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Cardinal Adina

Updated Apr 10, 2022
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Cardinal Adina

There is a -based tank.

Power DPS is generally preferred because of the short burst phases. clears conditions at each split phase. If phases are long, condi DPS is okay.

5 pillar baiters are required. These are usually done by supports and ranged DPS. Pillar baiters should be assigned ahead of time.

should bring and use or can use to make hand phases much easier.

Pre-Event

Head east from the Leystone access. The way is blocked by an Earth Elemental with 5 stacks of and 5 pillars in front of it. The stacks of prevent it from taking any damage due to the 100% damage reduction.

Two players should hide behind each of the five pillars. The Earth Elemental will destroy the pillars with 2 players behind them. Each pillar that is destroyed removes one stack of .

Being hit by causes and the player.

Killing the elemental opens a door to the Basalt Arena where awaits.

Tanking

doesn’t hit particularly hard so high isn’t needed. The tank needs a channeled block, , or for (Cone).

Groups usually tank to the south, but some tank west. Stay on the green tiles, directly on the edge of hitbox.

The tank cannot be picked for pillar baiting.

When (Mines) appear, dodge over the one closest to . If done properly, it will explode but you won’t take damage. When she phases, all of the explode so this prevents you from taking damage from the closest one.

(Cone) appears as a large orange cone. It tracks with you for 3 seconds and then slams into the ground, knocking back and doing moderate damage. Block, , or the attack. will only negate the , not the damage.

When is about to hit a phase, move to the side so you aren’t standing where (Wall) will spawn.

When split phases are ending, get back to before the rest of the group so she doesn’t turn around and hit them.

Tectonic Upheaval - "Pillars"

The 5 players furthest from (tank not included) are selected for (Pillars). They have yellow text pop up on screen that says “You have been targeted by !” and get an audio ding notification. They receive an AoE the size of one tile that follows them for 5 seconds and expands.

After 5 seconds, the AoE gets a script around the border and remains wherever the player was standing. 2 seconds later, a pillar erupts out of the ground. It instantly kills any player standing on top of it. Players within one tile of the pillar are , , and receive (Blind).

Pillar baiters are usually done by supports and ranged DPS. Baiters should be assigned ahead of time.

Pillars dropped next to, or on top of, each other are destroyed. If one player of a pair is dead, the remaining player should become the baiter regardless of what class they’re playing (excluding the tank). If the phase lasts long enough that pillars drop twice, they will need to drop their next pillar next to the still-standing one to destroy it. Each standing pillar gives a stack of (Stacks).

If two players are dead, the alive players of those pairs should place their pillars on top of each other and become pillar buddies. Scale up if needed for even numbers of dead pillar baiters. If it’s an odd number greater than 1, merge the even numbers and then use the method above to have the odd person destroy their own pillar each time.

There are several options for dropping pillars (there is no officially recognized terminology in pug groups for methods 2 and 3).

  • Pillar skip - If group DPS is high enough, the squad will not need to hide behind pillars at all. It does not matter where pillars are placed as long as they are far enough from the center to not cause .
  • Assigned pillar buddies - The non-baiter remembers who their pillar baiter is. Pillars can be placed anywhere that will not cause . The baiter goes back to the pillar they dropped and the non-baiter follows them. This method works for groups that will not have non-baiters accidentally getting (Pillars).
  • Relative locations - This is the best method for new groups. The pillars are split by the southern line and become a crescent moon so they keep their relative positions. Players always go to the assigned location of their pillar. If a non-baiter accidentally gets , they will drop it wherever the open spot in the pattern is. With this method, it doesn’t matter who ends up with the pillar because the pattern remains the same and players know where their pillar is.
  • Mechanics

  • (Blind): Debuff that causes all outgoing attacks to miss for 10 seconds.
  • (Stacks): For each pillar that is empowered or damaged, gets 1 stack of and deals 20% more damage and takes 20% less incoming damage. Empowered/damaged pillars glow orange.
  • (Bounce): Players that fall into the sand are launched up and receive moderate damage and . Does not always work so players can get stuck in the sand.
  • (Wall): Sand wall almost identical to flame wall - only difference is that the wall spans the full diameter of the arena. Spins 360 degrees counterclockwise. Cannot be blocked or . Can be avoided by falling into sand pits and using to get back up (this is a dangerous option as does not always work).
  • (Shockwave): Moderate damage shockwave that comes out from during and immediately before . You can block, , or .
  • (Arena change): reshapes the arena. Tiles that are highlighted will be destroyed. Standing on these tiles during has been known to cause players to get stuck inside newly created tiles.
  • (Curse): Damage and condition damage taken are increased by 15%; stacks in intensity. The effect lasts for 1 minute.
  • (Pocket sand): A projectile that applies and to players and does a .
  • Attacks

  • (Auto Attack): gains 2 stacks of might, attacks the tank, and causes a ripple effect on tiles in a cone shape towards the tank. The rippling tiles damage players and pillars. Pillars are damaged by the first attack, then destroyed by a second. Already damaged pillars are destroyed.
  • (Cone): A large orange cone aimed at the tank that reaches to the edge of the arena. It tracks the tank for 3 seconds and then slams into the ground, knocking back and doing moderate damage. Block, , or the attack. will only negate the , not the damage.
  • (Mines): creates towards the tank in a cone shape. Players stepping on a tile with a stalagmite cause it to detonate, dealing heavy damage to all adjacent tiles.
  • (Invuln): reflects projectiles, gains and , casts after 2 seconds. appears to function like Retaliation used to and reflects damage back at players.
  • (Boulders): targets each player and fires a boulder at them after a short delay. Boulders instantly players and can be avoided by hiding behind a pillar or jumping into sand. Pillars are destroyed after blocking two attacks. If there are fewer than 2 players behind a pillar, it will only be damaged, not destroyed. If there are more than 2 players behind a pillar, a random player in the arena will be .
  • Phase 1 (100%-75%)

    Start the fight with 2 players behind each pillar. There should be one baiter and one non-baiter at each one. Non-baiters should remember who their pillar buddy is. It can be helpful to place a marker on the baiters. Players should start on a mount to avoid taking damage from the shockwave when the fight starts.

    Typically the starts the fight by placing banners in the center and then using on . They run behind their pillar and wait for (Boulders). Any players not behind a pillar are .

    Non-baiters should not leave the green tiles in the center except to hide behind pillars or do split phases. Baiters should not go fully in the green tiles; the edge of the green is in melee range.

    Attack pattern:

  • (Auto) x3
  • (Cone) & targets 5 players with (Pillars)
  • (Auto) x5
  • (Mines)
  • (damage reflection)
  • (pillar destruction)
  • After pillars drop, there is a 20 second burn phase. At the end of that phase, has an eye over her head and raises her hands in the air. Stop attacking and turn your character model around to avoid (Blind). Run back to your pillar and when the eye disappears to avoid damage from the shockwave.

    Repeat the attack pattern until 75%. The (Mines) detonate and all pillars are destroyed. Get away from the red lines that appear on the ground or you will instantly be killed when the wall appears.

    Split Phase 1 (75%)

    At 75% becomes immune to damage and creates a Sand Wall called (Wall) that spans the diameter of the arena. It revolves counterclockwise around the arena one time. Players that touch the wall or hitbox are instantly killed.

    After the wall finishes its path around the arena it disappears. changes the arena into a new shape () and summons a in the north west and a in the north east. casts (Curse) that gives the effect every 15 seconds. It cannot be avoided or blocked. The throws (Pocket sand) once players are in range about every 7 seconds.

    Groups typically meet up in the NW corner and kill the first. can use or can use to protect the group from the . Organized groups split subs between the and the .

    If there is no bubble or other projectile destruction, don’t forget that you have a key. Wait until the hand makes a fist and when it starts flinging sand.

    Phase 2 (75%-50%)

    This phase is identical to Phase 1 (100%-75%).

    Split Phase 2 (50%)

    This phase is almost identical to Split Phase 1 (75%). summons 2 additional hands during this split. There is a in the NW and SE and a in the NE and SW.

    casts (Curse) every 15 seconds. The throws (Pocket sand) once players are in range about every 7 seconds.

    Groups typically meet in the SE corner at the and kill hands clockwise. Use and/or again to protect the group from the . Organized groups split subs with one going to the NW hand and the other going to the SE hand. They still rotate clockwise.

    Phase 3 (50%-25%)

    This phase is identical to Phase 1 (100%-75%).

    Split Phase 3 (25%)

    This phase is identical to Split Phase 2 (50%). Mind the gap when running south to north.

    Phase 4 (25%-0%)

    This phase is almost identical to Phase 1 (100%-75%). A spawns in the NW a couple of seconds after hits 20% HP. A second spawns in the SE a couple of seconds after hits 10% HP.

    Summary

    Phase 1 (100%-75%):

    Start on mounts. The will drop their banners in the center, , then hide. Non-baiters stay on the green tiles, baiters stay on the edge of the green tiles. Always follow your pillar buddy when hiding.

    Attack pattern:

  • (Auto) x3
  • (Cone) & targets 5 players with (Pillars)
  • (Auto) x5
  • (Mines)
  • (damage reflection)
  • (pillar destruction)
  • Split Phase 1 (75%):

    Stay away from the red arrows. Run counterclockwise 360 degrees and meet at NW hand then go to NE hand. Use and/or .

    Phase 2 (75%-50%):

    Identical to Phase 1 (100%-75%).

    Split Phase 2 (50%):

    Same as Split Phase 1 but meet up at SE hand. Kill hands clockwise.

    Phase 3 (50%-25%):

    Identical to Phase 1 (100%-75%).

    Split Phase 3 (25%):

    Identical to Split Phase 2 (50%).

    Phase 4 (25%-0%):

    Same as Phase 1 (100%-75%) but a spawns in the NW a couple of seconds after 20%. A second one spawns in the SE a couple of seconds after 10%.

    Common Mistakes/Tips

  • Taking unnecessary damage from (Shockwave)
  • Being hit by (Pocket sand). Pay attention to if there is a bubble up or if you need to
  • Going to the wrong pillar and ending up with too many people behind one
  • Falling into the sand
  • Standing on orange tiles during (Arena changed) and being trapped in the ground - /gg if you get stuck in the ground near the center of the arena so you don’t get a pillar and drop it on the group
  • Tank dying to (Mines) when boss phases
  • Non-baiters standing outside green tiles; baiters standing in green tiles
  • Common Names for Mechanics

  • = Blind
  • = Pillars
  • = Stacks
  • = Bounce
  • = Wall
  • = Shockwave
  • = Arena change
  • = Curse
  • = Pocket sand
  • = Auto
  • = Cone
  • = Mines
  • = Invuln, reflect
  • = Boulders
  • Authored by Queen
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