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Act 3 Hard Mode Gate 3 Mordoom Guide (Data Warning)

 

Boss Info

 

Enrage Timer: 20 minutes

HP: 1.6375 Trillion (500 bars)

 

0 Bar Desperation: 2 minutes

Shield (=HP): 117 Billion (350 bars)

 

 

 

 

Recommended Battle Items

DPS

Holy Water

Potion

Adrenaline Potion

Light Grenade or Light/Darkness Grenade

 

Support

Holy Water

Potion

Corrosion Bomb or Light/Darkness Grenade

Light Grenade

 

Adjust the number of Destruction Bombs based on the raid's destruction capabilities

 

 

 

Mechanic Order

500 barsStart

475barsRotating Lightning + Boss Laser

450barsRotating Lightning + Pizza Pattern

425barsRope Jump Run

400barsRotationElectric Laser+Pizza Pattern

375bars1st Squad Duel

-------------

After 1st Squad

325barsCentral Zone then Orb Eating

300barsSupernova

275barsAnvil

250bars2nd Squad Duel

-----------------------

After 2nd Squad

200barsRed/Blue Aura Orb Removal

180barsRed/Blue Aura Pizza

160barsBreak Hammer and IQ Test

130barsClean Puke and Pizza

120bars3rd Squad Duel

---------------------

After 3rd Squad

75 barsSupernova (Correction: Seems not true based on other raids)

30 seconds after Squad TimeDodge Red/Blue Zone

100 seconds after Squad Time4th Squad Duel

2 minutes after 4th Squad DuelDuel Again

0 barsDesperation Pattern Start

 

 

 

Key Mechanics

 

Charge

At StartAssign Plus Charge (Blue) and Minus Charge (Red) to 4 players/4 players

 

Check the overall number of Minus and Plus charges for the entire raid

 

There are various mechanics that change charges during the raid

If the number of charges is not balanced, DoT damage will continuously be applied

The more unbalanced the charges, the greater the DoT damage.

 

Additionally, there are several mechanics where the balance of each charge must be correct to proceed smoothly

You must continue to strive to maintain balance.

 

 

 

You can check your charge above your head and above your mana bar

Charge Conversion​

To convert charges, you must use the conversion zone that appears roughly every 2 minutes.

Inside the circle of a random targetYou can convert all targets.

If there are no accidents in the early stages, you can maintain a 4:4 ratio through 1:1 exchange.

The duration of the conversion buff is 4 seconds.

 

Gauge

There is a yellow gauge below the character, and when it reaches 50%, your charge is reversed

 

 

A zone debuff that deals damage to the opposite charge around you for 10 seconds and increases the gauge

Applies a Minus (Plus) Conductor Area.

 

ex) If you have a Plus (Blue) charge and the gauge reaches 50%

Your charge is reversed to Minus (Red) charge

You will have a Minus Conductor Area (Red) zone.

 

You must keep your distance from other charge members as soon as you get it.

 

If you fill the yellow gauge to 100%

 

Applies a huge range zone that explodes after 5 seconds.

It hurts a lot if someone else gets hit.

 

Therefore, you should try not to get hit by the electric-type patterns used by Mordoom as much as possible.

 

Wire System

 

 

This system is available after the 1st Squad, and

The cooldown is 10 seconds, and it is used with the G key at the purple arrow at both ends.

It overlaps with the Just Guard key, so you may accidentally use the wire while trying to JG nearby..

 

From the 2nd Squad onwards, the distance to ride the wire becomes longer

After using the wire action, you must additionally press the 'A' key to move over.

 

When crossing to the other side

If you get hit and fall off, and you don't have a push immunity

When the gauge reaches 100% and you need to deal with the bomb

Use it on your back during mechanics.

 

Falling

Applies from the 1st Squad onwards, and if the character is hit towards the wire, they will

Fall off.

 

 

 

 

500 barsStart

When the raid starts, push hard until 475 bars.

 

475 barsRotating Lightning + Boss Laser


The pattern starts when the boss casts a three-way blue zone (electrocution warning zone)

Lightning bolts spin around in the inner, middle, and outer lines (ignores status ailment immunity including Spacebar)

The boss finds the aggro holder and shoots a laser from its head

The mechanic ends when the boss shoots the laser a total of 3 times.

Since rotating lightning bolts appear from the blue warning zone at the beginning, stay away from this area


450 barsRotating Lightning + Pizza Pattern


The opening is the same as the 475 bar mechanic above, and it is the same up to the rotating lightning, but

Instead of shooting a laser from its head, the boss casts a pizza pattern 4 times.

You must enter the zone that matches your color to be safe.

The first and second safe zones are in the same location, but from the third onwards, they change

If the safe zone corresponding to your color is far away, you must run quickly along the inside course.

Since there are not only red and blue pizza zones but also yellow pizza zones, it may be a little tight to avoid.


425 barsRope Jump Run

 

The boss starts the mechanic by creating large orbs in both hands

A large circle is created around one point and gradually narrows.

The center of the point is the safe zone, and everyone runs together.

 

After that, the boss shoots a large laser, and the raid members guide the boss's laser and then

Continue running until the boss rotates the laser once

While eating blue (plus) and red (minus) orbs, avoid the electrocution zone and the straight laser

Turn around once while avoiding the laser coming from behind.


▲The pattern starts with Bahuntur's lines, and the circle gradually narrows

Be careful because small electrocution orbs come out of the boss's large orbs in both hands at this time



▲The appearance of running 1 left and 2 right because it was cleared before the patch

Based on the Saturday patch, it seems okay to run in one direction for everyone.

▲Eat the same color orbs + It's not too late to see the straight laser being activated

In this mechanic, you must take your time, widen your view, and run only when it is definitely safe!!

If someone gets electrocuted, release them with Holy Water


400 barsRotating Electric Laser + Pizza Pattern


The opening is the same as 475 bars and 450 bars, and a straight laser comes out from the blue electrocution warning zone

Avoid the pizza pattern 4 times while avoiding this rotating straight laser.


375 bars1st Squad Duel


A stagger gauge is created on the boss when the mechanic starts

Grants a duel debuff to a random person.

The debuff can be checked above the mana bar with the double axe icon

The icon also appears on the target's character body in the shape of a double axe.

The duel target must guide the boss's laser fire with the large orbs that appear during the mechanic

Come out right before the boss shoots after guiding.

If the boss has fired the laser, then stagger the boss.

It is recommended to control the stagger to some extent before the boss fires the laser.

 

To random n people other than the duel target

 

Applies a conductor area debuff, and targets with the conductor area are separated from other people and

Move away from the duel target.

 

There are also people who do not have any zones.

 



If you guide the laser to break the large orb and stagger the boss, a cutscene will appear, and then

You must Just Guard (Duel) n times to deflect the boss's hammer.

 

The Just Guard location can be checked through the minimap

 

The duel location is designated in the order of the number of orbs.

The first duel starts at this location with 1 green orb.

 

After that, duel at the locations with 2, 3, and 4 orbs during the 2nd, 3rd, and 4th duels.

 

Just Guard deals damage upon success and can delay the boss's terrain destruction by n seconds

You can earn DPS time.

 

The JG success damage in the 1st duel is 2 billion + 2 billion, which is 4 billion.

The total damage in the subsequent duels is also the same. (3 Just Guards dealing 10+10+20 billion)

 

 

 

After 1st Squad

325 barsCentral Zone then Orb Eating


The boss's stagger gauge is locked and casts a forked electrocution zone and creates a shield.

After the forked electrocution zone ends, quickly enter the shield to survive.

After that, eat red and blue orbs according to your charge.

Orbs that are not eaten become puke zones.

 

300 barsSupernova


The boss casts a counter, but don't hit it right away, charge it 3 times and then counter it, and

This is a mechanic that secures DPS time.

If you hit it right away, it will smash down hard, and you must ride the wire at the right time to survive.

All raid members are locking the counter (be careful if a counter is included in the cycle)

Hit it at the timing in the image above.


275 barsAnvil

​​

▲You must look at the anvil and JG



▲If the supports are going to use Awakening, use Support Awakening when you see the JG light


Summons an anvil a little away from the boss's head (if hit, you die)

If you Just Guard 3 times at the timing when the boss slams the anvil with a hammer, the mechanic ends successfully.


If someone fails Just Guard, when the boss slams the hammer at that person

You can look at the boss and Just Guard to get past the mechanic (n times? Until all succeed?)


If the Support Awakening saves the DPS from the JG that hits the character when the anvil JG fails, they can save the DPS with 1 HP

Since they are stunned, you must release them with Purify

 

You die if you attempt JG at the location where the boss hits the character.

You must come out of the place where the boss will hit the hammer and then JG

▲If there is someone who failed the anvil JG, release them and then JG towards the boss after coming out of the place where they will be hit​

 

Repeat if this JG also fails


The reason for applying Support Awakening for people who cannot get out of the place where they will be hit due to lack of Purify skill.

In fact, you don't need to use Support Awakening if everyone succeeds in the anvil JG.

 


250 bars2nd Squad Duel


The structure is the same as the 1st Squad Duel, only the number of Just Guards and the location (location with 2 orbs based on the minimap) change.

From the 2nd Squad Duel onwards, it hits 3 times, so let's get used to the timing and go

It hits once, divides the hammer, and hits twice.

 

After that, the squad is formed, and now only semi-circular zones remain.

 

 

After 2nd Squad

From the 2nd Squad onwards, they use bare-handed patterns without holding a hammer.

Therefore, be careful of grabs and counters.

Also, you must additionally input the A key with the wire action.

If you ride the wires sequentially, the boss will attempt to intercept, so the person following behind will get hit and die.


200 barsRed/Blue Aura Orb Removal

Look at the boss's hand position and move in the direction that matches your charge to wait for the mechanic to start.

If different auras overlap, it has the same effect as a 50% gauge zone. (It hurts)

After that, destroy the red and blue orbs (orbs of your opposite color) that the boss is sucking in by supporting them with your aura.

Small yellow orbs cause electrocution, so use status ailment immunity and Purify.



After that, ride the wire and move to the opposite direction to destroy the remaining opposite color orbs.


180 barsRed/Blue Aura Pizza


Similar to 200 bars, look at the red and blue hands and start the mechanic in the same direction as your charge.

You must avoid the pizza zone a total of 4 times.

Since the boss grants the same aura as the 200 bar aura to the characters

You must switch positions by using the wire action in the middle.

It seems okay to ride the wire on one side and walk on the other side to avoid it.

At this time, if the timing is not good when riding the wire on both sides, you may be intercepted and die.

 

160 barsBreak Hammer and IQ Test

Look at the direction the boss is throwing the red and blue hammers and go in the direction that matches your charge.

After that, a stagger gauge is created on the boss, and if you break the hammers summoned on both sides, you can stagger it.

After staggering, the IQ test pattern is executed, and you must enter the place that matches your charge color to survive

The room is a single room. Since there is one conversion in the middle of the pattern, the number of each red and blue room and

You must quickly calculate how many people need to be converted by looking at the current charge status of the raid.


If you have all survived up to this point, if one person dies by mistake, the support must be saved and go.

You can clear it if you do well.



▲If you go to a place that does not match your charge, you will be electrocuted (the appearance of trying to use Bastian over there and getting electrocuted)

If it is difficult to break because the balance is not right, if there is a skill with a long range on the opposite side, use it or

You can add damage with the Allied Forces Bastian +1 cell.

The HP of each hammer seems to be over 8 billion (estimated).

 

▲If you happen to have a 100% gauge, you can remove the bomb like this.



▲The appearance of the Destroyer sacrificing because they miscalculated the IQ test pattern (cleared in this game)


130 barsClean Puke and Pizza

 

Since puke zones are granted to random people, you must lay down puke while avoiding the pizza zone.

Avoid the 1st and 2nd zones moderately

Since the 3rd and 4th zones may be all yellow, all blue, or all red

You can use the wire action to avoid them.

 

120 bars3rd Squad Duel

Unlike the JG timing of the 2nd Squad Duel, the 3rd Squad Duel

Hits twice and then combines the hammers and hits once.


 

 

 

 

After 3rd Squad

Mechanics come out after the 3rd Squad when time passes (Excluding Supernova)

From the 3rd Squad onwards, the wire action zone is right next to it

That means the cliff is right next to it, so every time the boss attacks

You must immediately think about how to avoid it, keeping in mind push immunity, wire action, and Spacebar.

You must be able to use one of the three unconditionally.

If you are too flustered and don't know what the boss's attack is, use one of the three right away

Wires are dangerous to intercept, so try to ride in only one direction as much as possible


75 barsSupernova (1 time after 4th Squad)

Same as 300 bar Supernova. It's a mechanic that earns DPS time

 

30 seconds after Squad TimeDodge Red/Blue Zone

 

Avoid it in the place that matches your color, then look at the boss's hammer and avoid it again, and then avoid it again according to the color.

Be careful because there are 2 color changes in the middle

 

You must come out because it hits the center when all the patterns are finished.

 

100 seconds after Squad Time4th Squad Duel

 

Since the 4th Squad is narrow, those who are staggering around before the duel should be careful

The duel must JG a total of 3 times, but to use Hidden Bahun

The 3rd JG is intentionally failed

Since push immunity occurs at this time, everyone must use push immunity.

 

If you use Bahun when the boss has completely raised the hammer after failing JG, Hidden Bahun will come out

Bahuntur reduces the boss's HP by 20 bars (66 billion).

The stagger time is very long at this time, so deal all the DPS you can

It is a dummy that cannot attack for 30 seconds from the time it raises its hand (Hidden Bahun timing).

Since the damage is applied after all the animations are finished, you don't need to deal more damage if you have made it below 20 bars.

 

 

2 minutes after 4th Squad DuelDuel Again

As a result of checking in Normal, when the 4th Squad Duel was passed with Hidden Bahun, the 4th Squad Duel was done again after 2 minutes.

I don't know after that

 

0 barsDesperation Pattern Start

The map moves, and an enrage timer of 2 minutes and a shield of 117 billion are created on the boss (central circular sphere).

 

Deal damage to the shield while eating the red and blue orbs that appear around you according to your color.

The damage dealt by the boss increases when orbs enter.

Give the final DPS while avoiding forked electrocutions, rotating lightning bolts, and target lasers.

At this time, if you use Bastian 3+1, it will reduce about 50% of the total shield amount, so you only need to reduce half of it.

 

The boss's color changes after about 30 seconds, and if a person of the opposite color attacks

It will zap that person.

Since the conversion zone is given at the same time as the boss's color changes, DPS can change the color and hit if they are the opposite charge.

▲​It hurts if the opposite charge hits..

 

 

The raid ends when the shield is completely removed.

 

 

Allied Forces Skills

EarlyCounter Timing Bahun 3 (Destruction + DPS)

AfterBastian 3+1 or Bastian 3 (Gauge Maintenance + DPS)

Final DuelHidden Bahun (DPS)

0 Bar DesperationBastian 3+1 (DPS)

 

The Allied Forces gauge fills 2 bars when entering 0 Bar Desperation.

 

 

Patterns to Pay Special Attention To

 

During 2nd Squad

Grab

Mordoom stretches one arm back and grabs, and if you don't counter it, everyone dies.

When countering, if you are in the center, the head will follow, so

Turn the head towards the center to prevent falling off when the grabbed person is released​


The safe zone is the direction of the grabbing arm or the very outside


It's a wipe mechanic even though it's not a mechanic



During 3rd Squad

Knockback

The boss holds the hammer with both hands and knocks you away

Use push immunity as soon as you see it, and many people will fall off..

 

Interception

When avoiding the boss pattern with wire action, if you avoid it to both sides, the person on the opposite side may be the aggro holder

You can die by being intercepted like this.

Only go in one direction or don't go too close, and if you ride as soon as you see the pattern

The boss can't intercept because they are doing the pattern.​

 

 

 

 

 

 

Wow, there are so many mechanics..

 

 

 

Lost Ark Inven Tips and Know-how엘븐드레테
2025-01-25

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