Compared to all the other Abyssal Dungeons in Lost Ark that come before it, the Gate of Paradise series of Dungeons is a big step. For one, there are eight party members total instead of four. Two, it has one of the only Abyssals that introduce an alternate moveset players have to use. And finally three, there are more bosses and mechanics to memorize in general.
Thankfully, the Sea of Indolence is a steady climb and doesn't drop players into the metaphorical deep end mechanic-wise. This 960 Minimum Item Level Dungeon does require eight people, but its general mechanics are pretty simple and it heavily features the fan-favorite Giant's Heart hoarding character, Nineveh. So, let's go over all aspects of this Lost Ark Dungeon and how exactly players are meant to clear it in the shortest time possible.
Quick Memorization Helper
Anyone looking up a guide for Sea of Indolence is someone already experienced with the Dungeon likely just looking it up to get a quick refresher on its phases or what exactly they need to remember to not drag the party down. If that's the case, here are all the key aspects of this Abyssal, but this should also work as a handy-dandy compressed guide for players who only want the most basic coverage of what they need to know as well:
- Sea of Indolence has four parts with the two four-player teams only being separated for one section out of the four. There's a mob-clearing phase using a whole new skillset with the wetsuit abilities, the first Boss Orboros. Another mob-clearing phase with all eight members using their default movesets, and then the final fight against Akam.
- There are two different wetsuits, and each one has its own Counter and movement-based Skills. Most players tend to prefer the Gauntlet over the Harpoon Gun, but it's randomized who gets what anyway.
- The first Boss, Orboros, is really just a DPS race since players are using eight Skills they're unfamiliar with. The only "mechanic" anyone has to worry about is the Shark creature that's summoned part-way through the fight. Kill this ASAP to get a massive damage buff against Orboros.
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The final Boss, Akam, is a real test of patience for those near the recommended Item Level. The constant Petrify it inflicts upon the party, its moveset with a lot of delayed secondary attacks, and its Aqua Shockwave Wipe Mechanic are all a bit of a pain to deal with.
- Remember, if a party member has a purple bar underneath them, they're petrified and can be freed faster using Skills with a lot of hits rather than high-damage moves.
- The best time to refill O2 is directly after Akam's Wipe mechanic since it'll never do two of them one after another.
- For its wipe mechanic, Akam will create a safe zone circle while the rest of the arena is filled with a red telegraph. It tends to put this safe zone near itself, but not always, so keep an eye on the minimap if the rest of the party is off-screen but moving toward the safe zone.
- Never stray too far from Akam, as this is when people tend to get Petrified right before the Wipe mechanic and cannot be saved or, at worst, cause another teammate to go down who was trying to free them in time.
- As far as Consumables are concerned, players really only need Dark Grenades at most since it makes Akam more bearable. For those who pay close attention to their Debuff stacks, a Panacea or Sacred Charm can also be helpful to prevent a Petrify from building up.
- Also, remember, Nineveh actually has a side-quest tied to going through the Gate of Paradise Abyssal Dungeons, so make sure to grab it from her on Whispering Islet.
First Section: Shankrima Strategy Path
The first section of Sea of Indolence is the only other mob-clearing section of an Abyssal Dungeon that manages to surpass the fanfare of the Hall of the Twisted Warlord. The fact that players get to go underwater in a non-revealing outfit (for once), get an exclusive moveset tied only to this Dungeon and have to memorize a new system with the O2 Meter all add up to make this immediately memorable.
That said, the first section can take a while, as there is a lot of mob-clearing, and players don't have their optimized Skills down yet most of the time. Plus, for some reason, the Purple Team and Green Team checkpoint loading after the first batch of mob-clearing always seem to lag and cause everyone to run around in circles wondering if the Dungeon is actually bugged this time or if it'll fix itself in a minute.
Second Section: Deep Sea Orboros
Deep Sea Orboros, for all intents and purposes, is just an underwater Hydra or fishy Cerberus. It's the protector of this "sacred place" that's put there to stop anyone from getting in. The actual fight itself is so incredibly basic, mostly because Smilegate knows that players aren't using the Skills they've spent hundreds of hours gaining muscle memory with. That said, there is still one thing to keep in mind, and it's the Shark Summon.
Important Mechanic: Shark Summon
Somewhere around the middle of the fight, Orboros summons this bipedal Shark Monster into the arena who has an icon on the minimap. Once this creature spawns, everyone should immediately switch to killing it instead, ignoring Orboros for the most part. The Shark has a variety of its own attacks, mostly tail swipes and biting attacks, but it's really just there to punish players who don't take notice of it. If it's left alone, the boss isn't buffed or anything, but if it's killed, the party gets a massive damage buff that will melt Orboros' remaining Health Bars.
Regular Attacks
All that said, it's still very possible to die during this Boss, as Orboros has a good variety of wide-reaching attacks and stage hazards. So, let's go over all of its regular attacks, just in case:
|
Name |
Description |
|
Lightning Orbs |
Bright blue Lightning Orbs are summoned around the arena from time to time and actually show up throughout the three Dungeons of the Gate of Paradise. These things explode and leave a damaging field behind if they aren't broken beforehand. |
|
Water Blast |
Orboros' three heads spray a cone of high-pressure water in three directions. On-hit, these waves deal damage and push players back a decent amount. |
|
Poison Field Summons |
The Boss summons a myriad of small circular red telegraphs that fill almost immediately. When filled, they explode with purple poison, dealing high amounts of damage. Because this attack can last a while, and because they're staggered to explode at different increments, this is the move that takes players by surprise the most. |
|
Poisonous Auras |
Orboros summons a bunch of environmental hazards in the form of Poison Auras that deal constant damage to any players standing in them. They don't last incredibly long, but long enough to tear through the health of anyone ignoring them. |
Third Section: Defeating The Unknown Monsters Blocking The Way
After getting blasted away with pure water pressure by Akam, players are literally blown out of their Wetsuits and then play the rest of the Sea of Indolence using their regular moveset. This is where the O2 Meter is introduced, so always keep an eye on it as well as air refill spots on the mini-map. The whole eight-player party then walks for a bit enjoying the deep sea scenery and listening to Nineveh talk about a bunch of lore-related stuff before doing yet another mob-clearing section. This section takes a bit since there are a lot of spaced-out summons, but it mostly takes part in one small area.
Fourth & Final Section: Indolence Guardian Akam
Lastly, there's the fight against the immensely tall Indolence Guardian Akam. Players will likely recognize this enemy model from Feiton, as there's a land-version of this Monster they can fight while adventuring there. Akam works a bit differently because after losing a large chunk of its HP, Akam's legs will break down, bringing it closer to the ground. Not only does this beast have a constant Petrify mechanic to worry about, but it also has a Wipe mechanic in the form of its Aqua Shockwave, and the first introduction of "yellow" telegraphs that deal damage as well as drain a player's O2 Meter.
Important Mechanic: Petrification
This may not be the "Wipe" mechanic that usually takes center stage as "what to remember the most", but adjusting a playstyle around Akam's Petrification will make the fight so much less painful. Essentially, every one of Akam's attacks seems to apply a stack of this Petrify Debuff, with it actually freezing the player in place at five stacks. These stacks last nine seconds before fading away all at once, even if a player has four stacks. Frankly, this fight is more about survival than it is constant DPS, a lesson that more Lost Ark players need to learn about late-game combat.
So, if a player is at four stacks, they want to make sure and either dodge the next few moves or stay extra close to their allies so that they can be freed as quickly as possible when frozen. To free a teammate, simply hit them until the purple bar underneath their character is empty. This bar is based on the number of times hit, not the amount of damage done, so multi-hit abilities and basic attacks are usually better than other Skills.
Important Mechanic: Aqua Shockwave
This is Indolence Guardian Akam's Wipe mechanic, and while it can be annoying to deal with, it's incredibly easy to learn. Sporadically throughout the fight, Akam will slam both hands down, creating an arena-wide red telegraph with a circular bubble-like safe zone somewhere within this telegraph. The entire party then needs to immediately run, dash, roll, or whatever else in order to make it into this bubble in time. After a couple of seconds, Akam releases this deadly shockwave that KOs anyone not in the safe zone. When combined with its Petrify mechanic, this is where most players get irritated with the fight. Akam can do this multiple times throughout its encounter, including the second phase where it's missing its legs.
Important Mechanic: Yellow Telegraphs
While Lost Ark doesn't exactly describe it in the most obvious fashion, players sort of figure out the difference between all the different telegraphs on their own over the course of their Abyssal Dungeon runs. There are standard red telegraphs that do damage, red telegraphs that fill overtime before unleashing an attack, and there are also blue telegraphs that usually denote some sort of status effect application if a player is hit by them.
But, the Gate of Paradise Abyssal Dungeon introduces another color to the mix, yellow telegraphs. It's pretty simple, attacks with a yellow telegraph than hit a player deal varying amounts of damage, but also siphon varying amounts of their O2 Meter as well. It's not all too common in the Akam fight or all too deadly, but it becomes much more important to pay attention to during the Belloc fight in Alaric's Sanctuary. Once a player runs out of O2 Meter, their health starts rapidly draining on its own, so it's crucial to keep an eye on it.
Regular Attacks
For how annoying Akam is to fight, it doesn't have a wide range of attacks, even between its two different phases. But, there's always a big percentage of the party that seems to constantly get hit by the knock-up portion of Akam's back-kick, so let's go over all its normal attacks just to be safe:
|
Attack Name |
Description |
|---|---|
|
Back-Kick |
Akam stomps slightly in front of itself before sweeping its leg straight into a back kick. After a short interval, the water trail left behind by this kick then explodes, knocking players up and applying more of the Petrify Debuff |
|
Stomp |
The Guardian does a large stomping attack in front of itself and then creates a red telegraph that becomes with shockwave with the only safe zone being the area where it just stomped. |
|
Full-Circle Stomp |
The Boss stomps four times in a circular fashion, essentially one stomp per cardinal direction, creating large AoEs around each Stomp that apply Petrify stacks. |
|
Petrification Beam |
While standing straight up, Skam creates a blue circle on the ground that becomes a "spotlight" of sorts, instantly Petrifying anyone inside it. Akam then moves the spotlight in a horizontal path, catching anyone who went to try and free their allies. |
|
Charging Petrification Beam |
Second Phase Only: Akam moves backward toward any edge of the arena, takes a second, and then charges forward using its Petrifcation Beam in a wide cone in front of it. Any player not basically at Akam's sides will be Petrified during this charge. |
|
Multi-Hand Slam |
Second Phase Only: Much like the Full-Circle Stomp, Akam slams its hands four times in a circular fashion around it. These circles create secondary shockwave circles with a safe zone outside of it or in a small circle inside the telegraph. |
|
O2-Draining Orbs |
Second Phase Only: The Boss summons a variety of Red Orbs around the arena (usually right before using another attack in tandem with this one). These Red Orbs put a yellow conical telegraph in front of them that sends out a shockwave when filled, dealing moderate damage and draining the O2 meter substantially for anyone hit. |
|
Underwater Lightning |
Second Phase Only: Akam summons blue lightning at random locations around the arena. These bolts of lightning create a small circular environmental hazard before they strike, and leave a brief hazard after as well. |
Recommended Consumables & Engravings
Sadly, if players are struggling in the Sea of Indolence, there aren't many Consumables that can help much, not even among the best of the best. That said, there are still a couple that can help, such as:
- HP Potions are a given (or so one would think). This is the first Abyssal Dungeon we'd recommend possibly bringing Elemental HP Potions to, as it's a bit of an endurance test (similar to Argos) and Elemental HP Potions can be used seven times instead of five.
- Players can try and bring Sacred Charms or Panacea to use in a pinch to prevent Petrify before it reaches five stacks. But, it requires keeping a constant eye on the Debuff counter as well as likely forcing players to turn off their friendly particle effects for clarity's sake.
- Dark Grenades lower Akam's defense by 20 percent for ten seconds, so if multiple players spread out this debuff it can make this painful fight a bit shorter.
- And of course, players can use engravings like Grudge (please don't spend money to get this Engraving maxed) to deal enough damage to skip some of these mechanics or Spirit Absorption to increase their Cooldowns and Movement Speed. A well-Faceted Ability Stone makes a world of difference in these situations.
Lost Ark is currently available on PC.