Forum:Dul Incaru, the Eternal Return: Difference between revisions

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Initially, Dul Incaru is protected by a large, impenetrable energy dome that blocks and deflects all incoming attacks, allowing her to unleash all her attacks from within. While fending off hordes of lesser Taken enemies summoned by [[Major]] Taken [[Techeun]]s, one random Guardian will be imbued with the "Dreaming Flames" buff; only the one who has the buff is able to kill the Techeuns. There are three varieties of Techeun: Electric, Flaming, and Null, denoted by the type of magic attacks they use; they can be killed in any order. Upon death, the Techeuns will spawn white flaming orbs that the "Dreaming Flames" player must pick up and throw at one of three elemental chandeliers above each of the three platforms required to get to the top floor. The chandeliers must be broken in the reverse order that the Techeuns were killed; if the wrong chandelier is destroyed or it takes more than ten seconds to destroy a chandelier, the process is reset.
Initially, Dul Incaru is protected by a large, impenetrable energy dome that blocks and deflects all incoming attacks, allowing her to unleash all her attacks from within. While fending off hordes of lesser Taken enemies summoned by [[Major]] Taken [[Techeun]]s, one random Guardian will be imbued with the "Dreaming Flames" buff; only the one who has the buff is able to kill the Techeuns. There are three varieties of Techeun: Electric, Flaming, and Null, denoted by the type of magic attacks they use; they can be killed in any order. Upon death, the Techeuns will spawn white flaming orbs that the "Dreaming Flames" player must pick up and throw at one of three elemental chandeliers above each of the three platforms required to get to the top floor. The chandeliers must be broken in the reverse order that the Techeuns were killed; if the wrong chandelier is destroyed or it takes more than ten seconds to destroy a chandelier, the process is reset.


Once all the platforms are built, an extra platform will appear on top of the dome; this will fade out of existence if another player doesn't step on the third platform. The top player will start to see symbols flash before them: the [[Traveler]], the [[Skorn]], the [[Taken]], and the [[Queen's Wrath]]; no one else will be able to see these symbols. Meanwhile, glyphs representing the symbols will activate on each corner of the bottom floor of the arena; the symbols on the top are highlighted in a clockwise order, whereas the glyphs on the bottom must be stood on in a counterclockwise order. Those on the top floor will have to contend with [[Taken Hobgoblin]]s and [[Taken Vandal]]s elevated on distant rocks, which act as high-priority targets. If the glyphs are stood on in the wrong order, then the team has 20 seconds to get the correct sequence before the order resets, and if a glyph is stepped on too early, the order is reset immediately. As the glyphs are stood on, mountable cannons will start to rise but will not be usable until their white flaming orbs have been claimed from those who are opposite to the cannons' positions; the flaming orbs will be on pedestals that are each near the cannons. After everyone on the bottom floor has grabbed an orb, they must throw it at the dome break it.
Once all the platforms are built, an extra platform will appear on top of the dome; this will fade out of existence if another player doesn't step on the third platform. The top player will start to see symbols flash before them: the [[Traveler]], the [[Skorn]], the [[Taken]], and the [[Queen's Wrath]]; no one else will be able to see these symbols. Meanwhile, glyphs representing the symbols will activate on each corner of the bottom floor of the arena; the symbols on the top are highlighted in a clockwise order, whereas the glyphs on the bottom must be stood on in a counterclockwise order. Those on the top floor will have to contend with [[Taken Hobgoblin]]s and [[Taken Vandal]]s elevated on distant rocks, which act as high-priority targets. If the glyphs are stood on in the wrong order, then the team has 20 seconds to get the correct sequence before the order resets, and if a glyph is stepped on too early, the order is reset immediately. As the glyphs are stood on, mountable cannons will start to rise but will not be usable until their white flaming orbs have been claimed from those who are opposite to the cannons' positions; the flaming orbs will be on pedestals that are each near the cannons. After everyone on the bottom floor has grabbed an orb, they must throw it at the dome to break it.


===Cannon Mechanic===
===Cannon Mechanic===