Guild City Raid (Hard)

= Hard Mode Basic Mechanics =

You have finished Normal Mode and are ready for more! YAY! Welcome to the 7%.

You will note that the mechanics save for a couple of small things are basically the same as normal mode.

The main difference between them is everything in Hard Mode hits a lot harder and has way more health. ~ Pherosis

Boss 1 - Clockwork Hunter (left)

 * If the beam touches the boss, every 2 seconds it gets 2 stacks (which make it 20% stronger with each individual stack)
 * Players can block the beam with their bodies
 * Anti-heal stacks & delayed poison stacks are applied to players in the beam
 * When the poison debuff stack gets to half depleted, the poison starts to tick
 * Pop the bubble around the boss with DPS on add phase (or it will explode damaging the entire party)
 * Add has a poison pool that affects all players, except for the main agro holder

Beam Management

 * There are two kinds of light in the beam
 * 1) Plasma
 * 2) Lightning
 * Use player bodies to block the lightning from getting through to hit the boss
 * If even a small spike of lightning gets though, the boss gets stacks
 * If players are positioned properly, stacks are applied to the player in the beam instead of the boss
 * Rotate players through the beam often
 * If multiple people are standing in the beam (at once), it will hit the person who logged into the raid first (out of the people standing in the beam)

Bugs

 * Occasionally there is a delay in reading a player
 * If you wiggle/double-jump it helps Orbus update your character position

Boss 2 - Broken Knight (right)

 * DPS/Healers attacking anything glowing blue gives the boss stacks (which make it a % stronger with each stack)
 * Only tanks can attack glowing blue anything
 * Two adds spawn on every add phase
 * Adds explode (damaging whole party) on death
 * Boss empowers making it hit harder (players can interrupt this)
 * A wave will come out from two players when they start to sparkle
 * The wave hurts if it hits you (jump it to avoid taking damage)
 * The wave always does some damage to the player sparkling

Boss 3 - Pot Tank (middle)

 * Little pots spawn and run at the boss every 5 seconds
 * Little pots hitting the big pot give it stacks (making it take less damage)
 * Each stack makes it 5% harder to hurt, up to a max of 50% (10 stacks)
 * The boss has a sit-down phase where it takes almost no damage, during that phase:
 * The blue orbs in the sky explode (damaging the whole party) if not shot down
 * The purple orbs apply a DoT bleed to players if hit (jump them to avoid taking damage)
 * Anti-heal stacks get applied to tank
 * After 6 minutes if the boss is still alive, it will enrage
 * Every mechanic for this boss is now a one shot, have your healer swap to DPS

At the end of the fight, if there are any little pots left after the boss is dead, let them hit your tanks
 * Each stack they give your tanks will make them 5% harder to hurt (up to 50%) while the buff lasts

Boss 4 - Seamstress (middle middle)

 * The boss splits into 3 (2 adds + boss)
 * The adds must die at the same time or they resurrect at full health
 * A wave will come out from each add when the interrupt bar of the boss ends, or when an add resurrects
 * The waves hurt (jump them to avoid taking damage)
 * If the adds are absorbed, they heal the boss
 * You can prevent this by interrupting the boss
 * One add must be kept near the boss, the other kept away or they will get stacks
 * Each stack makes the adds (individually) hit a % harder
 * To prevent stacks the adds positioning must be changed every time the boss dances

Boss 5 - Empowered Vasusu-la-la-la Warrior (middle end)

 * Anti-heal stacks get applied to tank
 * The boss gets a bubble around it during each circle/add phase
 * The agro holder must pop the bubble with the ballista by hitting it twice (or it explodes damaging the entire party)
 * The add will kill you (no matter what) if it hits you, kill it before it reaches a player
 * The green circles on the floor explode (damaging the entire party) unless players sit in them to soak damage
 * 1 musketeer, their turret, and 3 DPS per circle is ideal
 * There are always 2 circle per cycle

= Orbus Community Resources =

Leaderboards

DPS Leaderboards

Character Armory

Community Forums

Mishka's Video Help Guides

Unofficial Community Discord

Travellers Hall Discord