Heaven on High Floors 41-50 Guide

Last updated on Sep 09, 2024 at 00:00 by Stella 5 comments

This page provides information about floors 41 through 50 of Heaven on High including enemy information and boss advice.

1.

Heaven on High Guide for Floors 41-50

On floors 41-50, the Accursed Horde will take the form of a Gold-haloed Sack Icon Gold-haloed Sack, and Mimics can spawn from Silver Coffers. You can expect 3-9 kills to be required to proceed between floors, 4-6 Treasure Coffers per floor, 5-7 rooms per floor and 2-3 enemies per room outside of Treasure Rooms, which will have significantly more Coffers and enemies.

2.

Floors 41-49

HoH Floorset 5 Banner

As the second floorset of the challenge floors, mechanics continue to escalate, though not too significantly outside of a few specific enemies. As always, enemies without significance are excluded from the table below.

Enemy Aggro Abilities Floors Notes
Heavenly Kuro-usagi Sight
  • Rockslide: Telegraphed line AoE.
  • Earthern Heart: Telegraphed circle AoE. Inflicts DoT for 15s.
41-44 Patrol. Immune to Bind, Heavy and Sleep.
Heavenly Dhara Sight Plain Pound: Telegraphed point-blank AoE. 41-45 Immune to Sleep and Stun.
Heavenly Sekizo Sight
  • Plaincracker: Telegraphed point-blank AoE.
  • Rockslide: Telegraphed line AoE.
42-45 Immune to Sleep.
Heavenly Sekizo Sight
  • Plaincracker: Telegraphed point-blank AoE.
  • Magnetism: Draws players in. Cannot be negated.
44-46 Patrol. Immmune to Bind, Heavy, Sleep and Stun. Visually distinct from the non-patrol mob with the same name due to the large green crystals covering its head and arms.
Heavenly Sekiban Sight
  • Epigraph: Telegraphed line AoE. Can be interrupted.
  • Trembling Epigraph: Lethal enrage AoE. Used after 25s, can be interrupted.
44-47 Immmune to Bind, Heavy, Sleep and Stun.
Heavenly Iseki Sight Neck Splinter: Telegraphed point-blank AoE. 46-48 Immune to Bind, Heavy and Sleep.
Heavenly Aka-ishi Sight Wild Horn: Telegraphed cone-shaped AoE. Inflicts knockback on players hit. 46-49 Immune to Bind, Heavy and Sleep.
Heavenly Mizumimizu Sound Bottomless Desert: Telegraphed point-blank AoE. Draws players in and stuns for 5s if hit. Used 30s after pull. This is immediately followed up by Temblor, an instant enrage AoE. The draw-in effect cannot be negated, but will not occur if players take 0 damage due to shields. 46-49 Patrol. Immune to Bind.
Heavenly Iseki Sight Isle Drop: Telegraphed circle AoE. Stuns for 5s. Can be used outside of combat. 47-49 Immune to Sleep. Visually distinct from the mob with the same name on floors 47-48 due to its mossy green colouration, in comparison to the purple of the other.
Mimics Proximity
  • Malice: Inflicts Pox for 10 minutes. Can be interrupted.
  • Deathtrap: Telegraphed point-blank AoE.
41-49 Silver Coffers. Immune to Bind, Heavy, Sleep and Slow.
3.

Floor 50 Boss - Gozu

The fifth boss of Heaven on High, and the second of the challenge floorsets. A step up in complexity from previous bosses in the deep dungeon, but still not overly challenging.

Boss Rotation Quick-Guide:
  1. Rusting Claw
  2. Words of Woe
  3. Eye of the Fire
  4. The Spin
  5. Repeat from Rusting Claw

The arena is a circle, with the boss starting at the far side. Some of the attacks used by this boss will have no castbar or telegraph, and instead will require the player to look at the animation of the boss. The boss will begin the encounter with Rusting Claw, an untelegraphed cone-shaped AoE with no castbar. This is signified by the boss raising its arm in preparation to swipe with it. Move away, to the side or behind to dodge it. The boss will then use Words of Woe, an untelegraphed line AoE with no castbar. This is signified by the boss raising both arms. Move to the side or behind to dodge it.

Next, the boss will use Eye of the Fire, an omnidirectional gaze AoE that inflicts confusion for 20s if it hits. Simply look away from the boss to avoid this. Shortly after this, orbs will spawn around the arena and the boss will begin casting The Spin, a telegraphed proximity damage AoE. Move at least halfway across the room from the boss in order to reduce the damage below a lethal level, and make sure to avoid the four sets of telegraphed point-blank AoEs around each of the orbs.

After this point, the boss will begin to loop mechanics. As the last set of point-blank AoEs around the orbs go off, the boss will start to cast Rusting Claw. It is safe to move into the location of an orb if needed, as they will vanish at this point.

On a DPS, you can expect a killtime of about two and a half minutes, or faster with the aid of a Pomander of Strength. On a tank or healer, you can expect a killtime of about three and a half minutes under the same conditions.

4.

Changelog

  • 09 Sep. 2024: Guide added.
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