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Echoes of War Guide

Echoes of War Guide for Go Go Muffin

Last updated: 20/1/2025

ECHOES OF WAR

Overview

Echoes of War (EoW for short) is an “endgame” raid-like game mode designed to challenge groups of players and their knowledge of the bosses’ mechanics. Similar to the Dragon Bounty game mode, the amount of players that can join the party increases from 4 to 6 players.
EoW has 3 difficulties. Elite, Veteran, and Master. For this particular Echoes, the Revived Sealed Dragon, there are no mechanical differences between the difficulties. Revived Sealed Dragon's stats are increased the higher the difficulty.
EoW is permanent content, and like trials, only needs to be cleared once, at each difficulty, to obtain all rewards. Echoes of War also provides rewards to the whole server based on the amount of parties that have cleared that stage/difficulty.
When cleared, EoW provides many unique rewards. These include Medals, Backgrounds, Icons, Borders, and Weapon Skins. EoW also provides 500 stellarite per difficulty cleared, up to 1500.
Below we breakdown the bosses’ mechanics, what each class should look out for at certain points of the fight, and what players should prepare before trying to clear this raid.

REVIVED SEAL DRAGON

Preparation

Before heading into the fight, there are a couple things the players should prepare and change within their loadouts.
For all intents and purposes, every player should run Turning Point as their 3rd talent tree. This gives the party some breathing room, while giving players time to learn the timing of the raid’s mechanics without fear of having to restart/wipe.
For each difficulty, there are CP breakpoints that we recommend passing before starting a run. Our recommendations are merely the baseline at which the content is clearable, as higher CP/stats will make runs a lot smoother.
These recommended breakpoints vary between roles as they have different objectives to fulfill. Keep in mind that these breakpoints were made with the builds that can be found here, and a different build may or may not need higher CP.

  • Tank/Healer : 650k
  • DPS : 700k
  • Tank/Healer : 900k
  • DPS : 950k
  • Tank/Healer : 1200k
  • DPS : 1150k

Loadout

  • ALL : Turning Point (Talent)
  • DPS : -
  • Tank : Skills (Banner of Courage, War Cry, Stalwart Shield)
    Pet - Blade Hound
  • Healer : Skills (Restoration, Purification (Phase 1), Group Healing (Phase 2), Divine Healing)
    Swap Purification to Group Healing when the boss is transforming to Phase 2

General Strategy

The fight is done in an arena with three sectors. These sectors are marked by the moon, the sun, and the stars symbols.
We recommend designating a specific sector for the party to regroup at after doing every mechanic, as this will help with coordination and certain moves/mechanics. For this guide, we will refer to the Sun Sector for regrouping.

Move List

Dark Gaze

Dark Gaze

A single target continuous damage beam.
This attack can be interrupted if the team deals enough damage. Tanks will need to have taunt up so this attack does not target squishier team members, and use Banner of Courage, Stalwart Shield, and Blade Hound to survive the attack

  • DPS : Burst
  • Tank : Banner of Courage, War Cry, Stalwart Shield, Blade Hound
  • Healer : -

Cursemark

Cursemark

The Dragon reveals rotating rings around its body, indicating where the explosion gonna occur, dealing massive damage to marked sectors. Avoid the marked sector at all costs or suffer -ATK% Debuff.

  • DPS : Move
  • Tank : Move
  • Healer : Move

Ethereal Blast

Ethereal Blast

An AoE Attack that deals damage to every sector

  • DPS : -
  • Tank : Banner of Courage
  • Healer : -

Black Tide Burst

Black Tide Burst

Applies an AoE debuff that deals Damage over Time. The healer should cleanse the debuff immediately after it is applied.

  • DPS : -
  • Tank : Banner of Courage
  • Healer : Purification

Dragon Liberation

Dragon Liberation

A Continuous AoE attack capable of wiping the group. Used once, upon hitting phase 2.

  • DPS : -
  • Tank : War Cry/Banner of Courage
  • Healer : Divine Healing

Corruption

Corruption

Marks every player with a symbol above their head. After a few seconds, will deal aoe damage in a sector that contains the non-matching symbol. The segment AoE inflicts a -ATK% debuff.Move towards the sector that is marked above the player's character model.

  • DPS : Move
  • Tank : Move
  • Healer : Move

True Flame

True Flame

A rotating flamethrower. Once cast, a rotating graphic below the dragon’s body can be seen, The direction in which these arrows point towards and rotate signifies which direction the flamethrower will go towards.
Players should stay on the opposite side of the dragon’s mouth, where the arrows are indicating. This will buy the player time to move between sectors without getting hit. The party should only need to move 4x before true flame ends.
If this ability is cast during the same time as other moves such as “Multi Chaos Fusion”, we recommend standing still and taking one rotation of True Flame as some moves can wipe the whole party. This is another application of Turning Point, allowing the player to survive difficult scenarios.

  • DPS : Move
  • Tank : Move/War Cry/Banner of Courage
  • Healer : Move

Scorched Earth

Scorched Earth

A single target continuous damage beam. If the person targeted stays in one place for too long, Scorched Earth deals an AoE sector-wide damage. The AoE Sector-wide damage occurs every 4 damage ticks from scorched earth.
The Tank must taunt this move, and run to a new sector every 3 damage ticks. Scorched Earth deals massive damage, and All damage reduction moves are needed to survive (Stalwart Shield, Banner of Courage, Blade Hound Activation).
The dragon pairs this move with other abilities, which makes dealing with it troublesome.
When Paired with Corruption, the timing can be tricky. We recommend the tank to move to a sector that is not the corrupted mark, and to wait 1-2 damage ticks before moving to their corruptio's mark, then come back to other sector after finishing Corruption. When Paired with Multi Chaos Infusion, Tanks will need to sit 2-3 ticks before moving out of the designated “Sun” Sector, possibly tanking the AoE sector damage from Scorched Earth to avoid wiping the team with Multi-Chaos Infusion.

  • DPS : -
  • Tank : Move/Stalwart Shield/War Cry/Banner of Courage/Blade Hound
  • Healer : -

Apocalypse

Apocalypse

Similar to Dragon Liberation, A Continuous AoE attack capable of wiping the group.Heal through it with Divine Healing.

  • DPS : -
  • Tank : War Cry/Banner of Courage
  • Healer : Divine Healing

Energy Depletion

Energy Depletion

This happens after Apocalypse, giving DPS burst window because the boss take extra DMG and do nothing. The boss gets an ATK Bonus afterwards.

  • DPS : Burst
  • Tank : -
  • Healer : -

Multi Chaos Infusion

Multi Chaos Infusion

2 Random Targets are marked, signified by the smoke surrounding their character. After a few seconds, these marks explode dealing sector-wide AoE damage. The smoke will reapply to 2 random target once more before they dissipate.
We recommend the group stay in a designated sector, in this case the sun sector. The two marked targets by the smoke need to move away from the designated sector separately. Anyone hit by both AoEs will immediately wipe.
After the explosion, move back to the sun sector. Another two random targets will be marked and must repeat the same mechanic.
If this move occurs during a true flame, we recommend separating from the group and tanking the true flame to avoid wiping the whole group.

  • DPS : Move
  • Tank : Move/War Cry/Banner of Courage
  • Healer : Move
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