support adventurers in the whole composition.
Adventurer Notes
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buffer with relatively high personal DPS compared to other options. Also provides access to Affliction poison large icon.png Poison. Does not have Affliction bog large icon.png Bog res.
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Ranged
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buffer. Easier to use than all other choices here, especially to bait ranged attacks.
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buffer. Works best when paired with a Strength buffer. Shapeshifts more frequently than other options, and can take advantage of it with a DPS dragon if desired.
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buffer with access to Affliction poison large icon.png Poison. More awkward to use than all other choices if wishing to use his poisoning skill, but technically buffs the strongest standalone.

Healer

If desired, the healer keeps the team alive and provides support.

Adventurer Notes
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Lowen has low personal DPS, but has high healing output, provides Affliction bog large icon.png Bog relief, and grants some defensive support with both
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and
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buffs - these buffs will significantly improve safety by making nearly all of High Mercury's attacks two-shots instead of one-shots, regardless of your current co-ability setup.
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Grace provides a very large
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which can protect adventurers from being afflicted and blocks knockback while the shield is not completely destroyed. Her
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buff is much higher, at 100%, but also lasts significantly shorter than Lowen's, making it more suitable for mitigating severe damage.
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If Lowen is a defensive support healer, then Akasha is an offensive support healer. Although she is not an offensive healer in the sense of
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that is a disguised DPS, she instead has access to
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Vital GateLv. 1:
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, which can significantly speed up skill cooldowns on other teammates when used strategically. She will appreciate having access to high amounts of
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, and pairs especially well with
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for even more effective SP gain.

General Party Setup

There are two general variations of compositions in High Mercury's Trial - 4DPS and 3DPS.

The three real requirements for general compositions are as follows:

  • One of the adventurers in the composition must be able to heal the entire team if desired (to reactivate any HP-based abilities), and to mitigate chip damage. Shared skills and dragon skills are also acceptable.
  • One of the adventurers should behave as the close range baiter. Usually, this job falls to the weakest DPS melee role.
  • One of the adventurers should behave as the long range baiter. Usually, this job falls to the healer or buffer role.
General Composition
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Example 1: most 4DPS compositions are acceptable nowadays with the introduction of shared skills, though someone should try to bait away High Mercury's ranged attacks. This job usually falls to the buffer (in this example, Tobias) in a 4DPS composition.
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Example 2: most 3DPS compositions are also acceptable nowadays due to the much higher DPS teams generally have nowadays, and 3DPS compositions also provides a much faster ramp to full HP for abilities requiring it, as well as making the majority of High Mercury's attacks more easily survivable. The healer should try to bait away High Mercury's ranged attacks in a 3DPS composition.
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Example 3: the original 4DPS composition. No longer optimal in terms of DPS due to new adventurers and features.
  • Wedding Elisannes provide the bulk of healing, and also significantly decreases High Mercury's defense, while Victor does the bulk of the DPS, with Noelle buffing the rest of the team.

Attacks and Patterns

Tidal Explosion

This is the fight's initial "HP check" blast.

  • Any adventurer with
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    , such as
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    , should use defensive skills such as
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    Winds, Protect Us!Lv. 1:
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    to reduce the damage taken, though it is entirely optional.
    • Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities. Winds, Protect Us! at level 3 will provide
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      healing, but one may opt to run other skills to make it go a bit faster.
  • You can't iframe it, however if you are a melee character then you can hold down Force Strike to not get knocked back.
    • Sword-wielding adventurers that aren't
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      can also attempt this sequence of actions: dodge roll towards High Mercury, attack twice, force strike, then attack five times without using a force strike. Due to knockback immunity between the third and fifth attack on the second string of attacks, they will also not be knocked back, and this also improves SP gain.
    • Lance-wielding adventurers can also attack immediately, but make sure that the attack string is ongoing (restart the string if it's about to end at the fifth attack) and do not use a force strike; lances have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback while within the string of attacks. Alternately, hold a force strike only after the fifth attack has landed.
    • Axe-wielding adventurers should just simply attack immediately without ever breaking the chain or force strike. Axes have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback.
  • Melee DPS adventurers should stand to the upper-left of High Mercury in preparation of the next attack.

"Stomp + Dash + Tail Swipe"

High Mercury will target the closest player to her and do this 3-attack combo. In the Maste difficulty, the stomp has a much farther range, though is still as narrow as before. Once she has stomped, the direction of her dash is locked in. After the dash, she will do a wide tail swipe behind her.

  • Melee DPS adventurers should stand to the upper-left to bait the stomp, then skill, dodge, or move to High Mercury's side and continue to DPS as she dashes. After the dash is complete, adventurers that aren't baiting distant attacks should move to High Mercury's front, against the wall. This positioning of High Mercury is important, as the top corner is a safe spot that applies to all 3 variations of the "Whirlpool" attack.

"Water Shotguns x2"

High Mercury will target the farthest player and fire 2 "Water Shotgun" blasts of several balls of water. These blasts now cover a much wider arc, covering almost a 180-degree angle. The ranged baiter should skill, dodge, or move out of the way.

updated stuff past here