Archcustodian
The Transit Circuit is patrolled and maintained by the Archcustodian. As threats are registered, it deploys counter measures and cleans up any intruders. |
Abilities
Vaporization Protocol: As the Archocustodian traverses the Transit Circuit, it pulses fire underneath which does high damage.
Static Shield: Prevents all damage to the Archcustodian while active. In Veteran difficulty, it also increases the Damage of monsters that get within 15m.
Power Rail Discharge: Once engaged, if players retreat further than 50m from the Archcustodian, it repeatedly damages them until they either return to within 50m or die.
Additional Monsters/Hazards
Whirring Blade Trap: Spinning Blade damages players and affects them with the Serrated Blade bleed effect. This is a stacking bleed which intensifies with more hits.
Shock Pylon: Shock Walls connect between the pylons which creates a line which damages, snares and drains magicka of players that touch it.
Dissector: Refer to entry above.
Calefactor: Refer to entry above.
Strategy
The Transit Circuit is populated by Refabricated Spiders as players emerge from the portal. Engaging these spiders causes the Halls of Fabrication defenses to engage. Shock Walls and Whirring Blade Traps become a persistent threat in the Circuit.
When players approach the Archcustodian it begins traversing the Circuit. The Archcustodian is shielded from damage and pulses a powerful fire ability around it. In addition, players that move too far away, after the Archcustodian is engaged, will take increased damage from Power Rail Discharge.
Players must use the switches near the inactive Shock Pylons located around the Transit Circuit as the Archcustodian gets near to break the shield and stun the Archcustodian. They then have a few seconds to damage the Archcustodian before it re-engages the shield and starts walking again. After a switch is pushed, two Factotums spawn and engage. These are a combination of Calefactors and/or Dissectors.