Red, Fraught, and Blue
Red, Fraught, and Blue
- Number
- 29
- Level
- 50
- Standard Time
- 8:00
- Ideal Time
- 7:00
- Act 1 Enemies
- Shikigami of the Pyre
- Act 2 Enemies
- Shikigami of the Undertow
- Gil Reward
- 5,000
- Seals Reward
- 100
- Tomestones
- 80
- Next stage
- The Catch of the Siegfried
- Prev. stage
- Dangerous When Dead
- Patch
- 5.15
Red, Fraught, and Blue is a stage in The Masked Carnivale for Blue Mage, introduced in patch 5.15 with Shadowbringers.
Strategy
Important Spells: Flying Sardine, Exuviation, Diamondback
Casting Aetherial Mimicry on a healer and using Pom Cure helps you sustain your HP during both acts. This also enhances the healing of Exuviation, which is a necessary spell for Act 2. Both acts are heavy in mechanics one must respond to, so Sonic Boom is a useful wind spell with a quick cast time for Act 1. Glower or Electrogenesis are recommended for Act 2 as well, as the enemies in it are weak to lightning.
Act 1
Enemies
Shikigami of the Pyre
- Endurance: Above Average
- Strengths: Fire
- Weaknesses: Wind
- Vulnerabilities: Interruption
Strategy
Lots of kiting around while avoiding its mechanics. Sonic Boom is a nice Wind spell when you can sneak it in between larger damaging spells. Heal back up with Pom Cure.
- Fluid Swing: interrupt with Flying Sardine. Otherwise you'll get knocked into the outer lightning field and be close to death.
- Pyretic: Don't do any action with this 2-second debuff; don't even turn your character or you'll take heavy damage. Move out of his follow-up AoE after the debuff disappears.
- Sea of Flames: Two AoEs; just walk away from eruption indicators.
- Pillar of Flame: much of the platform is covered in two sets (e.g. inside first, outside next). Sometimes the RNG is bad for this one and you'll have to eat one of the circles.
- Rush : Does more damage the closer you are. Move as far as possible away from Shikigami while it is casting.
- Flare Star: Stay on edges. Afterwards, three fire tornados will spawn. Try to bait most of their line AoEs near one of them, to give yourself more room to walk out. Don't walk into any of the tornados, though. RNG can be cruel when mixed with other mechanics (keep watching for Fluid Swing!), mitigate and heal through.
Act 2 Shikigami of the Undertow
Shikigami of the Undertow
- Endurance: High
- Strengths: Water
- Weaknesses: Lightning
- Vulnerabilities: Interruption
Strategy
Protean Wave: Cone AoE, sidestep quickly. The second hit will be another cone on your new position.
Throttle: an instant-punch, giving you a nasty debuff. If this debuff is not cleansed (Exuviation) within 10 seconds, you die.
Ferrofluid: "+" and "-" mechanic, similar to the one seen in The Great Gubal Library (Hard). If your symbol matches boss, go to him; if opposite symbol, go to edge.
Fluid Swing: interrupt this every time with Flying Sardine or get knocked, as above.
Watery Grasp: two Hand adds spawn. If left alive for too long they start causing havoc, draining your mana. You may want to save some of your favorite AoEs for this part, like Shock Strike. Don't forget to check boss for a sneaky Fluid Swing attack!
Big Splash: four big hits from boss. Diamondback here.
Cascade: summons three watery vortexes, in similar style to Flare Star above. Bait AoEs while not getting too close to them (some sort of water-vuln debuff).
Fluid Ball: Two planned AoEs; just walk away out.