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, it gets stacks (which make it % stronger with each stack)
 * Players can block the beam with their bodies
 * An anti-heal stack & delayed poison stack are applied to players in the beam
 * 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

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
 * Adds explode (damaging whole party) on death
 * 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)

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 (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 stunning 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 Vasusula-lala 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
 * Circles 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 =

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Character Armory

Community Forums

Unofficial Community Discord

Travellers Hall Discord