RAIDS (wing 5-6-7 PoF Raids)
RAIDS (wing 5-6-7 PoF Raids)
Wing-5 ( W5 ) - Hall of Chains
Back to W5—what was I saying? Right, the atmosphere is amazing, but there’s just… so much content. Honestly, this might be my favorite raid. First, we jump onto a platform, and a lady shows up—Desmina, I think. Anyway, we fight her while the platform edges keep breaking and random mobs keep exploding into our group. That’s where our Push/Kite role comes in—to shove those mobs away from the team. The final boss still chases them, so yeah, I don’t fully understand all the details either.
After defeating her, we mount our steeds and try to reach another platform on an icy path. She follows us, of course, but a few heroes stay with her to protect the group. If we make it, three paths await: right platform, left platform, and a downward-splitting labyrinth of tunnels.
We start on the right—cutting through a nasty zombie mini-boss. How exactly? Hard to explain. The 10-player team splits into two groups of five: five launch balls from below while the other five catch balls above. Picture it—complicated, I know. Once that’s done, we head to the left platform, facing a Mursad-like boss from W4. Slowly chipping him down is key, because he drops balls from above. Each player has a limited number of balls they can catch. If one hits the ground… wipe, you’re done. Balls come fast if you deal damage too quickly, so careful coordination is everything.
Then back to the central platform: split into two groups again, five go to the right lower tunnel, five to the left. Darkness surrounds us—nothing visible. Two players are tasked with lighting the path, shooting balls from above to explode next to minibosses below. Timing is critical: if one boss dies but the other isn’t finished, its health resets, and you’re stuck in a ridiculous loop.
Finally, we reach a gorgeous area—the throne room of Dhumm. We didn’t come for a chat, and he wasn’t waiting for us anyway. The place feels like a carnival: we kill skeletons, which drop balls, which we then use to kill more skeletons. G1 goes up to collect balls, Push/Kite chases mobs. Explosive bombs occasionally hit players, which need careful shoving before they detonate.
And then—out of nowhere—Dhumm rises with his epic armor and hammer: “GET OUT OF HERE, YOU BASTARDS!!!” Tanks block, Dhumm rages, sending everyone flying left and right. If your soul separates from your body, you better spirit-link fast or… well, RIP.
Cutting Dhumm is genuinely endgame content, folks. W5 is a blast, and while I tried to explain it here, you really need to watch videos or practice live in DC with friends to get the full experience.
Wing-6 ( W6 ) - Mythwright Gambit
What’s gonna pop out of the magic lamp? … Hahaha, yeah, people might think W6-7 stories kinda fit together like puzzle pieces, but if you actually look at the roles and mechanics, they’re totally different beasts. That first entrance gives us that “we’ve reached ultimate fantasy rich vibes” moment—but spoiler alert: reality hits pretty fast.
I said this in my last raid write-up about HoT raids too: new players struggle at first, but after some time, they get way better at W1-2-3-4. W5-6-7-8 though… those are a whole different story—mechanics that demand more patience, and while some parts are easy, you really need your team to be on point. Old-school players might not agree, and that’s cool, I respect it.
Where were we? Oh right… we step onto a platform and—boom!—a massive stone golem greets us, kinda like KC from W3 but way bigger. You can only see its head and arms. The rescue team is still looking for the rest, apparently… hahaha, just kidding. Here, we meet new mechanics: some players grab flying shields and swords to dish out the heavy damage and protect the team. The golem tries to squish us with its enormous arms, but of course, with proper mechanics and enough DPS, our crew takes it down.
Next up: sand gates! (Honestly, going through sand gates with Jackal feels sooo satisfying.) After the gates, there’s a tiny little event, then another platform, and bam—we meet the infamous Twin Largos. Our team splits: some go right, some left, battling across platforms while trying to cross a huge pool below. Watch out—platforms keep sinking, so don’t drown. Speed is key. And yeah, those little bosses hit hard, so pay attention to mechanics!
After that, we mount mounts again, run through long corridors, climb stairs, and dodge giant flaming rocks. Hit one of those, and it’s “bye bye, see you in the respawn screen!” You know the drill.
Then, a beautiful door opens, we reach a platform, and wow—stunning visual effects all around. Classic platform fight time with Qadim Papa—our team takes roles like lamb, kite, tank, and boom—the festival begins. The platform’s triangular and hexagonal shapes constantly merging and splitting, fiery patches everywhere, and all sorts of boss AoE damage at first might make your brain short-circuit. Could even scare you a bit. But with an experienced squad and some team coordination, it’s totally manageable. Pro tip: watch some videos beforehand.
Finally, we throw Qadim Papa off the platform. Or does he fly away? Who knows… because the saga continues in W7…
Wing-7 ( W7 ) - The Key of Ahdashim
Qadim Papa ran away… but this time? We’re catching him. No escaping! 🚫
Raids aren’t like fractals or strikes, folks—daily grind doesn’t apply. They’re weekly events. Sure, you can log in every day, but loot drops? Forget about it. Until last year, weekly W1-7 raids were a thing. W7 was the finale. Now with W8, I’m handling it solo here—just our PoF raids. Consider this a little refresher.
Where were we? Oh yeah, Qadim Papa fled. We track him and enter a zone called The Gate. First, we clear it of mobs and tiny Qadims. Then we reach a nicer area with three doors. Right and left doors must be done first to unlock the middle one.
Going right? You meet Cardinal Adina, chilling on a stone platform in a sand pool. Here’s where we learn pylon mechanics. Rocks pop out—step behind them or Adina’s gaze will obliterate you. Mechanics seem easy, but mastering them? Takes some time.
After the right door, we hit the left. This area is way more fun—constantly flying up layer by layer. Cardinal Sabir even throws us around for fun. 😅 This little boss here? Tougher than Adina, they say. Make a mistake? Bye bye. The logic: constant platform combat gives a special kind of fear…
Adina destroys stones under you, Sabir flings you into giant tornadoes—fighting both can be exhausting. After a victorious or painfully stressful run, we wave goodbye to the two Cardinals until next week.
With right and left doors done, we finally tackle the middle door. Mechanics can be explained or watched, but honestly, you won’t feel it until you try yourself. Roles: 3 pylons + tank. Pylon role: manage the three upright stones around Qadim until the boss is taken down.
Compared to W6, Qadim’s mechanics feel like he’s showing off new tricks, just to mess with us. But in the end, he gets what’s coming to him. 😏
Alright folks, any more detailed explanations would just spoil the fun—some things have to be experienced. Play the raid, ask players in chat if you get stuck, watch videos, browse sites like this for tips. Spending a few minutes to learn something new is never a bad idea…
Stay tuned, my dear readers, we’ll meet again in the W8 post! 🎮
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