Leviathan (raid): Difference between revisions

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**Sol Councilor
**Sol Councilor
**War Councilor
**War Councilor
*[[Psionic Projection]]s
**Greed Projection
**Sol Projection
**War Projection
**Loyalty Projection


==Bosses==
==Bosses==
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Defeat enemies until the Imperial Centurion appears, then kill it to reveal two Psionic Charges. The two players who pick up the Psionic Charges will be teleported into a circular obstacle course along the room's outer walls. While the Psionic Charge-carriers run these gauntlets, the four players who remain in the center of the room must fight off waves of enemies while disabling the shield walls that block the carrier's path.
Defeat enemies until the Imperial Centurion appears, then kill it to reveal two Psionic Charges. The two players who pick up the Psionic Charges will be teleported into a circular obstacle course along the room's outer walls. While the Psionic Charge-carriers run these gauntlets, the four players who remain in the center of the room must fight off waves of enemies while disabling the shield walls that block the carrier's path.


The carriers will be able to see which of three rows of circular apertures is lit by a red light; the other apertures will be green. The carriers must call out to the rest of the team to shoot the marker for the correct row. If done correctly, this will disable the shield and cause an orb of Psionic energy to appear in the red aperture. The carriers must pass through that orb to prevent the psionic charge they are holding from exploding. Passing through a ring gate spawns a Councilor which must be punched or it will spawn a projection which can triggering a team-killing debuff called Mental Collapse. If a projection spawns it may be killed within 6 seconds to prevent the team from wiping.  Repeat this at each shield wall and then pass through the final orb and the finish line, then place the Psionic Charges in the dais in the room's center. This will complete the first phase of the stage.
The carriers will be able to see which of three rows of circular apertures is lit by a red light; the other apertures will be green. The carriers must call out to the rest of the team to shoot the marker for the correct row. If done correctly, this will disable the shield and cause an orb of Psionic energy to appear in the red aperture. The carriers must pass through that orb to prevent the psionic charge they are holding from exploding. Passing through a ring gate spawns a Councilor which must be punched or it will spawn a [[Psionic Projection]] which can triggering a team-killing debuff called Mental Collapse. If a Psionic Projection spawns it may be killed within 6 seconds to prevent the team from wiping.  Repeat this at each shield wall and then pass through the final orb and the finish line, then place the Psionic Charges in the dais in the room's center. This will complete the first phase of the stage.


The next phase of the stage increases the difficulty for the carrier by removing sections of the floor in the gauntlet area, requiring more precise jumping skills. Once finished, again place the two Charges in the dais.
The next phase of the stage increases the difficulty for the carrier by removing sections of the floor in the gauntlet area, requiring more precise jumping skills. Once finished, again place the two Charges in the dais.
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