Elemental Bomber Anton Raid Guide (Updated for Infinite Patch)

Discussion in 'Elemental Bomber' started by The Winged Professor, Oct 6, 2016.

  1. The Winged Professor だが断る!

    After running Anton Raid for about a few weeks and finally having run all positions, I thought this handy dandy guide would be pretty good. This has updated for Infinite since Elemental Bomber now has a total of 3 holding options. Egene bait method has also changed.

    Optimization Information
    Most important stats to optimize in order are: M. Crit, Elemental Damage, M. Attack, Int.
    You also want to make sure you cover all the basic damage modifiers. They scale well with Crusader.
    M. Crit
    Getting Crit to 97% is the most efficient way to raise your overall damage. Elemental Bomber is strongest as a burst oriented class, so you want to make sure all your burst skills always crit.

    Elemental Damage
    High amounts of elemental damage matters a lot when dealing with setups that involve additional ele damage: IE- Gracia and Dark Gothic + Rabinetta.

    M. Attack, Int
    Unlike F. Mage, Elemental Bomber does not have passives that give him a huge amount of base stats so base stats do matter. However, this can be compensated for by a Crusader. You will be hurting if you get the misfortune to not have a Crusader so make sure you bring potions to stack int as well as Warlord Cry pots.

    Damage Modifiers
    As many damage modifiers as you can - One smash, one crit smash, additional damage or additional elemental damage (or both, but if you can only fit one you should always choose additional elemental). If you can also stack skill damage on top of all of that, it is a fantastic option.

    You want to optimize Mana Burst levels as much as possible. Optimized Mana Burst swap is 89% which is a huge boost to your overall damage.
    See - Elemental Bomber Gearing and Skill Guide

    Gear Recommendation Level*
    Gracia 6 + Gigantic Set + Liberation Staff
    At least this level of gearing will let you be semi-effective at all positions given good supports

    Other Gearing Options*
    Dusky 6 + Gigantic Set + Liberation Staff
    Even bugged, 1st Awakening is one of your hardest hitting skills. +2 to 1st is a nice bonus on top of other advantages to using Kartel. This also lets you more freely choose one element to stack instead of being locked to light.

    Shadow Build (Various Legendaries) + Rabinetta's Black Heart Rod

    This will let you be surprisingly effective at Smoke. Rabinetta works really well against Tog if you have at least a Crusader and even better if you have a Soul Bender as well. Be sure to bring lots of MP potions and Mana Aid to keep your MP up since Tog has a lot of HP

    Optimal Gearing Option*
    5/5 85 or 90 set + 5 sense accessory set + 3pc civilization + Salvation Weapon/Newlington

    *Please note that this does not mean that these are the only gearing setups.

    Important items
    CD Reduction Potions
    Warlord Cry Potions
    Undiluted Intelligence Potions
    Undiluted Vigor Potions
    Canna's Pudding/Canna's Milk
    All status healing item - Toy of Sparkling World is best, but the version sold by Naen also works
    Super Armor Potion

    Rabinetta setup specific
    Mana Aid - Buy the Mana Aid pouches off the AH

    Important Tips
    If you proc immortality, you can only use MP items to restore mana. HP/MP items won't be available for use until Immortality CD is done. You can ask your Crusader to heal you since Immortality CD is immediately done once you're at full HP.

    The way Dark Eyes/Elemental Bombardment/Elemental Chain works is that as long as you're cancelling from a spell, you will get the benefits from these passives. It does not actually matter when you cancel from the spell and you can do a trick where you cancel a spell out of it's start up animation. A common trick is to do this with Rapid Fire since it's CD is extremely short. If you for example piano Rapid Fire into a big spell like Armageddon or Elemental Burst, you will get the bonus from the passives and at the same time be able to fire off the spell immediately.

    Elemental Field can be a bit tricky to get the proper timing for the cancel since the animation until the active hit is pretty long and the window for cancelling out of it and still getting the passive is more strict compared to other spells where you have pretty much forever. Make sure to check in training mode and compare the CDs of your spells to check if you have the right timing. If you don't, it's recommended to either use Elemental Field at the end of a combo and then start a new chain with a low CD spell like Rapid Fire, Crystal Crash, Ice Crystal Storm, Infernal Road, or a spell with a long animation like Flame Circle.
    • Informative Informative x 1
    • List
    Last edited: Jun 19, 2017 at 3:15 PM
  2. The Winged Professor だが断る!

    Suggested Party Compositions
    Crusader - You need one to boost base stats
    Dark Templar - Useful your holds have long CD
    Soul Bender - Extremely important if you have shadow build
    F. Brawler/M. Brawler - Good Smoke partner if you have a Soul Bender
    F. Mages - Good if you both have shadow builds
    Witch - Is also viable as a holder
    Asura - Good partner for Naval
    F. Mech - Also good partner for Naval
    F. Nen - Very solid support and good partner for Gracia builds
    Chaos - Very strong partner, especially if they have shadow damage set

    In general any magic class with synergy for what element you're stacking will work.
    Last edited: Jun 19, 2017 at 5:58 PM
  3. The Winged Professor だが断る!


    Phase 1
    Naval Gun Defense
    The trick to this room is the mini bosses with the cube reaction mobs will spawn 50 seconds intervals after you enter the second room.

    You can cheese all three mini bosses if you use a CD pot by pre-casting 1st Awakening at the first wave, 2nd Awakening at the second wave, and 1st Awakening at the third wave. Just begin your cast about 2-3 seconds before the wave spawn and make sure you use Super Armor potion so you don't get knocked back mid-cast.

    Elemental Field is also decent to use here. With a CD pot it's duration is almost as long as it's cool down. Just make sure to pay attention to the timer and do not cast cube skills after the 50 second mark until all the monsters in the mini-boss wave are dead

    This is a general rule, but make one person in charge of watching the clock and have them signal when the spawns are going to happen.

    Source of Black Smoke
    Lighting Wall is extremely good at taking out the two orbs.

    Careful of using Elemental Field as you might take out the wrong orb.

    Additional Elemental damage builds are good here, especially shadow with Rabinetta/Newlington.

    Important Tip: If you're solo dpsing Tog, you can make your life a lot easier by immediately teleporting to the center of the room. Tog will Blood Bubble and Tognado right away, which means he won't be doing this attack during the orb phase. You can solo deal with the orbs using Lighting Wall then teleport to take care of the 3rd orb (if for some reason your party member can't deal with it). Use Elemental Strike or Elemental Cannon to take care of the last orb.

    You can also now stop Tog by using Lighting Wall or Darkness Mantle when he goes for his Tornado suction move. It's recommended to mantle immediately after he eats the orb you want him to eat before you begin bursting.

    Additionally you can try to kite Tog into the orb you want him to eat by standing in the corner that the orb will come out with. He'll eat that orb first and then you can let your burst skills take care of the rest.

    Nothing too special here. Just make sure you bait the hit reaction before going into heavy burst skills. It has about a 10 second CD so after one skill cycle, back off and bait it out again. Use low commitment skills like Ice Crystal Storm or Elemental Cannon. Once the attack goes off, start your cycle with Lighting Wall or Darkness Mantle unless you have a holder. If your party is strong enough to kill before pattern, you can also immediately Armageddon as soon as you spawn into the room.

    Unless you have LSA, be really careful of using Chain Lightning here. Do not use it unless the hit reaction is on CD.

    Shaking Battleground
    Doom Taiorik
    You can immediately Lighting Wall as soon as you enter the room and have time to do Elemental Field -> Elemental Burst. If he's still not dead, Darkness Mantle -> Elemental Strike -> Elemental Rain.

    If you're not good at this timing, you can do instead is teleport directly at him. You want to be close enough to where he tries to do the attack where he stands still and tries to vacuum people in, but not too close or you'll get trapped. Once he starts his attack, you can teleport again behind him and start your cycle with Lighting Wall.

    Make sure to be spamming Toy of Sparkling World so you don't get your burst cycle interrupted.

    If you have other DPS, you can also use Armageddon to hold him. I recommend still starting off with Lighting Wall as that'll make sure he's not in invuln stage when Armageddon comes out.

    Doom Plagnus
    Use Super Armor Potion here. Go to the center of the room and wait for him to jump. If he does not jump, Lightning Wall then burst him. If he does jump, walk slowly to the left and count to 4. After 4th pillar drops, Teleport then confirm if he's in range for Elemental Field into Armageddon Strike.

    Durable Leg
    Flame Krave/Zombies
    You can use Darkness Mantle to move the zombies, but you have to be really careful with it. Spacing is roughly take the two spaces of the bottom two circles and move slightly away from the circle you want to drag the zombies onto. Also make sure you're properly on the x-axis.

    Pro strat is at the start immediately teleport into the middle of the room and use Elemental Field. That'll kill all but the top two zombies. Order is then one of the bottom two circles, then knock down one of the zombies on one of the top circles with Trap Strike, then use another skill to kill a zombie on the other top circle, by the time CD is done you should be able to Darkness Mantle the other bottom circle and still have time to kill the last zombie on the top circle. If you have to stand in a fire pit for positioning, quickly move to one of the red orbs to heal yourself.

    If you have a Dark Templar who is familiar with re-positioning zombies using Harvest, you can easily clear this room by immediately using Elemental Field to nuke all the zombies, then have the Dark Templar move all of them into the circles. DISCLAIMER - Make sure the DT is familiar with the range of Harvest or they will have trouble with the two top circles.

    Otherwise you should just camp a circle and use Wind Strike/Trap Strike to knock a zombie into a circle. Simple is best in this room rather than trying for something fancy and messing things up. Once the zombie is down, teleport towards the bottom middle of the room so the boss doesn't create fire puddles near the circles. Watch the bar for when the zombies will get up then teleport and knock them back in.

    This is the same as Anton normals. Just wait for a holder to get him then nuke before he can i-frame out. If you are the holder, you can hold him with Lighting Wall -> Mantle but the timing is a bit tricky.

    Additionally, if strong enough, you can camp in the bottom right corner of the room, then cast Armageddon when he's at about 1/2-3/4ths of his casting bar. He'll jump to you and into Armageddon.

    This is also the same as Anton normals. Just use Darkness Mantle to vacuum the two clones and nuke them with Elemental Rain.

    Once they are dead, immediately teleport to the top of the screen and set down Elemental Field into Armageddon once you verified that Agnes is held.

    If no holder, a more stable strategy is to kill the two clones with cube skills, wait for the 4 clones, hit the purple one, squish the squirrels with Elemental Field. Agnes will teleport on hit to whoever is furthest from her. Bait the teleport then start off with Lighting Wall into your burst cycle.

    If you're good at timing, you can try to hold Agnes when she drops her shield with Armageddon, but you must do this early or you will miss.

    Phase 2
    Cutting off the Energy
    This dungeon is very straight forward. Look for easy access to three transmitters on the way to Eugene. Elemental Field should also be used to quickly wipe rooms since you don't want to waste too much time on trash mobs.

    New bait method for baiting Egene is to stand diagonally of him and wait for him to whiff grab. The second he does, Darkness Mantle -> Elemental Field -> Elemental Burst/Armageddon. This will be about all you have time to do off of bait. If you do enough damage quickly enough, Darkness Mantle or Armageddon will hold and interrupt his eye phase to extend the damage window.

    Otherwise to bait his charge, make sure you're not standing on the same x-axis as him. Be slightly above or below and chip at him with Infernal Road, Rapid Fire, and Ice Crystal Shower until he charges.

    Once he charges, teleport and nuke immediately. But don't overcommit and go too ham since he tends to open his eye after ending his vulnerable phase. If you're stuck in Elemental Rain, remember you can hit Z to end it early and look away in time. You don't have to worry about this if stuck in Elemental Burst since you are invuln and won't heal Eugene even if you have the misfortune to be stuck while his eye is opening. If you're near the end of the animation you should hold direction to look away from him as soon as possible.

    Pro-strat is to pot up, use whatever swaps you have, etc. If you do everything you can get Eugene under 430 bars on bait. He will open his eye. You can interrupt with either a pre-cast Darkness Mantle or Armageddon.

    Hatchery General Advice
    Unless it is infested, there is only one enemy to worry about here, and that is the mini "boss" of the hatchery. Do not hold back on skills when it comes time to damage them. Immediately go into Awakenings and kill them ASAP.

    Hatchery Infested
    Use Elemental Field and Armageddon in this room immediately and it should delete both of them. If you don't have a holder, you can buy time with Lightning Wall -> Elemental Field -> Elemental Burst. You don't want to waste time dealing with Rok's gimmicks. If he does escape for some reason, you want to avoid the black circles on the ground or else you'll take a lot of damage. You have to wait until he's done being an asshole to damage him.

    There is also kind of a special trick to dealing with Rok, but I am not sure if it works the same in raid. But basically he has a pattern of jumping fairly quickly after being damaged and starting his crap. For some reason if you teleport towards him and then use Lighting Wall, he will not jump and that will give you time to nuke him.

    Hatchery 1
    If you're the main DPS, let one of your party members be in charge of baiting and travel across the room quickly while hugging the top of the screen so you don't accidentally make Nugol target you. Focus on killing the Turtle with heavy cube skills like Elemental Strike, Convergence Cannon, Elemental Rain, and Elemental Field. Try to get the turtle dead before Nugol's 3rd charge attack so your party member can bait it into the turtle right away.

    The vulnerability for Nugol without a holder is surprisingly short, so if your timing is good you can pre-cast Armageddon shortly before Nugol hits the turtle to immediately nuke him.

    Hatchery 2
    Mertadarok is exactly the same as he is in Anton normals. Depending on who your party members are, it might be better to let someone else take the green orb. Generally you want to be available to damage Merta as soon as he is hittable so you don't have to deal with his second gimmick phase.

    If not Baiting:
    Use Rapid Fire, Infernal Road, Ice Crystal Storm to break the corner rocks. Use Elemental Field to break the middle rock so you can go straight into awakenings to nuke him.

    If Baiting:
    You might want to use a super armor potion, but it is very simple. Just wait for the circle to appear on the ground below you and teleport to the next rock. If there's lag this becomes much harder since Merta then gains the ability to change his mind. When he charges, he runs in a straight line so just stand a bit above or below his x-axis and you don't have to worry about him. Also, you will have 1-2 more jumps before the middle rock will break so make sure to not be near your other party members unless you want to get them killed/interrupted while breaking the middle rock.

    Hatchery 3
    This should be your favorite hatchery. Elemental Bomber shines really well here. Primary DPS (if that is you) MUST be in 1st player slot.

    When you get to the room where Ator is, do not step into the circle right away. Lay down Elemental Field first. Then once you get buffed or whatever, then step in the circle. Once you warp slightly from Ator's gimmick starting, go right away into Armageddon Strike. He should be dead. If not, use Elemental Burst or whatever other back up cubes you have.

    You want to use Awakenings because you will not take damage from the lava puddle since you have a million years of invincibility frames from them. Prioritize using them first.

    Hatchery 4
    This guy is super easy. Pattern for the ghosts is the same as Anton normal - Middle, Bottom, Top. Just hug the left wall so you'll take less damage. But do note that you take more damage than in Anton normal so have HP pots ready. You do not want to waste time waiting for Immortality.

    Immediately Elemental Field and nuke him. He should be done with just that.

    Black Volcano - Mateka's Carnival of Fun
    If hatcheries are not dead yet, you need to pay attention to the first room. Elemental Field immediately to wipe out the trash mobs then pay attention to the sigils on the ground. If you see Ator's sigil (metal) your entire party needs to immediately go to it so the room doesn't explode. If it's Mertadarok's, just jump and use Rapid Fire downwards to avoid the ground pound. Nugol and Floo is just don't get hit.

    Also, do not worry too much about saving Awakenings for Mateka. You will have to wait for everyone to get two clears anyway and deal with all the orb phases, so they will be off CD by the time you reach Mateka Phase 2.

    This guy is a super asshole if you let him live. Lighting Wall -> Elemental Field -> Elemental Burst is a good combo to use as soon as you enter the room. If he's still not dead then Darkness Mantle -> Elemental Strike -> Elemental Rain. If he's still not dead you might just be too weak for Volcano.

    Magtonium 5
    If you immediately piano into Armageddon the second you spawn into the room that can hold him long enough for your party members to kill him. Otherwise you have no way to stop him from jumping.

    Medel has two states - Red Aura and Blue Aura. To damage her she needs to have a red aura and be on a red tile. A tile turns red by two people standing on it. There is a cast bar over her head which shows when she will change aura and she always starts out red aura, so that's your chance to immediately cheese her.

    Medel is kind of a pain. You have two good options, one is light the panel underneath her and immediately Lightning Wall -> Armageddon. If Armageddon is on CD because you used it on Mag5, then Lighting Wall -> Elemental Burst. You can hold her with Mantle, but this is difficult to do since you have to make sure the panel where Mantle is on is lit before it'll hold her.

    When she's charging up her attacks, she is invulnerable. Also, she will have various effects happen to the room when she changes aura states. Keep an eye out for nen bubbles to appear and teleport to them and wait until the floor stops being on fire.

    Phase 1
    To be honest, this guy is very similar to his Anton normal counterpart. Just counter hit him when he uppercuts you to get an orb. Wind Strike or Trap Strike work very well here.

    Orbs cycle in the following order Metal (Ator), Earth (Mertadorok), Blood (Floo), Wind (Nugol).

    You summon a boss by making all three circles on the ground match symbols. The trick to getting the right symbol is to stand in the circle one orb before the orb you want. So if you want Blood, you stand in the circle when the orb changes to Earth. Ator is the exception. You can just stand in the circles since his symbol is always first.

    Order for summoning the mini bosses is Blood (Floo), Earth (Mertadorok), Wind (Nugol), Metal (Ator).

    Floo is summoned first because he has a high chance of potentially failing the run by either bugging out or the party failing to coordinate the gimmick before Mateka returns to the ground. At this time you should also ask your raid leader for invulnerability so you avoid dying from taking the flame. The gimmick is very straight forward, get bitten by Floo, then pass around the flame until the count is 1, then return the flame to Floo. You pass the flame by walking through your party members. However, you must do this quickly, otherwise Floo becomes a huge pain if Mateka returns to the ground.

    Mertadorok you want to be really careful. A few seconds after he spawns, the spotlight will spawn as well. If you cannot instantly nuke him you should not be standing near the center of the room.

    Nugol doesn't have any kind of gimmick to worry about.

    Atol's rules is just everyone stands in the circle. Darkness Mantle or Armageddon can hold Atol long enough to die. Just be careful of the positioning of Atol's circle when using Mantle.

    Another thing is if Hatch teams are slow to clear, you want to use Elemental Field to wipe out the hatch bugs in the room. It hits hard enough to kill the bugs, but not so hard that you'll kill your party. If your Elemental Field is too weak, what you can do is tell your party to camp one of the corners of the room while you go the opposite direction. While Mateka is being a jerk to your party members you can carefully take care of the hatchery bugs. Dark Zone and Elemental Strike are also good at bug killing with Convergence Cannon and Elemental Cannon as back ups.

    Phase 2
    You just drop Armageddon on this guy and he dies.

    Skipping Mateka Phase 2
    If you're GOAT player, you can also counter hit Mateka to death and not deal with any of his shenanigans. Dark Zone and Elemental Field are good options to use for this.

    You can also skip phase 2 entirely by breaking his HP cap during his vulnerable phase. You do this by summoning Nugol then immediately using Darkness Mantle into Elemental Burst. This timing should make the last wave of Elemental Burst hit Mateka all at once.
    Last edited: Jun 19, 2017 at 3:29 PM

Users Viewing Thread (Users: 0, Guests: 0)