Aion 2: Submerged Life Temple Guide

This guide provides a detailed breakdown of the mechanics for the Submerged Life Temple Transcendence instance. Mastering these encounters requires not only skill but also well-equipped characters; if you need to upgrade your gear or stock up on consumables, you can buy Aion 2 Kinah to ensure your party is prepared for the challenges ahead.

Instance Overview: Initial Rooms and Navigation

The instance begins similarly to other Transcendence dungeons with a trash mob clearing segment.

Room 1: The first room can be cleared entirely.

Hazardous Mechanisms: Subsequent areas contain environmental traps that will encase the player in a bubble upon contact. The optimal strategy is to bypass these trapped areas and clear mob packs in later rooms instead.

Teleportation Point: Locate and activate the teleportation point in the initial area. This allows for rapid return should the party wipe during the first boss encounter.

Boss 1: Mechanics and Counter-Strategies

The first boss utilizes four primary mechanics that rotate throughout the encounter.

Mechanism 1: Rain of Projectiles

The boss initiates a rain of projectiles over a targeted area.

Counter: Move out of the indicated area. High movement speed allows for walking evasion; otherwise, sprint or dodge.

Mechanism 2: Bubble Projectiles

The boss fires projectiles at players. Impact encases the target in a bubble, immobilizing them.

Counter: Avoid being hit. If a party member is bubbled, another player must jump into the bubble to pop it and free them.

Mechanism 3: Safe Zone Circles

Similar to the second boss of the Ludra Trial, the arena will display circles indicating safe zones. This occurs in three successive waves.

Counter: Identify the safe circle and stand within it. The safe zones will appear adjacent to one another, shifting position with each wave.

Mechanism 4: Moving Walls

The boss summons slow-moving water walls that traverse the arena.

Counter: The walls move slowly and are few in number. Standard dodging is sufficient. Exercise caution when this mechanic overlaps with others.

Post-Boss Progression

Upon defeating the first boss, the party can jump and fly to a hidden door. Clear the mobs in this area, interact with the statue to summon a mini-boss, and defeat it to unlock the next zone. Repeat the mob-clearing and statue interaction process in the subsequent area.

Boss 2: Mechanics and Counter-Strategies

The second boss follows a patterned sequence of abilities.

Phase 1: Opening Sequence

The boss begins by leaping onto a random party member.

Following the jump, the boss fires projectiles at all players.

Mechanism 1: Lantern Safe Zone

Upon the first voice line trigger, the boss summons four lanterns around itself: three red and one blue.

Counter: The party must line up with the blue lantern. This is the designated safe zone.

Mechanism 2: Exploding Lines

Upon the second voice line trigger, the boss summons lines on the ground that detonate after a delay. This is mechanically identical to the final boss of the Cradle instance.

Phase 2: Below 50% HP

When the boss's health drops below 50%, it leaps back to the center of the arena and summons rotating walls. During this phase, the boss spams all previous mechanics simultaneously, including a new rain and wave combination.

Counter: Maintain constant movement, dodge projectiles, and jump over ground waves.

Boss 3: Mechanics and Counter-Strategies (Final Boss)

The final boss combines mechanics from the previous two encounters with new, unique abilities.

Mechanism 1: Spirit Link

The boss pulls two to three party members toward itself. Affected players have a spirit linked to them that remains at their original position.

Counter: Pulled players must immediately return to their original location to retrieve their spirit.

Mechanism 2: Ground Slam Waves

The boss slams the ground once or twice, generating shockwaves.

Counter: Jump over the waves to avoid damage.

Mechanism 3: Hammer Drops (Persistent Hazard)

The boss drops hammers on the two farthest party members. These hammers create permanent Damage-over-Time (DoT) zones upon impact.

Counter: Targeted players should move to the perimeter of the arena to place these hazardous zones as far from the main combat area as possible.

Mechanism 4: Bubble Projectiles

Identical to the first boss, the boss fires projectiles that encase hit players in a bubble.

Counter: Avoid projectiles. Teammates must pop any bubbled players.

Mechanism 5: Stacking DoT

Many of the boss's falling and smashing attacks apply a stacking DoT debuff when they connect.

Counter: Avoid all avoidable attacks. If a stack is acquired, use a yellow potion to remove it.

Mechanism 6: Charged Hammer Spin

The boss charges its hammer sideways before spinning toward a targeted party member. This attack deals significant damage.

Counter: Targeted players must run away from the boss to avoid the spin.

Mechanism 7: AoE Pulse (75% and 25% HP)

At approximately 75% and 25% health, the boss jumps to the center and charges a high-damage area-of-effect pulse covering the entire arena.

75% Counter: The boss remains stationary in the center. Move to the center and stand directly on the boss to avoid the pulse.

25% Counter: The boss spins while pulsing. The recommended technique is to remain airborne for as long as possible to avoid damage.

Mechanism 8: Rotating Wall and Spirits (50% HP)

At 50% health, the boss summons a rotating wall, similar to the second boss but slower and longer-lasting. Simultaneously, spirits spawn throughout the arena.

Counter: While avoiding the rotating wall, the party must collect all spawned spirits. Any spirit not collected will detonate, dealing massive damage to the entire party. To ensure your gear is adequately enhanced for such punishing mechanics, you can cheap Aion 2 Kinah to afford the necessary upgrades without exhausting your resources. For fast and affordable transactions, we highly recommend MMOEXP, a platform trusted by players for all their in-game currency needs.