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Hey everyone, going to record my observations here.
Flaxhid the Impaler (cleared):
• Invulnerable to damage unless you hit him from a tile across from him. Meaning a huge cross from him being the center is a valid point to hurt him. Attacking him from any diagonal will not harm him.
• Gains resistances after each player's turn. Not sure what causes this.
• Summons a totem at the beginning of combat whose HP pool combines to that of all the players. Seems to take damage when players are hurt, but players are not hurt when it takes damage. So long as the totem is active, the party cannot be healed from any source.
• Takes 50% reduced final damage from the beginning. For every 20% of health he loses, this number diminishes making him more vulnerable to damage. However, his final damage also increases by a margin at every 20% threshold.
• At 66% health he discharges an AoE around him and a cross from him. Anyone hit by this takes a sizeable amount of stasis damage (neglect the knock out description).
• Sidemobs' spells and their effects can be found in a buff when you right click them for you to easily learn what their skills do.
• Tip: The small mob on all fours detonates for roughly 750 damage in a 4 cell AoE around it when it dies. Steer clear of it at this point. The boss can get really nasty up close and his center AoE can disorient you, causing you to really limit your turn potential. With few classes able to dispel debuffs and the main one (Eniripsa) being nearly useless due to inability to heal in this fight, be careful where you group up.
Enutrof Divine (cleared/video):
• Boss is not immune to damage initially. He is only immune to damage when a player is standing adjacent to him. This is his anti-get-locked mechanic. Otherwise, you can normally hurt him. He has 90'000 HP in Classic mode and 150'000 HP in Hardcore mode.
• Enemy mobs start off with a 50% final damage reduction buff. This buff is relative to Jamall'Auneth's HP. As he loses HP, they become more vulnerable to damage, until you deal normal damage at 60'000 HP and 50% bonus final damage to mobs at 30'000 HP.
• Summons five gems located on the field at the start of combat. Four coloured gems (6000 HP/ea), and a diamond in the center. Each coloured gem has 800% (72% final) resistances to all elements but one (corresponding color: yellow to air, green to earth, red to fire, blue to water) and the diamond has 250% resistance to all four elements.
• Destruction of a coloured gem gives all players x5 damage to Jamall'Auneth for one turn cycle.
• I'm not sure what the breaking the Diamond gem does. We ignored it and killed him fine.
• He will not re-summon the gems. He does not have any enrage mechanics.
• Tip: This fight is unique because traditionally, you're supposed to clear all side-mobs before going after the boss him or herself. This fight forces you to find a balance between fighting the boss and going after the side mobs. Our strategy was to break a gem and deal as much damage as possible to Jamall'Auneth, and then start on the mobs (we got them down to 23% final resistance in both our runs, which equates to roughly 17'000 damage dealt in one turn cycle). After that, the mobs aren't too bad. Kill the lone little chest first, since its debuff is pretty nasty (+80% resistance to other enemy mobs, -40% resistance to allies in 2-cell AoE).
Sram Divine (cleared):
• Vulnerable to damage immediately. 400% global resistance.
• Places orbs at the start of each turn cycle. Stepping on the orb grants you a 500 HP coagulation shield. This shield, at least at this time, does not negate the maximum health damage mobs inflict in this fight.
• If the boss steps on an orb, it heals him for 500 HP.
• Srambad must be hurt for 2'000 damage before his turn comes up each turn. If he isn't, he damages all players for 500 maximum health damage and explodes all shadow orbs in a 2-cell AoE relative to the shadow orb for an additional 500 maximum health damage.
• Has a strong push spell in close combat.
• Has a second phase starting at 10'500 HP, half of his total health pool. As soon as he reaches this HP threshold, all shadow orbs on the field will immediately detonate, decreasing the maximum health pool of every party member to 1. During this phase, shadow orbs disappear from the map (much like Missiz Freez's death tiles). At the beginning of his turn, he'll fire a laser in front of him (three by infinite) that instantly disembodies any ally that gets caught in it. Attacking him during this phase repulses you by one cell for every proc of damage you deal to him.
• Most of the mobs here not only deal normal damage, but also reduce maximum health by 100 with each of their attacks. The four-armed mobs react to any damage source in a Iop's Wrath area-of-effect reducing the maximum health of any of your allies in the area by 100.
• HC Mode: Increased health and damages on all mobs. Attacking him attracts the attacker by one cell per damage source (e.g. Aging + Hand = attracts you four closer to him). The insta-death laser shoots behind him now as well. Must deal 3'000 damage a turn instead of 2'000.
• Tip: The side mobs suck and hurt a lot. Focus them down first while making the 2'000 damage to the boss a second priority. You do not want side mobs to still be alive when phase two begins. Fire and air are very potent here, especially in an AoE, and range is probably best since none of the very threatening mobs are particularly long ranged. Bring a Sacrier to keep the boss far away with Transposition since he has no ranged skills.
• None are stabilized, and all can be moved.
• They all look pretty cool.
With them taking January, April, and May off, and the little content we have had this year, I was hoping that the Divine Dimensions would be more than just normal dungeons. Hopefully the quality of the dungeons make up for it, and there are some major additions in the next few patches as well.