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- This is a new raid that was released in level 115 cap. This post will only go over briefly how this dungeon works. For full and complete information, visit this Season 10 Act 5. Black Disease Delezie post.
- Check out DFOG Official Content Creator Sikrena's Delezie of Plague Raid: A Minimalistic Guide. There are good stuffs there. Share the loves.
General Concept
- Saint Horn Call:
- The party leader can move to the desired location by using the raid special key ( ` ). It has a cooldown of 6 seconds.
- When used, all party members move together.
- Plague Reversal:
- In a nutshell, use Tab to reduce the boss neutralization gauge, get groggy, and increase damage by 25%. Use when you see boss's eye flashing red.
- This gauge increase slowly over time but you can increase it by a big junk by killing certain bosses throughout the raid.
- The Edge of Mist:
- Defeating Named and Maleficent monsters will restore the Edge of Mist Gauge. Name Boss gives 10%, and Maleficent Boss give 35%.
- When the Edge of Mist gauge is fully filled, you can obtain a powerful buff from the Mist God.
- Phase 1 - Final damage inflicted during the advance increases by 30%. So really, you need to kill 3 Named Bosses and 2 Malefic Bosses to fill up this gauge.
- Phase 1 is cleared when you defeat the big boss, the Unjust Cell Gaper.
- Along with the big boss, you will see 3 Maleficent bosses and 3 Named bosses on the map.
- Big Boss: Unjust Cell Gaper
- Defeat him will clear phase 1.
- Has HP lock at 10%, so must defeat all 3 Maleficent Bosses.
- If no party is encountering him, he recovers 15% of its HP every 10 seconds.
- During phase 1, after 90 seconds, Gaper will spawn either Malefic Bomb Carrier or Malefic Unit depends on whether you summoned Edge of Mist.
- Malefic Bomb Carrier is summoned if Mist is not activated.
- Malefic Unit is summoned if Mist is activated.
- Malefic Bomb Carrier:
- The Malefic Bomb Carrier summoned in front of the island will decrease the island's HP by 25% and increase the Malefic Gauge by 10% if not killed within 60 secs.
- Defeating the Malefic Bomb Carrier will restore the Plague Reversal Gauge by 50% for all party members.
- Defeating the Malefic Bomb Carrier here will grant you 1 coin and 2 uses of consumables for all raid members.
- Note that if you rush to Gaper before Mist is summoned, Malefic Bomb Carrier will spawns at all island.

- Malefic Unit:
- When you defeat the monster units that spawn in the field, the Malefic Boss will go to that area, then start to move again. If your party have lower damage, you can use this method to lure the Maleficent Boss away.

- Maleficent Bosses:
- They move to an island not occupied by another Maleficent Boss in a random order after 30, 60, or 90 seconds.
- While a Maleficent Boss is on an island, if no party is fighting it, the island's HP begins to gradually decrease.
- If a Maleficent Boss settles on a destroyed island, the Malefic Gauge continuously increases.
- After destroying an island, if there are remaining islands, the Maleficent Boss moves to one of them after 60 seconds. Additionally, if a Maleficent Boss moves to an empty island, there is a high probability that it will move to the island with the lower HP.
- Upon defeat, each Maleficent Boss will make Big Boss (Unjust Cell Gaper) take 30% more damage, and this debuff is stackable.
- Named Bosses:
- Each named monster increases the Malefic Gauge by 10% if it is not entered within 120 seconds.
- If a Name Boss enter an island, it will have more HP and increase Malefic Gauge twice as fast.
- Once defeated, the corresponding Maleficent Boss will receive 50% more damage.
- Ambush:
- The Maleficent Boss will have a movement gauge telling you when it's about to move. An ambush effect occurs when a player move to that place right beforehand.
- When entering battle with the ambush effect, it provides groggy time and resets the cooldown except for the awakening skill.
- tl;dr:
- The key is to defeat Named Bosses → Malefic Bosses → Gaper.
- Red party enter the reinforced Named Boss while the other 2 fight the other Named Bosses.
- Then fight Malefic Bosses to activate Mist and unlock Gaper 10% HP bar.
- Don't forget to the Malefic Bomb Carrier and Malefic Unit. Use Malefic Unit to lure Malefic Bosses if needed.
Phase 2
- The Foolish Horsedig, Tangled Thoughts, and Delezie of the Black Disease are deployed.
- The raid will be cleared when you defeat the last form of Delezie, the One Who Bleeds Filthy Blood.
- Plague Gimmick:
- 3 Tangled Thoughts are deployed on the map. Upon deployment, each Thought generates two Plague Zones around itself; subsequently, they generate one additional Plague Zone every 45 seconds.
- If one or more Thoughts are defeated, the number of Plague Zones generated by the remaining Tangled Thoughts doubles.
- There are six types of plagues that occur in phase 2, and one type is given to each of the Tangled Thoughts.
- Scattered spores: Increase the number of plague zones created by 100%. This results in 4 zones being created at the start of the encounter, followed by the creation of 2 zones every 45 seconds thereafter. If one or more Tangled Thoughts are defeated, the number of Plague Zones generated increases to 4. This specific Plague Enhancement is guaranteed to be applied to one of the three Thoughts from the very beginning of Phase 2.
- Congealed plague: Increases the HP of regular monsters in the Plague Zone by 50%.
- Berserk virus: Increases the damage reduction effect based on the number of Contaminated Areas present; specifically, if there are 12, 18, or 24 or more Contaminated Areas, incoming damage is reduced by 30%, 60%, or 90%, respectively.
- Nervous System Activator: Increases the attack power of Tangled Thoughts by 50%
- Thick Poison: Additional normal monsters appear when entering the Plague Zone.
- Mutant creation: HP continuously decreases when entering the Plague Zone.
- Each Plague Zone contaminates a 3x3 area, and if the number of contaminated areas reaches 12, 18, or 24 or more, the damage taken by the corresponding monsters is reduced by 20%, 40%, or 60%
- If the entrance to an island becomes a contaminated area, the island's HP will gradually decrease.
- Defeating a Plague Zone removes the contamination from that area, and upon defeating a Plague Zone, the Plague Reversal Gauge of all raid members is restored by 10% for Tangled Thoughts and 20% for the One Who Bleeds Filthy Blood.
- When an Tangled Thought is defeated, all corresponding Plague Zones are removed. The Raid members' "Plague Reversal" gauges are restored in proportion to the number of Plague Zones removed, with an additional 50% gauge recovery granted on top of that.
- When you defeat a Tangled Thoughts, each remaining Tangled Thoughts will be granted an additional type of plague that has not yet been activated.
- The Cradle:
- A defeated Tangled Thought is transported to the "Cradle," where it undergoes a 3-minute cooldown period before reviving with 50% of its maximum HP.
- However, if two Tangled Thought enter a waiting state within the Cradle simultaneously, both Tangled Thought will immediately revive with their HP restored to 50%.
- Additionally, if no party is currently engaged in combat with them, the Tangled Thought will recover 15% of their HP every few seconds.
- Furthermore, if a Tangled Thought is devoured by Delezie, the remaining Tangled Thought will each gain one additional Plague Enhancement that has not yet been applied.
- Foolish Horsedig:
- When Hostdig moves to a location containing an Tangled Thought, he clashes with that Tangled Thought for 300 seconds.
- During this clash, the affected Tangled Thought stop generating Plague Zones. Hostdig's clash concludes either when Diregie's "Devour" effect is triggered or when the clash duration expires.
- After the clash, the damage taken by the affected Tangled Thought permanently increases by 15%, stacking up to 3 times. If only a single Tangled Thought remains and a clash occurs between Hostdig and that Tangled Thought, the clash duration is reduced by 90%.

- Plague Seed:
- At the start of the raid, a total of 3 Plague Seed are generated (one within the zone corresponding to each of the Tangled Thought.
- Additionally, whenever "Delezie's Devour" is triggered, one Plague Seed is summoned to the zone corresponding to each remaining Tangled Thought, appearing 15 seconds later.
- Destroying a Plague Seed will clear all Plague Zones currently present on the map; furthermore, the Plague Reversal Gauge of all raid members is restored in proportion to the number of Plague Zones removed, while simultaneously granting +1 Raid Coin and +2 consumable usage counts.
- The Tangled Thought corresponding to the location of the destroyed Seed of Plague will relocate to that spot after 15 seconds, followed by Hosdig 30 seconds later. However, if the Tangled Thought enters a state of fighting immediately after relocating, Hosdig's movement is cancelled; likewise, Hosdig will not move if he is already currently clashing with another Phantom.

- Delezie of the Black Disease:
- If no party is fighting Delezie, he recovers HP and periodically causes his Malignancy Gauge to rise significantly.
- Delezie initially spawns within the Cradle; however, as the Cradle is saturated with toxic fumes, he remains immobile there. After 10 seconds, Delezie moves to the vicinity of the Cradle to engage in combat.
- Upon defeating Delezie, the Plague Reversal Gauge for all raid members is restored by 50%. Delezie then returns to the Cradle, undergoes a 3-minute waiting period, and subsequently revives with 50% of his HP.
- If both Delezie and a Tangled Thought are simultaneously in a waiting state within the Cradle, Delezie devours that Tangled Thought; 15 seconds later, he respawns from the Cradle, assuming the form corresponding to the devoured Tangled Thought.
- Delezie ᐩ Tangled Thought: Scream = Screaming Rage
- Delezie ᐩ Tangled Thought: The End = Instinct That Heralds the End
- Delezie ᐩ Tangled Thought: Disaster = Disaster Flesh
- If another Tangled Thought enters a waiting state within the Cradle while Delezie is already waiting to respawn there, that Spirit is immediately devoured by Delezie. Consequently, Delezie immediately respawns in the form he was originally queued to assume. Upon spawning under these conditions, Delezie gains a 50% reduction in incoming damage.
- Compass of Mercy:
- If all Tangled Thought are consumed by Delezie, the Compass of Mercy activates, dispelling Hosdig's immortality.
- Delezie then transforms into the final form "One Who Bleeds Filthy Blood" and becomes immobile within the Cradle, allowing players to enter the area.
- If players retreat while fighting this final form, the boss immediately recovers 20% of its HP; furthermore, the passive effects previously possessed by Delezie are also applied.
- Additionally, if this final form's HP drops below 50% while Hosdig is still alive, the boss will consume Hosdig, recovering an amount of HP equivalent to Hosdig's remaining HP percentage.
- Upon spawning, this final form generates four "Plague Zones"; subsequently, it continues to generate additional Plague Zones in batches of two every 30 seconds.
- Example run:
- Red: Kill Delezie.
- While coordinating the timing for Green to clear Plague Seeds and for Yellow to handle the Tangled Thought, Red takes down the Fused Delezie.
- During the battle against the Final Form Delezie, Red coordinates with Yellow regarding the timing to eliminate Hosdig.
- Should progress become impossible (e.g. party wipe, insufficient damage output, or specific attack patterns), Red may temporarily swap roles by rotating with another party that has Buffer's Awakening skill.
- Yellow: Fight Tangled Thought.
- The recommended order is 12 o'clock (Scream) - 9 o'clock (The End) - 3 o'clock (Disaster).
- Although the Tangled Thought patterns are most difficult in Scream and easiest in Disaster, conversely, the Fused Delezie patterns are most difficult in Disaster and easiest in Scream, so this order is recommended.
- This is because if you fuse Disaster last, you will not have to deal with Disaster as a Fused Delezie. After defeating all Fused Delezie, when Diregie's final form appears, coordinate with Red and go to defeat Horsedig.
- Green: The "clean-up " crew.
- Fight Plague Seeds to supply the raid with Tab keys, ]].
- Clearing Plague Zones, and even stepping in for wiped parties in urgent cases.
- The Green must not mindlessly grab Plague Seeds; instead, they should coordinate with Red and Yellow to grab seeds at critical moments to benefit them.
- When destroying Plague Zones, the top priority is naturally the zone near the island that reduces its HP, followed by the zones scattered by the Tangled Thought that Yellow is currently fighting.
- Since defeating a Tangled Thought removes all plague zones in that area, if it appears the party currently dealing with the Tangled Thought will clear the area soon, saving the Tab key to deal with other plague zones or the next seed is a viable strategy.




























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