User:LegendarySilke/Sandbox3

"Waters, heed my command!"



High Mercury's Trial: Master is a challenge quest centered on a boss battle with High Mercury, at its most difficult and challenging version.
 * Rewards from Master difficulty include, , and , which can be used towards enhancing Water-attuned High Dragon weapons into tier 2, significantly increasing its power against enemies outside of High Brunhilda.
 * The first clear rewards, combined with the guaranteed amount of drops of, will also allow you to immediately enhance one such weapon.

HP
HP isn't too much of a concern, as all adventurers should be able to withstand the unavoidable damage High Mercury inflicts at the beginning of the fight if they have sufficiently strong equipment, and the fight has no further sources of unavoidable damage.

Weapons
A Void Bane weapon is the bare minimum possible to clear the quest at Master difficulty, but it's strongly suggested to at least craft a Chimeratech weapon, or better yet, craft a MUB HDT1 weapon with materials obtained from High Midgardsormr's Trial: Expert.

Dragons
Everyone should be ideally be equipped with a max-unbound dragon at a minimum.
 * Equipment requirements elsewhere will increase with a dragon.

Wyrmprints
All adventurers should equip their standard wyrmprints.

DPS/Hybrid DPS
These units will be doing the majority of the DPS, and provide buffs/debuffs if applicable.

Support
These units spend most of the time buffing other adventurers.
 * Don't bring more than two pure support adventurers in the whole composition.

Healer
If desired, the healer keeps the team alive and provides support.

General Party Setup
There are two general variations of compositions in High Mercury's Trial - 4DPS and 3DPS.

The three real requirements for general compositions are as follows:
 * One of the adventurers in the composition must be able to heal the entire team if desired (to reactivate any HP-based abilities), and to mitigate chip damage. Shared skills and dragon skills are also acceptable.
 * One of the adventurers should behave as the close range baiter. Usually, this job falls to the weakest DPS melee role.
 * One of the adventurers should behave as the long range baiter. Usually, this job falls to the healer or buffer role.

Tidal Explosion
This is the fight's initial "HP check" blast.
 * Any adventurer with, such as , should use defensive skills such as to reduce the damage taken, though it is entirely optional.
 * Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities. Winds, Protect Us! at level 3 will provide healing, but one may opt to run other skills to make it go a bit faster.
 * Shared skills can help with further mitigation and/or healing.
 * You can't iframe it, however if you are a melee character then you can hold down Force Strike to not get knocked back.
 * Sword-wielding adventurers that aren't can also attempt this sequence of actions: dodge roll towards High Mercury, attack twice, force strike, then attack five times without using a force strike. Due to knockback immunity between the third and fifth attack on the second string of attacks, they will also not be knocked back, and this also improves SP gain.
 * Lance-wielding adventurers can also attack immediately, but make sure that the attack string is ongoing (restart the string if it's about to end at the fifth attack) and do not use a force strike; lances have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback while within the string of attacks. Alternately, hold a force strike only after the fifth attack has landed.
 * Axe-wielding adventurers should just simply attack immediately without ever breaking the chain or force strike. Axes have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback.
 * Melee DPS adventurers should stand to the upper-left of High Mercury in preparation of the next attack.

"Stomp + Dash + Tail Swipe"
High Mercury will target the closest player to her and do this 3-attack combo. In the Master difficulty, the stomp has a much farther range, though is still as narrow as before. Once she has stomped, the direction of her dash is locked in. After the dash, she will do a wide tail swipe behind her.
 * Melee DPS adventurers should stand to the upper-left to bait the stomp, then skill, dodge, or move to High Mercury's side and continue to DPS as she dashes. After the dash is complete, adventurers that aren't baiting distant attacks should move to High Mercury's front, against the wall. This positioning of High Mercury is important, as it makes it easier to move around when the "Tidal Call" attack happens later on.

"Water Shotguns x2"
High Mercury will target the farthest player and fire 2 "Water Shotgun" blasts of several balls of water. These blasts now cover a much wider arc, covering almost a 180-degree angle. The ranged baiter should skill, dodge, or move out of the way.

updated stuff past here