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RAIDS

We run DB every Saturday at 7pm BST. Depending on the members of the raid, we will run approximately 3 - 6 times over 3 hours, this will speed up as we get stronger.

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From Deyarka Bastille you can get stuff like orange gear for overstatting, Golden Descent, Golden Emperor, Experimental Mech Dragon, Laedis 102 cloak and Laedis weapon upgrade materials, if you need any of the things mentioned above message SaintBeast or Kuro and it can be arranged. 

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To enter Deyarka Bastille you will first need 3 potions from 3 dungeons (SoS):

  • Silia Shrine

  • Omati Gorge

  • Mount Sorthina

If you need any of the potions, simply ask in guild chat and someone should be able to help you out.

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Information on Deyarka Bastille bosses:

1st boss

So the first boss is pretty complicated. He places plants on the floor which shoot firewalls which kill you very quickly, so pretty much only oracles and guardians can tank it, it also has a oneshot when it fires a long ranged blast. The boss also has stacks. I can't remember if they go up or down, but once it reaches a certain Number it goes into ragemode and does (I think it was 4 or 6) dash-oneshots, so ironhide is necessary there. Idk if we can use the robots, but if we can, we can take 2 battlerobots (not the other ones) and shoot him until he has 30 stacks. That'll remove his ghostshield and we all start attacking him then with everything we've got.

​He will drop ora parts and dragon parts, capes are only dropped afterwards. I would recommed giving the ranger HP/ dmg, depending in how they want to go, to the rangers since they usually want to have those quite badly if they play ranger right.

2nd boss

The second boss is 2 bosses, they have any oneshots whatsoever. 2 people are standing at the start of the dungeon room with Tranquilizer (acquired at Silia Shirne) on dragons prepared to take it and either go anti venom or anti frost. Whoever goes first takes the first element that has been cast and goes to the teammates and removes the debuffs off of them. All of this can usually be prevented though, as the bosses need AP to cast frost or venom, so you just take 2 or more guardians with axes to drain the bosses AP. You can also simply die to remove the stun and resurrect on the spot.

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3rd boss

The third boss are 3 bosses. There's bit much to note for those besides Raptor doing easily dodgable oneshots very often and Christen being able to shoot a projectile which switches up healing and damage for a bit. Damaging him will heal him instead and healing yourself will deal damage to you (dw your oracle mates can't kill you with their heal). Usually backing off and waiting until the debuff ends and then healing is the beat option.

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On the way to last boss there are suicide zombies who usually 1-2 shot you, those don't count to the barrier opening, so you don't need to kill those in specific.

 

Last boss

The last boss is usually pretty chill, he has a oneshot when he shoots a thin long ranged projectile, he spawns skeletons and makes group members into skeletons sometimes. After a short period of time if not all skeletons are dead the boss heals quite a bit. So usually you'd gather everyone up at the start of the room and kill all skeletons if the group doesn't have much dmg yet. Then he can summon some ghosts which heighten his defense quite a bit, so same tactic, just gather at the start of the room and kill them. Sometimes after you kill the boss there's a dragon spawning, usually its being left for people who don't have him yet or who have him as a partnerdrake.

Information provided by KazunoKun

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