Phoenix matriarch




















Flamespyre Phoenixes lack the gift of a civilized tongue. However, they understand Eltharin well enough and, if treated with proper respect, can be bargained with. Indeed, an accord exists between them and the Phoenix Guard , with the latter often calling upon the birds to serve as war-mounts.

This is a truly fearsome combination, the clear-headed judgement of the Phoenix knight directing the Flamespyre's fires to where they can cause the most damage. As a Flamespyre Phoenix ages, its body cools, and even begins to sap heat from its surroundings. Finally, the plumage that once blazed with fire grows heavy with frost and ice. Once this occurs, the Phoenix must leave the Flamespyres, for the chill that surrounds it causes agony in its brightly burning kin.

Most such Frostheart Phoenixes dwell in lonely exile on crags about the Eataine coast, until their bodies finally freeze solid, to leave curious frozen statues along the crags and cliff tops. Others return to the Shrine of Asuryan , to offer their final days in service as war-steeds.

Whilst a Frostheart Phoenix may not possess the vigour and fire it commanded in its youth, it is a much hardier mount. The ice that sheathes its form is as hard as glass, and enemies -- not having the benefit of the rider's enchanted armour -- find their own strength and resolve eaten away by its chill presence. Knowing they can no longer resurrect themselves in magical fire, the Frostheart Phoenixes fight even harder in the defense of their homeland, determined to end their existence striking a final blow against the enemies of Ulthuan.

Warhammer Wiki Explore. Qadim will summon fiery AoE fields that do moderate damage and persist for a couple of seconds. The kiter can use this time to get situated, while those on the stack can give out boons so the player s on lamp duty have some uptime going in. The lamp team can then go in the green circle and start progressing through the menagerie.

The short roleplay will end as they are sucked in, so the kiter can start killing lava elementals while the main squad works on the Ancient Invoked Hydra. Like Qadim, the creatures will aggro on the closest player. The tank should make sure they are far inside the hitbox without moving to the back and turning the creature around to the group. This ensures players can be inside the edge of the hitbox if necessary and also makes it easier for healers to keep the tank alive.

The hydra has an auto-attack, special attack, and defiance bar ability. Its special attack is Elemental Breath. It will rear its heads back and then breathe fire, ice, and lightning, doing heavy damage, knocking back players a short distance, and inflicting two stacks of burning, cripple, and chill.

Its defiance bar ability is Fiery Meteor. It will lift its center head straight up and its defiance bar will unlock. Players only have a few seconds to break the bar before the hydra gives itself protection, regeneration, and five stacks of might. It will then summon a continuous stream of meteors on top of every player on the platform including the kiter until the bar is broken. The meteors daze and inflict heavy damage. While they can be dodged or blocked, they drop fast, so you might not have time to react.

If you have any cast time or wind-up on CC skills, you should queue them before the bar unlocks. When the hydra would use Elemental Breath a second time, Qadim will use Inferno again. Qadim tethers to the closest player after this, so anyone accidentally teleported might be chosen instead of the kiter. The tethered player should jump to the next platform and wait for Qadim to come over before returning to the squad, otherwise they risk dragging him along with them. If the tank is teleported, they should say something so a healer can temporarily take over.

Someone with a bit of ranged DPS should damage the lamp to break it open. Anyone who accompanied them will need to stand in it, and it should also overlap the hitbox of the Iceborn Hydra. The player s and hydra will be teleported back to the main platform when the AoE disappears.

Players will have the effect Power of the Lamp, causing them to float in case there is no platform below them. They can return themselves to the platform with their special action skill, Drop.

Otherwise, they will be dropped in five seconds when the effect expires. This will also trigger the bonus from. The Iceborn Hydra will then disappear. When the Ancient Invoked Hydra dies, Qadim will teleport to the middle of the arena and readjust the platforms, starting Phase 2. During Phase 2, the platforms will be arranged as a large triangle with three outer platforms accessible by bouncing over on blue orbs.

They also produce incineration orbs, large balls of fire that bounce around the main platform. Their bounces are telegraphed by gold AoEs. They can be dodged or blocked. You can either destroy the pyres or pile boon strips on Qadim. If destroying the pyres, you can send two or three players to each one. You need someone with a boon strip to go to the retaliation pyre or else risk players killing themselves trying to destroy it.

You can also choose to only destroy the protection and retaliation pyres if you have constant boon strips, are confident you will phase Qadim quickly, or plan to stop DPSing him while his defiance bar is unlocked. At the beginning of the phase, a Greater Magma Elemental with a fiery ring around it will spawn on each corner of the newly-formed triangle. Each is accompanied by four lava elementals. These enemies will walk slowly toward Qadim. As in Phase 1, the lava elementals will give him a stack of Fiery Surge if he absorbs them.

The goal is to immobilize, push, or pull the magma eles so the lava eles can be killed. You can handle this two different ways. The first strategy is to have two or three players responsible for taking care of each individually. There are a few good options:. The second strategy is to wait until the magma elementals are near Qadim and then pull all three on top of him with a well-timed.

Although they will be close, the lava elementals have little health and should be cleaved down before they reach Qadim. The magma elementals will damage and knock players around, so they should be killed as well. If you pull a magma elemental back toward the corner it spawned in, it will stand there confused and no longer approach Qadim.

If you brought or , the mesmers or thieves can place them at Qadim and open them on the outer platforms to bring everyone back quickly and safely. When everyone has done their jobs with the guardians or elementals, they should stack on Qadim. Be mindful of the incineration orbs if you chose not to destroy the pyres.

He will then slam his maces down, releasing an expanding circular wave of fire that does heavy damage and a small knockback. He will then cross his maces and surround himself in a fiery aura.

His defiance bar will also unlock at this time and he will gain the buff Parry , which absorbs all incoming damage. If the bar is not broken, he will unleash all the stored damage using Riposte , almost certainly causing a wipe. If you ignored only the stability pyre, make sure you use your boon strips now, or have everyone immediately stop DPSing. The magma and lava elementals will eventually respawn in the same corners. Otherwise, you can handle them using the same strategy as before.

All existing adds on the platform will despawn. Just like in the first phase, your kiter will occupy Qadim and the lamp player s will navigate the menagerie.

The second creature Qadim summons is the Apocalypse Bringer, a giant destroyer. It spawns with three Reapers of Flesh which look like destroyer crabs.

The destroyer tries to use Summon and gets a break bar immediately. Like the hydra, you have a very short amount of time to CC, so everyone should be ready when the phase begins. If not broken, it will begin to summon destroyer trolls near every player on the platform including the kiter. After the bar is broken, the destroyer will use its auto-attack, Wave of Force , three side-by-side cones that damage and knockback players a short distance.

Most of the cones will be placed to the left of the tank, so they need only sidestep to avoid them and then reposition. One of its special attacks is Seismic Stomp. There will be a large gold AoE tell, and then the destroyer will stomp its right foot down, creating a wave of fire from the impact point. It does heavy damage and knocks back players, but is easily avoided by jumping over it or dodging through it. The tank should use a channeled block or Distortion.

More details are to be released in the coming weeks so be sure to follow them on their social media , or to check back with AFGM here with any updates. While you all might be wondering what Veil of Maya has been up to between the time this article was originally posted and now, here is a first glimpse of a new video called "Breaking Bands". The album artwork and title have finally been revealed. Shortly after their 3 minute "Breaking Bands" clip was released, VoM revealed a fair amount of information, including a new music video!

Check out "Mikasa" below:.



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