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
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.
Magicians
The boss summons 2 magicians, who cast a shield on themselves and the boss. As long as the magicians are alive the boss won't take any damage. The magicians shields can be destroyed by using skills and combat items with the Weak Point Damage affix. After destroying a magician's shield, you can deal damage to it with your normal skills. To be fast and efficient, it is recommended to split and target one of the magicians as a 4-man party. The magicians either spawn at the top and bottom, or left and right side on the battle area. You should assign each party a specific position before you start this boss fight.
While you try to destroy the shield and kill the magicians, the boss will keep fighting and using his skills. After a few seconds he starts to prepare a devastating team wipe attack. This attack can be interrupted by using skills and combat items with Stagger Damage. But be aware, if you don't kill both magicians in time the boss can't be interrupted, which leads to a team wipe.
General Patterns
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.
Shoot Them
A pistol appears in front of some players. Once this happens, these players needs to move and look towards the edge of the battle area. After a short delay, the pistol shoots and knocks up teammates in front of the player.
Jump and Slam
The boss jumps over a targeted player, throws the anchor to the ground and pulls himself back to unleash a huge shockwave in front him. This skill deals high damage to the player and the breath circle.
Pistol or Anchor
A huge circle with blue and red tiles spawns on the boss. If the boss holds his pistol up in the air, then you have to move and stay on a red tile. If it is the anchor, then get to a blue tile. Standing on the wrong tile deals damage and stuns or knocks up the player.
Boomerang Throw
The boss summons stone pillars in front and behind him. Shortly afterwards he throws his anchor forward, which returns after traveling a short distance. On its way back it flies through the boss and hits the stone pillars behind the boss. A stone pillar hit by the anchor explodes and sends a water wave left and right from it, which deals damage and knocks up the player.
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
Grab Stagger Check
The boss grabs a nearby player and walks slowly forward. Use Stagger Damage to interrupt and liberate the grabbed player.
Puffer Fish
The boss summons puffer fish in specific intervals. The puffer fish has its own attacks, with knock up potential. Try to focus and kill it as fast as possible. If left unattended and allowed to reach the boss, the boss will unleash a high damage AoE attack.
General Patterns
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.
Vines
The Boss summons vines in front of her which root players on hit. The vines can be lifted by auto attacking the rooted player. If the boss dodges backwards before performing this attack, it will no longer root on hit but has a bigger AoE instead.
Whale Summoning
Big blue magic circles appear below random players, which summon whales after a short delay. This attack deals high damage and knocks up players. Make sure to move out of the circle as soon as it spawns.
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
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.
Two Headed
Each head of the boss casts attacks using different elements. On hit, the player gets either the lightning or the water debuff depending on the element of the attack. Each debuff stack increases the damage taken from the attacks of the boss and can stack up to 4 times.
Obtaining a debuff stack while already having a stack of the opposite element unleashes an AoE attack around you, dealing damage to nearby players. The AoE range is bigger the more stacks you have.
Eg.: If you obtain a water debuff while having 2 lightning debuffs, the unleashed AoE of it is smaller than if you had had 4 lightning debuffs.
The debuffs can be reduced by 1 by collecting small orbs floating around at the edge of the battle area.
General Patterns
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.
Double Breath
Each head of the boss starts to breath towards the ground in front, while rotating their head counter clockwise. On hit, the player gets a debuff of that element type and takes damage. Moving towards a location where the breath attack passed through gives you time to deal uninterrupted damage.
Water Waves
The boss unleashes water waves 3 times around him, covering more ground with each successive hit. On hit the player takes damage, gets pushed back and obtains a water debuff.
Double Jump
A jump attack which deals damage and applies a lightning debuff. The boss can jump up to 2 times in a row withthe second attack having a bigger AoE and dealing more damage. To be on the safe side, move away from him and wait until his attack animation is over.
Gameplay Video
Credits
Written by Perciculum
Reviewed by Facefoot