Naryu Foundry (Hell Furnace / Acrimor’s Acrimony ) is one of the level 50 hero instance in Khanda Vihar area of Blade & Soul. The guide details the boss skills and stage mechanics for Naryu Foundry. The new Acrimor Soul Shield can be obtained from this instance.
Elite Monster 1: Lavabitter
HP: 14, 800, 000
This monster is not a boss, so it has no berserk timer. There will be other zombie mobs coming out from the side of the area and run toward the Golem. The zombie will explode after a while and deal very high damage.
Leave a few party members to guard the entrance where the zombies are coming out from and kill all of them. The zombie will disappear if they are disabled when they are about to explode. The main tanker should stay within 3m from the Golem or else it will cast an AOE suction.
Also, avoid the lava on the floor throughout the battle.
Elite Monster 2: Fire Stomper
Lure the Giant to the entrance of the passage, but do not cross the gate as it will be reset.
Once the battle starts, fire will start moving from the other end of the passage towards the entrance. The Giant need to be killed within 1 minute, before the fire reaches the party.
Boss 1: Rocnar
HP: 81, 500, 000
The attack animation of the 1st boss of Naryu Foundry is very similar to the final boss of Ebondrake Citadel. Keep the boss at the middle of the area. The boss often teleport away but it will teleport back to the tanker immediately. The boss can be binded in place with warlock or summoner skill.
If the boss is located near the edge of the map, when the fire wall come out, it will touch the boss immediately (see below). Therefore, it is important to keep the boss at the middle.
HP < 98%: Fire Wall
The boss will shoot 4 x projectiles; the damage is very low. At this moment, the boss can be disabled, but it requires 4 x skills. A fire wall will appear at a random edge of the area and start sweeping across the field.
The disabling skills must induce 4 x stun or weaken ( DO NOT use knockdown). It is important to use a longer duration disabling skills as the 1st skill since it dictates the duration for which the boss can be followed up with the subsequent 3 skills. The last skill is the one which dictates the duration of the status inflicted.
After the boss is stun or weaken, flip the boss up into the air so that it does not touch the fire wall which should will be sweeping pass the field. For beginners, try to keep the boss in the air for as long as possible, with floating skill of blade master, lyn blade master or warlock. For experienced team, you can probably just flip the boss once at the right time to ensure the fire wall does not touch it.
TIPS: our party relies on warlock to double-flip the boss; warlock has a self-protection buff to resist the fire wall and flip the boss safely.
If the boss touches the fire wall, it will heal 5% HP. If the boss touches the fire wall up to 3 times, the boss will go berserk immediately and cause party wipe.
Players can use iframe to resist the fire wall. If any players touches the fire wall, a burn status will be applied; stackable up to 3 layers. Burn status inflicts damage over time to players, but it can be dispelled by Force Master’s skill. The duration of the burn status is 1 minute.
The fire wall will happen every ~40sec after the 1st one.
HP 90%/60%/30%: Flower & Marking
The boss will jump to middle and 8 flowers will be spawned (see figures below).
The boss will use 3 x large area slash on the aggro holder; the damage is dependent on the burn status on the victim. If you have no burn status, you will not sustain any damage at all. If you have 3 stack of burn status, you will be killed.
Here, assign 3 members to step on the flower. 2 of them step on 3 flowers each, while 1 assigned marker steps on 2 flowers ONLY. The assigned members who steps on 2 flowers stay furthest from the boss. The rest of the parties, including the 2 persons who have stepped on 3 flowers go near the boss.
Take note that, the flower will deal damage and apply burn debuff. Blade Master sword protection or damage resist skills can prevent the burn effect of the flower.
First, i will explain how the boss mechanics works, then followed by the various methods to do the mechanics properly. The boss will cast a skill with circular aoe on the furthest member (the one who stepped on 2 flowers). Subsequently, he will lift all visible party members to the air and absorb the flower buff. Finally, the boss will drop the lifted members to the ground & deal damage.
If there are 3 layers of flower buffs on the floated player, the HP boss will be reduced 7%. There will be 2 person with 3 layers of flower buff, which deal 14% damage to the boss.
If there are 1 or 2 layers of flower buffs on the floated player, the boss will absorb it and heal 5% HP per layer (total 10%). If there are any remaining flowers on the floor, the boss will absorb it as well and heal 5% per flower.
There are many ways to do this mechanics properly to ensure that the HP boss of the boss is decreased by 14%.
* The members who have 1/2 layers of flower buff, must NOT be floated; either become invisible or resist float (for example with Typhoon Stage 2 of Destroyer etc) to prevent 5% Hp recovery.
* The members who have 3 layers of buff should be floated, so that the boss will absorb the buff and receive 7% damage.
* Cast party damage resist skill to prevent the stomp damage after float
Assassin is assigned to be the marker & step on the 2 flowers. When the boss use the circle aoe skill, use iframe to resist it and go into invisible mode himself immediately. Since all other party members are visible to the boss, all of them will be lifted by the boss. At this moment, the assassin get near them and use party invisible skill to prevent them from being damage. The assassin need to use an additional i-frame skill (such as V) to prevent himself from the stomp damage since he still has the resistance to invisible status. (see video below)
Summoner is assigned to be the marker & step on the 2 flowers. When the circular skill is about to hit the summoner, he need to use dandelion in advance to turn invisible. Since all other party members are visible to the boss, all of them will be lifted by the boss. At this moment, the summoner get near them and use party damage resist skill to prevent them from being damaged.
Summoner + Blade Master 1:
Summoner is assigned to be the marker & step on the 2 flowers. When the circular skill is about to hit the summoner, he need to use dandelion to turn himself invisible. Blade Master who is at the middle with other party members, use Sword Protection BEFORE all of them (including himself) are lifted by the boss. Nobody will be damaged due to the damage resist from Sword Protection.
Summoner/Assassin + Blade Master 2:
Blade Master is assigned to be the marker & go step on the 2 flowers. When the circular skill is about to hit the Blade Master, Summoner/Assassin need to use party invisible skill to turn himself and the Blade Master invisible. The other party members who are visible to the boss will be lifted. At this moment, Blade Master go to them and use Sword Protection to resist the damage to all members.
Summoner/Assassin + Force Master:
Force Master is assigned to be the marker & go step on the 2 flowers. When the circular skill is about to hit the Force Master, Summoner/Assassin need to use party invisible skill to turn himself and the Force Master invisible. The other party members who are visible to the boss will be lifted. At this moment, Force Master go to them and use Ice Prison grant damage resist to members.
And many more strategies.
The marking & flower mechanics will occur at HP 91%, 61%, 31%. If the mechanics is performed properly, the total damage to the boss will be 14% x 3 = 42%.