In this guide, we will go through how OUaDRSC moderators do the shot calling along with the timeline of mechanics in each Trash or Boss fight. Bear in mind though, in Trinity Avowed (Boss #3) mechanics are based on individual debuff and accumulation. As such the callouts will only serve as either a reminder of the mechanic or a safe location. So let's dive into it!
All rooms having a +5 stack green slime rupturing on the green circle and at the same time to activate the portal.
Spawns in corridor (3 at a time)
Will only fuse with green slimes
Increases damage dealt as stacks increase
Will cast rupture once it reaches +5 stack
Spawns in room, 1 at a time.
Will tether to first player that attacks it
Will cast fuse if it's near any other slimes. Keep it away from green slimes!
If it fuses, it becomes unkillable and likely cost a wipe.
Spawns at the North & South of the corridor
Will do an AoE that knocks away any slimes. Keep the soldiers at their position, stun/avoid the AoEs as necessary
Hold aggro on your solider, keep it in place.
Stun/Avoid the AoE and kill the soldier
Keep your tank/melee holding the soldier alive as top priority!
Have tank stance on
Make sure your room is percepted for traps
Provoke/pull 1 green slime to your room (1 of the tank will not have one, that's fine)
Hold your green slime so that it's on the green circle in your room
Provoke/pull away any green slimes from your healer.
Ensure both green slimes are OVERLAPPING so they will cast fusion
Pop mitigations when your slime is at +3 or +4 stack (damage dealt increase)
When your slime is at +4 stack & your healer has 1 slime ready, pop your yell macro.
e.g. /yell NE +4 ready!
When "Fuse" command is given, provoke/pull the final green slime from healer. MAKE SURE BOTH GREEN SLIMES ARE ON THE CIRCLE.
Wait for fusion to start casting, then run to the north corridor.
Keep your party alive. There is 3 people taking damage. Tank, DPS, and yourself.
Ensure your room percepted for traps
Priority of heals: Tanks > Healer (yourself) > DPS
Stand near the door at your room. DO NOT go towards the centre, you might aggro more green slimes
Pull one green slime from the corridor to your room, and wait for the tank to take it off you. Remember to keep your party healed at all times.
Once tank pulls green slime away, pull the next green slime from the corridor. Repeat till tank slime has +4 stack, and you have 1 slime ready to be fed. Wait for fuse command
Kill off red slime that spawns in your room as fast as possible.
If you are assigned perception, do your perception duties to find the traps, before going to your assigned room.
Red slime tethers to first player that hits it. TANKS & HEALERS do not use any AoE, you will tether the red slime and likely cause a wipe.
Once red slime spawns, attack it to get tether, and pull the red slime to your designated corner, and kill it.
STAGGER YOUR ROTATION, leave some heavy hitting abilities/spells for the next red slime
If the next red slime spawns before the previous one is killed, pull the second one immediately to the corner, but focus fire on killing the first red slime.
Not positioning both of your slimes on the cirlcle. For the final fusion, both green slimes have to be on the green circle to successfully activate it.
Not popping mitigations when your slime stack has +3 or +4 stack.
Miscounting slime stack. +4 stack doesn't mean 4 slime fuse! 2 slimes fusing gives +1 stack. For +5 slime, you have to fuse 6 slimes in total.
From above, if you pull a +1 stack (2 slimes) to a +3 stack (4 slimes), it actually creates a +5 (6 slimes), that will cause an early rupture. If your healer is holding a +1 stack, and you have a +3 stack, you are ready, and you can pop your yell macro.
DO NOT USE ANY AOE ATTACKS, that might tether any red slime that appears in your room.
Prepare a yell macro, faster to announce when you are ready.
Fighting for green slimes in corridor with another healer. If your slime is pulled by another person, let it go! Pull another green slime that is not pulled yet
Pulling slimes back to back. Every wave will have only 3 green slimes. If you are pulling 4 waves straight, that's too fast. Other rooms are not getting enough slimes. Take a break after 2-3 slime pulls, to let other room catch up.
Standing at the wrong corner. If you stand too near the middle of the corridor, you can still aggro green slimes through gaps in the wall. Always make sure to stand further away to hold your slime while waiting for tank to feed.
Heal your tank and yourself! The HP drops very fast as the green slime stack goes up, and your own HP drops fast too when you are holding the green slimes to feed!
Pet heals will also generate aggro! Put your per inside the room and far from the centre of the corridor!.
Not attacking your red slime to tether it immediately when it spawns. Might cause tank/healer to tether accidentally.
Not pulling your red slime to the corner. If it's too near the centre, it might still fuse with the green slimes in the centre.
Using all your heavy hitting spells, and not having enough to kill the next red slime. Killing red slime to slowly will cause another one to spawn, and likely cause a fusion and wipe.
If 2 red slimes has spawn, not focusing on the same red slime. Pull the 2nd slime immdiately to the corner, but kill the 1st red slime fast.
Red slime fusion can be interrupted by ranged players. Use it if necessary to prevent fusion cast.
Please percept the traps in all 3 rooms! There are 3 traps in total (1 in corridor guaranteed, 2 in random rooms). Trap position will be mentioned in the picture uploaded below
You can aggro green slimes if you are too near the centre of the corridor despite being in the room. Make sure you are always staying further from the centre area.
Kill each Golem with the matching color on the platform to activate the circle. Colored golems not killed in the circle will revive.
Our kill order is: Blue > Green > Red > White. Tanks assigned to take the golems must be aware of which room they have been assigned to and tank the Golems on the platform.
At the start of two green golems and two blue golems will lay inactive at the door. Tanks taking the color will self-assign themselves by standing on the golem they are taking. Once the instance begins, each tank will pull their Golems into the assigned rooms. All colored Golems will periodically cast Metamorph, changing to another color.
If the Golem matches the colored platform, the Tank or Physical Ranged must Interrupt it.
If the Golem does not match the colored platform, allow Metamorph to cast. This repeats until the color matches.
This is the order of color. Blue > White > Green > Red > Blue (repeat).
It will cast a marked AOE tank buster. All players must avoid it. Tanks may use immunity/invuln or heavy mitigations. Healers must cleanse the bleed that is applied after the Tank Buster.
After this Golem dies, all surviving Golems gain a +1 damage buff.
This golem does absolutely nothing except Metamorph or consumes any nearby Ruined Golems. Since Ruined Golem is managed by another tank, the Tank assigned to Green golem just needs to Interject all Metamorph to prevent it from changing color. (Especially if you don't want it to turn Red).
After this Golem dies, all surviving Golems gain a +2 damage buff.
Starts off as a Green Golem first, allowing Metamorph to change its color. Red Golem hits very hard, essentially it's a one-hit KO auto-attack. The Red Golem will tether onto any player that deals the first damage, regardless of ranged, healer, and so on. Once it is tethered, it will chase that player until the Golem dies or the player dies. To handle this, Tanks must ensure they are the first person who throws a ranged damage skill, after that kite the golem around while avoiding traps.
When the Golem's HP is nearing death, approximately 15%, go closer to the Red platform avoid being on top of it and use immunity/invuln (e.g Hallowed Ground, Living Dead). The platform will light up if it is done right. [This mechanic is similar to the Qarn's Face in the Temple of Qarn dungeon.]
After this Golem dies, all surviving Golems gain a +3 damage buff. Ruined golems are not affected.
Starts off as a Blue Golem. It also has the marked AOE tank buster. Use heavy mitigation and a healer to cleanse the bleed. After the alliances kill the Green Golem, the party's co-healer should go over to the White room to help with healing. It is hitting very hard by the time everyone comes over to DPS on the White Golem. Other healers may come to help with healing.
At 30%, it will begin casting Compaction, which will heal the golem to full HP. Upon succeeding, all Golems should remain dead on their platform.
Throughout the entire instance, Tank F will be taking all the Ruined Golems and leaving them stacked in the middle of the area. The Ruined Golems will be tethered to the first player that hits it. Ruined Golems are always attracted to a Green Golem. If a Ruined Golem comes in close proximity with a Green Golem, it'll fuse and essentially kill everyone with a one-hit KO auto-attack. Tank F will always provoke the north Ruined Golem then provoke the south to handle this. This will prevent the north golem from entering Green Room as it is the closest.
While Ruined Golems do not hit too hard, manage your defensive mitigation.
Allow all 3 Ranged to scout the room and reveal a total all 3 traps. Check picture below for trap and perception locations.
Tanks to pull their Golems into the assigned rooms, healers assigned to tanks to accompany them.
All remaining DPS will focus on Blue Golem, remembering the kill order. Avoid the marked AOE tank buster.
Navigate between rooms while observing revealed traps.
Kill Green golem. No special mechanic here.
Attack the Red Golem and hold back DPS at 5% to 10%. Allow the Tank to draw the Red Golem onto the platform with his immunity. Once the Red Golem is on the platform, quickly kill it.
Attack the White Golem and hold back all burst phase or buffs. Once the White Golem hits 35%, it'll begin to cast Compaction, which heals itself to full. Quickly burst it down.
Once all Golems mechanic have been resolved, gather in the middle to kill off all Ruined Golems.
When it cast Demolish, assigned White Mage will cast a single Holy.
Once Blue Golem is dead, the blue golem healer can go to the white room and heal the white golem tank.
Once Green Golem is dead, green golem healer can go to the white room and heal the white golem tank.
For Red Golem, once it's tethered to the red golem tank, red healer can go to the white room and heal the white golem tank.
The ranged player in the red golem team can stay in the red golem room, and help interrupt every "Metamorphsis". This makes it safer as the tank doesn't need to go near to interrupt, putting themselves in danger.