This is the guide for the third gate of the Abyssal Dungeon Kayangel. The minimum item level for this dungeon is 1540 for normal mode and 1580 for hard mode. There are slight differences in mechanics between normal and hard mode and they will be listed below. This will be the first raid where the focus will be placed more on normal patterns versus mechanics. So pay special attention to the normal patterns down below. For this raid, two party members will need to hold flame grenades and the other two party members will need to hold dark grenades which is important for one of the normal patterns described below.
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Auction |
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Kayangel Gate 1 (Normal) | - | 240 | 480 | 2000 | - | - | 1000 (Price of Box: 600) | - |
Kayangel Gate 2 (Normal) | 1 | 280 | 560 | 2500 | - | - | 1500 (Price of Box: 800) | - |
Kayangel Gate 3 (Normal) | 2 | 360 | 720 | 4000 | 15 | 4 | 2000 (Price of Box: 1000) | 3 orbs |
Rewards | ![]() |
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Auction |
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Kayangel Gate 1 (Hard) | 1 | 80 | 160 | 2500 | - | - | 1500 (Price of Box: 700) | - |
Kayangel Gate 2 (Hard) | 1 | 120 | 240 | 3500 | - | - | 2000 (Price of Box: 900) | - |
Kayangel Gate 3 (Hard) | 3 | 150 | 300 | 5000 | 5 | 3 | 3000 (Price of Box: 1100) | 5 orbs |
The major mechanics for gate 3 are listed as follows:
At the start of the fight, it's just regular patterns. Lauriel usually starts the fight with a lunge slash that will either do a big circular explosion or send off red line telegraphs that you would need to dodge. Afterwards, he would always follow that up with an attack with lots of red circular telegraphs. During this pattern, there is a "cheese" strat whereby someone can drop a Scarecrow to taunt the boss. The reason for this is because the pattern following this is always going to be a mirror attack. Before he awakens as mentioned in the next section, his mirror won't have the gravity pull followed by the laser. He would just stand there with the mirror. If the boss is taunted by the scarecrow, he would aim the mirror at the scarecrow allowing for free DPS opportunity for a short time.
At 180 bars of HP, Lauriel becomes invincible and flies up. He will do a series of attacks during this time, a line attack at each player, a gear shaped explosion and another line attack at each player. As the gear shaped explosion is usually closer to the inner circle, it is advisable to stay close to the inner circle to avoid getting hit by this explosion. These attacks will all deal massive damage if hit. If this was dodged successfully, he will then fly up and at this point, Lauriel will awaken. Once he lands, he will agro one player closest to him (usually, you would want the agro'd player to be the support) and disappear. Shortly after, he will reappear behind the agro'd player and perform the enhanced mirror laser attack.
At this point in time, Lauriel takes 90% reduced damage. Orbs will spawn all around the edges of the map. You will need to collect these orbs to deliver a damage buff to your allies to do normal damage. However, these orbs aren't activated to begin with. In order to activate these orbs, Lauriel will need to "attack" these orbs. Any one of Lauriel's attacks that hits the orb will activate the orb. Once activated, one party member can deliver the damage buff to the rest of the allies for the "light energy". Usually, the support is the one that will deliver the buff. This buff will last for roughly 2 minutes before expiring. Supports will need to keep track of these buffs and consistently deliver these buffs to the DPS players. Of course, if the DPS player is close to one of the orbs, they can also do the job of buff delivery.
TIP FOR SUPPORTS: During the initial mechanic, as mentioned above, as supports will generally be in charge of taking the agro for Lauriel, it is important for you to ping where you will have Lauriel teleport to so all DPS players stand around the area ready to grab the attack buff from the orb once it activates. Once you dodge all the red telegraphs and Lauriel flies up, you should stand in the middle to ensure that the agro will go to you. Then you will move to the orb that you had pinged. Once Lauriel appears, if you can turn Lauriel in a direction where his mirror hits the orb, that act alone will activate the orb so the DPS players can get the buff. However, should that fail, you should aim the laser at another orb as a backup in case the orb closest to your party didn't activate.
This may be a lot to take in at one time, so below is a video of the whole mechanic.
Lauriel will teleport to the middle and begin a stagger check. This stagger check is slightly different from the stagger checks in previous raids. The goal is to use one of Lauriel's lasers and recharge (or overload as the game calls it) 4 times aiming it back to Lauriel to complete the stagger check. This is usually done in party order. Player 1 will touch one of Lauriel's lasers and point it in the direction that you want the laser to go. For example, once you touch Lauriel's laser and you want your laser to point down, aim your character down and after a few seconds, a laser will point from your direction down. You can also use auto attack to help aim the laser in the direction you want it to go. Once the laser has fired in the direction you want it to go, you will be frozen for the duration of the mechanic and a big aura will spawn around you. If anybody gets in contact with the aura, that party member will be frozen as well for the duration of the mechanic. So it's important to have a safe distance between each party member so that there won't be any accidents on getting frozen by accident.
In addition to the big aura, there will also be big void puddles that will also stun you for the duration of the mechanic if you step on it.
For this mechanic, there are slight differences between normal and hard mode. In normal mode, the void puddles and initial lasers will always spawn in the 1, 5 and 9 o clock positions. However, in hard mode, where the void puddles and lasers spawn will be random, so it is important to coordinate with the party to adjust accordingly.
At around 100 bars of HP, Lauriel will move to the center. All players should move to the center of the map as there will be a donut explosion on the whole map with the center being safe. At the same time, orbs will be scattered across the map which will glow either black or white (memorize the white orb locations on your quadrant!) for a couple seconds and two locations (memorize the white orbs!) on the inner circle will glow white for a split second. Memorize where those spots are as it will be useful later in this mechanic. After the explosion, all players must go to their x3+1 positions (party number x3 + 1) and collect 5 orbs that was glowing white earlier. Be sure not to collect the black orbs as they will stun you and remove 1 orb stack. Below are pictures of the white and black orbs.
If there are extra white orbs in your quadrant, be sure to let your other party members know in case they are missing some. In hard mode, there will also be ring explosions that will be indicated by red telegraphs, so be sure to dodge them as you're grabbing the white orbs.
After a few seconds, a shadow will appear in the first white glow spot that appeared earlier. Whether all party members have completed collecting the orbs or not, it is important to get in the shadow as Lauriel will use the artificial sun as a burn attack. Anyone who is not in the shadow will most likely die instantly (the burn damage does around 90k damage per tick). Make sure not to greed to collect the orbs if there is not enough time to collect them all before the first sun attack. He will repeat the sun attack in the second white glow spot as the second shadow will appear there. At this point, it is important that all party members have collected the 5 necessary orbs. Should any party members not have the 5 orbs, that party member will die after the mechanic is over.
Worthy of note is that after you have collected the 5 required orbs, there will be a sphere around your character which indicates that you are done collecting all 5 orbs. At this point, collecting any extra white orbs won't give you any extra stacks, but will still give you the eye of truth to allow you to see which orbs are white or black. The black orbs will also do no harm if you have already collected all 5 stacks.
At around 60 bars of HP, Lauriel will teleport to the center and go into DR (damage reduction). He will then spawn 2 different types of glyphs and clones along the edges of the map. One type of glyph has symbols on it and the other doesn't. Below are pictures of the two different glyphs.
The goal of the mechanic is to ping all the glyphs that have the symbol as indicated above (the picture on the right). In one of these pings in your field of view, one of them will be a Lauriel clone. You must stagger that clone to gain a shield to avoid the wipe attack. Keep in mind that there are multiple Lauriel clones that will have a stagger check when you walk near it, but only ONE clone will be the correct one. The other Lauriel clones will only stun you when you stagger them. To summarize, everyone will have THREE symbol glyphs to ping. The majority of the pings will be on the same glyph except one where someone will ping to a Lauriel clone and that's the one that you must stagger. Pay attention to the minimap to see which of your party member's pings are pinging to a Lauriel clone.
After successfully completing the x60 mech, from here on out, it's just a battle from 60 to finish. However, there are a couple of things to keep in mind. As seen in the cutscene, Lauriel once again grows stronger and he now has a buff that allows him to deal more damage as the fight goes on. He will start to gain "Punishing Strike" stacks which will increase his damage. So if there are any dark grenades remaining in your party, it is advisable to use it here to finish the fight before he starts one-shotting your party. Furthermore, he will also periodically target one party member and use the mirror laser normal pattern COMBINED with the sunburn mech that was described above at 100 bars of HP. Lauriel will activate the sun burn attack first coupled with the mirror gravity pull and then once the sunburn attack ends, he will fire the laser. As this can be a tricky pattern, we will go through some ways to avoid getting dying to this pattern. All players should go inside the shadow to avoid the sun attack. However, if you are confident that Lauriel is targeting you for the mirror gravity pull, you could also move out of the shadow and use timestop so that everyone else in the party can just safely move into the shadow without the worry of getting pulled.
The first method is the timestop method which is the safest method as it gurantees that you won't be hit by the sun burn attack. Lauriel will still pull you in even with timestop however. After the gravity pull, dodge the laser afterwards. The timing for the timestop is the moment when you see the purple text "Intense Gaze".
The second method is the spacebar method. This involves using spacebar the moment that Lauriel begins to pull you in. Using the spacebar while Lauriel pulls you in will prevent you from the getting hit by the gravity pull. However, after using spacebar, you should still move to avoid any potential incidents of getting pulled again by standing still.
In this section, we will go over the normal patterns that Lauriel does.