Anguish of the Wavering Servant

With Hernia's assistance, Ain faces his internal doubts regarding his mission, with those doubts given angelic form. Up to four players will face these false angels in a wide arena with a few, long platforms set on two heights.

Basic Mechanics

This battle is quite different compared to the other Master Road dungeons before it. Phases 1 and 2 involve fighting different boss forms with completely different movesets. Additionally, this is the only Master Road dungeon where the phase 2 boss must be completely brought down to zero health to end the fight.

Ten crystals under Dominus Angelus' HP bar. Five light blue crystals represent five filled marks, and five black crystals represent five empty marks

A gauge with 10 marks will be visible at all times below the boss' health bar. The function of this bar varies depending on the phase you're fighting against.

In phase 1, you will battle against Messengers of the Past and Present. None of their attacks, except for their cut-in attack, ignore I-frames. Messengers are affected by skill delays, meaning their attacks will also be delayed if the Messenger isn't hit by the attack. Black hole effects will not affect Messengers.

These entities do not have health bars, but any damage they take will reduce the boss' health in kind. The Messengers also aren't affected by hitstun, but will receive knockback if they aren't performing an attack. Lastly, while skills cannot destroy them, a single hit from a command attack will remove a Messenger from the battlefield. (Pet attacks won't count, even if they have the characteristics of a command attack.)

Messengers have unusual AI for when they attack. Messengers perform an attack when they first enter the battlefield, then go idle. They will remain in this idle state for a very long time (10-15 seconds) and take no actions unless they take damage. If they take a hit, they will often counterattack almost immediately.

The phase 1 gauge tracks the number of Messengers currently present on the battlefield, with each lit mark representing one Messenger. If, at any point, this gauge is allowed to completely fill (meaning 10 or Messengers are on the battlefield at once), the Messengers will immediately perform an instant-kill cut-in attack that can't be avoided. Players must keep the number of Messengers on the battlefield down to prevent this from happening.

In phase 2, the Messengers will unite to form Dominus Angelus, a manifestation of Ishmael. All of the Dominus' attacks ignore I-frames. Since this form is only encountered in phase 2, it will always have super armor and debuff immunity (outside of fatigue). However, the boss may perform a special stagger animation if hit while outside of an attack animation.

The phase 2 gauge revolves around the Dominus' ultimate attack, and its progress towards it. At the start of phase 2 (or after an ultimate attack), the Dominus' gauge will be set to 9 marks. The Dominus will leave behind Angelic Fragments with almost all of its attacks. As these Fragments are destroyed (by a player, or by self-destruction), they will deplete the Dominus' gauge. The Dominus can only perform its ultimate attack once the gauge is empty. During the ultimate attack, the gauge tracks progress towards the ultimate attack triggering, and players must work to prevent this.

Dominus Angelus also breaks phase 2 conventions with its ultimate attack: while its fatigue state drastically reduces its defense, its defensive buffs do NOT permanently decrease after each ultimate.

Once players understand the mechanics of this battle, it usually isn't too threatening. Phase 1 can be chaotic due to Messenger counterattacks, but players can find reprieves by not attacking, and special actives players would be using to do damage anyways will shield them from a lot of danger. Phase 2 features attacks that hit wide areas, but are slow and don't do considerable damage; phase 2 should pose little threat so long as players are careful and stop the ultimate attack properly. This can be a long battle due to the massive health pool of the boss, however, so players will need to stay focused.

Attacks

Phase 1: Messengers of God

(Note: whether a Messenger is of the Past or Present is irrelevant in phase 1. This typing doesn't restrict their moveset in any way.)

Erst - Bohren: the Messenger will ready a small spear and throw it forward in a straight, horizontal line after a short wait, doing decent damage to anyone hit. The Messenger will then teleport to where the spear was thrown.

Brocken Phantasm: the Messenger will ready a large spear and spend a significant time charging up. Afterward, it will launch the spear forward, dealing high damage to anyone it hits.

A messenger has three spears stuck in the ground on either side of him. The three left spears point left, while the the three right spears point right

Fantasiegebilde Speer: the Messenger will place three spears on the ground to each side of itself. Each spear does minor damage, won't deal hitstun, and inflicts a bleed effect that can stack up to 3 times. The spears will disappear after several seconds if no one runs into them.

Bewachsen Feste - Gott Waffe: the Messenger will spin around and look skyward, and the area above the Messenger will begin forming the attack. Afterwards, numerous blades will fall from the sky, covering the area around the Messenger and dealing a large number of hits over several seconds.

Zweit - Schneiden: the Messenger will create a sword, then lunge forward with a singular slash. This slash does substantial damage, and inflicts a Leg Wound debuff (preventing you from dashing).

Still Lenze: the Messenger will create a lance, then lunge forward with a single stab attack. This lance does high damage, and will Silence you for a few seconds (preventing you from using skills).

Sabelhieb Sequenz: the Messenger will create two daggers, then swing forward with them 3 times in quick succession. Each hit does decent damage and inflicts a bleed effect.

Two massive lasers fire horizontally across the arena

Erst de Letzt: this move is only performed if 10 Messengers are left alive simultaneously, completely filling the gauge under the boss' health bar. If this happens, a power stun will hit the entire arena. Shortly after, Messengers will fire devastating laser beams across the entire arena. All Messengers will disappear from the battlefield afterwards.

Phase 2: Dominus Angelus

A blue crystal surrounded by a blue cube polygon floats in the air

Angelic Fragment: all of the Dominus' moves (with one exception) leave behind Angelic Fragments where the attack occurred in random locations. These fragments can be destroyed by a single hit from a command attack (skills will hit them, but not destroy them). If left alone, the fragments will float into the air after a few seconds and eventually self-destruct, dealing moderate damage and launching anyone hit.

Blade Sweep: the Dominus will project a longsword in each hand. It will lean forwards, either focusing on the top or bottom level, and perform a crossing slash with its blades across that height. Anyone hit will take moderate damage and be knocked back a substantial distance.

Blade Smash: the Dominus will project a sword in one hand and raise it backwards. After a short wind-up, it will smash that side of the arena with it, doing moderate damage and flattening anyone hit for a couple seconds (rendering them unable to attack).

The Dominus raises one hand to the air, and multiple swords appear, pointed straight down above the arena

Blade Fall: the Dominus will summon and ready a number of large blades, set over multiple heights. A few areas of the arena will have gaps in the blades, and players must run to these safe spots before the blades fall. Each blade hit does moderate damage and can knock players back a substantial distance.

Binding Chains: this attack can only be used if there are at least two players alive on the battlefield. If this is the case, the Dominus may raise one palm to the air and project a magic circle, and a single player will be bound on the spot. For 20 seconds, a bound player cannot move or attack. However, any other player can break the chains with a single command attack.

The Dominus covers its face and arms, and messengers appear in the arena

Goddess' Revelation: this is the Dominus' ultimate attack. It will enter a dormant state, and the game will tell you whether to stop Messengers of the Past, or Messengers of the Present. Messengers will randomly spawn in the arena, 4 at a time. As with phase 1, these Messengers will only be defeated by command attacks. These Messengers leave the battlefield after a few seconds if not defeated. Each time a target Messenger escapes, or a player defeats the wrong Messenger, a mark will be added to the Dominus' gauge. An instant-kill attack will hit the entire arena if this gauge is filled. The Dominus will enter a fatigue state after 7 waves of Messengers finish spawning, or the ultimate attack is used.

Strategies and Notes

While the boss in this stage has the largest health pool in Master Road by far, it also gives you the biggest opportunities to deal damage to the boss. In phase 1, each Messenger can take damage separately from the others; this means that if you hit 5 Messengers with a single skill, you'll do damage to the boss' health 5 times over. Grouping the Messengers and attacking them as a group can shred the boss in phase 1... just be cautious of counterattacks. In phase 2, the Dominus' head and arms are both vulnerable to attack. Here, the arms cause the Dominus to have a wide area that can be damaged, allowing moves that require massive targets for maximum damage to shine.

In phase 1, you want to keep the number of Messengers under control. Having too few Messengers on the battlefield will greatly limit your ability to damage the boss, while having too many risks triggering their unavoidable, instant-death attack. Since up to 3 Messengers can appear simultaneously, trying to keep 5-6 Messengers on the battlefield at any time strikes a fair balance between these goals. Destroy Messengers with command attacks if you go above this range to maintain your group's safety.

With the phase 1 Messengers, you can get attacked multiple times in succession out of a special active due to the Messengers' tendency to counterattack when hit. If you need relief, consider jumping out of the way (since most Messenger attacks are horizontal), or simply stop attacking altogether (since the Messengers idle for great lengths of time if they aren't damaged themselves).

In phase 2, it may be in your best interest to prioritize safety. The Dominus' attacks may not be too damaging for their speed, but all of them can either launch you great distances or prevent players from attacking altogether. The Dominus' fatigue states also last for a very long time, so the vast majority of your damage will come from attacking the Dominus during fatigue.

During the phase 2 ultimate, the best strategy for dealing with the Messengers varies based on the party size. If you're alone, start on one side and repeatedly sweep from side to side as each wave spawns to check all the possible spawn locations. If you're in a group, evenly divide the arena between party members to minimize the area each person has to cover. You may also want to avoid projectile commands if they pierce or bounce off of targets, as this can risk hitting Messengers you didn't want to remove.

A sample battle against the angels in Hell mode can be found here.