P4S Phase 2 Guide - Pandaemonium Asphodelos Savage - Fourth Circle

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hi guys and welcome to a hector lecture guide to the fight p4s part 2. this is the second half of the hesperos fight if you've cleared the door boss in time for the rest of your instance timer you are treated to this fight let's break down all the major mechanics and hopefully help you go for the clear first some positions in a mechanic called act 1 there's going to be set tower positions in these locations you can have either player every player be assigned to a specific tower or you can do these relative to a specific cardinal in a mechanic act 3 you're going to need one melee tank and one healer slash range to be a designated baiter who's going to go further out than the rest of the group you need to have tower positions be aware that depending on how the mechanic goes these might be mirrored and you need spread positions around the boss for the three players in each group who are not baiting finally in a mechanic finale you need to have spread positions that are going to be relative to a thorn in the ground you should have your tanks and healers be in one group and all of your dps in the other and have designated spread positions around your thorn these can be the same relative to the safe spot positions that you used for act one if you're going for a safe spot relative strat there are two raid wides in this fight searing stream hits quite hard and will require at least a little bit of mitigation depending on your gear and ultimate impulse is an even harder hitting raid wide that will require significant mitigation there are in fact four tank busters in this fight nearsight will target the two nearest players to the boss and hit them with a spread cleaving aoe to deal with this have your two tanks spread to inside the hitbox to opposite sides of the boss and make sure every other player is outside of the hitbox far side is the exact opposite targeting the two furthest players from the boss just have your tanks go max melee so they can keep up time while everybody else stacks in a opposite cardinal direction demigod double is the same tank buster from p2s this is a shared tank buster you can either have one tank take it with an involve and since there are only two of these you can have both of these be dealt with with involved during the entire fight or you can have both tanks pop cooldowns and shirts the final tank buster is heart stake this is a double hit tank buster the first hit will always targets the first player in agro likely your current tank with a really hard hitting tank buster that also applies a spicy d block bleed debuff immediately afterwards the second player in aggro is also targeted with a tank buster and given the same spicy bleed debuff now if you have your tanks as your first and second in aggro they can simply pop cooldowns and it will naturally target each of them separately if instead you would prefer to have that bleed on just one tank have that first tank pop lots of cooldowns and prepare to help mitigate and heal them through two really hard hits and have your off tank provoked during the cast bar if that happens the bleed will only be on one tank and you might find this a little bit easier to heal up afterwards the fight begins with searing stream immediately afterwards the boss casts akanfi act 1 and you're going to see 8 towers and 4 aoes none of these go off immediately instead the boss places thorns down with each thorn representing one of those mechanics wait for a searing stream that you need to heal up for and then the boss will cast read the thorns and immediately tether to two of the aoe thorns these are going to be the first mechanic to go off as a result because east and west are tethered we know that the initial safe spots will be north south then the towers are tethered and finally the other two aoes here's what this means this is the order mechanics first the two aoes tethered first then all eight towers need to be soaked and finally the last two aoes with player movement it should look like this dodge the initial aoes move into the towers to soak them and finally move to the final safe spots to dodge the final aoes immediately afterwards the boss will cast either nearsight or far sight so have your group move either in or out of the hip box to be able to take this next up is akanthai act 2 and this time we get 4 towers and 4 aoes their locations are always around north and south if you're using the waymarks i have in this fight just to show them better the letters are always going to represent the towers and the numbers are always going to be your aoes wait for a demi-god double to go off have either your tank involvedness or have your two tanks share it and then the boss is going to cast reetha thorns and act 2 will commence the boss will always start by tethering two of the aoes and two of the towers focus on the letter waymarks tethered those are your initial safe spots as those are gonna be away from the aoes this is telling us this pattern here that north south of the first safe spots and afterwards will dodge to east west this is very similar to an act 1. the second set of aoes and towers are tethered and then just to give you a rough idea this is the size of the aoes there is room for melees to try to get uptime during this mechanic but it is a little bit risky so you might need to discuss with your group and start to get the feel for the size of the aoes finally as the cast of wreath of thorns finishes tethers appear every tank will be tethered to a healer every dps will be tethered to another dps when you stretch these tethers far enough they break and a mechanic happens depending on the orbs above their head one tank and one healer are going to have dark orbs when they stretch these tethers it lets off a massive raid wide that hits everybody and also gives them a magic volume up meaning that they can't take damage from other sources and for the next three seconds otherwise it's likely to kill them we're going to try to break these almost immediately two dps are going to have arrow orbs if the tethers get stretched you get a twister style knockback that's almost certainly going to kill people don't stretch these tethers instead the debuff will naturally fall off as long as these two players stay together for the entire mechanic finally the last tank healer and dps pair are going to have fire orbs when you stretch these tethers that player or each player in the tether is going to get targeted with a little mini party stack you want to make sure that there's two other players stacked with them ready to make sure that they can soak the damage now that we know where we are we have our tank and our healer with the purple orbs immediately go out to the original safe spots our tank always goes north or west our healer south or east they stretch their tether which lets off a raid wide which we can heal up no problem at the same time the boss cast dark design and puddles appear we've had the entire group stack middle so that we can dodge the puddles easily the tank and healer who have gone out are about to soak a tower so they've deliberately dropped these knot on the tower so that they can then move over onto their tower now as we dodge the puddles we're starting to break into our first set of light parties our tank with fire heads towards the other tank our healer with fire heads towards the other healer have the dps with fire go towards one and the dps with arrows go towards the other and you've got easy groups of three wait for the puddles to disappear and then have them go all the way out to stretch the first fire tether between tank and healer you're going to have the aoes and the towers for the first set go off about the same time this tether breaks and our light party stacks get soaked now we need to rotate to east east-west but again very carefully our tank and healer and towers just rotate clockwise to the next tower the tank and healer who just broke their tether tank rotates clockwise but the healer rotates counterclockwise two reasons one we need them together and two we would much prefer to have our healers opposite each other so that they can more easily heal up the entire party have your dps with arrow rotate clockwise and your dps with fire need to rotate opposite directions to break their tether i recommend having a priority system in place to determine who rotates where with your four dps knowing who's most likely to go clockwise who's most likely to go counter-clockwise in this case m2 is priority for clockwise so they rotate clockwise and the other dps rotates counterclockwise the second set of towers and aoes go off at the same time the tether gets ready to break and we take our second set of light party stacks at this time the arrow debuffs should fall off and as long as your two dps stayed near to each other nobody will have died from them immediately rush into middle and get healed up and mitigate ready for a really hard hitting ultimate impulse afterwards the boss cast i can thigh act three this time we get eight towers and a knock back centered in middle don't worry about the knockback we're gonna immune that but the towers we need to deal with when the boss cast finishes thorns fall down representing each of the towers and we immediately get wreath of thorns four of the towers on one side are all going to be tethered first whoever whichever side is tethered first have your healers in range to get ready to take those towers the boss will then show that the knockback's gonna happen next but we're just gonna immune that and finally the boss will tether the last four towers these are gonna be for the melees and the tanks as the cast finishes get ready to have everybody in the hitbox and your melee baiter in this case main tank be out far enough for cathornis kick this target's the furthest player with the boss jumping onto them you need to make sure that they're not so near that they cleave anybody else because this will hit with a small aoe around the boss this gives the tank who was just targeted a physical vol up which means that they cannot take one of the earthshaker style protein waves that are about to hit off what needs to happen now the healers in range need to go into their towers the melees and the other tank need to position as the three closest players to the boss ready for their spread sort of cone aoes it looks like this the towers and the cones are gonna go off at about the same time right now pop your knockback immunity that'll allow you to ignore the knockback towers go off and the cones hit the three players and the knockbacks completely ignored immediately after this all of your tanks and melees need to go into their tower set and your healer baiter needs to get into position they're the furthest player away so the boss is going to jump onto h1 as the towers hit and now lastly have that baiter move into the middle and have the other three heal arranged spread around the boss ready to bait the protein wave cleaves afterwards i recommend immediately having your whole group stack sort of near mid around the boss and having your tanks go to either side this is because the boss immediately casts either near sight or far sights and you want to minimize movement once this is dealt with use this as a chance to pull the boss middle as you have a few autos before heart stick hits again you can either have one tank take both hits with a lot of cooldowns and some healing in between so that there's only one bleed debuff to deal with or just make sure your tanks are first and second in aggro so they take both hits one each afterwards the boss casts akanthai act four and we get four more towers and four more aoes when the cast finishes they're replaced with thorns we get a searing stream raid wide to heal up with and then the boss cast wreath of thorns now instead of tethering any of these towers the boss is going to tether the thorns to the players every player is going to be tethered to one thorn and every player is going to have either a dark orb above their head that means they're tethered to an aoe or a light orb above their head that means they're tethered to a tower here's what this means if a player with a light orb above their head stretches their tether and breaks it by getting too far away this will have caused two things to happen first the tower they're tethered to is triggered so someone needs to be in it to soak it secondly their light orb means that they're gonna have a point blank aoe on them if somebody with a dark orb stretches their tether once again two things the aoe that their thorn is representing will explode and they'll also let off a raid wide with a magical von debuff it's very important that none of the purple orb tethers are broken prematurely otherwise you're likely going to kill several people stay middle but find the tower that you're the thorn you're tethered to and heal up for a searing stream and afterwards prepare to go to your next position if you have a purple orb rotate one position clockwise this puts you ready to soak a tower and also make sure that you are not going to stretch your tether and cause it to pop early if you have a white orb you want to rotate three positions this will make sure that you're not on a tower so you're far away from everybody else when your point-blank aoe goes off but also will mean that your tether stretches and you'll immediately cause all four of the towers to get triggered it will look like this if you're doing it correctly this leaves just the purple tethers to break and we're going to break these one at a time making sure that no one's near the thorn that's being aoed at that time so agree on a cardinal say north have whichever player is tethered opposite it go all the way out to stretch their tether and everybody should naturally be dodging the south aoe as we heal up through the raid wide wait until the magic vol debuff falls off and rotate to your next direction as long as you keep healing and make sure you're not too near to the thorn being exploded you should be fine to survive through this afterwards get middle heal up through an ultimate impulse lots of mitigation but not too much because you then have searing stream immediately afterwards to heal through lastly akamfi finale i can thai finale is going to have eight towers appear in a circle around the arena will be represented by thorns and additionally the boss is going to drop down two other thorns the purpose of these is when the boss casts wreath of thorns all of the tanks and healers will be tethered to one of those mystery thorns and all the dps target tethered to the other everybody gets an arrow orb meaning that if you're too far away from your tethered thorn it's going to give that twister knock back and it's going to kill some people so go and spread out near to your thorn you can use the same relative spread positions you did for act one or you can have set ones just for this mechanic but it'll always be in the group's tanks and healers and dps the reason we spread is because the boss is about to target everyone one at a time with a fleeting impulse aoe these cause some damage they give you a pretty long lasting magical vol up but most importantly you need to count which aoe hit you you might do this by counting aloud or if you're on voice cat you can count it for the whole group remember this number because after the tethers break the debuffs fall off everyone should go middle and the boss casts wreath of thorns and tethers to each of the tower thorns one at a time this order needs to match the order that we just worked out from the fleeting impulse aoes this is because you're about to soak a tower but you need your magic von debuff to have fallen off so we order ourselves so that we match who got hit first with the first tower that's gonna go off who got hit second with second tower and so on as long as you do this everybody will be able to soak the tower with no problem if you get the order mixed up at least one player is going to die because their magic vulner will not have fallen off when they take a tower and that will kill them far sight or nearsight is going to be cast so position accordingly with your tanks heal up through a syrian stream raid wide deal with a demigod double be aware if you're having your tanks involvedness you need to make sure you've swapped aggro by this point in time so your other tank is ready to be able to take this with their involve and prepare for the soft and rage mechanic curtain call as the cast starts the boss drops down eight thorns and as soon as the cast finishes every player is going to get tethered to one of those thorns with a purple orb these are the purple orbs that mean that if you stretch that tether a raid wide goats out and you get three seconds of magic full our goal is simple every player needs to stretch their tether and pop it one at a time but not too close together that the magic phone is still up when the next tether breaks to determine the order we look at the timer on our debuff a tank in a dps will have 12 seconds healer and dps will have 22 seconds a tank in dbs with 32 and a healer and dps with 42 seconds all you have to do is pick one of each roll to go first for each of these timers and you have your order for popping in this case we're having the dps always pop first if you're going with this order the dps should always be popping their tether right about 10 seconds left on the debuff and the tanker healer will break their tether when there's about five seconds left on their debuff position opposite the or the tower that you're the thorn that you're tethered to and wait for the timers to appear as soon as you have them have your first player go out to break their tether as the second player goes out to break their tether the boss is going to start casting hell's sting this is just a combo of conal aoes as long as you are in line with your thorn you should automatically be dodging the first set there's the second tether tether breaking the way how sting works is first it hits where the aoes are showing and then it hits where the first aoes didn't hit so watch for the first were and now dodge into where was just hit afterwards the third player can break their tether the fourth player and so on doing this one at a time nice and carefully to make sure that you're not popping it while the magic phone is still up while the six players tethering breaking their tether you're gonna get yourself another set of hell stings deal with these exactly the same way as before dodge the first hit and then dodge into the second hit break your seventh tether and finally your eighth tether if you manage to break them all none of the debuffs have fallen off and you're all still alive get to the middle ready for an ultimate impulse raid wide heal and mitigate heavily for this and prepare for your reward for surviving it the exact same tethers will appear again you may be tethered to a different thorn but it's the same principle the same timers the same pattern you just need to go opposite your thorn when your time is ready after you've dealt with all of these tethers a second time you get yourself an ultimate impulse raid wide and finally one last long ultimate impulse cast that serves as your enrage if you managed to down the boss before then congrats you have cleared the pandemonium asphodelus savage raid series thank you guys so much for watching and good luck going for the clear
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Channel: Hector Hectorson - Hector Lectures
Views: 389,220
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Length: 19min 39sec (1179 seconds)
Published: Wed Jan 26 2022
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