Avatar of the Forgotten King Guide (Rev. 4)

Introduction:
The Avatar of the Forgotten King is an event boss that drops the entrance to The Shatters. The Avatar has 150,000 base HP and 90 DEF, with the closest event boss, the Lost Sentry having a comparatively lower 125,000 base HP and 40 DEF. In addition, the Avatar is almost always Armored (making its effective DEF a staggering 180), and fires waves of 150 and 175 damage bullets that inflict both Confuse and Unstable. The Avatar possesses multiple phases that can be equally deadly to an unprepared maxed player.

Shades of the Avatar/Killer Pillars (phase 1 and 4): The white projectiles they shoot deal very heavy damage and should be avoided.

Eyes of the Avatar (phase 2): These must be killed quickly, or else more will spawn. Archers with paralyzing quivers or huntresses with the Coral Venom Trap are helpful for paralyzing the eyes, allowing the group of players to kill them quicker.

Blobombs (phase 3): Can cause instant death for any robe or leather class, like the Rock Dragon’s Rock Bats. The best way to get rid of them is to run up to them as they activate and then run away when they start flashing.

Assassin: A relatively simple but ineffective way of dealing damage is to stand on the outside of the Avatar arena and continuously throw poisons at the boss. Due to the Avatar’s large amount of HP, poisons by themselves deal little damage but are a good way to pass the soulbound damage threshold.

Ninja: Like the Assassin, Ninjas can sit on the edge of the Avatar’s area and throw shurikens at the Avatar when it is vulnerable.

Knight: The Avatar cannot be stunned, but shields nevertheless deal heavy damage. However, timing shield attacks to hit when the Avatar loses its armored status can be tricky and dangerous. The Shield of Ogmur is very useful for the fight as it can nullify the Avatar’s large amount of defense, allowing the group to deal massive damage even if it still has its armored status.

Warrior: The helm’s boost is the Warrior’s key to help you if you can properly use it during the spiraling phase and for plain running when he changed phases, Helm of the Juggernaut helps in most phases of this particular boss. Other helms will allow you to get in the gaps of the fireball.

Archer: Your Quivers for this boss won’t help much but the Archer’s range and high DPS with the Doom Bow is something to keep in handy.

Huntress: The Coral Venom Trap is very useful for quickly dealing with the eye phase.

Wizard: Using off-centered camera, you can easily throw in some cheap spell bombs without putting yourself in any real danger. Stay back until you see the boss flashing red, and then walk a little closer to him and spellbomb like mad.

Priest: There are 2 very different ways to play priest at the avatar including tanking and curing the unstable/confuse. A priest with tome of holy protection is arguably the best tank in the game causing him to be plow the path for the group to dmg. If you already have a tank in the group you can use tome of purification the tank and any others who accidentally gained the unstable ability. The purification tome can be better than any boost in this situation.

Tank Class(any class can do this greatly helping the group but the true tanks can create a much bigger lane for the group to come in): It is helpful in a group of melees for one class to absorb the last of the fireballs, this allows for the other melees to run in and cause max dmg to the avatar, during vulnerable times.(note you can stand on top of the avatar for a short time, if you are the tank and still get sb in. It will take a while for you to become comfortable standing on the avatar).

Pally: Boost the group and yourself to help deal more damage it also help save some people from death since you can heal.