Boss 1: Avatar of Orcus
Basically just like Castle Never. He does have a few ads now though and while he does not move much, he does move a little. He also has a new cone attack that is a knockback. This is important because there are pits around the arena but pretty easily avoided. There are also 3 curses that must be picked up at the start of the fight. I didn't catch the locations but can say what they do.
- Can't be healed but can get temporary HP stuff. Needs to be mobile as green orbs will move towards someone and this person needs to run into those orbs to detonate them before they reach their target.
- Bonus damage to ads, reduced damage to Orcus. Ideally give to a buffer, healer or someonw not there to do damage.
- Bonus damage to Orcus. Obviously top damage dealer should pick this up and swing at Orcus with all they've got.
Boss standing on a pillar in the middle. Huddle up and be right on top of the boss. Hammer on the pillar hard. When pushed back move back to the pillar. Room perimeter fills with flames and occasionally a minor ad will spawn. Kill the ad, stay close to boss and each other. Hammer it down. Not much else to say there. Was a weird fight. I think there may have been a shared damage AoE sorta like one with Drufi in FBI? Not sure.
Boss 3: Ras Nsi
Pretty much same behavior as in House of Croc weekly with more HP and more damage. The big changes are when ads spawn, everyone should kill them. When ads die they drop green souls. It is important to remove those souls. I think this is done by simply walking through the souls but not certain. The other big one is when the big blue head shows up on the end of the platform MOVE IMMEDIATELY to the opposite end of the platform. There will be a large pull and it will pull you towards the head. If you are not on the far end, you will fall in a hole and die.
I think some things to note is that absolute demand to be at peak performance. Minimum IL for this should probably be 13,500 and the builds must be top notch. Otherwise, getting past the first boss is unlikely. The damage needed and the damage done in this dungeon makes mSP look like a joke. If the party is not a good composition and using buff combinations and such, this dungeon will not end well. That said, using a good composition made this dungeon easily one of the most enjoyable in this game since the old days. The mechanics were fun and exciting.
Perfect comp is GF, ACDC, DODC, Tankadin and DPS.
Would work with GF, ACDC, Tankadin/DODC/Healdin and 2 DPS.
Rewards are 50 seals at completion. Maybe more if you can open the second chest. I also received a 480 chest piece from a boss that had great stats and a 480 dual slot ring ring from the chest. Interesting note on the ring. It listed all the versions of that ring and I was able to choose the best suited for me. Would be a great companion ring.