Seat of Torment*BH:boss: Lord of Captivation (located at Nightmare Gate)
-has anti aps buff
-can heal himself, similar to Leaf in Abaddon. Heal takes IH icon. The heal can be purged, slowed down by Venomancer's Soul Degeneration, Psychic's Diminished Vigor, or Archer's Arrow Inferno.
-has a frontal melee AoE that does physical damage (kind of like how Assassin's Toxic Torrent and Blademaster's Fan of Flame AOEs are). The range is short (probably less than 10 meters). This AOE will not hit anyone next to or behind the boss. It is advisable that Barbarian or whoever tanks the boss do not point boss's face to a squishy BB Cleric. Cleric needs to set up BB next to or behind the boss (if you have less than 6k HP buffed, you need to do this).
-has a long range AoE that would hit even an Archer from max range. This attack is magic attack and hit about 1k damage on a TT 90 geared casters.
WeeklyThe weekly for SoT is quite frustrating with random squads. It is even more frustrating when you bring in squishy characters who need their cultivation done. I would not advise running weekly with random people, eventhough you have previously squadded with them before.
Guide for weekly walkthrough can be found here:
http://pwi-forum.perfectworld.com/showthread.php?t=1610931SoT is divided into three areas. You can teleport to move to different area in the dungeon. You can do any area whenever you want (doesn't need to be in order). Although, it is advisable to do Queen of Agony before any other bosses.
Area 1: Hell Trap
pre-boss: Boozy Instructor
-not much to know about this boss except that sometimes he launches a hard attack that would 1 shot people.
-kill him to open the gate to proceed to the weekly boss
boss: Trap Master Fierce
-summon blue balls (not BB) that moves around in clockwise direction. The balls basically put the boss in the center of the rotation. When you get hit by the balls, you will get stunned (stun can be avoided by using vacuity powder/any anti stun skill).
-hit a long range physical attack as long as you are inside the ball (or within the range). I'm not quite sure if the boss can move or not. He is basically pretty static at his place, so I assume a not/barely moving boss. This physical attack hit for 9k damage (not under BB). BB is needed for this boss, obviously. A strong Cleric with high HP are more preferable to BB (10k+ hp buffed Cleric) if the squad is average. BB can be interrupted by stuns from white balls, so be ready to bring it back up.
-summon more color balls that coming from him. The ball does damage/debuff corresponding to the ball colors throughout Hell Trap (white ball stuns, red ball does damage).
-need to be killed fast or colored balls would dominate the battle scene.
-it is pointless to kill the balls since they keep respawning. Just focus on killing the boss.
-when squad is wiped, it is hard to fight him back since the colored balls do not reset (blue, white, red) when boss resetting his HP to full. Therefore, you have to deal with blue ball stuns when you come back to rebuff (happened to me before).
Area 2: Nightmare Gate
pre-boss: The Three Towers (I never pay attention to the towers name).
**Towers that immune to metal and fire (physical DDs are advisable to kill this tower). Located on the east side of the map
**Towers that immune to water and earth (physical DDs, Mystic, Cleric, Venomancer may kill this tower). Located on the middle side of the map.
**Towers that immune to physical damage and wood (Psychic, Wizard, Archer, Seeker, and Cleric needs to take down this tower). Located on the west side of the map. I've done this tower on Mystic, but the dps isn't impressive (yes, Absorb Soul, Mistress, and Craggy works. No amp for Absorb Soul since Nature's Vengeance hits a "resist").
The point of killing these towers are so that Hellfire can be damaged by those elements. Failure to kill any of the towers would result Hellfire being immune to certain elements.
boss: Hellfire Abomination
-don't look at ecatomb.net for stats on this boss (or pwdatabase) since PWI changes the stats and HP on this boss.
-needed for lvl 99 sage cultivation/Celestial Sage/Celestial Demon
-hits ~4k metal magic attack AOEs on a full T3 caster with no BB (metal mdef = 17k)
-summon minions that have lots of HP and basically unkillable. Minions deal physical damage (~9k damage on a full T3 caster with 6k pdefense, no BB). Make sure that Barbarian uses Roar, Seeker uses Blood-Thirsty Blitz (or any AOE skills), or Blademaster's uses any AOE skill to regain control of the minions. Minions are most likely to attack the Cleric in BB when they spawn since BB heals, and the safety of the Cleric is needed to ensure no squad wipe.
-summon energy star that creates a trap when it is killed. Someone strong that isn't a Barbarian or the tank for boss (e.g. Seeker or Blademaster) needs to lure the unkillable minions to the trap.
-Hellfire will have a debuff coming from the energy star that lets him takes more damage overtime (the debuff is the same debuff as Turret's debuff in Territory Wars). This debuff really helps to kill him faster.
Area 3: Bloody Courtyard
Throughout this area, there are a lot of requiem crystals and wild flowers. Each squad member needs to dig the crystal and flowers (or have someone tanky/a non-healer class to have all the crystals and flowers). Why do I say someone tanky and a non-healer class (no Cleric/no Mystic)? Because the crystals and flowers ALWAYS drops when you die. It is best if the crystal holder never die so he/she can keep quick spamming crystals on squad members. Also, you cannot use crystals when you are doing a continous channeling skill (e.g Cleric's Regeneration Aura, Seeker's Yataghan Vortex, Wizard's Dragon Breath, Archer's Barrage of Arrows, Blademaster's Blade Tornado). Therefore, the Cleric should never own the crystal since he/she cannot use it when in BB. When I run this, we assign the crystal/flower holders to a tanky BM or a non-vortex Seeker.
Avoid the walking dogs on all cases. Do not get close to the dog since they auto aggro. They also moves very slow. Sin can stealth past the dogs. Crystals and flowers are only available on dog's paths.
pre-boss: Purgatory Demon-Surya
-can do a massive amount of damage. Yellow text appears on the screen when he is about to launch a powerful attack.
-need to kill him to open the gate to the weekly boss
boss: Queen of Agony, Xipher
-summon wild dogs that are unkillable without the flowers. Use the digging flowers on the dog (simply right click on the flower when tabbing on the dog) to remove the invoke buff on the dogs so the dogs are killable.
-use requiem crystal when Queen about to launch her powerful attack. It would say to use crystal (in yellow text) in the middle of the screen. You need to select on any squad member, then right click the crystal. The buff will lasts for 10 seconds and applied to the whole squad members. Selecting yourself doesn't work (yes, I've tried this). Her powerful attack is similar to Slasher boss in FC (Runewolf boss), meaning she would scream about 3-5 times before resuming normal attack (a timed triple spark/sutra/AD/IG would block her attack as well. Generally, I would IG the boss if BB is down (from my experience, without BB up, I still die from the attack).
-Cleric's Regeneration Aura can be interrupted by this boss. Just bring it back up whenever possible.
**Important note: Crystals can be used for other areas (other bosses). There is a reason why Hellfire does so much damage, because people need to grow a brain and use crystals from Bloody Courtyard instead. You can farm as many crystals as you want (crystals keep respawning after Queen is killed). Just don't go out of the instance (loses all crystals when you go out, dying would drop crystals on the ground next to your dead body). Spamming crystals on Hellfire makes him bearable for a TT 90 squishy characters to complete their FB 99 Sage cultivation. (Precise timing is needed to spam the crystals, someone that lags a lot is advisable not to own the crystals).
FB and CultivationAll bosses needed for culti are changed during the update. So, I'm not gonna refer to ecatomb or pwdatabase for stats.
boss: Rancid Venerator (Hell Trap)
-he is located at the Voidweaver's old place
boss: Torturess Venerator (Nightmare Gate)
-she's located on the parallel path with Hellfire.
-can heal herself similar to Mask of Grief (Abaddon). Heals need to be interrupted by interrupt skills. Heals can't be purged or slowed down.
boss: Infernal Spikewing (Bloody Courtyard)
-he's located at the same place as he was before the update
-has a towerling in front of him. A sin can solo kill the towerling.
-teleports one of squad members to a room behind him. The room contains a bloody flower that deals low damage. You can just get back to your squad after being teleported (similar to jailing in Abaddon, except you can walk back to your squad after being teleported). This is may not be a serious issue, but would be serious if you only have 1 healer and he/she is being teleported. It's always safe to bring two healers to weekly SoT and Abaddon.
boss: Hellfire Abomination (Nightmare Gate)
-already explained on weekly
***GUIDE COMPLETE***
(may add more if I find something new)