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Difference between revisions of "Mad Anne"

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== See Also ==
 
== See Also ==
[[Hiero]], Another beast who appears after Anne's defeated.
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[[Hiero]], Another beast who appears after Anne's defeat.
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== Gallery ==
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[[File:Portrait-Mad_Anne.png|200px|]] [[File:Journal Entry-Anne.png|200px|]] [[File:Anne's Statue.png|200px|]]

Revision as of 21:19, 6 October 2019

No icon available
Mad Anne
Mad Anne.gif
Type
TypeBeast.png

History

Sighted Area: At the entrance of the Wind Canyon in Metro Center.

Shape: At the time of discovery, only the head of the statue was discovered with a bumpy, jagged surface at the bottom of its neck, as if it was ripped off the body with force. The most striking feature of this statue is the gem inset in the center of the forehead, which is so big and beautiful that it attracts grave robbers. A great many grave robbers tried everything they could think of to get the gem, but none of them could leave even a scratch on the statue.

Characteristics: The term, Beast, doesn't just apply to strong creatures; it also applies to any presence that is strong enough to affect their surroundings. Certain Beasts are the personifications of natural phenomena or giant masses of energy. This moving statue is one of them. Three times taller than a grown man, this statue was discovered near the Wind Canyon in the Metro Center area.

"At the time I observed it, this statue didn't move. But when the Kashipas' pentacle threatened the seal, it moved and eliminated the mages. Linda thinks this statue is a safety device prepared to keep the seal intact. I don't know if an Beast is sealed within the statue, or if the Kashipas were aware of this statue when they tried to break the seal. Anne's Statue flew and moved as if it weighed nothing, and the power it used to attack the Kashipa mages looked like it was completely different from magic. The statue stayed in the Wind Cannon for a while before it disappeared mysteriously.

Dulis's Observation Journal"

Move Set

  • Charging Psyche: Before the fight begins, Anne breaks out of her statue and she'll proceed to roam around for awhile until the charge is complete. Afterwards, she'll use three different attacks by launching telekinetic orbs mainly focused on Players 1 & 2 or 3 & 4 if those two party members die:
    • Gravitational Change: Non-damaging and avoidable, though being caught in the orb's area zone will be launched in the air for quite some time.
    • Psychic Earthquake: Casts nine timed earth spikes beneath the player. They can be easily destroyed once spawned, but ignoring them for three seconds will cause the spikes to explode in a certain area dealing heavy to lethal damage.
    • Psychic Explosion: Orbs will cast a + pattern and after a few seconds in x pattern that deals heavy to lethal damage, even worse killed if juggled by the explosion path.

Psyche Charged!

  • After Anne does Charging Psyche around three times, she'll begin using a berserk pattern by launching out an telekinetic orb that heavily focuses on Player 1 and the direction their facing and summons her statue head to only attack them with three different moves around four times:
    • Psychic Dash: Anne's statue head will drop down and dash into the direction Player 1 faces. Can knock down party members if they come in contact with the statue, but otherwise easily avoidable.
    • Destruction Beam: Similar to Psychic Dash, except that the statue head fires out a laser beam which can be easily avoided.
    • Anne’s Madness: The statue head rises to the sky and shoot out a horizontal laser beam that covers the area behind Player 1's back. Due to it's wide range, party members who are fighting Anne should keep away from there until the pattern ends.
    • Lighting Bolts: Anne summons purple lightning bolts that randomly strike down in the room where she's positioned. While she's opened to attack, the bolts can deal moderate to heavy damage if players are in close enough range.

Strategy

  • It's recommended that a Male or Female Crusader should take the Player 1 position since they'll be handling a majority of Anne's patterns throughout the fight.
  • For Psychic Earthquake, destroy the spikes immediately once they spawn so that Players 3 & 4 who are mainly DPS don't get caught within the blast radius if left ignored.
  • The + pattern for Psychic Explosion can be tricky to dodge, so Players 1 & 2 should keep the orbs in their respective corners and move with enough speed before casting is complete so they don't get hit in the process.
  • Anne will be groggy after two out of three berserk patterns giving you free time to deal damage on her before she repeats the Charging Psyche cycle again.

Appearances

See Also

Hiero, Another beast who appears after Anne's defeat.

Gallery

Portrait-Mad Anne.png Journal Entry-Anne.png Anne's Statue.png