Dungeon Guide: Golden Labyrinth 48-52


Dungeon Guide Label - Golden Labyrinth

Golden Labyrinth is the next dungeon after Sigil Adstringo. It’s suitable for players to level range 48-52.

Overview

The dungeon reminds a bit of labyrinth with tight corridors and many small rooms. Trash mobs don’t show something special in this instance, so we go straight to boss fights.

Boss 1 Encounter: Berylheart

This boss is pretty much the same as Kuma. The elite mob you fight for a story line quest in Arcadia region (lvl 20ish). Berylheart is quite slow and he is basically a “tank & spank” boss encounter.

Abilities

  • Normal Attack: It does normal damage and is slow, it can be dodged / blocked easy. 
  • Punch Attack: He moves forward using a punch combo attack which overall does moderate damage in a cone of 120 degrees in front of him.
  • Ice Breath: A powerful attack which causes heavy damage to anyone who stands in front of him in an angle of 120 degrees. Can be interrupted with stuns.
  • Charge Attack: He will charge using the Punch Attack straight after he moves to his new spot. 
  • Jump Attack: He will jump in a small distance in front of him, by doing AoE damage to anyone who stands near him. Although the damage is minor.

Boss 2 Encounter: Gulsig

This boss has elements from Vulcan – last boss at Bastion of Lok – and also something from Galanos – first boss in Cultist’s Refuge. Basically, your dps need to avoid his stomp which except the moderate damage  delivered to players, he also puts a DoT de-buff to your group members. The second point and most important is when he summon his shadow clone. That’s the same mechanic which works with Galanos. You need to interrupt him to reach the center of the room. If you fail to do so, he will summon his clone and then your dps need to give priority to the add over the boss. You also need to avoid his jump which delivers deadly damage to anyone who stands at his landing spot.

Abilities

  • Normal Attack: It does normal damage and is slow, it can be dodged / blocked easy. 
  • Summon Shadow Clone: In some point, he will start head to the center of the room. Once he is there, he will summon his Shadow Clone. The clone has much less HPs but he does the same damage as the boss. For this reason you need to interrupt Gulsig to reach the center. In case he does, give priority dps on add and switch back to boss after the add is dead. Stomp: It does AoE moderate damage to anyone who stands near him in 10 yards radius and he also put a DoT de-buff to everyone who got hit. In this point, the healer need to be ready dispel the de-buff asap.
  • Cleave: It does moderate damage to everyone 180 degrees in front of him. 
  • Jump: He moves into spot A and from there he jumps to a spot B. His jump causes deadly damage to anyone who stands at his landing spot. The animation of preparing his jump, will give you enough time to get ready to avoid his vicious attack.

Boss 3 Encounter: Valgmore & Varcerbus

This is the second duo boss encounter you will face in TERA. The fight is pretty easy and just need to prioritize your target. DPS should kill first Varcerbus and then focus on Valgmore. None of them do any abilities with nasty damage. Varcerbus will summon some adds when he is drop down to 30% and Valgamore he will do the same when he is drop down to 20%.

Abilites

Valgmore

  • Normal Attack: It does normal damage and is slow, it can be dodged / blocked easy. 
  • Summon Adds: When he is drop down to 30% he will spawn some adds. 
  • Charge Attack: He will focus on one target and charge on him causing moderate damage.

Varcerbus 

  • Normal Attack: It does normal damage and is slow, it can be dodged / blocked easy. 
  • Summons Adds: When he is drop down to 20% he will spawn some adds.
  • Charge Attack: He will charge with his arm causing moderate damage and knockdown anyone who stands near him.

Boss 4 Encounter: Baracos

This is the final boss of the instance. Baracos powerful attack (red eyes) is a combo attack of 2 frost axe chain attacks. He also randomly head back to the center of the room and summon stationary adds. because the adds are stationary, you don’t need to fight them at all, after a short time they will disappear. He also has a charge attack but can be avoid very easy.

Abilities 

  • Normal Attack: It does normal damage and is slow, it can be dodged / blocked easy. 
  • Summon Adds: He will head back to the center of the room and summon stationary golems. You can try to interrupt to reach the center but if you fail, don’t panic. His adds won’t move at all and you have the space to move around without getting hit. So ignore them completely and focus on boss 100%
  • Cleave: It does moderate damage to everyone 180 degrees in front of him. 
  • Charge: He will charge in a spot and damage everyone who stands on his path. 
  • Combo Attack: A chain attack of 2 frost axe hits which deliver heavy damage to anyone in 120 degrees in front of him. 

This is the end of Golden Labyrinth.

Note: More information about quests and how to get to the instance incoming soon.

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