Mechanics for B1
With explanations
With explanations
First off, if you seen the entrance of this boss, congratulations for clearing the hardest trash fight ever! Now, onto Trinity Seeker. Quick look at the important mechanics in this fight:
Getting hit by mechanics that should be dodged will give a debuff that both stack and reduces damage dealt. The more stacks, the lesser damage.
All debuffs are permanent. To cleanse it, the player should die or kill the boss, which ever comes first.
For this fight, getting hit 3 times will give a Doom. If you don't have a Reraiser, you'll remain on the cold hard floor.
Mechanics happen very quickly. Stay calm and listen to callout.
All callouts here will be for the SAFE SPOT/ZONE!.
We will indicate in the timeline wheter it's the Boss or the Clone doing the attack.
This just means that you have to handle 2 mechanics at certain time when clones are summoned
To resolve: Start behind the first explosion, and run along after each dives.
Callouts: Starting from waymark X
To resolve: Stack up as close to the rest if you are chained, and just run opposite of your partner to break it.
Callouts: Break chains
To resolve: Stand front or back of boss.
Callouts: Front & Back
To resolve: Everyone (incl MT) stack together.
Callouts: Everyone stack on waymark X
To resolve: Stay max melee or further at intercardinal
Callouts: Outer Intercardinals, barriers ABCD
To resolve: Every tank pops mitigation, and share with MT
Callouts: Shared Tankbuster
To resolve: Everyone move away from MT. MT can continue attacking, but DON'T MOVE.
Callouts: Stillness Tankbuster
To resolve: Hide behind any barrier
Callouts: Hide
NOTE: The timing is very tight, especially if you are near the middle. It will help to pop sprint, or even drop uptime and start moving upon cast.
To resolve: Pre-position to get knockback into any barrier
Callouts: Knockback
To resolve: Stand on the opposite terrain.
Callouts: Tiles/Sand is safe
NOTE: The clone might be doing this attack. Regardless, we are still calling the SAFE SPOT every time.
To resolve: Tethered players face the earthshakers away from the party, and spread out from each other.
Callouts: Earthshakers move/stay away from party
There is only 2 dodge pattern. It's either AABB (1 step), or ABBA dodge (2 step).
To resolve: From callouts, stand at the side of the waymark for each clashes
Example: 1 1 3 3 -> Stand at waymark 1 for the 1st and 2nd slashes. After the 2nd slashes, move over to waymark 3 for the 3rd and 4th slashes.
Example: 4 2 2 4 -> Stand at waymark 4 for the 1st slash. After the 1st slash, move over to waymark 2 for the next 2 slashes (2nd and 3rd). After the 3rd slash, move back to waymark 4 for the 4th slash.
Callouts: 1133 / 3113 / 2244 / 4224
Resolve sequence: Criss-cross -> Gaze Orb -> Criss-cross -> Flower AoE
To resolve: Find the gaze orb, and look away from it while dodging the double criss-cross. After the gaze orb is done, start moving away from the flower AoE after the 2nd criss-cross.
Callouts: Orb & Flower
NOTE: One way to do this effectively is to dodge the 1st checkered AOE, and position yourself between the BOSS and the GAZE ORB. This has two benefit
You can continue attacking the boss, and automatically be looking away from the gaze orb.
The flower orb will always spawn seperately from the gaze orb. Since you are already near the gaze orb, hence you are further away from the flower AoE, it's easier to move away from the expanding AoE!
We are just including the major mechanics for this timeline. Some of this mechanics will be a combination of 2 mechanics, you can refer to the callouts and combine both together to resolve this.
Some mechanics are not shotcalled, hence it's not included here as it is either
Very simple to resolve
Hard for shotcallers to observe
Mechanics not included here are
Verdant Tempest -> Raid wide. It doesn't do a lot of damage, anyone with a pure essence will survive easily. And there's no immediate damage that will kill you. Mitigations help, but not necessary.
To resolve: Healers just top up the party after the raid wide.
Solo Tankbuster -> Normal tankbuster on MT. Can be quite hard for shotcaller to see, and anyway MT just pops basic mitigation to survive. Doesn't hurt a lot.
To resolve: MT pop mitigation and take it like a big boy.
Iron Rose x3 -> 3 clones will target a random player, doing a line AoE. It's telegraphed very clearly, and there's plenty of time to move, so just move out of the way.
To resolve: Drop uptime and move.
Manifest Avatar -> It just spawn clones. Nothing to include here. All combinations are included anyway, so just refer to the callouts and combine it to dodge.
We will only elaborate further if it's a combination. If you are unsure, you can check the callouts for each mechanics, and reference to above.
Stack for chains and move apart to break. Before that watch for Boss Phantom Edge cast.
Phantom Edge = Knockback -> Break chains and get knockback to a barrier
No Phantom Edge = Hide -> Break chains and hide behind a barrier
Watch the explosion, pre-position behind the first explosion. Check for Boss Phantom Edge cast. Start running after each dive.
With Phantom Edge (Knockback), run from starting point to the next barrier and get knockback to this barrier.
Without Phantom Edge (Hide), run from starting point to the next barrier and hide behind this barrier.
If starting point is in front of barrier, next barrier is 2 dives away.
If starting point is not in front of barrier, next barrier is 1 dive away.
NOTE: If you try to run to the next further barrier, likely you will not make it and die to the mechanic. Just run to the next barrier.
Boss will jump to one side, while a clone will appear tethering 3 players with Earthshakers.
Tethered players point the tether away from party, and stay spread apart.
Non-tethered players move towards the boss, that will be the safe side w/o any Earthshakers.
Stand on tiles/sands depending on callouts.
NOTE: From point 9 to point 11 (4 iron splitters), the pattern will alternate. It will always be either
Sand - Tile - Sand - Tile
Tile - Sand - Tile - Sand
Start from safe spot, run along the dives
Immediately after, Boss will do 4 slashes. Dodge it based on the callouts)
Resolve sequence: Tiles/Sands -> 1st slash -> 2nd slash -> 3rd slash -> 4th slash -> Tiles/Sand
i.e. You have to be at the correct tiles/sand on the 1st & 4th slash!
Easy: Tiles -> 1133 -> Sand
Start from waymark 1, and stand on tiles. Wait for 1st and 2nd slash
Immediately after 2nd slash, move over to waymark 3, and stand on sand. Resolved,
Challenging: Sand -> 4224 -> Tiles
Start from waymark 4, and stand on sand. Wait until tiles explode, and 1st slash
Immediately after 1st slash, move over to 2, but stay near the centre and not go too far away. Wait for the 2nd and 3rd slash.
Immediately after the 3rd slash, move back to 4, and stand on tiles. Resolved.
NOTE: These 2 Iron Splitters will alternate. So it will either be Sand -> Tile, or Tile -> Sand.
Resolve sequence: Hide/Knockback -> Clone Slashes
Use the barrier beside the clone to resolve hide/knockback. If you use the further barriers, you won't be in time to reach the rest for the clone slashes.
With Phantom Edge (Knockback), knockback to either barriers.
Without Phantom Edge (Hide), hide behind either barriers.
Go to clone to dodge the Fourfold Mercy. Callouts for this will be clone-relative, where the clone is facing. (Front Front Back Back / Left Right Right Left etc)
NOTE: Usually there will be one barrier closer to the first safe spot from the clone slashes. There's ample time to observe/hear the callouts, and use that barrier for hide/knockback. Shotcallers will call it out. It's not an important point as both barriers will allow you to make it in time, as long as you move immediately after each mechanic.
1st Healer LB3 window after this.
NOTE: Do wait for the shotcaller for healer LB3 before using it. We will call for it if
Boss is about to die soon, and we can save lost arises.
There's too many deaths, and we need to get everyone up to meet DPS check
NOTE: DO NOT HEALER LB3 OUTSIDE OF THIS WINDOWS. If you do it at a wrong timing, it could cause the following
Raise people up right as another major mechanic is about to happen. They will be dead again. Defeats the purpose of Healer LB3
Worst scenario, if you use it during a mechanic (outside of recommended window), essentially you are blinding the shotcaller and they cannot see what happens next. That can cause a massive party wipe.
NOTE: The above points applies to every Healer LB3 in DRS, so please wait for the shotcaller before you use it.
Resolve sequence: Tiles/Sands -> Hide/Knockback
Watch out for Phantom Edge buff on Baleful Blade.
"Knockback" is simple, just stand in the right area, and pre-position.
If it's "Hide", pre-position nearer the barrier to resolve tiles/sands. If you're near the middle, you won't make it in time and die.
2nd Healer LB3 window after this
Resolve sequence: Break chains -> Clone Slashes -> Hide/Knockback
Move towards clone, stack up for chains. Check Boss for Phantom Edge cast.
Break chains, then go to the safe spot through callouts. Reminder it's clone relative callouts.
After the final slash, either get Knockback into a barrier, or Hide behind a barrier.
Upon clearing Boss 1, a chest coffer will spawn. The loot will be either
Runner's Plating (Foot Gear)
You need 10 of this to hand in for Orderly Runner's Secrets (Foot Gear)
Orderly Runner's Secrets (Foot Gear) -> *Low chance*
Needed to augment your Law Order Foot gear to BiS!
Here's a video prepared by our moderator, Berry Venus.