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ET Boss 1 and 2 | By Rosephene Black

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GunerX

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Source: https://docs.google.com/document/d/1A1-3KJOVqUB9uUqe_UlS1G4K0nxKiCDSB8YuO4Opv0Y/edit# and https://docs.google.com/document/d/...jnMAmMt9L9OeTqQn0/edit#heading=h.r9p69elfj7x5

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IMAGES WILL NOT DISPLAY - CLICK THE SOURCE LINKS FOR FULL DETAILS (yah I could grab the images and put them in by hand, but I dont wanna)
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Temple of Eternity Boss 1 Guide
made by Rosephene Black#0598

HP: 8,040,000,000
Enrage Time: 10:00
CC bars: 4

[1] Boss Attack Rotation

1)180º front swipe
2) front slam (knockdown)
3) double spin
4) back slam > front uppercut (knock up)
5)front dash (knockback)
6) 10m circle AoE (knock up)

+Time based attack: teleports to a random position > front slash (knockback) to the
current furthest person

*Time based attack is after 4th attack of 2nd circle and after 6th attack of 3rd circle

Notes:
Boss should be tanked at close range.
If the tank is far away, Boss does a range check attack, recovers its HP and kills the tank.

[2] Awakened Boss Attack Rotation

During the first phase, 1 of the Add’s buff is absorbed by the Boss (absorbing all 3 at
once after 3rd phase is the aim of the special achievement) and it stays there till the end
of the fight.

After the first buff is absorbed by the boss, special tentacles attacks are added to
the Boss’ Basic Rotation.
The tentacles attacks increase the debuff, showed in the pic below, when hit.



1)180º front swipe + 2 front slashes
2)front slam (knockdown) +2 180º swipes to front left and back left (knockback)
(blockable)
3)double spin +1 spin
4)back slam +2 slams on back left and back right (knockdown) > front uppercut
(knock up) +180º front swipe
5)front dash (knockback) +2 front dashes (knockback)
6)10m circle AoE (knock up) +ring AoE 10-20m + 180º front swipe

+Time based attack: teleports to a random position > front slash (knockback) to the
current furthest person + far>mid>close box AoEs towards current furthest person

Notes:
The most important attacks that the tank should be careful of are the extra 2 180º
swipes to front left and back left added to the 2nd attack
If tank is towards 12 o'clock, ideal position for rest raid members is at 3 o'clock and 3
meters away or more.


[3] Phase (90%, 60%, 30%)

(1) Overview

When Boss reaches 90%, 60%, or 30% of its HP it will teleport to the center and Phase
will start (using freeze is recommended).

After the roar, 3 Adds will appear on 2, 6 and 10 o’clock.


The Phase pattern can be described like this:

Attack the Adds > Boss absorbs Add’s Buff > Placing the quartz > canceling the
massacre.

But first, i’ll talk about Boss’ attack rotation. The time required for the basic attack
rotation before the Buff absorption is different for each phase. Although, the attack
rotation is reseted after the absorption.

(1st phase - 90%)
1)Basic attack rotation 1 circle (1>6) > Basic attack rotation 1>3
2)Absorption of Add’s Buff, wide area suction AoE (party protect is recommended)
3)Activating Buff, wide area AoE (party protect is recommended)
4)marking the ball driver
5)Awakened attack rotation 1 circle (1>6) > Awakened attack rotation 1>2
6)move to the center > 3 wide area AoE (knockback) (HM Block is recommended,
mostly for driver’s safety)
7)Stones falling
8)Massacre (enrage), should be canceled by driving the white ball to the Boss (more
details later).

(2nd phase - 60% and 3rd phase - 30%)
1)Awakened attack rotation 1 circle (1>6) > Awakened attack rotation 1>2
2)Absorption of Add’s Buff, wide area suction AoE (party protect is recommended)
3)Activating Buff, wide area AoE (party protect is recommended)
4)marking the ball driver
5)Awakened attack rotation 1 circle (1>6) > Basic attack rotation 1>3
6)move to the center > 3 wide area AoE (knockback) (HM Block is recommended,
mostly for driver’s safety)
7)Stones falling
8)Massacre (enrage), should be canceled by driving the white ball to the Boss (more
details later).


(2) Details about the Buffs

★Red Buff
It gives the effect of forcibly dancing to the boss .
This can’t be iframed.
You can avoid this by turning your back to the boss.


If you don't look away when Boss activates the Buff (Special Attack 3), the buff will be
given to you
Debuff is permanent since there is no time limit.
Otherwise, if you look away when Boss activates the Buff, you will receive a 35 seconds
debuff.


This debuff is harmless, nothing to worry about.



★Blue Buff
All twelve members including Tank will be given a debuff that spawns a blue flower on
members’ feet when time runs out.

The debuff timer is random and it values of 2 seconds, 5 seconds or 8 seconds
There is no need to resist on the moment when the flower spawns.



However, you should not stand on the flower
If you stack many flowers with other members, the overlapping flowers are exploding,
dealing over 28,000 Damage to the surrounding area. (this technique sounds more
risky but it makes Ball Driver and Soul Separation roles easier to do which i personally
recommend, more details about this technique later).
If you do not remove the flowers from inside the Soul Separation, they will blow up
after a certain period of time and many people will die.



★Green Buff
Giving the 12 members a debuff of pollution,



Like its name, it is a debuff that gives a 5,700 DoT effect.
It is very difficult to survive if debuff stacks more than once.
This contamination can be cleared from Soul Separation by the insiders (more details
later).


(3) Details about the Adds

As I said earlier there are 3 Adds in total spawning at 2, 6 and 10 o’clock



You can not kill all three.
In the last add, the HP does not decrease more than a certain amount and becomes
invincible. In the end, at least one Add should be absorbed by the the Boss.
What is interesting here is that the absorbed Add will not appear on the next phase.
The position of the Adds on the 1st phase is always random.
Based on the 1st phase, it is possible to know the position of Adds on phase 2 and 3.



For example: Green > Blue > Red tactic
On 1st phase killing Blue and Red Add except Green one
On 2nd phase killing Red Add except Blue
On 3rd phase only Red Add will spawn

However, these Adds don't just spawn to kill them.
While doing the basic attack rotation, sometimes the Adds CC bars will open
If you do not CC in time they activate their Buffs.

For example: Blue Add’s CC bar open, but members fail to CC, people will get Blue
Debuff and spawn a flower that has to be cleared on their feet (more details later).


1st phase) > 3 Adds with 5,100,000HP and 1 CC bar each
2nd phase)> 2 Adds with 10,200,000HP and 2 CC bars each
3rd phase)> 1 Add with 15,300,000HP and 3 CC bars

Adds should be killed quickly while for the ones that have to be absorbed by the Boss
it’s recommended assigned members remain there to CC them when needed
Therefore, at least 3 members should be appointed.

Until the Add is absorbed by the Boss ( around 40 seconds) CC bars open twice, usually
stun-knockdown in order is recommended.



If Boss absorbs Green Buff on 1st Phase, it will receive the pollution
5 seconds after the absorption of the buff, the debuff will poison the members

If Boss absorbs Blue Buff on 2nd Phase, in addition to the contamination of Green
Debuff from 1st phase , Blue flowers will spawn on members’ feet.

If Boss absorbs Red Buff on 3rd Phase, you have to look away when debuffs are applied
(5 seconds after absorption).


(4) Ball Driver

As I said earlier, you can cancel the Massacre by driving the white ball inside Boss.
Although, white ball has to be fed with quartz in order to deal high mechanic damage
(and be able to cancel Massacre).
5 seconds after Boss absorbs the remaining Add it gives the person with longest
distance from Add the driving buff.



Buff is also shown above Driver’s head



This White Ball that spawns on absorbed Add’s location will follow the Ball Driver



Ball Driver will die If White Ball touches him
At the same time, it explodes and damages people around
The driver must walk around so that the white ball touches the quartz on the field


How to spawn the quartz:

This is a job handled by the insiders from Soul Separation

1) insiders will get a decontamination buff when exiting Soul Separation (more details
later). After exiting, insiders have to clear the contamination debuff from the people
outside , one quartz per person cleared is generated.

2) When the insiders step on the Blue Flower inside Soul Separation
The Blue Flower will disappear and one quartz per Flower clear is generation

3) A quartz is also created when killing a mob inside Soul Separation

To sum up, ball driver’s role is heavily based by the insiders


The white ball grows by feeding it with quartz
It has to be the right size and shape like the image below before driving it to Boss
White Ball should be driven to the Boss at the right time in order to cancel the Massacre

Entering Phase > 40 seconds of attack rotation > Add absorption > 5sec > Debuff
Release / Marking Driver (those 2 happen pretty much at the same time) > 30 seconds
of attack rotation > Massacre




Although, there is another way to cancel the Massacre by CC (3 bars) the heart inside
Soul Separation after you drive white ball to the Boss, but i’m not completely aware of
this method and will not go into more details.




(5) Insiders (Soul Separation)

Soul Separation and real world can’t interfere with each other
This makes insiders’ job easier



There is only one way to go inside.
After the Add is absorbed by the Boss there will be a pillar of light and the gate for Soul
Separation will be created





It is slightly larger than the circle at the spot where the Add has been absorbed.
A maximum of 1 person per gate can enter and the gate closes at the same time person
enters. Closed gates reopen after 10-20 seconds.

On 1st phase only 1 gate is open
On 2nd phase there are 2 gates open ( 1 from the Add that has been absorbed from
phase 1 and another 1 from the Add that is absorbed on phase 2)
On 3rd phase all 3 gates are open.

If you go inside using the gate everything will disappear and you will be able to see this



Instead of the huge Boss there is an Add with 5,090,000 HP and 1 CC bar
By killing the Add, a gate will be created on that spot just like the gate for entering was
created earlier

On 2nd phase there are 2 Adds
On 3rd phase there are 3 Adds
On 4th phase there are no Adds and instead gates for outside are open already (more
details later)

At the center of the map is the heart of the Boss.

Note that the Soul Separation Buff lasts for 40 seconds and you should not take your
eyes away from it



If the Soul Separation Buff ends, the person inside will die instantly ,
You must escape from Soul Separation before the buff runs out.



In addition, there is a debuff for insiders who stayed in Soul Separation after
Massacre attack was completed (i’m not so sure what it actually does, never saw it).


★ How to deal with Blue Flowers
As I said already, insiders have to step on them to clear them


Even though the Soul Separation is not visible from outside and vice versa, it is said that
you are able to see outside if you are in Soul Separation and your graphics are on low

If you step on the flower, a quartz will be generated on the outside and the Blue Flower
will disappear.
Once you step on them, you get a 10 seconds root debuff


★ How to deal with the contamination debuff

The goal is to clear the contamination debuff that is given to all members including Tank


This Buff is given to the insiders that stay near Boss’ heart in the middle of the map
This buff is permanent.



Once you step on the gate and exit Soul Separation, the permanent buff will be gone
and instead you will get a 10 seconds buff

With this buff you can clear the Green poison debuff
At the same time as cleaning it, a quartz is generated
People should be gathered on the exit gate position so cleaning debuff job will be
easier and all quartz will be placed on the same spot.
Although, debuff is given to Tank as well and since it is not possible for tank to move to
the cleaning position, insiders have to clean Tank’s debuff by moving near him




★ How to deal with Red Debuff / Mobs inside Soul Separation

If Boss absorbs red buff, Soul Separation will look like this



Just like Gloom, those mobs will run towards Boss’ Heart and have to be killed as fast as
possible. Killing a mob inside Soul Separation it will generate a quartz on that
position.
if a mob touches the Boss’ Heart, people outside receive a lot of damage (not sure
about this, never saw it).
Mobs should be cleared near heart but not too close, so driver can gather quartz easier.


It seems that the most difficult buff is red if there are not players with enough damage
and mobility. While green buff or blue buff (with the technique that will talk about
later) generates several quartz in one place. So most of the raids are feeding red buff to
boss on 3rd phase.


[4] Last Phase (~10%)

As soon as Massacre is canceled on 3rd phase, 4th phase begins

1)Roar, wide AoE (self iframe is recommended)
2)three hit AoE and Stones falling (HM Block is recommended)
3)Absorption of Adds’ Buffs, wide area suction (stealth is recommended)
4)Activating all 3 Buffs, wide AoE (1st release) (freeze is recommended)

For this phase i recommend to put blue flowers on 1 of the room’s walls ( for example at
12 o’clock) and not stacking them together

First buff release start on the beginning of the 4th phase as said above (Special 4th
attack), but since the 2nd release is 45 seconds after the 1st release, it is very difficult to
respond.
So the team leader should know when the 2nd, 3rd, 4th, 5th release will occur.
Awakened attack rotation for 4th phase can be described like this

4)1st release
5)Awakened attack rotation 1>6
6)Awakened attack rotation 1>4 > 2nd release >Awakened attack rotation 5>6
7)Awakened attack rotation 1>6
8)Awakened attack rotation 1> 3rd release >Awakened attack rotation 2>6
9)Awakened attack rotation 1>5 > 4th release > Awakened attack rotation 6
10)Awakened attack rotation 1>6
11)Awakened attack rotation 1>2 > 5th release

The team leader must be aware of the rotation above


Before buff is released, raid leader should let members know when it will occur,
Immediately before the release attack they should already be seated at 12 o'clock .
(or any other wall, depends on each raid).

Because phase 4 is very active in Soul Separation with 3 interiors
The quartz generating is dangerous and important


If Boss touches a quartz it will heal 160,000,000 (2%) of its HP.
Because of this, the Tank should move Boss away from the center properly, using the
forward three-dash attack [5)front dash (knockback) +2 front dashes (knockback)]
Since quartz are placed at 12 o'clock, Tank should move Boss either at 3 or 9 o’clock
Attention should also be given in clearing contamination debuff because it is very
difficult to survive if it stacks more than twice.




★ How to do the stacking Blue Flowers technique

In my opinion this technique might sound harder, but it makes driver’s and insiders’ roles
easier and with practise there should be no problem executing it.


If the flowers overlap, they will explode after about 2 ~ 3 seconds and will damage
the surrounding area.
After entering in Soul Separation and stepping on flower, the flower disappears after
about 0.5 seconds to 1 second.

If you can stack the flowers the driver doesn’t have to go around and feed white ball
with quartz
Quartz will be gathered like clearing the contamination buff tactic.

After the buff absorption and until its activation, the 9 raid members (excluding Tank,
Driver and 1st insider) should wait in front of the gate
It is very important the 9 members to NOT be too close to the gate.
Otherwise someone might go inside Soul Separation instead of the 1st Insider

Choosing a location that is not too far or too near Soul Separation gate is the most
important and this is decided by the raid leader.



Although, there are some problems that occur

1) The damage on the spot where the 9 flowers are placed is too big to be ignored.
2)Flowers are created after 2 seconds, 5 seconds or 8 seconds, random time is given,
so there is time difference for each member.
3)If a member breaks away from the meeting place and flowers are not placed
correctly, the insider can not get through and the 9 members will be killed.


The first problem is solved by using freeze when flowers are about to be released.
The 9 members should not remove the freeze until their flowers are naturally
released.

The first Insider enters inside Soul Separation immediately (before even any flower
spawns).
After the insider enters Soul Separation, he stands on the spot where the 9 members are
gathered and he clears the flowers before they explode.
So, whenever a flower is created, it disappears instantly, and you do not have to worry
about staying over there

Those who received the 2 second flower buff can leave once the flowers are released
Then the members who received the 5 second flower buff can also safely remove
freeze and get out of here.

The problem still remains for the members who received the 8 second flower buff
However, after the 2 seconds and 5 seconds flowers have disappeared, one-third of the
200,000 damage have been gone too.



The first insider is already in Soul Separation
At the same time, the white ball starts moving



Quartz are beautifully placed in one spot where people were gathered.
This will allow the insider to step on flowers once and eliminate the difficulty of
walking around to clean them.
The driver is also able to feed the white ball with quartz generated in the spot where
blue flowers disappear, making his driving easier!


Depends on your raid members, you can choose which technique you want to follow in
order to clear the boss

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BOSS 2
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Temple of Eternity Boss 2 Guide
made by Rosephene Black#0598

HP: 12,200,000,000
Enrage Time: 12:00
CC bars: 4


[1] Boss Attack Rotation

All Attacks of 2nd Boss will give 1 of the following debuffs.

If you get hit by Boss’ left hand attacks you will receive the devastation debuff



If you get hit by Boss’ right hand (sword) attacks you will receive the parasitic debuff



If both debuffs overlap, you will get the weakness debuff and you will get dazed for 3
seconds.



Therefore, you should have either 1 of the 2 or even better none of them

Although, I recommend tank to adjust the attack rotation in such way, so that raid
members can only get hit by one color attacks
For example, tank does only parasitic debuff attacks towards rest members

Notes:
If tank is towards 12 o'clock, ideal position for rest raid members would be at 7 o'clock
and 3 meters away or more
Fight of 2nd Boss is pretty interesting since there is no range check attack and nothing is
based on Boss’ HP. Instead, fight is pre determined from the start until the end.

1) 180º front 5m swipe > 180º front 20m swipe
2) back short slam + front long slam > left short slam + right long slam (cross attack)
3) 180º left 5m swipe + 180º right 20m swipe > 180º right 5m swipe + 180º left 20m
swipe (knockback) (blockable)
4) 11m circle AoE > 11-20m ring AoE or 11-20 ring AoE > 11m circle AoE (knockdown)
5) front short slam + back long slam > front right 120º swipe + back left 120º swipe or
front long slam + back short slam > front left 120º swipe + back right 120º swipe

Punishment, this is the attack that needs the most attention, depends on the phase,
Boss uses punishment 1-3 times consecutively.
On 1st phasethere is only 1 punishment
On 2nd phase there are 2 punishments consecutively
On 3rd phase there are 3 punishments consecutively

If you step on the purple areas, you die instantly.



It is important to note that if the weakness debuff takes place during 2nd or 3rd
phase, avoiding purple areas on Punishment is very difficult. Therefore, members
should watch their current debuff before Punishment starts so they know where
they have to stand

Although, Boss attack rotation is not the same for all phases and it should be called by
raid leader when punishment will occur.
Boss attack rotation for each individual phase can be described like this:

(1st phase attack rotation)
Basic attack rotation 1 circle (1>5) > Punishment (1 time) > Basic attack rotation 1 circle
(1>5) > Punishment (1 time) > Special Phase


(2nd phase attack rotation)
Basic attack rotation 1 circle (1>5) > Punishment (2 times) > Basic attack rotation 1>3
> Punishment (2 times) > Basic attack rotation 4>5 > Special Phase

(3rd phase attack rotation)
Basic attack rotation 1 circle (1>5) > Punishment (3 times) > Basic attack rotation 1>3
> Punishment (3 times) > Basic attack rotation 4>5>1 > Punishment (3 times) >
Special Phase

(4th phase attack rotation)
Just like 3rd phase until enrage time hits.



[2] Special Phase

(1) Overview

As i said earlier, after Boss finishes its attack rotation it will enter on Special Phase with
the message “Boss is looking for people to spread its seeds” (or something similar).

The Special Phase pattern can be described like this:

Boss spreading its seeds to players > players placing seed to flowers > infecting flowers
with parasitic debuff > cutting eggs’ connection with the Boss

But first, I will talk about Boss’ attack rotation. Attack rotation is same for all phases.
Although, as going further (2nd and 3rd phase), time between each dash becomes
shorter and attacks are removed.


(1st phase)
1) Marks the 3 furthest members
2) Throws projectiles to the marked members (from farthest to closest)
3) Wide suction AoE (can't be iframed) and placing the 6 cleansing pools
4) 3 AoE rings (parasitic > devastation > parasitic) (knockdown) (should jump above
them) (HM Block is recommended)
5) infecting with parasitic debuff the closest member (not sure if it's the closest or tank)
6) Triple 8m circle AoE (3rd one is knockdown) (CC available)
7) 24m Spin (knockdown) (CC available)
8) Activating the pads that have no flowers on them (including middle one) (more
details later)
9) Dash to 1st flower
a) Triple 8m circle AoE (3rd one is knockdown) (CC available)
b) 180º 5m left swipe + 180º 20m right swipe (knockback) (party protect)
c) 24m Spin (knockdown) (CC available)
10) Absorbing flower’s power and activating the pad
11) Dash to 2nd flower
a) Triple 8m circle AoE (3rd one is knockdown) (CC available)
b) 180º 5m left swipe + 180º 20m right swipe (knockback) (party protect)
c) 24m Spin (knockdown) (CC available)
12) Absorbing flower’s power and activating the pad
13) Dash to 3rd flower
a) Triple 8m circle AoE (3rd one is knockdown) (CC available)
b) 180º 5m left swipe + 180º 20m right swipe (knockback) (party protect)
c) 24m Spin (knockdown) (CC available)
14) Absorbing flower’s power and activating the pad
15) Dash to 4th flower
16) Wide area suction AoE > knockback (can't be iframed) (more details later)
17) 3 AoE rings (parasitic > parasitic > parasitic) (knockdown) (should jump above
them) (HM Block is recommended)
18) Extinction (enrage) (CC available under a condition) (more details later)


As I said earlier, the time between each Dash is shorter for 2nd and even more on
3rd phase. Therefore, attack rotation between Dashes changes to this:

(2nd phase)
Dash to flower
a) Triple 8m circle AoE (3rd one is knockdown) (CC available)
b) 24m Spin (knockdown) (CC available)
Absorbing flower’s power and activating the pad
Dash to next flower flower

(3rd phase)
Dash to flower
a) Triple 8m circle AoE (3rd one is knockdown) (CC available)
Absorbing flower’s power and activating the pad
Dash to next flower flower



(2) Purification of seeds and placing them on flowers

When you enter 2nd Boss room it will remind you of Sudoku you will notice that there
are some spots placed



Those spot are where the flowers will bloom in 1st phase
The place where flowers bloom are different from 1st phase, 2nd phase and 3 phase

These flowers must be cleansed with the purified seeds to prevent the activation of
the pad they belong (becoming death zone) and determine the order in which the
Boss will move.
When Special Phase starts, Boss will mark the 3 furthest members and slightly after Boss
will throw projectiles (with seed) to them
The projectiles are thrown in order from from the farthest marked person to the closest
one.
Marked members can be recognized by others from the purple ring around them.



At this time, because projectiles are too strong to be hold by one person, one other
member (3 in total) should enter the marked member’s ring and share the seed

Otherwise, marked member will die instantly
In other words, a total of 6 members will receive the seeds

When you receive the seed, you will get a 20 seconds debuff



After Boss throwing the projectiles, it will do a wide suction AoE and place the 6
cleansing pools depending where flowers have bloomed.
The cleansing pool can only be touched once, and it disappears when the person who
received the seed steps on it.



If a person who does not have a seed debuff steps on the cleansing pool, the person
with the seed debuff will not be able to get rid of it.

If the person who has a seed debuff steps on the cleansing pool, it will switch to the
purified seed buff that lasts 20 seconds.



If a member with purified seed buff steps on a flower, the flower will be purified and a
connection line will be created with the previous purified flower (connected with the Boss
if it's the first flower that gets purified)

The members with seed buff should position themselves between the egg they have
to go and boss BEFORE the suction attack






At this time, Boss does the 3 AoE rings attack and jumping over them is very
important especially for the people with purified seed buff in order to not recieve
the weakness debuff.

It is very important to purify the flowers in such order so that when Boss reaches
the 4th flower and blasts all members away [16) Wide area suction AoE > knockback
(can't be iframed)] there is a safe pad to land on.

Otherwise, members will fall on activated pads (death zone) or thrown into the wall
and die.

There are many methods of making this path, but i will only talk about the one i
recommend.
With this method there are 2 ways of purifying the flowers depends on the way they
bloom.
But in any case, flowers will always spawn at 3 o'clock, 6 o'clock, 9 o'clock and 12
o'clock

Having that in mind i recommend to start the path this way:
12 o'clock → 9 o'clock → 6 o'clock → 3 o'clock

The 5th and 6th flowers can be purified in any order

You should follow this way if there is at least 1 flower in the blue pads as shown on
the picture below, so it is safe to land there when Boss blasts all members away



Although, there is a case where there are no flowers on the blue pads, which is
shown on the picture below:



In this case, you should purify the flowers in a vertical mirrored way, which is:
12 o'clock → 3 o'clock → 6 o'clock → 9 o'clock

The 5th and 6th flowers can be purified in any order





(3) Infecting flowers with parasitic debuff

After Boss finishes the 3 AoE rings attack it will infect the closest member with a
parasitic debuff.

The person who gets infected with the parasitic debuff will have a 3m green circle
around and will get dazed.



If someone enters the circle, he will receive the infection and get dazed.
Now the previous infected person will lose the infection and will be able to move.
In this way, you have to spread the infection with conduction to the first flower.

I recommend to have 4 people to do the conduction

Conductor 1 > Conductor 2 > Conductor 3 > Conductor 4 > Conductor 1 >
Conductor 2 > Conductor 3 > Flower (or as many conductions are needed)

Conductors should be fast because time is limited until Boss does the 2 attacks,
activate the pads and dash to first flower

Infecting the flower will cast 1 AoE ring (parasitic) (knockdown) (should jump above)
before start transmitting the infection with a 12m AoE to nearby people

This transmission can only reach up to 4 people (i recommend to be the 4
conductors from earlier) and in this way, you have to spread the infection with
conduction to the 2nd, 3rd and 4th flowers.



Attention should be given, so that no other members enters the transmission circles
except the conductors

Once Conductors infect the 4 flowers, they can return to the Boss

The rest of the raid should CC the Boss when its possible so that they don't get dazed
from weakness debuff or getting knockback to activated pads or wall and die.
The tank is not essential, and the Boss will proceed the attack rotation normally without
the tank. (no range check attack for tank)

Although, i recommend to root the Boss every time it reaches a flower or the attacks will
be casted towards the tank

I recommend to divide raid into 3 groups, 4 conductors and 2 other groups of 4 to CC in
order

Dash to flower > Group 1 stun > Group 1 knockdown > Dash to next flower >
Group 2 stun > Group 2 knockdown > Dash to next flower

Before Boss dash to next pad, he will activate the pad he is currently standing on.
If you step on an activated pad you will die instantly.
(Special Achievement when finishing fight without anyone stepping on an activated pad)



When Boss activates the pads that have no flowers on them (including middle one)
he will receive 4 debuffs similar to devastation debuff.



Each time Boss absorbs the power of a flower that is infected, he will receive a
parasitic debuff and lose 244,000,000 HP



When Boss dashes on the 4th infected flower, he will receive the weakness debuff,
get dazed for 5 seconds and lose 733,000,000 HP



After Boss stands up again, he will do a wide area suction AoE followed by a knockback
(knockback can’t be iframed)
At this time you should position yourself between Boss and safe zone

The directions of how Boss blasts members away are shown with red arrows on the
picture below (pretty much like knight from chess)



In order to place yourself correct on a straight line towards the safe zone there are
patterns on the ground near each flower that can guide you

If you stand too far away, you will reach the wall and die instantly, so please take a
circle near the flower (1st or 2nd).





(4) Cutting eggs’ connection with the Boss

After the blasting attack, Boss jumps back to middle and does 3 AoE rings (parasitic >
parasitic > parasitic) (knockdown)

At this time, eggs spawn where flowers were and connect with the Boss as shown in
the picture below



Boss receives a CC immunity shield from this connection



In order to remove this shield and be able to stop the Extinction with CC, you should
break all connecting lines by standing on them

Standing on the connecting line will grant you this debuff.



this debuff is harmless, nothing to worry about.


Once you stop the Extinction, next phase starts.
 
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