How to Unlock | Location |
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Reach Adventure Rank 22 | Guyun Stone Forest, Liyue |
Description¶
Domain of Guyun is an Abyssal Domain located on the largest island on the Guyun Stone Forest archipelago in Liyue.
Name | Domain of Guyun |
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Type | Domain of Blessing |
Location | Guyun Stone Forest, Liyue |
Adventure Rank: | 22 |
Recommended Party Level: | 34 |
Recommended Elements: |
Ley Line Disorder¶
Level | Ley Line Disorder |
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I | Electro-Charged DMG increased by 150%, and its AoE is increased by 100%. |
II | When Overload is triggered, an Energy Blast will occur, dealing DMG to surrounding enemies. When Superconduct is triggered, you will be hit by a powerful blast, causing your character to take DMG. |
III | When Superconduct is triggered, an Energy Blast will occur, dealing DMG to surrounding enemies. |
IV | Electro-Charged DMG increased by 150% and its AoE is increased by 100%. |
V | When Overload is triggered, an Energy Blast will occur, dealing DMG to surrounding enemies. When Melt is triggered, you will be hit by a powerful blast, causing your character to take DMG. When Vaporize is triggered, you will be hit by a powerful blast, causing your character to take DMG. |
VI | When Superconduct is triggered, an Energy Blast will occur, dealing DMG to surrounding enemies. When Melt is triggered, you will be hit by a powerful blast, causing your character to take DMG. When Vaporize is triggered, you will be hit by a powerful blast, causing your character to take DMG. |
Enemies¶
Icon | Name | Altar | Challenge |
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Hydro Slimes, Large Hydro Slimes, Hydro Abyss Mage | I | Defeat 28 Opponents, Protect Domain Monolith. | |
Pyro Slimes, Large Pyro Slimes, Pyro Abyss Mage | II | Defeat 22 Opponents, Protect Domain Monolith. | |
Hydro Slimes, Large Hydro Slimes, Hilichurls, Hydro Samachurls, Hydro Abyss Mage | III | 20 Opponents, Protect Domain Monolith. | |
Cryo Slimes, Large Cryo Slimes, Cryo Abyss Mage | IV | – | |
Pyro Abyss Mage, Ruin Guard | V | – | |
Hilichurls, Cryo Abyss Mage, Ruin Hunter | VI | – |
Recommended Party¶
Once you get to Altar III and IV at Adventure Rank 30 and 40 you will need to bring in a specific party because the higher tiers can be difficult to finish in the allotted time.
Domain of Blessing: Spring I¶
Bring at least one Cryo, one Pyro and an Electro member to get the damage bonus increase from the Ley Line Disorder. The Abyss Mages shield is weak to Cryo which will strip it quickly.
Domain of Blessing: Spring II¶
All enemies are Pyro here, so bringing a party consisting of Hydro to break the Abyss Mages shield, a Cryo member for the Melt damage bonus and Electro for the Overload damage bonus from the Ley Line Disorder.
Domain of Blessing: Spring III¶
The complete opposite here because all the enemies are Cryo. Pyro and Electro reign supreme here especially because the Abyss Mages shield is weak to Pyro and Electro will get a Ley Line Disorder bonus from Superconduct which will reduce their defenses in an AoE.
Domain of Blessing: Spring IV¶
All Hydro enemies this time and taking down the Samachurls first is key to this battle as they can heal their allies. Cryo can set Frozen on the enemies which can interrupt their actions and Pyro and Electro should make up the rest of your party, Pyro for the Melt and Electro for the Ley Line Disorder damage bonus.
Domain of Blessing: Spring V¶
Bring an Archer, preferably Diona or Fischl because they will not only be able to target the Ruin Guards weak point which is its glowing core on its head but they will work well on the Abyss Mages too. The Ruin Guard is the standout threat here because it has several moves which can deal substantial amounts of damage.
Stomp Attack: It will stomp its foot on top of you if you’re in melee range. To avoid this, dodge to its back as its foot lifts of the ground for some free attacks on to it.
Spin Attack: As it starts spinning, it won’t stop for approximately five seconds, just keep backing up until its finished because if you try to attack it in this animation you will be hit for moderate damage.
Clap Attack: Its arms will have a shimmer from its shoulders to its hands and then both hands will clap together for some major damage, dodging forwards to get behind will net you some free melee attacks.
Leaping Punch: It will start off with a two hit punch combo and then leap on top of you for major damage, backup to avoid the punches and then dodge forward as soon as you see the AoE marker underneath you.
Bombardment: It will kneel down and target you with a crosshair, then fire a volley of six homing missiles at you for moderate to major damage depending on how many of the missile hit you, keeping the distance and dodging last second is the best way to avoid this attack.
The key to defeating it, is by using a charged strike by an Archer to its core on its head which can stagger it, follow that up again and it will become immobilized for a short moment allowing an opportunity to let loose your strongest attacks.
When it casts Bombardment the core on its back will be visible, if you are quick enough, a charged strike will interrupt the attack.
Domain of Blessing: Spring VI¶
Bringing at least one Archer is recommended for this battle so you can deal with the Ruin Hunter as well as a couple of Pyro members to deal with the Abyss Mages. Ruin Hunter is the main threat here but pay attention to the Abyss Mages as they can cause a lot of trouble if ignored.
The Ruin Hunter has several dangerous attacks to watch out for:
Swipe Attack: The Hunter will raise its claw above its head and swipe from its left to its right, dodge towards the raised arm and get behind it.
Spinning Swipe Combo: It will start of with what looks like a normal swipe attack but it will then spin in place, dodge backwards to avoid this.
Charging Lunge: It will raise its right claw and then lunge at you with its claw spinning, dodging towards it and its left arm is the best way to mitigate this.
Aerial Bombardment: Hovers in the air and will have four turrets around it and will fire several volleys of missiles which will be indicated on the ground with an AoE marker, dodging in a circular motion or towards the enemy will help with avoiding these as they can deal substantial damage.
When the Hunter is using the Aerial Bombardment move, you can shoot at its core twice with a charged strike from an Archer to stun it and knock it down, where you can get a nice bit of damage whilst it recovers. Electro and Pyro work well against these because Overload ignores physical resistance, Superconduct from Cryo and Electro will lower the physical resistance of the enemy by 50.
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