Airship Dungeon

The Airship Dungeon is a dungeon located at the base of the tree in the City of Highsteppe.

Layout
This dungeon is a little different from all the other dungeons in the game:
 * Enemies spawn in on a timer, one group after another, instead of being there right from the start.
 * Dungeon Shards for this dungeon only go up to level 10.
 * If you level up a 10 to an 11-12, it will become a different dungeon type.

Dungeon Adds

 * Groups of enemies spawn in in one of four locations every 2 minutes, bosses spawn in the middle of the airship.
 * If all the adds in a group groups are defeated, a new group spawns after about 15 seconds.

The enemy groups in this dungeon consist of Staf, Tear and/or Scav enemies. They spawn in at one of four locations (back of the ship, front of the ship, or near the balconies at the sides).

Tips and Strategies

 * If the party keeps getting spawn-killed by an add group:
 * 1) Have all the players stay dead. Then have a single player (preferably paladin) reawaken.
 * 2) Have that single living player pull the adds to the other end of the ship and die.
 * 3) Reawaken together.
 * Pull the groups with Pistoler Scavs up on the slope towards the back of the airship where the exit portal is. Slopes can throw off their aim and they won't be able to hit you.
 * Mage, Musketeer & Bard decurse can be useful with groups that poison players.

Chaos Purity
The first boss, the Chaos Purity, spawns in after the 5th add group.

Attacks

 * Poison Pools: Every few hits, an AoE poison pool appears below the main aggro holder.
 * Pools disappear eventually.
 * Multiple pools can stack in one location.
 * Sky Orbs: 2 purple orbs (3 orbs in shard dungeons) fall from the sky during the fight.
 * Orbs always target the same players (until a player who has been targeted dies).
 * If they touch the airship deck, they create a poison pool and deal immediately splash damage.
 * Orb Pools hurt more than the tank pools.
 * The orbs can be blocked from hitting the ground by hitting a player's head.
 * Tankbuster: Once ever 5 hits to the main aggro holder, the boss does a tankbuster attack that deals a high amount of damage and should be shielded.
 * You can tell the boss is doing the tankbuster by it dancing in a spin. This attack does not have a sound cue.

Tips and Strategies

 * Have players call out the locations of the falling orbs.
 * You can dodge & let them drop or catch them as is your preference, both strategies work well on all levels.

Bugs and Technical Notes

 * Poison pools can be invisible to some players.
 * The "stagger" animation from any stun cancels the tankbuster spin animation, but the attack will still hit.

Chaos Hunter
The second boss, the Chaos Hunter, spawns in after 7 additional add groups.

Attacks

 * Shotgun: The Chaos Hunter turns towards a random player and shoots out three purple projectiles that deal damage.
 * Influence Fate: The boss attacks faster for the remainder of the fight.
 * This ability can be interrupted, but the time frame is very short.
 * Impending Doom: The boss puts a status effect to all players that deals enough damage to kill most classes even at low difficulties after about 20 seconds. The effect can be removed by touching one of the two green circles that appear when the boss fight starts (only one circle appears in shard dungeons).
 * Line Attack: A line of purple orbs travels from the portal at front of the ship to the back. These orbs don't do any initial damage, but apply a Bleed DoT effect that cannot be decursed.

Tips and Strategies

 * Stand facing towards the portal at the front of the ship, to be able to see the Line Attacks early.
 * Interrupting "Influence Fate" will most likely be the tank's responsibility, as the time frame is too short for most other classes to react.