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Guide to Giant Monsters

championshewolfchampionshewolf Posts: 4,375 Arc User
edited May 2016 in Missions and Content
Hello all, and to those reading, thanks for taking interest. This is the guide to our new Cosmic World Giant Monster encounters that have just recently launched. It is my hope and that I will be able to convey all the stuff needed to tackle each of the Cosmic’s directly.

The first thing this guide will convey is how to find these cosmic giant monsters to fight. Second I will put up a leadership, teaming, and chat system that will hopefully make it easier for people to join in these fights with less confusion. Finally, I will go into detail of each giant monster themselves and discuss what happens, why it happens and how to avoid it scenarios.

If you are interested in joining GM Hunts, be sure to join the channel Cosmic HQ to know where a hunt team is at and which cosmic they are hunting.

Giant Monster Location
Each of the revamped Giant Monsters (GM) are in specific locations. First, you can talk to Irwin next to the Power House in the Ren Center and he can teleport you to the nearest respawn point to a GM. Also note that Irwin has a bit of information about each GM and how to beat them but.

First up is Kigatilik. Kigatilik is located up in Lynx Fold in Canadian Wilderness. From the plane look to the north; the mountain you see with the face on it that is where Lynx Fold is. You can run up there and climb up towards the top and there will be a giant altar and you will enter an open mission area called Demon of the Devouring Cold.

Second is the Teleiosarus. She is located on Monster Island near Slither Beach. On your map you will see a place called the Argent Reserve. She paths on the path just north of that area. When you are in the right spot, you will enter an Open Mission called The Rampage of Teleiosaurus.

Finally, there is Qwyjibo. He is located on the northern side of the island west of the humidifier on your map. He walks up and down a path along the coast there. When you enter his area the Open Mission will be named The Mountain Walks.

Preparation and Leadership
It comes as little surprise that few people know that they can set up their own UI within Champions Online. So, for the first time I am divulging the open secret. Push the F12 key, and you will get an interface that allows you to move, reposition and even resize some features of the User Interface to your liking. In this way, you can make it more comfortable to you. I suggest putting things like the comic marker tells and health bars more towards the center of the screen. This will make it easier for you to note when a boss might be using a big alpha strike.

You can also set the size of your UI by default in options under the basic tab with the interface scale, and on the controls tab you can set your max zoom distance up to 70 there so you can zoom out the camera, which is highly suggested, while fighting these GMs.

I also suggest, if you don’t’ have a lot of health, to get Growth Amulets slotted into your Defense Gear slots. This will give you more health, and if you are wearing gear that provides health will stack with said health. You do not need to have CON to get more health there are dozens of ways to get more health without such a crutch so don’t think you have to change your entire build.

Finally, bring lots of stims, which you can buy from the Karneeki the Great in the Ren Center or in the VIP Club at Club Caprice if you are a Veteran player, or Rejuvenation Formulas that are sold from TA on the AH or if you run TA yourself. As an aside I also suggest that if you have high DPS and a tendency to pull aggro, get a threat wipe power like palliate with absolve for yourself. It can go a long way.

Next is leadership. It should be made perfectly clear, when you arrive in the OM area, you should immediately join the team up. No ands, ifs or buts about it. The Team up can be expanded, greatly, by clicking the down arrow under the team window that will show other teams in the team up. Yes, this is a raid UI. You can change teams and organize team make ups by clicking the Join Group or New Group button. This can help with organization a lot.

Next, make sure your zone chat is ON and make sure that zone chat and Team Up chat are identifiable colors for you in the chat page. Only the raid leaders should be talking in Zone chat. Everyone else should be talking in Team Up chat or Local so everyone can see who, how and what is going on when the raid leader is talking. Everyone talking in zone just causes mass confusion.

Finally, do not charge the bosses. The raid leaders need time to either coordinate or set up how to handle the bosses, and zerging the bosses does not work out well. As people have noted, when there is coordination these GMs go down fairly easily, when there is chaos they are near impossible to defeat.​​
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    edited May 2016
    Qwyjibo – The Mountain Walks
    Suggested make-up: Three Tanks, a few healers, mezzes, rest is fine.

    This fight is a fairly basic one. It’s not overly hard, and the mechanics are not very complicated. This is basically the entry level fight to Giant Monster wrangling. In this fight the three tanks will want to fight together, as his punch damage will be split amongst them. He has a few attacks to watch out for, but nothing too sinister. Most everyone else will want to be behind him, and when the tanks have to shift the DPS will want to shift to, because the tanks will need to shift to minimize the damage they take.

    First attack Qwyjibo does is a scream that will stun anyone in a cone in front of him if they are not blocking. It’s nothing too drastic but if you are caught with your pants down, it can mean a tank will drop as he usually follows this up with one of his heavy hitting fist attacks. This attack will register the Blue Conal comic icon tell above his head and in your UI. He will animate by pulling his arms to his sides and starting to look like he is screaming both physically and audio. After the charge up several rings of sound will shoot out in front of him. That’s pretty much it.

    His next attack is he will breath fire. This one has no comic tell icon on it, but visually he will pull his arms back and ball up his fists and look straight at the main tank, and you will hear a fire breath sound effect as he breaths gouts of flame. This flame will leave a temporary line of burning ground in its wake. It is recommended that the tanks shift a bit to either side to not take continuous fire damage unless their healer or their defenses are up to the task. This is when the DPS should be shifting as well. If you are not blocking this attack it will knock you back and can even knock you down, so be ready for when he starts animating.

    His last major alpha attack that needs to be watched out for his is ground smash attack. This has several tells. First you will see the BOOM! Circle tell icon. Second you will see the big giant aura bubble tell that says its coming. Third he will be raising his fists over his head as he gets ready to smash. Block during this, else you will most likely die. Melee should IMMEDIATELY back away from Qwyjibo because after he smashes the ground he will follow it by hurling a fireball out that will leave burning ground patches under everyone. This can make it rough for melee DPS that are still close to him because that will leave patches surrounding him and it will make it hard for the tanks to re-engage to keep agro up. Healers will want to possibly keep AE healing going at this point because the burning patches will leave a dot on those affected.

    Of note, it should be known that Qwyjibo throws out random fireballs from time to time. It just randomly targets people, so at best I can say, be prepared for it.

    Finally, it should be noted that Qwyjibo starts spawning Fiery Hearts when his health reaches 2/3rds. Three of these appear every now and then and the DPS must destroy these as they will start regenerating his health. They have a lot of hit points so concentrated effort by multiple DPS will be needed. These will look like big blue balls of ice you would see in Fire and Ice Rampage, so be on the look out for them. It should be noted that these hearts can be mezzed. The intent is that DPS focus on one heart at a time while the others are being mezzed and controlled.​​
    Post edited by championshewolf on
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    edited May 2016
    Teleiosaurus – The Rampage of Teleiosaurus
    Suggested make-up: 4 tanks, several healers

    First, it should be noted that positioning is extremely necessary when fighting Teleiosaurus. Teleiosaurus has multiple regions of her that are just absolutely not safe to be in if you are squishy DPS or a healer. All non-tanks should be at her sides away from her tail more towards her front arms as best you can. Only the tanks should be at her mouth and no one should be fighting around her tail. These basic fundamentals will carry you a long way.

    Next, no one but the tanks should be using Crippling Challenge. If it’s part of your lunge, sorry, stop using it. If your debuff is part of your power with CC on it, sorry, can’t use it. For those who built themselves for PvP, you are not helping the team at this point you are hurting it. Either retcon your favorite character for PvE, or make a PvE toon. Because CC is not going to help in this fight at all.

    Now there are several attacks that should be known about when fighting Teleiosaurus. Her first attack is her bite. This damage from her bite can be split up between three targets, preferably the tanks. The main tank should be the one probably receiving a lot more healing but no tank should go unhealed. The main tank will undoubtedly be spending more time getting solid hits instead of blocking to maintain threat and agro. Tanks that use haymaker as their main form of threat, I suggest you stop charging it and start spamming it because you will rarely have a moment to get a full charge.

    Next is her tail attack. She just flails her tail wildly about. Anyone behind her and near her back legs is going to get hit by this. It does a lot of damage and will knock back as well. If people are set up right, no one should be getting hit by the tail, at all.

    Her first big tell attack is her stun attack. This has a BOOM! Icon and will produce a yellow bubble. Block, and you will be fine. The stun also puts a slow on everyone but for the most part should be nothing to worry about. If you don’t block you will be stunned for quite a while and very likely be killed by another attack.

    Next is her spine attack. She squats down low to the ground and a green bubble pops out. Block this. If you block it you will take minimal damage and be fine. If you do not block you will take a lot of damage and also receive a hefty debuff and a DoT effect that will most likely kill you without massive healing.

    Similar to her Spine attack is her leap attack. This is another green bubble, and she will squat, then leap into the air. When she lands she will do damage and knock anyone who isn’t blocking back. Again very likely that squishy targets will die from this.

    Starting just above her 2/3rds mark of her health she will also start trying to engage her radioactive regeneration. This will be preceded by a BOOM! marker with no bubble as she paws the ground. You will then see a buff icon on her. This requires ALL DPS to lay into her as she prepares. She will then roar at the sky and you have about 5 seconds to do enough damage to prevent the buff from going through as she starts another bit of pawing at the ground. If the DPs is not high enough she will regenerate a massive amount of her health in short order.

    Her final attack is the dreaded breath attack. Anyone caught in front of her that is not blocking and not defensive enough or being healed, will most likely die. This is a conal attack and is designated by her rearing her head back, and her roaring loudly with the cone comic tell icon showing up. Tanks should stand still while blocking as they should be sturdy enough to take it. The trick is not to move Teleiosaurus at all during the fight. Trying to move while she targets you with the breath means she will track you and still hit you. You won’t avoid it.

    Now, there is one more factor in this fight that occurs. After she drops below 2/3rds health, Teleiosaurus will call her baby in. This is where the fourth tank comes in. That tank will pick up baby and position her right next to momma and have them both facing the same direction, if slightly off so the baby tank doesn’t get hit by momma breath and the three tanks don’t get hit by baby breath. Do not try to pull baby away, because if baby gets too far momma gets angry and a super damage buff that will eat through blocks. The baby tank will still require healing, of course, so at least one healer should be keeping them up.

    Baby has all the same attacks as momma which means that all DPS will have to be on their toes at this point as well as tanks. Baby attacks are much weaker but still nothing to sneeze at. This fight is fairly straight forward though and is easily taken care of just by doing the basics. No one should be killing the baby. It’s possible the baby will die as the baby tank keeps threat high enough to keep her focused on them, but at no point should any of the DPS be attempting to kill the baby, as momma will just revive her with full HP almost instantly.​​
    Post edited by championshewolf on
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    edited May 2016
    Kigatilik – Demon of the Devouring Cold
    Suggested make- up: 4 tanks, healers, 1 mesmerist (with manipulator form)

    Surprisingly the hardest cosmic, Kigatilik is perhaps the most straight forward, but he comes in two phases. First and foremost, it should be known that the dogs are highly susceptible to being mezzed. This is very important in preventing their howls, and also becomes important during the second phase of the fight.

    Now, during the first phase, Kigatilik himself will be invulnerable to attack. He only becomes vulnerable once the dogs have been defeated once. So 4 tanks will need to take up one dog and pull them apart so they are not buffing each other. The dogs bite hard so do not try to just simply face tank, this will undoubtedly result in dead tanks.

    The biggest worry of the dogs is their howl. If you have a stun or hold, you should be using it the moment they start to howl. They can stack this howl up to 25 times on themselves, and each dog can also buff themselves and Kigatilik with this howl. This howl gives them dodge and resistance penetration and increases their damage significantly. In short, good times.

    DPS should focus on one dog at time so they can be brought down quickly with the rest being mezzed as necessary to keep the howls to a minimum. Once that is done and the dogs are down, Kigatilik himself becomes active and will start attacking. But the dogs will be resurrected, and this begins phase 2.

    During phase 2, all the dogs should be brought together, preferably with someone that can AE them with Challenging Strikes. No one should be attacking the dogs anymore at this point. If there is a mezzer in the group that has sleep, the mezzer should be sleeping the dogs immediately. A mezzer with manipulator can keep the dogs asleep for nearly a minute at a time, pretty much removing the dogs from the fight. They can keep going back and forth to do damage on kigatilik and mezzing the dogs at this point, though a tank should be ready just in case a dog breaks free.

    If there is no mezzer then the dog tanks will have to stick with the dogs and hopefully mezzing them from time to time to prevent them from howling. This will mean that at least one or two more tanks will be needed in the make up to tank Kigatilik.

    Kigatilik himself will summon a big snow storm from time to time that does damage to everyone. Healing at this point becomes imperative and AE healing is highly suggested. If no healing is done and players die then Kigatilik will heal himself 300,000 health for each player that dies. This healing is not triggered by pet death, it is only affected by player death.

    Another factor to watch out for is when he imprisons people in frost tombs. This is very much like the similar effect from Fire and Ice. These players have to be broken out quickly. If they are not, the frost tomb will explode and kill a lot of players. If you are imprisoned be sure to communicate this by saying held, or H in local or team up. That way people will be able to attempt to refocus.

    Other than that, that is the major things to take care of during this fight. It is a very coordinated fight needing healers, tanks and even a mezzer to be on the ball. But when all pistons are firing is essentially one of the easier fights in the game. Definitely not a fight for zerging.​​
    Post edited by championshewolf on
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    championshewolfchampionshewolf Posts: 4,375 Arc User
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    championshewolfchampionshewolf Posts: 4,375 Arc User
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    championshewolfchampionshewolf Posts: 4,375 Arc User
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    championshewolfchampionshewolf Posts: 4,375 Arc User
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    iamdamoiamdamo Posts: 5 Arc User
    I appreciate the effort you have put into organising these encounters.
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    gentlegiantvexxgentlegiantvexx Posts: 321 Community Moderator
    Just puttin' a comment here in case I lose a link to here!

    Finally, I can understand what's goin' on here, thank you!
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    chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    Thanks for the info!
    I didn't know you had to kill the dogs once. I thought teams only have to occupy the dogs and bash Kiga. I almost gave misinformation on the Kiga fight earlier.
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    royalflvshroyalflvsh Posts: 165 Arc User
    Thanks for the guide, Silverspar. I hope everyone reads this. Twice! I've seen people post links to it in chat. I'll plug this guide too, if no one else is and it seems that the Leroy Perkins types are especially uninformed.
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    Updated the first post to include the cosmic hq channel.​​
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    Is it known how far baby can safely be pulled? It's extremely difficult to get the side to side setup, and if it's possible for the offtank to stand outside of tail swipe range a back to back setup would be fairly easy to achieve and give a good sized safe zone for everyone else.
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    Is it known how far baby can safely be pulled? It's extremely difficult to get the side to side setup, and if it's possible for the offtank to stand outside of tail swipe range a back to back setup would be fairly easy to achieve and give a good sized safe zone for everyone else.

    20 feet seems to be the limit of the range before momma starts getting pissed.​​
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    pantagruel01pantagruel01 Posts: 7,091 Arc User


    20 feet seems to be the limit of the range before momma starts getting pissed.​​

    Okay, so much for that.
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    markhawkmanmarkhawkman Posts: 4,915 Arc User
    edited May 2016
    20? But energy builder attack range is 50.... that's not much...

    anyways, this is more curiosity than anything else... I don't actually use vehicles on a regular basis, but.... How would they work for this? Especially since a lot of the mechanics actually do less to you just because you blocked. Vehicles don't do that...
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    20? But energy builder attack range is 50.... that's not much...

    anyways, this is more curiosity than anything else... I don't actually use vehicles on a regular basis, but.... How would they work for this? Especially since a lot of the mechanics actually do less to you just because you blocked. Vehicles don't do that...

    Other than being a major nuisance, vehicles wouldn't be good at tanking this, and beyond that, unless you built your character poorly, your character should be doing more DPS in the end than your vehicle. Maybe the healing devices are useful in the end, but that's a maybe.​​
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    qawsadaqawsada Posts: 739 Arc User
    edited May 2016
    It is worth mentioning that if a tank were to tank a dog, the tank can counter the frost dog's howling with a stun or an interrupt, preventing the dog from buffing itself.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited May 2016
    qawsada said:

    It is worth mentioning that if a tank were to tank a dog, the tank can counter the frost dog's howling with a stun or an interrupt, preventing the dog from buffing itself.

    Either tank or healer can. For a single dog, the dog will howl when its buff counter reaches 75% expired, and you can also interrupt after the howl animation starts if you're vast. A tank can help by not attacking when that buff is more than about 2/3 gone (so if a healer *does* hold, you won't break the hold). DPS can help by not attacking dogs at all once they've been beaten once.
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    morigosamorigosa Posts: 710 Arc User
    DPS with stuns or holds can also help prevent howl stacking; if you have such moves, just taking a quick look around for dogs with high stacks once or twice during the fight can change the fight from inevitable doom to easy success.
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    chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    I have a question regarding Dinomom's Deafening Roar. Whenever she does it, I block and wait a while until the debuff expires and wait for another 5 secs to make sure I won't get held. I still get held though and the hold bar isn't even halved.

    Am I doing something wrong, or is this intended?
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    I have a question regarding Dinomom's Deafening Roar. Whenever she does it, I block and wait a while until the debuff expires and wait for another 5 secs to make sure I won't get held. I still get held though and the hold bar isn't even halved.

    Am I doing something wrong, or is this intended?

    You need to be blocking the moment you see the boom icon and the yellow bubble go up. If yo delay the block you will get held after you release the block. There are many attacks in the game that waiting to the last minute to block will either inflict more damage while blocking or inflict their status effect that will take hold after the block.​​
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    pantagruel01pantagruel01 Posts: 7,091 Arc User

    I have a question regarding Dinomom's Deafening Roar. Whenever she does it, I block and wait a while until the debuff expires and wait for another 5 secs to make sure I won't get held. I still get held though and the hold bar isn't even halved.

    Am I doing something wrong, or is this intended?

    Are you sure you've got the right debuff symbol? Are you sure you didn't get held by the hatchling? They both have deafening roar, and they have different debuff symbols. Both can be blocked completely if you block early enough; even if you have the debuff symbol you won't be held.
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    morigosamorigosa Posts: 710 Arc User
    edited May 2016


    You need to be blocking the moment you see the boom icon and the yellow bubble go up. If yo delay the block you will get held after you release the block. There are many attacks in the game that waiting to the last minute to block will either inflict more damage while blocking or inflict their status effect that will take hold after the block.​​

    Edit: On further testing, the wolf is entirely accurate; this move (much like the green circle spine burst) checks whether you were blocking very early in its animation. You can actually block through the first half of the charge or so and then resume attacking and not get held.

    Does not match my experience. Even if I was blocking continuously - i.e. was blocking before the dino started the move entirely - I still get the debuff icon from the roar, and will still find myself seemingly-randomly held sometimes when releasing block afterwards. This hold appears to be a special one that - while it doesn't supersede blocking - will apply regardless of whether or not you are blocking. And the debuff icon doesn't appear to be related to whether or not you're going to find yourself held upon releasing block.

    I've started treating this move with extreme paranoia; wait for the debuff to fall off, then count to five, then wait until I've taken damage before releasing block. That usually works.
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    morigosa wrote: »
    Does not match my experience. Even if I was blocking continuously - i.e. was blocking before the dino started the move entirely - I still get the debuff icon from the roar, and will still find myself seemingly-randomly held sometimes when releasing block afterwards. This hold appears to be a special one that - while it doesn't supersede blocking - will apply regardless of whether or not you are blocking. And the debuff icon doesn't appear to be related to whether or not you're going to find yourself held upon releasing block.

    I've started treating this move with extreme paranoia; wait for the debuff to fall off, then count to five, then wait until I've taken damage before releasing block. That usually works.

    You will get a debuff icon because you will be inflicted with a movement speed decrease instead. But being held shouldn't happen if you were blocking at the beginning instead of the end of the attack. The only other way I can tell you is your connection is off or you are out of sync and you aren't getting the tells at the proper time.​​
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    royalflvshroyalflvsh Posts: 165 Arc User
    One additional, helpfully intended recommendation. If you're DPS, do not wear Gloves of the Defender against Cosmics. Especially against Qwyjibo and Teleiosaurus. You'll get aggro every time and turn the beast, drawing aggro from the tanks and murdering healers and your fellow DPS.

    I didn't realize this until the second run with Roman, my lightning hero. I got scolded appropriately and immediately reequipped. I'm genuinely sorry for that, fellow heroes. I care about your success and enjoyment of the game too.
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