Difference between revisions of "Castrum Lacus Litore"
AmidrahMol (talk | contribs) (Added a description of the Brionac fight, tweaked the rewards section and added a loot table. Some loot info may still be slightly inaccurate.) |
AmidrahMol (talk | contribs) m (Brionac's Pole Shift slightly reworded. Magnets... how do they work.) |
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*'''Energy Generation''': Spawns orbs. The first set will be two '''Light Orbs''', which create a donut AoE. Stand underneath either orb in this instance. After the first set of orbs, four '''Dark Orbs''' will appear, which create a large circular AoE. Stand in any corner of the arena to avoid damage. Four orbs will spawn in these positions from here on. | *'''Energy Generation''': Spawns orbs. The first set will be two '''Light Orbs''', which create a donut AoE. Stand underneath either orb in this instance. After the first set of orbs, four '''Dark Orbs''' will appear, which create a large circular AoE. Stand in any corner of the arena to avoid damage. Four orbs will spawn in these positions from here on. | ||
*'''Voltstream''': Three large rectangular AoEs appear, creating three safe zones. After a few seconds another set of AoEs appears covering that safe zone, and then a few seconds after that another appears. Alternate between the safe zones to avoid damage. | *'''Voltstream''': Three large rectangular AoEs appear, creating three safe zones. After a few seconds another set of AoEs appears covering that safe zone, and then a few seconds after that another appears. Alternate between the safe zones to avoid damage. | ||
*'''Energy Generation''' & '''Pole Shift''': Two '''Light Orbs''' and two '''Dark Orbs''' appear | *'''Energy Generation''' & '''Pole Shift''': Two '''Light Orbs''' and two '''Dark Orbs''' appear and tether to each other, causing the orbs to swap with their tethered partner. If the '''Light Orbs''' are swapped to the east and west positions, the safe zone is underneath them. If the '''Light Orbs''' are swapped to the north and south positions, then the donut AoEs overlap and the safe zones are in any of the corners, away from the eastern and western '''Dark Orbs'''. | ||
*'''Energy Generation''' & '''Magitek Magnetism''': Two '''Light Orbs''' and two '''Dark Orbs''' appear as they did before, but now with a single tether attached to you and an orb. Note the symbol over you and the orb; if they are both the same (++ or --) you will be pushed away from the orb. If they are different (+-) you will be pulled into the orb, and if you are not pulled far enough, you will receive a damage dealing debuff. The push and pull distance is about the length between the east and west orb. Position yourself properly so that you are pushed into the correct position; pushed/pulled to the east/west so that you are placed underneath a '''Light Orb''', or pushed into | *'''Energy Generation''' & '''Magitek Magnetism''': Two '''Light Orbs''' and two '''Dark Orbs''' appear as they did before, but now with a single tether attached to you and an orb. Note the symbol over you and the orb; if they are both the same (++ or --) you will be pushed away from the orb. If they are different (+-) you will be pulled into the orb, and if you are not pulled far enough, you will receive a damage dealing debuff. The push and pull distance is about the length between the east and west orb. Position yourself properly so that you are pushed into the correct position; pushed/pulled to the east/west so that you are placed underneath a '''Light Orb''', or pushed into a corner, away from the eastern/western '''Dark Orbs'''. | ||
*'''Energy Generation''' & '''Polar Magnetism''': This is a combination of all previous orb mechanics. Two '''Light Orbs''' and two '''Dark Orbs''' appear, two of the orbs are tethered to each other and will swap positions, and you are tethered to a single orb and will have your position pushed or pulled depending on the + or - above both you and the orb. | *'''Energy Generation''' & '''Polar Magnetism''': This is a combination of all previous orb mechanics. Two '''Light Orbs''' and two '''Dark Orbs''' appear, two of the orbs are tethered to each other and will swap positions, and you are tethered to a single orb and will have your position pushed or pulled depending on the + or - above both you and the orb. | ||
The boss will repeat these mechanics throughout the fight. When the boss is killed and the lower boss is still alive, adds will spawn infinitely until the other team kills the lower boss. If they take too long, the enrage timer will cause the raid to wipe. | The boss will repeat these mechanics throughout the fight. When the boss is killed and the lower boss is still alive, adds will spawn infinitely until the other team kills the lower boss. If they take too long, the enrage timer will cause the raid to wipe. | ||
===4th Legion Helldiver (Lower boss)=== | ===4th Legion Helldiver (Lower boss)=== | ||
In addition to actually killing the boss, you will need to protect the Tunnel Armor (drill tank) while it demolishes the main gate to the Castrum. Important mechanics are as follows: | In addition to actually killing the boss, you will need to protect the Tunnel Armor (drill tank) while it demolishes the main gate to the Castrum. Important mechanics are as follows: |
Revision as of 23:18, 30 October 2020
Introduction
Castrum Lacus Litore is a special engagement that takes place on a separate map and serves as the "finale" to the Bozjan Southern Front. Available after reaching Resistance Rank 10 and completing the prerequisite quests, it is a raid dungeon that allows up to a maximum of 48 players, and is accessed in the same way as a critical engagement. When it pops, click the Register button in the Resistance Recruitment list, and if you are selected, click Commence. Defeating bosses within Castrum Lacus Litore grants rare loot and Bozjan Coins, which can be exchanged for special armor sets.
Requirements
- Disciple of War or Magic level 71 or higher
- Resistance Rank 10 or higher
- Quest: The Lady of Blades
Tactics
Castrum Lacus Litore is designed for a maximum of 48 players, however it is possible to beat it with significantly fewer than that. The time limit starts at 20 minutes, and is extended by 10 minutes each time a boss encounter is completed, as well as on completion of the prisoner rescue event.
Breaching the Front Gate
Split the raid into two roughly equal groups, with one going up the ladders to the side to face Brionac, and the other going down to face the 4th Legion Helldiver in two separate, simultaneous fights. Both bosses will need to be engaged simultaneously, or else they will enrage and wipe the raid. Once one of the bosses is defeated, adds will spawn infinitely until the other boss goes down. The adds are not difficult to fight, but if the other boss is not killed quickly enough, the enrage timer will cause the raid to wipe.
Brionac (Upper boss)
Up the ladder and on top of the wall is Brionac, a large magitek construct. It is important to note that with enough people and damage, some of the later mechanics in this fight can be skipped entirely. Important mechanics are as follows:
- Electric Anvil: Tank buster. Mitigate.
- False Thunder: One of Brionac's arms will move to one side of the arena and start spinning. Move to the side the arm is pointing at, as it will cleave the rest of the arena.
- Anti-warmachine Weaponry: An add spawns on Brionac called "Magitek Core" that must be killed as soon as possible. While the core is alive, Brionac deals significant damage to the Tunnel Armor ally below.
- Lightning Shower: Raidwide AoE.
- Energy Generation: Spawns orbs. The first set will be two Light Orbs, which create a donut AoE. Stand underneath either orb in this instance. After the first set of orbs, four Dark Orbs will appear, which create a large circular AoE. Stand in any corner of the arena to avoid damage. Four orbs will spawn in these positions from here on.
- Voltstream: Three large rectangular AoEs appear, creating three safe zones. After a few seconds another set of AoEs appears covering that safe zone, and then a few seconds after that another appears. Alternate between the safe zones to avoid damage.
- Energy Generation & Pole Shift: Two Light Orbs and two Dark Orbs appear and tether to each other, causing the orbs to swap with their tethered partner. If the Light Orbs are swapped to the east and west positions, the safe zone is underneath them. If the Light Orbs are swapped to the north and south positions, then the donut AoEs overlap and the safe zones are in any of the corners, away from the eastern and western Dark Orbs.
- Energy Generation & Magitek Magnetism: Two Light Orbs and two Dark Orbs appear as they did before, but now with a single tether attached to you and an orb. Note the symbol over you and the orb; if they are both the same (++ or --) you will be pushed away from the orb. If they are different (+-) you will be pulled into the orb, and if you are not pulled far enough, you will receive a damage dealing debuff. The push and pull distance is about the length between the east and west orb. Position yourself properly so that you are pushed into the correct position; pushed/pulled to the east/west so that you are placed underneath a Light Orb, or pushed into a corner, away from the eastern/western Dark Orbs.
- Energy Generation & Polar Magnetism: This is a combination of all previous orb mechanics. Two Light Orbs and two Dark Orbs appear, two of the orbs are tethered to each other and will swap positions, and you are tethered to a single orb and will have your position pushed or pulled depending on the + or - above both you and the orb.
The boss will repeat these mechanics throughout the fight. When the boss is killed and the lower boss is still alive, adds will spawn infinitely until the other team kills the lower boss. If they take too long, the enrage timer will cause the raid to wipe.
4th Legion Helldiver (Lower boss)
In addition to actually killing the boss, you will need to protect the Tunnel Armor (drill tank) while it demolishes the main gate to the Castrum. Important mechanics are as follows:
- Magitek Missiles: Tank buster. Mitigate.
- Chain Cannon: Line AoE targeting random player. Do not stand directly between the boss and the Tunnel Armor, or else the Tunnel Armor may get caught in the AoE and take damage.
- Command: Chain Cannon: Adds fire line AoEs targeting random player. Like regular Chain Cannon, but fired by adds instead of boss. Aim away from Tunnel Armor.
- Command: Lateral Dive: Multiple simultaneous blue rectangular telegraphs. Soak them, or the Tunnel Armor will take damage.
- Dive Formation: Three blue rectangular telegraphs spawning one after another. Watch the spawn order and soak in order. This hits harder than Lateral Dive.
- Command: Suppressive Formation: Adds appear along sides of room. They display rectangular AoE telegraphs covering most of the room, then charge cardinally (Not diagonally) across the room, so stay out of the way.
- Infrared Blast: Adds create orange tethers to the Tunnel Armor. Players must stand in and intercept the tethers.
The boss will repeat these mechanics throughout the fight. When the boss is killed and the upper boss is still alive, adds will spawn infinitely until the other team kills the upper boss. If they take too long, the enrage timer will cause the raid to wipe.
Prisoner Rescue Event
You will need to rescue 6 prisoners before they are executed. There are 6 branching corridors with 3 cells each: NW, W, SW, NE, E, and SE. Plan which parties go to which branches before engaging Albeleo. Ideally, you should be able to split the raid into 6 parties, with 1 party assigned to each branch. Please note that if your raid is significantly undersized, it may not be possible to save all the prisoners, in which case you will want to split the raid into 5 or even 4 parties. Before actually beginning the rescue, you will need to engage and defeat Albeleo.
Albeleo the Maleficent
Albeleo is fairly simple miniboss without much in the way of notable mechanics. He just summons lots of adds that you need to kill, and these adds will do a lot of AoE attacks (Always telegraphed), and some will shield the boss (Indicated by a green tether), some have a very large AoE that can be stunned or silenced, and so on.
Rescuing the Prisoners
With your party, immediately go to your assigned branch ASAP. NW, SW, NE, and SE branches are upstairs, while the central (W and E) branches are on the ground floor. Kill the trash mobs in the corridor to unlock the cells. In each branch are 3 cells: One with the prisoner and executioner, one with a miniboss, and one that is empty. Your goal is to find and take out the executioner as quickly as possible. After doing this, if you are running with fewer than 6 parties, go to the branch(es) that hasn't been taken yet and kill the executioner there, and you might be able to save that prisoner. Afterwards, kill the minibosses, and then one person needs to stand on the glowing platform in the miniboss's cell. Once all 6 platforms have someone standing on them, the way forward will open.
Adrammelech
The main gimmick of this fight is called Curse of the Fiend, in which the boss will summon orbs of a given elemental aspect, which will float together. When they collide, they will set off certain mechanics that you need to handle. Not all of the orb types will be used in any given battle, and the ones you get are random for each instance of Castrum Lacus Litore.
- Fire: Press ESC to untarget the boss, and cease all movement and actions. This includes autoattacking.
- Ice: Move and keep moving until it finishes going off.
- Lightning: A giant AoE will go off in the center of the room. Move to the edges.
- Earth: Cascading concentric donut AoEs. Move and dodge them.
- Wind: Donut AoE on the outer edge of the room. Get to the center.
- Water: Knockback from the center to the edge. Get to the center to avoid being knocked into the bad stuff at the edge.
Please note that telegraphs will only be shown the first time each type of orb goes off. You will need to memorize what each type of orb does for any subsequent uses. At first, only one type of orb will go off at a time, but later, 2 will go off at a time, requiring you to handle 2 orb mechanics simultaneously.
Other mechanics include:
- Burst II: Boss summons multiple blue orbs tethered to each other in a chain, with a giant AoE at the end of the chain. Get to the opposite side of the room from that last orb.
- Tornadoes: Multiple tornadoes summoned. Don't stand in them, and don't be in the way when they move.
- Meteor: Kill the Arcane Sphere adds quickly, or else the meteor will hit the arena, causing a wipe.
Dawon and Lyon
Dawon
Lyon the Beast King
Rewards
After defeating bosses within Castrum Lacus Litore, loot chests will appear, which you can loot for the rewards. It is important to note that Castrum Lacus Litore uses Personal Loot, so you have to be sure to click and loot each chest yourself. A perfect run with all bosses slain and all 6 prisoners rescued will grant a total of 26 Bozjan Coins, fragments, and a rare chance at additional loot. Loot chests are available at three points within the Castrum:
- After completing the front gate encounters, the Tunnel Armor will demolish the inner door, granting access to the next part of the Castrum and the first loot chest. This chest always contains 5 Bozjan Coins.
- After defeating Adrammelech, there will be loot chest up ahead always containing 5 Bozjan Coins. There will also be additional chests, 1 for every prisoner you saved during the Prisoner Rescue event, up to 6. These extra chests always contains 1 Bozjan Coin and a different type of Forgotten Fragment listed below.
- Defeating Dawon and Lyon, the final encounter, will spawn the final chest, which always contains 10 Bozjan Coins.
Bozjan Coins can be exchanged for special Bozjan armor and for any Bozjan Runner's Secrets at the Resistance Supplier in the Bozjan Southern Front.
Possible additional loot includes:
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Forgotten Fragment of Caprice | Other | N/A | Basic | 1 |
Forgotten Fragment of Transcendence | Other | N/A | Basic | 1 |
Forgotten Fragment of Superstition | Other | N/A | Basic | 1 |
Forgotten Fragment of Sagacity | Other | N/A | Basic | 1 |
Forgotten Fragment of Mastery | Other | N/A | Basic | 1 |
Forgotten Fragment of Becoming | Other | N/A | Basic | 1 |
Magitek Helldiver F1 | Minion | N/A | Basic | 1 |
Field Notes on Albeleo | Other | N/A | Basic | 1 |
Battle with an Esper (Zodiac Age Version) Orchestrion Roll | Orchestrion Roll | N/A | Basic | 1 |
Life and Death (Zodiac Age Version) Orchestrion Roll | Orchestrion Roll | N/A | Basic | 1 |
Into the Fortress (Zodiac Age Version) Orchestrion Roll | Orchestrion Roll | N/A | Basic | 1 |
Bozjan Runner's Secrets (Head Gear) | Other | N/A | Basic | 1 |
Bozjan Runner's Secrets (Body Gear) | Other | N/A | Basic | 1 |
Bozjan Runner's Secrets (Hand Gear) | Other | N/A | Basic | 1 |
Bozjan Runner's Secrets (Leg Gear) | Other | N/A | Basic | 1 |
Bozjan Runner's Secrets (Foot Gear) | Other | N/A | Basic | 1 |