Lord Warden Dusk is the Final Boss and is a Grievous Twilight type enemy with 4 million Hitpoints.
To activate Hard Mode, read and burn the Warden's Tome, located between the 2 entry gates. Hard Mode only changes the Meteors Mechanic, where they become more frequent.
Mechanics (Hard Mode):
Teleport - As a Grievous Twilight enemy, Lord Warden will teleport around the arena frequently, making AoE damaging abilities less effective.
Meteors (0:30, 1:35, 1:40) - Throughout the fight, Meteors will fall from the sky and target a random Player, damaging and stunning the Player with an AoE explosion. The stun can avoided if you Block the Meteor impact.
On Hard Mode, Meteors strike more frequently (about every 5-6 seconds) and, because of their stun, makes it very difficult to revive fallen Players. Also Players will be taking more damage from them, so more awareness from the Healer will be needed
.
Energy Spheres (0:13, 1:50, 2:15) - Lord Warden will sometimes stop and summon an Energy Sphere in front of where he is standing. This Sphere will attach a tether to any Player near it, slowing the Player and causing sustained magic damage. The Spheres persist for the majority of the fight and should be avoided, although sometimes this is impossible.
The Tank should attempt to position Lord Warden around the edge of the room so that his Energy Tethers will spawn away from the center; this will be more important later. Even if this is followed, Lord Warden still teleports away often and will place Tethers where he teleports.
"Machine Gun" (0:34, 1:40, 2:20) - Lord Warden will target a random Player and charge up a chain of energy balls and shoot them in quick succession. Healers and DDs will likely die if they don't block, and may still die depending. It is possible for the Tank to position themselves in front of Lord Warden's hands and Block the individual shots from the blast, which is recommended.
In some scenarios, the Tank will be unable to Block it, so DDs and Healers should block as a precaution.
Audio:
"The dark of Cold Harbour take you!"
"My shadows will tear your life away!"
"My shadows will feast on your bones!"
Portals (0:17, 0:27, 2:17) - Lord Warden will summon a portal on top of whoever has aggro. For the first few seconds, the Portal won't suck anyone in, giving time for the Tank to move out of it. Lord Warden will summon a total of two Portals at a single time, each with 2 "charges", which means 2 Players can enter the Portal before it disappears. Entering the Portal will teleport the Player to the top of the arena and send them in free fall. The Portals will meander throughout the room randomly and should be avoided until the next mechanic occurs, Dark Light.
Audio:
"Run mortal!"
"This spell will break you!"
"Watch your step!"
Dark Light (2:00, 3:47) - After awhile, typically after Lord Warden summons the second Portal, he will teleport into the air on one side of the room and charge up a Dark Light bomb. After about 7 seconds, he will throw the bomb into the room, killing everyone.
This is where the Portals come in. Entering the Portals will teleport the Player to the top of the room and put them into a free fall. A Brace for Impact Synergy will appear on the screen during this; spamming the Synergy prompt will reduce the fall damage you take when you land (reducing the damage taken to about half of the Player's total Health). Communicate with your Group on what Portals to take so that all Portals are used up (and thus disappear) and all group members should survive. Propositioning near the Portals before Dark Light is the most successful way to get everyone inside a Portal.
Keep the Energy Spheres away from the center of the room so that, when you land, you don't take additional damage from the tethers, You will fall to about half health when you impact the ground, so multiple Tethers can unexpectedly kill.
In the event someone is sucked into a Portal before Dark Light, it is possible to use up the last charge on the Portal (to make is disappear) and force Lord Warden to summon another. However since Dark Light is on a timer, this can only be done if there is enough time before Dark Light, which is about 25 seconds after the second Portal is spawned. If this is the case, it is guaranteed a group member will die but try to prioritize DDs dying before the Tank and Healer.
In the event that a Group member dies and Dark Light occurs, a Portal will be left active. If the Portal so happens to position itself below the falling Players and they impact it, they will instantly die (Portal Feedback).
Audio:
Sometimes, "This is the end!"
Other Mechanics, Strategy, and Full Guide: https://www.dudnation.com/imperial-ci...
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