Guide to the Crucible Instance
The goal of the Empyrean Crucible instance is training parties to fight more efficiently for PvE via an arena style instance. The instance consists of 10 stages of 5 parts each, with some hidden bonus stages. The minimum level one can enter the instance is 50 and it has a cooldown of 22 hours. One can only enter when in a party. All monsters are level 55 and the difficulty of the instance increases with the stage. The 6th-10th stages are remarked as the most difficult ones with the 1st-5th stages being the easier ones.
The dungeon entrance is located in the Kaisinel/Markutan Arena. You can use the teleport statue from Sanctum/Pandaemonium that is used for the Kaisinel/Markutan areas, choosing Arena instead, or talk to the NPC in the Inggison/Gelkmaros fortresses. You can also teleport to the dungeon entrance using entrance tickets (cost is 200 arena medals, they are sold by the special NPC that exchanges Arena medals for various things).
You don't need to do any quests for entering this instance. There are quests like the "Sacred Arena opening" that are meant to inform about the instance, but they aren't necessary.
While in the instance, the party earns special medals that can be exchanged for pets, armor, weapons and other valuable items. You can't use any resurrecting skills and items while in this instance. Dead party members resurrect in a waiting area and can return to their group via showing a worthiness ticket to an arbiter. If everyone is in the waiting area, then the instance is closed. You can also leave anytime by pressing a button with an arrow to stop the training.
Rest only occurs between the stages. Stage parts go one after another without any time-outs. You should speak to the shugo-librarian that appears in the center of the instance to proceed to next stage.
This is an easy stage where you kill apprentices of various class masters. Parts 1-4 occur on an interval of one minute each approximately, so if the monster from a part isn't dead, it will stay for the next parts. Part 5 begins only when you have defeated all monsters from 1-4.
Stage 1, part 1
Templar and sorcerer apprentices. Elite monsters, 5 stars
Stage 1, part 2
Chanter apprentice, elite, 5 stars
Stage 1, part 3
Assassin apprentice, elite, 5 stars
Stage 1, part 4
Cleric apprentice, elite, 5 stars
Stage 1, part 5
Instructor Geor. A Gladiator with two swords, heroic, 4 stars.
Stage 1, bonus part
Boxes with worthiness tickets appear. The tickets are tradeable inside the party and disappear when you quit the instance or the game. There are six boxes.
Hint: one box will appear in the waiting area after stage 3-5 and two boxes after 6-5.
This is another easy stage that doesn't require any special information. There are two possible variants of this stage - you have to defeat either Kaidan monsters or Mist Mane monsters. The next part doesn't start until you killed all monsters from previous part. The bonus monster at the end looks strangely like Amumu from the game League of Legends...
Stage 2, part 1
Three monsters: Munmun Maned Warrior, Veteran MuMu Lookout, Veteran MuMu Gatherer. Elite monsters, 3 stars
Stage 2, part 2
Brutal Mist Mane Watcher, Brutal Mist Mane Scratcher (elite, 5 stars), Munmun Maned Warrior, Veteran MuMu Lookout (elite, 3 stars).
Stage 2, part 3
Chieftain Nuaka. Elite, 5 stars
Stage 2, part 4
Five monsters, first are the Brutal Mist Mane Spellshifter and Brutal Mist Mane Scratcher, then another Brutal Mist Mane Scratcher, and in the end - Brutal Mist Mane Watcher and Brutal Mist Mane Healer. Elite, 5 stars.
Stage 2, part 5
Grand Chieftain Kasika
Heroic, 5 stars.
Special skills - paralyzis, sleep, shots serie (3000 dmg)
Stage 2, part 1
Veteran Mamaki Brawler, Veteran Mamaki Tracker, Veteran Mamaki Weakarm. Elite monsters, 3 stars.
Stage 2, part 2
Crack Kaidan Outrider, Crack Kaidan Smasher (elite, 5 stars), Veteran Mamaki Brawler, Veteran Mamaki Tracker (elite, 3 stars).
Stage 2, part 3
Elite, 5 stars
Stage 2, part 4
Two Crack Kaidan Smashers, Crack Kaidan Outrider, two Kaidan Spellshifters. Elite, 5 stars.
Stage 2, part 5
Grand Chieftain Saendukal.
Heroic, 5 stars.
Special skill - Rage Power (AoE, mass-stun and dmg)
Stage 2, bonus part
King Saam appears
At 75% of his HP there appear little parts of Ancient Ginseng.
Their quantity depends on attacks against the big ginseng, so more attacks dealt mean that more parts appear. If the party wants to loot as many as possible, they should let the boss live longer. He will disappear after one minute.
From these monsters it's possible to receive a package of manastones and Ginseng Roots (acts like a Greater Healing Potion and restores 1130 HP, although has common cooldown with the Greater Healing Potion).
Stage 3 features battles with various elementals. This is also an easy stage as most of the elementals are non-aggressive.
Stage 3, part 1
24 elementals (6 fire, 6 water, 6 air, 6 dust). Common monsters, 2 stars, non-aggressive.
Stage 3, part 2
12 monsters (3 water elementals, 3 wind, 3 dirt, 3 fire). Common type, 5 stars, non-aggressive.
Stage 3, part 3
6 elementals (2 fire, 2 typhoon, 1 earth, 1 lake). Elite, non-aggressive, 3 stars
Stage 3, part 4
4 elementals (sea, magma, ground, storm). Elite, aggressive, 4 stars
Stage 3, part 5
Two monsters, Tran of Fire and Tran of Wind. Heroic, aggressive, 4 stars
After this stage, a box with worthiness tickets appears near the Arena judge in the waiting area. Any party members that are dead and don't have a ticket can now obtain it and go back to their party.
Stage 3, bonus part
NPC Arminos appears. He summons 4 elementals, and you have one minute to defeat them.
Dancing Aema of Water, Cruel Galena of Storm, Rude Kagas of Earth and Burning Bromion of Flames appear (elite, non-aggressive, 5 stars).
From them you can receive elemental hats with unique appearances and elemental crystals (3000 HP and MP restored). The party doesn't need to kill them all as bonus parts don't affect overall points and they exist just for some unique loot.
Stage 4 features battles with various balaur. They're quite easy, but you'll need either good DPS or good CC in your party for the easiness to kick in.
Stage 4, part 1
Two draconutes warriors and one healer, after 40 sec two elite balaur soldiers appear. Elite, 3 stars.
Stage 4, part 2
Elite naga mage, elite balaur healer, elite naga warrior. After 40 seconds elite warrior, elite soldier and elite naga chanter appear. Elite, 3 stars.
Stage 4, part 3
Elite drakans: outrider, warrior, mage. After 40 seconds healer and warrior appear. Elite, 5 stars.
Stage 4, part 4
Commander Bakarma. Heroic, 5 stars.
Is similar to a real Bakarma boss, but much easier.
Special skills - Powerful Knockdown, Stun Strike, Crush Joint, Flame Shower of Wrath, Qooqoo, turning into birds. Skills are weaker than that of the real boss, and don't always stun, so it's easy.
Stage 4, part 5
Balaurs from Dredgion appear, one monster each 10 seconds in following sequence: mage, warrior, outrider, mage, warrior, outrider, warrior, outrider, mage, outrider, healer, mage. Elite, 5 stars.
Stage 4, bonus part
NPC Arminos appears again. He summons a portal, from which many drakans flow. They can't be controlled or slowed down, and don't disappear on their own. The party has one minute to defeat as many of them as possible.
Hint: forget about these drakans and wait for one special, Thunder drakan. Only this monster can drop platinum medals and the others are just useless. The necessary monster is big and flying and purple.
There are two variants of this stage: either Steel Rake or Azoturan Fortress.
Stage 5, part 1.
Three frals, then two more. Elite, 3 stars.
Stage 5, part 2.
Two Trained Tipolids (elite, 1 star), Elite Azoturan Archer (elite, 5 stars)
Stage 5, part 3.
Elite Azoturan healer and elite Azoturan warrior (elite, 5 stars)
Stage 5, part 4.
Lepharists Commander (heroic, 4 stars). Later elite archer, elite mage, elite partisan appear (elite, 5 stars), then elite healer and elite defender (elite, 5 stars).
Stage 5, part 5.
Supervisor Magnis. Heroic, 5 stars.
Special skills: Death Bite (lots of dmg for single target).
Stage 5, part 1
5 shulacks appear, elite monsters, 3 stars.
Stage 5, part 2
Madame Bovariki. Heroic, 5 stars.
Calls for Mingming, uses fear (can't be dispelled)
Stage 5, part 3
Golden Eye Mantutu. Heroic, 5 stars.
Party members need to use levers to remove buffs as in corresponding room in SR.
Stage 5, part 4
Engineer Lahulahu. Heroic, 5 stars
Same as in SR, but less dmg given.
Stage 5, part 5
Brass-Eye Grogget. Heroic, 5 stars.
Doesn't call his summons, otherwise is the same as in SR.
Here is where the stages start to become more difficult.
You deal with ghosts and a Spectral Warrior.
Stage 6, part 1
Two elite unfest warriors, then two more. Elite, 5 stars.
When killed they transform into corpses. The party needs to get rid of all corpses as well (kill them), otherwise the Spectral Warrior resurrects them in the end.
Stage 6, part 2
One zombie and 4 liches (elite, 5 stars)
The party needs to CC the zombie and kill the liches and their corpses, then kill the zombie. After the death of a zombie lots of little insects appear (common, 2 stars). They deal a lot of dmg, so you need to kill them ASAP with AoE skills.
Stage 6, part 3
Two liches, one unfest warrior (elite, 5 stars) and a Spectral Warrior (heroic, 4 stars).
Kill summons and deal with the boss, he's quite easy.
Stage 6, part 4-5
The dead Spectral Warrior resurrects as a ghost. If you had killed all corpses, he'll be easy to deal with. At 50% of his HP the 5th part starts. If there are some corpses left, he'll resurrect them and you'll have Graveknights.
After this part 2 boxes with worthiness tickets appear near the Arena judge in the waiting area. You can let one of your party members die, so he can loot these boxes and you'll have one extra ticket from this.
Stage 6, bonus part
NPC Arminos appears as an elite 5-stars monster. You have 1 minute to kill him. As a loot you can receive Soul Crystal (restores 4000 HP and MP, common cooldown with other Crystals) or a unique transparent weapon (green, for remodeling purposes only).
At this stage you need to defeat your class masters. For Elyos they are Boreas, Juventus, Hecate, Thrasymedes and Orphe, for Asmo - Traufnir, Sigyn, Sif, Freyr, and Aud (skillbook sellers)
This is the first more or less difficult stage and requires good equipment and party work. If a Templar tank is with the group, then from stage 7-9 he should take the initial AOE round that each stage has at the beginning in order to build aggro. Clerics should make sure to use lots of instant heals and big heals to keep the party in full health and Chanters should use their protective buff spells at the right time to keep the party survivability up.
Stage 7 part 1.
Boreas/Traufnir, master of templars and gladiators. Heroic, 5 stars.
Special skills - Catch (sector AoE, sector is from the skill target, not from boss line of sight, acts like Doom Lure of templars, pulls everybody affected to Boreas and gives a debuff that slows down - can be dispelled). Immediately after Catch he uses Rage Wave - 5000 dmg, AoE in melee-range. The third difficult skill is Destroy Wave, 3000 dmg.
Looking at the waiting room as a 12 o’clock position, the instructor will spawn around 10 o’clock; it uses the Divine Grasp(DG from now on) skill to bring in low HP party members to kill them quickly. This fight can be fought a couple of ways.
Tank him near the fence, with his back to your party. Weak ones (sorcerers, healers) make sure that they have enough space to run away, and try not to collect lots of aggro. When Boreas turns and casts DG, everybody close to his target runs as far away from it as possible (put his target a 3 o'clock and everybody else runs to 9 o'clock), because it'll be pulling with slowing debuff - and Rage Wave.
Another variant is the following: the target of DG runs to Boreas, behind his back, so he turns away from the party. In this case it's not likely that he'll pull somebody else.
If the targeted is a clothie or a leather wearer, they should use their evasion skills to evade the hook. The cleric should also be ready to heal the party member immediately.
Third variant: ranger uses his traps, the skill can't pull more than 6 targets including elementals of SM and traps.
If you are caught, use a Greater healing potion (or scream to your cleric to dispel you ASAP) and run away from Rage wave. The Cleric uses mass-healing skills if needed.
Stage 7 part 2
Juventus, master of assassins and rangers. Heroic, 5 stars.
Sky hit - 6000 dmg
Storm power - 6000 dmg, turns the target backwards (can be dispelled by anti-shock skills)
He can randomly change his aggro. Can be kited. If you are a cleric or sorcerer, avoid him at any costs, his skills are very powerful.
Looking at the waiting room as a 12 o’clock position, the instructor appears around the 1 o’clock position. The instant AOE spells hurt, but for plate wearers it can be healed through. Leather wearers should move back.
When the instructor raises its hand in the air, it is an indication that it will use its instant AOE skill and everyone should move back as the range is only 10m. The biggest thing to watch out for about this instructor is the stealth, which it does twice in the whole fight. During that time all party members should use damage resistance scroll and start moving, the reason for this is that once the instructor comes out of stealth, it comes to backstab a random target. If you stay put and do not move, you will be hit twice which will down even a plate wearer.
Tip: The targeted should move around just enough to get backstabbed once so the instructor can than go back to the Templar, otherwise the aggro can reset to make the instructor go on a killing frenzy for other party members. As for the Templar, you should be ready to pull aggro when the instructor backstabs a target then changes the target to backstab another target. It will use a total of two backstabs, but if the target moves around after the first backstab the instructor will change target. After both backstabs the Templar should quickly pull aggro.
Stage 7, part 3
Hecate, master of sorcerers and spiritmasters. Heroic, 5 stars.
Inferno - instant cast, lots of damage, AoE
Kaysinel's Wrath - AoE, 10 meters from the skill target, 5000-10000 dmg
Uses Fire Arrow mostly. After 50% HP summons two elementals, air and fire, both heroic monsters.
Don't go under Kaisinel's Wrath. Elementals are kited by the off-tank (assassin, gladiator, whatever) somewhere at the background, while the party wipes her out. Elementals aren't weak DD, so the off-tank must not catch Kaisinel's Wrath, or he/she will die.
This instructor will spawn at 7 o’clock position and the instructor’s Wrath skill can be evaded by the Assassin’s evasion skills, so an Assassin should tank this fight if possible.
The Assassin should be the only one damaging the instructor until the first Wrath spell, then the DPS including the Temp/Glad should start damaging the instructor. Whenever the instructor casts the Wrath skill or Sleep Cloud spell, everyone should pull back. (The range is only 10m so you don’t have to pull back too much.)
The Temp/Glad shouldn’t back away from the Sleep Cloud that will be cast at 51% of the health, and wait for the Cleric to use the “Clear Mind” skill. Once free, you should quickly aggro the elemental that will spawn right after the cloud in order to pull it towards the wall near the waiting room.
Around 25% of the instructor’s health another Spell cloud spell will come out and make sure to tell the Assassin to yell out whenever the Sleep cloud is coming. When it is time you should go to the middle of the party to use “Empyrean Providence” which will protect the random party member who will be hit by Wrath 3 times in a row. Once that’s over with, take the elemental back to its corner.
The wrath target should move away from the party, so that they don’t affect other party members from the AOE. Remember though that Wrath will hit 3 times.
Stage 7, part 4.
Thrasymedes, master of clerics and chanters. Heroic, 5 stars.
Uses lots of chanters and clerics skills and in the beginning is under Word of Wind (can be dispelled by SM using dispelling skills three times). The most important skills are Word of Destruction (instant cast, AoE, DoT, lots of dmg) and combo Meteor Strike + Incandescent Blow (7000+ dmg).
When he reaches 25% HP, he resurrects Boreas, Juventus and Hecate. They have a death debuff and so have less HP.
The instructor will spawn around 2 o’clock position and the things to watch out for are 75% and 25%.
Boss is melee mostly, so range DD keep their distance and don't get too close. After three boss resurrections, a sorcerer or SM controls Boreas, the off-tank grabs Hecate and Juventus and kites them along the right side. The main tank, cleric and DD go to the left side with Thrasymedes and finish him (it doesn't matter which side to choose, just make sure they are opposite and the cleric doesn't collect aggro from Hecate and Juventus. an Off-tank is healed by a chanter).
More specifically, just approach the fight in the beginning normally and around 75% the instructor will use “Word of Destruction” and you should quickly decurse this either from the Healing Root or from a Cleric, otherwise even a Templar can die within 2 seconds of this debuff. The key here is for everyone to be ready to use the Healing Root, instead of waiting for the Cleric to help them. However the Cleric should first aim to decurse the Templar first.
It is dangerous for the entire party member to be hit by “Word of Destruction”, so before the HP hits 75%, everyone should back away while the ranged DPS is still damaging. Also the Chanter & the Cleric should stay at their max distance and whenever the spell is being cast they should move back since the spell range is 20m.
The AOE stun cast at 25% can be dispelled by the “Remove Shock” spell, as soon as you do that the Cleric & Chanter instructor will revive all the previous instructors.
- Templar & Gladiator Instructor should be kept mez’d until the Cleric & Chanter instructor is killed. If you don’t mez it and let it roam free it will use the Divine Grasp skill to pull the party members towards it to use AOE attacks. When this happens all clothie & leather wearers will die. So it is crucial for the Sorcerer to keep the Templar & Gladiator Instructor mez’d.
- Assassin & Ranger Instructor should be kited around by an Assassin, Ranger or if another Sorcerer is present in the party the Sorcerer should kite it around until the Sorcerer & Spiritmaster Instructor is dead.
- Sorcerer & Spiritmaster instructor should be DPS’d by the DPS and the Sorcerer who should also keep the Mez on the Templar & Gladiator Instructor. When the Sorcerer & spiritmaster instructor dies the Assassin & Ranger Instructor should quickly be taken down next.
After Sorcerer & Spirit Master Instructor and Assassin & Ranger instructor die, the Templar & Gladiator instructor will disappear, and then the DPS can focus down the Cleric & Chanter instructor which will be tanked by the main tank.
Stage 7, part 5
Orphe, stigma-master. Heroic, 5 stars.
Uses skills and stigmas of all classes, summons healing servants and holy servants.
Holy servants are easy to kill, forget about healing ones, they have too much HP to bother killing them. Don't get too close and don't let her turn to the party and it will be OK, she's easier than the cleric master.
The Artisan will spawn around 3 o’clock position and it uses an AOE skill called “Severe Precision Cut” during that time the melee should step back especially for the AOE “Severe Precision Cut” and the “Call Lightning” that will be cast right after it. DPS should pop potions while the Chanter uses protective skills.
At 50% health the Healing Servant & Noble energy will be spawned. You don’t have to kill Healing Servant but Noble energies that spawn around 3, 6 and 9 o’clock should be killed by ranged DPS.
Stage 7, bonus part
A box appears. You can obtain skillbooks with unique animations for Mau Form (rangers), Sleep (sorcerers), Summon Holy Servant (clerics) and Fear (spiritmasters)
Summon: Holy Servant
You'll have to deal with 4 old bosses and one new. This stage is easier than 7th stage believe it or not.
Stage 8, part 1
It's either the Vile Judge Kromede or Kromede the Corrupt, appears randomly as in FT. Heroic, 5 stars.
Guilty verdict (AoE, melee range, 4000+ dmg)
New shock wave (3700 dmg, after 25% HP)
Last chance (AoE, 6000 dmg)
If you've been to FT, you pretty much know how to kill her. The difference between Vile and Corrupt is that Vile spawns traps all over the place, and Corrupt spawns them only in melee-range around herself. The boss is quite easy.
Stage 8, part 2
Queen Alukina. Heroic, 5 stars.
Water strike - AoE with debuff
Gravitation - AoE, pulls everybody towards the boss
Madness - DoT with blind effect
Deceive - turns into a bubble with DoT (can be dispelled by cleric or Greater Healing Potion, cleric can't dispel himself)
Blow up bubble - 7000 dmg to those who are in bubbles.
Easy boss. The only problem is with the bubbles. Cleric and chanter must take turns to use Greater Healing Potions: f. e., the first time Cleric drinks the potion and dispels chanter and others, the second time chanter uses the potion and cleric waits for this debuff to end. Otherwise your tank can be left without healing classes and die. RDD keep their distance and everybody except the tank should keep behind her back.
Stage 8, part 3
Bollvig Blackheart. Heroic, 5 stars
Flame of Death - 2000 dmg, AoE DoT
Sleep of Death - the target sleeps (NOT AoE as the real boss has), can be dispelled by cleric
Gale Wave - AoE, melee range, stuns everybody in range. Can be dispelled with anti-shock skills.
Charming Attraction - pulls targets towards the boss, 40m range, 90 degree sector
Nerve Absorption - drains flying time (VERY important, you can't fly there, so don't bother =) and paralyses single target
Curse of Soul - drains MP, adds a debuff
Confusion of the Cursed - fear and 2000 dmg for those who have Curse of Soul debuff
Mortal Cutting - over 6000 dmg to single target, long-distance skill.
Uses reflection (can be dispelled by SM)
Despite lots of skills, he's an easy one. Many melee classes can cause a difficulty because of his melee AoE (extra work for the cleric) and don't forget about reflection or you can die.
Stage 8, part 4
RM-1337C. Heroic, 5 stars.
Punishing wave - 3000 damage for single target
U-Turn - 2000 dmg, turns backwards. Can be dispelled by anti-shock skills
Rune chain - 5000 dmg
Rune destroy - 4000 dmg
Bio explosion - mass fear
Pathogen Transfer - single fear, blinds target
Rune hit - 5000 dmg
The boss can randomly change his target, so be careful. Uses Pathogen Transfer on a random target. Quite easy, don't get too close if you're a RDD.
Stage 8, part 5
Perfect Helena. Heroic, 5 stars.
Catalepsy - stuns random target, 3000 dmg, can be dispelled by anti-shock skills. Summons typhoons, don't get into them, they deal lots of dmg.
Fire pillar of darkness - AoE 20m, over 5000 dmg
Darkness ashes - lots of dmg, AoE
Air trap of darkness - air trap, AoE, uses after 50% HP, can be dispelled by anti-shock skills
Darkness wave - AoE, over 4000 dmg.
Don't get too close and don't get into her typhoons. Fire Pillar has a unique animation - Helena jumps and starts her cast in the air, so run away.
With 4 old bosses and one new, this can be a very difficult stage. All bosses after a certain period of time receive a "Blood Thirst" buff that increases their attack speed, so you need to kill them as fast as possible.
Stage 9, part 1
Crab Norris. Heroic, 5 stars.
Shock wave - stun, can be dispelled with anti-shock skills
Sudden blow - 4000 dmg, AoE, sector 140 degrees approximately
Easy one. Keep behind his back (except for tank of course) and everything will be all right.
Stage 9, part 2
King Consierd. Heroic, 5 stars.
Turning around - mass-stun
Force flow - over 6000 dmg
Hit wave - AoE, deals lots of dmg
Stun wave - mass-stun
Flesh destruction - vampiric skill, the boss heals dealing damage
Blood Thirst (op cit)
Use Word of Wind immediately, use power shards, increase your DPS as much as you can, or it will be your last stage. If he uses Blood Thirst - it's almost certain wipe.
Avoid Flesh Destruction at any cost, or you won't have the time to kill him. He'll heal himself. It has a radius of approximately 20-25m, so run away. The problem is, he usually uses Stun Wave, and then changes target and uses Flesh Destruction, and the Stun Wave effect can't be removed by anti-shock. Kite him as much as you can, avoid his stuns and vampiric skills. DPS and kiting are keys to success for this one.
Stage 9, part 3
Takun the Terrible, Gojira. Heroic, 5 stars
Have a rest, this is an easy stage. Just take one of them close to another, and they'll start to fight. Help them a bit, your aim is to kill both of them at the same time. They deal lots of dmg and are difficult to tank, so let them finish one another off.
Don't go AFK though, because if nobody attacks them, they might kill you instead of fighting. Range damage only and melee can use their bows (a chanter with a bow like in the 2.5 skills video ) or just sit and wait. Tactics are similar to the Eye of Reshanta fortress, the third boss in the dungeon where you need to kill dark and light side simultaneously.
Stage 9, part 4
Andre. Heroic, 5 stars.
Beat a triumph - sector AoE in front of the boss, stun
Powerful attack - over 4000 dmg, stun
As in the video given, the tank stands in front of the boss, DD and healers near his rear paws. If the boss changes his target, his target should immediately run to the tank to turn the boss back, or else everybody will receive the stun.
Chanter tries to DD if it's possible, because if you don't succeed in killing him during a certain time, he'll use Blood Thirst and start to give 360-degree stuns with very small pauses, and it'll be a wipe.
Stage 9, part 5
Kamara Bloodthirsty. Heroic, 5 stars
Kamara Cry - AoE, 7000 dmg
Round tail hit - AoE, 12000 dmg
Rage cry - AoE, 5000 dmg
Powerful jump - AoE with stun (can be removed)
Outraged hit - 4000 dmg for single target
Blood Claw - 6000 dmg for single target.
Stay in front of the boss, very close, RDD included. When it uses Kamara Cry, go under her, close to her tail, and the skill will miss you. Then run back to her nose. When it uses a Round tail hit, you should stay in front of her, close to her face, then it'll miss too. Other skills aren't so dangerous. Don't forget about your DPS, power shards, selfbuffs, everything you can think of, or it'll use Blood Thirst... and it's a wipe.
Stage 9, bonus part
A red drakan appears (elite, 5 stars). You have one minute to kill him and a chance to receive a pet with a cube of 18 places, and drakan candy that transforms you into red drakan (just for fun).
Dark Poeta and one new boss.
Stage 10, part 1-2
Many Balaur appear in groups for these and CC is the key to success here. Kill them quickly and carefully using your CC skills. Elite, 5 stars.
More specifically, for stage 10 – 1, the mobs spawn at the 6 o’clock position and will spawn in order of 3, 2, 3 and 2 the thing you want to do is have high burst DPS and focus firing to quickly down the numbers.
The first 3 are a combination of Cleric, Sorcerer and Archer and the tank should quickly mark them with Cleric as 1, Sorcerer as 2 and Archer as 3. Keep tanking the Cleric and use your AOE taunt whenever it is off of cool down. The DPS should quickly DPS down starting at 1 and going 3. When the Cleric dies, it would be good for a Sorcerer to cast a quick CC on the Archer.
If the 2 mobs spawn around when you kill the Sorcerer, the tank should hook and Taunt it and mark it as 4 then taunt the other one and mark it with 5.
As the fight goes on, if your party has high DPS as the number 4 dies and if your party has low DPS as the number 3 dies, the 3 will spawn. Which will be another Cleric, Sorcerer and Archer combo. Quickly try and finish off mobs 4 and 5 and then the tank should do the same as before. A Templar should AOE taunt while marking them 1 ~ 3. The tank should keep the taunt up as well as single target taunt.
Around the time you kill mark 2, the last 2 mobs will spawn and the tank should mark 6 and a CC mark. The 2 are the last mobs that will spawn and it can be useful for a Templar to use the “Terrible Howl” skill to get aggro as well as putting the mobs in confusion for a short while to reduce damage coming in.
The tank shouldn't blow long cool down skills at this point if possible as blowing them now can increase the difficulty of the next stages. Also you can try and kite the mobs.
When you are down to your last mob, the Sorcerer should CC and the party members should take a moment to regain mana and time from the cool downs they used. Rest for about 2 minutes.
** Tip **
1. Don’t be pressured in to thinking that you have to keep all the aggro to yourself as a tank. If a mob that is being focused down runs off, let one of the DPS take the aggro.
2. DPS should be ready to cast AOE CC, if the situation looks like there are too many mobs for the tank to keep in one place.
Stage 10, Part 2 - Multiple Balaur
Same situation as the previous round, except it is 12 instead of 10 and spawns a little faster than the previous round.
Stage 10, part 3
(video includes Tahabata)
Marabata of strength. Heroic, 5 stars.
Summons Attack generator, so kill it in time, just like in DP. Easy boss. It spawns in the middle of the map and spawns an attack enhancer at the 9, 12 and 3 o’clock positions. This attack enhancer reflects range attacks, so you have to melee DPS. If you don’t DPS it quickly, the tank can die in the blink of an eye.
It would depend on how your party is formed, but put your two ranged DPS at the 3 and 9 o’clock positions and the Assassin at the 12 o’clock position, so it can move around the 3 and 9 o’clock position to help DPS down the add.
Stage 10, part 4
Tahabata. Heroic, 5 stars.
The same as in DP, just a 55-level one. Paralyzes, uses fear, summons guards. Just position everyone but the healer and the tank to the corner of the circle towards the waiting room direction, so you don’t get hit by the Slams. The rest of the fight is the same as Dark Poeta, so we will skip it.
Stage 10, part 5
The last boss: Vanktrist. Please note that the main tank should have 400 Physical Defense and at least 2400 and higher Armor if it's a Temp.
It's 5332 Arena medals for each party member that finished the instance.
Vank spawns in the middle of the area and everyone wants to down this guy, but most people die at around 50% from the Big Bang and if the party is pretty good they usually die around 25 ~ 20%.
Most people argue that Magic Resist is better, or Physicai Resist is better, but to be brutally honest it doesn’t matter. Just wear your gear. The key is timing and teamwork, not gear…this was our team’s conclusion. (However, at the Big Bang around 9000 HP are gone so everyone has to be over 9000 HP to attempt this fight.)
To down Vank, you need your entire party member’s survival cool downs available as well as 8000 DP ready to use…also you need a bit of luck to pull this off as well.
The Tank should hand over Party Lead to a DPS before fighting Vank so that they can mark.
When Vank spawns the Tank should drag Vank to any corner and the DPS should burn it down to 75%, there will be no danger until 75%.
At 75% Vank will use the skill ‘Dimensional Choke’ and you cannot avoid this skill, which will apply a movement debuff on you. It can’t be cured and following that will be ‘Great Quake – 25m’ where all the party members should use damage reducing scrolls to survive. Leather and Clothies can avoid it by using ‘Evasion’ and ‘Blind Leap’.
Starting now, there will be 1 ~ 2m radius of Vank where there will be black circles and if you step on these you’ll get paralyzed so watch out for that.
Before Vank hits 50%, make sure the Chanter uses ‘Word of Wind’ on party members.
When Vank hits 50%, it will once again use ‘Dimensional Choke’ and ‘Great Quake’ as a combo, then it will summon 3 of each Red & Blue spheres.
Clerics should quickly heal the party and especially the tank. Usually at this time, the tanks step on the black circle a lot and get paralyzed. When that happens you have to rely on and believe in your healer.
Now that the cleric is healing their ass off, the sphere will all aggro towards the healer and when this happens the Sorcerer should use their ‘Wrath’ skill + other high AOE skills to apply quick burst damage and then take them to a place where there are no party members around to just kite tank. The DPS marker should mark 1 on the red sphere to quickly down it.
The red spheres explode for 4.5k Health each so if you kill 1 now then during the ‘Big Bang’ you can survive it. (Some of my party members said the damage varied on how far they were from the explosion, so try and take them far away from your teammates.)
The Chanter should cast ‘Word of Wind’ and then position themselves to get ready to use the ‘Curtain’ skill before the ‘Big Bang’ happens, which will happen 30 seconds after the Sphere summons. All the party members should do everything in their power to become full health before the explosion, so they can survive the explosion.
If you successfully killed off 1 red sphere, you will receive around 9000 damage and if the Curtain skill worked, you could probably reduce a lot of the damage coming in.
After the ‘Big Bang’, the healer should quickly get working on healing the party to full health and the DPS should DPS like there is no tomorrow.
At 25%, Vank will use ‘Dimensional choke’ -> ‘Great Quake’ and the reaction should be the same as before. When the spheres summon, the main tank should use pots and right before the ‘Big Bang’ happens all the party members should gather around a templar tank for ‘Empyrean Providence’ (if the MT is a Temp).
It would be good if the Cleric can use Acquitta & Brilliant Protection.
People usually panic at the Spheres that spawn after the 2nd ‘Big Bang’. These are just illusions and if the Sorcerer gets their aggro and kites them, they will disappear after 10 seconds.
At 15%, Vank uses ‘Dimensional Choke’ -> ‘Great Quake’ and after it will spawn 6 ~ 9 spheres. A Templar should instantly use ‘Prayer of Victory’ to get AOE aggro then use ‘Nezakan’s Shield’ right after to hold the damage. Also use the AOE taunt skill to keep their aggro. At this point all DPS should do all their power to quickly burn Vank. Healers should get ready for the third ‘Big Bang’ and get all the party members to full health, then participate in the DPS.
There will be a few people dying on the third ‘Big Bang’, because the spheres didn’t get killed off, but you should quickly re-enter and participate in burning Vank down.
At the last moment the Templar should use everything (Potions, scrolls and etc.) to survive.
--- Because the amps always go up to 11 and because we need a stage for FREE TUTTY! THE BONUS BATTLE!!!! ---
This post has been edited by Nobody: 02 June 2011 - 10:56 AM
Reason for edit: Added a more full stage 10 from info in a Korean guide