Lost Ark Guide: Road of Lament Abyssal Dungeon Raid

Wailing Swamp is the first half of the Ark of Arrogance Abyssal dungeon in Lost Ark, where several complex systems need to be explained, and then we will share a road of lament abyssal dungeon raid guide for players.



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The Ark of Arrogance is the first group of Tier 2 Abyssal dungeons that players will encounter in Lost Ark. However, it may not seem like it is, as this Abyssalal is arguably more accessible than the Tier 1 Phantom Palace. Anyway, this is the Abyssal Dungeon. This is a modified version of Yorn's Main Story Quest Dungeons, as most of the Abyssal Dungeons in this game is just Main Story Quest Dungeons increased to 11.

In this first dungeon, Wailing Road, the Lost Ark, players at item level 840 and above will also encounter the Demon Najar. Like Kyzra and her deceptively annoying Wipe mechanic (which becomes more common as raids continue). So without further ado, let's get down to business.


Brief & Pleasant Upgrade Guide

Most players who reach level 2 in The Lost Ark are likely skimming through this guide to quickly brush up on the most important mechanics. Thankfully, this first section serves just that objective and will also enable players who know they do not possess the patience to study a lengthy manual or watch a 10-minute video.

Wailing Road has four standard sections: a clear mob section, Najjar, an additional mob clear section, and Kyzra. The first boss, Najjar, is straightforward with his spinning lasers. If it starts and the protected zone is within the middle, it is the Inner Variation pattern. If it begins and the only danger zone can be a tiny circle around Najar, it is the Outer Variation pattern. If it's the Outside option, remember to hang around the corner of the arena until the Magnetic Field around each player locks in. to the ground, and then start running around the beams. Don't worry about DPS at this stage and focus on survival.

Before going into battle with Kyzra, determine the cardinal points in advance. The most common strategy is simply using the default party order for directions, also referred to as 1234 = north, south, east, and west. When Kyzra jumps to the middle of the arena, it is time for you to move in the offered direction. Take three golden orbs, avoid all the red orbs, and then use the golden Aura given to destroy the giant red balls summoned by Kyzra.

Suppose two or more spheres make it to Kyzra. Also, for each Red Orb picked up, that player must take one additional Golden Orb, so keep that in mind.
The most valuable consumables are Protective Potions for Najar Lasers, Time Stop Potions (also for lasers), or maybe even Swift's Robes.





Section One: Defeat the demons on the path of lamentation

The mob-clearing opening part of Wailing Road is in no way comparable to the pompous flair of Warlord's Hall or Hildebrandt's Palace, and it's a little addictive.

There are a lot of kills here, a lot of jump/climb terrain, and for some reason, it's split in two by a portal. But despite being one of the most extended sections of Abyssalal Dungeon to clear mobs, it's essential, so at least it's got it here.


Second Section: Enchanted Najjar

The first boss of the Wailing Road is unique as it is a Demon that was enchanted with Kyzra's sword according to "lore". However, he's not very durable, and there's no punishment for chasing him, so he's easy to shoot down with his Spinning Laser Mechanic in less than a minute. Either way, Najjar is a little annoying in combat, as he has enough knock-up attacks and movement abilities.

Important Mechanic: Rotating Lasers

With 8 and 4 HP remaining, Najjar runs to the center and fires his Spinning Lasers mechanic. While it doesn't count as a "Purge" mechanic, it can easily wipe out a team that doesn't react to it appropriately and is overly focused on combat and DPS. At this point, Najjar will either create a small red telegraph circle around him or make a telegraph for the entire arena with a single safe zone in a small process around him. If it's the first option, it's the Outer option from this mechanic. If it's the second option, it's inside the Inner selection.


Rotating lasers of the internal version 
Description: Najjar turns the entire arena into a bloody mist, with the only safe zone being a small circle around him. He then stretches out his arms and begins to release streams of blood from them before slowing down the rotation clockwise or counterclockwise. Najjar can sometimes stop in the middle of a spin during this spin and then start spinning in the opposite direction. 
Strategy: Stay as close to Najjar's body as possible and follow the far hand in rotation as he spins. Be careful with each click in case it suddenly stops and changes direction. Also, make sure friendly particle effects are disabled, as any lingering particles in this phase make it harder to dodge the lasers.

Rotating lasers of the outer version
Description: Najjar turns a small circle around him into a blood mist, preventing anyone from approaching him. Then, as in the Inner variant, Najjar begins to spin, firing blood lasers from both outstretched arms. He will then mark each player with a crosshair above his head, and shortly after that, he will place a magnetic field on them.
Strategy: Immediately run to different corners of the arena until a crosshair appears above everyone's heads. Please wait for the magnetic fields to drop so they don't interfere in the corner, then quickly run as close to Najar's Bloodmist as before, following its lasers. The External Variant lasers are slightly faster and more complex to outrun, so at worst, use Time Stop or a Protective Potion if it's about to hit.


Normal Attacks
Except for Spinning Lasers, Najjar's attacks are more annoying than dangerous, but it's still nice to know them ahead of time:

Blood Mist - Najjar summons small clouds of blood mist at random points in the arena. These bits of mist last a decent amount of time and deal a small amount of damage to anyone inside.

Magnetic Fields - The boss creates five star-shaped magnetic fields around him that, like the fields in his Rotating Lasers phase, stun and knockback any players who come into contact with them.

Orbs of Blood - Najjar summons several flying orbs of blood nearby that all target one random player, with a red telegraph that slowly fills up before sending out a wave of blood that knocks anyone it hits.

Spinning Blade - The boss jumps into the air, sending a blade split forward with his sword ahead of slamming it back down as two added blade bursts fly forward within a straight line shortly soon after.

Spin Dash - Najjar selects a player and charges toward them, spinning in a circle. On its way, it leaves several blood spheres in a straight line, which, after a short delay, send out blood waves in opposite directions.

Shotgun Spread Blood Wave - The boss drops a sizable conical red telegraph, which gradually fills up. After filled, Najjar sends out four waves of Blood Power in the form of a shotgun that covers the complete conical telegraph.

The Orb That Spawns More Orbs - Najar Summons a giant Blood Orb that travels gradually in a random path and spawns smaller-sized Blood Orbs that fly in random directions.





Third section: Defeating the demons in the forge

This is another phase of clearing mobs in the Abyssal Dungeon, like in the first section. Luckily, it's a bit shorter than the first phase but still quite tedious, as many enemies have a "wake up" period. It is an animation that makes it impossible to destroy them all in one big move.

However, keep breaking those Demon statues... and move towards the gate that leads the group to the Kyzra Encounter.


Fourth & Last Section: Kyzra

Next is the final encounter for Wailing Road Demon Lord Kyzra (better known as Kaylara in other versions of the game). Kirzra, like Najjar, is a relatively mobile boss with some annoying stuns and status effects. Kyzra also has the Teleport and Self-Boost mechanics, which can make the fight more annoying, and the Knock Down Check, but none of those areas are important to know as her Wipe mechanic orb absorption. Bosses like these two make some players wary of the upcoming Destroyer class, as it has to give itself entirely to every sweet treat.

Essential Mechanic: Consuming Orbs

In general, players need to get used to collecting orbs, as this is the core mechanic of all endgame content, including Argos. This is the core mechanic of Kyzra, and the only one that returning players should remember before queuing for the Ark of Arrogance. It doesn't seem to happen under specific HP requirements, but it happens at least once during a fight, usually when she's below half health. 

When it starts, Kyzra jumps into the center of the arena and creates a red shockwave around him that constantly deals an insane amount of damage to anyone who gets too close. Kyzra then shoots hellish bullets of red and gold orbs in all directions. To move on to the next part of this phase with the hope of passing it, the group must try to collect three golden orbs while avoiding the red orbs. After that, a golden round aura should appear around them.

After about thirty seconds, Kizra begins to summon large red orbs throughout the arena that slowly move towards her red shockwave. The purpose would be to destroy all the powerful red orbs with the golden Aura before reaching Kyzra. Holding large red orbs within this golden Aura deals heavy damage to them every half second, usually destroying any orbs within two triggers of that damage. If even two large red balls reach Kyzra, she will strike and sweep the entire party with her sword. If players use this mechanic correctly, Kyzra will stagger and fall to the ground.

The key here is communication, and this is what most bands usually do:

Before entering the Kyzra arena, players must assign each of the North, East, South, or West. Most parties follow a randomly assigned Party Order, also known as 1234 = NEW, or some slight variation.

  • Once Orb Absorption begins, players are moved to their assigned area of ​​the arena.
  • Each player collects three golden orbs exclusively in their part of the arena and then works to clear their part—all the giant red spheres.
  • Any player who fails to get the Aura in time will then spam a handful of pings, and the two players on either side will also attempt to cover their section.
  • And it's so easy! But while it sounds simple, because the threshold for orbs that get to Kyzra is so low, it can be more complex than it sounds. So keep the following factors in mind:
  • For each red orb touched, that player must collect another golden orb (for example, a player who touched one golden orb and then one red would need three more gold for the Aura).
  • If players enter each other's Golden Aura, they will be knocked back and stagger, so don't cross paths.
  • Gold orbs move slower than red ones, so it's easier to wait than rush when collecting Lost Ark gold.

Important Mechanic: Standard Stagger Check

Kizra also has a stagger check that appears from time to time. This isn't always used and doesn't result in a team wipe, but if that fails, Kyzra sends a shockwave across the arena that does a lot of damage and knocks up. Even though her Stagger Bar is active, Kyzra will send out a lot of cone-shaped shockwaves with her sword in random directions, but they are relatively easy to avoid.

Important mechanic: Teleport Stab & Self buff

From the very beginning of the battle, Kyzra has a chance to teleport immediately after any of his movements. When she does this, she summons many round red telegraphs which, when filled, summon lightning. Indeed, one of these circles is slightly larger than the other, and in it, Kizra herself descends and stabs the player she lands on. If successful, Kyzra gains a shield around him, that deals constant damage to anyone inside. And from that moment on, she also gets a general damage buff.



Normal Attacks

Kyzra doesn't have many other attacks apart from the core mechanics. Judging by how fast and agile this boss is, one would assume that he has a lot of attacks, but this is not the case:

Sword Laster - Kyzra points her blade at a random ally before a line comes out of them Immediately, she fires a laser along the same path. It deals decent damage and knocks upon hit.

Spin & Power Attack - The boss performs a quick spin attack that knocks back all allies hit and then makes an immediate slash attack with her sword that summons spikes in a circle right on the edge of her spin attack. If the player gets hit and pushed with a spin attack, they are placed in the perfect spot for that attack's spike. This is also an attack where Kyzra can glow blue and can be dodged mid-jump for a hit.

Summon fireball - Kyzra swings her sword horizontally and summons five fireballs where the arc of her sword was just before. These fireballs then slowly travel towards Kyzra, dealing moderate damage and stunning on impact. Be careful. If the player is too close to Kyzra during this attack, multiple fireballs can pass through him simultaneously, dealing significant damage.

Throw boomerang - The boss throws his blade forward, spinning it. The sword then rotates in a semi-circle arc in front of her just before returning like a boomerang. A basic attack that bargains moderate harm and dazes.

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