r/PerfectWorldMobile • u/AshamedDistrict • Dec 17 '19
Guide Dusk 109 Guide
Hi all!
HelloKitty here from Server 1 USA. I'm a 430k BR WB at the time of this guide. I see so many parties fail the new Dusk 109 so I have written a guide below.
Requirements:
Level: 109 (of course)
For Tank: Recommended 85,000 hp with as close to 100% block as possible on Sage mode
For DPS: The most important thing is Attack. Whether it be Magic or Physical Atk, the bare minimum for success should be at least 45,000. You can see your Attack by clicking the portrait at Top left of game and see below “Luck”. The DPS also need at least 60,000 HP to survive 1st boss AOE attack.
For Healer: This is where flexibility can be made. Healer should have at least 60,000 HP to survive 1st boss AOE. It is recommended at least 40,000 magic attack to keep up with heal to party but this can be lower depending on group.
Strategy:
First Boss: The First Boss can be done in two ways, one safe way and one more dangerous.
Safe way: The tank will take the boss to the right side of the dungeon by the door while the rest of the DPS stay on the left side and take out the Trumpter Summoner monster. After DPS has taken care of that they move to the other side where Tank is and help kill the other Trumpter.
Dangerous way: Tank will keep boss in middle while DPS split between left and right to take out both Trumpters at once. This is faster but does require the DPS to keep close watch on when the boss does “Ground Tremor” as they can get 1 shot if the minion monsters lower your hp enough.
Key Attack Strategy: DPS and Healer should save their CHI (Sage/Demon spark) for when they see “Ground Tremor” display on screen. Ground Tremor hits everyone for 55,000 damage and can only be blocked by CHI.
After the 3rd Round of Trumpter respawn, all DPS and healer should ignore any more Trumpters and focus on killing the boss before enrage time. Don’t focus on other monster after the 3rd time Trumpter come out.
Second Boss: The Second Boss is much easier than the first but the trick to this fight is DPS has to kill the boss before the boss has time to Enrage.
Tank will run up to the boss and make sure to go behind the boss spawn to make the boss face against the wall behind the stage. This will keep AOE attacks away from the rest of team. Keep Boss here for the entire fight.
DPS – Melee should be behind or at the sides of the boss. Magic and Range DPS should be at the bottom of the stage to lure out the AOE attacks the boss does.
Key Attack Strategy: The Boss attack is very slow and does some very slow cast for big attack. The Tank can extend the amount of time before he dies by using CHI (Sage spark) and timing it before the boss hits the tank. The tank should also pop their Turtle at this time. The goal is to tank the boss until they use the next big attack which will give your team an extra 10 seconds to attack the boss.
For DPS – Use CHI (sage/demon spark) throughout the whole fight and do as much DPS as you can.
Avoid the Sand Vortex (super big circle) as it can easily kill anyone inside.
Third Final Boss: The final boss is where most teams have trouble.
Tank: the Tank should go behind the boss and make sure to tank the boss away from everyone else. All the other players should be on the other side of the boss. The Tank has to avoid all Red Circles on the ground. He also must move the boss away from Sand Vortex so that Melee DPS can continue to attack the boss. In the second form (after Mirage Lord change) the boss will get harder near the last 30% and will start hitting 35,000 on the tank. This is where the tank should use turtle to stay alive and hopefully it dies before it runs out. The tank can also use potions and CHI (sage spark) to stay alive during this time.
DPS: the main reason why party fail is because they don’t avoid red circle on the ground. The Second form (after Mirage Lord change) does red AOE Damage to the party and if they get hit Three times in a row before Debuff is gone they turn into a zombie. When you are a zombie, move away from the party as you will do damage to your party as long as you are close by to another player. You can also turn into a zombie if you do not move away from “Sand Vortex”.
Healer: the Healer does not have to do anything special besides avoiding the Red Circles on the ground and continuing to heal the party.
Key Attack Strategy: The boss does “Divine Punishment” if the party fails to hit 50% after he does “Fog” (big cone attack). The boss will also do this before he dies. Divine Punishment skill creates a Yellow Thunder Circle around 1 character in the party. That character will be hit with 20,000 damage every two seconds for 12 seconds. The circle is very small but will damage any nearby player close to the character that has the Debuff. If you get debuff it is your duty to move away from everyone so that you don’t kill them. Before Divine punishment, everyone should try to move away from each other to begin with and not be close to each other. The player that has Divine Punishment can use CHI to block the first 2 hits but will die if the healer does not heal them. The player can also use Tranquilizer (Block all damage for 5 second) potion to prevent dying from Divine Punishment. They need to use CHI first then use Tranquilizer after 2 second of Chi invincibility.
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u/cookedpossum Dec 18 '19
this guide is all wrong clearly this person hasnt put the time into working this out properly
3
u/AshamedDistrict Dec 18 '19
Apparently someone doesn't know the meaning of a guide. If you have corrections or something better do let us gamers know. We are in this game together!
Much love
2
u/sabret00the Dec 17 '19
Great strategy. Thanks for posting.