Temple of Aminishi/Strategies

The Temple of Aminishi is a large underground complex that houses Seiryu the Azure Serpent. In order to attempt a raid, the quest Impressing the Locals must be completed.

Features
There are five sections in the temple. In order to progress further into the temple, players must kill the monsters guarding the barriers.

A chest can be found in the second, fourth and final sections of the temple which serve as quick-teleports and collect loot if desired. Disabling the auto-loot feature gives a 20% chance of doubled drops. It is not recommended to pick up the drops due to the large-scale fighting players will encounter and will waste valuable spots for boss fights. Most enemies will drop items, the only exceptions being waterfiends (who just drop water runes) and defence pylons.

Players can teleport out of the dungeon via conventional teleports, including boss fights.

During boss fights, a barrier will appear when the fight initiates; if a fight starts too early, teleport out of the temple. All boss fight progress is lost when no one is inside the temple during these fights, and is required if a boss is not killed.

The attempt lasts for an indefinite amount of time, including group attempts if all members stay in the group.

Bosses & Minibosses
There are three bosses and a varying amount of minibosses which can be encountered in the Temple of Aminishi. Minibosses do not have to be killed in order to progress and act much like the common mobs throughout the Temple. They appear randomly throughout the event and it is possible to not have specific minibosses in each attempt.

Both bosses and mini-bosses are denoted on the minimap as.

Killing either boss or mini-boss yields rolls on their drop tables in addition to 5,000 dungeoneering tokens. Mini-bosses share the same drops as common mobs while bosses roll on both a boss drop table and common mob table. The spawns of the mini-bosses are set but their appearance is random. Four mini-bosses are always guaranteed in each attempt.

Killing all the main and mini-bosses will reward the player with 35,000 tokens.

Bosses

 * The Sanctum Guardian (section 2)
 * Masuta the Ascended (section 4)
 * Seiryu the Azure Serpent (section 5)

Minibosses

 * Ahoeitu the Chef (section 1, kitchen area in south-east corner)
 * Arhat Paragon (section 2, south of the six Sakadagamis guarding the barriers to the Arhat/Anagami area)
 * Jade the Unruly (section 3, north-west of the three cloaked zealots guarding the circular room)
 * Goku the Unrelenting (section 4, south-western room)
 * Horrific Crassian (section 3, ritual area with four cloaked zealots)
 * Menaphite Guard Captain (section 3, west of the door leading to the next section with the staircase)
 * Ol' Sawtooth (section 3, bottom path in circular room)
 * Olivia the Chronicler (section 1, altar and bell area north of the kitchen)
 * Oyu the Quietest (section 1, next to the globe)
 * Sarkhan the Serpentspeaker (section 1, west of the globe in the "church" area)
 * The Violet Lotus (section 4, two rooms north of Goku)
 * Xiang the Water-shaper (section 1, just south-west of the globe)
 * Yukimura of Hanto (section 4, just north of The Violet Lotus)

Section I - Entry
This area contains only Elite Sotapannas and Elite Sakadagamis. The Sotapannas carry a single weapon of the combat triangle, so they may either use Melee, Ranged or Magic. Some Sotapannas are capable of performing a one-time heal of 7,500 health and can be easily indicated with an ornate mask. Elite Sakadagamis act much like their standard counterparts outside the island.

There is a chest at the very entrance.

Section II - The Sanctum
This area contains a single Elite Sotapanna, multiple Elite Sakadagamis, anagamis and arhats. Unlike the Anagamis and Arhats outside the temple, the ones located inside simply use standard magic attacks. It is reecommended to kill the anagami and arhats as they can fly into the fight with the Guardian.

A chest can be found near The Sanctum Guardian which serves as the second checkpoint.

The Sanctum Guardian has 450,000 health and uses melee and ranged attacks. Players should start off the kill by standing in the north-east corner. The first player to engage in combat with the Guardian will be focused with located ranged attacks, meaning they can dodge the attacks by moving at least 2 tiles in any direction, 4 attacks after the Guardian will send out a powerful melee attack that will hit all players in range.

As the fight progresses, the Guardian will unleash a torrent of water in a counter-clockwise, 360 degree position, dealing up to 7,000 damage if players are hit by it. This attack can be avoided by standing on the north-eastern part of the arena and moving to the north-western part as the water passes through, it can also be safely avoided with Resonance, can be Surged through or players can move from the north-east to the north-west corner. Several attacks after that, the Guardian will target a player; this player should move away from their teammates and into an obsolete area. When the bar empties, purple flames appear in a 5x5 spot and deal rapid damage to anyone standing on it. It may also summon crassian reinforcements, but they can be easily ignored. This attack pattern continues until the fight is over.

The fishy treat may be used to instantly kill the Guardian in a manner similar to a Deathtouched dart; however, it will reappear should the team die before reaching the next checkpoint.

Section III - Azure Caverns
This area contains sea crocodiles, waterfiends, Death Lotus rogues, eastern mercenaries, Cloaked zealots, Hanto sellswords and Renegade Menaphite soldiers.

The area is fairly straightforward with no bosses. Eastern mercenaries and Renegade Menaphite soldiers are capable of using abilities. Cloaked zealots can summon crassian warriors. Death Lotus rogues can perform a rapid-damaging and hitting special ability which can be reduced by using Protect/Deflect Missiles and using Devotion or avoided by running out of the nearby vicinity. The Hanto sellswords are much like the Death Lotus rouges and use a powerful melee attack after their bar is depleted.

The only enemies that continually respawn are the sea crocodiles and waterfiends, so players should run past them and kill the Cloaked zealot at the other side. This will cause them to disappear on subsequent visits.

Section IV - Throne Room
This area contains Death Lotus rouges, Eastern Mercenaries, Cloaked Zealots, Hanto sellswords and Renegade Menaphite Soldiers.

There is a chest (which serves as a checkpoint) on the left side of the arena just before Masuta.

At the end of this chamber lies Masuta the Ascended, who has 550,000 health. He uses all three forms of the combat style and has three phases.

In phase 1, Masuta attacks with melee against his primary target and ranged against other players. For his first attack, he will summon 2 clones beside him that will hit every player in the arena for melee damage, even though the animation shows Air Surges flying towards the players. Like the brothers in Barrows: Rise of the Six, he can perform a hurricane attack that deals high, rapid melee damage; while the game shows him as walking, he is still running and can damage players. For this reason, the tank should have a shield and use Devotion, Barricade or Reflect until the attack is over; it lasts roughly 15 seconds. However, as he changes targets frequently, players should be prepared to run. His third attack consists of summoning purple eels that then explode into purple clouds that deal high damage to the players if they stand on them. His final attack is the Pulverise ability, where he yells "I will pulverise you!" and deal heavy melee damage at the spot his target was on; this can be easily avoided by moving a space away in any direction. Damage Masuta until he reaches 50% of his health.

In phase 2, Masuta levitates above the ground and gains a massive damage reduction, but stops attacking players. During this time, he continuously summons thrashing waters; each one has 8,000 health, attacks with rapid magic attacks, and has a very long attack range. Being near a thrashing water when it is destroyed grants a 5% stack to a "calm waters" buff that can reduce damage taken from Masuta. Keep destroying them until Masuta stops levitating and resumes attacking players.

In phase 3, Masuta stops using melee and begins using rapid Ranged attacks. After 5 ranged attacks, he uses a powerful magic attack in the form of a large wave of purple energy that can deal over 8000 damage. It is recommended to use Protect/Deflect Magic for this attack, though one can use Resonance to fully heal from this attack.

Once he is killed, a hidden staircase reveals itself.

Section V - The Azure Prison
This area contains Defence Pylons.

Defence Pylons should not be underestimated; despite their seemingly low combat level, they use extremely fast magic attacks that, despite dealing low damage each hit, add up extremely quickly, especially with multiple pylons attacking at once. To compensate for this, they only have 10,000 health.

A player should run in and tank the pylons with Protect/Deflect Magic. The first section contains 4 pylons, while the second section contains 7. Do not attempt to attack the pylons without Devotion, Reflect or Barricade available, or the pylons will kill players in seconds. Devotion seems to be a good option since you get the extended devotion effect every time one of the Pylons is killed.

Once the pylons are destroyed, a final chest can be found as the checkpoint. Seiryu the Azure Serpent lies ahead.

Players should focus primarily on their ability to survive rather than trying to damage Seiryu quickly, as getting hit by the shadow hands often results in an extremely quick death with very little time to react. Seiryu's standard attacks are not as strong compared to his abilities, and the deep breath attack often heals up most of the damage dealt from his auto-attacks.

Seiryu attacks with magic by aiming a stream of purple fire towards the centre of the arena that splits into more streams that hit all players in the chamber. Occasionally, he may take a deep breath (indicated by a popup message box) before sweeping a massive wave of fire across the entire arena that deals up to 8000 magic damage to each player, which can be healed off with Resonance or blocked with Devotion; this attack can miss. Players can also avoid the attack by running to the sides of his head. Vulnerability and Enfeeble will increase the damage taken by the boss and reduce the damage he inflicts by 10% respectively and should be taken to speed up the fight.

Throughout the fight, he also lowers his tail into the shadow, causing up to two shadows to appear under the players, one at a time. Move out of the way, as they will deal up to 2,500 damage per tick. He may also channel his energy into a specific spot, which will cause shadow arms to target players in a line much like Solak's root attacks, so players should move out of the way. The player can also stand on the target preventing his hands from spawning entirely (hands still fly out towards the players not standing in the target area and may hit you while running back to the boss, therefore it is better to decide if everyone is going to the target or not). As his health lowers, he will start covering one half of the platform with shadow arms which root the player and can deal up to 4,500 damage per tick, so players should run to the other side to avoid the attacks while taking note of shadow pools.

Continue damaging Seiryu until he reaches 7,200,000 health, after which he collapses and becomes invulnerable. Players must destroy the black crystals on his collar; each one has 250,000 health. Jump onto his collar and attack the crystals; for groups, one/two players should jump on each side while the other stays behind to deal with the shadow enigmas. Should the enigmas touch Seiryu, they will heal him and the crystals. Soul Split does not heal players from damage dealt to the crystals. While the crystals are weak to melee, they have incredibly low defence and any weapon will do. Vulnerability and dominion mines should be used to speed up the destruction of the crystals.

Players have roughly a minute before Seiryu tosses the players back onto the platform. This will also stun them momentarily, and players should immediately use Freedom.

Once all three crystals are destroyed, Seiryu is freed and the fight ends.