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Summary
In this Hector Lectures guide, we are taken through the Hell's Kier Unreal fight featuring Suzaku. Essential strategies include understanding Phoenix Corps mechanics, managing AoEs, and handling the transition and ultimate attack phases. Players must mitigate damage from powerful boss mechanics and execute precise movements to avoid deadly attacks and transitions. The guide emphasizes strategic positioning, team coordination, and timing to successfully navigate the challenging phases of the fight. Key takeaways center on the importance of understanding attack patterns and the strategic use of AoEs for best results.
Highlights
Learn what color pairs are necessary for support and DPS roles to optimize your strategy. π¨
Avoid reviving multiple Phoenixes simultaneously to prevent buffs that make them hard to kill. π¦
Navigate through AoEs and boss movements for efficient DPS placement. βοΈ
Execute tank swaps and cooldowns for unique boss mechanics effectively. π‘οΈ
Manage dance-like movements during rune phases for advantageous positions. πΆ
Key Takeaways
Master the Phoenix Corps mechanics to control the battlefield effectively! π₯
Strategic use of AoEs will make or break your team's success. π―
Precise positioning and movement are crucial in the transition phases. πββοΈ
Memorize attack patterns for easier navigation in later phases. π§
Use teamwork and communication to handle complex mechanics. π€
Overview
Welcome to Hector's comprehensive guide to the Hell's Kier Unreal fight featuring the mythical Suzaku. This guide is tailor-made for teams looking to conquer this battle with precision and expertise. Step into this legendary encounter with Hector Hectorson guiding you through every intricate detail packed into this high-octane battle arena!
The fight ignites with players handling Phoenix Corps, mastering AoEs, and executing impeccable timing to conquer successive phases. By focusing on strategic placements, tackling tank busters, and mitigating screeches of the damned, your team unlocks the critical pathways to success in flushing out Suzaku's potentative maneuvers!
Progress into this adventure with keen awareness on movement dynamics, from dodging explosive runes to orchestrating synchronized marches, ensuring your survival in Suzaku's relentless arena. Hone every tactic and master this exhilarating gorgeously feathered challenge with this trusty Hector guide by your side!
Chapters
00:00 - 03:00: Introduction and Phase One Mechanics The chapter "Introduction and Phase One Mechanics" from the Hector lecture guide introduces the options available to players before engaging in the fight against Hell's Kier Unreal. This fight includes Suzaku, a key character. Players are advised to prepare color pairs consisting of one support and one DPS. At the outset, players should understand the Phoenix Corpses mechanism. Phoenix Corpses on the battlefield become activated when area-of-effect (AoE) attacks are placed on them, causing them to rise and become targetable entities. These resurrected entities will follow the player who activated them and can then be defeated through DPS (damage per second) attacks.
03:00 - 08:00: Transition Phase and Phase Two Mechanics In this chapter titled 'Transition Phase and Phase Two Mechanics', the author discusses the mechanics of dealing with phoenix enemies in a battle scenario. If a phoenix dies, it leaves a corpse, and accidental AoE (Area of Effect) attacks can resurrect them, tethering them to a player and making them more difficult to kill due to increased vulnerability. Additionally, certain ground AoEs in this phase can also resurrect phoenixes, making them insanely buffed and nonkillable. The chapter emphasizes not letting phoenixes be resurrected. The battle starts with a raid-wide attack called screams of the dam, requiring healing and damage mitigation.
08:00 - 12:00: Phoenix Movement Patterns and Stage Transition In this chapter, the focus is on the patterns and transitions of the Phoenix boss during battle, particularly during movement phases. The main strategy discussed is dealing with the boss's jump and its targeted attacks with pink AoEs. Players are advised to move to the sides to avoid a dive cleave and to spread out to prevent dropping AoEs on Phoenix corpses. The chapter also emphasizes the importance of positioning close to the boss after it respawns to handle a targeted attack known as fleeting summer.
12:00 - 16:00: Incandescent Interlude and Final Runes Strategy In this chapter titled "Incandescent Interlude and Final Runes Strategy," the focus is on combat strategies during a boss fight. The main points include dealing with a magical tank buster called 'cremate' that targets the main tank, managing the 'Phoenix down' phase where feathers fall onto the arena, each telegraphing AoE attacks that render the arena unsafe. The strategy emphasizes differentiating between 'scarlet tail feathers,' which are harder to kill due to higher HP, and the 'scarlet plumes,' indicating that the latter should be the focus for taking down quickly.
16:00 - 18:00: Repeated Mechanics and Conclusion In this chapter, the text discusses the appearance of 'scarlet plumes' in a specific pattern, on either cardinals or intercardinals. The strategy involves moving to a designated color quadrant and having both DPS and support focus on taking down the scarlet plume located there. Once these are defeated, safe spots are revealed. However, a complication arises where Phoenix corpses are in danger of being revived by a large scarlet tail feather, which poses a significant problem that must be addressed.
Suzaku Unreal Guide (Hells' Kier) Transcription
00:00 - 00:30 Hi guys and welcome to a Hector lecture guide to the fight Hell's Kier Unreal. This is Suzaku. Before you begin this fight, the only thing you need in advance is color pairs. You need to have one support and one DPS. Before we begin this first phase, be aware of how the Phoenix Corpses in the middle of the ground work. AoE's, like you see here, can be dropped on top of one of the Phoenix Corpses to cause them to rise from the ashes. This ad now becomes targetable, and it will follow around whoever raised them from the dead. You can DPS this ad down and when
00:30 - 01:00 it dies, it'll drop a corpse wherever you kill it. If you accidentally drop your AoE on multiple phoenixes, you will raise all of them from the dead. They will tether to the same player and whenever they're near to each other, they get a vulnerability down, which makes them much harder to kill. So, don't do this. Additionally, some ground AOE's in this phase are capable of also raising the phoenix's from the dead. This is bad. If they're raised this way, they're going to have an insane buff to their HP and be nonkillable, so don't let that happen. The fight begins with a raidwide screams of the dam, so heal and mitigate
01:00 - 01:30 threats. Afterwards, the boss will jump away and appear on a random cardinal or intercardinal, and every player is targeted with one of those pink AoE's. The boss is about to dive through the middle in a cleave, so we need to go to the sides of the boss while also not dropping our AoE's on any of the Phoenix corpses. You can do this group one left, group two, right, like I show here, or yolo. It doesn't matter. Just make sure you spread. Afterwards, you want everybody to come quite close to wherever the boss respawns as the boss will turn and target a player with fleeting summer. This is much easier to walk out of as
01:30 - 02:00 long as you are near to the boss. After this, we get cremate, which is a magical tank buster on whoever is the main tank at this time. We now have Phoenix down, which is going to cause a bunch of feathers to fall onto the arena. These feathers will shortly afterwards telegraph some AoE's, showing that the entire arena is going to be unsafe. To deal with this, be aware that some of these feathers are tall scarlet tail feathers and others are the shorter scarlet plumes. The scarlet tail feathers have way more HP and are way too hard to kill. So instead, we need to take down the
02:00 - 02:30 scarlet plumes. They will always appear in a pattern like this with the scarlet plumes either on cardinals or intercardinals. So just go to your color quadrant, as we discussed earlier, and DPS down whichever scarlet plume is in your area. It shouldn't take too much effort, but have both the DPS and the support in that area target it. Once instead, you'll see that this has revealed safe spots. Unfortunately, you'll see that all of the Phoenix corpses are still primed to be hit by the big scarlet tail feather in the middle. That's a problem. We can't have them raise this way or we won't be able to kill them. Fortunately, all of the
02:30 - 03:00 DPS are about to be targeted with one of those pink circles, and we can use this to raise the phoenix's from the dead and move them to a safe spot. Every DPS should stand on top of the phoenix in their color quadrant, taking special care to make sure that they're only going to raise one Phoenix. As soon as their Phoenix is back up, drag it to where you initially killed the Scarlet Plume to separate them from each other and make them easier to kill. Try to make sure your Phoenix is not in any of the ground AoE, so if you kill it early, it doesn't get rered by one of the Scarlet Tail feathers. During this, there's a cremate tank buster, so mitigate through this. Shortly after,
03:00 - 03:30 the Scarlet Tail feathers will explode, and players should be able to kill their Phoenix shortly afterwards. There's a scream toss of the damned raidwide and then immediately afterwards the boss is going to jump middle, cast eternal flame, and after a couple of seconds of being targetable, jump away, beginning the transition. For the transition, every player should go to their color quadrant, and we need one player per circle. I have supports on cardinals, DPS on intercardinals, but it really doesn't matter. Just pick a circle. This is entirely a downtime phase, so there's no DPSing to do during it. All you're
03:30 - 04:00 doing is playing Dance Dance Revolution. Orbs will appear at every position and slowly move towards each of the players and you'll see an arrow underneath your feet. Every player needs to turn to face the direction that the arrow is pointing. If done correctly, the orb will give you a damage up. Instead of going into the middle and powering up the boss. If too many orbs go into middle because players fail the mechanic, you'll wipe. After 10 rounds, the boss will cast its ultimate attack. So, mitigate heavily through this heavy raidwide damage and the stage will transition.
04:00 - 04:30 From this point onwards, both the outside of the arena and the inside of the arena are deadly and will cause you to fall to your death if you go too far in or out. So be careful. We start with Southern Star, which is a raidwide. We then get either Mesmerizing Melody, which is going to be a draw in, so you need to go to the edge of the arena as you're going to get pulled back in, or Ruthless Refrain. This is a knockback, so you need to go near to middle so you don't get knocked off the edge. Both of these can be skipped with knockback immune. Well of Flame is next.
04:30 - 05:00 The boss will face a random player and cast a telegraphed AoE while either all supports or all DPS are targeted with these pink spread circles. Spread outside of the AoE and after they go off, one of the healers gets a stack marker. So stack back where you started. I recommend that the main tank does not join the stack as immediately afterwards you're getting Phantom Flurry. This is a unique tank buster. It's going to hit the main aggro target several times for heavy damage and then do a 180Β° cleave in the direction wherever the boss was facing when the
05:00 - 05:30 cast bar finished. To deal with this, have your tank start to pop cool downs. When the cast bar finishes, your main tank is now going to dodge behind the boss and your off tank is going to provoke. That's because we both get the 180Β°ree cleave that the tanks need to dodge and main tank is getting a physical ven. So, this requires a tank swap. The stage will transition and we get our new arena and a bunch of runes around the outside edges. The phoenix is now going to move in a big circle slowly
05:30 - 06:00 around the arena and every time that they come across a rune, they're going to cause that rune to explode, as well as the tile corresponding to it. Essentially, don't be on a tile when it's about to explode. This looks complicated, but the two patterns that you're seeing on the left and the right of the screen are the only two patterns that you can get. The first pattern we'll look at is the one over on the left side of the screen. For this one, position yourself next to the first rune that's going to be hit. In this case, blue. Wait for the Phoenix to hit it,
06:00 - 06:30 and as soon as it hits it, move on to that tile. Now, wait for the tile you dodged from to get hit twice, and then move back. The timing is not particularly tight. The other pattern that you see over on the far right side of the screen is like a merrygoround. You'll notice that all the colors are just going in one big circle. For this one, you can if you want to just stand behind the first AoE and then follow the circle around. But if you don't want to do as much movement, look at the pattern I have people do here. Instead, we wait for the
06:30 - 07:00 first explosion, dodge into it, and now we're just going to wiggle between the fourth and the first rune hit. The timing is a little bit tighter. If you don't feel confident with it, just follow the AoE's around, run in a circle behind them. When the Phoenix is finished, the stage will transition back. We get either a mesmerizing melody or a ruthless refrain. And then we get close quarter crescendo. With close quarter crescendo, orbs appear all around the outside of the arena, tethered to random players, and they all have an arrow. This arrow signifies
07:00 - 07:30 which direction the player is going to be forced to move in. Let's look at off tank. Follow their tether. Look at the arrow that they're attached to. It's pointing east. As a result, off tank needs to position themselves far to the west. so that when this goes off, they'll have room to run and not fall to their death. Make sure you're not positioned to run through middle, as again, there's a giant hole there. As for when this is going to go off, look at your debuff timer. This debuff here starts off with a hefty amount of time. As long as you're in position before that timer hits zero, you're good to go.
07:30 - 08:00 If all players follow this, going opposite the direction that their arrows are pointing, the orbs will start to move towards players. But that doesn't matter. What matters is the timer on the debuff. When it hits zero, players are forced to march for about four seconds. We get another well of flame and another phantom flurry stage transitions. And this is really very similar to what we had
08:00 - 08:30 before. The only difference this time is before the first set of runes, there's a mesmerizing melody. So, we need to make sure the players are out. And before the second set of runes, there's a southern star raidwide. This is followed up by a phantom flurry, a southern star, and next up, we get incandescent interlude. For this one, all players should preposition in their color quadrants as described at the beginning of this guide. Four towers are going to appear on each cardinal, and then the boss will start to cast ruthless refrain. This is going
08:30 - 09:00 to require all players to be in to ride the knock back towards where they're going or to pop knockback immunity. However, before we commit to a tower, we wait because about halfway through the cast, either all supports or all DPS will get targeted with these AoE's. If you have an AoE, you can't take a tower. So, the players without the AoE's, in this case, the supports position to get knocked into towers in their color quadrant. The other players position to get knocked back into the intercardinal at their color quadrant. If you are a melee and you don't have to soak a tower, might as well pop knockback ability here so you can keep your up
09:00 - 09:30 time. Afterwards, there's a well of flame AoE, but it's just the AoE targeted at a random player, so just dodge out of it. Once again, the stage transitions, but this time, there's only four colored runes on the outside. The easiest way to deal with this pattern is to dodge into the tile for the first rune that's going to be hit. So, in this case, the Phoenix is heading towards the east first, and pink would be the tile we want to dodge into. To make this trickier, the fight combines this with other mechanics we've seen earlier. First up, we get a well of flame, and
09:30 - 10:00 six players are targeted for spread AoE's. spread and dodge the cleave. And immediately afterwards, position yourself near to either the first or second tile that's going to get exploded. Wait for it to explode and dodge in. Afterwards, the boss will cast close quarter crescendo, and we get those same orbs we saw earlier with the forced marches. We need to solve this similar to how we did the first time, but because this is going to go off at the same time as the tile explosions, we want to start in one of the third or
10:00 - 10:30 fourth tiles that's going to explode. In this case, either black or blue. Make sure you don't go too far out to the edge because it is possible that you won't have gotten out of your tile before it explodes if you start too near to the edge. If you position similar to what you see here, the forced march is going to go off just before the first tile starts to explode. And you should find yourself on one of the safe tiles when the explosions go off. After the phoenix goes around the first time, once it gets back to its original position, we get more runes. And we've got another round of this, but with new mechanics. We get
10:30 - 11:00 either a ruthless refrain or mesmerizing melody to deal with. You can just knock back immune this, or you can position yourself in or out. But this goes off way before the first set of explosions. So just deal with it and then dodge into the first tile that explodes after it goes off. Before the final set of rune explosions, have who whichever tank has aggro position themselves in the middle of the second tile to explode. In this case, pink. The reason we do this is because we're going to get a phantom flurry tank buster. And to make the
11:00 - 11:30 dodge as easy as possible for the rest of the group, you want it so that 180 cleave is going opposite the first tile, which will always just be the second tile. If you do this right, everybody gets a very easy dodge. And from here on out, it's all repeated mechanics. You're going to get some southern stars, some ruthless refrain, some messmerizing melodies, some phantom flurries. And eventually, when the boss gets sick of repeating mechanics, the stage will transition. And you'll see that we have a problem here. There's one slowcast southern star, but it's a debate because as soon
11:30 - 12:00 as the phoenix touches the first rune, it's game over. Thank you for watching. Hope you enjoyed. [Music]