Post by eldertwin on Sept 1, 2015 4:34:31 GMT
Right Arm
3 arm points to attack, each with various elemental aoe spins. no entourage.
Debuff - Has 2 arena wide debuffs. One halts hp/mp regen while the other appears to slow your movement speed. HP ~100k
Meteor - Responsible for calling down meteors around the arena that deal HP % damage and debuff. HP ~120k
Revive - Will revive all three of them when killed. HP ~250k
To progress, you simply need to kill the Reviving Point 10 times. Unfortunately every time you kill it, all three arm points get shuffled around. You can determine which one you're attacking by its max hp, but it may be in your best interest to stick with one point if people are covering the other two points. It should be noted that the Reviving Point always begins the fight as the south point.
It should also be noted that the arm points will change their resistances throughout the fight. They may resist things and have a chance to null elements, but to my knowledge will never repel, absorb, or be completely immune to an element type.
Left Arm
2 arm points to attack, no elemental spins this time. An entourage consisting of Athena, Surt, Thor, Chu Culainn, Skadi and Kingu.
Debuff - will cast an arena debuff that appears to reduce damage output. May also be in charge of respawning entourage? HP ~100k
Revive - Again will revive the arm points when killed. Is also responsible for calling down meteors. HP ~250k
Again you just need to kill the Reviving arm point 10 times to advance. And again they'll shuffle every time its killed. The entourage is mildly tough, but tend to be distracted by your NPC allies. Elements that can reflected by the entourage are physical, fire, elec, and force.
Face
1 mouth point to attack and an entourage consisting of Hecatonchires, Lilith, Astaroth, Beezebub (human), Pazuzu, Nyarlathotep, Samael, and Mithra.
Satan will target the first target (player or partner) that enters within shot range of the mouth point and immediately begin charging (there's a visual and sound cue) an arena wide almighty attack that, if not dodged will deal ~1400 damage under pulse (capable of criticals). It should be noted that this is a shot based aoe and therefore, if the targeted person successfully dodges, the aoe effect will not occur (even if you aren't the target, its good to get into dodge stance just to be safe). This ability has a ~30 second cooldown. Periodically, Satan will spawn light green pools on the ground that, if stood in, will lower your hp by 50%. These pools are permanent and will eventually cover the entire middle radial arc of the arena. It should be noted that, if a pool spawns under you, you will not be affected by it until you leave the pool and reenter it again. They will not spawn at the outer radial of the arena where you entered or at the inner radial where the mouth point is. Satan also seems to have a targeted debuff that reduces the targeted players max hp by 90% for a time.
Aside from the aoe attack, the other main threat is the entourage. At the beginning of the fight, they'll spawn either to the right or to the left of the mouth. The entourage are relentless, having a very large agro range and seem to prefer agro'ing players over partners. All 8 of the entourage each come equipped with a megi 3. Hecaton, aside from his megi, seems to exclusively have spin and counter skills. Lilith, Astaroth, Beelzebub, and Pazuzu appear to have a mixture of melee, spin, and shot based skills. Nyar and Samael prefer longer ranged aoe skills such as Scar Plunge and God's Malice while Mithra likes to spam canons. Unlike the Left Arm fight, your NPC allies won't be able to hold the attention of the entourage for very long. The only time Hecaton will be moving is if he's firing his megi, making him the least dangerous of the group. Nyar, Samael, and Mithra are the more dangerous ones as their skills can interrupt your dodge (which would be better used on Satan's aoe) while leaving them quite a ways out of range of your estoma. Mithra in particular can make your life miserable if he decides to target you. It should be noted that even if you do happen to kill one of the entourage, they'll immediately respawn.
Elements that can be reflected by the entourage are physical, fire, ice, elec, expel, and death. Given Hecaton's preference for standing still and Mithra's religious use of cannon's you can probably get away with physical and fire as long as you're mindful of the two.
The mouth point has a staggering 10m HP and resists/has a chance to block most elements, making this a rather long fight for the less prepared. It should be noted that the mouth point has no chance to block almighty attacks.
Godly Spirit Satan
Shadows - come in rush variants and gunner variants. ~50k hp?, fast, high damage (200ish with pulse), capable of shock, have both karns. A digi variant sometimes exists in the separation room that can only be damaged if you're digitalized. Spawn without limit at the center of the room.
Separation room - Have about 30-40 seconds to kill all shadows and leave the room or you die
Four Seraphim - high damage, need to be killed quickly.
Megidolaons - have 10 hp, take 1 damage from all sources, suicide for 30k damage if allowed to. Spawn around the edge of the room and one in the center of the room. Can be estoma'd
Satan - Almost always crits, high chance of lb'ing. Has a standard melee for ~1k (can be countered surprisingly), a megi 3 that can be dodged. a drain attack (signaled by a digitalize animation) that drains ~3k hp, Great Chill that hits for ~4k, Explode for ~9k, Tornado Hell for ~?k, Jupiter's Anger for ~?k, and an undodgable almighty attack (signaled by what appears to be holding a megidoloan) that, if casted, is an arena wide aoe for 9999 damage or 30k if its a lb. Think he also has an arena wide Futility like skill that normalizes all resistances and nullifies all karn, resist, null, and reflect buffs. According to the wiki has ~50m hp, nulls expel/death and the support affinities, takes 20% damage from all other non-almighty affinities and has a 30% chance to absorb any non-almighty attack.
Time limit on this phase of Satan in 10 minutes before you're booted out (you still get a reward though)
More information needed.
3 arm points to attack, each with various elemental aoe spins. no entourage.
Debuff - Has 2 arena wide debuffs. One halts hp/mp regen while the other appears to slow your movement speed. HP ~100k
Meteor - Responsible for calling down meteors around the arena that deal HP % damage and debuff. HP ~120k
Revive - Will revive all three of them when killed. HP ~250k
To progress, you simply need to kill the Reviving Point 10 times. Unfortunately every time you kill it, all three arm points get shuffled around. You can determine which one you're attacking by its max hp, but it may be in your best interest to stick with one point if people are covering the other two points. It should be noted that the Reviving Point always begins the fight as the south point.
It should also be noted that the arm points will change their resistances throughout the fight. They may resist things and have a chance to null elements, but to my knowledge will never repel, absorb, or be completely immune to an element type.
Left Arm
2 arm points to attack, no elemental spins this time. An entourage consisting of Athena, Surt, Thor, Chu Culainn, Skadi and Kingu.
Debuff - will cast an arena debuff that appears to reduce damage output. May also be in charge of respawning entourage? HP ~100k
Revive - Again will revive the arm points when killed. Is also responsible for calling down meteors. HP ~250k
Again you just need to kill the Reviving arm point 10 times to advance. And again they'll shuffle every time its killed. The entourage is mildly tough, but tend to be distracted by your NPC allies. Elements that can reflected by the entourage are physical, fire, elec, and force.
Face
1 mouth point to attack and an entourage consisting of Hecatonchires, Lilith, Astaroth, Beezebub (human), Pazuzu, Nyarlathotep, Samael, and Mithra.
Satan will target the first target (player or partner) that enters within shot range of the mouth point and immediately begin charging (there's a visual and sound cue) an arena wide almighty attack that, if not dodged will deal ~1400 damage under pulse (capable of criticals). It should be noted that this is a shot based aoe and therefore, if the targeted person successfully dodges, the aoe effect will not occur (even if you aren't the target, its good to get into dodge stance just to be safe). This ability has a ~30 second cooldown. Periodically, Satan will spawn light green pools on the ground that, if stood in, will lower your hp by 50%. These pools are permanent and will eventually cover the entire middle radial arc of the arena. It should be noted that, if a pool spawns under you, you will not be affected by it until you leave the pool and reenter it again. They will not spawn at the outer radial of the arena where you entered or at the inner radial where the mouth point is. Satan also seems to have a targeted debuff that reduces the targeted players max hp by 90% for a time.
Aside from the aoe attack, the other main threat is the entourage. At the beginning of the fight, they'll spawn either to the right or to the left of the mouth. The entourage are relentless, having a very large agro range and seem to prefer agro'ing players over partners. All 8 of the entourage each come equipped with a megi 3. Hecaton, aside from his megi, seems to exclusively have spin and counter skills. Lilith, Astaroth, Beelzebub, and Pazuzu appear to have a mixture of melee, spin, and shot based skills. Nyar and Samael prefer longer ranged aoe skills such as Scar Plunge and God's Malice while Mithra likes to spam canons. Unlike the Left Arm fight, your NPC allies won't be able to hold the attention of the entourage for very long. The only time Hecaton will be moving is if he's firing his megi, making him the least dangerous of the group. Nyar, Samael, and Mithra are the more dangerous ones as their skills can interrupt your dodge (which would be better used on Satan's aoe) while leaving them quite a ways out of range of your estoma. Mithra in particular can make your life miserable if he decides to target you. It should be noted that even if you do happen to kill one of the entourage, they'll immediately respawn.
Elements that can be reflected by the entourage are physical, fire, ice, elec, expel, and death. Given Hecaton's preference for standing still and Mithra's religious use of cannon's you can probably get away with physical and fire as long as you're mindful of the two.
The mouth point has a staggering 10m HP and resists/has a chance to block most elements, making this a rather long fight for the less prepared. It should be noted that the mouth point has no chance to block almighty attacks.
Godly Spirit Satan
Shadows - come in rush variants and gunner variants. ~50k hp?, fast, high damage (200ish with pulse), capable of shock, have both karns. A digi variant sometimes exists in the separation room that can only be damaged if you're digitalized. Spawn without limit at the center of the room.
Separation room - Have about 30-40 seconds to kill all shadows and leave the room or you die
Four Seraphim - high damage, need to be killed quickly.
Megidolaons - have 10 hp, take 1 damage from all sources, suicide for 30k damage if allowed to. Spawn around the edge of the room and one in the center of the room. Can be estoma'd
Satan - Almost always crits, high chance of lb'ing. Has a standard melee for ~1k (can be countered surprisingly), a megi 3 that can be dodged. a drain attack (signaled by a digitalize animation) that drains ~3k hp, Great Chill that hits for ~4k, Explode for ~9k, Tornado Hell for ~?k, Jupiter's Anger for ~?k, and an undodgable almighty attack (signaled by what appears to be holding a megidoloan) that, if casted, is an arena wide aoe for 9999 damage or 30k if its a lb. Think he also has an arena wide Futility like skill that normalizes all resistances and nullifies all karn, resist, null, and reflect buffs. According to the wiki has ~50m hp, nulls expel/death and the support affinities, takes 20% damage from all other non-almighty affinities and has a 30% chance to absorb any non-almighty attack.
Time limit on this phase of Satan in 10 minutes before you're booted out (you still get a reward though)
More information needed.