The Swallow's Compass (Duty)
|You'll start off facing two Geomantic Kiyofusa in front of a sealed door. These can be pulled into the next room if you so wish. In The Heart of Water you'll face a Sai Taisui and two Geomantic Apa. The Sai Taisui will also start the fight with Evocation of Water to summon a Torrent that will use Explosion for room-wide AoE damage and paralysis if not killed. All enemies must be killed to proceed.
In the next room, The Heart of Earth, you'll face another Sai Taisui and three Geomantic Dharas. The Sai Taisui will begin with Evocation of Earth, which triggers a pair of Ivy Fetters attacks to bind players. After killing them all and proceeding to The Heart of Wind, you'll face yet another Sai Taisui and three Geomantic Anilas. The Sai Taisui will start with Evocation of Wind which will target the two DPS with red markers and place tornadoes on them that will damage any players inside. DPS should place them at the edge of the room.
Once all three rooms are cleared, the Dragon's Seal will be broken and you can go through the initially sealed door at the start to The Heart of the Dragon and your first boss, Otengu, who uses the following moves and mechanics:
Clout of the Tengu: Roomwide AoE damage.
Might of the Tengu: Tankbuster. Use cooldowns as necessary.
Yama-kagura: Otengu will turn to face a random player and fire a line AoE at their direction. Sidestep to avoid.
Tengu Ember: Several Tengu Embers will spawn throughout the room and slowly rotate around. Touching any of them will inflict damage and the Suppuration debuff from their Conflagrate. Eventually they will all stop, grow larger, and cast Flames of Hate in a circle around themselves (Damage and Suppuration). He will continue to use his other attacks while these are up to make dodging the flames harder.
Wile of the Tengu: Gaze attack that inflicts Hysteria, causing players to run around uncontrollable. Very dangerous when Tengu Embers are up.
A rather simple fight, the main mechanic is Tengu Ember: Keep notice of where they're rotating to ensure you don't back yourself into a corner while dodging other moves and you should be fine.
|Use the Geomantic Aetheryte to head to The Timid Current. A Sai Taisui will appear and ready Malediction of Water. This will sweep down the river and push everyone back. It deals no damage, but can disrupt battles unless you use the walls: Either stand just in front of them (So you're pushed back into them and don't move) or behind them (So the waters go over your head). This move will keep repeating until you catch up to and defeat the Sai Taisui at the end of the river.
The first pull is a River Scorpion and a River Unkiu, second is a single River Ray and the last another River Scorpion and a River Hikagiri. All three groups can be pulled at once, but must be defeated to proceed.
You'll have a brief respite from the maledictions in a cave with a Jinmenju, fight it there or proceed onward to The Wrathful Current. Once there the first pack is a River Hikagiri, River Scorpion, and a River Unkui. The second pack is another solitary River Ray. The last pack is a River Unkiu, River Scorpion, and finally the Sai Taisui. Everything from the cave to the Sai Taisui can be pulled and tanked at once.
Greater Palm: It will raise one arm high and slam it down, damaging half of the arena and inflicting Vulnerability Up. Pay attention to which hand raises to know where to stand.
Mountain Falls: A water icon will appear over the two to four players and deal AoE damage around them. DPS should try to avoid dragging this onto other players. Tributary will be used on the remaining players if it only attacks two.
Tributary: Two to four players will have conal AoEs aimed in their direction, forcing them to move and potentially severely restricting the safe areas in the fight. Having all the players stack beforehand can minimize the area the AoEs cover before moving out of the way.
Mirage: A standard AoE marker will appear under two players, then proceed to chase them while dealing earth damage.
Mythmaker: This looks like Greater Palm at first, though it reels back further and says "SWALLOW YOU, CONSUME YOU!" beforehand. This will strike the MIDDLE of the arena rather than one side, so get near the edge to avoid this. This also generates a puddle that inflicts the 6 Fulms Under debuff while you're standing in it. Sinking all the way down will be an instant KO. The lake will also widen as the fight goes on until only the edge is safe, before disappearing.
This fight is all about managing where you move. Stack in the middle to bait Tributary and make moving to either side for Greater Palm easier, and dodge accordingly when the more standard attacks are used.
|As with The One River, as you cross The Dairyu Chain a Sai Taisui will be assaulting you, this time with Malediction of Wind. This does AoE damage and inflicts Vulnerability up, but you can position the mobs so they get hit by it instead and actually make your trek easier.
The first pull is three White Baboons, then cross the bridge for two Dragon Hornbills and a Dragon Bi Fang. All must be defeated to unlock the clouds to go further. Another twp White Baboons and a Dragon Hornbill, which can be pulled to a Dragon Bi Fang and two Dragon Weasels. One last cloud trip and you'll face your final Sai Taisui and a pair of Dragon Hornbills.
The Short End: Physical tankbuster. Use cooldowns as appropriate.
Both Ends: This attack has two forms, one which hits in an AoE near him, and one which attacks every EXCEPT near him. If his staff grows extra long and crackles with electricity, it will be the latter.
Mount Huaguo: Room-wide magical damage.
The Long End: One player will be tethered, then struck with a line AoE. This will knock back everyone hit, often into the edge of the arena for extra Bleeding and Vulnerability Up.
Fiver-fingered Punishment: Standard stack mechanic. The whole party should stack to share damage.
Second Heaven: At around 50% he will summon several Servant of the Sage and charge his Monkey Magicks meter. All the adds must be defeated to survive this, it will wipe the party if the bar hits 100%.
Equal of Heaven: Dodge-able AoE used while charging Monkey Magicks.
Splitting Hairs: Qitian Dasheng will clone himself into two Shadow of the Sage. Most of his moves will be used at the same time, though thankfully the undodgeable ones do not hit as hard. When he readies Both Ends he will use both variants of the attack, and you need to see which one is using the long staff to see who to stand by. If one of them is killed, the remaining one will use Splitting Hairs again to create another clone with the same amount of HP as itself.
The main things to watch out for are properly moving for Both Ends and ensuring you DPS both shadows, so don't risk them creating another one with almost full HP, or better yet kill the second one off before he can finish casting Splitting Hairs.