Dragonsong Reprise Ultimate Phase 5 Guide - Dark Thordan Phase (Thordan 2)

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tell me my friend have you ever dwelled on that dark moment dwelled on what may have come to pass if the life which was lost was spared instead hi guys and welcome to a hector lecture guide to the dragon songs reprise ultimate this is phase 5 dark thordan phase this video is going to be the fifth in a series of videos breaking down the entirety of this very long and complicated fight so if you haven't watched my previous videos i recommend going back and giving those a look at first to understand some of the things i'll be explaining in this phase this guide will presume that you are fully familiar with everything from the original thornton phase in this fight everything that is brand new though will be explained as the fight begins the boss is going to immediately cast incarnation just tethering them to these dragons and taking in their power using them for future mechanics you're also going to see dragon's eye which is another non-mechanic it just means that in the future the i that appears the giant dragon eye will also perform a gaze attack at the same time as thorin no different than what we saw in the original phase though now there are a bunch of new mechanics that i say new but for anybody who's done the unending coil of bahamut or yukob these should look really familiar i want to break these down for anybody who's not familiar with these fights because they're going to get mixed in with a lot of thorn mechanics and it's easier to talk about them one-on-one first off is twisting dive this brings back my favorite mechanic from yukob twisters essentially one of the dragons will cast twisting dive and when the cast bar finishes they're going to perform a dive now something that's different from how this worked in you cobb for those familiar with that the timing is slightly different the uh animation tends to be seems to be the trigger for when the twister appears not the cast bar so the move timing is slightly different from how it was in ucob the boss dashes across and then these twisters are left behind they're very tiny but they're left over every single player as opposed to just a handful like was in yukob and just to show you what happens if somebody say does not move or moves late or happens to walk into another player's twister like main tank's gonna do here they explode they instantly die and there's a knock back that will send any nearby players flying to their certain death as well so whenever you see twisting dive cast you just need to make sure when the animation is going off you are moving and not towards where any other player is or was sorry another mechanic that we're going to see returning our dive bombs when you see this marker here above your head that means that a dragon on the edge of the arena is going to start preparing a line aoe towards where you are but you get to choose where that is so if you move to the edge of the arena when the marker disappears the dive bomb is locked in place the dragon will start casting cauterize and turn to face you and you now have plenty of time to get away from there so that you're not hit in the very large line aoe that's targeted by it another returning mechanic that we're going to get is the thunderstruck debuff when players are targeted with these it just means when the debuff runs out they explode in a very small point-blank aoe so don't be stood near anyone else when the debuff timer runs out if you accidentally clip somebody with this uh they are likely to take lethal damage and if they somehow survive they're left with a paralysis that is incredibly irritating we also get the return of doom players that are targeted with doom are both going to see the debuff next to their name and they're going to see these symbols in this sort of design around them you will die if you don't clung your doom so to cleanse your doom you need to look for doom cleanse puddles they start as a very large puddle but they are completely useless at this point you need to wait for them to explode to reveal a smaller doom cleanse bottle now by walking into this the player will remove their doom debuff be aware that another player could accidentally walk into that doom cleanse bottle and steal it so do not walk into it unless you need to clench your doom now let's break down the actual mechanics from this fight make sure that the main tank is facing the boss away from the party because they are going to be receiving these same cleaving auto attacks as in the first thornton phase very shortly in though you're going to get wrath of the heavens cast this is the first major trio mechanic in this phase and thornton's going to call a combination of knights and dragons to his side and they're going to help out to perform all the mechanics in this phase so when they jump away you want to have the whole party roughly middle bunch of dragons and knights land and you want to immediately identify the dragon surrounded with two knights on either side of him uh over on the west side of the screen is what you see them uh where you see them right now that dragon is going to start casting twisting dive meaning you cannot be in a line with where that dragon is currently aiming which is straight through the middle the two knights are gonna tether to two random players unlike other tethers you cannot steal these tethers off these are just stuck on the players those players just need to go directly opposite their knight to stretch the tether very far finally one player is gonna get targeted with a jump we're just going to have the jump player go away from the rest of the group so if we treat the where the twisting dive dragon is as our relative north all of the non-jump players are going to go right and the player with the jump is going to go left and hug quite far up in the north so that they don't clip the players that are taking the uh tethers so it looks a little something like this you can see that the jump player is not quite on the intercardinal there are a couple of crystals in about two or three is a good shape there uh similarly the players with the tethers are not on the intercardinals they're about five crystals away from their inter-cardinal is the perfect place to stretch this and everybody else is spread out just roughly because it's a twisting dive and being spread out makes it a little bit easier to not accidentally drop twisters on each other now as soon as the gas bar finishes for twisting dive that is the timing where the animations are going to go off all the dashes come off and when you watch the animation is when you're gonna move but there's a couple of things that happened just before then that you should try your best to take notice of now first two nights drop down and the one you need to focus on is the warrior that's gonna be the safe spot for the next combo of mechanics so spotting where that warrior is early helps two players are gonna get their thunderstruck debuffs they just need to note that down because when we're in the safe spot they're gonna go away from the rest of the group and finally one player is gonna get a dive bomb marker they're gonna immediately move opposite where the warrior is so the warrior is at d they're going to go all the way to the edge at b but before all that happens watch the twisting dive animation go on and just move forward to not stand in your twister now that that's happened we're going to spread out because we're about to get hit with sort of protein wave style cleaves from the middle but main tank who has that uh dive bomb marker needs to immediately go to their spot and we're gonna do one other thing uh r2 who was the other player with a tether they're gonna cross over opposite all of the players who haven't had a mechanic yet this is done deliberately to help spread out future mechanics so i recommend always having your tether players on the same side as your jump player opposite of the players who haven't done anything yet thorden castle ascalon's mercy revealed this is just like those baited cleaves from the first thorden phase but instead of being baited this time they just hit you so it's just a spread you can't be overlapped and right about the time this hits is when the dive bomb marker disappears so it's really important that your dive bomb player is already opposite the warrior baiting all those dive bombs that side you'll see that the dragons on either side rotate and aim their cauterize there away from the warrior which is what you want the warrior is going to start to cast empty dimension that's that in mechanic so it's just a donut everybody needs to get inside of but before everybody hurries over there two players are going to get targeted with sort of baited edo aoes one of them is going to get a hellfire puddle underneath them from one of the dragons the other one gets an altar flare from one of the mages now these are somewhat random and who's targeted but at the same time they're not in fact the way we've spread is deliberately designed to spread these out so the uh hellfire is always going to go on to one of the four players who did not have a mechanic yet in this case m1 and the altar flare is always going to go on to one of the players who has had a mechanic yet in this case off tank by spreading out to making sure they're opposite like we did for the ascon's mercy revealed this allows us to make sure these are always opposite and leaves them lots of room to bait them everybody else who doesn't have one can hurry over towards the donut ready to be in positions for when that goes off uh these players need to deal with their baits though and they work slightly differently the hellfire are actually gonna come as a set of five and if you linger in any of them if you stay in it too long you get yourself a dot that will instantly kill you the altar flares are instead a lot like ifrit eruptions they explode after a set amount of time so you just can't be still stood in it when it explodes or you'll die after they've baited all four altar flares and all five hellfires they're gonna join the stack group and you'll see that the thunderstruck debuff uh players are already out they're away from the rest of the party they're in position to make sure that they don't clip them because at the same time that the in the empty dimension goes off the thunderstrucks go off as well assuming it's all done right you should be positioned like this for everything to hit the cauterizes dash opposite the warrior the donut goes off the thunderstrucks go off but everybody's in a safe spot so you're good to go and that's it that's all of wrath of the heavens if you survive that the boss is gonna cast an ancient quagga so just shield heal mitigate this it's no different than it was in the previous thornton phase we now get a mixture of the same tank busters as before heavenly heel targets and leaves a physical phone up and then an ascalon's mite on the other tank you might have an invol back and could potentially have the tank take all one tank take both sets of tank busters but it's entirely up to you how you want to deal with this if you'd prefer to do the swap and cooldowns shortly afterwards the boss is going to prep its second and final major mechanic of this phase death of the heavens once again thornton calls down a combination of different knights and dragons and when the cast finishes they jump away now for this one you once again want to be roughly middle and this is visually cluttering uh a lot of things are going to come down all at once right off the bat make the simple there's only one knight that actually lands on the arena find the warrior that warrior should be your new relative north and everything is going to be done relative to where that warrior is because behind that warrior will always be a dragon doing a cauterize directly through the middle of the arena diagonal from that warrior you're always going to have a knight and a dragon that are doing dashes across the screen one of those dashes is a twisting dive so we'll deal with that when we get to it but if we look at the overlap of these hits you'll see that there are six distinct safe spots four small and two larger ones we are shortly going to spread our eight players into those six safe spots think like strength of the ward back at the beginning of thordan how you had to spread into two triangles we're now spreading into six triangles to complicate things four random players are about to get doom now we need to be very tactical in where we have these doom players and where we have the non-doom players go to make the mechanic work easily so uh one there's a lot of ways that you could do this to make sure that everybody can communicate and see where each other is quickly but one strategy i've seen that works brilliantly have your players line up in a specific order in this case tank healer melee range when the dooms hit all you're gonna do is have the doom players take a step back what you can now see is the doomed players can see really clearly where they are relative to each other and the non-doomed players can see where they are relative to each other if we remember those six safe spots we now can spread to them with one player going to each of the small safe spots and two players going to each of the larger safe spots for the non-doomed players it'll always look like this the two on the edge go to the edge safe spots while the two in the middle go to the north safe spots non-doomed basically to the same pattern but it's mirrored in the south a couple of points about these safe spots once again players are not on intercardinals they're about two crystals in from the intercardinal towards the warrior now north south line uh secondly it's deliberate to have the doomed players on the inside for those larger safe spots and if you want to find the right place to stand use the big ring in the middle the thick darker ring as a nice guide as to where is far enough away that you won't kill the player spread from but also not going to get clipped by the dives now you're gonna see that heavy impact is being prepped just to show you the cast parts there's like six different things being cast right here but the only thing to notice that heavy impact the earthenwave attack goes off before the rest of the mechanics so when that cast finishes that's the first hit don't move yet everybody else cast is going to go off at the same time as the second earthenwave and it's a lot of things at once all the dives go off everybody's targeted by a spread from thorden you get yourself a twister that everybody needs to move from and you also get some doom cleanse puddles appearing on all of the non-doomed players now i'm freezing time right here because as that animation was going off that's when you needed to move to not get killed by twisters but i want to show exactly where everybody is moving towards and explain the reasoning for this so the four players that are nearest to the warrior are gonna move like this to move directly into the second earthen wave that's how they're gonna dodge their twister that's also how they're gonna dodge the earth attack the other four players are instead gonna set themselves up to get into the third earthen wave if you look at them there so they're moving not towards the warrior this is done to hopefully spread out twisters but also because it's a little bit easier it's harder to time to get into the second earthen wave as one of the people on the far sides and almost impossible if you're in the south those movements assuming they go off at the same time as the twisting dive twisters drop where everybody was stood and as you can see the four players that moved in have immediately dodged the second earthenwave the other four players are now just going to move in to dodge the third earthenwave and this will be set you will always dodge the earthenwave and this pattern always four players in the second one four players in the third one if you do all that correctly the twisters disappear and we've got some time to be able to figure out what's going on if everybody gathers into the middle just if you look at how the players oriented right now this is just where they were previously but inside this will not work for the knockback we're about to get what we need to do is we need to have each of those doom players get knocked towards one of the doom cleanse puddles and we can do this really simply we're just gonna have the players in the south swap to the north and the players on the inside sides go to the outside the same side they're already on looks like this now those doom players are locked in place where they're getting knocked to that is the direction they're going to but a bunch of other mechanics go off at the same time we're going to get the gaze attacks so if you've not found where thordan and the eye are now now is a great time to be able to look at where they are they've been on the screen for ages but you might have been too busy to have spotted their location until now we're also getting the knockback from the warrior in the middle that's faith unmoving and finally there's a mage that i've not shown on the screen because it's just visual clutter uh but that mage is casting heaven's flame which if you remember back from the very first phase before the checkpoint in this fight uh heaven's flame was a spread mechanic and if you remember what that spread mechanic came with yep they're back playstation chains now unlike the first time we saw this these chains are not assigned by tank healer dps instead they're designed they're assigned by doom and non doom basically the doom players are always going to get two circles a triangle and a square the non-dooms always get two x's a triangle and a square and to make things nice we can bait the circles the two players on the sides will always make sure they're further away from the middle than the rest of the party that guarantees them the circles the other two doomed players which have triangle and square don't move they stay right where they are they're locked in place and they're used to allow the non-doomed players to adjust opposite them non-dome players have all the responsibility for adjusting here the triangle and the square go opposite their partner for x's one person just has to either call or be pre-agreed to be the person who adjusts to the north if done fully correctly it should look like this all of the players are opposite the dooms are getting knocked back towards their puddles and it should all work lovely as long as you're far enough into the middle stretching these chains far enough is very tight distance wise so if you are not properly in the middle there is not enough room for you to be able to stretch your chains and you will die from the chains make sure now as the chains disappear that you've picked where you're going to look away both of these would work depending on where you're stood but pick where is going to be the right position for you to look away and then wait for the knock back to hit just before it does the doom cleanse puddles activate and now if you've not been knocked directly into your cleanse puddle you should walk into it as the spreads go off that's almost it there's one last little uh thing going on here eight meteor circles if you want to do this as is already the case you're already spread to cardinals into the cardinals you could have everybody take a meteor circle and have dps help out with the tanks and healers when they break their own meteor you could do that it's a very intense dps check if you do do that instead if you would make like to make things a little bit easier for yourself have your physical ranged call out where they are and where they're aiming and have them aim the lb2 that should be built up a limit break two is going to instantly delete three of these you could do this with a caster it's a little bit easier to aim but it has two seconds extra animation lock which is why physical range is the preferred option this means that the other seven players now only have five meters between them and the dps check is now laughably easy finish off all the meteor circles you don't have much time to be able to do this but you'll see the meteor collapsing down and if you've killed them all in time thornton reappears with another ancient quagga deal with the ancient quagga the same way as before prepare for a heavenly heal which is going to target whichever tank is currently tanking and either swap or deal with an involve for the ascalon's might that hits three times just like before now you get a single auto attack before thornton starts to cast etheric burst thornton should be very low at this point in time but you need to be very careful with your dps here because if you get the boss to three percent or lower jordan stops casting etheric burst and starts to beg for his life presuming your goal is not to just make him feel bad and instead is to clear this fight you need to hold your dps you cannot kill thorin to be able to not get stuck at a time loop at the end of phase six and to be able to see the final phase of the fight so hold your dps at three percent or lower be aware he is still targetable he still can be killed here so watch out but as long as you've held your dps thornton will instead jump away and you're going to see the stage transition ready for phase six anyways thank you guys so much for watching this sorry for the massive delay and being able to get this video out i'll try to be a little bit more punctual on the next ones but uh thank you guys i hope you found this helpful and as always if you've got any comments suggestions tips if you've got better ways of dealing with death of the heavens and the dooms and the non dooms please let me know i'm always happy to hear in the comments section anyways take care guys [Music] you
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Channel: Hector Hectorson - Hector Lectures
Views: 22,048
Rating: undefined out of 5
Keywords: Dragonsong, Dragonsong's, DRU, DSU, DSR
Id: edVyARKFjtU
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Length: 20min 9sec (1209 seconds)
Published: Tue Jul 26 2022
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