Uncharted Paradise Guide

chary
chary Posts: 850 Arc User
edited May 2016 in Dungeons & Tactics
Hi. Welcome to my wonderful guide on how to possibly not die in UP. Someone requested this in general discussion so I made an attempt at it.

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Table of Contents:

1. Squad Prep and other "yeah, you should probably bring THIS along" stuff
2. Trials
2a. Trial of Unity
2b. Trial of Calligraphy
2c. Trial of Music
2d. Trial of Painting
2e. Trial of Strategy
2f. Trial of Wine
2g. Trial of Reflection

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1. Squad Prep and other "yeah, you should probably bring THIS along" stuff



The truth is the only thing you really need in the instance is a barb unless you're awesome and can time immunes right to tank the last boss without one. Most people cannot do this. Thus, you will need a barb. Said barb should have Tree of Protection on genie or kick him in the nads.

The other one or two things I'd bring along is either two clerics or a cleric and a mystic. Truth is you don't need two healers though, but I don't expect everyone to be AWESOME enough to solo heal the instance. Well, more like solo res the instance. Speaking of which, if there is no mystic, the cleric(s) should have res scrolls on hand. It's really annoying having to res and come back on last boss, let me tell you.

Now if you're not a OMGWTFBQQ NOOK DIS **** squad, you're going to probably also want at least a couple decent AOE DDs. The reason for this is it makes a couple of the trials a lot easier.

Other than that, you can technically bring w/e you want. You will just (maybe) need junk weps with **** elemental shards to cover for whatever elemental damage type you're missing on totems/first boss and I do recommend having some immune pots.

Note: If you have 5k hp, please stay out of the instance for my sanity, thanks.

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2a. Trial of Unity

This will always be the first trial. You will never have a reason to port back here.

Instance starts off with a chess board. Five people step on the green circles to make the next five circles safe to stand on. The remaining five people stand on those. Then when the next set opens up, the first group of people go to stand on those. It's easiest to simply run diagonally instead of trying to jump it and miss the square. Don't move until the people in front of you are safe and the flames before them disappear and DO NOT JUMP IN PLACE. It will read you as not being there and set everyone on fire and kill them. This part, calligraphy, and painting is pretty much designed to kill your friendships.

After that, wait for the swords to despawn and then have everyone jump over to kill the totems. Each totem has specific element types they can be damaged by. This is repeated later in the boss via the mini-bosses.

Metal: Metal/Earth
Fire: Fire/Water
Water: Water/Earth
Wood: Wood/Fire
Earth: Phys/Earth

((Eo Note: Will fill this in after I've done a run later.))

BOSS: Pathkeeper Bajan

WARNING!: You must be alive when the boss dies to get credit for the quest!

Do not move out of the blue dome.

If you're not nuking it, assign specific people to hit the mini-bosses it spawns. A veno can do both earth and wood via pets and same with mystics on that combo or wood/metal. You do not need to kill them. Just hit them so they do not reach the center. If they do, the boss will AOE and one-shot everyone. The mobs will respawn so make sure to hit the new ones.

After a time, it will yell "Your destruction is absolute!", reel everyone in, and AOE twice within the confines of the red circle. If your gear sucks, you will want to evacuate to the sides outside of the red circles asap as you will die. If you're geared enough, you can just stand there and lol though. It will repeat this periodically until it is dead.

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2b. Trial of Calligraphy

WARNING!: For Calligraphy/Music/Painting/Strategy/Wine, you will need to be alive when the pillar dies, not the boss. Just make sure everyone is alive and there before you kill the pillar.

One piece of advice I always say: if you don't know what you're doing and you're not looking at pic in the linked thread to figure it out, GET OFF THE BOARD. Now that that is out of the way, here's klys's thread with how to do them: click here.

You must step on the flames in the exact order shown or it will fail. Wait for the blue flame to turn to red before you move to the next one. Important!: Everyone must finish their character at the same time. So do not step over the last blue flame until everyone is ready.

BOSS: Wordless Scholar

Note: For all of the calligraphy in the boss portion, you do not have to complete it together. So long as it is complete, it will count. Also, stay off of the board.

For a nuke squad, you have two ways of going about this. You can either nuke it down, do the characters, and then kill or you can nuke it down, purposely fail it three times, and then nuke it down again. The first option is usually faster, but you do you.

For a non-nuke squad, you'll have to do a bit more. The boss will first ask you to complete one character on the board. After that is done, you can damage it again. After about half hp, it will ask you to complete two characters on the board and then you can damage it again. Lastly, it will ask you to redo all ten characters. You can either fail three times and repeat the boss again but without the final set of calligraphy writing or you can just do the calligraphy.

The boss also spawns some mini-bosses. The paintbrushes slow you while the Living Calligraphies reel you in. Needless to say, kill the Living Calligraphies at least.

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2c. Trial of Music

This trial is only the boss.

BOSS: Unfettered Lady

This boss is relatively simple, but can be very annoying. If you **** up, I hope you enjoy sitting there killing it with DoT skills.

First things first, avoid the red circles. They will kill you. After that, the boss will put a heal absorb array and a DoT on people. You must go to the correct circle to clear the DoT. Water DoT to blue, poison DoT to green, etc. You can't really clear the array as it's like 200k.

She will spawn mobs that run to the center, but it says in chat which gives her the damage reduction buff. Honestly, you're probably not gonna kill it in time so don't bother.

Then, she will ask you to run to a certain instrument on a pedestal or you get one-shot. There will be arrows on the ground pointing to the correct path and you will be given holy path for the duration of this part so you don't have to expend genie energy on it. If you can't make the jump to the pedestal, hugging the wall of it should count. If people die on this part, the boss gets a stack of the damage reduction buff per dead person. If this stacks to 10, well, you can either reset or kill with DoTs. Pick your poison.

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2d. Trial of Painting

The easiest way to do this is to have everyone take a number from 1-10. 9 and 10 should ideally be AOE DDs. Kill the mobs on the side until you have ten inks. Then the trial will call for a certain number of people to go to the yellow circle that spawns. So if it says "blah blah 6 people needed to complete the painting", numbers 1 through 6 go to the circle. You have two fails before it resets. Try not to move from the space before it says "Success". Repeat until the entire picture is done.

BOSS: Seclusive Painter Yolan

At the start of the boss, lotus flowers will spawn on the edges. These give a pve damage buff and is supposed to prevent you from getting reeled into her one-shot AOE, but the latter usually doesn't happen. So AD the first one-shot and then immune pot the second. Boss heals if people die.

After that, she does a multitude of things you need to watch for in addition to occasionally mass bewitching everyone.

1. Spawns plants that look like big versions of mystic's Punishing Sting. These spam occult ice on the area they're at. Kill them.
2. Spawns Lotus Spirits you need to drag to the green circle with the stone in it on the left hand side. Care to not run into the purple wheels.
3. Spawns purple wheels that one-shot.
4. Spawns blue blobs that reel you in (probably into a wheel).
5. Kinda where the lotus flowers spawned originally, blue flower circles will spawn. These freeze+seal+damage you. Stand inbetween where they spawn to avoid most of the **** this boss throws at you.

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2e. Trial of Strategy

BOSS: Dark Commander

If you are not nuking, you need have people aoeing and taking out the brown circle mobs before they reach the other side. Once enough have been killed, you can turn to the boss. Repeat as needed. Note if you fail in taking out enough of them, the boss resets.

The boss will also summon catapults. Move out of their way or you die. The boss also stuns, knocks up, and, after a time, summons meteors that will damage you.​​
Post edited by chary on

Comments

  • chary
    chary Posts: 850 Arc User
    edited May 2016
    2f. Trial of Wine

    Clear the Wine Elementals out of the center first and then the mobs around the cups. After that the boss will spawn. Wine Elementals will apply a debuff that will make you get one-shot by the mobs once it stacks to 10.

    BOSS: Lame Drinker Weist

    If you're not nuking, pull it off to the side. More Wine Elementals will spawn in the center. Ideally someone aoes them from a distance and runs them around while the rest kill the boss.

    Occasionally a drunkard mob spawns. Whoever it's aggroed onto needs to bring it to the proper cup. They're color-coded so red to red, white to white, and yellow to yellow.

    Lastly, a golden bee mob spawns near the corner by the teleport npc. Kill it and a blue circle will appear to allow you to clear your debuff stacks.

    ~~~

    2g. Trial of Reflection

    This will always be the last trial.

    BOSS: Puppets

    The party leader talks to the npc to spawn these. DO NOT immune/spark right at the start. The puppets will despawn and you'll need to start it again. The composition of the puppet squad mirrors your own. As a rule of thumb, always take out the veno and BM puppets first. After that, the db and sb ones are particularly annoying.

    There's like three ways of doing this. Barb aggroes all and others pull off the mobs to kill, some take one or two mobs off to the side to kill, or general chaos. General chaos is always fun. egg-1.gif

    BOSS: Lord of Paradise

    WARNING!: You must be alive when the boss dies to get credit for the quest!

    Generally, if the barb dies, the squad dies. If you're a cleric, always res the barb first then your other healers then everyone else. If you're a mystic, res buff yourself+the cleric first then the barb then everyone else.

    You will always want the barb to tank the boss facing away from the squad. It's like toad and Naga in that regard. It will show a handy dandy red range indicator. Do not be in this or you will die. Psy will and expel can void the damage though if you happen to find yourself in it. And if you are the barb tanking this, I really recommend having ToP on genie in case you need a heal and your healers cannot help you at the moment.

    The boss will put bombs on people signified by a red dot over their head. Move away from these people or you will die. The boss also puts absorb arrays on everyone. Typically I will try to heal off mine and the barb's at least.

    After enough HP has been depleted, you will be momentarily paralyzed and asked to go to your class statue to avoid getting one shot. From the top, the order is:

    Barb->Wizard->Archer->Stormbringer->Sin->Mystic->Veno->BM->Cleric->Seeker->Psychic->Duskblade

    Immediately following this, rows of flame circles will spawn and cycle around the area for 90 seconds. The key to not dying like a noob is following one circle then following the circle that passes it. If you die on this part, it's recommended to not res until the 90s are over unless you are the barb.

    It will do the statues+flame circles twice unless you nuke the boss enough to only get it once.

    After that, red circles spawn occasionally that you need to move out of or take a meteor to the face. Mini-bosses also spawn at this point, similar to Belle Leun's minis. They can be mini versions any of the previous bosses except Bajan. Kill these ASAP.

    When the boss has only a little HP left, he will spew forth lava you must avoid. The lava does a lot of damage and casts dg on you.​​
    Post edited by chary on
  • dingo488
    dingo488 Posts: 936 Arc User
    edited May 2016
    Couple things u can add for the final boss that have been quite helpful to us:

    1. There are areas of safety where u can stand while the circles are going around, it looks like you are coming dangerously close to the circles but from both directions they wont touch u. I cant tell u exactly where they are but try to find them yourself and when you do you can basically just go afk during the phase.

    2. All adds but the paint version have some form of ranged stun/freeze (the paint one simply spawns a flower on the floor the bubbles you). The person that has aggro can simply start double-jumping and wait till the boss stuns/freezes him up in the air. Since the add can then no longer reach him for a decently long time it will reset, and the rules of PWI state that when adds reset they despawn. ^^

    3. When the 2 adds have been defeated the boss will not do anything cept from spawn a couple meteors every now and then until he reaches 10 mil hp, thats when he starts moving to the next phase (which takes like 3-5 seconds). If you have a squad with moderately high damage you can leave the boss on 11 mil HP and have everyone get chi and try to triple spark + HF to nuke it down... Your damage doesnt need to be all that high, you have ~5 seconds to deal 11 million damage to the boss using 10 people, which most G16/nv3 squads should be able to pull off quite easily.

    EDIT:

    4. If the boss paralyses you twice that means you have glitched the boss and you have triggered the big AoE (for which u need to move to the statues) twice. But since the statues are already there they wont spawn again... For safety you should use Absolute Domain after the fire buff wears off to survive the second blow.