It's a bit more mindgame oriented than straight-up EQing, but even when you just want to go ham and EQ onto the backline it'll usually give you more healing than Conqueror (i.e. The usual play pattern is W and land a Fleet auto, run them down with autos until they're forced to use a movement ability, then follow up with either ult or EQ which gives you another Fleet charge, then use that Fleet to either finish the job or gtfo. Plus, it's super easy to activate with EQ and ulti both charging Fleet. It activates way more commonly than Conqueror, gives MS like Phase Rush, is useful when farming and lets you get around the map very quickly sort of like a pseudo Relentless Hunter, gives movement speed to chase and escape like Phase Rush, gives extra survivability, and lets you stay in Precision as your primary runepage. Tail Slam Poison (x2) Breath Charge (x4)Īs a reminder, Adventurers that are already dead are taken into account by High Zodiark when determining his Charge sequence and direction as well.I accidentally took it since I forgot to switch my rune page after playing Graves, but the more I play with it the more I really, really like it. Remain in the South quadrant for as long as possible, then Shapeshift to tank the Southern miasma and migrate to the now-clear North side. Immediately destroy the North Lantern and DPS from the North quadrant.Ģ. There are two common options moving forward:ġ. The last phase of the fight can be quite chaotic. The Lanterns will spawn in order from North, East + West, then South. Lanterns DetonateĪt this point, High Zodiark should be close to death, and victory should be within grasp given sufficient DPS. Destroy both the South and East Lanterns, then have one player bait the incoming Breath to the right. IF A PLAYER IS NOT MARKED: Use the Phase 3 Lantern strategy. Pop the South Lantern, have the marked player move up and Shapeshift while the remaining three hang back and spread out during Umbral Chaser. IF A PLAYER IS MARKED: Use the Phase 4 Lantern strategy. High Zodiark will either mark a player with Cursed Realm or unleash a Breath. Lanterns Spawn Cursed Realm + Umbral Chaser OR Breath The two non-trapped players, usually the melee DPS, must bait the Poison columns away from the trapped players, as they are otherwise helpless while trapped. Unavoidable pulse that deals increased damage based on a player's Spite stacks.Īfter the blast is dealt with, players at range should stick together at this point as they will be soon trapped by Prison again. Note: If High Zodiark breaks during this phase, he will continue to charge at the next target after recovering from Break state. Adventurers that are bumped by High Zodiark's sides as a result of this will also be hurt. Note: If High Zodiark Charges close to a wall at an angle, he will continue forward and slide.
In public rooms, it's common for each party member to take turns baiting High Zodiark south as of this writing. Organized parties may opt to distribute the Charge baiting however they wish. Adventurers that gets in front or the sides of him will be severely damaged. If any Adventurer is already dead by this phase, their distance relative to High Zodiark is also taken into account as well. High Zodiark measures the distance of each party member relative to himself, then targets each player with a Purple Marker Charge in succession, starting from closest to furthest. If the trapped players are spread too far apart, the party will be unable to collectively tank Cursed Realm, which can spell a quick end to the run. The healer will naturally be at a distance, so one other player, usually the ranged DPS or Halloween Elisanne, should stay in close proximity to the healer at the very least. Purgatorial Prison will trap two players that are the furthest from High Zodiark for the duration of Cursed Realm's windup, rendering them completely inactive. After a long windup period, damage is evenly distributed across every player inside, so all four players should be present within the line to survive. Movement of the vertical damage indicator will be determined by the marked player's positioning. Cursed Realm (North / South), Purgatorial PrisonĪ line stretching vertically across the map will appear, and the Adventurer closest to High Zodiark will be marked. Avoid overlapping to prevent taking extra Flame stacks. Umbral ChaserĪ Purple Marker will begin charging under each player, "chasing" them as they move. This attack can be iframed, but its safer to simply be out of harm's way in the first place.
High Zodiark will slam down his tail, dealing dealing to players directly behind him.