| The Baldesion Arsenal |
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Miscellaneous Duty
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The Baldesion Arsenal is a brutally difficult open dungeon that can be challenged by up to 56 players at once. To enter, you will need to complete the main Eureka storyline and prepare for the worst.[1]
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Requirements:
Restrictions:
Time limit- 25 minutes
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Objectives
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- Arrive at one of the first two containment units
- Clear one of the first two containment units
- Arrive at the Shin-Zantetsuken Containment Unit
- Clear the Shin-Zantetsuken Containment Unit
- Arrive at the Lance of Virtue Containment Unit
- Clear the Lance of Virtue Containment Unit
- Arrive at the Proto Ozma Containment Unit
- Defeat Proto Ozma
- Conquer the Baldesion Arsenal
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Art and Owain
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Players on the West path will go to Art, the Black Spear, while players on the East path will go to Owain, the White Spear. The bosses must be killed together; they will both stay alive until both reach 1 HP. Players should have a certain array of Logos Actions across all groups that are not detailed here.
Art, the Black Spear
Attack Name |
Description
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Thricecull
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Tankbuster.
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Spears
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The boss will summon numerous spears that tether to him. Immediately followed by Legendcarver or Legendspinner. After Art uses the ability, the spears will immediately use the same ability. Players will need to dodge the AoE from Art, and then the one from the spears.
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Legendcarver
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Large AoE on the boss. Often used with Spears.
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Legendspinner
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Large donut AoE on the boss. Often used with Spears.
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Acallum no Senorach
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Raid-wide AoE damage.
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Gravity Ball
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The boss jumps away, leaving behind a proximity marker. One player will be marked with a chase AoE, which will hit them numerous times. Marked player should run away from it, trying to avoid other players. Other players should dodge the marked player while avoiding the proximity marker.
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Spiritcall
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Marks multiple players with red triangles. Marked players need to stack together to avoid being hit.
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Legendary Geas
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The floor will turn black. Any player that moves while the floor is black will be afflicted by a heavy slow debuff. Followed by Line AoEs.
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Line AoEs
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Easy to dodge unless slowed by Legendary Geas. Movement abilities or sprint can be used to try to avoid damage.
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Advice and Tips
- Keep an eye on the Spears so you know where they are to position yourself for Legendcarver or Legendspinner.
- Do not move during Legendary Geas so you don't die to the Line AoEs.
- Make sure to stack for Spiritcall to avoid being hit with avoidable damage.
- If you are marked for Gravity Ball, keep running. Try to avoid other players, but they should also know to get out of your way.
Owain, the White Spear
Attack Name |
Description
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Thricecull
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Tankbuster.
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Elemental Shift
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The boss will shift elements to etiehr Ice or Fire. The glowing balls circling him will change to match. Used for Elemental Magics.
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Elemental Magics
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A large AoE circle around the boss. Also used by the Mythcall spears.
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Mythcall
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Summons 8 spears in a ring around the arena that are attuned to either Ice or Fire. Will cast Elemental Magics in sync with Owain, but only if they are the same element that he changed to for Elemental Shift.
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Spiritcall
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Marks multiple players with red triangles. Marked players need to stack together to avoid being hit.
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Hands
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Multiple hands will appear and tether to random players. Tethered players must both turn to look at it to freeze it in place and move into melee range of the hand to remove its Damage Resistance buff. After a short time if they are not killed, the hands will explode, dealing heavy damage to players. If a player is not looking at their tethered hand, it will continue to approach them, eventually hitting them and potentially oneshotting them.
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Acallum no Senorach
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Raid-wide AoE damage.
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Advice and Tips
- Keep an eye on what element Owain is attuned to when he uses Elemental Shift to make it easier to dodge Elemental Magics.
- Watch the Mythcall spears so you know what they are attuned to to dodge Elemental Magics.
- Make sure to stack for Spiritcall to avoid being hit with avoidable damage.
- If you receive a Hand tether, make sure to look at the hand while approaching it so it stops moving and you remove its buff. Turning away can result in death.
- The Hands should die ASAP to prevent them from exploding.
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Raiden
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Attack Name |
Description
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Spirits of the Fallen
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Raid-wide AoE damage.
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Shingan
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Tankbuster.
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Thundercall
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The edge of the arena becomes electrified, dealing damage/killing players(?) who touch it.
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Booming Lament
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Large AoE that takes some time to go off. Avoid the area until it has actually detonated before returning.
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Ame-no-Sakahoki
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The boss will backflip across the arena and use a massive AoE when he lands. Anticipate his landing location and move ahead of time; you won't have time to move after he lands.
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Whirling Zantesuken
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The boss will hold his sword up in the air before he uses a large donut AoE. Safespot is inside his hitbox.
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For Honor
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The boss will hold his sword to the ground before using a large, unmarked circle AoE. Players need to move far away to avoid damage.
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Charge Attack
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The boss will teleport away to an edge of the arena. Multiple players will be marked with AoEs, then he will charge down the center of the arena, with his glowing sword on one side dealing damage to all players on that half of the arena. Players should all stack in the center to bait the AoEs, then move to the side of the boss that doesn't have a glowing sword.
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Lancing Bolt
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Six players are marked with AoEs. Marked players should spread apart; after a few seconds, the AoE will go off, leaving behind a Spear in each spot. These must be killed before Ultimate Zantetsuken goes off.
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Ultimate Zantetsuken
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Will deal extremely heavy damage if the spears from Lancing Bolt remain alive when the cast finishes. Killing all spears will reduce the damage.
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Cloud to Ground
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Multiple AoEs that will travel in a line across the arena, dealing damage at each location. Players should stand beside the first one and wait for it to go off, then move into the new safe spot. Will use with Bitter Barbs the first time it appears and Levinshower the second time it appears.
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Bitter Barbs
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Used during Cloud to Ground. Multiple players marked with small AoEs and other players tethered together. Tethered players must move in opposite directions to break the tethers.
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Levinshower
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Heavy raid-wide AoE damage. Proximity-based?
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Advice and Tips
- Cloud to Ground looks scary, but is quite easy to deal with. Just stay stacked behind the first AoE and you won't have much to worry about.
- Later in the fight, the boss may use Whirling Zantetsuken and For Honor back to back.
- If you have good DPS, you can avoid the second round of Lancing Bolts. If you don't, he will use Lancing Bolts and Charge Attack at the same time. Stack center to bait the initial Charge Attack AoEs, spread for Lancing Bolts, then dodge the final Charge Attack.
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Absolute Virtue
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Proto Ozma
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Warning
The entry requirements for this duty are extremely strict, as savage bosses, devious traps, and an effect that prevents resurrection by certain means all await you within.
The Baldesion Arsenal will present a unique challenge to even the most storied of adventurers, no matter how easily they have forged a path through Eureka thus far. Entry in itself will be difficult, and once inside, you must expect to face many a bitter defeat before ever tasting victory.
To clear the dungeon, adventurers will need wisdom, bravery, strength, perseverance, trust in their companions...and a whole lot of time.
This will not be easy. Be prepared.
Entering the Baldesion Arsenal
Players can access the Baldesion Arsenal after reaching Elemental level 60 and completing the Eureka storyline. To enter, players need to access special Aetherial Nodes found throughout Hydatos. The nodes will only spawn after successful completion of the FATE I Don't Want to Believe, which only spawns during Umbral Turbulence weather. The change in weather is random(?) and is signified in the chat log with a message: "Umbral turbulence is destabilizing the flow of aether in Hydatos." Players will also need to have the buff Aetherially Primed, also acquired from successful completion of the FATE I Don't Want to Believe, to be able to use the nodes. The buff lasts for 10 minutes.
Currently, it is speculated that there must be an eligible level 60 player in the instance for the FATE to spawn, as well as no players currently inside BA in that particular instance. This means the FATE can respawn within ~30 minutes of it being up previously.
Aetherial Nodes
There are two varieties of aetherial nodes: unstable blue nodes, and stable red nodes. Regardless of type, each node will disappear once accessed by a player, or if a certain amount of time passes without its being accessed. Only the player who accesses a node will be transported, even if that player is in a party at the time. The only bonus to using the unstable nodes over the stable nodes is priority access.
The unstable blue nodes require an Aetheric Stabilizer to be able to use them, which can be acquired in Hydatos. They will be consumed once they are used to access a node. The nodes appear 5 minutes before they transform into stable nodes.
The stable red nodes don't require an Aetheric Stabilizer, but will only appear after the disappearance of an unstable node. These also appear for 5 minutes before disappearing.
Resurrection Penalty
Upon entry, the detrimental status effect "Resurrection Restricted" will be applied. While this status is active, you can only be resurrected via limit break or the Logos Action Sacrifice L. For this reason, be aware that KO carries a heavy risk, including the loss of Elemental experience and levels (~68,838,229 Elemental experience).
Withdrawl & Re-entry
If you use choose the Return function from the menu, or accept the prompt to return to the starting point while KO'd in the Baldesion Arsenal, you will be removed from the dungeon and transported to the expedition camp in Eureka Hydatos. To re-enter the dungeon, you will once again need to access an aetherial node, so think carefully before returning.
Gallery
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