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Difference between revisions of "He Who Hid the Dew"

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* '''Pursuit Fireball:'''  Myre begins to gather power for an attack that'll surround himself into a fireball, then he'll target a player to chase down with the red circle beneath him growing larger, stops, and then rushes forward causing a large explosion.
 
* '''Pursuit Fireball:'''  Myre begins to gather power for an attack that'll surround himself into a fireball, then he'll target a player to chase down with the red circle beneath him growing larger, stops, and then rushes forward causing a large explosion.
  
* '''Tile Barrier:''' Myre will cut the map in multiple rectangle, barrier-like sections that function as a maze and can restrict players' movement or cancel their skills if they try to come in contact with them. During this pattern, he'll teleport to a random spot to use a combination of '''Grass Spread''' and  '''Fireball Bombardment''' in those empty areas at least two times. Afterward, he does a '''Pursuit Fireball''' to end the pattern. He will also use this in Phase 2 with his Water and Earth elements.
+
* '''Tile Barrier:''' Myre starts cutting the map into multiple rectangle, barrier-like sections that function as a maze and can restrict players' movement or cancel their skills if they try to come in contact with them. During this pattern, he'll teleport to a random spot to use a combination of '''Grass Spread''' and  '''Fireball Bombardment''' in those empty areas at least two times. Afterward, he does a '''Pursuit Fireball''' to end the pattern. His Earth/Water Mode will also use this during Phase 2.  
  
 
=== Phase 2 ===
 
=== Phase 2 ===
 
'''<span style="color:blue">Water Element</span>''' <br>
 
'''<span style="color:blue">Water Element</span>''' <br>
*'''Water Cannon → Rain Showers :''' Myre summons two water bubbles from his left and right side that'll blast out two streams while going in a counter-clockwise rotation. After this ends, he'll combine those bubbles, fires them airborne to cast down rain showers.
+
*'''Water Cannon → Rain Showers:''' Myre summons two water bubbles from his left and right side that'll blast out two streams while going in a counter-clockwise rotation. After this ends, he'll combine those bubbles, fires them airborne to cast down rain showers.
  
 
*'''Water Pentacles:''' Myre does a series of summoning blue pentacles which pours out rain underneath them, these can be dealt with by jumping on them for a total of six times. Successfully doing so forms a water bubble around the player that'll damage Myre's Neutralize Gauge when landing on the ground.
 
*'''Water Pentacles:''' Myre does a series of summoning blue pentacles which pours out rain underneath them, these can be dealt with by jumping on them for a total of six times. Successfully doing so forms a water bubble around the player that'll damage Myre's Neutralize Gauge when landing on the ground.
  
*'''Water Bubbles → Rain Showers:'''  He'll bring down two water bubbles from the sky, and then casts a rain shower that deals a lot of hit stun, and heavy damage on contact. After the rain ends, those water bubbles will crash down to deal AoE damage. Myre can also use this pattern during '''Tile Barrier'''. To avoid being hurt by the showers, stay underneath those bubbles' shadow section until that pattern ends.
+
*'''Water Bubbles → Rain Showers:'''  He'll bring down two water bubbles from the sky, and then casts a rain shower that deals a lot of hit stun, and multi-hit damage on contact. After the rain ends, those water bubbles will crash down to deal AoE damage. Myre can also use this pattern during '''Tile Barrier'''. To avoid being hurt by the showers, stay underneath those bubbles' shadow section until that pattern ends.
  
 
'''<span style="color:brown">Earth Element</span>''' <br>
 
'''<span style="color:brown">Earth Element</span>''' <br>
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'''<span style="color:goldenrod">Metal Element</span>''' <br>
 
'''<span style="color:goldenrod">Metal Element</span>''' <br>
  
* '''Metal Pentacle:'''
+
* '''Gear Blade:''' Myre either leaps up airborne towards a player's position or right in close range, as he charges up to launch out a pentacle that functions as a spinning blade for a few seconds before vanishing.
  
* '''Mana Concentration → Floor Explosion:'''
+
* '''Metal Sphere → Metal Gear Circle → Mana Concentration:''' He'll summon several metal spheres that'll bounce off of the ground which are able to create a scattered, metallic area. Then either small or large gear-shaped pentacles appear to expand that area as Myre begins to prepare an AoE attack. To prevent being hit by '''Mana Concentration''', players should jump on those gears regardless of size several times to remove them.
  
* '''Cast Annihilation Magic:'''
+
* '''Cast Annihilation Magic:''' This time, Myre moves towards the upper middle section to summon forth a large metal sphere above him, which slowly descends downwards. To clear this pattern normally, there are several smaller '''Metal Gear Circles''' form from left to right, in which players can jump on and hit the sphere. Doing this successfully around six times for solo mode, or ten during parties will not only nullify the sphere, but also breaks Myre's Neutralize Gauge by 20%.
  
 
* '''Awakening Open:''' Once Myre's Transcendence Gauge hits 100%, he'll cast everyone into outer space, signifying that they've been kick out of the dungeon, resulting in an automatic failure.
 
* '''Awakening Open:''' Once Myre's Transcendence Gauge hits 100%, he'll cast everyone into outer space, signifying that they've been kick out of the dungeon, resulting in an automatic failure.
  
 
===Notes & Strategy===
 
===Notes & Strategy===
* While Myre of the Hall of Dimensions bosses isn't exactly on the lines of notoriously difficult compared to [[Karon the Gatekeeper]], he does wield a lot of AoE-advantage patterns that can catch players off guard, if not properly coordinated well enough. Players should use four blue portals around the map to avoid his attacks, regardless of each phase he's in.
+
* While Myre of the Hall of Dimensions bosses isn't exactly on the lines of notoriously difficult compared to [[Charon the Gatekeeper]], he does wield a lot of AoE-advantage patterns that can catch players off guard, if not properly coordinated well enough. Players should use four blue portals around the map to avoid his attacks, regardless of each phase he's in.
  
 
<div class="mw-collapsible mw-collapsed">
 
<div class="mw-collapsible mw-collapsed">
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*"Show me all you've got right here and now."
 
*"Show me all you've got right here and now."
 
*"Let's see if you can handle this power." (Cast Annihilation Magic)
 
*"Let's see if you can handle this power." (Cast Annihilation Magic)
 +
*"Bring your A-game."
  
 
===Defeat===
 
===Defeat===

Latest revision as of 11:04, 4 July 2024

Lore

As an Enemy

Icon-He Who Hid the Dew.png
He Who Hid the Dew
He Who Hid the Dew Phase1.gif
Type
TypeHuman.png

Phase 1

Wood Element & Fire Element

  • Grass Spread → Chain Explosion: Only through the entirety of Phase 1, Myre is able to create and scatter out waves of AoE-based grass spots onto the map's floor, or uses green pentacles onto a player when they're moving around. While they may seem harmless by themselves at first, it's when he'll start switching over to using fire elemental attacks that'll not only burn the grass, but causes a chain explosion which can inflict a Burn (Status).png Burn (Status) with moderate damage.
  • Fireball Bombardment: Myre casts down a flurry of small fireballs at a random player, then ends it with by launching out two larger ones.
  • Pursuit Fireball: Myre begins to gather power for an attack that'll surround himself into a fireball, then he'll target a player to chase down with the red circle beneath him growing larger, stops, and then rushes forward causing a large explosion.
  • Tile Barrier: Myre starts cutting the map into multiple rectangle, barrier-like sections that function as a maze and can restrict players' movement or cancel their skills if they try to come in contact with them. During this pattern, he'll teleport to a random spot to use a combination of Grass Spread and Fireball Bombardment in those empty areas at least two times. Afterward, he does a Pursuit Fireball to end the pattern. His Earth/Water Mode will also use this during Phase 2.

Phase 2

Water Element

  • Water Cannon → Rain Showers: Myre summons two water bubbles from his left and right side that'll blast out two streams while going in a counter-clockwise rotation. After this ends, he'll combine those bubbles, fires them airborne to cast down rain showers.
  • Water Pentacles: Myre does a series of summoning blue pentacles which pours out rain underneath them, these can be dealt with by jumping on them for a total of six times. Successfully doing so forms a water bubble around the player that'll damage Myre's Neutralize Gauge when landing on the ground.
  • Water Bubbles → Rain Showers: He'll bring down two water bubbles from the sky, and then casts a rain shower that deals a lot of hit stun, and multi-hit damage on contact. After the rain ends, those water bubbles will crash down to deal AoE damage. Myre can also use this pattern during Tile Barrier. To avoid being hurt by the showers, stay underneath those bubbles' shadow section until that pattern ends.

Earth Element

  • Boulder Toss: Myre brings out two rocks that are pulled from the ground, he'll move them to the end of a player's X-axis, and then he'll roll them towards the opposite room's side at high speed.
  • Floating Boulder → Earth Spike: Myre pulls out a rock in front of him, then leaps up to attack it which creates an area of protruding jagged earth spikes on the floor that damages anyone and inflicts Slow Down (Status).png Slow (Status) who steps within the area. Players can prevent this by standing underneath the boulder's shadow and headbutt them by jumping at least three times to hit it, going airborne to scatter out a rain of rocks that's capable of breaking his Neutralize Gauge.
  • Ground Explosion: He'll place a yellow pentacle on at random party member, and casts fast tracking ground explosion that'll keep going after the targeted player, until Myre ends it by throwing a ground blast at their location.
  • Spinning Boulders → Inside and Outside: He'll go into the center by summoning six boulders around him that'll rotate in a counter-clockwise direction. When the boulders slow down for a bit, the red circle will either be empty on the inside; stay within Myre's location, or outside; move away from the boulders before they'll explode.
  • Mana Concentration → Floating Boulder: Using his Tile Barrier once again, Myre instead stays within the center area by summoning down Floating Boulders around different sectors. Players can also can headbutt those boulders as an advantage to break his Neutralize Gauge. If there are any leftover boulders that wasn't removed, they'll do a AoE slam attack.

Transcendence Phase

Metal Element

  • Gear Blade: Myre either leaps up airborne towards a player's position or right in close range, as he charges up to launch out a pentacle that functions as a spinning blade for a few seconds before vanishing.
  • Metal Sphere → Metal Gear Circle → Mana Concentration: He'll summon several metal spheres that'll bounce off of the ground which are able to create a scattered, metallic area. Then either small or large gear-shaped pentacles appear to expand that area as Myre begins to prepare an AoE attack. To prevent being hit by Mana Concentration, players should jump on those gears regardless of size several times to remove them.
  • Cast Annihilation Magic: This time, Myre moves towards the upper middle section to summon forth a large metal sphere above him, which slowly descends downwards. To clear this pattern normally, there are several smaller Metal Gear Circles form from left to right, in which players can jump on and hit the sphere. Doing this successfully around six times for solo mode, or ten during parties will not only nullify the sphere, but also breaks Myre's Neutralize Gauge by 20%.
  • Awakening Open: Once Myre's Transcendence Gauge hits 100%, he'll cast everyone into outer space, signifying that they've been kick out of the dungeon, resulting in an automatic failure.

Notes & Strategy

  • While Myre of the Hall of Dimensions bosses isn't exactly on the lines of notoriously difficult compared to Charon the Gatekeeper, he does wield a lot of AoE-advantage patterns that can catch players off guard, if not properly coordinated well enough. Players should use four blue portals around the map to avoid his attacks, regardless of each phase he's in.

Elemental Resist/Weakness

Quotes

Phase 1

Encounter

  • "Welcome, Adventurer. I've been waiting for you."

Phase 2

  • "I'm curious about your limits. Will you show me more?"
  • "You don't disappoint. I can't wait to see what more you can do."

Transcendence

  • "Show me all you've got right here and now."
  • "Let's see if you can handle this power." (Cast Annihilation Magic)
  • "Bring your A-game."

Defeat

  • "I look forward to meeting you again."

Appearances

No dungeon found where the monster appears in.

Trivia

  • Myre's appearance and his magical abilities, may bear a slight resemblance to Marvel's Dr. Strange from his Cinematic Universe adaptation.

Gallery

Artwork

He Who Hid the Dew Artwork.jpeg

Sprites

He Who Hid the Dew Transcendence.gif

See Also

References