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Ivory Tower Gate 3

Last Updated: January 4th 2024

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Introduction

Ivory Tower is the new Abyssal Dungeon introduced in Voldis. It acts as a Legion Raid clear, so you can replace it with an existing raid for 3/3 to earn Gold. You can drop in and out of the gates just like Legion Raids. Rewards include items which you need to craft Elixirs.

Normal Mode: 1600+
Hard Mode: 1620+
Type: Beast
Weakness: Water

The recommended Combat Items include, but are not limited to:

  • Support Corrosive Bomb ; DD Destruction Bomb
  • Dark Grenade or Whirlwind Grenade
  • Time Stop Potion, Atropine Potion or Stimulant

Disclaimer: In this guide, we will only focus on the important core & general patterns of the boss.

This guide assumes that you are familiar with the recommended Raid Build for your class.

Learn about Ivory Tower Abyssal Raid Gate: 1 / 2 / 4

Main Mechanics Overview

  • During Raid - Burn
  • x145 - Pillars
  • x45 - Pillar Ring

Once you have read through the detailed description of the main patterns, use the “cheat sheet” during the raid, or check out our condensed Cheat Sheet Collection for all Legion Raids on one page.

Cheatsheet

Main Mechanics

Main mechanics occur at certain HP intervals or Phases.

Burn
x145 4 Pillars
x45 Pillar Ring

Description

  1. Getting hit by certain patterns applies a burn debuff to the player.
  2. It stacks up to 20 stacks. Each stack increases the burn DoT (Damage over Time) damage.
  3. It also gives a 5% Attack Power, 1% Attack & Movement Speed buff, which reaches it cap at 5 burn stacks.
  4. Certain attacks of the boss can push the player into the water, which removes the burn stacks.
  5. Once in water, you have to succeed a test similar to Akkan G1 and G4 to jump back to the stage.

What To Do

  1. Stack at the start of the fight and get hit by the first “Jump” attack pattern of the boss to get 4 burn stacks.
  2. Try to maintain 5 burn stacks throughout the entire fight.
  3. If you accumulate too many stacks, try to get hit and pushed into the water to reset those.

Telegraph

  1. Boss jumps to the center of the arena.
  2. Destroys the huge outer part of the arena and reveals the water below it.
  3. Boss slams the ground 4 times and summons with each slam a pillar.
  4. A random player gets marked with a crosshair.
  5. Boss charges towards the marked player and repeats this process 3 more times.
  6. During the charge pattern, rocks fall from above on the blue telegraphed spots.

Description

  1. To succeed this mechanic, you need to destroy the pillars in the order they appeared by letting the boss charge into it.
  2. The “charge-mark” on the player can change to a different player or remain on the same one after each charge.
  3. If you succeed destroying all 4 pillars in the correct order, a destruction check starts.
  4. In case you manage to destroy the horns, the boss will lose the ability to do certain difficult patterns for a short time until he recovers his horns.
  5. Destroying the wrong pillar or if the boss charges into none of the pillars, causes a random pillar to explode and deal massive damage.
  6. Failing twice leads to a wipe. Failing once allows you to still clear this mechanics, but the destruction check won't appear.

What To Do

  1. Once the pattern starts, go to 3x+1 positions around the boss.
  2. Every time you see a pillar appearing around your position, ping it so that everyone can memorize the order.
    • Optional Method: On widescreen mode, you should be able to see all pillar's spawn order. In this case, you can write in the chat the clock positions in that particular order. (e.g.: 5,1,9,3)
  3. First marked player should move to the pillar which appeared first and force the boss to charge into it.
  4. The remaining players should pre-position themselves around the next pillar for the next charge.
  5. Avoid getting hit and stunned by the rocks (blue telegraph) during the entire pattern.

Telegraph

  1. Boss jumps to the center of the arena.
  2. Multiple pillars appear around the boss.
  3. Boss jumps again on the spot while turning and sends out a shockwave.
  4. Stagger check bar appears below the boss.
  5. Once the Stagger check is successful, boss sends out another shockwave.
  6. Pillars on stage explode. (One-hit attack)

Description

  1. The goal here is to Stagger the boss and to get pushed into the water by the follow-up shockwave.
  2. For this, you need to locate the gaps in the pillar-ring surrounding the boss and stand there to get pushed into the water by the shockwave.
  3. The one-hit attack can be avoided by being in the water.
  4. After jumping back to the stage, there is a short window to deal uninterrupted damage to the boss.

What To Do

  1. Once the pillars spawn, identify the gap.
  2. Avoid the damage of the first shockwave, either with the help of the support shields or moving to the back of the boss. Since the boss turns before sending the shockwave, you need to pay attention to the effects below the boss to predict where his back (safe spot) will be after the turn.
    1. If Swirl rotates to the left → 1 O'Clock is the safe spot.
      If Swirl rotates to the right → 7 O'Clock is the sage spot.
      If there is no Swirl → 5 O'Clock.
  3. Do the Stagger check while standing between the boss and a gap in the pillar-ring, but make sure to not use any skills which prevents you from being pushed by the follow-up shockwave.
  4. Succeed the water mechanic to jump back to the stage and deal uninterrupted damage to the boss.

Counterable Patterns

Cross Attack
Horn Attack
Impale and Charge

Telegraph

  1. Boss briefly stands on his two feet.
  2. After a short delay, he flashes blue and proceeds with slamming his hands back to the ground.
  3. A cross shaped earthquake appears from the point of impact (Cardinal directions), followed up by another earthquake hitting the ordinal directions.

What To Do

  1. Try to use a Counter skill to prevent the cross and x shaped earthquakes.

Telegraph

  1. The boss leans to the right for a brief moment.
  2. Boss shakes his horns towards the left and flashes blue for a short duration.
  3. He shakes his head back to the right.

What To Do

  1. Try to use a Counter skill after the first shake to prevent the second one.
  2. Both shakes hit a large area in front of the boss. So make sure to not get hit by the first shake attack if you try to Counter.

Telegraph

This mechanic only occurs, if there is at least one pillar on the arena.

  1. Varriant 1: The boss jumps and impales a knocked down player with his horns.
  2. Varriant 2: The boss leans towards his left side and follows up with a 360° spin attack which impales players on hit.
  3. The boss flashes blue and charges towards the next pillar.

What To Do

  1. Try to use a Counter skill shortly before he charges towards the pillar. If you succeed doing this, Destruction of the horns will become possible for a brief moment.
  2. If the boss hits a pillar while a player is impaled on his horns, the player will take massive damage.

Notable Patterns

Charge
Bipedal State
Shockwaves
Slam Dunk
Laser
Jump
Double Smash
Smash and Flame

Telegraph

  1. In certain intervals, a pillar spawns on a random spot.
  2. Boss prepares to charge towards a random player.

What To Do

  1. The pillars explode and deal massive damage, if they remain on the arena for too long.
  2. Once the boss starts to prepare for a charge attack, the targeted player should check for pillars on the map (red dot) and make the boss charge into it.
  3. If you didn't destroy the horns at x145 mechanic, you can do it now after the boss charges into a pillar.

Enhanced version: The boss can perform an enhanced charge. For this, he will lean towards a side and charges up to 3 times while piercing and drawing a line on the ground. Try to make him charge into a pillar while avoiding the shockwaves created by the lines. Stand on the side of the horns, which doesn't pierce the ground, to avoid the shockwaves.

Telegraph

This mechanic only occurs, if the boss has his horns.

  1. Camera zooms out briefly.
  2. The boss stands on his two feet, roars and destroys all pillars.
  3. He summons a new pillar to grab it and use it as a weapon.
  4. A dial appears below the boss, which slowly empties.

What To Do

  1. You need to Stagger the boss before the dial empties.
  2. In case your team lacks Stagger, consider using Whirlwind Grenade.
  3. Try to avoid getting hit by his attacks during this phase, since they apply a debuff which increases incoming damage by 80% for 15 seconds. Most of his skills in this state are 2 hot combos. The first attack targets his front and the second part targets his back side.
  4. His attacks can destroy pillars on the arena. Use it to your advantage!

Telegraph

  1. Boss roars briefly.
  2. Variant 1
    1. The boss stands on his two feet while roaring.
    2. He slams towards the ground and send out a massive shockwave. (yellow telegraph)
  3. Variant 2
    1. He performs a 360° spin attack.
    2. The boss sends out a shockwave. (yellow telegraph)

What To Do

  1. Variant 1: Wait for his slam and use a push immune skill or a well-timed spacebar to avoid getting pushed by the shockwave into the water. You can also stand in front of a pillar to avoid getting pushed.
  2. Variant 2: Avoid standing close to dodge the spin attack. After that, dodge/move immediately towards the boss to avoid the followup shock wave.
  3. If you want to reset your burn stacks, let yourself get hit by the shockwaves to get pushed into the water.
  4. You can also prevent getting pushed away by standing between the boss and a pillar.

Telegraph

  1. The boss raises his right hand and prepares for a grab attack while tracking a random player.
  2. After a brief delay, the boss charges forwards and grabs everyone in his path.

What To Do

  1. If you are the targeted player, turn the boss away from the party members and avoid the grab by moving out of the charge attack.
  2. Grabbed players get tossed around and then dunked towards the ground. You'll die in style, at the very least.

Footage will be added soon!

Telegraph

  1. The boss spins very slowly.
  2. He faces a random player and a red telegraphs appear in front of him.
  3. The boss shoots lasers.

What To Do

  1. Don't stay too close to the boss.
  2. Avoid standing on the red telegraph to dodge the laser.

Telegraph

  1. Boss jumps into the air.
  2. 3 fireballs drop on top of each player in short intervals.
  3. The boss jumps back to the ground on a random player.

What To Do

  1. Keep moving to dodge the 3 fireballs and the landing damage of the boss.
  2. You can use this pattern to manage your burn stacks if necessary.

Telegraph

  1. The boss hits the ground in front of him with both hands.
  2. Boss jumps and sends out a shockwave towards a player in front of him.
  3. Without enhanced horns, the jump only deals damage to nearby players.

What To Do

  1. After the first hit, avoid standing in front or too close to the boss.

Telegraph

  1. The boss hits the ground in front of him with both hands.
  2. Boss jumps backwards and breathes flame towards a random player.
  3. Without horns, the boss won't jump backwards.

What To Do

  1. After the boss jumps backwards, dodge to the sides if the boss turns towards you.

Credits

Written by Perciculum
Footage from Saintone

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