User:LegendarySilke/Sandbox4

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Thus, the trial of darkness is essentially the love of your honored father. If you best it, this new power will be yours to wield. But if you fall, you will know only ruin!
Banner Top High Zodiark's Trial.png

High Zodiark's Trial is a challenge quest centered on a boss battle with High Zodiark, unlocked upon the completion of Zodiark'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 Shadow-attuned High Dragon weapons with High Jupiter'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 Shadow-attuned High Dragon weapons into tier 2, significantly increasing its power against enemies outside of High Jupiter, and can be used as an entry point towards Kai Yan's Wrath: Expert.
  • Rewards from Master make
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    s a standard drop, as well as granting a significantly higher amounts of them in weekly bonuses.

Stat and Equipment Requirements

HP

HP isn't too much of a concern for Standard difficulty, as all on-element adventurers should be able to withstand the unavoidable damage High Zodiark inflicts at the beginning of the fight if they have sufficiently strong equipment, and off-element adventurers likely utilize disabling afflictions to prevent the opening blast from ever happening.

Weapons

Standard & Expert

Crafting Void Bane or better, can improve your adventurer's performance in the quest, though technically optional. Still, if possible, at least equip your adventurers with Void Bane weapons at minimum.

Master

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 MUB HDT1 weapon with materials obtained from High Jupiter'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
(Standard: Good, Expert: OK, Master: Not recommended)
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High Dragon Tier 1
(Standard: Overkill, Expert: Better, Master: Better)
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High Dragon Tier 2
(Standard: Overkill, Expert: Overkill, Master: Best)
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Dragons

Everyone should be ideally be equipped with a max-unbound 4 Icon Rarity 4.png dragon at a minimum.


Adventurers Dragons
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Standard On-element DPS - Most DPS adventurers use these standard DPS dragons.
  • Daikokuten grants extremely high strength if combo is maintained, has an extremely powerful dragon form, useful for increasing damage during break state, and can also provide an
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    buff zone.
    • A Combo Time Up chain co-ability can help with maintaining strength uptime.
  • Cupid provides a burst heal and a teamwide
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    buff, and can significantly improve safety against additional damage.


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Do-Everything Prince - Gala Prince does a bit of everything, and can be set up depending on what's needed, though generally Gala Prince is going to behave as the support/healer role, and hence Cupid is preferred under most circumstances due to the access to a burst heal. However, if desired and safe enough to do so, one may opt for Daikokuten or Pop-Star Siren for stronger personal DPS or teambuffs.


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Support - Chitose doesn't have much skill damage, and spends most of the time buffing the entire team. He will prefer having their skills ready earlier with Tie Shan Gongzhu's
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, but most dragons work well.
  • Pop-Star Siren can extend other adventurer's time spent in dragon form, which is important as Light dragons tend to be extremely powerful compared to adventurers. However, Pop-Star Siren should still exit dragon form ASAP due to her extremely low damage output.


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Healer - Healers are able to run any dragon. Use whichever is preferred.
  • Cupid packs an emergency heal.
  • Cupid, Pop-Star Siren, Tie Shan Gongzhu, and Daikokuten can buff teammates with strong buffs with their dragon skills.


Wyrmprints

Most adventurers should equip their standard wyrmprints.

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uses a specific print setup as a support role due to his high SP costs and long skill cooldown periods.


Adventurer Wyrmprint 1 Wyrmprint 2
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Getting Over a Slow Start - Sisters' Day Out provide a hefty
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bonus, enhancing Gala Prince's overdrive-shredding capabilities, as well as
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which lets him quickly build up skill gauges by performing three force strikes for 75% prep.
  • The Chocolatiers will let him have all skills ready at the beginning of the quest.


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and

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and have specific requirements due to not having innate

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, that has to be patched up.

Adventurer Wyrmprint 1 Wyrmprint 2
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I can't be disabled by curse! - Choose a primary wyrmprint depending on what is required. The secondary wyrmprint will curse-proof Felicia.
  • Give Me Your Wounded and Study Rabbits are standard healer wyrmprints.
  • Gentle Winds and Of Tricks and Treats provide
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    , letting Felicia immediately perform any pre-blast mitigations with shared skills.
  • Spirit of the Season increases Felicia's damage output, especially against paralyzed foes with a DPS dragon equipped and shapeshifted into.
  • The two
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    may let whoever that gets the stack attack later on in the quest dragon tank.
  • This wyrmprint set also works for Vixel.


Party Roles

Baiter DPS

These adventurers will be performing close-range baiting for the majority of the fight.

  • You can also perform close-range baiting with other melee DPSes in the next section, though these adventurers below have short reach, making it easier.
Adventurer Notes
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Very high damage output and inflicts Affliction paralysis large icon.png paralysis, and also lives and dies on it; without paralysis, Fleur is not very impressive.
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Very high damage output and inflicts Affliction paralysis large icon.png paralysis, but relies on maintaining a high combo count for the actual damage. Tends to have better worst-case performance than Fleur as long as combo is maintained, which is easy with an innate
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chain co-ability.
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Very high damage output and provides a strong
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. Worse mode gauge damage compared to either dagger-wielding adventurer.
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Extremely high damage output at low HP, and has ways to stay there. Worse mode gauge damage compared to either dagger-wielding adventurer.

DPS

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

  • Due to the low difficulty of the quest, almost every adventurer, including off-element adventurers, will work for this quest. This lists only the more notable on-element adventurers for the quest with short descriptions.
Adventurer Notes
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High damage output, provides offensive and defensive support, and shreds the mode gauge while High Brunhilda is in overdrive state.
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Very high constant damage output, provides access to Affliction frostbite large icon.png frostbite, and grants access to various kinds of offensive and defensive buffs dependent on the stance in use.
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High damage output, and provides access to Affliction frostbite large icon.png frostbite, but requires a mana spiral to patch up her resistances.
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Extremely high burst damage output, provides access to Affliction frostbite large icon.png frostbite, and grants access to guaranteed criticals to the entire team with
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.
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Very high damage output, provides access to Affliction frostbite large icon.png frostbite, and transforms into the Divine Dragon form, suitable for players that prefer a different style of "super" mode.
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Acceptable damage output with a crit-focused kit.
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Very high damage output with offensive support, and provides access to Affliction frostbite large icon.png frostbite.
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Hybrid DPS with a focus on shapeshifting frequently and gaining power from it, and also buffs teammates' strength, though at a lower frequency than Elisanne. Also provides access to Affliction frostbite large icon.png frostbite.
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DPS with the potential for extremely high damage output if counter is used appropriately against unavoidable damage, and also provides access to Affliction frostbite large icon.png frostbite.
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Very high damage output and shreds the mode gauge while High Brunhilda is in overdrive state.
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Very high damage output with the ability for burst damage with two damaging skills, and also provides access to Affliction frostbite large icon.png frostbite.
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Very high damage output with the ability for burst damage with two damaging skills, and is a dragondrive unit, suitable for players that prefer a different style of "super" mode.
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High damage output courtesy of very high damage from his standard attacks, and provides defensive and
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support with his skills.

Healer

The healer provides defensive support and take care of any damage the adventurers may incur.

Adventurer Notes
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Healing-focused healer with Affliction curse large icon.png Curse relief and a
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. Can lift curses, has a higher healing output than other Light-attuned healers, and allows more equipment flexibility due to
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.
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Somewhat similar to Hildegarde, but does not curse cleanse on her burst heal, provide
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on her shield buff unlike Hildegarde, making healing tighter, and also has partial skill prep as well as no innate curse resist, somewhat limiting her wyrmprint choices.
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Energy support healer with
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healing, which may improve DPS compared to other healers. Similar to Felicia, he also has partial skill prep as well as no innate curse resist, somewhat limiting his wyrmprint choices.

General Party Setup

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 in a significant manner if the teamwide DPS is not expected to be extremely high (i.e. not at least an entire team of MUB HDT1s/any HDT2s)
  • One of the adventurers should behave as the close range baiter. Usually, this job falls to either the DPS with the shortest reach, or the host (Player 1).
    • Having multiple adventurers with similar reach may cause baiting issues, though it can be worked around with careful play.
General Composition
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Example 1: in this 3DPS composition, Fleur has the shortest reach, so she should ideally host and perform close-range baiting.
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Example 2: in this 4DPS composition, as Mitsuhide has the shortest reach, so she should ideally host and perform close-range baiting.
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Example 3: in this 4DPS composition, as no one is a melee adventurer, whoever is hosting should perform close-range baiting.
  • If Summer Cleo was the host, she should ideally perform close-range baiting.

Attacks and Patterns

Cursed Catastrophe

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

  • Any adventurer with
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    , such as
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    , should use a shared defensive skill to reduce the damage taken, though this is optional.
    • Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities.
  • 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 can also attempt this sequence of actions: dodge roll towards High Brunhilda, 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.

Backdash + Fire Breath

High Brunhilda faces the closest adventurer and breathes fire in a 180-degree area, clockwise, starting from her left side. Skill or dodge.

  • Dodge towards the opposite direction of the breath's sweep, and you may have to dodge roll twice in a row to be completely safe.

The close-range baiter should take position afterward to bait High Brunhilda towards the top of the arena in preparation for "dive cancelling", described later.

Dash + Claw Swipe

High Brunhilda faces the closest adventurer, charges, and performs a claw swipe.

  • The long-range baiter should start going to the other edge of the arena, opposite of where High Brunhilda is right now (if you baited her to the top, the long-range baiter should now go to the bottom), if they wish to attempt "dive cancelling", described in the next section.

Crimson Inferno

High Brunhilda targets the furthest adventurer, and divebombs them, dealing severe damage to anyone caught in the explosion. This attack us unavoidable within the explosion area, and deals severe (likely fatal without strong defensive buffs) damage.

Dive Cancelling

Crimson Inferno in Expert difficulty and below have a maximum range. If the distance is too far apart between the target and High Brunhilda, High Brunhilda will instead just turn around and perform a claw swipe.

If the long-range baiter moves away to maximize distance between themselves and High Brunhilda, it is possible to perform the cancel intentionally, and it can improve DPS as High Brunhilda will not move a large distance.

  • All future instances of Crimson Infernos can also be "cancelled" in this way.

Volcanic Blitz

High Brunhilda summons four volcanoes - they'll appear on the adventurers' positions one by one, and also inflict burn on hit.

  • As they deal very little damage, it is possible for a
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    to completely block their damage.
  • If a non-
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    adventurer gets burned from one of the volcanoes, they cannot be burned again from the same chain of volcanoes. They can take advantage of this fact by intentionally overlapping the first volcano that can damage them, even if it doesn't belong to them, so that they get burned at the earliest opportunity, letting the burn relief healer fix it earlier than normal.
  • If the first volcano doesn't end up on the long-range baiter, try to trap High Brunhilda with strategically positioned volcanoes and baiting, though don't overlap them too much to prevent her from teleporting out due to collision issues.
    • If High Brunhilda appears to be vibrating rapidly, the volcanoes are too close to her, and she might teleport when she performs moves.
  • Remember the order the volcanoes spawn, so that you don't get caught by a volcano disappearing on you later on.

High Brunhilda will try to keep you busy while the above attack is ongoing.

Crimson Inferno

Keep in mind that Crimson Inferno's range is cut short by any volcanoes in the path, if you decide not to perform "dive cancelling".

  • If the close-range baiter receives the second volcano marker, someone else should bait the next attack.

Fire Breath

The close-range baiter or the substitute baiter should bait this attack towards the edge of the arena. Failing that, skill or dodge the attack.

Hellfire

Unavoidable, severe mapwide damage that can only be blocked by having one of the volcanoes be in the path of the attack between the adventurer and High Brunhilda. Get behind a volcano and avoid excessive movement.

  • This will happen three more times; volcanoes will slowly disintegrate.

Dash + Hellfire + Dash + Hellfire + Backdash + Hellfire

The close-range baiter should try to keep High Brunhilda within the general area of the volcanoes, and preferably trap her.

Flame Chaser + Searing Pillar

High Brunhilda will spawn purple chaser markers on all adventurers; these markers are significantly larger than those in other Advanced Dragon Trials or Volk's Wrath. All adventurers should spread out as far as possible (usually to their four corners, either diagonally or top/right/bottom/left), and avoid overlapping other adventurers' with their markers to minimize damage taken.

  • Activate defensive buffs such as
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    's
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    Provident ProtectionLv. 1:
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    before this attack lands.

Afterwards, High Brunhilda will then spawn a red stack marker targeted on the closest adventurer.

  • If the adventurer has a dragon ready, they should shapeshift now and dragon tank the stack marker.
  • If the adventurer doesn't have a dragon ready, all adventurers should get together and split the damage. A defensive healer can help with this.

Backdash + Fire Breath

Continue normal baiting (preferably towards a wall in preparation for the next attack).

Mini Meteors

High Brunhilda targets the closest adventurer, and spawns small meteors that hit them after a small windup that deals severe (likely fatal) damage. The close-range baiter should start moving all the way to the opposite edge of the arena to perform a "dive cancel" if desired.

  • Note that in this instance, the long-range baiter does not perform the "dive cancel".

Crimson Inferno

See previous instance for more information on "dive cancelling".

Grand Muspelheim

High Brunhilda flies off the map, and burns a significant portion of the map with lava, which causes severe (likely fatal) damage to anyone that gets caught in it.

  • If you are caught in it and end up losing all HP, once you're revived, leave the area ASAP! The revive action will grant you temporary true invincibility.
  • It is possible to cancel the entire attack by breaking High Brunhilda before she flies off the map, once the attack's text show up.

All adventurers should immediately go to the lower-right size, which will become a safe zone.

Once High Brunhilda finishes painting the map with lava, the adventurer with shapeshifting ready should try to get as close as possible to High Brunhilda, while the other adventurers stay as far as possible, so that the former baits the stack attack.

  • Some attacks that appear to have the adventurer not move actually move the adventurer slightly (e.g. the HDT wand and staff's weapon skills), which might send the adventurers to their doom should they use these skills too close to the edge of the lava. Backstep once before using them.

Searing Pillar + Flame Chaser

High Brunhilda reverses the order of attacks for this instance. After Searing Pillar hits, all adventurers should immediately spread out to their corners for the chasers.

Dash + Claw Swipe + Mini Meteors

Continue normal baiting (preferably towards a wall in preparation for the next attack).

Crimson Inferno

See first instance for more information on "dive cancelling".

  • The long-distance baiter should bait the next close-range attack.

Fire Breath + Backdash + Fire Breath

Continue normal baiting after Fire Breath.

Volcanic Blitz

Similar to previous instance, but the moves High Brunhilda uses will be slightly different, so pay attention to the volcanoes and their spawn order.

Dash + Claw Swipe + Hellfire + Backdash + Hellfire + Dash + Hellfire + Dash + Hellfire

Continue normal baiting, remembering to hide behind a volcano for the four Hellfires.

Flame Chaser + Searing Pillar

Identical to first instance.

Backdash + Fire Breath

Continue normal baiting.

Grand X-Muspelheim + Flame Chaser

High Brunhilda flies off the map, and burns nearly all of the map with lava, which causes severe (likely fatal) damage to anyone that gets caught in it. There are four safe zones, in each corner of the map; each player should make sure to indicate which corner "belongs" to them, whether by discussing in a pre-made room or by using the arrow stickers.

  • If you are caught in it and end up losing all HP, once you're revived, leave the area and head to an unoccupied safe zone ASAP! The revive action will grant you temporary true invincibility.

Four Flame Chasers will then spawn - this is why splitting up was important earlier. Use healing skills to cover any accidental damage beforehand, and defensive buffs to reduce the damage taken.

Searing Pillar

  • If the entire team is in bad shape and no shapeshifting was ready on anyone, the weakest DPS adventurer (usually a healer) should bait this attack and sacrifice themselves.