User:LegendarySilke/Sandbox4
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| Collaborative Guide
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| “ | I shall rend you asunder! | „ |
High Midgardsormr's Trial is a challenge quest centered on a boss battle with High Midgardsormr, unlocked upon the completion of Midgardsormr's Trial: Master.
- Rewards from Standard difficulty include Error: Table Materials not found., which can be traded for the 5
dragon Error: Table Dragons not found.or theError: Table Facilities not found., and can be used to upgrade the Fafnir Statue facility. - Rewards from Expert additionally include Error: Table Materials not found., which alongsideError: Table Materials not found.s can be used to craft Wind-attuned High Dragon weapons with High Mercury's Bane.
- Additionally, weekly clears from Expert additionally include small amounts of Error: Table Materials not found.s, which alongsideError: Table Materials not found.s andError: Table Materials not found.s can be used towards enhancing Wind-attuned High Dragon weapons into tier 2, significantly increasing its power against enemies outside of High Mercury.
- Additionally, weekly clears from Expert additionally include small amounts of
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 Midgardsormr inflicts at the beginning of the fight if they have sufficiently strong equipment, and a healer was used, which is highly recommended.
Weapons
Crafting Void Bane or Chimeratech weapons, or better, can improve your adventurer's performance (especially if it's Chimeratech) in the quest, though technically optional. Still, if possible, at least equip your adventurers with Void Bane weapons at minimum.
- Generally speaking, if you're able to clear Volcanic Chimera Strike: Standard (and preferably, also its Expert difficulty), you should obtain materials from it to create a Chimeratech weapon, as it should be more powerful than void bane weapons, especially once other punisher modifiers are factored in - the Error: Table Abilities not found.eats into the punisher bracket that is also used by Lua error: Error: Table Wyrmprints not found..'sError: Table Abilities not found.. It is also easier to build compared to the Void bane weapons, but if you already have them anyway, feel free to use them.
Weapon Table
| Weapon Category | ||||||||
|---|---|---|---|---|---|---|---|---|
| Void Bane (Standard: Better, Expert: Good) |
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| Chimeratech Tier 2 (Standard:Better+, Expert: Good+) |
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| High Dragon Tier 1 (Overkill) |
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| High Dragon Tier 2 (Overkill) |
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| Agito Tier 1 (Overkill) |
Dragons
Everyone should be ideally be equipped with an appropriate dragon.
- If possible, use a gacha 5
or 4
dragon to make it easier, though nearly all dragons that increase adventurer's DPS will work for this quest at this point of time.
| Adventurers | Dragons | |
|---|---|---|
Prime Overdrive DPS - These sword-wielding adventurers play largely the same role - prime ODPS deliverers as swordsmen and a major source of DPS, as well as baiting High Midgardsormr's attacks.
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Standard DPS - These standard DPS units deal damage to the boss.
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Spooky Flamewyrm - Halloween Mym's contribution comes from both a relatively large standard attack slice, as well as the supportive effects on her skills, but she can also burst down very hard with her dragon form, which is the strongest among Flame dragons, even when compared with Gala Mars.
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Support Squad - Like most other adventurers, if possible, you give these purer support adventurers Gala Mars.
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I'm a healer! - The on-element dragons provide differing benefits to the healer.
As the healers' healing output are more than sufficient, even when lightly equipped, it is possible to experiment with off-element dragons for access to strong buffs.
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Wyrmprints
All adventurers should equip their standard wyrmprints.
- A Error: Table Abilities not found.Error: Table Abilities not found.Error: Table Abilities not found.wyrmprint on the buffer and/or healer can help with making shapeshifting available earlier.
Party Roles
DPS/Hybrid DPS
These units will be doing the majority of the DPS, and provide buffs/debuffs if applicable.
- Don't bring more than one Emma or one Halloween Mym (no duplicates; it's OK to have Emma and Halloween Mym together) in the whole composition.
- Due to the low difficulty of the quest, almost every adventurer and composition will work for this quest. This lists only the more common adventurers for the quest, with short descriptions.
| Adventurer | Notes |
|---|---|
| Primary DPS with access to Error: Table Conditions not found. while in dragon form.
| |
| Primary DPS with access to Error: Table Conditions not found. , Error: Table Conditions not found. , and even 100% Error: Table Conditions not found. ).
| |
| Primary DPS with skill-based Error: Table Conditions not found. . Does not have | |
| Primary DPS with potential for extremely huge S2 damage with the correct setup. Does not have | |
| High damage and Error: Table Conditions not found. . Does not have | |
| High damage, potential for inflicting | |
| High damage, inflicts | |
| High damage, very high break damage, minor Error: Table Conditions not found. debuff, potential for inflicting | |
| High damage and Error: Table Conditions not found. , inflicts | |
| High damage, very high break damage, easier to play than other choices here due to lance range. | |
Error: Table Conditions not found. buffer and Error: Table Conditions not found. er for chip damage, easier to play than other choices here due to lance range. Does not have | |
Error: Table Conditions not found. debuffer, very high break damage.
| |
| High damage, ranged | |
| High damage, very high break damage, doesn't inflict burn so that burn uptime may be improved if someone else already burns. | |
| Ranged buffer. Some randomness to buffs provided. Also slightly more personal DPS than Emma. Does not have | |
| High damage, some supportive benefits, dual resist, doesn't inflict burn so that burn uptime may be improved if someone else already burns. |
Healer
The healer provides defensive support and take care of any damage the adventurers may incur.
| Adventurer | Notes |
|---|---|
| Healing-focused healer with | |
| Defensive support healer. Has low personal DPS, but can provide Error: Table Conditions not found. and Error: Table Conditions not found. buffs for improved survival.
| |
| Energy support healer. Provides guaranteed Error: Table Conditions not found. on teammates, improving DPS, as well as providing a Error: Table Conditions not found. that can cover chip damage.
| |
| Grace provides a very large Error: Table Conditions not found. which can protect adventurers from being afflicted and blocks knockback while the shield is not completely destroyed. Her Error: Table Conditions not found. buff is much higher, at 100%, but also lasts significantly shorter than Halloween Lowen's, making it more suitable for mitigating severe damage.
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General Party Setup
There are two general variations of compositions in High Mercury's Trial - 4DPS and 3DPS. There are also two specialty compositions involving Templar Hope that have unusual requirements and not compatible with normal co-op.
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 |
|---|
| 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. |
| 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. |
Example 3: the original 4DPS composition. No longer optimal in terms of DPS due to new adventurers and features.
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| Specialty Composition |
|---|
| Defense doublebuff spam composition. |
Templar Hope Expert auto battle composition. On Expert difficulty, Templar Hope must be the leader, and Lua error: Error: Table Wyrmprints not found.. must be equipped as the secondary wyrmprint on all adventurers.
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Attacks and Patterns
Tidal Explosion
This is the fight's initial "HP check" blast.
- You can't iframe it, however if you are a melee character then you can hold down Force Strike to not get knocked back.
- Any adventurer with Error: Table Abilities not found., such asError: Table Adventurers not found., should use defensive skills such asError: Table Skills not found.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 Error: Table Conditions not found.healing, but one may opt to run other skills to make it go a bit faster.
- Shared skills can help with further mitigation and/or healing.
- Sword-wielding adventurers that aren't Error: Table Adventurers not found.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.
- Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities. Winds, Protect Us! at level 3 will provide
- 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. 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. The ranged baiter should skill, dodge, or move out of the way.
"Whirlpools"
High Mercury 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 DPS adventurers to bait High Mercury there earlier.
Spheres of Salvation + Stomp + Dash + Tail Swipe + Water Shotguns
High Mercury will summon 4 Spheres of Salvations (henceforth referred to as bubbles) that can be entered as safe zones. Standing inside a bubble will make the player invincible to all of High Mercury's attacks. However, if multiple adventurers 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.
- Generally, the ranged baiter will take up the third bubble from the left immediately once they spawn.
While the bubbles are up. High Mercury will perform her Stomp + Dash + Tail Swipe combo again, followed by another two set of Water Shotguns. All players should be ready to enter the bubbles before High Mercury's map-wide "Waterfall" move, which follows shortly afterwards.
- Generally, at this point, the ranged adventurers will take the rightmost two bubbles
- Usually, a ranged DPS such as Error: Table Adventurers not found.,Error: Table Adventurers not found., andError: Table Adventurers not found.will take the third bubble from the left.
- Usually, a healer or buffer such as Error: Table Adventurers not found.orError: Table Adventurers not found.will take the rightmost bubble.
- If playing in a public game, it might be wise to watch the minimap for adventurers' positions and only move when you are sure you will not accidentally enter someone else's bubble.
- Usually, a ranged DPS such as
"Waterfall"
High Mercury will summon a waterfall that hits the entire map. This cannot be avoided with skill iframes, and is likely fatal if struck. There are three methods of mitigating it:
- All adventurers enter the safe bubbles that were summoned previously, which blocks all damage from it.
- Dragon tank it with a dragon skill, if shapeshift is available.
- It is possible to survive this attack if extremely high amounts of Error: Table Conditions not found.buffs, damage reduction (fromError: Table Conditions not found.debuffs,Error: Table Conditions not found.buffs, and Lua error: Error: Table Wyrmprints not found..'s abilities) , and aError: Table Conditions not found.all exist at the same time.
Aqueous Prison
Shortly after the Waterfall, High Mercury will target the farthest player and put them into an Aqueous Prison. The other adventurers will then need to break the prison to free the trapped player, or they will take severe damage, and it likely will be fatal if there weren't sufficient amounts of defensive buffs before it explodes.
While the ranged baiter has been farthest from High Mercury up to now, they should instead roll toward High Mercury, while the weakest DPS moves farther away to bait the prison. Once the purple attack marker 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
High Mercury 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 deal severe damage to anyone it touches and also any nearby adventurers caught in the explosion, and it cannot be avoided with skill invincibility frames. Get away from it, baiting it away from the DPS group, until it explodes on its own, or dragon tank it.
- Note that the reason a different adventurer took the prison earlier is so that the ranged baiter doesn't have to take both prison and homing bubble - which would absolutely end very poorly for them without some serious regen healing and defensive buffs.
"Stomp + Dash + Tail Swipe" + Water Shotguns + Whirlpools
High Mercury 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
High Mercury 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, High Mercury 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 High Mercury to the center and hug her side, then use a skill to both pop the bubbles and iframe them.
- Anyone who ends up outside the circle will need to iframe the bubbles when they expand outward with skills or dodge rolls. They also should not hit the bubbles, as doing so will launch the smaller bubbles into the circle and likely harm the players inside if they're caught unaware.
- 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. High Mercury will go back to using 2 shotguns for any future uses of the move.
- During the 3 shotgun phase, the ranged baiter 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"
High Mercury will summon Spheres of Salvation again, but this time she will also summon rats that will try to destroy the bubbles.
- Attacking the rats alone is a DPS loss - continue to fight High Mercury instead, however all players should have a dragon ready in case a bubble gets destroyed.
- Wide AoE attack skills can help immensely with this, as they can deal damage to both High Mercury and the rats at the same time.
- Adventurers should now consider shapeshifting now to "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 likely 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 High Mercury spins around, shortly after she calls out "Waters, Heed my command!".
- Generally, it will be safe to tap the dragon's skill button once High Mercury finishes twirling. Tapping this button too early may cause issues with certain dragons with faster animations, such as Error: Table Dragons not found..
- Generally, it will be safe to tap the dragon's skill button once High Mercury finishes twirling. Tapping this button too early may cause issues with certain dragons with faster animations, such as
- The timing for transforming is right after the Tail Swipe, during Water Shotguns. Then, the timing for using the dragon skill is when High Mercury spins around, shortly after she calls out "Waters, Heed my command!".
Loop A
If High Mercury 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
High Mercury 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 DPS group should approach Bursting Bubbles the same as before: hug High Mercury's side and pop the bubbles with a skill.
- The ranged baiter actually should not approach High Mercury for this phase, but instead be prepared to iframe with skills or dodge rolls. Once the bubbles are popped, they need to skill or dodge the incoming Bubbles, then be prepared to bait the Homing Bubble and Shotguns away from the party.
Stomp + Dash + Tail Swipe + Water Shotguns + Whirlpools
High Mercury 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. DPS adventurers need to bait the 3-hit combo to top-left, while the ranged bait needs to dodge shotguns and approach the top-left to dodge whirlpools.
Loop B
If High Mercury 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
High Mercury will do a similar set of moves to the Summon Help section before, but this time she throws in an Aqueous Prison.
- The ranged baiter should actually take the prison this time, and other DPS adventurers need to be ready to free them ASAP. One of the adventurers should instead bait High Mercury away from the prison and other adventurers - 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, should at least one of the bubbles not survive the rats' attacks. See the previous instance for timing information.
Bursting Bubbles + Whirlpools + Aqueous Prison
High Mercury will walk to the center of the map, followed by Whirlpools, followed by Aqueous Prison.
- Since High Mercury 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.
- High Mercury will then resume Loop A, which starts with Bursting Bubbles again. The DPS adventurers need to hug High Mercury's side after the prison is broken, while the ranged baiter should keep some distance and be prepared to iframe the bubbles with a skill or dodging.