User:LegendarySilke/Sandbox4

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

High Mercury's Trial is a challenge quest centered on a boss battle with High Mercury, unlocked upon the completion of Mercury's Trial: Master.

  • Rewards from Standard difficulty include
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    , which can be traded for the 5 Icon Rarity 5.png dragon
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    or the
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    , and can be used to upgrade the Fafnir Statue facility.
  • Rewards from Expert additionally include
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    , which alongside
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    s can be used to craft Water-attuned High Dragon weapons with High Brunhilda's Bane.
    • Additionally, weekly clears from Expert additionally include small amounts of
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      s, which alongside
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      s and
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      s 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

  • Standard

HP isn't too much of a concern for Standard difficulty, as most 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.

  • Expert
    • Expert HP values here

Weapons

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
(Standard: OK, Expert: DPS NOT recommended)
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Chimeratech Tier 2
(Standard: Better, Expert: OK)
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High Dragon Tier 1
(Standard: Overkill, Expert: Better)
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High Dragon Tier 2
(Standard: Overkill, Expert: Even Better)
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Agito Tier 1
(0UB - Standard: Better, Expert: Better)
(MUB - Standard: Overkill, Expert: Best)
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Dragons

Everyone should be ideally be equipped with a max-unbound 4 Icon Rarity 4.png dragon for Standard, or max-unbound 5 Icon Rarity 5.png dragon for Expert.


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.
  • Pop-Star Siren's
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    and
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    buffs can be extremely strong if timed correctly, though your healing will also be at the weakest.


Wyrmprints

Most adventurers should equip their standard wyrmprints.

Party Roles

Primary Melee DPS

These units will be doing the majority of the DPS, and are responsible for baiting Mercury's dashes to position her correctly for most of the match.

Adventurer Notes
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Primary dps with access to Bleed. Has a straightforward skill-and-kill playstyle
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Addis does comparable dps to Victor, however his rotation is irregular as he needs to use Skill 2 first in order for Skill 1 to be able to Bleed. His play style can be tricky to learn.

Secondary Melee DPS

These units provide dps as well as other utility, such as debuff or affliction support.

Adventurer Notes
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Provides:
  • debuffs
  • high Overdrive damage (due to being a sword)
  • healing
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Provides:
  • debuffs
  • Poison affliction for enabling Poison Punisher,
  • 10% strength buffs for the team whenever Poison lands.

Wedding Elisanne

This role can currently only be filled by Wedding Elisanne. The healing field on her Skill 1 can get the team healthy again, foregoing the need for a dedicated healer in exchange for more dps.

Adventurer Notes
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Provides:
  • debuffs
  • high Overdrive damage (due to being a sword)
  • healing

Ranged Bait

These units will be spending the majority of the match far away from Mercury, baiting her long-range "Water Shotguns" and Homing Bubble away from the rest of the party. They won't be doing much damage, so it's important that they support the party in some other way, such as buffs.

Adventurer Notes
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Ranged baiter. Has low personal dps, but provides 25% strength buffs for the whole team.

General Party Setup

The general setup includes 1 primary melee dps, 1 secondary melee dps, 1 pseudo healer, and 1 ranged baiter:

Primary DPS Secondary DPS Wedding Elisanne Ranged Baiter
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Attacks and Patterns

Tidal Explosion

This is the fight's initial hp-check blast. You can't i-frame it, however if you are a melee character then you can hold down Force Strike to not get knocked back.

  • Melee units should stand to the upper-left of HMC in preparation of the next attack.

"Stomp + Dash + Tail Swipe"

HMC will target the closest player to her and do this 3-attack combo. 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 units should stand to the upper-left to bait the stomp, then move to HMC's side and continue to dps as she dashes. After the dash is complete, melee should move to HMC's front, against the wall. This positioning of HMC is important, as the top corner is a safe spot that applies to all 3 variations of the "Whirlpool" attack.

"Water Shotguns x2"

HMC will target the farthest player and fire 2 "Water Shotgun" blasts of several balls of water.

  • Ranged baiter should quickly roll a few times to dodge these, or use a skill for the invincibility frames.

"Whirlpools"

HMC will summon whirlpools in one of 3 possible patterns, decided at random. A consistent safe spot is in the upper-left of the map, which is why it was important for the melee units to bait HMC there earlier.

Spheres of Salvation + Stomp + Dash + Tail Swipe + Water Shotguns

HMC will summon 4 bubbles that can be entered as safe zones. Standing inside a bubble will make the player invincible to all of HMC's attacks. However, if multiple players try to enter the same bubble, then it will be destroyed. Each player should make sure to indicate which bubble "belongs" to them, whether by discussing in a pre-made room or by using the arrow stickers.

While the bubbles are up. HMC will perform her Stomp + Dash + Tail Swipe combo again, followed by another set of Water Shotguns. All players should be ready to enter the bubbles before HMC's screen-wide "Waterfall" move, which follows shortly afterwards.

"Waterfall"

HMC will summon a waterfall that hits the entire map. This cannot be avoided with skill invincibility frames - instead, players need to enter the safe bubbles that were summoned previously.

Aqueous Prison

Shortly after the Waterfall, HMC will target the farthest player and put them into an Aqueous Prison. The other players will then need to break the prison to free the trapped player, or they will die.

While the Ranged Baiter has been farthest from HMC up to now, they should instead roll toward HMC while a secondary dps moves farther away to bait the prison. Once the purple circle appears below that player, they should roll back to the main party to be freed. The Ranged Baiter should return to a far distance for the next attack.

Homing Bubble

HMC will target the farthest player and set a Homing Bubble to follow them. The Ranged Baiter needs to direct this bubble away from the rest of the party - it will one-hit kill anyone it touches, and it cannot be avoided with skill invincibility frames. It just needs to be dodged until it explodes on its own.

  • Note that the reason a melee took the prison earlier is so that the ranged baiter doesn't have to take both prison and homing bubble - which would absolutely kill them.

"Stomp + Dash + Tail Swipe" + Water Shotguns + Whirlpools

HMC will do her stomp + dash + tail swipe combo again, with the Homing Bubble from earlier exploding around the time of the Tail Swipe. She will follow up with another set of Water Shotguns and Whirlpools.

  • The ranged baiter needs to be prepared to dodge the shotgun after the homing bubble ends, while also moving up towards the top-left of the map to dodge the Whirlpools.

Bursting Bubbles + Water Shotguns x3 + Whirlpools

HMC will walk to the center of the map and summon a circle Bursting Bubbles around her. When hit, these bubbles will split into 4 smaller bubbles with the momentum of whatever attack hit them. Shortly after Bursting Bubbles, HMC will fire Water Shotguns again, but this time she shoots 3 rounds instead of 2. Then she'll cast Whirlpools again.

  • The safest approach to this is to follow HMC to the center and hug her side, then use a skill to both pop the bubbles and i-frame them.
  • Anyone who ends up outside the circle will need to i-frame the bubbles when they expand outward. They also should not hit the bubbles, as doing so will launch the smaller bubbles into the circle and likely kill the players inside.
  • The Ranged Baiter needs to retreat asap once the Bursting Bubbles are dealt with, so they can bait away the shotguns. Remember that 3 rounds need to be dodged this time, not the usual 2. HMC will go back to using 2 shotguns for any future uses of the move.
    • During the 3 shotgun phase, the Ranged Bait also needs to make their way around to the top-left in order to dodge Whirlpools again.

Spheres of Salvation + Summon Help + "Stomp + Dash + Tail Swipe" + Water Shotguns x2 + "Waterfall"

HMC will summon spheres of salvation again, but this time she will also summon rats that will try to destroy the bubbles.

  • Attacking the rats is a dps loss - continue to fight HMC instead, however all players should have a dragon ready in case a bubble gets destroyed.
  • Players should now "Dragon Tank" - that is, transform into their dragon and time their dragon skill such that they are mid-skill when the Waterfall hits. The dragon's timer will become depleted by the hit, but they will continue their skill animation and not revert until that animation is over. Simply being in dragon form without using a skill is not enough, as the Waterfall is a multi-hit move that will revert the dragon and kill the player instantly if the dragon isn't animation-locked in a skill.
    • The timing for transforming is right after the Tail Swipe, during Water Shotguns. Then, the timing for using the dragon skill is when HMC spins around, shortly after she calls out "Waters, Heed my command!".

Loop A

If HMC is broken during any of the moves above, she will enter this loop of attacks until she is broken once more.

Bursting Bubbles + Homing Bubble + Water Shotguns

HMC will go to the center for Bursting Bubbles again, but will then cast Homing Bubble shortly afterwards, followed by a set of Water Shotguns.

  • The Melee players should approach Bursting Bubbles the same as before: hug HMC's side and pop the bubbles with a skill.
  • The Ranged Bait actually should not approach HMC for this phase, but instead make sure they have a skill ready. Once the bubbles are popped, they need to use the skill to i-frame the incoming Bubbles, then be prepared to bait the Homing Bubble and Shotguns away from the party.

Stomp + Dash + Tail Swipe + Water Shotguns + Whirlpools

HMC will do her usual Stomp + Dash + Tail Swipe combo towards the closest players, followed by Shotguns toward the farthest and another round of Whirlpools.

  • This is the same drill as before. Melee needs to bait the 3-hit combo to top-left, while Ranged Bait needs to dodge shotguns and approach the top-left to dodge whirlpools.

Loop B

If HMC is broken during Loop A, she will enter Loop B. Once Loop B finishes, she will move back to doing Loop A.

Spheres of Salvation + Summon Help + Aqueous Prison + Stomp + Dash + Tail Swipe + Waterfall

HMC will do a similar set of moves to the Summon Help section before, but this time she throws in an Aqueous Prison.

  • The Ranged unit should actually take the prison this time, and 2 of the Melee units need to be ready to free them asap. The 3rd Melee player should instead bait HMC away from the prison and other melee players - going for top-left this time actually doesn't matter.
  • The team should be ready to Dragon Tank the Waterfall again, transforming during either the Dash or Tail Swipe.

Bursting Bubbles + Whirlpools + Aqueous Prison

HMC will walk to the center of the map, followed by Whirlpools, followed by Prison.

  • Since HMC does Whirlpools right after Bubbles this time, there's no opportunity to bait her to the top-left. Due to this, it is not safe to continue attacking HMC until the Whirlpools are done. The team should retreat according to the Whirlpool pattern, then needs to regroup to deal with the Prison quickly.
  • HMC will then resume Loop A, which starts with Bursting Bubbles again. The Melee units need to hug HMC's side after the prison is broken, while Ranged Bait should keep some distance and have a skill ready to i-frame the bubbles.