– Line red tiles – these are one wide, skip over them. – Windmill red tiles – run counterclockwise to avoid them, or skip over them in the center of the room. The Obelisk in the middle also periodically uses the following attacks: – White arrow – Disables prayer, pray Range – Red sword – Disables prayer, pray Melee – Grey blob – Ground targeted, shadow appears, paralyzes you, dodge it – Melee Swing – Melee distance only, pray Melee, kite it The West Warden begins praying Range, while the East Warden begins praying Mage. The Warden will only be vulnerable to one of either Mage or Range. One Warden will now turn into a moving NPC. The Warden that receives the most charge in P1 determines which two mini bosses you tank in P3. The East Warden, Tumemken, spawns Yellow UFOs and big orbs. To reduce damage from the small orbs, spread out. The West Warden, Elidinis, spawns Red UFOs and small orbs. Each Warden has two attacks, which they do in order each time they fully charge. If the red orbs are not blocked, the Wardens will charge up. In addition, the floor will crumble away, removing space to dodge and eventually making it almost impossible to survive.īGS 30 Damage. The ground attack cycle is replaced by a lightning AOE targeting tiles around the room. The Warden is joined by two of the four minibosses, depending on which side was blocked in Phase One.įinally, At 5% HP, the Warden will Enrage. Players must step from side to side to avoid massive un-prayable damage. In Phase Three, the other Warden awakens, and transforms the arena. The Warden has a variety of attacks that must be successfully prayed against/dodged, and the Obelisk also attacks with ground targeted attacks that must be dodged. In Phase Two, one Warden awakens, the one that absorbed more orbs during Phase One. When they charge up, they can unleash powerful attacks. The obelisk does not attack directly, but instead sends orbs towards the two Wardens on the East and West sides. In Phase One, the team must DPS the Obelisk in the middle of the room. A three-phase bossfight, they emphasis prayer switching and movement, and difficulty can scale up dramatically with selected invocations. The Wardens are the final boss of the Tombs of Amascut.
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