1.
Legion Raid Guide for Kakul-Saydon Gate 3
he fight here follows a simple idea - two big mechanics and four Mario-typeminigame.
To summarize, each player in the group will get to play one Mario-type minigame,and there are two big mechanics that need to be resolved. One is the Showtime(at 90 HP bars) and the other is the Bingo Board (at 0 HP bars).
You have 12 minutes for the whole fight except Bingo which has a separatetimer.
2.
Kakul-Saydon Party Setup
A support class such as Bard or Paladin is recommended in any setup. As forthe other three players, anything goes. Mobile and ranged classes have aslightly better time getting high uptime on the boss.
3.
Kakul-Saydon Gear Requirements
DPS checks are not very strict, so completing the raid with an item levelof 1475 is possible.
Four level 3 engravings, level 3 and 4 tripods and a mix of level6 and 7 gems are sufficient in order for you to fine and feel goodinside the raid.
As for card sets, the Lostwind Cliff set is a good choice assumingyour class benefits from the crit rate. If not, anything else that bringsvalue, such as HP, will do fine. Kakul does not take extra damage from Lightsources, so the Light of Salvation set does not help here.
4.
Kakul-Saydon Gate 3 Consumables
Bring Elemental HP Potions and, based on what you feel is missing, you canequip a Time Stop Potion, Wind Robe,
Dark Grenade,
Adrophine Potion or Stimulant.
5.
Kakul-Saydon Positioning
No traditional positioning is needed. Instead, deciding who is goingto do a specific Mario game is important.
6.
Kakul Saydon Gate 3 Mechanics
6.1.
First Mario Game
Same as with all Mario minigames, Kakul starts casting a Pentagram shapedarea which does no damage but symbolizes the start of the mechanic. The mechanic willhappen at 152 HP bars. This is how the start of the mechanic looks like for every Mario game:
The player assigned to the first Mario game should have their gauge filledto at least 50% and be ready to transform themselves into a clown by fillingup the gauge to full. Transforming to a clown is the only way to enter thepink portal which appears in the middle of the room, teleporting them to theminigame. The markings on the ground do not hurt you, but the pink portal area in thecenter does:
A couple of things worth noting right before entering the portal:
- When you transform into a clown to enter the Mario game, it would behelpful if you can throw a bomb (skill Q as a clown), either on the flameturret or the boss, so that your group members get a damage boost whileyou are away.
- The skill on E by default, leaves a gift on the ground which can bedestroyed and the closest players receive a gauge decrease. This is alsohelpful in some situations and very easy to do as you enter theportal.
The flame turret is a good way to gain the rest of your clown gauge, butneeds to be destroyed after Mario starts as it moves around and might causeproblems for the people left in the arena:
The moment a player enters the Mario game, another player at randomreceives a symbol on top of their head and has to call out it’s color (orsymbol if you are color-blind) to the player inside the Mario game.
6.1.1.
Mechanics for Mario Player
The point of the Mario game is to destroy three of the correct colored balls.This lifts the curse from the player outside. If you don’t kill three ballswithin the given Mario time, the player with the debuff dies. If you do notexit the Mario game in the given time, you die.
Here is an example of a full Mario 2 mini-game including the pre-entermechanics:
6.1.2.
Mechanics for Players Outside
Having that said, every time a Mario game takes place, the other threeplayers have to do their share of mechanics in the room.
One player at random gets imprisoned and is unable to move, while a slowmoving blade is coming towards him.
The remaining two players have to then run to the other side of the room,avoiding various obstacles in the way, and deplete an easy stagger bar on Kakul.The obstacles thrown at you are determined by which Mario game you arecurrently dealing with.
- During Mario 1, the dangerous objects are spinning blades that one shotyou. The goal is to stagger Kakul.
- During Mario 2, the dangerous objects are hooks which drag you to theedge of the room but do not kill you. The goal is to stagger Kakul.
- During Mario 3 the dangerous objects are hooks and blades. The goal is tostagger Kakul.
- During Mario 4 the dangerous objects are hooks and blades. The goal is tocomplete two typing tests similar to Vykas G3 (one for each player), and thenstagger Kakul.
Players who are free during Mario 4 will find two levers next to Kakul, onebelow and one above him. If you get close enough to a lever,you receive a typing test, after which you need to interact with that level.The player assigned to the top lever should try to avoid getting close tothe bottom lever (picture below) because they too would be given the sametyping test, and that will just consume more time.
Here is a full video example of the above mechanics during a Mario 3phase:
Feel free to practice your Mario game in Trixion by talking to Beatrice.All four versions can be practiced here.
6.2.
Second Mario Game
At 125 HP bars you will encounter the second Mario mini-game.The idea and mechanics leading to it, are the same as with all other Mariogames, but the actual mini-game is different. This one is the secondeasiest.
6.3.
Showtime
At 90 HP bars Kakul goes to the middle of the room and starts a series of chaotic andexplosive events. The easiest way to deal with this mechanic is gathering up at the Southpoint of the map and start walking together either clockwise orcounterclockwise based on the direction he starts shooting the firstmachine gun. In this example, we walked counter clockwise:
An easy way to deal with this mechanic is to use the Sidereal skill Azenaand Inanna after you reach North and have to start going towards the insideof the room. She negates most of the damage you take, cleanses your clown gauge andheals you.
A very important part of the Showtime mechanic is destroying the two largebombs by aiming the yellow cone telegraph towards them:
The first bomb spawns randomly, and the cone telegraph also randomlytargets a player, so be on your toes for this part otherwise it is awipe. The second bomb spawns on the opposite side of the first bomb, so it iseasier to notice.
After you destroy the bombs, you gather together at your desired point andstart running as a group either clockwise or counterclockwise.
This is the last part of the Showtime mechanic, where you need to outruntarget shaped red telegraphs and yellow orbs which chase you for a while.
Stacking together helps with having a clean path to run, but pay attentionto everyone's movement speed as leaving someone behind may result in themstepping in your red telegraphs and dieing.
Dealing with Showtime patterns requires practice and quick fingers, howeverthey are not hard to deal with even on your first attempts as long as youkeep running.
Here is a full example of a Showtime mechanic:
At 79 HP bars you will encounter the third Mario mini-game.The idea and mechanics leading to it, are the same as with all other Mariogames, but the actual mini-game is different. This one is the hardest one tocomplete.
6.5.
Fourth Mario Game
At 52 HP bars you will encounter the fourth Mario mini-game.The idea and mechanics leading to it are the same as with all other Mariogames, but the actual mini-game is different. This one is the longest one tocomplete.
6.6.
Bingo
Last phase of the fight begins when Kakul has just a sliver of health left.The room turns into a checkerboard and the goal is to create enough Bingo lines to kill Kakul.Six bingo lines will deplete his HP, but you can also use regular skills tospeed up the process. There is a 14 hour timer for this fight, so no rush at all!
The room starts with two white skull symbols on the ground, which will beyour starting point leading towards bingo lines. The starting locations are always random.
A bingo line is any edge-to-edge line of skulls. It can be vertical,horizontal or diagonal. Five white skulls in a line creates a bingo line which deals damage equalto 10 HP bars. You create these lines with the help of a bomb, which a random player gets atcertain time intervals.
The targeted player moves to the desired cubicle and leaves the bomb thereto explode:
Bombs create five white skulls in a cross shape upon explosion. So placingthe bombs strategically in order to create a full line is important.The rule here is that every third bomb should always create a Bingo. If itdoes not, the raid wipes. Having that said, you can create a bingo any other time,as long as the third, sixth and ninth bomb spawned create a bingo line.
All skull tiles fill up your clown gauge very fast so try to avoid stepping ontop of them.
During the bingo mechanic, Kakul still does some of the mechanics fromprevious gates, such as yellow spew, a gate 1 version of the laser, etc., butalso a few specific mechanics such as a fear marked with purple mist towardshis front.
Another Bingo stage mechanic is the hammer:
This will spawn one or more giant hammers at the edge of one of the rows,and show an arrow pattern where it will hit. Stay off that row as it willkill you.
7.
Kakul-Saydon Gate 3 Side Mechanics
Starting with 180 HP bars, all the way to 0 bars, you will also encounter avariety of other mechanics.The ultimate goal would be to avoid getting clown gauge unless it is yourturn to enter a Mario game. Here is a list of possible mechanics:
7.1.
Statues:
These two statues are immobile and persist until you kill them. While theyhave a white glow, any player inside them gets clown gauge, so a good wayto get some extra if you need it. While they do not have a glow, you may getnear them without any harm.
Make sure to only leave them in the room if you need them, otherwise you candestroy them as soon as they spawn because after a while they explode for alot of damage and have a large explosion range. Clear these up especially before a Mario phase.
7.2.
HP Swap
If your damage was too low during a specific period of time, party memberscan get a 15 second debuff, which upon expiration, swaps your missing HPwith your current HP. Ideally, you would have very few HP when the buffexpires.
A good way to lose HP is to sit on the edge of the room in the moving flameanimation.
7.3.
Rainbows
Kakul goes to the middle of the room and a series of rainbow colored stripesappear. They appear either twice in a row, or four times in a row, in quicksuccession. There are free spaces in between the rainbow stripes.
7.4.
Silence Phase
7.5.
Fire Portals
Kakul breathes fire and several other flamethrowers and fire rings appearon the map for a short duration. They are not very harmful but do give youclown gauge and a ticking debuff.
7.6.
Blue Telegraphs
Kakul disappears and waves of blue telegraphs start appearing on theground:
Kakul comes crashing down with a three line telegraph, then disappearsagain to spawn more blue telegraphs.
This happens three times during the same mechanic, only the third time hedoes a large yellow telegraph with small safe areas in between the pizzaslices:
7.7.
Split
Kakul splits in two and each clone targets one player with a crossshaped telegraph that follows them.
Try to stand still until the telegraph lines turn dark orange and thenwalk or dash out of it.
7.8.
Laser
Kakul begins charging a laser telegraph which spins 180 degrees:
The laser always spins towards the direction of his higher shoulder,because as he is charging it, he leans on the weapon side:
Getting hit by it will stun you for a long time. You can avoid the stunby using skills that give you immunity, but it is easy to visuallypredict the direction and simply move away.
8.
Changelog
- 03 Oct. 2022: Guide Added
Show more
Show less