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The Facility Nightmare

Posted by Bevis on September 29, 2014
Co-authored by Vikestart
Last updated by Vikestart on August 7, 2015
Zone Starting Location Rewards
Agartha Portal (740,118) XP

1 077 140

PAX10 000  BB6
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The Anima Nodes in this dungeon will buff your HP by 50k, so there is no need for a dedicated healer, however, you should healtank for aggro purposes.
This dungeon has very high DPS requirements. At least 10.1/10.2 gear is recommended to overcome these challenges. Furthermore, if one of your attacks glances a boss, your attack will backfire and cause you 1000 incoming damage, so it’s recommended to have at least 650 Hit Rating and a Hit Rating potion or the Fever Pitch passive ability.
There is no need for a dedicated healer here. Bring an extra DPS instead.

Phantasmal Killer
This dungeon has very high DPS requirements, if there is a countdown on the screen, that means the time is up once it reaches zero. If that happens, all living group members will get a debuff which causes them to take large amounts of damage, which stacks until all players are dead. There is no way around this mechanic, or to postpone it, so the bosses need to die before this happens.

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The Degenerate

506 790

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Rush ‘N Attack
A long range dash attack, just dodge it. Do not get too close to him, however, as the wrecking ball will harm anyone too close to it while he uses this attack.

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Bad Taste
Places a persistent, poisonous, field on the ground. This area will remain poisonous until the end of the encounter.

You can impair it, but with good positioning and sufficient DPS the encounter should be over before these cause you any significant trouble.

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Ball Breaker
He smashes his ball into the ground, causing pieces of the ceiling to fall down. There will be several AoE circles on the ground. Just avoid them.

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This is a basic fight, just be on the lookout for his Rush ‘N Attack and Bad Taste attacks. As the boss will never directly attack a player, there is no need for a tank or a healer here. Simply go in as five DPSes and focus on taking down the boss as fast as possible.

Red Guard

882 794

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Electromagnetic Cauterisation
A massive AoE attack that goes in four corridor directions. RL Burn, which looks like a circle of electricity, is put at every nearby corridor intersection. Everyone must hide behind the pillars before he finishes casting this ability, or else they will die.

After Electromagnetic Cauterisation you need move fast, and keep boss in the outer ring. After this attack, you should move to the next non-RL Burn covered area of outer ring. Refer to the image above; the red line should be the path the boss moves along, the blue line is the path you and the rest of the team need to traverse in order to accomplish this.

RL Burn
After the boss has cast Electromagnetic Cauterisation, nearby intersections will get a large, circular, electric field. Do not attempt to cross these as they will deal large amounts of damage. They will remain on the floor for the duration of the encounter, which is why it is important for the tank to keep the boss in the outer circle as shown above.

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Magnifying Transmitter
An electric chain attack, it will deal a massive amount of damage to the tank, or whoever has aggro if they are too far away from the boss when this attack fires. This ability cannot be impaired. Because of this, it is recommended that the tank is within melee range of the boss when this ability is cast.

Make sure the boss faces you, and do not go behind it for normal attacks. Usually it will use this this after Roof Smash (except for the first time). It can only be interrupted by breaking the line of sight.

Roof Smash
The boss hits the walls and ceiling which causes bricks to drop to the ground. Just dodge these as they can be seen as white AoE circles on the floor beofre they drop.

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Contain the Filth

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Filth Backlash
Once a node has enough Anima, the filth reservoir will cast this. The screen will gradually turn black and white. When this happens, everyone must run up one of the stairs and wait on one of the platforms for it to finish, once the screen turns back into regular colours, the group should move on to the next node and repeat the process.

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This isn’t a conventional ‘boss fight’, as there is no tangible boss here. Just stay together on the same node and wait for it to be charged. Move from node to node in between the Filth pulse waves.

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You should keep using healing abilities to grab the  aggro from Initial Exposure Starshinas and Initial Exposure Division, you can stay on one node, however, there will be many adds, and as each node you pass can heal you back up to around 50k HP, it is also possible for the tank to run around to the various nodes while healing for aggro purposes.
You should not attack the adds, simply let the tank keep their aggro while you focus on charging the nodes. It is important that you see an orange beam hit you as this means the node is charging from your presence. 

Once all nodes have been fully charged with Anima, all remaining adds will simply die.

Contact Core

490 441

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Tracking Laser
A laser traverses the ground. Dodge it and keep moving. Ranged DPS builds are best here as you can often keep attacking the Contact Core while avoiding the lasers.

Electricity Lock
You will have a bullseye icon above your head, then a small white circle will appear on the ground. This means a laser will be deployed, and it will follow you around. When you see the icon above your head, dodge the white circle and keep moving until the laser is gone. Keep in mind that the laser is harmful to anyone it comes near, so try not to trap other group manmers in its path when dodging it.

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Core Clearance
This is a countdown, when the time is up, there will be a white circle on ground, and a voice will tell you the clearance percentage. Remember, this only happens three times. The first time is at twenty-six percent, the second time is at fifty percent, and the last time is at seventy-nine percent. If the core successfully casts the third core clearance it will kill everyone.

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Core Maintenance Units
They spawn at the edges of the arena, and they will instantly heal the core back up to full health if they are allowed to reach it. You must destroy or aggro them immediately before this happens. They spawn in groups of six, and each one has 5456 HP. It is possible to see when the contact core summons these adds, as a red signal will be visible above the core when they are summoned.

Energy Barrier
When the encounter begins, a wall of lightning will divide this room into two sides. As time goes on, more walls will divide the room into more parts, and they will start shifting location. A transparent red wall will show you where a Lightning Wall is about to appear. You cannot walk through any of the walls, but you can use Death From Above or any other dash ability to safely cross them.

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This fight is a DPS check, Core Maintenance Units are more important to dispose of than the Contact Core to prevent it from regaining all of its lost health.

Keep stacks of exposed on the core, when Core Maintenance Units show up you either aggro them or group impair them to stop them from reaching the core.
If Core Maintenance Units show up, destroy them as quickly as possible! And watch out for a Laser Lock icon above your head.

Anima Constructs

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This encounter has 5 bosses that attack in 3 waves, then all the bosses will attack together in the final phase. There are two Anima nodes in here. When the fight begins, the left node will be occupied by Filth, while the right node will have Anima. The Anima node increases your Health by 50k and gives you a 334.3% damage buff when you stand next to it.

Phase 1

Filth Exposure
When a boss’ health drops to 1 HP, it will cast this ability. The filth pool is very large and persists until the final phase of the boss fight.

Pay attention, use Chaotic Pull to drag the boss away from the node and the area between the nodes. The path between the two nodes must be as clear of Filth as possible to allow for safe passage between the two nodes when they change state.

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Below you will find the BOSS wake up order and kill order. The bosses use abilities that the player has access to in the Ability Wheel, so if you want to know what they do, look them up in the Ability Wheel.

Remember every twenty-one seconds, the Anima node and Filth node will swap status, you can use Death From Above to jump quickly from one to another.

Wave 1

Psychosecurity Officer
This boss uses Pistols and has random aggro. Special Ability: Gun Crazy.

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Wave 2

The Capsule Breaker and Reality Surgeon both wake up at the same time, however, it is extremely important that you kill the Capsule Breaker first as his aggro reset is very dangerous.

Capsule Breaker
This boss uses a hammer. Special Ability: Touchdown! Every Touchdown! is an aggro reset, which is why it should be killed first of the two.

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Reality Surgeon
This boss uses a Blade. Special Ability: Surging Blades. He usually aggros the tank.

Wave 3

The Elemental Potentialist and Sequence Analyst both wake up at the same time, kill the Elemental Potentialist first, because of its aggro reset.

Elemental Potentialist
This boss uses an Elementalism Focus, Special Ability: Lightning Manifestation. Random aggroand places a manifestation on the ground, which will harm anyone who is inside it. This makes the Elemental Potentialist extremely dangerous.

It’s recommended to impair Lightning Manifestation whenever possible to avoid a dangerous aggro reset.

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This boss uses Chaos magic, Special Ability: Black Hole. The black hole ability will impair players who step into it by throwing them up into the air.

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Phase 2

When fifth boss finishes casting Filth Exposure, all of the filth pools will disappear and the bosses will wake up in rapid succession. The mechanics of each boss will be the same as in Phase 1. The kill order is also the same, the only difference is that you will have to deal with all five bosses at the same time. They will all restore 110 962 HP. Once you kill a boss in this phase it will die, and not cast another filth pool.

Target the Elemental Potentialist and impair Lightning Manifestation whenever you can to avoid an aggro reset.
Same kill order, kill them as quickly as possible. Keep jumping from node to node when they switch Anima – Filth status.

Halina Ilyushin

1 373 660

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You may need to slot Provoke, as it may be needed in order to pull Halina in phase 2.

Phase 1

Everyone should stand by the anima node by the left side entrance. When Halina Ilyushin‘s HP drops to about 50%, she will run to the cosmos gate and start casting Spite and Calling to the Cosmos. Later on when Halina Ilyushin’s HP reaches 1, she will run to the centre and start casting Living the Dream.

After that, keep your eyes on the Agartha gate, Life Endures will be cast from there. This will restore your HP, once this is done you will have ten secnds to reach an anima node before you take damage from the filth on the ground.

Contempt
Targets a random group member and drags him to the boss and impairs the player. Halina will also follow up with a hit. If you stand next to an anima node, however, this will not be a problem.

Spite
The boss runs to the cosmos gate and summons filth to the arena.

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Calling to the Cosmos
Summons two Sunhounds from the cosmos gate.

You can impair this ability, if glanced or missed, just aggro the Sunhounds.
Ignore the Sunhounds if the tank missed or the impair glanced. They will disappear when the next phase is initated anyway.

Anima Decompression
A large AoE that deals massive filth damage.

Make sure to impair this attack!

Living the Dream
This initiates the phase transition, all group members become impaired and their HP immediately drops to 1.

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Life Endures
After Living the Dream, an anima beam will come from the Agartha and hit the nodes, which in turn will restore all group members to full health.

You should aim to always be next to a node, move only when you need to. Death from Above can be extremely useful in order to quickly jump from one node to another when needed.

Phase 2

Halina Ilyushin‘s HP increases to 1,813,231 and she becomes a Filth beast.

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Katyusha
This is a Filth ball that comes from the cosmos gate. It does massive damage, everyone must keep their distance to it. It heals itself so it cannot be killed, instead the tank must kite it while the DPS focus on Halina.

You should take her and run around the arena while holding aggro. Make sure she doesn’t get too close to you, otherwise you will die. She is like a moveable AoE which will damage you every two seconds.

Speed of Black Light
Dashes forward a long distance. Just dodge out of its way if you’re not close to an Anima node. If you are, you can just ignore it as it will not kill you.

Dirty Radiation
Massive filth damage and covers a large and wide area. Dodge out of its way if possible, and if not you should be near an anima node and at full HP when it hits.

Spite
Converts an Anima node to a Filth node.

When she casts this, you need move to the next nearby Anima node quickly, remember not to stay out of the range of the next anima node as it can be lethal to be out of their range for too long.

Fac_nm_07_5The boss will use many AoE attacks that can be avoided, and as long as the DPSes manage to stay alive and stay near the nodes while they kill Halina, it should not cause too much trouble.

You need to take the ball and keep running around the arena while avoiding the filth pools on the ground. They damage you and have a hindering effect, which will cause the ball to get too close and kill you.
Stay near an Anima node, and kill the boss as quickly as possible, if Halina is aggroed by the tank, you should use Provoke to get her back, as the tank cannot take too many hits here. Remember to always  steer clear of Katyusha the filth ball while killing Halina.
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