Yanmen Pass - Rebell Army Route
(based on main text by Shanbo & Manwé + Quong)
Video from my old Okami guild (thanks Motoko!)
https://www.youtube.com/watch?v=yob6Kii4nj8 (1° BOSS)
https://www.youtube.com/watch?v=xqmpd6xVYOk (2° BOSS)
https://www.youtube.com/watch?v=5030oIKykoM (3° BOSS)
https://www.youtube.com/watch?v=sp_CGtD9PbA (4°-killers & 5° BOSS)
https://www.youtube.com/watch?v=1kv3901bvRQ (6°-killers BOSS)
https://www.youtube.com/watch?v=-SlJxnB3xGc (7° BOSS - but because of the boss strats, we don't see much of the boss actualy)
https://www.youtube.com/watch?v=S5DEYYzqVvs (8° BOSS)
General settings:
- This instance is VERY specific: the boss always do the same attacks in cycles, meaning we always know what will be the next attack and be prepared for it.
- Each boss has an [unknown] counter ; after reaching this specific amount of player killed, bosses will wipe the whole group. -> only 1 player that dies endlessly will wipe the group even if the other players are playing perfectly.
- The bosses have mass health, the fights are long, long, long, needing concentration because it's not a no-brainer instance, everyone has to follow the directions, noone is static on the battlefield.
- Except for the 1° boss, each boss have 3 different parts with different skills and strategy to adapt to.
-> this is a focus / endurance run, without any hazard ; bosses are predictable, failure is 100% the group's fault.
(it looks more like synchronized dance in the end)
A word from Kasma:
- one Emei is necessary for every boss (from experience, I suggest the breath-endurance switch, the role is not to dps but to keep the tank alive)
1° BOSS (Shen Haigao)
Kasma's comment: if you don't succeed here... good luck.
- the setup : clear the village of the mob first
- Insta-kill condition : Don't use Lightness Skills (NO jump NO geese - only for that boss)
- How-to : only the tank must face the boss, everyone behind the boss back
Skills :
- "Mysteris of Quiet Mountains" : attack front, ALL in the boss back, even the tank at the last second.
- "Dark Summit" : 1 player is stucked and has a green circle arround him -> after a few seconds each player near the green circle will have heavy damage.
-> conclusion: because the tank can't bother to worry about the green circle, when the boss begins the charge the skill, everyone stop attacking and go away (remember, no geese) in different directions
(to add a little more fun, sometimes the green circle is NOT visible, so look for stationary players that must be stucked by the skill)
copy-paste in-game:
// Mysteris == stay behind Boss // Dark Summit == split and go away from green circle //
After that first boss, "the coin quest" : gather yanmen pass coins hidden in chests, houses, etc. in the village.
-> the second boss will apear where the 1° boss was done, so the players must clear the zone before the end of the quest.
2° BOSS (Fang Wuheng)
Kasma's comment: Here things are getting serious... but we can geese!
- Between 100% & 70% health:
- "Terrifying waves" : Front AOE -> stay behind the boss
- "Split the mountain" : Geese away
- "Mountain-Shake Blow" : Parry + Emei bubble
- Between 70% & 30% health: 2° skill is replaced by another "Last Stand" (so no longer need to geese)
WARNING : we don't see exactly when the boss start this 2° part, it is mainly seen by the use of "Last Stand":
- "Terrifying waves" : Front AOE -> stay behind the boss
- "The Last Stand" : Parry (one player gets a skill to click to abort the boss attack, if not done and not under an Emei bubble, Heavy, heavy damage)
(if you can't click on the skill when it is in front your skill bars, move the box outside of the skill bars)
- "Mountain-Shake Blow" : Parry + Emei bubble
- Bellow 30% health: the boss add a 4th skill: "Thunder Moving"
Once again, we only know we are in 3° part when the boss does "Thunder Moving"
- "Terrifying waves" : Front AOE -> stay behind the boss
- "The Last Stand" : Parry (one player gets a skill to click to abort the boss attack, if not done and not under an Emei bubble, Heavy, heavy damage)
- "Thunder Moving" : everyone must be ON the boss, but if someone has a green circle, he must stay away.
- "Mountain-Shake Blow" : Parry + Emei bubble
... And to be even more fun, under 20% health his attacks bumps... with "Thunder" skill, it's the best.
copy-paste in-game:
// Split the mountain == geese away // Terrifying == stay behind boss // Last Stand == PARRY + Emei Bubble + Someone get a Skill for interupt Last Stand Dmg // Thunder == STAY all at BOSS and avoid the green circle if someone get //
After the boss, a new quest !
-> the group is teleported at the prison... for inquiry!
The rebel scout can sell Shura pills, for 1 yanmen coin.
(which can be looted in the 1° Yanmen route)
Talk with the prisoner (Fang Wuheng).
It's a moral challenge between him and the group. Depending on his "mood" one action will lower his moral, the other bad actions will replenish it...
Problem: I don't remember which action to do depending on his mood...
There are some actions :
- buy him some girls (from the video, I suppose it's the "black man on green background")
- torture him (from the video, I suppose it's the "black man on pink-purple background")
- talk to him, phrase 3 (from the video, I suppose it's the "skull" debuff)
- talk to him, phrase 4 (from the video, I suppose it's the "purple+blue" debuff)
- (all the time) kill the mobs outside the prison
-> at 20% moral, the boss will appear
The trick here is that only 1 player must do the action: if more does, the first succeed (moral loss), and the other will fail (moral replenish) = very bad.
3° BOSS (Xuanci)
Kasma's comment: "click click click click click"
- Between 100% & 70% health:
- Stallion Bears Burden (nothing special)
- Solitary Life in Wooded Hill (parry + Emei bubble)
- Between 70% & 30% health: he adds a skill
- First Heroic Ascension (ALL players must gather on the boss beforehand, because the players must click on their team partners! if a player is not clicked he will die)
(So advice: make a 3 members team, except for the tank team (4 members) so that it will be easier to click on each members of the team)
("click" means click on the square showing the person's school at the left of their name in the team list on the left of the screen)
- Bellow 30% health: he adds a skill
- Flying Star (geese away then parry / emei bubble)
(so at this part the players must geese away this skill, and gather back on the boss after ward in order to be able to click and be clicked on for the direct following skill...)
copy-paste in-game:
// First Heroic == Team must click away debuff from Members // Flying Star == geese away + parry / bubble // Solitary Life == Bubble or parry //
4° BOSS (Hu Yingjie)
Kasma's comment: a little challenge, but it's ok.
-> the boss is with killers... almost impossible with them.
- first kill all the mobs in the boss cave + the way from the entrance to the room of course.
- then, launch the 6 resets.
Nearest teleport: using rebel scout option: choose dark cave entrance.
- Global constraint: if the boss is not hit during 3 seconds, he will heavily heal.
-> the tank must stay with the boss and receive the skills (because he must parry more than the other players, don't count on him to much to attack non-stop and bypass the 3seconds no-hit heal.
(regen arena pills for the tank!!)
- Between 100% & 70% health:
(when starting the fight, everyone go melee at the same time)
- Hold Heaven and Earth (go Melee)
- Thousands of Lances Skript (go on Range)
- Between 70% & 30% health: "Thousands of Lances Skript" is replaced with:
- Cavalry Encaropment (Parry+Bubble) <- easy for the moment because everyone must stay melee with the boss
- Hold Heaven and Earth (go Melee)
- Bellow 30% health: at 35-33%, even before that 3° part, prepare to go range
(at this point, only 1 tank with the boss, ALL other at range and spread apart, long from each other : 20m between the players, if not enough place then some must stay away)
- Thousands of Lances Skript (go on Range) <- only the tank must stay with the boss, everyone go and stay at range !
- Cavalry Encaropment (Parry+Bubble) <- hard to protect the tank because everyone must stay at range ! (one Emei can try to buble the tank, everyone else, parry, but don't forget the 3sec no-hit heal..., so parry but not too long)
- Wind and Dust of Many Miles <- everyone at range, the tank can't avoid the skill, so each player too close to the tank will take heavy dot damage. So stay away (20m) from everyone.
(we can see you we took the skill when we have a "dust" effect around our character)
// Thousand Lances == Range // Hold == Melee // Cavalry == Parry + bubble // !!! Wind == SPLIT stay away from each other (20 METRE) and be on range //
copy-paste in-game:
Talk with Npc Alutai after Boss is defeeted.
5° BOSS (Cui Rui)
Kasma's comment: Easier, a little oasis in the desert... jump jump jump!
(after teleporting with Alutai, go through the mointains to "General Hill")
- Between 100% & 70% health:
- Shake the Mountains and River (Parry)
- Tiger Conquers Mountain (1 Player get green circle, he must go away from Team)
- Between 70% & 30% health: "Tiger" is replaced with "Formation-Shield Array" :
- Shake the Mountains and River (Parry)
- Formation-Shield Array (stop attacking: damage are reflected)
- Bellow 30% health: "Tiger" comes back and "Shake" is replaced by...
- Earth-Shaking Attack (everyone must jump, and stay in the air)
- Tiger Conquers Mountain (1 Player get green circle, he must go away from Team)
- Formation-Shield Array (stop attacking: damage are reflected)
copy-paste in-game:
// Shake == Parry // Tiger == 1 Player get Circle GO out of team and all other avoid him // Formation -Shield == DMG STOP // Earth - Shaking == JUMP into air //
Once the boss is down, we have to go destroy the gate (the one we have protected in the 1° path)
-> this will trigger the 6° boss.
He will be located at the other side of the wall, will be with killers, and will have adds...
Just forget to do it with the killers, just do the 6 resets, a moment to go zen to prepare yourself for the challenge that will come.
6° BOSS (Xu Haibing)
Kasma's comment: the nightmare begins, very hard for the tank (have pitty on him) & sportive for the Emei
-> the boss is with killers... impossible with them, launch the 6 resets.
- Global constraint: if the boss is not hit during 3 seconds, he will heal 500K PV.
- There are soldiers that does the same skills as the boss (!!!) at the boss spawn point
-> so don't aggro the minions! never! If you do, just go get killed outside of the combat area.
- The combat area is IN the wall, in the passage way to the gate, so in order to go to the combat area, you have to go on the wall, fall before the wall entrance and, sill in air, dash in the tunnel.
The general principle is:
- every one at range, positioned just in front of the gate inside the tunnel
- the Tank between the boss spawn point and the gate (where the others are)
(at first only 1 tank, after 7-8 instances, maybe 2 or 3)
- the tank will need to go back and forth from on side of the tunnel to the other (while staying at the same ditance from the spawn point and the gate, to not aggro the adds, and stay at range from the rest of the team)
- only part when the other players must go in melee with the boss is for 1 skill (if they receive the skill, they are dead)
- one Emei must go shield the tank and go back at range (I suggest the breath-endurance switch, the role is not to dps but to keep the tank alive)
For the explanation:
tank = tank
rangers = the ones whoose role is to be at range (so everyone one else)
- Between 100% & 70% health:
- Trapped Beast Location (Parry+Bubble) <- the emei can go melee for the bubble on tank, also since it"s the boss 1° skill it's recommended for the emei to charge her rage before launching the fight
- Lost in Fantasy (the ones in melee will receive the skill: debuff, if you attack when the debuff is on, -pof- dead) <- so the emei most already be away after the previous skill (bubble)
(the tank can no longer attack if he didn't dodge the skill... and even if he did dodge the skill, be sure not to have the debuff before reattacking (else dead))
(the tank can't attack for some time, but the rangers can and must (remember the 3sec heal constraint))
- Between 70% & 30% health: the 2 skills are replaced with:
- Immortal Push (Parry, Bubble)
- Soul Return (return melee (or dead))
- Bellow 30% health: and now all at the same time (yippee!)
- Trapped Beast Location (Parry+Bubble) (rangers go back at range - emei melee for the bubble, then right after the skill, back at range too)
- Lost in Fantasy (after the skill, the tank don't attack, also the ones who where to close to the boss (bad rangers, bad !))
- Immortal Push (Parry, Bubble) (rangers can come melee before the skill)
- Soul Return (rangers must already be at melee with the boss (or dead), after the skill rangers at range, except for the emei)
A problem?
Dead players must return back... but if they are in range of Soul Return but not in melee : re-dead.
If they come back when the boss does Lost in fantasy if they don't take care and attack in the 6 sec debugg : re-dead
Not dead? but you forget the minions at the spawn point? : re-dead (but try to pull them out of the combat arena the group just can't take 2 the boss and the mobs that does the same skills as the boss, but not at the same time!!!)
So, be cautious when comming back re-read the skills details, wait for the boss to do the Soul Return (make the group tell when it's ok), don't aggro the minions and stop being killed please.
-> conclusuion: don't get killed, it's easier for everyone.
copy-paste in-game:
// Trapped Beast == Parry Bubble // Lost == DONT do any Skill!! for 6 seconds // Push == parry and move after to boss// Soul Return == MELEE // afte 40 % he do all his skills in a rotation //
7° BOSS (Tan Zhi)
Kasma's comment: and you though it would be easier...
Global contraint: you must mode between each skill (well to be precise, after 3 skills at the same place, you're stuned)
-> jumping counts as moving, so
The group must be split in 3 groups:
- a large group in the big courtyard (the group must have good heavy, AOE dps, because the mobs will endlessly spawn)
- a small group in the little courtyard (when there is no mob in the courtyard, that group can support the tank and do a little range dps on the boss, but as soon as mobs come back, redo mob-cleaning, else they will bother the emei which don't need it)
- the tank / emei group (at first, after 3-4 runs you can add a melee dps, after 5-6 a 2° melee dps)
It's once again a "be 6m apart" boss, even for the "courtyard" teams.
-> just always be 6m apart, because the courtyard teams can't see "when" the boss does the skill that requires everyone to be 6m apart.
-> you can cross the green zones a little (as long as it don't touch the other player)
- Between 100% & 70% health:
- Homage to Temple (Front AoE, so tank in the boss back)
- Crane on a Cloud (small Aoe, Parry+ Bubble) <- to be verified (memory...) the players facing the boss (even far away) are taking the green circle
- Between 70% & 30% health:
- Homage to Temple (Front AoE, so tank in the boss back)
- Crane on a Cloud (small Aoe, Parry+ Bubble)
- Bone Weakening and Tendon Rup (Single front AoE)
- Bellow 30% health:
- Desert Horizon (PARRY + green circle around all player)
- Crane on a Cloud (small Aoe, Parry+ Bubble)
- Bone Weakening and Tendon Rup (Single front AoE)
Warning: when passing the 30% health, the boss can do Desert Horizon multiple times successively (in a very very short period of time) -> parry parry parry
copy-paste in-game:
// All stay RANGE and split// JUMP whole time HOPP skills Hopp skill // Dessert == PARRY and stay away from each other u get a green Circle dont stay with others in circle //
8° - LAST BOSS (Prince Zhu Jitun)
Kasma's comment: be nice to the tank or be wiped! ... and don't forget to click click click click click
- clear the area outside of the house
- attract the boss on the side of the house
- only the tank stay on the ground with the boss, the other players must be on top of the low wall (the tank must be back to back to the low wall so that other players can do melee dps)
-> low wall so that they don't have to jump in the boss 3° part, only the tank have to jump
- someone must have a skill that grabs the mob from far away since they respawn: they can prevent the tank from jumping if they aggro him = wipe.
Example: Twin Sabre pull skill / Marriage Set
(if noone have such a skill, make sure the mobs don't attack the boss, take their aggro from range distance)
- one player (not the tank, not the emei) will have a specific role to take a skill from the lady in red (it stays for 40sec, so needed to go take it between each cycle of the boss skills)
- Between 100% & 70% health:
- Northern Standard (Parry + Bubble + click your teammates)
- Freedom in Anonymity (Front AoE)
- Between 70% & 30% health: "freedom" is replaced with:
- High Adventure (Parry, one person must get the skill from the Lady in red and use it, skill stay for 40sec, be careful with Northern Standard: the player must be back before the skill so that he can click and be clicked)
-> the player should go take the skill before the 70% so that he is ready for the 1° time the skill is used.
- Northern Standard (Parry + Bubble + click your teammates)
- Bellow 30% health: one more skill
- Hall of the Wise Hawk (ALL jump for a few seconds)
- High Adventure (Parry, one person must get the skill from the Lady in red and use it, skill stay for 40sec, be careful with Northern Standard: the player must be back before the skill so that he can click and be clicked)
- Northern Standard (Parry + Bubble + click your teammates)
pull the Archers into the group with Twin Sabre pull skill and Marriage Set (trash will espawn)
copy-paste in-game:
// Northern Standard == Parry + Bubble AND CLICK ur partner in group !!!!!!! // Freedom in Anonymity == Stay behind Boss // High Adventure == PARRY + extra job from 1 person // Hall of the Wise Hawk == Jump into air !!!! //