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The 10th Angel (EoB) Guide for Go Go Muffin
Last updated: 1/7/2025
Echoes of Battlefield is a time limited Guild-Event that allows
players and their guilds to test their coordination, patience, and
mechanics. This special round of Echoes of Battlefield is a
EVA-themed boss that features ‘The 10th Angel’ wreaking havoc with
it’s AT Fields and Sector-Wide attacks, leaving parties tumbling and
dodging for their lives.
Players in this gamemode are able to freely pick and swap their class
of choice at any point within the event. This event features Fixed Level
Characters, meaning all Players and Classes sport the same stats while
in the event stage. This lets players experience other classes and allows
for more in-depth strategizing.
The event also features a new system that we will coin “Bonus Buffs”
that allows players to gain extra effects/modify their skills to their
advantage.
All in all, these changes allow a fair competitive environment while
expanding it strategically.
In this quick guide we'll be breaking down the obtainable rewards, Optimal
Class Compositions, Builds, Bonus Buffs, and the boss' mechanics.
There is a great bounty and glory for those who want to compete in
this game mode. There are the rewards which come from clearing for
the first time, and Glory for those wanting to chase the
Leaderboards.
Completing this event for the first time awards the player with 500 Stellarite,
10 CC4 Skill Summons, 3 Melomon Summon Selection, 3000 Basic Resonance
Stone, and 1000 Ringed Leaf.
During the first and subsequent clears, The player is eligible to be
put into two Leaderboards. The Guild Leaderboard, and the Adventurers
Leaderboard. Both of these leaderboards are cross-server, based within
the same region.
First and foremost, players are only eligible to rank within the
Guild Leaderboard when all participating party members belong to the
same Guild. Only the fastest clear time is registered within the
Guild Leaderboard, representing their Guild.
Guilds ranging in the top 1-200 are rewarded with cosmetic rewards. These
cosmetics have small distinctions based on the specific ranking of the
party. These changes appear in brackets listed below.
Rank | Reward |
---|---|
1-10 | Guild Banner (Peerless Climber) |
11-50 | Guild Banner (Pierce the Firmament |
51-100 | Guild Banner (Tempest of Blades) |
101-200 | Guild Banner (Valor's Anthem) |
2 Parties Cleared Challenge in Guild | Guild Banner (Iron Heart) |
Within the Individual Leaderboards, all parties participating are
entered and recorded based on their fastest clears when running with
any team. This leaderboard does not provide any ranked rewards,
though acts as a record for those who have cleared it before.
This leaderboard also provides some rewards to the whole regional server
based on how many unique parties have cleared the Echoes of Battlefield.
Rewards are unlocked at 1, 5, and 10 unique party clears.
Number of Party Cleared | Reward |
---|---|
1 | 100 Stellarite 100 Runes 10000 Gold |
5 | 300 Stellarite 20 Recharge Crystals 50000 Gold |
10 | 3000 Stellarite 5 Melomon Summon Bell 100000 Gold |
1 Recharge Crystal - 50 Purchase Limit / 20 Leaves per Purchase
1 Melomon Small Puzzle Box - 4 Purchase Limit / 250 Leaves per Purchase
1 Benevolent Beast Point Card - 4 Purchase Limit / 250 Leaves per Purchase
1 Imagine Reality - 2 Purchase Limit / 250 Leaves per Purchase
1 Myth Experience - 2 Purchase Limit / 250 Leaves per Purchase
500 Memory Essence - 5 Purchase Limit / 2500 Leaves per Purchase
1 Inspiration - 10 Purchase Limit / 2500 Leaves per Purchase
100 Star EXP - 5 Purchase Limit / 3500 Leaves per Purchase
200 Pet Food - 5 Purchase Limit / 3500 Leaves per Purchase
200 Basic Resonance Stones - 5 Purchase Limit / 3000 Leaves per Purchase
We recommend players to spring for the Melomon Small Puzzle Box
Selectors as they are quite limited in availability and the other
items in the shop are common rewards within other systems / events.
Players can opt to go for the Benevolent Beast Point Cards if they do
not need the extra melomon shards, as is the case for some spenders.
The Fluttering Leaf Items are too overpriced compared to their value.
Players may find some use out of Inspiration and Basic Resonance Stones
only if they have a massive surplus of Fluttering Leaves.
If the player does not have much excess leaves, do not touch this portion
of the store.
Before Heading into battle, having a proper team composition and the
right skills equipped is paramount when trying to clear this
content. All characters and classes in this gamemode are CC3 Level
135, although stats reflect the characters being around CC0. They
also have a predetermined Pet / Melomon. Players are able to adjust
their Tactical Skills and Passives to maximize their damage.
In terms of Team Compositions, we recommend running with 1 Healer, 1
Tank, and 2 of any DPS. This boss requires Healers for their use of Purification
to cleanse the DoT and Divine Healing to survive boss's wipes, while
the tank's purpose is to absorb the bosses' high single target damage
without getting one shot.
All players come pre-equipped with Turning Point allowing for some mistakes
while learning the mechanics.
A Standard Composition for this fight would be 1 / 2 / 1, or 1 Tank,
2 DPS, and 1 Healer.
This composition allows the players to safely engage with the 10th Angel
and can easily draw its attacks to the places where the party wants them
to be, due to the tank’s taunt mechanics.
A Speedrun Composition will comprise of 0 / 3 / 1, or no Tank, 3 DPS,
and Healer.
This composition will deal much more damage when compared to the above
but will require tighter mechanics due to not having a dedicated tank,
needing to make sure the healer has Divine Barrier to block the Tank
Busting Attack.
Every Class Type (Tank, Healer, and DPS) can equip 1 of 3 special
buffs that can modify skills to provide extra effects, or provide
buffs when certain conditions are met. These bonus skills will aid
greatly with clearing, making runs much faster / safer when utilized
properly.
Below is a list of Bonus Skills each Class Type can equip.
Name | Effect |
---|---|
Eternal Guardian | The Guardian effect can be applied to all allies, Upon casting Guardian, gain a shield equal to 25% of the Max HP, but reduce DMG dealt by 50% for 10s. |
Tactic Shift | If no sector movement occurs for 3 seconds, gains 1 stack of Assault, which increases DMG dealt by 10%, up to 4 stacks. Each sector movement reduces 1 stack; each sector movement grants 1 stack of Guard, which reduces all DMG taken by 5% for 3s, up to 4 stacks. |
Assault Signal | During the duration of Banner of Courage, increase all allies’ ATK by 5%. For every ally that casts a team-wide buffing skill in this duration, all allies’ ATK is further increased by 20%, but also increases the cooldown of Banner of Courage by 5s. |
Name | Effect |
---|---|
Light of Redemption | While Self- Discipline is active, when an ally receives a lethal hit, survives with 1 HP and gain a shield that absorbs damage equal to 30% of their Max HP for 15 seconds. This effect can only be triggered once per instance of Self-Discipline, and when activated, reduces the DMG dealt of the ally affected by this skill by 40%, persistent until the end of Self-Discipline. |
Tactic Shift | If no sector movement occurs for 3 seconds, gains 1 stack of Assault, which increases DMG dealt by 10%, up to 4 stacks. Each sector movement reduces 1 stack; each sector movement grants 1 stack of Guard, which reduces all DMG taken by 5% for 3s, up to 4 stacks. |
Holy Repulse | When providing Healing Effects to allies with more than 90% HP, deal True DMG to all enemies equal to 800% of the healing amount. |
Name | Effect |
---|---|
First Aid Potion | When the player’s HP falls below 30%, the player consumes a Healing Elixir, reducing DMG taken by 40% and restores 4% of max HP for 15s. However, the player’s DMG dealt is reduced by 50% during the recovery period. Each trigger puts the Healing Elixir in a 30s cooldown. |
Tactic Shift | If no sector movement occurs for 3 seconds, gains 1 stack of Assault, which increases DMG dealt by 10%, up to 4 stacks. Each sector movement reduces 1 stack; each sector movement grants 1 stack of Guard, which reduces all DMG taken by 5% for 3s, up to 4 stacks. |
Vengeful Wrath | Every 10 seconds, increase all DMG dealt by 2% and DMG taken by 5%. Up to 10 stacks |
With all of these factors at play, below are builds that fulfill the required mechanics while maximizing damage. Keep in mind that only one DPS will need to carry interrupt so be sure to coordinate within the party.
Tank
Healer
Healer (Hybrid)
Swordbearer (DPS)
Wayfarer
Scholar
Shadowlash
Acolyte (DPS)
Below are the recommended Skill for the roles :
Role | Mandatory Skill | Bonus Buff |
---|---|---|
Tank | Stalwart Shield, Taunt | Tactic Shift (Buff 2) |
DPS | - | Vengeful Wrath (Buff 3) |
Healer | Purification, Restoration | Tactic Shift (Buff 2) ) |
In terms of DPS Compositions, Eagle Eye and Nightweaver reign supreme as the top choice for the highest output out of the 5 classes. Swordmaster is overshadowed by the other two options, and Archmage does not have the correct passive equipped for dealing damage, making her obsolete. Thaumaturge has fairly high DPS but is a lower priority when compared to the aforementioned classes.
Molten Seal Dragon only have one phase, the players will have to familiarize themselves with to triumph against this boss. These movesets are explained in the order that the player will encounter them, leading to a smoother learning experience.
The Mechanics within this fight are quite simple. The fight takes
part within a circular arena, where the players can move around and
dodge the bosses’ attacks.
The 10th Angel’s Attacks are all Sector-Based, meaning all if not most
of them can be dodged by moving.
The goal within this fight is to dodge and move together with the team
to avoid overlapping attacks over multiple sectors.
Players will want to move in groups of four, to bait Reject-Type Offense, making the boss use Circular Destruction less.
TL;DR Pick a direction to move and move as a team of four.
For a more in-depth breakdown, check out the boss breakdown below.
Reject-Type Offense
The 10th Angel will form an AT Field in Sectors with more than 2
players, isolating damage. Players in this Sector will have their
attacks weakened by 100%. Afterward, the angel will cause the
field to crush forward, dealing massive damage to all targets in
that sector.
Players should stay in groups of 4 and avoid the move so that damage
is not reduced by 100%, to prevent the boss using harder move such
as Circular Destruction.
Terror Pressure
A terrifying aura from another world causes nearby targets to
suffer continuous internal bleeding; all players lose 5% of the
max HP per seconds, stackable and can be cleansed.
Healers will need to bring purification to cleanse this ongoing effect.
Laser Blast
Casts Laser Explosion on the current target, dealing massive
damage.
Tanks will need to use Stalwart Shield during this effect to reduce
incoming damage. Teams with no tanks will need to bring a healer with
Radiant Barrier to block the one shot.
Circular Destruction
The 10th Angel spins to attack surrounding sectors, dealing
massive damage to affected targets.
Stay in the safe spot, and move together towards a certain direction
indicated around the boss.
Rending Shock
Locks onto a random direction and begins charging, then unleashes
a shockwave that deals massive damage to all targets within that
sector, and applies 10 stacks of bleed. Bleed deals massive damage
over time and can be cleansed.
This attack is randomly deployed in one direction and should be dodged
easily.
Homing Crush
During Recitation, randomly locks onto 1 to 2 players. When
Recitation ends, forms an AT Field above their current position,
then rapidly crushes onto the ground, dealing Lethal damage to
targets in the sector. IF a locked player moves any 1 random step,
they will be tracked again, and a new AT Field will form above the
new position for a second crush. Sectors crushed by an AT Field
leave behind a shockwave that continues to deal damage for 9s.
Players should position themselves together in one sector, and move
together to avoid spreading too much DoT behind (at most 2 if done
correctly).
Core Weakness
When HP drops to %, the 10th Angel becomes disabled and its Core
can be attacked. If the core is broken, the body will be knocked
back. IF the core is not broken, the body will recover 10% hp
within 15s. The core can only be attacked from the sector directly
in front of it.
Players should position themselves in front of the core right before
the boss’ HP drops below to 1% to instantly knock it out.
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