I’ve always believed that the definition of true courage is not a lack of fear but the exact opposite – lots of fear but the courage to push ahead anyway. Sadly, I’ve been less than courageous the last six [?] months, putting off doing The Vault dungeon until I’d literally run out of anything more interesting to do. 😦
Well, my Summoner, Meeka Thara, has finally done The Vault. Twas not glorious. I died at the three quarter mark of the third boss, but luckily the rest of the party finished him off while I lay ignobly dead at their feet. -sigh- I did learn a few things that may help others though. What follows is for newbies, and is only a kind of overview and tips type thing. You should still watch videos of the fight and read up on it for the complete mechanics.
So, to the overview and tips:
- Unless you’re incredibly overpowered, the trash mobs are actually quite hard. Not Limit Break type hard, but hard, and they aggro from quite a distance. Party members who run ahead of the tank are stupid, plain and simple.
- The first two bosses [Ser Adelphel and Ser Grinnaux] start out almost easy, but when you get them down to about 20% HP they morph into much harder creatures, so don’t be lulled into a false sense of security.
- As per usual, the 2nd boss [Ser Grinnaux] is harder than the first and uses some mechanics that can trap the unwary. One of them is the aetherial tear [or void gate]. The Boss throws these void gates around the outer edge of the circular arena. Standing near a void gate will cause some damage and stacks of vulnerability. Unfortunately, it’s not just a case of avoiding these gates. Every so often, the boss does an aoe knockback that sends everyone to the wall. If you get knocked back into a void gate it’s not good. As much as possible, try to position yourself so your back always faces an undamaged section of wall. I did read one forum post that advocated stacking the void gates all in one place to make it easier to avoid them but…I don’t know how you’re supposed to do that.
- The third and most powerful Boss [Ser Charibert] is hard right from the beginning. His mechanics include:
- Heavens Flames – these are circular fire aoes that target each, individual player – i.e. you will always have to be on the lookout for them,
- Chains – this mechanic chains two players together and keeps doing damage until the chain is snapped. If the two players are standing fairly close together when they are chained, they just have to run a short distance away from each other to snap it. If, however, the players are a long way apart when they are chained, they may not be able to put enough distance between each other to snap the chain.
- Knights – look like huge chess pieces and march in a row from the north of the arena to the south. Contact with one of these Knights causes damage AND a powerful Attack Speed Slow. This is not the kind of debuff you want when fighting a boss. The good thing, however, is that the Knights can be avoided, at least in the early part of the fight because they’re fairly slow and always keep to a straight line [think of them as moving line aoes].
- One strategy I read which worked really well during the early part of the fight is illustrated in the follow graphic: The idea of stacking on the tank is that you automatically avoid the lines of Knights. You also have heaps more room to move if you get chained. It does work so long as you keep track of where the boss and tank are. 🙂
- At about 60% health, the boss disappears and returns with 2 adds – both Knights, but these ones can do line aoes. He also casts Holy Flames. There are about 6 [?] of these positioned around the outer perimeter and DPS have to kill them asap. Holy Flames are followed by a room wide aoe called Pure of Heart. Now I’ve read that Pure of Heart can be followed by Sacred Flame, which is another room wide aoe. Apparently Sacred Flame depends upon whether the Holy Flames were all extinguished prior to Pure of Heart going off. We got all the Flames so I didn’t actually see this for myself. I assume it would have been bad though.
- In all the videos and guides, they say that after the Holy Flames/Pure of Heart sequence, everything else is ‘just’ more of the same but ‘a bit faster’ until the boss dies. Hmm….
- The reality is that phase 2 of the fight is when the boss throws everything at you at top speed, again and again and again. Knights charge down, chains happen along with fire aoes, and it’s all happening at once and OVERLAPS. Dodging the Knights was easy in the beginning but now with everything hitting you at once, moving and fighting at the same time becomes problematic, at least it did for me. As you can see, a new line of Knights is forming in the top of the screen before the first lot have even passed. It’s rather chaotic and unless you’ve got your camera pulled out as far as it will go, seeing what’s happening [so you can avoid it] is difficult. This is around about where I died, probably because I was just too slow.
Given my lightning fast reflexes – chokes laughing – I should have just focused on my feet and forgotten about everything else. After all, the rest of the party managed just fine without me. Instead I tried to dodge while casting like the healer – awesome healer, by the way – and I failed.
So there you have it. Another dungeon, and a morning wasted on gated content that I hate, and no writing done, but at least I now have something more to do until the next trial in the game [Bismarck]. At this point, all I want to do is get past the gated content and reach the Dravinian Hinterlands for the crafting. After that, who knows.
p.s. if you click on the screenshots, you should be taken to the Youtube video from which they were taken.