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Thread: Sea of Ladon Raid Rift Guide

  1. #1
    Soulwalker Dexstar's Avatar
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    Default Sea of Ladon Raid Rift Guide

    Did some research and typed this up for my guild. Since I couldnt really find anything on these forums i figured i would post it here as well for people needing some help.

    Cheers

    Quick notes:
    • The graveyard is literally right around the corner from the Rift, so upon death just respawn and run back its like a 10 second run.
    • Couple of the fights have ground AOE that has to be ran out of.
    • Couple of fights have ground AOE that needs to be moved into.
    • Heavy ST and Raid healing intensive fights.


    Phase 1:
    • Defeat 8 Nexus Rivo
    • Charge 4 Nexus Cannons (Turrets)


    The Nexus Rivos give an AOE planar charge when killed. Planar charges are then used to charge each of the four Nexus Canons located around the Rift.



    Tanks: Pull Nexus Rivo one by one towards group.

    Healers: Mainly ST heals on tank, little group healing.

    DPS: Kill each Nexus Rivo as the tank pulls them.



    Phase 2:
    • Defeat 10 Fokum (Crabs)
    • Defeat 2 Slibberjacks (Salamander)


    (The Fokum are generally not tanked, but instead they tend to kill themselves by attacking the turrets and the turrets killing them.)

    Tanks: One tank mounts up and kites the farthest Slibberjack around the other side of the rift. Second tank grabs the closest Sliberjack anld tanks him near a turret. Picks up any stray Fokum.

    Healers: ST healing on tanks. Little group healing.

    DPS: DPS each Slibberjack one at a time as tank pulls towards group.



    Phase 3:
    • Defeat the Shockbite (Shark)


    Everyone stands in the blue "bubble" in the rift to avoid AOE damage cast by the Shockbite.



    Tank: Pull Shockbite towards group facing away from group. Shockbite will cast a cone shaped AOE that must be stepped out of.

    Healers: ST heals on tank, group healing on entire group within blue bubble.

    DPS: Kill Shockbite.



    Phase 4:
    • Defeat the Depth Hunter


    Everyone stacks on tank. A white circle is cast by the Depth Hunter which eveyone must stand in. When the boss casts his radial attack everyone must move out of the red (stationary windmill shape) then stack back up on top of the tank.



    Tanks: Pull Depth Hunter towards group, switch back and forth between tanks as debuff gets to 3 stacks (sorry unsure of the name of debuff on this one).

    Healers: Heavy ST heals on tanks. Heavy group heals when purple pulsing AOE ability is cast by boss. Move in and out of ground effects (Red bad! White Good!).

    DPS: DPS Depth Hunter and move in and out of ground effects. (Red bad! White good!)



    Phase 5:
    • Defeat Quogon


    There are 4 bubbles around the rift, 2 purple and 2 blue. The tank will generally pull the boss towards two and the raid will mainly use the two closest to the boss/tank. When Quogon casts his "Arcane" ability everyone gets in a purple bubble. When he casts his "Electro" ability everyone gets in a blue bubble. Only other thing healers and dps have to worry about is players will randomly get a small blue pulsing circle AOE cast on them where they are standing, everyone has to run out of theirs as well as staying out of everyone elses. This is where most deaths happen because when everyone runs to a bubble if there are too many small circle AOEs within the bubble everyone gets hit and dies very quickly. Respawn and run back as it is not far at all.



    Tank: Pull boss facing away from group.

    Healers: ST on tank. Heavy group healing on entire raid as massive AOE dmg is pretty constant. Move where and when you need to move.

    DPS: DPS boss and move where and when you need to move.
    Dexstar - 65 Warrior <Reforged> Wolfsbane

  2. #2
    Ascendant Solaxys's Avatar
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    Quote Originally Posted by Dexstar View Post
    There are 4 bubbles around the rift, 2 purple and 2 blue. The tank will generally pull the boss towards two and the raid will mainly use the two closest to the boss/tank. When Quogon casts his "Arcane" ability everyone gets in a purple bubble. When he casts his "Electro" ability everyone gets in a blue bubble. Only other thing healers and dps have to worry about is players will randomly get a small blue pulsing circle AOE cast on them where they are standing, everyone has to run out of theirs as well as staying out of everyone elses. This is where most deaths happen because when everyone runs to a bubble if there are too many small circle AOEs within the bubble everyone gets hit and dies very quickly. Respawn and run back as it is not far at all.
    The abilities are Arcane Blast and Electro Waves fyi.

    Also a big reason why people die in this phase is because no one realizes the DoT mechanic (albeit carrying a different name) is back from the phase with the slibberjacks.

    Two people every 15s will get one of the two trigger-DoTs on them (that last for 15s afaik and go *boom* at the end of the clock). These are called Arcani Demise and Nexus Demise and unlike the Slibberjack ones, these WILL one-shot you if you do not get them cleansed by running into ANY shield/bubble.

    ===
    Another trick to keep in mind is you can have a tank engage the flokum (usually the third tank or the kite-tank if they are smart) and keep them away from blowing themselves up. After the slibberjack phase ends, you can have the flokum explode on Shockbite and do massive damage to it. One flokum does ~90% of its health in damage, so two should kill it without any input from DPS.

    ===
    The above is also possible if you do not engage the slibberjacks together as well. By having the tank stand in max-range of one slibberjack, they can toggle their auto-attack and pull only one slibberjack (without engaging the rest of the Rift). This removes the necessity for a 2nd "kite tank" and also keeps all the flokum alive.

    Just repeat on the other side of the rift with the other slibberjack.

    Cheers~
    Last edited by Solaxys; 03-22-2015 at 01:49 PM.

  3. #3
    Champion Serein's Avatar
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    Quote Originally Posted by Dexstar View Post
    Phase 3:
    • Defeat the Shockbite (Shark)


    Everyone stands in the blue "bubble" in the rift to avoid AOE damage cast by the Shockbite.



    Tank: Pull Shockbite towards group facing away from group. Shockbite will cast a cone shaped AOE that must be stepped out of.

    Healers: ST heals on tank, group healing on entire group within blue bubble.

    DPS: Kill Shockbite.
    On Phase 3, the tank should also use their damage-interception ability (for justicars it's called Intercede) when the shockbite does the deadly gaze or whatever it's called at someone, this will prevent that person from dying. If you have "cast on target's target" turned on, then you can just keep shockbite targeted and press the ability when it's casting this.

    And frankly, unless the healers are struggling, I just stand in all the cones, but maybe I'm a baddie This makes it where all the cones are neatly in one place though, no worries about one getting in the wrong spot or turning the shockbite or whatever.
    Last edited by Serein; 03-22-2015 at 01:58 PM.
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  4. #4
    Soulwalker Dexstar's Avatar
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    Thanks for the corrections/addition guys ! Appreciate it
    Dexstar - 65 Warrior <Reforged> Wolfsbane

  5. #5
    Rift Chaser MisakaMikoto's Avatar
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    Quote Originally Posted by Solaxys View Post

    Another trick to keep in mind is you can have a tank engage the flokum (usually the third tank or the kite-tank if they are smart) and keep them away from blowing themselves up. After the slibberjack phase ends, you can have the flokum explode on Shockbite and do massive damage to it. One flokum does ~90% of its health in damage, so two should kill it without any input from DPS.
    Personally i don't recommend this trick but its still up to the player to decide. Reason being what Daglar said about exploits "IF IT LOOKS LIKE AN EXPLOIT AND IT FEELS LIKE AN EXPLOIT. IT'S PROBABLY AN EXPLOIT." http://forums.riftgame.com/game-disc...-exploits.html

    If players can instant kill the boss in that phase, i dont think the use of flokum should be or is a mechanic at all.
    Last edited by MisakaMikoto; 03-23-2015 at 11:43 PM.
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  6. #6
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    In phase 4, the healers need to cleanse the rip debuff off the tank. It doesn't show up as cleansable but it is cleansable. It ticks for 8-9 seconds and if the tank already has stacks of the other debuff s/he will splatter very fast. So as soon as you see a 2nd debuff (not the stackable one, the other one) on the tank, hit cleanse and tanks will be less prone to getting one shotted.

  7. #7
    Ascendant Artewig's Avatar
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    Quote Originally Posted by Serein View Post
    On Phase 3, the tank should also use their damage-interception ability (for justicars it's called Intercede) when the shockbite does the deadly gaze or whatever it's called at someone, this will prevent that person from dying. If you have "cast on target's target" turned on, then you can just keep shockbite targeted and press the ability when it's casting this.

    And frankly, unless the healers are struggling, I just stand in all the cones, but maybe I'm a baddie This makes it where all the cones are neatly in one place though, no worries about one getting in the wrong spot or turning the shockbite or whatever.
    I usually just stand in the cones too. Never had that be much of a problem.
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  8. #8
    Shadowlander
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    Hokay, here is one improvement to the guide (or two). In the last phase ppl need need to avoid getting below the shields too early or they increase the risk of spamming them with aoes. To avoid all the aoes however, there is a simple trick: tank the boss between two shields, and let the raid use the other two at range: YOU CAN OUT-RANGE THE AOE ABILITY OF THE BOSS AND STILL HIT IT! And one of his blast abilities from which you need to hide has a very limited range too, so you can stand close to one shield at a distance from the boss all the time if you are dps.

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