Necromancers Origin Abyssal Dungeon Guide
Introduction
Necromancers Origin is the second TIER 1 Abyssal Dungeon and you need to be at least 340 Item Level to enter this Abyssal Dungeon. This dungeon drops Tier 1 Accessories, Ability Stones, Engraving Books, Cards and materials to craft the sets Rugged Valley Launcher and Seraphic Oath Launcher. After clearing the dungeon, you can pay gold to get additional loot. The recommended Combat Items are HP Potion, Splendid Whirlwind Grenade and Time Stop Potion.
Compared to the first Abyssal Dungeon, this one is way more difficult. It requires a high level of cooperation between the party members and is the first dungeon to introduce the team wipe mechanic. Lack of coordination can prolong the fight or lead to a team wipe. Make sure to assign orders and positions before you enter the boss stages.
This guide assumes that you are familiar with the recommended Raid Build for your class.
First Boss: Reanimated Garum
Reanimated Garum is a boss with slow but huge area of effect attacks. These attacks are easy to avoid, but the tricky part of this boss fight is to not lose track of the Death Marks above each player's head. One moment of carelessness can lead to an instant team wipe.
Special Interactions & Patterns
Death Mark
Reanimated Garum frequently applies a death mark to each player. The amount of death marks applied can be seen on each players head. If any of the players get a 5th mark, the boss will deal high damage to everyone.
Everytime a death mark is applied, the boss also spawns one light orb at a random location. This orb is also marked as a yellow dot on the minimap. Interacting with the orb removes all death marks on that player, but only one player can interact with each orb.
Assign a fixed order for players to interact with the yellow orbs. The easiest way to do that is to go with the preassigned numbers in the party which can be seen on the party UI at the left side of your screen. Player with number one is the first one to interact with the first yellow orb etc. After the first rotation, you start with player number one again.
Make sure to ping the location of the light orb as soon as it spawns. Those are also easier to locate if you use the "Tab" key to open the minimap.
Tip: After the first successful rotation, you just need to pay attention to the marks above your head. Everytime it reaches four marks, it is your turn to interact with the light orb.
In the clip below my Wardancer had the number "3" assigned to her as you can see on the party UI to the left. That is why, during the first rotation, I interacted with the light orb as soon as I got the 3rd death mark. After that I interacted with the light orb every time I got the 4th death mark.
General Patterns
Dash
A simple dash followed by a swipe attack which deals low damage and causes stagger on hit.
Backstep
The boss flies back a short distance. This attack won't deal any damage and is used for repositioning purposes only.
Triple Swipe
A slow triple swipe combo attack with low damage that causes stagger on hit.
Double Tail Swipe
Garum performs a quick tail swipe attack followed by a slower but stronger one. The second attack is performed after a short delay giving you enough time to move out of the red telegraph.
Slam Shockwave
The boss slams the ground in front of it. The impact causes a shockwave which hits everyone in a big radius around the initial slam area. To avoid getting hit by the shockwave, move or dodge towards the initial slam area.
Breath Combo
The boss performs a breath attack which hits everyone in front & behind or left & right of the boss. This attack knocks back the player on hit and deals low damage. It can be repeated up to 2 more times successively covering a bigger area each time. During successive attacks the targeted area can also change, so pay attention!
This is a stationary and slow attack so use this time to deal damage. The boss can change the breath attack direction so don’t use any skills that require you to be locked into the same position for too long.
Single Explosion
Garum unleashes a big explosion which deals medium damage and knocks up everyone close to the boss on hit.
Double Explosion
Reanimated Garum slowly prepares for a double explosion attack which hits everyone really close or too far away from the boss. Between those two areas is the safe spot. This animation takes a long time allowing all ranged classes to focus on dealing tons of damage while standing in the safe area.
Second Boss: Sigmund the Immortal
Sigmund the Immortal is the second boss of this abyssal dungeon. Don't worry he is not really immortal but as you can guess he will revive multiple times after death. How many times he revives and the duration of the fight depend on your execution of the co-op mechanic during the boss fight.
Special Interactions & Patterns
Death and Revive
The moment Sigmund hits 0 HP, he sends out a white or red shockwave. At the same time Sigmund spawns two orbs, one red and one white, at each cardinal direction (12 o'clock, 3 o'clock, 6 o'clock and 9 o'clock). For this particular mechanic, you need to assign one party member for each of the cardinal directions in order to be successful.
As soon as the boss hits 0 HP, each member needs to move to their assigned position and take the red or white orb based on the color of the shockwave. If everyone manages to pick up the correct orb in time before the boss revives, you will only need to repeat this process one more time before he dies permanently.
Now for the tricky part. Every time Sigmund revives, he gets stronger and his attacks will be enhanced. In addition to that, for every wrongly picked orb the boss revives with more HP. On top of that, you have to go through an additional cycle if a player interacts with the wrong orb.
Tip: Don't blink at the moment of death or you might miss the color of the shockwave. Write in the party chat "w" or "r" depending on the color of the shockwave to help your party members to interact with the correct orb.
Before entering the boss battleground make sure that everyone knows the core mechanics of Sigmund, this will help your party save a lot time and Combat Items.
Stagger Check
Sigmund channels and prepare for a devastating attack. This attack should be interrupted by using skills and Combat Items with Stagger. The yellow bar below the boss indicates how much Stagger damage needs to be done to interrupt the attack.
General Patterns
Jump
Sigmund re-positions himself by jumping to a random nearby location.
Short Range Teleport
The boss teleports to a nearby random location.
Long Range Teleport
Sigmund teleports to a random location close to the edge of the battleground and starts to prepare a massive attack which covers the entire battleground. The only safe spot is a small circle close to the boss. The hardest part is reaching the boss before he unleashes the attack.
The new location of the boss will be marked on the minimap and can be also predicted by paying attention to the expanding direction of the red telegraph.
Leap
The boss leaps towards a player and causes knockback on hit. After the initial impact, a shockwave is sent out. The shockwave deals medium damage and knocks up the player on hit. To avoid getting hit by the shockwave, you either need to move to the spot in front of the boss or move far away from him.
Small Explosion
This skill is nearly identical to Leap attack. The only difference is that the boss casts the shockwave without using the initial leap part of that attack. This attack is often used by the boss after performing one of the repositioning attacks mentioned above.
Small Frontal Shockwave
The boss spins his sphere above his head for a second and then smashes it to the ground to create a small cone shaped shockwave in front of him. This attack deals low damage and knocks back the player on hit.
A similar attack to the Small Frontal Shockwave, but instead of a small area this attack covers a big cone shaped area in a 160° angle in front of the boss. On hit, this attack deals medium damage and knocks up the player.
This attack is often used by the boss after performing one of the repositioning attacks mentioned above.
Spinning Sphere
The boss spins the sphere in his hands around him and deals a decent amount of damage per sec to any player nearby.
Expanding Spheres
Sigmund slams his sphere to the ground and sends out one orb towards each cardinal direction. This attack is repeated a second time, but this time the spheres are send out towards each ordinal direction. The second wave of spheres can be dodged by standing on the path where the first wave of spheres passed by. On hit, the player takes low damage.
After reviving once the second wave of spheres are enhanced. Instead of 4 spheres, the boss will send out 8 spheres towards each cardinal and ordinal direction.
Descending Spheres
The boss shoots an sphere towards the sky. Shortly afterwards one big sphere will drop on top of each player and deal medium damage on hit. One of the spheres will split up into multiple small spheres once it hits the ground.
Blood Puddle
The boss spawns blood puddles at random locations which remain on the ground for a long duration and deal damage to everyone standing in them.
Blood Rain
The boss shoots blood flares towards the sky. After a long delay those blood flares descend back to the ground and leave behind small blood puddles. These puddles remain on the ground for a long duration and deal damage to everyone standing in them.
Guide Video
Gameplay Video
Credits
Written by Perciculum
Reviewed by Facefoot