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37 Cards in this Set
- Front
- Back
Jail 1 Combos |
Caster [Prey] + Melee [Tether]| Tank [Prey] + Healer [Tether] |
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Jail 2 Combos |
Caster [Prey]+ Healer[Tether] | Melee[Prey] + Tank[Tether] |
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Jail 3 Combos |
Melee[Prey] + Healer[Tether]| Tank[Prey] + Caster[Tether] |
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Jail 1 Tell Caster + Melee |
Bomb on melee |
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Jail 1 Tell Tank + Healer |
Bomb on healer |
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Jail 2 Tell Caster + Healer |
Bomb on healer |
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Jail 2 Tell Melee + Tank |
Bomb on ranged |
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Jail 3 Tank + Caster |
Sizzlebeam on tank |
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Jail 3 Melee + Healer |
Bombs on Melee + Healer |
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Caster (Red) Jail |
Add with physical damage resistance: Padlock must be killed ASAP |
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Melee (Purple) Jail |
Add with magic damage resistance: Must be killed before throttle (20s timer) expires. |
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Tank (White) Jail |
Soak damage and destroy adds while avoiding the walls. Note: Players should stay clear of this jail to avoid being hit by the add's self-destruct. |
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Healer (Green) Jail |
Stand on vent and shield self through damage |
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Prey |
Carefully pass it to the appropriate player unless they already have it. Anyone who passes it can't take it back.
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Prey Positioning |
Prey target: Accept pass and stay in the center of the arena Everyone else: Anywhere but the center of the arena |
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Tether |
Passes by running through it. Jail "Tells" indicate which jail to expect it from. |
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Sturm Doll |
Kugelblitz cast must be stunned or it will paralyze the whole group. |
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Sizzlebeam (Phase 1-3) position
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West side of arena |
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Sizzlespark |
AoE damage + stacking lightning resistance debuff Note: Be careful to not be on the spikes during this when returning from jails (or ever, really) |
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Corporal Punishment X 2 (Phase 1) |
Large AoE circles under 2 players - casts twice in a row Drains TP/HP/MP |
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Bomb positioning |
Cen: East side of inner circle |
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Zoomdoom |
Liftoff applies suppuration (heal debuff) on anyone caught in melee range |
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Panzer doll |
Explodes and applies a debuff after 30 seconds. |
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Add (Sturm/Panzer dolls) | Padlock Priority |
Padlock first, dolls second |
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Uplander doom |
Stacks debuff on MT up to (4-6?) Tankswap once all stacks are out |
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True Heart |
Slow it. Stun it. Kill it. Don't let it reach the boss. |
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Balls |
Avoid them. |
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Flamethrower |
Line AoE on random healer Applies searing wind debuff (periodic AoE originating on the targetted healer) |
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Jail 1 Phase |
Phase 1-2 |
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Jail 2 Phase |
Phase 3-5 |
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Jail 3 Phase |
Phase 6+ |
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Phase Four Group Positioning |
Healer targeted with flamethrower (affected by searing wind) goes to one corner. Everyone else and the boss will move to one of the corners closest to the healer. |
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Corporal Punishment x 4 (Phase 4) |
Bait with everyone on one corner of the platform until the first circles appear. Move as a group, from corner to corner, at a careful pace. |
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Sizzlebeam (Phase 4) position |
Stack on central corner of platform. |
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Sizzlebeam (Phase 5) position |
Target hugs wall to direct away from group.
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Phase 6 Tank + Caster Jail Specifics |
Two Panzer dolls
One Padlock Priority: Panzer 1 (before Padlock appears) > Padlock > Panzer 2 |
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Phase 6 Bomb Tell Bomb Positioning |
Group - (Affected Melee+Healer)= Go to one side of central platform Affected Melee= Go to the other side of the central platform Affected Healer= Go to closest corner platform |