Check out all of the details of this month's Patch Notes, featuring the 16th Anniversary and VIP Renewal Update! https://mabinogi.nexon.net/news/90098/16th-anniversary-and-vip-renewal-patch-notes-march-14th
[NEW MILLETIANS] Please note that all new forum users have to be approved before posting. This process can take up to 24 hours, and we appreciate your patience.
If this is your first visit, be sure to check out the Nexon Forums Code of Conduct. You have to register before you can post, so you can log in or create a forum name above to proceed. Thank you for your visit!

Looking For Information on Tech Duinn Missions

DragoolfireDragoolfire
Mabinogi Rep: 3,590
Posts: 486
Member
edited January 21, 2019 in Help
Hi, I am looking for information specifically about the Mission "Revived Illusion." Please help me out and thanks.

Comments

  • GiegueGiegue
    Mabinogi Rep: 2,975
    Posts: 215
    Member
    edited January 23, 2019
    I'll write you up a quick guide that should hopefully explain everything, but I am not overly experienced with the mission.

    The objective of Revived Illusion is to clear all rooms, similar to a dungeon/rabbie phantasm.
    Once all rooms are cleared, you will engage in a miniboss similar to the Beltane mission "Avalon Bridge"
    After this miniboss is clear, a door will open to the next set of rooms.
    Once all these rooms are clear, the boss will open up, where you will fight Balor.

    Phase 1 Room types:
    Switch Room: These switch rooms may spawn enemies such as Black Moon Followers (Blue Sword/Red Sword), Bomb Bats and Tarantulas.
    Blue Sword Followers have Heavy Stander and Natural Shield Level 2, so use Magic for high effectiveness.
    Red Sword Followers have Mana Deflector and Natural Shield Level 2, so use Melee for high effectiveness.
    Bomb Bats will explode on death.

    Offering Room: Sat in the middle of the room is a Heretic within a White Ring. Standing in this ring will activate the room's defenses. Standing in the ring will de-summon your pet, however players who stand outside of the ring will not have their pet desummoned. The Objective is to have at least one player stood in the ring for approximately 3(?) minutes.
    The enemies that spawn will all be Black Moon Followers. This Includes Blue Swords, Red Swords, Rangers, and Mages. The Mages appear to have Advance Heavy Stander, and are capable of using Snap Cast and Lightning Rod. The Rangers are capable of using Crash Shot, so be wary of grouping up.
    A good tactic is to have one player stand in the ring, whilst the other players work to keep as much Aggro off that player as possible. Use Skills such as Wind Guard (Giant Only), Nascent Divinity (G21 Reward), or Iron Will (Technique.) to avoid being knocked out of the circle. If no one is stood in the circle, the room simply resets to try again.
    As Time passes, The Circle will begin to shrink, until eventually the Heretic will flee the room.

    The Mini Boss: Once all rooms are clear, head to the main hall way, a Tech Duinn Geata will spawn, and Black Moon Followers will flood out and begin running to a group of rescued Heretics. The Target is to defeat the Tech Duinn Geata before the Heretics are killed.
    Use fast, hard hitting skills on the Geata. One player may fall back to protect the Heretics with AOE in order to disrupt their attacks, and buy time for the other players.
    Once the Geata is defeated, enter the second Hallway.

    Phase 2 Room Types:
    These rooms consist only of switch rooms, however new enemies will spawn.
    Monolith, Similar to a Cerberus, the Monolith cannot be harmed, and will cast various alchemy skills in the center of the room, eg. Shock, and Life Drain. Simply stick to corners to avoid death. When the room is clear, the Monolith vanishes.
    Lizard Witch, These enemies reflect damage dealt to them back to you, and can summon Salamanders, kill them quickly, however they don't spawn alone.
    Salamander, These enemies drop an AOE on the floor that inflicts heavy magic damage capable of KOing a pet multiple times before it expires. Keep a distance from the Salamanders and be aware of your team when killing them.
    Once all rooms are clear, head towards the final door in the hallway

    Balor: Almost Identical to his fight in G22, although this Balor has two additional features.
    For each time a party member is killed in the dungeon, an "ominous energy" will begin to radiate around the party. During the fight with Balor, he absorbs this ominous energy and becomes more powerful. I do not personally know what this means specifically, other than "it's bad."
    Secondly, He spawns a lot more salamanders. So much so that there is no point in defeating them, as the AOEs will block the party from being able to fight Balor effectively and make the fight more dangerous. Use pets to distract the Salamanders, while Balor himself is pretty straight forward.

    Hope this helps.
  • DragoolfireDragoolfire
    Mabinogi Rep: 3,590
    Posts: 486
    Member
    Thank you!
  • Gaby5011Gaby5011
    Mabinogi Rep: 5,965
    Posts: 714
    Member
    Mini boss: use Death Mark on the donut and one player used Dance of Death + Encore. The other 3 players kill it with DPS.
  • GTCvActiumGTCvActium
    Mabinogi Rep: 7,125
    Posts: 661
    Member
    Giegue wrote: »
    I'll write you up a quick guide that should hopefully explain everything, but I am not overly experienced with the mission.

    The objective of Revived Illusion is to clear all rooms, similar to a dungeon/rabbie phantasm.
    Once all rooms are cleared, you will engage in a miniboss similar to the Beltane mission "Avalon Bridge"
    After this miniboss is clear, a door will open to the next set of rooms.
    Once all these rooms are clear, the boss will open up, where you will fight Balor.

    Phase 1 Room types:
    Switch Room: These switch rooms may spawn enemies such as Black Moon Followers (Blue Sword/Red Sword), Bomb Bats and Tarantulas.
    Blue Sword Followers have Heavy Stander and Natural Shield Level 2, so use Magic for high effectiveness.
    Red Sword Followers have Mana Deflector and Natural Shield Level 2, so use Melee for high effectiveness.
    Bomb Bats will explode on death.

    Offering Room: Sat in the middle of the room is a Heretic within a White Ring. Standing in this ring will activate the room's defenses. Standing in the ring will de-summon your pet, however players who stand outside of the ring will not have their pet desummoned. The Objective is to have at least one player stood in the ring for approximately 3(?) minutes.
    The enemies that spawn will all be Black Moon Followers. This Includes Blue Swords, Red Swords, Rangers, and Mages. The Mages appear to have Advance Heavy Stander, and are capable of using Snap Cast and Lightning Rod. The Rangers are capable of using Crash Shot, so be wary of grouping up.
    A good tactic is to have one player stand in the ring, whilst the other players work to keep as much Aggro off that player as possible. Use Skills such as Wind Guard (Giant Only), Nascent Divinity (G21 Reward), or Iron Will (Technique.) to avoid being knocked out of the circle. If no one is stood in the circle, the room simply resets to try again.
    As Time passes, The Circle will begin to shrink, until eventually the Heretic will flee the room.

    The Mini Boss: Once all rooms are clear, head to the main hall way, a Tech Duinn Geata will spawn, and Black Moon Followers will flood out and begin running to a group of rescued Heretics. The Target is to defeat the Tech Duinn Geata before the Heretics are killed.
    Use fast, hard hitting skills on the Geata. One player may fall back to protect the Heretics with AOE in order to disrupt their attacks, and buy time for the other players.
    Once the Geata is defeated, enter the second Hallway.

    Phase 2 Room Types:
    These rooms consist only of switch rooms, however new enemies will spawn.
    Monolith, Similar to a Cerberus, the Monolith cannot be harmed, and will cast various alchemy skills in the center of the room, eg. Shock, and Life Drain. Simply stick to corners to avoid death. When the room is clear, the Monolith vanishes.
    Lizard Witch, These enemies reflect damage dealt to them back to you, and can summon Salamanders, kill them quickly, however they don't spawn alone.
    Salamander, These enemies drop an AOE on the floor that inflicts heavy magic damage capable of KOing a pet multiple times before it expires. Keep a distance from the Salamanders and be aware of your team when killing them.
    Once all rooms are clear, head towards the final door in the hallway

    Balor: Almost Identical to his fight in G22, although this Balor has two additional features.
    For each time a party member is killed in the dungeon, an "ominous energy" will begin to radiate around the party. During the fight with Balor, he absorbs this ominous energy and becomes more powerful. I do not personally know what this means specifically, other than "it's bad."
    Secondly, He spawns a lot more salamanders. So much so that there is no point in defeating them, as the AOEs will block the party from being able to fight Balor effectively and make the fight more dangerous. Use pets to distract the Salamanders, while Balor himself is pretty straight forward.

    Hope this helps.

    The effects are lower on Normal, but the Grim energy buffs his damage, protection, and defense. KR experience notes that a fully buffed Balor in very hard mode will do over 100k damage.

    Also you are rescuing fanatics, not heretics.

    For the fanatic rescue, the more people inside the circle the faster the timer for it runs.

    For the Lizard Wizards, life drain and spike do not reflect damage, so if you lost too much HP, it might be worthwhile to life drain to gain some HP back.