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Sirocco: 7-stages Raid Made Simple

calendar_month Published On: Monday, October 19, 2020     calendar_month Updated on:
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  • The goal of this article is to present all the information as effective as possible. The author's last wish is to write a 10,000 words page, and I'm sure no one want to read all of that.
  • This article will only contain information about how the raid works and how to clear it. Other information such as cutline, raid rewards, boss mechanics will have their own dedicated pages.
  • The author can't read Korean and solely reply on Google translate to make sense of the raid and write it back in a way that a 5th grader can understand. 
Table of Contents
General Information
  • This is a 16-player raid, consists of 4 teams of 4 (Red, Orange, Yellow, Green)
  • The raid has 2 phases: "Chase Operation" and "Subjugation Operation" with time limit of 40 minutes each.
  • Think of this raid as the movie Inception, but you're moving backward. Instead of going deeper into the subconscious mind, you start from the deepest level and make your way up to "Reality" (aka defeat Sirocco)
  • New Special Function: Trajectory of Nothingness (aka Bullet Time)
    • Can only be used by party leaders
    • When activate will slow down all enemies and their attacks.

    Raid Layout
  • Phase 1: Sirocco Chase Operation-Lower Sky Castle
    • You chase Sirocco from the bottom of the Sky Castle
    • There are 4 floors:
      • Gateway of Laws
      • Gateway of Intelligence
      • Gateway of Trials I
      • Gateway of Trials II
  • Phase 2: Sirocco Subjugation Operation-Hall of Immateriality
    • Think of it like reverse Inception
    • There are 3 levels
      • Hall of Immateriality - The 3rd Plane
      • Hall of Immateriality - The 2nd Plane
      • Hall of Immateriality - The 1st Plane
⮜Phase 1⮞

🚪Floor 1/4: Gateway of Laws🚪
  • 4 Destroyed Gate dungeons will spawn
  • The Gatekepper is the boss of the dungeons.
  • At each boss room, he will absorb a specific amount of souls, ranging from 1 to 4.
  • Your job is to communicate with each other and clear the dungeon in that specific order (1-2-3-4).
  • Upon clearing all 4 dungeons, the teams will advance to the next gateway
🚪Floor 2/4: Gateway to Intelligence🚪
  • 4 dungeons will spawn.
  • One party has to be actively fighting the boss in Dawn of Dreams before the other 3 dungeons are unlocked.
  • Upon clearing Dawn of Dreams, the teams will advance to the next gateway.
  • As for the other three dungeons, clear or not clear each dungeon will inflict different effects.
  • Border of Phantasm:
    • If you don't clear:
      • It spawns Camouflage in Dawn of Dreams
      • It spawns Tornado in Night of Terrors
      • It reduces player's defense in Day of Return by 25% (up to 100%)
    • If you clear:
      • Player damage in Dawn of Dreams increase by 100%
      • All gimmicks from Border of Phantasm will reset
  • Night of Terrors:
    • If you don't clear:
      • Attack damage of Dawn of Dreams boss (Haniere of Enchantment) increase by 10% (up to 50%).
      • Decrease player's hit rate in Border of Phantasm.
    • If you clear:
      • All gimmicks caused by this dungeon will reset and re-spawned after 2 minutes.
  • Day of Return:
    • If you don't clear periodically:
      • Spawn random explosion in Dawn of Dreams
      • Spawn Camouflage in Border of Phantasm
    • If you clear:
      • All gimmicks caused by this dungeon will reset and re-spawned after 2 minutes
  • So think of the three dungeons as Anton's hatcheries, clearing them will stop annoying gimmicks and mob spawns in Black Volcano.
  • If you retreat from Dawn of Dreams, all 4 dungeons will re-spawn.
🚪Floor 3/4: Gateway of Trials I🚪
  • 4 dungeons (2 mirrors) will spawn. 
  • Fragments of Memories and Memories of Fragments share the same patterns.
  • Upon clearing Fragment of Memory and Memory of Fragment, the teams will advance to the next gateway.
  • If you fail to clear Mirror of Trials within the time limit, the floor will reset. If clear on time, both dungeons will re-spawn after 90 seconds.
🚪Floor 4/4: Gateway to Suffering II🚪
    • 6 dungeons will spawn. 2 gateways, 2 mirrors, 2 castles connected to each gateway.
    • Both light and dark Immaterial Gateways share similar mechanics.
    • Both Castles share similar mechanics.
    • One party has to be actively fighting the boss in Immaterial Gateway before the connected Castle can be unlocked.
    • Upon clearing both Immaterial Gateways, the teams will complete phase 1 and advance to phase 2.
    • Each Castle clear will increase damage in Immaterial Gateways by 40% (up to 200%)
    • Same as floor 3, if you don't clear Mirror of Trials within time limit, the floor will reset.
⮜Phase 2⮞
🧠Hall of Immateriality - The 3rd Plane🧠
  • 4 Hall of Subconsciousness will spawn. The boss is Sirocco's Nightmare and is the same for all dungeons.
  • This level is simple, clearing all 4 will advance the teams to the next stage.

🧠 Hall of Immateriality - The 2nd Plane🧠

  • 4 dungeons will spawn: 2 Altered Halls of Subconsciousness (Boss: Old Hag In a Dream) and 2 Halls of Consciousness (Boss: Sirocco's Illusion).
  • Upon clearing both Halls of Consciousness, the teams will advance to the next level.
  • If Altered Halls of Subconsciousness is cleared, the boss in the connected Halls of Consciousness will enter groggy phase. 

🧠Hall of Immateriality - The 1st Plane🧠
  • 6 dungeons will spawn:
    • Inner layer: 3 True Consciousness
    • Outer layer: 3 True Subconscious
  • In this phase, you fight Sirocco in 3 different forms through 3 Consciousness, and the damage of three parties are cumulative. Bringing the health to zero will clear the raid.
  • As you're fighting the 3 forms, you will see Sirocco's health showing multiple colors. They are indication of damage for each colored party. As an example below, yellow party is the one doing the most damage.

The Inner Layer
  • Three forms of Sirocco: Snake, Queen, and Leste
    • After each groggy phase, the location of each form is randomized between 3 Consciousness.
    • However, the clockwise order of 3 forms is always the same: Snake > Leste > Queen
    • So even though it's randomized, if you know the location of one, you know the location of all three. Even if the Consciousness rotate, the order still remain same. Credit to kdnf forum.
The Outer Layer
  • The purpose of 3 True Subconscious outer layer dungeons are to set up groggy phase.
  • True Subconscious is further spit into three type: Denial, Oppression, and Oblivion.
    • Denial (Boss: Sirocco's Nightmare)
      • If not cleared within the time limit, phase 2 will reset back to 3rd layer.
      • Once clear, the dungeon will re-spawn after 2 mins 30 secs.
    • Oppression (Boss: Kain Assassin in the Fog)
      • If cleared, the three Consciousness will rotate clockwise and is used to set up Resonance.
    • Oblivion (Boss: Roxy)
      • If clear at the state of Resonance, it will activate 25-sec groggy phase for Sirocco
      • Think of this dungeon as Observatory dungeon in Prey-Isys raid.
How to Activate 25-sec Groggy Phase
  • This phase can only be activated when the alignment of one Consciousness and Subconscious: Oblivion are at Resonance phase. Once it's in place, clear Subconscious: Oblivion will active groggy.
  • There are 2 ways to know the Resonance phase is in place:
    • Pop-up video plays in the corner.
    • The color changes in the map between Consciousness and Subconscious.
  • So keep clearing Subconscious: Oppression to rotate Consciousness until the correct one line up. Once activated, all 3 Consciousness merged and groggy phase start.
  • In simple terms, keep clearing Kain dungeon until things line up, then send Roxy.

What Happen After the Groggy Phase
  • Very similar to Prey-Isys Raid, after the 25-sec, all parties in TC will be kicked out and have to wait 150 seconds to re-enter.
  • Basically you repeat the Resonance process until Sirocco is defeated.
Dungeon Mechanics
Phase 1
Phase 2

Raid Cutline & Recommended Gears
  • Since DFOG doesn't have API website, there's no way anyone can tell how much damage you can do in a 25-sec rotation just by looking at your gear.
  • Thus what you wear will determine if you're a strong applicant in the eye of a raid leader.
For DPS classes
  • Weapon
    • Level 100 epic weapon with +12 reinforcement/+8 refinement.
    • Sirocco Primal Dream weapon is fine too, make sure it's +5 modification.
  • Gears
    • At least 5/3/3 sets or mixed 3/3/3/2 level 100 epic sets.
    • 3/2/2/2 sets is really pushing it, you will have hard time getting in.
    • Note that this is before any epic reworks so some sets will make you a stronger applicant than others.
  • Swap Set
    • Preferably +10 skill, people don't seem to care much if it's Wrapped set or not.
    • +9 skill is pushing the line here.
  • Enchants
    • 2nd tier enchants should be plenty.
    • Decent critical chances, 100% is preferred in dungeon but it's really depends on the class as well.
    • Weapon: +12-15 elemental damage.
    • Top/Bottom: Physical/Magic/Independent ATK 45 ~ 50 with or without Strength/Intelligence +20
    • Accessory: +25 ~ 30 elemental damage. Some people pass for +18-23 if you have other part to compensate such as amplification.
    • Magic stone: +18 elemental damage
    • Sub Equipment: +42 PMI
    • Earring: +100 ~ 125 All stat
    • Pet/Title/Aura: At least some sort of modification (e.g. Attack damage, Elemental damage)
    • Talisman: Both unique talisman. No one is gonna check if what you have is BIS for that class. As for runes, doesn't really matter that much.
    • Avatar/Emblem: Rare set with at least rare emblem that add Strength/Intelligence.
    • Insignia: Appropriate one your damage type with rare gems adding at least elemental damage.
For Synergy Classes
  • For the most part, these classes has a but of lower cutline but very similar to DPS in term of gears and enchants.
  • Your weapon doesn't really need to be +12, +11 should be okay.
For Sader/Buffer Classes
  • Similar to DPS classes, 5/3/3 or 3/2/2/2 set up with appropriate enchants.
  • Seraph/Enchantress use Int enchants and Male Crusader uses Vit/Spit enchants.
  • Level 100 epic cross.
  • Pet/Title: At least 1 of each type that add level to 1A and buff skill.
Raid Strategy
  • Note:
    • Green and Yellow need to come back and clear mirrors as needed so phase 1 doesn't reset.
    • Green and Yellow continue to clear Castle to give Red and Orange damage buffs.

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