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M12S - The Lindwurm

This is the intro of the first phase of M12S. For phase two, check out part 2 of this fight.

Game8 follows nukemaru, which very closely resembles how Mana did week 1 in PF, with some very minor tweaks:

  • At Mortal Slayer, the tank and ranged players that flexes to the other side will always have the lowest priority by default.
    • This rule also applies to tanks, which is slightly different to how Toxic Friends approaches this.
  • Grotesquerie: Act 1 has the party walk on the ring of the boss's hitbox instead of walking under the boss.
  • Grotesquerie: Act 2 is done as intended.
    • JP has tried Alice's braindead strategy during week 1, but this was quickly abandoned, with the original source being deleted, after players have realized that this isn't braindead at all.
  • Grotesquerie: Act 3 has a few minor differences compared to Toxic Friends:
    • For towers in the 十 pattern, game8 has the players on the N/S platform adjust left/right, instead of up/down.
    • Game8 does the invuln strategy as well for the tankbuster into spread, but they have the healers in the middle instead.
  • Grotesquerie: Curtain Call's mariokart in the X pattern starts at the northwest corner.
    • The guide in Nukemaru does not accurately reflect how JP PFs do the mariokart, they will start closer, at max melee range, because they also want their uptime.
    • This is very prone to accidents in PF because of people not following the expected movements, so be careful if you've never done game8 before.

General notes:

  • The boss will auto attack two players with the highest enmity, which means that both tanks should always have their stance up at all times.
    • If any of the tanks ever died, then make sure to provoke asap while the healer keeps an eye on whoever is the 2nd aggro.
  • Keep in mind that The Fixer hits absurdly hard, which ironically also serves as a good tutorial to newer players who are still new to mitigations.
    • Make it a habit to be utilizing your mitigations to their fullest, because people will really die instantly if you do not contribute to the cause.
  • The resolution of Grotesquerie: Act 3 requires both tanks to have their invuln up, which means you cannot use your invuln anywhere else in this fight.
  • This fight lasts around 7 minutes, which means your pot windows should be at 0 and 6 minutes.

Major mechanics

Setup