Guild Dungeon: Almighty Crown Lieti | Perfect Trio Clear (1/5) | Full Guide | The World of Magic
Timestamps: 00:13 - Introduction 01:20 - Heaven and Hell 01:41 - Dragon Rage 02:03 - Blast Beam 03:02 - Unaimed Fire 03:29 - Divine Slash 04:34 - Final Strike 08:38 - Unavoidable Reminders/Miscellaneous Info: The warrior doesn't need to move around and will do nothing other than dealing damage on the right hand until it's taken down unless Lieti goes for the other players who accidentally took his aggro. If the warrior has enough hitrate to consistently hit Lieti, the warrior can use Sweeping Strikes to utilize more DPS. The warrior should only use Energy Recovery Pill every time Final Strike explodes (casted every 07;26 onwards and explodes alongside Unaimed Fire every xx:21). Bringing some cakes (5-second cooldown healing potions) is recommended in case of emergencies. The mages must ONLY keep Light Healing locked towards the warrior all the time. Do not self-heal unless when extremely necessary. The mages should only move between two points, the center and the top area to avoid Heaven and Hell and Unaimed Fire. Dragon Rage's damage scales with the amount of target it hits, it deals 200 damage and for every additional target adds another 200 up to 4 targets which would be a total of 800 damage to all players, just as painful as Divine Slash that deals 800 damage as well, except Dragon Rage is multi-target. Starting from 07;26 and every xx:26 onwards, at least one mage should cast Shield and Prayer of Protection at the warrior to greatly mitigate Final Strike's damage, otherwise it will deal 1,777 damage towards the warrior. It is recommended to cast it at around xx:24-xx:22 due to Lieti's tendency to break the shield with his basic attacks just before Final Strike explodes. The mages should continuously keep Healing Wave active for themselves to regenerate from the damage dealt by Blast Beam. If successful at consistency, for a 20 INT mage, use Greater Restoration Potion every minute (or 2 Blast Beams). With 50 INT, as Healing Wave's healing is increased, Greater Restoration Potion should only be used at the 7th minute (03;00) which is only one time per run, however, keeping the HP rather at maximum would be much safer than having the potions unused due to possible technical errors the players have no control of. Technically, there's only 8 minutes in a single run as when the timer reaches the 2-minute mark, it will be considered a dead end due to Unavoidable slowly paralyzing everybody, even if it can be strategized by transferring it onto another player, the likelihood of the team not lasting within the remaining 2 minutes is very high due to the fact that every single player in this lineup is extremely essential, unless otherwise the players have high collection progress. Adding a ranger for the last remaining slot would be recommended for the teams unable to break the Right Hand within 8 minutes to significantly increase their DPS, in case of shortage in available ranger units, a mage can be a secondary option who should deal some damage to the Right Hand instead of being a third healer and buy some time for the team to take the first "bow" status if ever they will have to encounter Unavoidable phase. Music Credits: •Arghena - Feryquitous vs Laur •Arcahv - Feryquitous •Purgatori - KORAII •Call of the Void - Helblinde

Guild Dungeon: Almighty Crown Lieti | Perfect Trio Level 30 1/5 Clear | The World of Magic

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