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Redeemers: Sea of Reflection

SirRFISirRFI
Vindictus Rep: 4,720
Posts: 596
Member
edited October 16 in Battle Quests and Guides
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"Redeemers" is new type of raids, which allows up to 8 people in a party. Sea of Reflection is the first one, and only one available at the moment. Unlike other raids, they are functioning on different rule set, from accessibility, through gameplay, to rewards.




♦ Accesibility and rules ♦

Redeemers battles, unlike others, are not available through regular battle board or Quick Battle feature. Instead, there is dedicated NPC for that. Tuathal, a reaper NPC located in north part of Berbhe (left from campfire), allows to create/search/join the Sea of Reflection battle. However, prequisite story (NAME NEEDED) has to be completed first, which involves story of Berbhe finished.


Vl27wYD.png



In difference to regular raids - these are restricted weekly rather than daily, and things like VIP, VVIP or Departure License do not affect it. There are 3 sub types:
  • Normal - 2 runs
  • Guild - 1 run, all members needs to be in the same guild
  • Passport - team leader needs Extra Passport: Sea of Reflection to start



Redeemers battles have restriction regarding what consumables and buffs can be carried over. The same NPC keeps a store with some of them, including exclusive HP potions. Following items are white listed:
  • Artifacts
  • Redeemers HP Potion
  • Phoenix Feather
  • Party Revival Feather
  • Armor Temporary Repair Kit
  • Fine Armor Temporary Repair Kit
  • Campfire Kit
  • Guild Campfire Kit
Anything outside this list, like Premium Bath Soap, won't affect the battle or won't be available.



There are also gameplay affecting rules:
  • Only certain things can be carried over (see above)
  • Amount of HP potion is limited
  • Amount of lives/revives is limited (see debuffs section)
  • Some skills are disabled or does not function (1000 SP Stun abilities, Hurk's parry, etc.)




♦ Stats and patterns ♦

Sea of Reflection stats (Neit & Neamhain):
  • ATK: 22 000
  • DEF: 17 000
  • CRIT: 125
  • CRES: 90
  • HP (Neamhain only): 42 000 000
Therefore base ATK CAP is 27k and CRIT CAP 140.



For patterns / mechanisms see 2nd post.



Class specific reactions to patterns:
  • Fiona
    • Long Sword
    • Long Hammer
  • Lann
    • Twin Swords
    • Twin Spears
  • Evie
    • Staff
    • Scythe
  • Karok
    • Pillar
    • Cestus
  • Kai
  • Vella
  • Hurk
  • Lynn
    • Glaive
    • Umbrella*
  • Arisha
    • Spell Sword
  • Sylas
    • Phantom Daggers
  • Delia
    • Bastard Sword
  • Miri*
    • Draker*

Contribute by writing reactions for your own class - template here.




♦ Rewards ♦

Following rewards are given upon completion:
  • Gold: 200 000
  • EXP: 2 084 000
  • AP: 100
  • Drop: [Box of Conviction: Redeemers] x1 (regardless of damage dealt), containing one of following:
    • Redeemers Gold Pouch
    • Emerald Belt (★★★)
    • Peridot Belt (★★★)
    • Ruby Belt (★★★)
    • Amethyst Belt (★★★)
    • Thunder Ring (★★★)
    • Crescent Moon Announcement (★★★)
    • Crescent Moonlight Ring (★★★)
    • Ocean Depths Monster (★★★)
    • Extra Passport: Sea of Reflection
    • Mysterious Shard Grade 1
    • Abyssal Shard Grade 1
    • Emote: Epidemiologist
    • Neamhain's Odd Eye
  • +1 progression



You might wonder what is "progression". Redeemers brought new feature, where progressing each of them have milestones, permanently increases the characters' stats. For Sea of Reflection:
  • 5%: +1 CRIT
  • 25%: +1000 HP
  • 50%: +500 ATK/MATK, +1 CRIT
  • 75%: +1 CRIT, +300 ATK CAP
  • 100%: +500 ATK/MATK, +2 CRIT
  • 100%: Full Force Lv. 1


4iHJJ4Z.png


Full Force Lv. 1

A special ability obtained upon completing Sea of Reflection battle 100 times. It works everywhere, excluding Ein Lacher and PvP.
Activation: boss unit HP is below x8 (x7 shows up). A special effect and chat message notifies about it's availability.
Trigger: combo-finisher smash, which depends on class. For Vella it's wYZC0p5.png (Twin Swords) and kB4L1WA.png (Chainblades).
Cooldown: 8 minutes







♦ Buffs & debuffs ♦

Following effects appear in Sea of Reflection battle:

  • 7Au0IGg.png Rookie Redeemer
    You can break free of incapacitation up to 3 times due to the Rookie Redeemer effect.
    Applied to characters with less than 5 completed runs. Allows to self-resurrect 3 additional times without Cannot be revived debuff penalty.


  • YeTtcL3.png Sluggishness
    Your HP is restored, but you feel momentarily sluggish. All action speed is -50%.
    Applied by Redeemers HP Potion upon usage. Reduces all animations by half. Lasts 3 seconds.


  • FheRBtn.png Cannot be revived
    You cannot be revived for a limited time.
    Applied after player's second and third death. Affected targets cannot be revived for it's duration. Lasts 8 minutes.


  • JSecQQS.png Neamhain's Poison
    You've been infected with Neamhain's poison.
    The SP Gauge decreases over time, and HP restoration is cut in half.
    Usually applied by magic attacks. Takes 10 SP per second and reduces any healing by 50%. Lasts 30 seconds. Avoid healing during it's duration, especially using potions, otherwise they get wasted. Consider using SP skills before your SP gets drained off.


  • 7R0pqTP.png Striking
    You find yourself drained of energy to the point where you can barely move.
    You cannot restore STA for 5 seconds.
    Usually applied by purple waves. Lasts 5 seconds. This immediately drains stamina to 0 and does so until the debuff expires, effectively preventing from anything but walking. Even stamina buffs like Slashing High are unable to counter this, so don't use them.


  • 7R0pqTP.png Infection
    You've been infected and cannot move.
    Applied by [SPECIAL] Bend the knee (1 hit KO / OHKO) upon being hit. Once the attack ends, Neamhain perform a special attack to finish off affected targets, leading to certain death.



Special thanks:
• Aibou
• DualStab
• Featch
• iphit
• Nomad



Search engine tags & keywords:

ALL EVERTYHING ABOUT SEA OF REFLECTION REDEEMER NEAMHAIN NEIT CRAB
BERHBE 8 MAN PEOPLE HARDCORE RAID
RULES ATTACK PATTERN BUFFS DEBUFFS
HOW TO REACT PLAY AS
GATES OF BABYLON 1 HIT KO KILL OHKO





Thread is split onto few posts due to character limit per post and to ensure further development.

Please do notify me about typos, errors or misleading/invalid information. Suggestions are also welcomed.

Please upvote the posts if You appreciate my work.





DrachusLeucosieAibouFeatchZaytiatusTachiRiceMonster

Comments

  • SirRFISirRFI
    Vindictus Rep: 4,720
    Posts: 596
    Member
    edited October 7
    ♦ PHASE 1: Neit ♦
    The starting area is transition between Berbhe and another dimension, where the players can make campfire. Upon entering the portal, [CUTSCENE] Introduction is played and the battle begins. The Crab's HP bar is not visible.

    • [CUTSCENE] Introduction
      Upon reaching the battlefield, the journey's goal and enemies are presented. Neit, the Avatar of Corruption, is the first enemy the heroes have to face.

      Wood from the starting area can be carried over the portal.



    • Relocation
      Neit strikes with his claws into the ground, then bounces off to move either side.

      His claws can deal damage on contact, but can be also damaged.



    • Dive
      Neit dives underwater to soon emerge from it at closest side of the battlefield to his target, followed with single sweep from left side.

      This attack has a brief restoration animation, allowing players to freely attack both claws for the duration. Claw on right side is persistent for longer amount of time, but the one on left can be used for counterstrike, as it strikes the floor on the edge.



    • Black Hole
      The giant monstrosity creates a dark sphere that will soon follow a target to finally hit the ground, which will then stay for a while to explode after and creating a wave. During that time Neit will use Dive.

      Despite the sphere being slow, it's hard to judge it's distance and target, so safety is advised, especially that it can deal damage on direct hit.



    • Claw Strike
      The Crab strikes with either of his claws next to the center, creating a shock wave. Then he takes it out and swings most of the area with his back spikes from the same side. Alternatively he can strike with his claw a second time before taking it out, creating another shock wave with it.



    • Roar
      The giant monstrosity slams his claws respectively on left and right side, creating shock waves each time. After a brief time he roars in front of him, damaging targets within multiple times. Lastly he puts claw on left side, creating yet another shock wave.



    • All-In
      Neit slams with both of his claws around the center, creating shock waves, simultaneously striking with back spikes at the furthest from him. Shortly after he drags everything back towards himself, damaging targets on it's path.



    • Spikes Strike
      Upon preparation, Neit uses his back and side spikes. Back spikes strikes at cued places on horizontal axis in the center - either 2 or 3 back spikes will hit at the same time, each creating a shock wave. Simultaneously he can additionally strike with either or both of his side spikes in close range to himself. These moves are repeated 5 times, last time being longer and always using only 2 back spikes.

      Each spike has it's own HP pool, which contributes towards Neit's defeat. Once a spike's HP is depleted, it cannot take further damage - damage dealt on it will not be displayed, and life steal effects will grant only 1 HP per hit.





    ♦ PHASE 2 ♦
    ♦ PHASE 2: Part "A" ♦
    Neamhain joins the fight replacing her pupil, starting off with [CUTSCENE] The Goddess Descents.

    • [CUTSCENE] The Goddess Descents
      The Avatar gets knocked back and exhausted, which draws his master's attention - Neamhain, the Goddess of Despair. She spreads her wings, takes a flight and rapidly strikes the middle of the battlefield.

      During cutscenes players cannot perform any actions or get damaged.



    • The Ring
      Neamhain swings around herself with her lance, performing a melee attack and creating a ring. Next she jumps/flies up for a brief moment, and creates another ring upon landing.

      The rings are harmless until they get detonated. Detonations happens as she lands, and then as pulls her lance from the ground. Getting hit by either of them applies Neamhain's Poison.



    • Tracking projectiles
      Neamhain prepares to fly up, creating floating purple projectiles around her, that follows her. While in air, she marks a target and turns to it, launching projectiles to all targets within about 180° degrees in front of her after a brief moment. Next up she strikes nearest target location obtained after marking a player, dealing impact damage and soon after follow up with a ring.

      The projectiles are tracking their target, and sometimes they come from unexpected angle. They are fast though and can be avoided easily. The ring gets detonated once she gets her lance off the ground.



    • Dash and Impale
      Neamhain turns or jumps back to dash towards her target, trying to impale it on her lance. This attack can impale multiple players, but only primary target gets additionally hit by a magic attack, which deals extra damage, applies Neamhain's Poison and lastly knocks the player away.



    • Blink and Impale
      Neamhain disappears, (alternatively jumps back first) to reappear in the air shortly after, trying to impale her target during flight. This attack can impale multiple players, throwing them all away.



    • Defense
      In certain moments (usually at the beginning or at the end of an attack) Neamhain has a chance to self-defense herself by crouching and hiding behind her metal wings. Hitting her during the defense will trigger an attack, which will be targeted towards last player to hit her during the gap. Once triggered, she will fly back, mark her target and perform flight impale attack, similar to Blink and Impale, but being a red attack.



    • Turn Sweep
      Neamhain uses her lance to perform a quick melee attack as she turns around.

      This pattern is common amongst various humanoid bosses in the game, and like them - can be triggered only during certain conditions.



    • Pirouette with Darts
      The Goddess gets up a little to perform a whirl, damaging targets on her path, and throwing several darts at random locations in front of her. The darts cannot hit player, but will explode soon after impact with the ground.

      Getting hit by the dart's explosion deals damage and applies Neamhain's Poison.



    • Darts with Trident Waves
      Neamhain crouches to throw several darts in front of her. Next up she charges a small distance and performs vertical swing from bottom to top, unleashing 3 directed magic waves.

      Getting hit by either of the waves deals damage and applies Striking. The last attack has way bigger reach than it looks to.



    • Combo with Waves/Impale
      Neamhain thrusts her lance forward, swings it once or twice, then charges small distance to perform vertical swing, which creates 3 directed magic waves like Darts with Trident Waves pattern. Lastly, there's a high chance she will follow it up with Dash and Impale.

      Getting hit by either of the waves deals damage and applies Striking, which leaves the victim vulnerable for incoming impale attack.



    • Full Combo
      Neamhain thrusts her lance forward, swings it twice, charges small distance and performs long range bottom-top sweep.

      The last attack has way bigger reach than it looks to.



    • Combo with AOE
      Neamhain thrusts her lance forward, swings it once or twice and then throws dark orbs to the right and to the left from her. Orbs can land on different distances between uses, upon lading they are creating a magic circle, which detonates soon after. Getting hit by the circle applies Neamhain's Poison.

      After throwing the orbs, she makes 3 steps forward. First step is a warning, second detonates first area (right from her) and respectively third detonates second area (left from her). After the last step she is immediately ready for another attack.


    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    ♦ PHASE 2: Part "B" ♦
    Once Neamhain HP drops below x9 (x8 appears), she is replaced by Neit, who uses his patterns from Phase 1, with exclusion for Spikes Strike, but extended by following, starting with [EVENT] Drill.

    • [EVENT] Drill
      Neamhain enters the core of Neit, who replaces her in ongoing battle. Once doing so, he strikes with his claw in the middle and then rotates around the battlefield.

      Being an "event" move - this will happen only once.



    • March
      Neit dives in the water to emerge from it briefly after, swimming around. He strikes with each claw twice respectively, starting close to him and going further away, eventually slamming the claws at the other end of battlefield. Each attack creates a shock wave. After a moment, he drags everything back.

      Be wary: in certain camera location and direction conditions - these waves may visually disappear.



    • Neit's Might (Red AOE)
      The giant monstrosity charges a powerful attack, ramming his claw with all the strength on the right side. During the charge, red circles randomly appear throughout the battlefield, plus after a moment few more nearby players' location. As Neit hits with the claw, an instant shock hits, followed with a shock wave and explosion of all red circles, which hits all targets within them. This attack is repeated, using the other claw.

      The circles are red attacks, meaning they have to be literally avoided. His claws can be damaged during the entire pattern.



    • Leaning
      Neit roars in preparation to lean on his claws a moment later. Then he cues where he is going to hit with his spikes, similarly to Spike Strikes. He strikes 3 times, using 1 or 2 spikes at a time. Each spike will create a shock wave. This includes his side spikes.

      It's worth staying close to either of the claws and deal damage to both claw and spike if it stroke next to it. Sometimes cued attack areas maybe incorrect or even overlap themselves, as the spikes will still go where they are supposed to. Due to a bug, wave visual effect may disappear, but the "red liquid" effect that follows it remains.


    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    ♦ PHASE 2: Part "C" ♦
    Neamhain returns after her pupil defeat, which occurs after Phase 2B and Phase 2D, extending the patterns with so called Gates of Babylon. Upon starting the phase, [EVENT] Neamhain Returns is played.

    In speak of Gates of Babylon, from my experience I can tell it's likely to trigger very soon after her return to the battle, so don't use your SP abilities before it happens.

    • [EVENT] Neamhain Returns
      Neit is knocked back, after which Neamhain emerges from him. She then disappears, reappears in the air shortly after, preparing to strike target location, dealing damage and creating a ring afterwards.

      First time it happens (after Phase "2B") she targets the center of the battlefield, second time (after Phase "2D") however random player will be targeted instead.



    • [SPECIAL] Wall of Spears / "Gates of Babylon"
      Neamhain briefly floats and spreads her wings, in preparation and warning to what comes next. She then disappears and shows up at the north part of the battlefield - same direction the Pillar of Corruption is located.

      Once that happens, she opens dimensional gate from where duplicates of her lances starts striking in horizontally straight line from her, starting from the middle to the sides, always in fixed pattern. The attack is mirrored, meaning it's exactly the same (but reversed) on both sides. Because the position, timing and patterns are fixed, You can use ground marks (such as stones) for extra guidance. The attack is "red", meaning it has to be literally avoided.

      Once it's over, she disappears, shows up in the air and lands at a target location, dealing damage on impact and creating a ring shortly after.

      Being a "special" attack, it can happen only once per 3 minutes.


    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    ♦ PHASE 2: Part "D" ♦
    Starts once Neamhain's HP drops below x7 (x6 bar shows up). Neit returns once more with the same patterns as previously, but starting with [EVENT] Grand slam! instead of the other event move.

    • [EVENT] Grand slam!
      Neamhain evades the battle to enter Neit's core once more. Neit will now prepare for the grand slam, which globally deals massive damage. It can be avoided by either hanging on his "belly"/armor parts (using grab key to catch, same later to let it go) or standing in certain point in the middle.

      There is enough time to repair armor (which is adviced) and heal up (if needed) before Neit gets in motion.

      Being an "event" move - this will happen only once.





    ♦ PHASE 3 ♦
    When dropped below x5 (x4 bar shows up), The Goddess takes deep breaths in exhaustion, becoming immune and getting camera focus for a brief moment. [CUTSCENE + EVENT] Extended March plays afterwards.

    In this phase heroes have to face both Neit and Neamhain, who play tag - dynamically replacing each other in the battle. The Goddess will be persistent for most of the time, however she will vanish for a single of Neit's attacks duration. Unlike previously, dealing damage on Neit will no longer contribute towards defeating the enemies, but can be still used for obtaining SP, on hit effects or life stealing.

    Neamhain patterns are extended, but also shortened by Turn Sweep. Neit instead will often move around the battlefield harmlessy (Relocation and sweepless Dive), limiting himself to: Claw Strike, Shortened All-In (pulls off faster), Shortened March (also pulls off faster) and the two new patterns presented below.

    It is advised to use Armor Temporary Repait Kit before the cutscene begins, to have your armor in best condition afterwards.

    • [CUTSCENE + EVENT] Extended March
      Neamhain breathes heavily, drops her helmet on the floor, unrevealing her face. She then corrects her hair, smiling evilly as she empowers her lance, enraging Neit simultaneously. As soon cutscene ends, extended march attack begins.

      Extended march is the same as regular March, but Neit remains for longer and does not deal damage when pulling back. After the march ends, Neamhain emerges from Neit. She strikes a fixed location between the center and place where Neit's claws were just now, dealing damage on impact and creating a ring, which is detonated as she pulls her weapon off the ground.



    • Extended Drill
      Basically the same attack from Phase "2B", but creates 2 shock waves in addition. First one is created on collision, another upon rolling/drilling.



    • [SPECIAL] Bend the knee (1 hit KO / OHKO)
      Neamhain evades the battle. As she disappears, Neit emerges from the liquid, roaring and taking camera focus for a while. After that, he swings with his claws from left and right, reaching big part of the battlefield, then again left, but this time at smaller reach. Briefly after this, he strikes with his back spikes at the edges of the battlefield and his left claw around the middle. Lastly, he slams both claws around center and strikes with back spikes again, slightly closer to middle than previously.

      Getting hit by any of these attacks applies Infection, leading to certain death on the end. Depending if anyone was hit, Neamhain will either have camera focus on her and strike the middle, or strike random target from the air if there was no victim.

      Being a "special" attack, it can happen only once per 5 minutes.



    • Spin to win / Whirl of Doom
      Neamhain rotates her lance vertically and touches the ground with it's back, creating a purple wave. As that happens, she disappears for brief moment to reappear nearby a target location, then focus a random target (can be different) by whirling towards it, eventually thrusting forward.

      Getting hit by the purple wave applies Striking. Getting hit by attacks that comes next will end up in special animation, leading to certain death of first target that has been hit. If there's a victim, everyone else will be also affected with Striking.



    • [CUTSCENE] Ending
      Neit becomes dizzy as his master is exhausted of all the fighting. The Hero catches up and hangs on the Crab's armor, taking a ride to nearby island with the Pillar of Corruption. Using his last strength, he tried to hit running Hero, but fails and then completely drained out of power - drows in the water. Neamhain recovers, starts whirling while airborn, charging towards the Hero. As that happens, Fragarach appears from thin air, getting stuck in the ground nearby the Hero, who picks it and deflects The Goddess' lance on contact. Lastly, the Hero charges and impales the sword into the core of the Pillar of Corruption, shattering it into pieces and causing Neamhain to disappear.





    AibouFeatchDrachusTachi
  • SirRFISirRFI
    Vindictus Rep: 4,720
    Posts: 596
    Member
    edited October 16
    ♦ Class reactions template ♦

    You can add your own class guide using following template. Open up the spoiler to copy the code.

    Fill the with your content.

    [CENTER][SIZE=7][B]♦ YOUR CLASS reactions ♦[/B][/SIZE][/CENTER]
    
    [SIZE=5]
    …
    [/SIZE]
    
    
    [SIZE=6][B]Phase 1[/B][/SIZE]
    [LIST]
    
    [*][SIZE=5][B][CUTSCENE] Introduction[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Relocation[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Dive[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Black Hole[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Claw Strike[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Roar[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]All-In[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Spikes Strike[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [/LIST]
    
    
    
    [SIZE=6][B]Phase 2[/B][/SIZE]
    [LIST]
    
    [*][SIZE=5][B][CUTSCENE] The Goddess Descents[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]The Ring[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Tracking projectiles[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Dash and Impale[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Blink and Impale[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Defense[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Turn Sweep[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Pirouette with Darts[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Darts with Trident Waves[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Combo with Waves/Impale[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Full Combo[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Combo with AOE[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B][EVENT] Drill[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]March[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Neit's Might (Red AOE)[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Leaning[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B][EVENT] Neamhain Returns[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B][SPECIAL] Wall of Spears / "Gates of Babylon"[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B][EVENT] Grand slam![/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [/LIST]
    
    
    
    [SIZE=6][B]Phase 3[/B][/SIZE]
    [LIST]
    
    [*][SIZE=5][B][CUTSCENE + EVENT] Extended March[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Extended Drill[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B][SPECIAL] Bend the knee (1 hit KO / OHKO)[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B]Spin to win / Whirl of Doom[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [*][SIZE=5][B][CUTSCENE] Ending[/B][/SIZE]
    [QUOTE]
    …
    [/QUOTE]
    
    [/LIST]
    




    ♦ Twin Swords Vella reactions ♦

    Twin Swords Vella reactions to the patterns based on my ([Europe] Nocatia) experience as non-host (3-4 bars) in full party.
    Feel free to ask or discuss things, so I may adjust the guide.

    Quick summary:
    KbgoECg.png gEoSiv1.png ( YwjRSqg.png ) on small and medium gaps (most of Neamhain patterns)
    lPkM5cX.png EFItBn5.png wYZC0p5.png on big gaps (usually Neit patterns)
    KbgoECg.png all waves.
    KbgoECg.png risky/inconsistent attacks, otherwise B40LrZ3.png.
    • Peftect B40LrZ3.png is important for some patterns, but try to pull it off as often as You can.
    6PndpzT.png after an attack begins, rather than before, so You know which attack comes and don't get caught offguard.



    Phase 1

    • [CUTSCENE] Introduction
      Taking a camp fire buff might be handy to keep your armor fully functional for longer. This is worth trading few coins and 30 seconds, for everyone in the party.

      After starting, position yourself in the middle awaiting for an attack, or try rushing him for an extra smash.
    • Relocation
      Rush his claws for KbgoECg.pnggEoSiv1.pngYwjRSqg.png - before and after relocation.

      Claw can be B40LrZ3.png when outgoing or incoming.

      If You can't reach him in time - just wait in the center.
    • Dive
      Can try rushing his claws for KbgoECg.pnggEoSiv1.pngYwjRSqg.png, but might as well ensure You will be in position to deal with the attacks that comes in after he's back. He's likely to appear where most people are, which might be on the opposite side - staying in middle is universal.

      B40LrZ3.png the sweep, then depending on your positioning either KbgoECg.pnggEoSiv1.png your way to left and attempt B40LrZ3.png his claw, or KbgoECg.pnggEoSiv1.pngYwjRSqg.png right for some more of these.
    • Black Hole
      Same as Dive, possibly without the first part. Keep an eye on the black hole and KbgoECg.png it (both the sphere and the wave it causes).
    • Claw Strike
      Position yourself for B40LrZ3.png, then KbgoECg.pnggEoSiv1.pngYwjRSqg.png.

      High ATKSPD and good ping: lPkM5cX.png
      Otherwise: 1 normal and 6PndpzT.png

      B40LrZ3.png what comes next - both the alternate attack and the back spike swing ending.

      KbgoECg.pnggEoSiv1.pngYwjRSqg.png the claws as they are backing off - first time the one that just attacked, 2 times more on the other one.
    • Roar
      B40LrZ3.png on the left.

      Then use lPkM5cX.pngEFItBn5.pngwYZC0p5.png and KbgoECg.pnggEoSiv1.pngYwjRSqg.png (combo order can be reversed if needed).

      Touching the claw will make You "melt" through it to outer side - try to stay in the inner part for safe B40LrZ3.pnggEoSiv1.png on the next attack, otherwise it's inconsistent and may get You hit.
    • All-In
      B40LrZ3.png the claws (apparently there is no benefit from hitting both at once), then lPkM5cX.pngEFItBn5.pngwYZC0p5.png.

      In this attack You have to dynamically judge how much time You have left, so depending on that and your ATKSPD do following (from highest):
      • 2 normal + gEoSiv1.pngYwjRSqg.png
      KbgoECg.pnggEoSiv1.pngYwjRSqg.png
      lPkM5cX.pngEFItBn5.png
      This is because YwjRSqg.png hits the claws 3 times.

      Lastly ensure to be in line with back spike for extra damage with B40LrZ3.png.
    • Spikes Strike
      Wait in the center for cue. When it shows up, stay on the border/edge of the circle, opposite side to facing Neit but facing him, for perfect B40LrZ3.png. Staying too close to the circle will get You hit, staying outside won't trigger the skill.

      Follow up with lynKG8z.png if You can hit 2 spikes, then KbgoECg.pnggEoSiv1.pngYwjRSqg.png.
      Otherwise yjirVzp.png (obviously) and as many KbgoECg.pnggEoSiv1.pngYwjRSqg.png You can. Try hitting multiple spikes with gEoSiv1.png. Keep an eye on the waves though.

      Lastly use TqUNdoT.png4MCqUsy.png through closeby spike towards the side spikes at the front (if any). If the spikes on the center still have HP, use lPkM5cX.pngEFItBn5.pngwYZC0p5.png, otherwise rush these next to belly.



    Phase 2

    • [CUTSCENE] The Goddess Descents
      If your SP is full and your or your non-INT allies ATK isn't capped - use NE3m2qe.png. Otherwise use jGPn58K.png to get extra SP.

      Try reach the center before cutscene begins.
    • The Ring
      In melee range: B40LrZ3.png then lPkM5cX.pngEFItBn5.pngwYZC0p5.png
    • Tracking Projectiles
      Stay out of her sight to be not targeted, otherwise defend yourself with Vhx3yxj.png or KbgoECg.png.

      Try to get in her landing area for B40LrZ3.png.
    • Dash and Impale
      In melee range: KbgoECg.png, waiting till lance gets up, then gEoSiv1.pngYwjRSqg.png.
    • Blink and Impale
      Targeted or melee range: KbgoECg.png, lPkM5cX.pngEFItBn5.pngwYZC0p5.png (stop early if needed)
    • Defense
      Stop attacking.

      Targeted: KbgoECg.png on side as she starts flying towards You.
      Otherwise: Avoid targeted person.
    • Turn Sweep
      It's hard to notice see it coming, it's pretty much instant. React with B40LrZ3.png.
    • Pirouette with Darts
      B40LrZ3.png and lynKG8z.png - this will last long enough to keep You safe from the explosions.
    • Darts with Trident Waves
      gEoSiv1.pngYwjRSqg.png, then KbgoECg.png or B40LrZ3.png. There is a risk of getting hit by that smash, and if so - with the waves.
    • Combo with Waves/Impale
      B40LrZ3.png the swings, then KbgoECg.png or B40LrZ3.png. There is a risk of getting hit by that smash, and if so - with the impale.
    • Full Combo
      B40LrZ3.png the swings (x2), KbgoECg.png the last one.
    • Combo with AOE
      B40LrZ3.png the swings.

      Depending on your position and distance of the circles from Neamhain - run away, KbgoECg.png or KbgoECg.pnggEoSiv1.pngYwjRSqg.png.
    • [EVENT] Drill
      If your SP is full and your or your non-INT allies ATK isn't capped - use NE3m2qe.png. Otherwise use jGPn58K.png to get extra SP.

      Wait in the center, B40LrZ3.png and KbgoECg.pnggEoSiv1.pngYwjRSqg.png it.
    • March
      Wait in the center for the attack.

      KbgoECg.png the waves, can try B40LrZ3.png the claws (unsure how good is it though).

      Once smashed on the ground, KbgoECg.pnggEoSiv1.png the right claw, KbgoECg.png wave and lPkM5cX.pngEFItBn5.pngwYZC0p5.png the left claw.

      B40LrZ3.png when they are being dragged back.
    • Neit's Might (Red AOE)
      Go to "left-upper" part of the battlefield (upper being Neit's direction), trying to find safe space.

      KbgoECg.png the impact, then the wave.

      KbgoECg.pnggEoSiv1.pngYwjRSqg.png after the first strike, lPkM5cX.pngEFItBn5.pngwYZC0p5.png after the second.

      ► Video reference
    • Leaning
      B40LrZ3.png claw's landing zone.

      Keep using lPkM5cX.pngEFItBn5.pngwYZC0p5.png on the claw continuously.

      B40LrZ3.png if back spike is going to hit nearby the claw.

      Can use KbgoECg.pnggEoSiv1.png(YwjRSqg.png) for fixing your position.

      Keep an eye on the waves and KbgoECg.png them.
    • [EVENT] Neamhain Returns
      If your SP is full and your or your non-INT allies ATK isn't capped - use NE3m2qe.png. Otherwise use jGPn58K.png to get extra SP.

      Wait on the ring around center to B40LrZ3.png. Don't stand in exact land place, as You can ge damaged.
    • [SPECIAL] Wall of Spears / "Gates of Babylon"
      If your SP is full and your or your non-INT allies ATK isn't capped - use NE3m2qe.png. Otherwise use jGPn58K.png to get extra SP.

      There are various methods to deal with this. Myself I place on the left, lower (upper being Neamhain's directiob) part from the battlefield, next to the red ring. Guided by the stones, I take exact position, and then KbgoECg.pngHkiAfCY.png when her lance appears in straight line from one of the stones in front of You.

      In danger, You can use lynKG8z.png towards the middle after the lances already started going on.

      You can use GelxFiT.png before she lands to boost your damage for a while.

      B40LrZ3.png the landing and lPkM5cX.pngEFItBn5.pngwYZC0p5.png.

      ► Video reference
    • [EVENT] Grand slam!
      There is no class specific behaviour for this attack. Use Armor Temporary Repair Kit if needed.



    Phase 3

    • [CUTSCENE + EVENT] Extended March
      jGPn58K.png to save up SP and use Armor Temporary Repair Kit before cutscene begins.

      After cutscene ends - Extended March begins. Behave the same as in normal March, but use only KbgoECg.pnggEoSiv1.pngYwjRSqg.png since damaging Neit is no longer beneficial, so do so only to get SP.

      When Neit backs off - position yourself at Neamhain's landing zone (see video) for B40LrZ3.png.
    • Extended Drill
      Can KbgoECg.pnggEoSiv1.png for extra SP/lifesteal and upkeeping
    • [SPECIAL] Bend the knee (1 hit KO / OHKO)
      Positioning and timing is what comes in play this move. With very good ping You can KbgoECg.png everything, but on decent/usual host You will likely get hit by fourth attack (back spikes sweep). To ensure You will survive: stay on right-lower (Crab's direction being upper) part of the center circle, dodging 1st, 2nd and 4th attack, then going closer to him to get out of remaining attacks range. Refer to the video.

      Neit can be damaged during this (but it doesn't contribute towards defeat), but be cautious to not get hit by mistake. Lastly, place yourself around the middle for upcoming Neamhain landing strike, unless nobody was hit and she will go towards random target.

      ► Video reference
    • Spin to win / Whirl of Doom
      KbgoECg.png the wave - use it early if in melee range.

      Try staying out of range, but if not possible - try to "perfect" B40LrZ3.png and get away. This move has proven to be too unreliable to try dealing damage output, especially with the last strike's extended range.
    • [CUTSCENE] Ending
      Congratulations on finishing Sea of Reflection run, and reading the guide.
    FeatchTachi
  • DrachusDrachus
    Vindictus Rep: 735
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    Member
    Your favourite attack +cold

    Overall, really nice guide, as always +yes
    IphitAibouFeatchTachi
  • SirRFISirRFI
    Vindictus Rep: 4,720
    Posts: 596
    Member
    Drachus wrote: »
    Your favourite attack
    One of the samples show exactly why it was so bothersome for a long time, although in that particular case it was somewhat late enough to even get displaced by his non-harmful moves.
    FeatchDrachus
  • Weiss_OswaldWeiss_Oswald
    Vindictus Rep: 1,230
    Posts: 135
    Member
    Very nice job here, I once thought about doing a similar tutorial, but I lack the required hardware to record smoothly like this.
    Regarding the Rookie redeemers buff, I can tell you how it works because I recently started playing Neamhain on my Delia:

    -The Rookie Redeemer effect will apply the same everytime you join Neamhain until you complete 5 Clears
    -After you die, you'll be unrevivable for about 10 seconds, but then you will instantly revive.
    -The above happens 3 times.
    -After your 3 Rookie Redeemers stacks get lost, you get back to the regular lives people have, so, the 4th time you die, you can be revived by a player right away.
    -The 5th death applies the 8 minute resurrection cooldown, and so does the next.

    Also, rookie redeemer's effect seems to cause bugs to Party Revival Feather and Guild Heavenly Feather.
    SirRFI
  • IphitIphit
    Vindictus Rep: 880
    Posts: 31
    Member
    ♦ Greatsword Hurk reactions ♦






    Phase 1

    • [CUTSCENE] Introduction
    • Relocation
      Stay close to him short shift to absorb and smash.
    • Dive
      Same as above literally.
    • Black Hole
      Spam shift inside the hole to stack revenge once full go towards Neit.
    • Claw Strike
      Absorb from the opposite side of Neit really close to the claw, shift smash shift smash smash, shift to prepare for the 2nd hit of the claw, smash, absorb the swipe and attack again or just absorb the sweep and attack.
    • Roar
      Absorb both shock waves in the middle, attack the left claw until he does the shock wave again.
    • All-In
      Absorb both shock waves at the middle and attack the back tents for double hit dmg.
    • Spikes Strike
      Always position yourself in the middle position between the 3 spikes to absorb the 3 in the shortest amount of time possible or in case 2 are together and 1 far away go to the one in the middle absorb the shock wave smash and absorb the shock wave again.



    Phase 2

    • [CUTSCENE] The Goddess Descents
      Stay under to absorb.
    • The Ring
      Stay close to her shift smash shift smash smash and get ready to absorb
    • Tracking projectiles
      Stay under her she will either dive towards the marked person or the person under her, if you stay under you can absorb.
    • Dash and Impale
      Shift to absorb.
    • Blink and Impale
      Shift to absorb.
    • Defense
      Learn the timing and dodge to the left.
    • Turn Sweep
      Shift to absorb.
    • Pirouette with Darts
      Absorb the sweep and then absorb the circles for extra dmg.
    • Darts with Trident Waves
      Stay close to her.
    • Combo with Waves/Impale
      Absorb
    • Full Combo
      Absorb all the hits and before the last hit smash and absorb again.
    • Combo with AOE
      Either go outside the circles or learn the timing to absorb them.
    • [EVENT] Drill
      Stay in the opposite side of Neit near the middle and absorb.
    • March
      Stay close to the right paw and absorb every time and attack each time it lands.
    • Neit's Might (Red AOE)
      Stay near his right claw with everyone after the circles appears below you dodge towards his chest, left click and shift again.
    • Leaning
      If its the short one just stay on your claw of choice, attacking as much as you can while absorb and executing when the spike is near the paw to do double damage.
    • [EVENT] Neamhain Returns
      Stay in the middle to absorb.
    • [SPECIAL] Wall of Spears / "Gates of Babylon"
      Stay in the middle to the left side, and when you see the 2nd low spear dodge twice to the middle.
    • [EVENT] Grand slam!
      Stay in the middle absorb all you can and save it for Neamhain.



    Phase 3

    • [CUTSCENE + EVENT] Extended March
      Absorb all the shockwaves and save them for neam
    • Extended Drill
      Stay near the claw, absorb the first shock wave and smash, absorb the second wave smash again and absorb the slams.
    • [SPECIAL] Bend the knee (1 hit KO / OHKO)
      My way , doesnt fail but there are better ways, so i'll leave this part empty
    • Spin to win / Whirl of Doom
      Check where she will show up and absorb all her spins , if you feel confident you can throw some smashes in between. For begginers the easiest way is by running at full speed towards a place where there's no one , since she shows up behind someone , chances of her hitting you will be 0.
    • [CUTSCENE] Ending
      I'm really bad at giving tips , and hurk is simple overall , gg everyone
    SirRFIFeatch
  • Arrow95Arrow95
    Vindictus Rep: 1,770
    Posts: 378
    Member
    ♦ Bow Kai reactions ♦






    Phase 1

    • [CUTSCENE] Introduction
      ....
    • Relocation
      stay or go to in the middle and charage a Mag shot(no follow up ricoshot), when he slams his claws down you can hit him with the mag shot.
    • Dive
      almost the same as Relocation but in the middle where the circle is go to the outter edge of it, farthest away from neit and charage a Mag+rico combo(shoot when he slams down)
    • Black Hole
      you have enough time to hit one of his claws with a mag or rico shot before the black hole lands, then just dodge
    • Claw Strike
      go to the back, so your front faceing the claws, you can do what you want here fixed shots/rico shot/mugshot and ofc dodge(dodge grapple if you don't know the timing of the claw)
    • Roar
      My self I always go to the left side, so I will tell you what I do, once on the left and dodged his claw brought down, you can charage 2 Mag+rico combos before his roar is over
    • All-In
      if you go right up to neit him self, you wont get hit and your Arrow Storm will hit 4 times over each hit so 20 in total or you could go to the left or right side, dodge the shockwave and do a mag+rico shot
    • Spikes Strike
      stay in the middle if you have a Arrow Storm and when he brings his spikes down throw it at him, if it is on cooldown, go to the left or right side and do mag+rico combos aiming to his claws, about dodgeing the shockwaves in time you will get used to the timing.



    Phase 2

    • [CUTSCENE] The Goddess Descents
    • The Ring
      if you're close to her just dodge her attack before she goes up and you wont get hit by the purple circle and you could charage a mag+rico combo shot in the circle, if you have some distince you could just stay out of the circle and shoot her from afar(if you got the angle right you can headshot)
    • Tracking projectiles
      about the same^ if your close dodge the projectile and then dodge grapple her slam, if your far away, dodge her projectile but you don't have to worry about her slam after, could charage a mag shot or w.e you want.
    • Dash and Impale
      just be carful if your close to her, be ready to dodge other then that nothing much needs to be said
    • Blink and Impale
      same thing^
    • Defense
      try to not hit her you could charage a mag+rico shot but if you or someone else hits her and she comes for you, just dodge to the left or right but only when shes flying in the air.
    • Turn Sweep
      If your close to her just be ready to dodge
    • Pirouette with Darts
      If you have good timing, you can just dodge under her if not dodge grapple if you need to and also you could get headshot hits while shes flying threw the air
    • Darts with Trident Waves
      same thing^ but be carful of the waves
    • Combo with Waves/Impale
      dodge if you need to and at the end of her combo you can charage a mag+rico combo
    • Full Combo
      nothing really needs to be said, dodge if you need to
    • Combo with AOE
      ^ but be carful of the purple circles its best to have a dodge grapple down
    • [EVENT] Drill
      don't stand right In the middle you will get hit but a little farther back to mag+rico combo
    • March
      charage a mag+rico combo and let it fire at the first claw he slams down, can shoot a fixed shot+dodge each shockwave if you want to, and when the shockwaves are over you could throw a Arrow Storm at his right claw it will hit 8-20 times. When both claws come back to his belly you could stand in the middle and dodge when the timing is right, or just dodge grapple.
    • Neit's Might (Red AOE)
      run to his belly to dodge the red circles and dodge grapple or just a normal dodge to dodge the shockwave.
    • Leaning
      Aim for the spikes neit brings down since you will do x2 more damage to them and throw a Arrow Storm at the claws it will hit x4
    • [EVENT] Neamhain Returns
      go to the left side could do a eagle eye if you wanted since with the angle she drops down you can get most if not all hits headshot
    • [SPECIAL] Wall of Spears / "Gates of Babylon"
      go on the left or right circle stone in the middle of the area as soon as the closest spear passes you dodge+twister kick to the middle
    • [EVENT] Grand slam!
      you can stand in the middle to not get it or just E on neit



    Phase 3

    • [CUTSCENE + EVENT] Extended March
    • Extended Drill
      can shoot the right claw to build sp and go a little closer to neits belly and when neam drops down Arrow Storm+eagle eye you will have enough sp
    • [SPECIAL] Bend the knee (1 hit KO / OHKO)
      Go to the far left side more to a 45 angle the first 3 hits will miss on the 4th hit dodge grapple then run to his belly( not right up close but near)
    • Spin to win / Whirl of Doom
      dodge the shockwave and just don't get close to her spins
    • [CUTSCENE] Ending
      am not the greatest at wording but I wanted to at least try to get a half ass guide with bow kai in neam
    SirRFI