Tribulation

You're about to face your toughest challenge yet.

Tribulation is the newest event that you can queue for on the Lobby server. This is where Bazzalth makes an appearance.

## Info to Know

* Any requirements?
	+ The portal has a chance for a session to activate at 11 AM and 11 PM EST, and the session starts 10 hours after the initial #system message.
	+ The portal will be active for 8 hours at a time.
	+ When the portal activates, it will show up in #system messages on the Discord.
	+ You have to find the Tribulation Hall in Lobby, and stand near the end of the hall.
	+ If the hall is not lit up as bright orange, you cannot queue for Tribulation.
* Party size? 6-24
* Does Sagacious work? Yes
* Requires special weapons? High headshot multiplier weapons for clearing of mobs.
* Respawn? Yes, when the objectives are complete for the specific room.
* Checkpoints? Yes
* Cooldown if failed? N/A
* Cooldown if won? 3 hours
* Movement items such as Airrang, Beam Sword, do not function within Trib.

For information about the main objectives, see Encounters.

## Notable items to use

Unlike other events, **Headshot Damage** is very important. So, weapons that have high Headshot Damage is recommended as enemies take little to no damage from body shots. Also, it is recommended to have some sort of healing items if possible.

**Note: It is not required to use any of these items, these are items that the community has had success with using. There might be other useful items for your playstyle.**

**Weapons:**

* Deagles / Rifles / Shotguns for chunking the adds.
* Kaiser's Piece
* Voice of Insanity is a hard heavy hitter for long range enemies and good for chunking small adds.

**Healing Items**

* Sagacious Sword (cheap source of healing), or use Elder Godsword if you have it for the Sagacious mode.
* Prisma is insane for burst damage and it's small amount of healing.
* Trinity (with Vitality Crystal socketed) is a decent source of healing.
* Wand of Rejuvenation is an expensive choice for healing, but is very viable.
* Weapons with the Harnessing suffix are good choices for moments that you aren't dodging attacks.
* Orb of Healing / Rejuvenation / Clergy is a really cheap and decent source of healing.

**Support Items**

* Warbanner is good for firerate and situations where mobility is needed.
* Caliburn is good for reload speed.
* Divine Crusader is somewhat decent for group healing and damage reduction, but it's bubble can get in the way of action.
* Orb of Rejuvenation is good for small group heals.

## Instances

When you load into Tribulation, players will be split evenly into their own instances.

You will only be able to see the player models of the people in your own instance, and you get your own mobs to fight.

If everyone in your instance dies or "wipes", the mobs spawned in your instance will be randomly distributed to everyone else's instance.

## Enemies

* Vampiric Lancer
* Vampiric Lancer Lieutenant
* Vampiric Lancer Captain
* Vampiric Mage
* Vampiric High Mage

Vampiric Lancers are the enemies you will be dealing with the most. They spawn on the ground, and will try running towards you with intent to stab you. They have a purple indicator for a wide, long ranged attack, and a white indicator for a close, short ranged attack.

**Vampiric Lancers steal health with every attack they do.**

Vampiric Lancer Lieutenants are upgraded versions of Vampiric Lancers. They have 3 health bars, do more damage, and have an extra AoE attack. You will encounter these guys onwards from Incineration Chamber.

Vampiric Lancer Captains are the final variation of the Lancer family. They have 8 health bars, do a ton more damage, and have attacks that can stretch across half the room. You will encounter these guys onwards from Incineration Cannon room.

Vampiric Mages don't have any melee attacks, and will use their magic powers to snipe you across the map. They spawn far away from players on ledges, and if you don't deal with them they will be a pain to dodge. To make them less harmful, everyone can contribute to kill the mages regardless of their instance.
Vampiric High Mages are functionally identical to Vampiric Mages, but have higher damaging blue projectiles instead of the regular fireballs that the Mages have.

## Encounters

Important Notes

* If an instance dies with enemies, these enemies will flood to another instance.
* Headshot damage and healing is important for the first 3 encounters.
* Once Blood-bowls are full, they will glow red. After some time, these bowls will lose charge and needing enemies to be killed near the bowl again. Keep a couple people or an instance at a bowl to keep the bowl full.

### Corridors of Entrapment

The goal of this room is to fill up two separate bowls located in the room. You must kill Lancers near these bowls to collect the blood. While doing this take care of the mages spawning on the top edges around of the room. These mages will lock off the blood bowls, trapping players inside. Lancers and mages will continuously spawn until both bowls are full. Once bowls are filled, clear rest of the adds and grab Loot chest

**NOTE: Be sure to kill lancers near bowl when possible. If you need to kill a lancer to stay alive, it is better that you live instead of waiting to kill near the blood bowl. Keep this in mind for each encounter with Blood Bowls.**

### Incineration Chamber

Again, two blood bowls that will need to be filled. High mages and Lancer Lieutenants will begin to spawn. Kill the high mages as soon as possible that spawn above the arena. Lancer Lieutenants have 1-2 extra telegraphed attacks. Try to kill these near the bowl but if needed, burn down as quick as possible.

**The Incineration Chamber has vents that can overheat and heavily damage people in a square AOE. Position yourself close to the ramps between the vents when you see the indicator, so you can easily avoid the vents and the incineration damage entirely.**

### Incineration Cannons

Same as before, fill up two blood bowls. Lancers, Mages, and Lancer lieutenants will spawn as before, alongside a single burst of Lancer Captains. Kill the enemies near the bowls, and kill mages on spawn.

**Incineration Cannons are placed on the walls facing towards the wide area with the mages, and they will shoot out rectangular AOEs in regular intervals. This can be tricky to dodge with captain spawns and overall more adds, but has the same premise as the Incineration Chamber.**

**When a Lancer Captain spawns, call it out for your instance so that they can focus the captain.**

### Zeixoch (Bridge-Boss)

This will be the first boss of the dungeon, where you should swap over to a normal bossing loadout. The boss will be invincible, and will need to down the boss to damage. If you have a healing item such as Sagacious Godsword or Elder Godsword, you can use those to heal as needed.

* Phase 1 - Skill Check
	+ The boss will show telegraphed attacks on the ground. Avoid these attacks. This is intended to show you some of the attacks the boss will do. Survive these attacks to begin next phase. Currently, 2 of the safer spots is far away, or right behind the boss. Just learn the attacks and do what works best for you.
	+ Everyone will be in a different instance for this phase. Focus on staying alive. If you die during this portion, you are unable to participate for phase 2.
* Phase 2:
	+ The boss will continue to do telegraphed attacks and Teleport around the arena. Continue dodging these attacks until 2 teammates are life-linked.
	+ Life-Linked players will need to have the line pass through the boss. Once in position. A life-linked player needs to get hit by the telegraphed attack by the boss so that the energy orb from life-link will hit the boss's shield. Do this twice to break the shield and to start the down phase of the boss. Repeat this life-link mechanic until the boss is downed.
		- **Life-Link: Two players are tethered together. If a player gets hit with an AOE, an energy orb travels across the line and damages the other player. This orb can be blocked by the boss to crack/break its**

### Puzzle

* You arrive to a room with 5 cubes in a fractured ground.
* 4 people each stand on a cube and wait until it turns green and fully hits the ground.
* The cubes will form a pentagram with lasers between them, and the ground will break and you fall down to Phase 4, the final bossfight.

### Bazzalth

For this encounter. You are dealing with both adds from previous events and Bazzalth himself. While there are adds that spawn, a boss weapon such as Prisma, Eternal, tormented, etc are great options. However, it is important to note that mages will spawn during this encounter that will need to be dealt with. So it might also be good to have a player equipped to deal with these mages.

**The fight is split up into the following phases:**

1. **Bazzalth attacks**
2. **Rift Phase**

**Bazzalth Attacks (before first-down):**

* He will teleport to a platform on a random cardinal direction from the center, and do attacks that spread across the arena. It is best to stay opposite side of the arena from where Bazzalth is location to avoid the Claw Attack. It is unsure if these attacks are random, or in a rotation.
	+ Chunk: The middle half of the arena that is perpendicular to Bazzalth is lit up. He then follows up with his Claw attack.
	+ Claw: 6 telegraphs will come out in a cone formation from the location Bazzalth is currently located, stand between these lines as they appear.
	+ Lines: A bunch of evenly spaced indicators spawn on the arena, covering it, and you have to stand between them.
	+ Checkerboard: Two sets of lines will run in a checkerboard pattern. Careful as this attack can easily be confused with the standard line attack as the hit-zones appear staggered. Always be ready to adjust your position for this attack.

* He will teleport to the middle of the arena, and disappear again. After some time, he will reappear to try and grab one of the players on the platform. Use your dash to avoid. If Bazzalth grabs someone during this ordeal, he will sap health from the player and throw them across the arena once he's done. Without adequate reaction time for dashing to stop in the air, you will definitely fall into lava. To lessen the velocity of the throw, people should shoot Bazzalth's hand that is holding the player, and the player that gets grabbed should be ready to dash once they're released.

**Rift Phase:**

After surviving a few of Bazzalth's attacks, he will begin the rift phase by splitting up the party at random.

**Group 1** will stay in the arena, needing to kill any mages that spawn. Any mages that aren't killed will be back during the Attack phase. The boss will continue to attack. A new attack during this portion of the fight is spin-to-win, where the boss will spin towards a player and than fire out an attack with a '+' pattern. Lastly, he may throw out his telegraphed attacks while inside the arena.

**Group 2** will be brought into the rift, and will be required to complete a mechanic from old events to break a statue in the center of the rift. So far, these have included the Blood Bowls, pillar objectives in Grim's Labyrinth and the pillars in Asylum. Be ready to deal with enemies from all the different events while attempting to complete these objectives. Once the rift objective is completed, the statue in the center will be broken to reveal a holy relic which can be taken and thrown.

**Throw this holy relic at the vampiric summoner when the summoners shield flashes yellow, a successful hit will bring everyone back into the arena. Do this twice to start the Bazzalth down phase.**

**Bazzalth Attacks cont.**

After a certain amount of damage is dealt to Bazzalth. He will gain new attacks in his rotation. The following are his attacks that we have discovered with their approximate times they appear.

* Lava pillars (after first down):
	+ Bazzalth will strike his hand into the arena. Pillars will then spawn around the arena, players will need to split up and jump onto these players before they rise to avoid death by lava which will kill players stuck not on a platform. **WARNING: Players per pillar are capped based on the player count that is currently alive.**
* Wave-attack (after first down):
	+ Bazzalth will send out 3 waves of attacks that the players will need to move between the outside and inside of the arena to avoid.
* Spin-2-Win (~55% HP)
	+ Bazzalth will rise up like he's spawning mages, but in reality he's doing this attack. A ton of red telegraphs will appear in front of him as he spins clockwise in the middle of the arena. Stand behind and follow his rotation in order to survive.
* Chaos (~50% HP)
	+ Bazzalth will let out an evil laugh, then teleport to one of the pillars. His attack consists of 5 different telegraphs in a short timespan.
* Flashbang (~55% HP)
	+ Bazzalth will spew insanely bright light from his mouth that will blind you for a couple seconds. This is lethal if you weren't paying attention to the attacks and your position. Look away from him when you see the small flash from his mouth, and you will be unaffected.
* Diagonal Checkers (~33% HP)
	+ This is the Checkers telegraphed attack but at a 45deg angle. Beware of this attack when Bazzalth is enraged.