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The Slimes will spawn with a splash animation on the ground.
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Unlike the Golem side, each group has the same responsibility. Red Slimes will tether to the first person that hits them, while Green Slimes have an aggro table. In addition, Sanguine Clots (Red Slimes) will spawn inside the rooms – these must not be allowed to be merged. Only Green Slimes should be allowed to merge with each other. The Slimes cast Fusion which will merge slimes together – this can be silenced. In the Barracks, players have to combine Viscuous Clots (Green Slimes) into a large slime and kill them on the platforms in each room. It is recommended to have the Slime side start earlier than the Golem side, but it isn’t a big deal in the end. Therefore, I will explain the cheese strat down here. All other groups have been using this strat since it was shown. While there is probably another intended way to do this side, Mika discovered a cheese strat which is effective for clearing. While progging Slimes/Golems this is not necessary, but is highly recommended for progging Trinity Seeker and beyond. This will allow you to carry more actions when progressing further into the raid. This may not be viable in prog, so listen to the raid leader’s calls.īefore starting, make sure to equip two fresh Lost Actions and pop an Essence before going to the Slimes/Golems platforms.
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Make sure to play safe.īecause the amount of raises are limited, it may be prudent to save Healer LB3 for when the boss is about to die so that the raid can save Lost Arises for progression, whether it be raising in combat or raising after the second last boss as it does not give LB3. The final two bosses will instead inflict Twice-come Ruin, which is the same debuff but inflicts Doom at two stacks. This will also decrease your damage dealt. Getting hit by most mechanics will inflict you with Thrice-come Ruin, which will inflict an uncleansable Doom on you if you get three stacks. ABC takes the left side and DEF takes the right side at the start. These will be split into two groups: ABC and DEF. Split the raid into six parties – A, B, C, D, E, F. Casters can use Lost Cure IV for AoE Lost Bravery as mentioned previously. Other classes are also fine for their utility – Warden’s Paean is extremely useful and Trick Attack gives enormous amounts of damage amplification. Dancer is strong if paired with any of those classes. For pure DPS, Samurai, Machinist, Black Mage, and Monk are extremely strong.As it lasts for 30 seconds and has a 60s CD, two players can keep 100% uptime. Two melees in the raid should be assigned to use Lost Rend Armor.The rest should be using Lost Cure IV every minute to apply Lost Bravery to the party.
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One caster in the raid should be assigned to use Lost Flare Star.Paladins, Gunbreakers, and Dark Knights all work as well. For Tanks, Warriors are highly recommended for their high damage, self sustain, and low-cooldown invulnerability.Haste gear throughout the party on DPS and tanks helps with the DPS checks. You should have at least one role per party, with two tanks, two healers, and one of each DPS role at least highly recommended.
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