1.
Vykas Raid Structure
Vykas has three gates, each of them requiring eight players and an item levelof 1430 for normal mode, or 1460 for hard mode. This is a weekly cooldowncontent and the entry count resets every Wednesday.
As with all other Legion Raids, your progress is saved after completing agate, so you can stop the run and re-enter at a later time, continuing fromthe gate you were left off at.
Assuming you have the item level required, you can also mix and match thedifficulty of the gates, as you can choose to do one in hard mode and theother two in normal mode, or vice versa.
1.1.
Party Setup
As with all other harder difficulty content, having a Bard or a Paladinmakes things smoother.
For normal mode, you do not need any support classes as longas the group performs each mechanic perfectly.
For hard mode, a support class in each group is a great addition,especially during Gate 3 where there is a higher chance that a few mechanics,such as the typing test, can have mistakes where a support can carry through use of theirAwakening skills.
As for DPS synergies, anything goes. Crit synergies are always great(Gunslinger, Deadeye, Arcanist), but my recommendation is to get at leastone class with a Stagger buff such as Scrapper, Artillerist, or Destroyer,as it might prove to be useful during Gate 1 and Gate 3.
2.
Vykas Gate 1 Overview
During Gate 1, we will be fighting the Nightmare Morphe and the Incubus Morphe.
For the first 5 bars of health, both parties are together, fighting theIncubus Morphe, after which, each party gets teleported to fight one of thetwo bosses until the party swap at 30 bars on each side.
The suggested battle items for Vykas Gate 1 is listed below:
- Useful battle items are Time Stop Potions,Whirlwind Grenades, and the Swiftness Robe orMarching Flag.
Upon completing Gate 1, you will be presented with specific loot depending onwhether you have done the fight on normal or hard mode:
- Normal Mode Gate 1 rewards
- One Relic Accessory
- Two Covetous Fangs (Legendary Material)
- One Covetous Wing (Relic Material)
- 500 Gold
- Hard Mode Gate 1 rewards
- One Relic Accessory
- Two Covetous Wings (Relic Material)
- 1,000 Gold
The bonus chests from each difficulty are listed below:
- Normal Mode gate 1 Bonus Chest (Costs 400 Gold)
- One Relic Accessory
- Two Covetous Fangs (Legendary Material)
- One Covetous Wing (Relic Material)
- 300 Guardian Stone Crystals
- 150 Destruction Stone Crystals
- 480 Honor Shards
- Six Great Honor Leapstones
- Hard Mode Gate 1 Bonus Chest (Costs 700 Gold)
- One Relic Accessory
- Two Covetous Wings (Relic Material)
- 480 Guardian Stone Crystals
- 240 Destruction Stone Crystals
- 1,200 Honor Shards
- 10 Great Honor Leapstones
Note: If a mechanic is scripted to happen at specific health thresholds, it will be listedunder the description of that mechanic. Depending on the damage of the group it ispossible to push Vykas lower before the mechanic happens.
2.1.
Pre-fight Preparation / Positioning
There are two mechanics that require player positioning, Portals and Memorygame.
Prior to the fight starting, assign one player from each group to 11 o’clock,1 o’clock, 5 o’clock and 7 o’clock.
3.
Major Vykas Gate 1 Mechanics
During Gate 1, the two groups of players get randomly teleported to one ofthe two bosses:
- Nightmarish Morphe, where the room has a blue tint to it and the telegraphsare a blue-ish purple.
- Or the Incubus Morphe, where the room has no color tint and the telegraphsare mostly red.
The leadership of the raid should be passed to someone that is fighting theNightmare boss, so they can use the Sidereal skills on it. The reasoning for thisis that the fight starts with both groups on the Incubus boss at60 bars, and upon getting it down to 52 bars, the group split occurs. Thegroup that remains on the Incubus side already has a 10 bar head startcompared to the group who gets teleported to Nightmare, which starts againfrom 60 bars, but with only four players.
Upon both bosses reach 30 bars, the groups swap locationsautomatically, resulting in each group fighting both bosses regardless of starting point.
All of the important mechanics happen on the Incubus boss, but for the partyfighting Nightmare, it is important to remember that the dotted purpletelegraphs on the ground are safe zones, while the seemingly “safe” groundis the dangerous one - this is a mechanic you will get used to rather fast.
In the order of appearance, here are the important mechanics:
3.1.
Portals
For the first wipe mechanic, you will need to assign each player in aparty to one of the four spots - 11 o’clock or top left, 1 o’clock or topright, 5 o’clock or bottom right, and 7 o’clock or bottom left.Both parties should have this assignment as you never know which one willneed it.
At around 49 bars, Incubus will teleport to themiddle of the room and a bright white telegraph appears underneath him.
Each player needs to stand inside the telegraph and wait out the followingexplosion:
While inside the white telegraph, go to your preset positions, at 11, 1, 5,and 7 o’clock. After the explosion, each player should move out to their designated locationwhere you will see a small portal and a telegraph near it. There are four portalsand four telegraphs, one for each player.
A moment later, a moving ball will spawn from the telegraph, and the portalwill glow with a specific color. The goal is to lure theball into the portal when both colors match,without touching the ball yourself.
Each of the four balls spawns as red, changing color every 2 seconds in apre-set pattern. The pattern is red → blue → green →white → black → and then red again as the pattern resets.
Each of the four portals, however, can be one of the two colors.
- The portals at 5 and 11 o’clock can spawn either blue or black.
- The portals at 1 and 7 o’clock can spawn either red or green.
- In hard mode, the portals do not have a predefined spawn color.
In the video example below, I am assigned to 7 o’clock, and the portalspawns as red, which means I can position myself in between the portal andtelegraph, and run straight down because I know the ball always spawns asred.
However, for the sake of demonstration, I am taking the long route, andbasically kiting the ball one full cycle, from red back to red and thenluring it into the portal.
Make sure to be ready to take your ball when it spawns. If you are too far,it will decide on another player, and you can not take it back.
Take your time kiting if you need to. You can easily do a full cycle andreturn to the portal. While you kite, keep in mind that the player next to you might also needsome space to kite theirs, so do not get uncomfortably close to them. You cannot walk through the portal, so you will need to get around it.
3.2.
Memory Game / Blue and Black Orbs
At around 36 bars and again at 14 bars, Incubus teleportsto the middle of the room and pulls blue beams of energyto him. After which, a stagger check begins.
Depleting the stagger bar is relatively easy but you can use aWhirlwind Grenade if needed, and afterwards each player gets assignedone of the two colors at random - black or blue, displayed by a round markabove their head like so:
A moment later, the memory telegraphs start spawning in the four corners. Thepicture below shows the first spot for each pattern.
The circles on the ground can either be black or blue, and they spawn in apattern that you need to memorize. Here is an example video:
Black telegraphs always spawn at 1 o’clock and 7 o’clock, while bluetelegraphs always spawn at 5 o’clock and 11 o’clock. This makes it easier todetermine where your starting point is based on what buff color you have ontop of your head.
In the video example, I have a black buff, and since I was previouslyassigned to 7 o’clock for the portal mechanic, I am keeping my spot there forthe sake of consistency. The player on top of me, at 11 o’clock, has a blue buff, which is also greatbecause blue balls start spawning at 11 o’clock. The two players on theright side of the screen need to swap their position, because theplayer at 5 o’clock has a black buff, and his first ball spawnsat 1 o’clock.
After a few seconds, the big balls startshooting from the edges of the room towards the boss.Your goal is to intercept the balls that correspond with the color of yourbuff. The trajectory of the balls coincides with the telegraphs we had tomemorize, so those are the spots you need to pass through.
Each player has five balls to intercept, but in normal mode, you can miss fourballs per group and still survive the mechanic.
Here is a video example of the full mechanic:
After successfully completing the mechanic, Incubus will begin casting alarge red telegraph that does not deal damage to your party, but instead to theparty fighting Nightmare. The Incubus group will need to communicate the location of thistelegraph to them so they can avoid it. The telegraph can either besafe outside or safe inside.
The following image shows a “safe outside” for the other group.
Safe inside (for the Nightmare group) looks like this:
It is easier to do this mechanic when only caring aboutyour own color and pattern on the ground. For example, if you have blue above yourhead, it should be known that you need to be at 5 or 11 o’clock. It is unnecessary to lookat the other two spots as there is nothing you can do to assist them in any way.
The only thing you should care about is not going on top of the other player with thesame color that you have. The choice is 50/50 and can be made very easily,as you only have to choose one spot out of the two possible and walk ordash there.
Memorizing the exact pattern is really not mandatory. You can also play itbased on reaction because the ball has quite some traveling time. Do notworry about what other players are doing because if everyone is doing itcorrectly, you will not collide with each other.
4.
General Vykas Gate 1 Mechanics
Besides the mechanics mentioned above, there are a variety of other, lessharmful ones.
4.1.
White Safe Zone
At around 25 bars on the Incubus side, the boss willteleport to the middle of the room and starts casting a large purple AoEtelegraph. This does not deal damage. Right after finishing this cast, four largecircles appear on the map in visual range, and three of them are darker, whileone is white. You need to tell the Nightmare party, which cardinal point hasthe white one as they will see them too, but all four will be dark on theirside.
4.2.
Pizza attack (hard mode only)
This mechanic can happen at any amount of HP bars, and it is a miniatureversion of the pizza mechanic during the guardian raid Velganos. Both bossescan perform this, and they teleport to the center after which they begin tocast a large AOE with a safe zone inside.
When the AOE explodes, 4 purple balls spawn at the boss’ location and theychase each player in the group.
You need to quickly move towards the edge of the room at the positions youdecided for the portal mechanic for example, and only then, allow the purpleball to touch you. Upon impact, a whirlwind and a light yellow pizza slice iscreated on that spot.
The whirlwind’s spin direction indicates where the next safe pizza slice isgoing to be, while the existing pizza slice indicates your starting point.The goal is to step in each safe pizza slice as it spins around 3 times. Atthe end of this mechanic, the goal is to get a buff called “Shield of Light”,assuming you took the buff from stepping on each golden colored pizza slice:
Here is a video example of the mechanic:
5.
Other mechanics in Gate 1
5.1.
Stripes followed by large frontal AOE
Incubus Morphe starts channeling three red colored stripes in front of him:
This is always followed by a large AOE towards his front with a safe zonebehind him. The frontal AOE does a lot of damage so you can easily juststart moving behind once you see the stripes:
5.2.
Circular AOE and blue pizza slices
Incubus Morphe shoots blue bullet shaped energy from him, then casts an AOEaround him marked with red, followed by blue pizza slices.
There are safe zones in between the pizza slices, but a timely shield fromyour support can block most damage from the red AOE.
5.3.
Group Swap
At 30 bars on each boss, the groups will swap places, so the players fighting theNightmare get to fight the last 30 bars of the Incubus and vice versa. Whenthis swap happens stay away from the center of the room as each boss willcast an explosion.
6.
Changelog
- 16 Jul. 2022: Guide Added
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