Difference between revisions of "The Chrysalis"
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'''At 20%, he will perform Meteor:''' | '''At 20%, he will perform Meteor:''' | ||
Floor will turn red and give you a bleed. You can run to the edge and keep running while you are sucked in, after the bleed hits 0 you are instantly sucked in. '''After you are sucked in, you are sent to a new room.''' Any buffs/debuffs that were affecting you before you were sucked into the vortex will have their duration multiplied by 10. To make the next segment easier, all DPS should use all damage buffs and Tanks should use Hp and Defense buffs. | Floor will turn red and give you a bleed. You can run to the edge and keep running while you are sucked in, after the bleed hits 0 you are instantly sucked in. '''After you are sucked in, you are sent to a new room.''' Any buffs/debuffs that were affecting you before you were sucked into the vortex will have their duration multiplied by 10. To make the next segment easier, all DPS should use all damage buffs, and Tanks should use Hp and Defense buffs right before entering the portal. Any regen effects should be cast on the two tanks as well. | ||
Meteors fall continuously. '''If a meteor doesn't land on a player, it deals damage to the entire party''', so one | Meteors fall continuously. '''If a meteor doesn't land on a player, it deals damage to the entire party''', so one tank should take each meteor. | ||
'''Only tanks | '''Only tanks should try to get hit by meteors'''. Only one tank needs to be in any particular meteor's landing circle to prevent the splash damage. If done at or near minimum item level '''the meteors are likely to kill anyone who isn't a tank.''' | ||
One healer may wish to stay close to the center so they can DPS the tear, and push heals to the tanks taking the meteors. | |||
All DPS should group up just outside the first meteor. Once it lands a tear will appear on its location that must be killed to end the phase. | |||
DPS should immediately focus this tear, using a Limit Break if | DPS should immediately focus this tear, using a Limit Break if available. There is a visual tell in the middle of the room, an extremely large meteor that slowly falls and will wipe the party if it manages to hit the ground before the tear is destroyed. Meteors will continue to fall and tanks should continue to run to the next empty meteor zone. Sprint for tanks should be held until after the first few meteors land. If there is difficulty overcoming this phase, DPS and tanks should be instructed before engaging that the limit-break should be held specifically for this phase. | ||
As long as all DPS is on the tear immediately after it spawns and Tanks focus on meteor interception this phase should go by relatively quickly and end upon the tear being destroyed. | |||
===Phase 4: 19% - 0%=== | ===Phase 4: 19% - 0%=== |
Revision as of 05:48, 24 September 2021
The Chrysalis
- Level
- 50 (Sync: 50)
- Item Level
- 90
- Difficulty
- Normal
- Party size
- Full Party
8 man • 2 2 4 - Unsyncing
- Allowed
- Time limit
- 60 minutes
- Roulette
- Trials
- Tomestones
- 15
- Req. quest
- An Uninvited Ascian
- Patch
- 2.5
“A ruthless Ascian known as Nabriales has intruded upon the sanctum of the Scions of the Seventh Dawn, spiriting away both the Antecedent and the powerful relic she refused to yield. Pursue the Paragon through the dimensional rift and prise Minfilia─and Tupsimati─from his tenebrous grasp.
— In-game description
The Chrysalis is a level 50 trial introduced in patch 2.5.
General Information
The Chrysalis is a level 50 trial that pits the players against Nabriales. It is part of the An Uninvited Ascian quest of the patch 2.5 Main Scenario Quest. The battle requires a full party of 8 players with average item level of at least 90.
Unlock
- Quest: An Uninvited Ascian
- Quest-giver Location: Edelstein - Northern Thanalan (x20,y22)
- Prerequisites: On the Counteroffensive
Strategy
Phase 1: 100% - 80%
At 80%, Players should spread out and absorb orbs. If you alternate between the big and small orbs (big gives physical vulnerability, small gives magical vulnerability) then you won't take much damage. For each orb that hits him he will gain a stack. Small adds do not have much hp and perform a cone AoE. Stack up for heals and Sacred Soil if you have 3+ stacks. 7 stacks is instant death for non tanks.
Phase 2: 79% - 40%
He will cast double and then cast spark twice, tanks can taunt to help with this.
At 40%, he will perform the orbs again, see phase 1.
Phase 3: 39% - 20%
He will cast triple and then cast spark three times, again, tanks can taunt to help with this.
After second orb phase he will teleport around and cast end of days, a dodge-able straight line, but the teleports are quite annoying. He will also randomly cast Quake 3, which does AoE damage to party for about 2500 damage on non tanks.
At 20%, he will perform Meteor:
Floor will turn red and give you a bleed. You can run to the edge and keep running while you are sucked in, after the bleed hits 0 you are instantly sucked in. After you are sucked in, you are sent to a new room. Any buffs/debuffs that were affecting you before you were sucked into the vortex will have their duration multiplied by 10. To make the next segment easier, all DPS should use all damage buffs, and Tanks should use Hp and Defense buffs right before entering the portal. Any regen effects should be cast on the two tanks as well.
Meteors fall continuously. If a meteor doesn't land on a player, it deals damage to the entire party, so one tank should take each meteor.
Only tanks should try to get hit by meteors. Only one tank needs to be in any particular meteor's landing circle to prevent the splash damage. If done at or near minimum item level the meteors are likely to kill anyone who isn't a tank.
One healer may wish to stay close to the center so they can DPS the tear, and push heals to the tanks taking the meteors.
All DPS should group up just outside the first meteor. Once it lands a tear will appear on its location that must be killed to end the phase. DPS should immediately focus this tear, using a Limit Break if available. There is a visual tell in the middle of the room, an extremely large meteor that slowly falls and will wipe the party if it manages to hit the ground before the tear is destroyed. Meteors will continue to fall and tanks should continue to run to the next empty meteor zone. Sprint for tanks should be held until after the first few meteors land. If there is difficulty overcoming this phase, DPS and tanks should be instructed before engaging that the limit-break should be held specifically for this phase.
As long as all DPS is on the tear immediately after it spawns and Tanks focus on meteor interception this phase should go by relatively quickly and end upon the tear being destroyed.
Phase 4: 19% - 0%
Tank and Spank, in this phase he simply recycles mechanics from Phase 2.