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Avalanche Den | By Meiyu

Discussion in 'Dungeons' started by GunerX, Dec 6, 2017.

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  1. GunerX
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    GunerX Administrator Staff Member Administrator Moderator

    [​IMG]


    The Avalanche Den serves as an introduction to the various dungeons present in Silverfrost. Featuring the Angler Yeti, the boss encounter will introduce you to various mechanics to help prepare you for more difficult encounters.


    Requirements/Recommendations:

    • Completion of Act IV: Chapter 10: The Gates Open
    Loot:

    • Lost Hongmoon Secret Technique - Volume 2, Chapter 1 - Unlocks a Hongmoon Skill
    Credits:

    • Meiyu: Writer

    • Shadovv: Corrections


    Corridors:

    This dungeon has 3 corridors to run between each room. Each corridor is filled with mushrooms, snowballs and yetis. 3 mushrooms are staggered throughout the length of the corridor, each uses a projectile pull, Use iframes and dashes to make your way to the end of the corridor, where a totem can be killed to despawn the mushrooms, snowballs, and yetis.


    Mighty Chubaro:

    After the first corridor is the first miniboss, Mighty Chubbaro, standing on top of a large pillar, surrounded by many small yeti. This miniboss hurls large chunks of ice that cause knockdown, and icicles will also fall down around its pillar. Only targeted range attacks will be able to attack the Mighty Chubbaro while he is standing on his pillar.


    The miniboss can also be knocked off the pillar, to do so, your party may either use a double knockback, or throw snowballs obtained from killing the smaller yetis. If your party has a Blade Dancer, it is also possible for them to grab the miniboss after a double CC is applied. If the aggro holder stands behind the miniboss in close proximity to the pillar, he will attempt to turn to face them and may gradually “slide” off the pillar.


    After the Mighty Chubarro is killed, the trash yetis will despawn and the door to the next corridor will open.


    Yeti Chief Hunter:

    After making your way through the second corridor, you'll enter a small antechamber and a main room. This room is made up of a circular field, with a ramp on the right side that leads to a door to the next corridor. This room is filled with various Jomu mobs, and has a miniboss Yeti Chief Hunter that patrols around in a circle.

    When the Chief is aggro'd, the entire rooms mobs will also aggro. This room has no mobs with True Sight, so an Assassin can perma-stealth to kill the miniboss. In the event that your party does not have an Assassin, you may choose to either lure the Chief up the ramp, or simply to clear the room. If your party has a Destroyer or Blade Dancer, they can grab the miniboss and manually bring it up the ramp.


    Once the Yeti Chief Hunter has been killed, the door to the next corridor leading up to the boss will open.












    Angler Yeti:

    [​IMG]

    HP: 3,210,000

    Enrage: 6:20

    CC: 2x


    When the boss is engaged, it will do a taunting gesture while saying “Humans are so stupid”, and can be CC’d during this.


    Rotation:

    1. Double frontal 180 degree swipes, blockable, cannot be CC’d

    2. Frontal 180 degree Hand Clap, blockable, causes stun, cannot be CC’d

    3. One of the following:

      • Area of effect Jump, unblockable, causes knockdown

      • Walks backward 8 meters, is immune to damage while walking, very fast and can register the tank being too far if they don’t react
    4. Targeted uppercut, blockable, causes knockback and knockdown, cannot be CC’d

    If the tank stands 9 meters or farther away, Angler Yeti jumps at them creating an unblockable area of effect slam on landing.


    If Angler Yeti receives a knockdown, it will do an unblockable getup stomp.


    Heat Phase 90%/70%/50%:

    1. The Angler Yeti jumps to the middle of the room, creating an unblockable area of effect slam on landing.

    2. A message warns “The Angler Yeti is absorbing the surrounding Heat” and the Angler Yeti does a field-wide unblockable area of effect vacuum that pulls in all players and dazes, with the inability to use Retreat. Everyone will receive a 20 second “Hypothermia” debuff that transforms into the “Freeze” debuff that immobilizes you and prevents usage of skills, but makes you immune to damage.

    3. The Angler Yeti attempts to grab the tank. If successful, they will receive the “Heat” buff for 10 seconds which cleanses Hypothermia/Freeze and increases Attack Power by 10 and stacks 5 times, and can spread to nearby players. The boss then throws them after.

      • If the tank is not in range, iframes this grab, or is a Summoner/Warlock familiar, the grab will fail.

      • The boss does not attempt this grab at 50%.
    4. The Angler Yeti jumps on the tank, creating an unblockable area of effect slam on landing. He will do this three times in total, and can be CC’d on the 2nd and 3rd jumps. If he is CC’d he will stop jumping and skip to the next attack.

      • Do not root or grab the boss during this, if the boss’s attacks are delayed the Hypothermia will eventually convert into Freeze.
    5. After being CC'd, or completing his jumps, the Angler Yeti will charge up a field-wide unblockable area of effect powerful slam. This slam will do greatly increased damage to all players that are under the effects of Freeze. After the slam, a heat geyser will erupt from the ground, standing on top of this will grant the Heat buff.

      • Blade Master/Blade Dancer’s Winged Protector/Maelstrom and Assassin’s/Summoner’s Protection Decoy/Enhanced Seed Shroud should be used here to protect the party from damage.

      • Force Master's/Destroyer’s Frost Sheath/Iron Plating does not protect people from the slam if they are under the effects of Freeze.

    Cold Phase 40%:

    1. The Angler Yeti jumps to the middle of the room, creating an unblockable area of effect slam on landing.

    2. A message warns "The Angler Yeti is absorbing the surrounding Cold."

    3. Snowflakes will appear around the Angler Yeti, and it will do a field-wide unblockable area of effect frost field that applies 3 stacks of Freeze.

    4. The Angler Yeti will charge up a field-wide unblockable area of effect powerful slam. This slam will do greatly increased damage to all players that are under the effects of Freeze. After the slam, a heat geyser will erupt from the ground, standing on top of this will grant the Heat buff.

    5. The Angler Yeti stomps the ground, causing 8 icicles to rain from the ceiling and strike random areas around the field, except for the edges. At this time, Mushrooms that line the outer edge of the boss room, will unfreeze. The icicles will leave behind pools of ice, which if stood on apply Freeze. In order to clear the pools, you may either stand on them, or throw heat orbs that are dropped by killing the mushrooms.

    Cold Phase 30%/<30%:

    While under 30%, the Angler Yeti will repeat this mechanic every 30 seconds until it dies. While similar to the 40% phase, the boss will now interact with the leftover ice pools on the ground.


    When the message "The Angler Yeti is absorbing the surrounding Cold." appears, the Angler Yeti will absorb any over ice pools and gain the “Frost Absorb” buff for every pool absorbed. For every pool absorbed (except the first), the boss will continuously create field-wide unblockable frost fields up to a maximum of eight times, with each hit after the first increasing Freeze stacks by 1, iframe all of them accordingly.


    Some classes may not be able to iframe all 8 pools by themselves. In the event that there are 8 pools absorbed, certain classes can save the whole party:

    • Force Master: Use Frost Armor for the first 5 slams, and use Frost Sheath on the last 3 slams. Frost Sheath will prevent the boss’s Freeze debuff from stacking, allowing those frozen to thaw out before the boss does his slam.

    • Blade Master: Use Winged Protector on the last 3 slams, or on the powerful slam.

    • Assassin/Blade Dancer: Iframe all 8, and then use Protection Decoy/Maelstrom on the powerful slam.
     
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