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Split into light parties and perform your duties. After each room is cleared, the tanks can move to their rooms.
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When the pull begins, the Perception players will move first and clear the hallway (one trap in the left, middle, or right) and each room (two traps total, in front or behind the platform). These must be aggroed by tanks and do a big unmarked AoE called Hellish Slash cast which must be stunned or paralyzed. Bozjan Soldiers will spawn intermittently at the platforms in the hallway.These should either be pulled by ranged to the platforms in the hallway and AoEd down or pulled by melee to the corner of the room and bursted down. Fusion should be interrupted, as Red Slimes absorbing each other is lethal. Red Slimes cast Fusion and tether to the first person who attacks them.As there are three Green Slimes per spawn and four rooms, players will have to hold on feeding. When the Slime reaches five stacks, it will explode in an AoE called Rupture, which lights up the platform if the Slime explodes on it. These should be pulled by the healer standing in the doorway of each room, then pulled by the tank on the platform.
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When they do, they heal to full health and gain a stacking Damage Up and Maximum HP buff. Fusion can be interrupted, but you need it to go off for Green Slimes to absorb each other.
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All other groups have been using this strat since it was shown. While there is probably another intended way to do this side, Mika discovered a cheese strat which is effective for clearing. While progging Slimes/Golems this is not necessary, but is highly recommended for progging Trinity Seeker and beyond. This will allow you to carry more actions when progressing further into the raid.
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This may not be viable in prog, so listen to the raid leader’s calls.īefore starting, make sure to equip two fresh Lost Actions and pop an Essence before going to the Slimes/Golems platforms. Make sure to play safe.īecause the amount of raises are limited, it may be prudent to save Healer LB3 for when the boss is about to die so that the raid can save Lost Arises for progression, whether it be raising in combat or raising after the second last boss as it does not give LB3. The final two bosses will instead inflict Twice-come Ruin, which is the same debuff but inflicts Doom at two stacks. This will also decrease your damage dealt. Getting hit by most mechanics will inflict you with Thrice-come Ruin, which will inflict an uncleansable Doom on you if you get three stacks. ABC takes the left side and DEF takes the right side at the start. These will be split into two groups: ABC and DEF. Split the raid into six parties – A, B, C, D, E, F. Casters can use Lost Cure IV for AoE Lost Bravery as mentioned previously. Other classes are also fine for their utility – Warden’s Paean is extremely useful and Trick Attack gives enormous amounts of damage amplification. Dancer is strong if paired with any of those classes. For pure DPS, Samurai, Machinist, Black Mage, and Monk are extremely strong.As it lasts for 30 seconds and has a 60s CD, two players can keep 100% uptime. Two melees in the raid should be assigned to use Lost Rend Armor.The rest should be using Lost Cure IV every minute to apply Lost Bravery to the party. One caster in the raid should be assigned to use Lost Flare Star.Paladins, Gunbreakers, and Dark Knights all work as well. For Tanks, Warriors are highly recommended for their high damage, self sustain, and low-cooldown invulnerability.Haste gear throughout the party on DPS and tanks helps with the DPS checks. You should have at least one role per party, with two tanks, two healers, and one of each DPS role at least highly recommended.
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