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Thread: Hammerknell Raid Bible:: Guides - Mechanics - Video links

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    RIFT Guide Writer Flaymar's Avatar
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    Default Hammerknell Raid Bible:: Guides - Mechanics - Video links

    Hello All,

    As with the Rogue Guide thread, will be making simular bible for Hammerknell. Will be posting guides to each boss, included will be video links once we get around to making of course, but will evolve in time.

    Keep in mind as always, kill strats vary from guild to guild, so keep this in mind.

    Contents


    Hammerknell Boss Index

    Murdantix
    Estrode
    Sicaron
    Soulrender Zilas
    Akylios
    Grugonim
    Rune King Molinar and Prince Dollin
    Inwar Darktide
    Matron Zamira
    Inquisitor Garau

    Drowned Halls Boss Index

    Assault Commander Jorb
    Joloral Ragetide
    Isskal
    High Priestess Hydriss
    Last edited by Flaymar; 08-15-2011 at 09:36 PM.

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    Murdantix


    -----------------------
    Mechanics
    -----------------------
    (source)

    Players in his frontal cleave area (should only be the person tanking) will gain a stacking debuff, decreasing toughness and armor.

    Every 35 seconds Murdantix jumps and knocks back everybody in a 60 yard radius, causing a small amount of damage.

    During the encounter Murdantix gains a stacking buff called 'Strength of Souls' increasing his physical damage output, which he gains for every player or NPC killed by his knockback ability. The Runeguard will assist you during the fight by sending in waves of 5 NPC's, which when properly executed will be your only source of 'Strength of Souls' since they die almost every knockback.

    When Murdantix reaches 75% health, he will start casting Demonic Blast, targeting a handful of ranged people and causing heavy AoE damage at their locations. Demonic Blast does not have a fixed interval, and is generally cast within 15 to 30 seconds of the previous blast.

    Murdantix will now also spawn void zones on the floor, which simply need to be cleared as soon as possible, and will despawn over time. It appears that the void zones do not despawn when the boss is near.

    When Murdantix reaches 50% health, he will gain an ability called 'Soul Torment'. This is a 1-second cast that needs to be interrupted. If not interrupted the targeted person receives significant damage, usually oneshotting the player. He casts this approximately every 8 seconds.

    When Murdantix reaches 25% health, he will do a 'Grrahgrr!' emote and small adds will spawn that can simply be picked up by the tank and AoE'd down. These adds do not do significant damage.


    -----------------------
    Raid Setup
    -----------------------

    We found dps was the issue at start, we downed with:

    Cleric Tank
    Warrior Tank
    Two Main heals - Two Clerics
    3 Support Heals - 1 Bard 2 Choloro
    As many melee dps as possible
    Rest Range DPS


    -----------------------
    Execution
    -----------------------
    source
    Tanking is done by two tanks, swapping for debuffs (avoid taking more then 4-5 stacks), and kiting the boss around the room in circles to make sure the melee are not stuck in a void zone and to allow the void zones to despawn. Kiting in a too small circle will cause the void zones to remain up and you will run out of space to kite him. Tanks should avoid facing with their back to a wall when close to the edge of the room, because after being knocked back into the wall some line-of-sight issues can occur when Murdantix stands right next to the wall.

    Melee needs to stack up on his rear side while avoiding the frontal cleave. Melee will also need to watch their backs, making sure that when knocked back they will not land into a void zone.

    Ranged DPS and healers will need to be spread out at all times to make sure the Demonic Blast ability cast by Murdantix only hits as few targets as possible. This spreading-out tactic can be compared to the Downpour ability in the water raid rift or the Spines of the Earth ability on Anrak the Foul (GP), so your ranged DPS should already be familiar with this concept.

    Healers should be fast in topping up players after a demonic blast, because a knockback and demonic blast within a short period of time can kill a number of players quickly.

    After 50%, all interrupters will need to be on the watch for Soul Remnant casts. It's important to note that this can occur right after a knockback, rendering melee range interrupts useless. A few rogues with Weapon Barrage will be able to handle these casts.


    -----------------------
    Video Guide
    -----------------------

    http://www.youtube.com/watch?v=KGLTwcRQb_w
    Last edited by Flaymar; 08-11-2011 at 05:43 PM.

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    Estrode

    -----------------------
    Raid Setup
    -----------------------

    2 tanks (both warriors, for superior physical mitigation)
    5-6 healers (read below under "Strategy" for more information)
    2 support (1 bard, 1 archon)
    10-11 DPS (all max single target damage spec, ranged vs. melee doesn't matter, and mobility is minor)


    -----------------------
    Execution
    -----------------------
    source
    Raid composition is crucial on this fight, so I'll start off by elaborating some on the ideal raid composition mentioned above.

    The majority of the damage the tanks will receive is physical, which makes having two warrior tanks far more efficient than any other class. If you do not have two geared warrior tanks, other classes should be able to work, but you will definitely be working with a built-in disadvantage.

    The amount of healers you choose to bring is slightly up to you, and will depend upon the quality of your healers. Our original kill used 4 chloromancers, 1 inquisicar, and 1 bard for healing. I would consider this to be about the bare minimum amount of healing you could get by with. Hybrid (damage-dealing) healers are excellent on this fight due to the strict DPS requirements. When first learning the fight, I would suggest using 6 healers (not counting bard). If you begin wiping to the enrage timer, then you could consider dropping a healer, but it's always far easier to learn new encounters with an excessive amount of healing.

    You will also need 5 purgers for this fight (purge meaning hostile dispel). Your two warrior tanks should both have at least 11 points in void knight for their purge, and then you should be able to get 3 more purges out of cleric DPS (running inquisitor) and mage DPS (running necromancer). More on this later.

    The most important part of this fight is understanding how to deal with Unholy Contract. Every 21 seconds, Sicaron will give a raid emote warning: "Sicaron forces <name> into an unholy contract." This person will begin radiating a blue bubble around themselves.

    Anyone standing in this blue bubble will receive a substantial increase to their damage done (around 50%), meaning the entire raid should be stacked up behind the boss at all times. This blue bubble lasts for 15 seconds, and after that it turns red:

    The red effect does not harm allies, but it means the person with the contract needs to leave the raid immediately (but never before it turns red). 5 seconds after the bubble turns red, the player will drop an "icon" at their current location, and be hit for around 75% of their health. These icons must be placed in a very strategic order:

    Illustration

    Note how the icons leave a bubble of their own once they are placed. These bubbles can overlap with other bubbles, but a player with the contract debuff cannot step into another bubble. If they do, the whole raid will be literally insta-killed. Otherwise, the bubbles are completely harmless. Players with the contract debuff should allow for a few extra steps outside of where the bubble is actually visible, as its effect reaches a bit further than its graphic.

    Positioning these icons properly is very important. If you do not place them close together, you will run out of room to work with before the hard enrage hits. However, if you do position them properly, you will have room for about 3 extra bubbles when the enrage happens, so it does not have to be completely perfect. If you do run out of room to work with, you can always have the players jump to their death when their bubble turns red. You do not want the red bubble detonating on top of the raid under any circumstances.

    When the red bubble expires and a player drops his icon, it will damage anyone in or directly next to the bubble. For this reason, you need to make sure whoever is running out with a contract debuff has their health topped off before they take the damage, and you need to be sure that the main raid is never too close to the next idol position. Like mentioned above, the damage taken from this effect is slightly larger than the actual graphic. All players (ranged included) should be directly behind the boss and as close as possible to him, at all times.

    Throughout the entire fight, Sicaron will pulse an AoE damage effect on the entire raid called Gaze of Sicaron. This damage is not preventable, and simply needs to be AoE healed through constantly. Healers with built-in AoE heals (like chloromancers) are great for this.

    The other challenging part for healers is making sure the tanks survive through Moldering Decay. This attack will damage Sicaron's current tank target, and the damage can be split with up to one other person if they are within 5 meters of the main tank. This means both tanks should be stacked on top of each other the entire fight (also, tanks should usually not be a target of Sicaron's Unholy Contract debuff). This spell has a 2 second wind-up warning, and then a 3 second channel. The channeled effect deals heavy physical damage: about 35k damage over 3 seconds before factoring in blocks, which usually makes it around 23k damage (depending on the amount of attacks blocked).

    He will use Moldering Decay every 21 seconds, which is too frequent to have defensive cooldowns available for each one. Your healers simply need to have strong heals waiting for this every time. Instant-cast type heals with a 20 second or less cooldown are obviously great, and they can also begin pre-casting a heavy hitting heal when they see the wind-up warning. Make sure you assign all of your healers to a specific tank (usually 3 on each tank). If you're using an odd number of healers, you probably want the extra heals on the lesser-geared off-tank, but also remember the main tank will be receiving a melee attack shortly after the spell ends. Tanks should try to save cooldowns for when a healer is running out of the raid to drop an idol.

    Another concern in the fight is Excruciating Hex. This is a debuff that is applied to 4 random raid members, and must be cleansed immediately. Just like Moldering Decay, it too has a 2 second wind-up warning before it is actually cast. Once applied, it has a DoT effect that will beging ticking 2 seconds later, and will kill players in just a few seconds if it is not dispelled. Your archon must use his AoE dispel (Cleansing Flames) every time this spell is cast. And since Cleansing Flames is not a smart-dispel, you will need to assign one single-target dispeller to each of the four groups to cover the leftover debuffs. Mouseover macros are great for this, like the one below for chloromancers:

    #show Nature's Cleansing
    suppressmacrofailures
    cast @mouseoverui Nature's Cleansing

    The last major concern of the encounter is Soul Harvest. This is a buff that Sicaron applies to himself starting at 80%. It starts with 20 seconds remaining, and if it reaches 0 the whole raid will instantly die. However, casting a purge (hostile dispel) on Sicaron will reset the timer. Sounds simple, but there's a few catches... When someone purges this buff, they receive a 10 second debuff on themselves; if they purge again during this 10 second window, they will instantly die. And as his health gets lower, so does the duration of Soul Harvest:

    80% - 20 seconds
    60% - 12 seconds
    40% - 7 seconds
    20% - 5 seconds

    Because of this, you will need a strict purge rotation that is never broken (out of order). As mentioned at the beginning of this guide, I recommend using 5 purgers. You could potentially get away with 4, but it drastically lowers the amount of time purgers have when it's their turn. Also note that the buff duration on Sicaron will display as "0s" when it has anywhere from 0.99s to 0.01s remaining on it; your purgers should only purge when the buff reads "1s" or "0s".

    If your purgers all purge at "1s" remaining (which is actually anywhere from 1.99s to 1.00s), there will be 3 seconds between each purger, meaning a 15 second rotation, which should be enough for everyone's purge cooldown to reset. If anyone purges too soon, then you risk not having your void knights' purges reset in time.

    Sicaron will also gain Eye of the Void at 20%. This increases his AoE damage by 10% per stack, which means AoE healing will be slightly more intensive towards the end of the fight. There is not much you can do to deal with this, other than ensuring your AoE healing is slightly above what it needs to be for the first 80%.

    -----------------------
    Summary
    -----------------------


    That is the entire fight, the difficult part is of course executing everything properly. A few suggestions on how to handle this: have your 5 purgers in a private voice comm. channel, they will be talking too frequently for the 15 other raid members to be able to say anything of their own. And of those 5 purgers, assign one (highly aware) person that will be responsible for calling out Unholy Contracts and the purge rotation. You do not need all 5 purgers talking (in fact, you should tell the other 4 to pretty much never talk), it just causes too much chaos and confusion. Purge macros with a /yell or /private channel "YOU'RE NEXT!" spam can be helpful, too.

    For the other 15 players, assign one person to call out every Unholy Contract. Preferably someone with a low-responsibility job, like a bard, but definitely not a healer or dispeller. You should also have one person (typically a healer) calling out every Excruciating Hex cast. Instruct everyone else to remain quiet, you do not want any crucial information going unheard.

    Also assign a battle rez order ahead of time. Tanks and various raid members may occasionally die. Do not panic, just rez them as quickly as possible without wasting any of your cooldowns. This is about the only other thing that should be called out on voice chat.

    The key to this fight is proper execution from all 20 of your members, high DPS, and remaining calm for the last 20% of the fight. As mentioned at the start of this article, plan for many wipes due to people messing up and touching bubbles too closely. I would typically suggest allowing for at least one mistake per person, before threatening to replace them and whatnot. The fight is just very unforgiving in many different ways. Good luck!

    -----------------------
    Video Guide
    -----------------------

    http://www.youtube.com/watch?v=qMUEyI1Bbb8
    Last edited by Flaymar; 08-15-2011 at 09:35 PM.

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    Sicaron...........

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    Soulrender Zilas guide source



    -----------------------
    Raid Setup
    -----------------------

    2 tanks
    3 healers (1 single target healer, 2 AoE healers)
    2 support (1 bard, 1 archon)
    13 DPS (at least 2 ranged -- preferably with interrupts, but not required)


    -----------------------
    Strat
    -----------------------

    The most important part of Zilas' encounter is understanding each of the different types of adds he spawns, and having enough raid DPS to deal with them. The different adds include:

    Escaped Butcher, 125k HP - Reduces the raid's damage output by 10% for every active Butcher
    Escaped Imp, 62k HP - Attempts to heal the boss by casting Cede Spirit (interruptable)
    Drifting Spirit, 19k HP - Attacks from ranged, and will begin AoE'ing the raid with Dark Volley if not killed quick enough and not interrupted
    Escaped Magus, 200k HP - Will wipe the entire raid if allowed to make it to the middle of the room and given 5 seconds to cast Purge the Living
    Wrathful Bones, 28k HP - Spawns in large quantities after every "kite phase" (explained later), non-threatening as long as picked up by a tank

    Start by placing your entire raid in the middle of room, while facing the boss towards the entrance and having everyone else stack up behind him. The boss has a cleave effect (but none of the adds can cleave), and there is no need for people to spread out at all.

    The adds will all spawn towards the entrance of the room, and slowly walk around the outside of the room until they eventually reach the middle.

    From 100% to 60%, the boss will only spawn Butchers, Imps, and Spirits. The Spirits will stop half-way through and begin casting on the raid from range. You should have one ranged DPS assigned to each side, and these spirits will always be their top priority for the entire fight. If they are not killed quick enough they will begin AoE'ing the raid with Dark Volley (which can be interrupted); it is acceptable for them to get some casts off though as the damage is healable.

    The Butchers and Imps should be allowed to reach the middle area so that they may be cleaved and AoE'd down on top of the boss. Be sure to assign one interrupter for the Imps, which will always be that person's top priority as well. They should be looking for a spell called Cede Spirit, which has around a 5 second cast time and will heal the boss for 5% if it goes off. A backup interrupter should be assigned as well, but it is pretty rare to have two Imps up at once. Butchers and Imps do not need to be focused down with single-target damage, just be sure to kill them with AoE damage while still working on the boss.

    The fight is fairly easy and straight forward until 60%. At that point, the boss will enter a new phase and begin summoning Escaped Magi. The first Escaped Magus will usually reach the half-way point (where the Spirits stop) about 30 seconds after the boss reaches 60%. All DPS that do not have a higher priority responsibility should jump up the stairs and begin attacking the Magus as quickly as possible.

    Escaped Magi can be stunned by simply attacking the Stasis Crystal when it is next to it.

    When the crystal is glowing red it means it is available to be used, when it is glowing green it means the mob is currently stunned, and when it is glowing yellow it means it is currently recharging.

    The most difficult part of the fight now comes in determining how long you have to work on the Magi until the boss begins his kite phase. You will have approximately 15 seconds to work on the first add before your entire raid needs to collapse in the middle. You should be able to get the Magus below half health before this happens hopefully, and try to have someone with an instant cast ranged spell stun it a second time as you're running back to the middle. Do not chase the first add beyond the crystal point.

    The kite phase is signified by a raid emote that says, "Soulrender Zilas surges with the power of Death!" When this happens, you have approximately 8 seconds to get into position, so do not panic when you first see it.

    The boss will channel a beam of death in a clockwise fashion, similar to the last boss in expert CC. If it passes through you it will instantly kill you, but you are given ample warning time to determine where it is going to be positioned.

    The white wisp rotating around the room warns you where he will be casting it. Since you have plenty of time before he actually begins channeling the deadly portion of his spell, simply hold still and let the wisp pass through your character once, and then chase it. If done properly, it is incredibly easy to avoid.

    The boss will begin casting the "wind up" portion of Soulrender's Grasp about 3 seconds after the raid emote. This cast is about 5 seconds and is just a warning, and he won't begin channeling the beam until it finishes. After it finishes, he will have around a 10 second channel where the whole raid needs to kite around the middle.

    Notice the purple circle located directly in the middle: this is deadly as well. Simply chase the beam around in a clockwise fashion while hugging the edge of the purple circle. The entire raid must be on the boss' main platform as well, or they will be insta-killed (even if it looks like they're out of the beam's range).

    From here on out it is mostly a matter of mastering the kite phase while managing to keep the Magi under control. The kite phases are approximately 60 seconds apart. This means that whenever a kite phase ends, all of your DPS are free to leave the middle area and chase down any Magi that are up. If you only got a Magus to 50% before having to kite, as soon as it ends you should run to intercept it (before it reaches the middle). You may also have time to jump on the next Magus that spawns early, and chase it until it dies.

    When a kite phase is due to happen again (it may take you a few attempts to get a good feel for this), you need to be sure that no one is further away than any of the Stasis Crystals. If someone is in the corner of the room when the kite phase warning appears, they will not have enough time to make it back to the middle. Expect numerous wipes as your raid simply adjusts to and learns the time on this. Eventually though, you should have zero deaths to the kite phase, and never be letting a Magus reach the middle of the room.

    And just when you master the kite phase and Magi, the encounter will throw you another curve ball. At 20%, Zilas will begin deactivating certain Stasis Crystals, as signified by a purple-death-looking animation on them.

    This means you can no longer stun the Magi, and also makes the fight heavily RNG-dependent. The worst-case-scenario when this happens, would be for a Magus to pass by the middle area during a kite phase. If this happens, it is very unlikely you will be able to kill the Magus in time after the kite phase ends. However, you should only have to deal with 1 Magus during this phase if your raid DPS is high enough.

    Once the boss is at around 7%, any Magi that have not already reached a Stasis Crystal should be completely ignored. At this point it just becomes a burn, and you should have most of your raid-wide DPS cooldowns saved for this (or helping you kill a Magus before that). Be sure to not let the Escaped Butchers stack up too much in advance of this burn phase (since they reduce your damage output), but once the boss is 7% you should focus solely on single-target damaging the boss. Also be sure that the Imps continue to be interrupted; having them get off a 5% heal during this phase would be devastating.

    It may seem logical to try and clean up the adds before pushing the boss to 20%, but I would usually recommend against this, simply due to the fact that there is a constant stream of adds and it serves no real purpose. It would be ideal to push the boss to 20% directly following a kite phase, but again, I would not recommend actually stalling DPS to try and do this.

    The RNG component comes primarily from when your raid happens to push the boss to 20% (if it's right before a kite phase), and when the Magi spawn compared to when the kite phases happen. As long as the boss is above 7%, whenever a kite phase finishes you should have all DPS splitting off and chasing down any Magi that are up, whether they just spawned or are nearing the boss' platform.


    -----------------------
    Recap
    -----------------------

    Demonic Presence - Reduces damage output by 10% per stack, one stack for every active Escaped Butcher
    Cede Spirit - 5% boss heal cast by Escaped Imps (interruptable)
    Dark Volley - Raid-wide AoE damage cast by Drifting Spirits (interruptable)
    Purge the Living - Full raid wipe if Escaped Magus allowed to make it to boss platform and cast for 5 seconds (un-interruptable)
    Soulrender's Grasp - Clockwise death beam that needs to be kited, 5 second wind-up time, 10 second channel
    Soulrender's Rage - Full raid wipe if boss is not properly tanked
    Last edited by Flaymar; 07-31-2011 at 06:21 PM.

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    Akylios..............

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    Grugonim.............

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    Rune King Molinar and Prince Dollin

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    Inwar Darktide.....

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    Matron Zamira source
    Matron Zamira is a fun fight which requires a lot of communication from your whole raid. It takes a very long time per attempt to experiment with one mechanic and some of them are located on floors other than Matron’s. Great DPS will help your raid a tremendous amount because it reduces the amount of time spent in phase 2. As long as you've killed Murdantix you have should have no problem with DPS on this boss.


    -----------------------
    Raid Setup
    -----------------------

    2 tanks
    5 healers
    2 support (1 archon, 1 bard)
    11 DPS


    -----------------------
    Strat
    -----------------------

    Phase 1 is split into two parts somewhat. You will have 18 raid members fighting the boss on her platform dealing with all of her abilities while two raid members, a healer and a DPS, get teleported upstairs and deal with those mechanics of the fight. First I will explain the strategy for the raid, and then the group that teleports.

    When you first pull the boss you will be standing at the door way looking towards her in the middle of the room.

    The boss does not move so you must bring the fight to her. Tanks should obviously tank her where she stands while the raid spreads out around her. She will apply a stacking debuff on the tanks called Matron's Curse which increases damage taken by 5% and reduces healing received by 10%. Tanks want to swap at 4 stacks or else they will be taking too much damage to heal through.

    You want to spread out because she casts Dark Concussion, an ability similar to Infiltrator Johlen's bombs, under a random players feet that will explode, deal damage, and knock players back. This ability is not a huge deal but it does lower DPS which is a pretty important part of this fight because the more damage you deal during phase 1 the shorter phase 2 is.

    Throughout the fight Matron will cast Mark of Oblivion on one raid member which slows them. Also, at the end of the debuffs 6 second timer it will spawn an add called Nightmare Spirit that casts AoE and single target abilities on the highest threat target while also healing the boss. You want your DPS to swap to this add and kill it as soon as possible while keeping it interrupted.

    When the boss reaches 18-25 stacks of Corrupt Gestation you want one of your Tome of the Library clickers to remove the buff from the boss. Doing so will cause adds to spawn equivalent to the number of Corrupt Gestation stacks. The adds that spawn are called Child of Night and have about ~30k health. They spawn in a radius around the boss and must be picked up by both tanks to spread the damage between the two. Melee should run out of melee range and DPS should wait until all of the adds are picked up so no one gets killed instantly. A good way to help tanks with threat is to use threat redirections such as incriminate.

    Once the tanks pick the adds up make sure you cooldown both tanks and AoE them down as fast as possible. Ideally, you want those Child of Night adds dead in about 10-15 seconds because cooldowns will start to fade. Once these adds die you have experienced all of Phase 1 and continue this until Phase 2.

    You need one healer and one DPS, preferably a warrior and chloromancer, to deal with the four Tomes of the Library which will reset the bosses buff stacks.

    The two players assigned to the tomes on the top floor of the room cannot get to the spot alone. At the beginning of the fight one raid member must activate a Bottom Floor Tablet which will allow these two players to teleport upstairs. These tablets are located in the NE, NW, SE, and SW corners of the lowest floor. It is preferred a healer clicks the tablets because you take 1.6k dmg per second when on the bottom floor.

    Once the tablet is activated the platform above will light up. The two raid members assigned to the top floor at the beginning of the fight will be there the whole time. When you first arrive up there you will not have anything to do because the boss will not have many stacks of her buff yet. Simply wait until the boss gets to 18-25 stacks or until one of your tanks/raid leaders tell you to use the tome to reset the buffs on the boss. You cannot use a tome within one minute of each other because you receive a debuff, and if you try to use another tome with this debuff on you will instantly die.

    After you use the tome a gold beam will be channeled towards the boss for a second or two, and then Chlid of Night adds will spawn in a radius around the boss. See Phase 1: Raid to learn how to defeat these adds.

    When you use a Tome of the Library upstairs it will spawn one Scowling Shade add at every table where a tome is or was besides the one you just used. These adds hit for ~1-1.5k and should be tanked by the warrior DPS. Make sure you kill all of the adds that spawn or else too many will be clumped in one area eventually.

    For phase 1 the tome clickers repeat this until all tomes are used. Once all tomes are used Phase 2 begins.

    Note: After tomes are used they do not respawn.

    There are two different strategies for phase two because one includes dispelling Mark and Host of Oblivion (unintended and no longer possible) and the other is Trion’s intended strategy (we do not have full details on this yet).

    Phase 2 is exactly the same as Phase 1 except there are no more tomes to remove Corrupt Gestation. Also, it is applied at a slower rate, so consider this the soft enrage timer on the fight. Phase 2 lasts from the time you use your last tome until the boss is dead, so the more DPS during phase 1 the better.

    One ability is added at the start of Phase 2 and another one at 25% health. Host of Oblivion starts at the beginning of Phase 2 and is exactly the same as Mark of Oblivion except on the whole raid including pets. We killed the boss before hot fixes so this next part is our guess on how to stop Host based on what we've read. In order to stop Host of Oblivion from spawning 20 adds on 20 players at the same time you must channel all the Skulls on the top floor to stop its cast. The raid cannot do anything about this, and have to rely on their group of players up top to save them (better explained in the next section, Phase 2: Tome of Library Group).

    At 25% health there is an ability the boss casts which needs to be interrupted or else one raid member will die. Make sure you have two dedicated interrupters, one ranged and one melee, and this mechanic is a piece of cake. It will be used very often until the end of the fight.

    Phase 2: Tomes of the Library Group

    As stated in Phase 1: Tomes of the Library Group, the tomes are no longer there. They are now replaced by skulls which also give a debuff to the person who clicks it. If they click another skull within one minute of each other they will instantly die.

    During Phase 2 an ability called Host of Oblivion is used, which is a raid wide Mark of Oblivion. To counter this ability we believe all skulls must be clicked simultaneously when the boss emotes to cast the ability. During Phase 1, though, you only send two players up and there are four tables with skulls on them. We killed the boss before hot fixes so this next part is our guess on how to stop Host based on what we've read. You have to send two more players upstairs to join them, so you now have four players on the top platform of the room. When Host is cast al four players must click the skull they are assigned to. If a skull is not clicked then adds will spawn on all players and pets and wipe the raid instantly. Due to the one minute debuff you get after clicking a skull you need to rotate another four players up in order to stop the next Host cast, so you should have two groups of four rotating to click skulls.



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    Recap
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    Corrupt Gestation – Stacks on Matron which increases the amount of damage she deals over time. Gains one stack every 5 seconds or so.
    Matron's Curse – Every stack increases damage taken by 5% and reduces healing taken by 10%.
    Dark Concussion – Casted under a random player in the raid and explodes almost instantly. Deals ~2k damage and knocks player back.
    Mark of Oblivion – Applies a debuff to a random raid member and slows them. At the end of the debuff (6 seconds) a Nightmare Spirit will spawn which needs to be picked up by a tank and interrupted.
    Host of Oblivion – Exactly like Mark of Oblivion but on the whole raid. Can be dispelled, but you are supposed to channel the skulls to stop the ability.
    Spawned Adds:
    Child of Night
    Wrath of the Night – Single target ability used on highest threat target. Interruptible.
    Nightmare Spirit
    Arc of the Night – Casted on highest threat target and deals ~1.5k damage per second. Interruptible.
    Wrath of the Night – Single target ability used on highest threat target. Interruptible.
    Scowling Shade
    Spawn after using a Tome of the Library. Have 27,000 health and deal ~1.1k damage per hit to DPS warriors.
    Spawned Utilities:
    Bottom Floor Tablets – Requires a two second channel to use. Activates the platform one floor above to teleport players to the highest floor in the room where Tome of the Library and Skulls are used.
    Tome of the Library – Requires a two second channel to use. Shoots a gold beam towards Matron and however many stacks of the Corrupt Gestation buff she has is the amount of adds that will spawn. The adds that spawn are Child of Night.
    Skull – Used to stop Host of Oblivion cast. Spawns in place of Tome of the Library when they are used.
    Last edited by Flaymar; 07-31-2011 at 08:05 PM.

  11. #11
    RIFT Guide Writer Flaymar's Avatar
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    Assault Commander Jorb


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    Raid Setup

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    1 Tank
    2 Healers
    2 Support (Archon, Bard)
    5 DPS


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    Execution

    ----------------------- source
    The strategy for this fight is simple and it stays the same throughout the whole fight (as far as we know, we out gear the instance by a ton). When you begin the fight you should tank the boss where he stands and have the raid spread out behind him.

    Make sure you clear all of the trash in the room before pulling because you will need to move the boss constantly throughout the fight. The reason for this is because he will say "Player, stand at attention!" When he says this he will root that player in front of him. The only way for that person to survive is for the tank to move 90 degrees to his right or left so the cleave does not reach the rooted player. The melee behind the boss will have to rotate as the tank rotates or they risk getting cleaved. Once the rooted player is able to move back to their normal position you swing the boss back around. Some guilds prefer to tank the boss up against a wall, but it is not needed.

    One other emote he will say is "Player, you can't hide!" The boss applies Forceful Impact to the player which is a four second fear, so make sure you won’t be feared into cleave range. If you are a melee you are normally feared away from the boss, but if you are going towards cleave range call it out so the tank can move the boss.
    Last edited by Flaymar; 08-11-2011 at 05:44 PM.

  12. #12
    RIFT Guide Writer Flaymar's Avatar
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    Joloral Ragetide

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    Mechanics

    ----------------------- source

    Feeding Frenzy - Buff on boss: consumes smaller adds for increased health and damage
    Survival Instinct - Buff on boss: increases all damage by 33% when in water.
    Crippling Ally - Buff on boss: attack damage increases by 33% in the presence of an ally.

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    Raid Setup

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    1 Tank
    3 Healers
    2 Support (Archon, Bard)
    4 DPS

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    Execution

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    Joloral Ragetide starts standing in a pool of water in the middle of room. He should be kept out of this pool at all times, since he gains a 33% damage bonus whenever he's in water. He also starts accompanied by a large add, that will boost his melee damage when standing next to it. On the pull, all DPS should focus down the add. One tank should be sufficient enough to tank both the boss and the add, but if you have trouble keeping your tank alive due to gear issues, you could consider using two tanks.

    Have your ranged players spread out in the middle (in the water area). If the boss calls out one of their names in a raid emote, that person should move away from everyone else as an AoE stun will land around that player shortly.

    Periodically throughout the fight, the boss will spawn several smaller adds to assist him. These adds are innately snared, and the boss can be kited away from them while DPS focus them down. They only have 20k health each, and can usually just be AoE'd together. If they do reach the boss, they will increase his damage and health.

    Throughout the rest of the fight he will also respawn another 100k health add to assist him (like the one he starts with on the pull). Same rules apply: all DPS must focus it down whenever it is up.
    Last edited by Flaymar; 08-11-2011 at 05:44 PM.

  13. #13
    RIFT Guide Writer Flaymar's Avatar
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    Isskal

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    Mechanics

    ----------------------- source

    Ice Shard – 1.5 second cast that one shots the highest threat target. Must be interrupted.
    Whirl of Death – Boss will emote “Go with the current or die!” when he uses this ability. He turns the whole room into a whirlpool and you must follow the direction of the water current or you will take ~1k damage per second. Changes direction half way through when he says “You’re going the wrong way, fools!”
    Glacial Wave – Ability that covers 2/3rds of room and changes in a pattern. Deals ~3k damage per second if player is standing in it.

    Spawned Adds:
    Abyssal Trapper – 6k health. Deals ~1k damage per attack to enemy players. Also slows the player.
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    Raid Setup

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    1 Tank
    2-3 Healers
    2 Support (Archon, Bard)
    4-5 DPS

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    Execution

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    This boss is a pretty good step up from the first two bosses and will help you succeed in killing later bosses in harder raid instances. The boss’s room is a circle and he stands in the middle of it. The tank should keep the boss there the whole fight. Throughout the fight the boss will cast Ice Shard. It will one shot the highest threat target if not interrupted, and sometimes casts back to back meaning you need more than one interrupter. It is not reflect-able. That means you need to take interrupts out of your macros and manually cast them for once! You need a minimum of three interrupters because we had him cast it three times in a row towards the end of the fight.

    At 75% (may be time based) the boss said “Go with the current or die!” and began to cast Whirl of Death. Water will fill the room and the current will either move left or right. You must go with the current. Abyssal Trappers with 6k health will spawn during this ability and should be killed while you move because they slow/root players. Pretty sure the slow/root is dispellable. The tank can try and pick them up, but it is not needed. The boss will say “You’re going the wrong way, fools!” and change the current of the water at least once during the cast.

    t 25% (may be time based) the boss then casted Glacial Wave. This ability will be a little tricky the first time, but once you see the pattern it will be very easy. He will cover 2/3rds the room in water and after about two seconds the water will erupt and begin to do ~4-5k damage a second. You must move onto the ground that is not covered in water to avoid it. When we fought the boss the sequence which the safe spots were located were Middle safe, Outer safe, Middle safe, Inner safe, Middle safe.

    Picture 1
    Picture 2
    Last edited by Flaymar; 08-11-2011 at 05:46 PM.

  14. #14
    RIFT Guide Writer Flaymar's Avatar
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    High Priestess Hydriss source


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    Raid Setup

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    1 Tank
    2 Healers
    2 Support (Archon, Bard)
    5 DPS

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    Execution

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    At the bottom of the steps there are 10 adds (9 with 78k hp each, and 1 with 117k). These are actually part of the encounter, as High Priestess Hydriss will spawn and begin slowly descending the temple steps when you pull the first add. This means it is a bit of a DPS race, and they should be AoE'd down as quickly as possible. Start by pulling 1 pack of 3, give the tank a few seconds to ensure he has aggro, and then add another pack to the mix. Depending on your group's gear, you may be able to just pull them all at once -- but if your tank is not very geared, just try killing them 6 at a time.

    Once you are left with only the boss, begin with tanking her in the traditional fashion of facing her away from the raid. She will periodically cast Tsunami, which is a frontal cone attack and should only hit the tank.

    She will eventually spawn a Seaspawn dragon add to assist her. This add has 117k health, and radiates a bubble around it that will reduce the damage and healing done of any players standing inside of it. Only melee DPS and the tank should be in this bubble; anyone that does not need to be in it should be sure to avoid it. All DPS should focus on killing this add as soon as it spawns and is picked up by the tank.

    Later on in the fight, she will begin floating in the air and spawn two Seaclaw Hives. The boss takes reduced damage while these are active, so no one should attempt to DPS her until they are both killed. The Seaclaw Hives have 156k health each, and there will also be 6k health Rampant Seaclaw adds that spawn near them. These should be AoE'd on top of the hives whenever they're up. Start by killing the hive that spawns closest to the temple steps, and once that dies, have your whole group move to the next one together.

    While she is floating in the air during this phase, she will be channeling Water Burst. This will spawn water rings on the ground that needed to be avoided at all costs.

    Finally, once she is back on the ground and is taken to around 25 or 20% health, she will begin channeling Hydrostatic Shock. This will spawn Abyssal Douser adds that have 49k health each and slowly walk towards a water-looking portal. I'm slightly embarrassed to say that I'm not even sure exactly what these do, as our group overgeared the content enough to simply ignore them and burn the boss. It's likely that DPS may need to swap to them and kill them before they can reach the portal (they move fairly slow), but it's also possible you may be able to just ignore them.
    Last edited by Flaymar; 08-11-2011 at 05:47 PM.

  15. #15
    Soulwalker
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    Nice guide! Very informative.

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