A warding for players who can do damage with ice or dark and holy or fire element.
Floor 1
This dungeon starts out with a boss fight with insane poison, impact and holy element on floor one. Beware of the poison blast when you are close, and the holy beams and roots when you are far away. Aggro fixes onto 1 person within range will not leave them till that person becomes unable to fight. It is better to attack the boss from its sides because the sweeping beam usually moves across the middle third of the map from the bosses right to left. If you catch the aggro try to stay alive away from the hitters to allow in your party to not get aimed at. As a hitter I have felt how much easier it is without worrying about the holy pillar root attacks. When it fires the holy pillar you have only a few seconds to get out of the way of it. The most optimal player skill to use without partners is icicle punishment for the boss.
Floor 2
If you manage to clear it there is a second floor with a second version of the boss from floor 1. It will spawn 3 Beelzebubs individually and while they are alive the boss is completely immune to all attacks, including any attacks with flight element. After you kill the flies boss may decide to teleport around the map. The final plant thing has around ~1 billion hp.
Strat for flies. Attack them at a range of 8.3-8.8 meters for it to spam poison cloud even though it doesn't hit you. Allows you to get in alot of damage especially if whole party stays in this key range. Aggro shifts every so often so if the strat doesn't work it might be because another member might be outside or too close when the aggro shifts to them.
Beelzebubs (~1 billion hp each) Weak to
- Holy
- fire
Nyarlathotep Weak against
- Ice
- Dark
Good partners to use against the boss include
- Genbu
- Kaiji
- Fuujin
- Houndog
- Mighty Bayne
- Honda
Reward
- Invitation to Chaos (Dungeon exclusive)
- Giant Insect Haltere (Dungeon exclusive)
- Sacred Tree Weapon recipes (Dungeon exclusive)
Drops