Carmine Rage Island Dimensional Trial Guide
Last Updated:December 14, 2024|Changelog
The Carmine Rage Island Dimensional Trial can be challenged repeatedly and has no cost to enter. Depending on your chosen difficulty, dungeons have higher enemy stats, more complex boss mechanics, and additional effects applied. Clear higher levels to contribute toward leaderboards and seasonal rewards.
All attack patterns in the Carmine Rage Island remain the same in Dimensional Trials. A Memory Mechanic is added after the Pillar Mechanic phase.
Tier 5 Mechanics and Up
Make sure to pre-place pins on each pillar location before the fight begins. This helps with the Memory Mechanic.
The Pillar + Memory Mechanic happens automatically at 90% HP, regardless of the Attack Pattern. After 90%, it will start its Attack Pattern from the beginning, as listed below.
- Slash x2
- Small Spin (Melee needs to dodge)
- Cone Slam (Towards Tank)
- Fury Attack
- Slash
- Cone Slam (Towards the furthest target)
- Slash (1 or 2x)
- Charge x3
- 1st towards furthest target
- 2nd towards next furthest
- 3rd towards tank (if aggro is held properly)
- Large Spin (Stack under the boss)
- Fury Attack before the spin begins
- Fury Attack (after the spin ends)
- Pillar Mechanic (on 2nd rotation of this attack pattern)
Pillar Mechanic Description
The Pillar Mechanic is essentially the same. In Dimensional Trials, the party must take care to each do their part.
- Before the mechanic begins, all players should have lined up according to pre-determined positions on where they should stand in relation to the boss.
- Make sure the tank uses Stalwart Bastion before everyone is pulled.
- The four furthest players have to complete the Pillar Mechanic.
- The boss does a cone AoE on each player, starting from the furthest player.
- Check the Carmine Rage Island 2-Star Dungeon Guide for more details.
- The 2nd closest player to the boss acquires a Blue Axe debuff.
- This doesn't appear on the 1st round of the Pillar Mechanic.
- The videos below show how to handle the Blue Axe PoV in two ways.
- There are many ways to handle the debuff, usually with the Healer having to acquire the debuff.
- The moment any player is lifted up and pulled to their pillar, the closest player must then run away to become the furthest player from the boss.
- Gaitan will then spawn a Spinning Axe that chases the furthest player.
- Whoever this is should position themselves in the area that will get targeted last. After the 1st cone AoE goes off, they should move into that area and be ready to swap the Axe debuffs with another player.
- Axe debuffs cause DoT. Remember to pass off the debuff to another player when needed.
Memory Mechanic Description
- Once the Pillar Mechanic has been successfully cleared, the Memory Mechanic begins.
- 4 colors will appear over each pillar location. 4 players will have color symbols over their heads. Go to the correct location to complete the mechanic.
Special Mobs
Red Goblins
On your way to the first mini-boss of Carmine Rage Island, you will encounter a group of six Red Goblins: Mean, Stubborn, Cowardly, Greedy, Grumpy, and Cheeky. A player is selected randomly to receive a Red Eye above their head, letting them know which Goblin is the correct one to kill (the marked player will see it highlighted with a red pillar of light). After each Goblin is killed, a new player is selected. After all Goblins are killed, the path to the next area is unlocked.
If a Goblin is killed while not marked, it will explode, damaging all players.
Credits
Written by Yaen