TERA Bathysmal Rise Dungeon in Detail

TERA - Exclusive 2 - EN


With this article, we’ll provide you with details regarding the 5-player raid Bathysmal Rise to be introduced to TERA with the expansion Fate of Arun, which sort of enemies await as well as their abilities. We also recorded a video all through the exclusive press walkthrough that the En Masse team invited us to attend, which you’ll be able to watch further below.

The Bathysmal Rise dungeon as such is kind of an ancient underwater complex/ city and it didn’t take much time for us to reach the first sub-boss Mephisis, a particular mob in the form of a colossal livid turtle that had some intriguing tactics such as area attacks that players are able to try and evade when the targeting reticule appears on the ground. However, he mainly relies on collapsing some rocks at the opposite end of the battle area to release a harmful smoke that pretty much sends players tripping out, which triggers an amazing visual effect making it hard for players to move, focus or target anything. In order to lessen this effect, our guides told us to hurry over to the rocks to interact with them (F), closing the hole the gas is escaping from; and so we voluntarily did. Initially, we regrettably went to the wrong area when the rocks collapsed, then struggled to interact with them properly (our fault) causing the death of our Priest... not our finest hour, but we luckily managed to get back on our feet and stand out victorious in the battle.



We continued our way, fighting through a multitude of easy-to-finish mobs in the shape of starfish-type creatures, giant hermit crabs and jellyfish, which we had to bring down before reaching Tantibus, the second particular mob that basically was part Angler Fish part every other hideous aquatic creature you might find at the bottom of the ocean. This one was biased to poisoning players in order to inflict damage on them and make them lose control of their character, and the sole means for clearing this effect was swimming in the pool of cleansing situated at the centre of the arena (we were cautioned not to die in that pool as our Priest couldn’t swim and cast the necessary resurrection spell to bring us back if we did, so best not to fight too near it).

Having defeated Tantibus, we had to pass through the dungeon to our next area, which we had to solve a puzzle encounter for: 3 spheres had to be attacked at the right time – we can’t imagine how players would necessarily know this when arriving for the very first time - and the En Masse team predicted terrible things to happen in case players destroy the wrong sphere. This issue fortunately wasn’t ours and thus we were able to easily advance; still it was nice to see a thinking puzzle challenge within the dungeon.

In order to make it to the final boss, we had to battle through a plethora of additional mobs, as the path was lined with large object that looked like urns that electrified djinn/ genies would appear from to randomly attack anyone nearby unless a player interacts with their urn, having them switch to their side so that they instead turn against the other enemy mobs.

When we eventually reached the end boss, this turned out to be the exact weapon the Arch-Deva are seeking control of. Named Fulminar, this enormous construct has recourse to an immense array of attacks to severely punish poorly prepared groups. This particular boss has enormous rotating pizza cutter discs to continuously attack with, occasionally opening up with an extremely powerful frontal attack allowing him to wipe out anyone in the area who’s a bit on the rather defensively weak side, e.g. Archers and Sorcerers… In addition, he sporadically summons electrifying orbs of light that will stay in place and continue to attack the player group unless they are dispatched and are able to fill up the whole area in a jiffy if not dealt with. Moreover, Fulminar would occasionally perform some massive attacks such as the spinning pizza cutter discs that would spin across the full length of the area, the projected path these discs would fire across highlighted on the floor to allow players to try and dodge them.

His worst attacks (and by worst we mean for us personally...) was an attack that would knock everyone flying away from him, as far as the other side of the arena if you weren’t careful of your positioning, and then quickly summon a tide of water into the room forcing players to rush back to him as quickly as possible before the water hit and instantly killed them. We died many... many... many times. The battle itself went on for well more than 30 minutes and we still hadn’t got him lower than 30% health, which made Patrick opt for wrapping up with an insta-kill to show us the fruits of our labour.

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