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Tranquil Karkosa Abyssal Dungeon Guide

Tranquil Karkosa Introduction

Tranquil Karkosa is the fourth TIER 2 Abyssal Dungeon and you need to be at least 960 Item Level to enter this Abyssal Dungeon. This dungeon drops Tier 2 Accessories, Ability Stones, Engraving Books, Cards and materials to craft the sets Unyielding Will Greatsword and Mute Guardian Greatsword. After clearing the dungeon, you can pay gold to get additional loot. The recommended Combat Items are HP Potion, Destruction Bomb, Splendid Swift Robe and Splendid Dark Grenade.

This is the second water abyssal dungeon which shares the same Breath Circle mechanic as the previous one. On top of that, this dungeon heavily depends on cooperation and has a few team wipe mechanics.

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


First Boss

This Boss has 1 team wipe mechanic that requires Weak Point Damage to prevent it. On top of this he has an arsenal of big Area of Effec t(AoE) attacks. These attacks make it hard to stay on the same spot without risking getting hit.

Special Interactions & Patterns

Select a Pattern

Breath Circle

Magicians

Breath Circle

A circle above each player's head displays the current state of breathing air. This reduces over time and can be reduced immediately if you get hit by attacks with a yellow telegraph. You have to interact with a plant or stand on spots with bubbles to refill it. If you run out of breath, you take high damage every second.

Refill spots are scarce and have a long respawn time. So interact with the plants only if you have below 50% air left.

General Patterns

Select a Pattern

Water Flares

Shoot Them

Jump and Slam

Pistol or Anchor

Boomerang Throw

Water Flares

The boss shoots multiple flares of water into the sky. Shortly afterwards, those flares descend in waves back to the ground, dealing damage and knocking up everyone on impact. This pattern needs to be dodged by moving, as there are no safe spots.


Second Boss

The second boss has no team wipe mechanics. Pay attention to the Stagger Check and the summoned Puffer Fishes. Other than that, this boss is fairly easy to slay.

Special Interactions & Patterns

Select a Pattern

Grab Stagger Check

Puffer Fish

Grab Stagger Check

The boss grabs a nearby player and walks slowly forward. Use Stagger Damage to interrupt and liberate the grabbed player.

General Patterns

Select a Pattern

Homing Shockwave

Vines

Whale Summoning

Homing Shockwave

The boss channels for a few seconds before unleashing a shockwave in front of him. This attacks deals medium damage and knocks up on hit. It has either a fixed cross shape with 4 shockwaves or 3 shockwaves each following 1 specific player. On hit they deal damage and stun the players in range.

The homing variant is easier to dodge the closer you are to the boss. If you are the targeted player, the perfect moment to dodge out is as soon as it stops following you. But at the same time make sure to not run into your teammates.


Third Boss

You have to constantly keep track of the debuff stacks during this boss fight. The main wipe mechanic punishes the entire party, if even a single party member makes a mistake.

Special Interactions & Patterns

Select a Pattern

The Rotation

Two Headed

The Rotation

At the 16th and 8th HP bar, the boss rushes towards the center of the battle area and starts channeling a devastating attack. At the same time, water and lightning orbs spawn from 8 fixed locations around the boss and move towards the boss. If 2 of the orbs reach the boss, the boss wipes the entire party. To prevent this, you have to assign a position for each party member. They need to get to their positions as soon as the boss rushes towards the center.

The tricky part is, if you get hit 2 times in a row by the same type of orbs (2x water or 2x lightning), you take damage and are knocked back. To avoid this, move one position clockwise after you get hit by an orb.

The 1st rotation type occurs at 16 HP bars. You simply move one spot clockwise after taking a hit from each orb.

The 2nd rotation type occurs at 8 HP bars. After blocking the 3rd orb, everyone should stay at the same spot instead of moving clockwise for the 4th orb. Move clockwise once again after the 4th orb to prevent the 5th wave from reaching the boss. If done successfully, the team wipe is avoided.

To summarize, the 1st rotation type is 1234, and the 2nd rotation type is 12334.

General Patterns

Select a Pattern

Travelling Orbs

Double Breath

Water Waves

Double Jump

Traveling Orbs

A big water orb spawns on each side of the boss and travels slowly in a straight line towards the edge of the battle area. On its way, it shoots high pressure water in certain intervals dealing damage and knocks up on hit. Avoid this attack by dodging towards a place where the orb has already passed.


Gameplay Video


Credits

Written by Perciculum
Reviewed by Facefoot