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Thread: How to Kill Threngar: For Progression Raiders

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    Default How to Kill Threngar: For Progression Raiders

    Last Boss of Mount Sharax
    HP = 549 Million
    Total Raid DPS needed to beat enrage (12 Minutes): 763k ST

    Suggested Beginner's Comp:
    2 Tanks( Riftstalker > Justicar > Arbiter > Warriors)
    1 Purifier
    1 Defiler
    3 AE Healers (Chloro + Lib + Phys/tact)
    1 Chloro 54 / Dom 22
    1 SC/Dom
    1 Archon (Stormchon) (50k over 3 minutes DPS on lvl 67 raid dummies using all CDs)
    1 Bard/Oracle (25k over 3 minutes DPS on lvl 67 raid dummies)
    9 DPS (Reavers + Inquisitors + Pyro + NBSin/MM + 1 Tempest (Crit Buff) + 1 NB/Sin at minimum (Crit buff))

    Total raid DPS by this composition: 800k ST

    Suggested Kill Comp:
    2 Tanks (Arbiter (Dom Subsouls) > Riftstalker > Justicar > Warriors)
    1 Purifier
    1 Defiler
    2 AE Healers (Chloro + Lib)
    1 Chloro 54 / Dom 22
    1 SC/Dom
    1 Archon (Stormchon) (50k over 3 minutes DPS on lvl 67 raid dummies using all CDs)
    1 Bard/Oracle (25k over 3 minutes DPS on lvl 67 raid dummies)
    10 DPS (Reavers + Inquisitors + Pyro + NBSin/MM + 1 Tempest (Crit Buff) + 1 NB/Sin at minimum (Crit buff))

    Total raid DPS by this composition: 900k ST

    Suggested Add-ons (all found on Curse.com):
    • King Boss Mods: For the res master.
    • KBM Add Watch: To see how many are targeting which mobs
    • Raid Cooldowns: To check when Raid CDs are going
    • Gadgets: To track buffs, debuffs, and etc
    • Gadgets LIfeismystery raid frames: To track poison debuff on the raid
    • Karuulalerts: Personalized raid warnings. Read documentation on how to set up.

    Basic Overview:
    Phase 1: 100% to 75%

    Stack Point: Chloromancer

    General Raid Mechanics:
    • Nightmare Conviction: Purge on Threngar. Must be purged in order to interrupt and Mana drain. Causes accelerated mana regen if left up. Will result in raid wipes due to other mechanics.
    • Dark Binding: Threngar targets a player and causes a black AE around them. Players must stack in the AE to share damage. Tanks can eat this solo.
    • Sacrificial Offering: 3s cast. Must be interrupted or else the tank dies and Threngar potentially wipes the raid.
    • Conduit of Martodraum: 5 stack 15s duration cleanse. Player must get out of the green circle and stay outside until all stacks are cleansed. Stacks are uncleansable while inside. If not cleansed, player will die.
    • Voice of Threngar: Will cause a Max Health debuff on raid. Must be in green bubble or walk into it to remove.
    • Phase Transition (79% HP): Raid will run out of Green bubble. Failing to be out before transition will cause an add to spawn per player inside.
    • Aura of Wrath: 5 Designated players will run inside the Red Bubble when Threngar turns to 75% to get a buff that causes AE damage while moving. Kills the player if they stop moving. Use RP walk for best results.


    Main Tank Mechanics:

    • Positioning: Tank must Keep Threngar outside the green bubble and pointed away from the raid at all times.
    • Taunt Swap: Only Taunt when you are in front of Threngar and facing away from the raid otherwise there is a chance to wipe the raid from Cleaves.
    • Conduit of Matrodraum: When a stack is cleansed, Threngar will do a 180 degree frontal cleave for 17k a hit.
    • Shadow Glaive: Increases damage taken by the target. Tanks swap at 3 stacks. First swap is at 2 stacks.
    Off Tank Mechanics (Only if using Off-tank):
    • Manifest Darkness: Off Tank will grab adds and drag them to defiler beacon before running away. They are proximity aggro and pulse AE damage. Must use hard taunts to drag to beacon. Avoid using AE taunts if possible.
    DPS Mechanics:
    • Condemn: When reflected, will apply a 300% increased damage taken on Threngar for 5s. Save burst CDs for this. Occurs about every 30s.
    Support Mechanics:
    • Dominator Hybrids:
      • Screams of Damnation: AE Reflect every 30s~. If missed, will wipe the raid. Alternate between who gets which.
      • Consuming Darkness: Does raid damage based on Threngar's Mana. Must use Mana Wrench to burn down. Keep under 1k to not wipe.
      • Condemn: ST Reflect on tanks. Failure means tank dies. Success means raid does 300% increased damage for 5s.
    • Raid CDs: CDs held during Phase transition.
      • Archons: Earthen Barrage while tank is counting down to pull. Crumbling Resistance + Ashen Defense immediately. Flaring Power and Lava field immediately after debuffs. Lava Field on CD as long as not during Fatal Current.
      • Bard/Oracle: Verse if Joy + Resuscitating Chant during Flaring. Use on CD with other raid CDs after. Orchestra + Defend the Fallen when Lava Field is over.
      • Chloromancer / Phystact: Wild Growth/Power Core 3s after the pull starts, right when Flaring comes up.
    • Caller: Designated micromanages raid CDs on Phase 3 for optimal DPS. Must know how the CDs work. Tells raid to hold CDs at Transition and Phase 2.
    Healer Mechanics:
    • Stack Target: The Chloro will be the designated stack point for the raid in the green. only moves out for Transition and Conduit.
    • Conduit of Martodraum: Defiler + Chloro + Phys/tact cleanse this. Only cleansable when target is out of the green.
    • Screams of Damnation + Consuming Darkness: Potential big raid damage. Be ready to pop CDs.


    Phase 2 Akvan Monstrosity (100% -> Dead)
    • Aura of Wrath players: Must use the buff and walk around the Monstrosity to kill it. Damage range is about 5 meters.
    • Pull / Freezing Void: 3-5 players will be randomly pulled to the Blue circle. They must run out immediately towards the red circle. Too slow means they get a debuff causing them to drop blue circles every 3s that slow and damage allies. Watch for the debuff icon (looks like a blue mountain). If debuffed, do not res until Phase transition. AE continues to drop until transition even after res.
    • Proximity aggro: Stay away from the Monstrosity.
    • Unbound Horror: 2s Interrupt. Giant frontal cleave if failed. Can kill tanks.
    • Gate (?): Will instantly kill any player within 12m and further than 40m of Threngar.


    Main Tank Mechanics:
    • Proximity Aggro: Stay as close to boss as possible to prevent ally deaths.
    • Position: Face away from raid in case of failed interrupt.
    • Unbound Horror: If failed, can potentially run through Monstrosity to avoid. Not reliable.
    Off Tank Mechanics (Only if using Off-tank):
    • Should ideally be one of the players getting red. If not, stay on the raid to hare guard aura.
    DPS Mechanics:
    • Focus all ST on Akvan Monstrosity. Threngar is invulnerable during this phase.
    Support Mechanics:
    • Hold CDs for Phase 3. Do debuff Monstrosity.
    • Caller: Starts CD Cycle with Wild Growth and Orchestra when Monstrosity is at 10% HP.
    Healer Mechanics:
    • Stack Target: Stays on edge between Red and Green. When Monstrosity is at 10%, start transition to first platform.
    • Seed of Madness: An AE DoT every 5s. Split healers into two groups to keep cleansed. Does about 30k-40k damage a tick.


    Phase 3 Seven Platforms or Threngar 75% -> 20%


    Platform Running Patterns: Pic 1, Pic 2. Pictures courtesy of Oria and Painted on by my gulid.

    • Event Horizon: Debuff on Player. Looks like Fury of the Ascended. Will kill any players not within Matrodraum's Existential Sphere. Must wait for debuff to fall off before running out of Existential Sphere.
    • Existential Sphere: Saves players from Event Horizon. Range is variable each platform, but usually 34m+ is guaranteed safety. Varies from 24m to 34m range from Threngar.
      • Platform 1: 32m
      • Platform 2: 30m
      • Platform 3: 31m
      • Platform 4: 34m
      • Platform 5: 33m
      • Platform 6: 24.5m
      • Platform 7: 28m
    • Furious Crush: Matrodraum casts after 5-7 claws or when a claw is failed. Will kill everyone inside Existential Sphere
    • Flickering Existence: Applies to the player and protects them from Threngar's AE when running between platforms.
    • Fragment of Threngar: Shares HP with Threngar. Double DoT or attack primarily if unable to maintain safe distance.
    • Abyssling: Add that spawns every platform and disappears when next Existential Sphere becomes active. Does a Frontal Cleave for 30k. Proximity Aggro.
    Tank Mechanics:
    • Matrodraum: Spawns on platform. Must be aggro'd.
    • Abyssling: Spawns when Existential Sphere starts. One tank will pull self and keep faced away from raid. Proximity aggro. Will follow tank to next platform. Either have tank run in front of or go around the other side of the raid. Will disappear when next Existential Sphere spawns and spawn another. Same tank will handle all Abysslings. 3/4/5 will (Facing Matrodraum) be tanking on the right and run right while 1/2/6/7 will be left going left..
    • Left Claw / Right Claw: A tank must intercept each. Lowers max HP by 30% per hit. 5-7 claws total then raid must get off.
    • Gaze: Will target the a spot on the platform. Does massive damage. If 2 Gazes are fired, raid must get off platform early.

    DPS Mechanics:
    • Fragment of Threngar or Threngar himself: Double DoT and DPS both. Best bet is DPsing Threngar if possible to maintain stacks.
    Support Mechanics:
    • Debuff Threngar and Fragment: Double DoT OP
    • Caller: Micromanage CDs:
      • Wild Growth: Only used during Transitions between platforms. Chloro must stay within 25m of Threngar. Must be cast within 2s of the Transition starting to get full benefits. Chloros will alternate which transition they use their Wild Growth on.
      • Power Core: Only used when transition is about to end. Phys/tact must drop it within 25m of Threngar. Ideally should be used after a Wild Growth. Drop it at 20m, near the next platform, when possible so that it debuffs both Threngar and Fragment for extra damage.
      • Orchestra: Must be dropped as close to Threngar as possible so the effects will always reach the raid. Should be used at the start of a transition due to its large range and duration. Ideally synched with Wild Growth.
      • Lava Field: Should only be used when group is stationary on a platform, IE when fragment spawned. Will be dropped directly on fragment for additional DPS. Should be synched with Power Core for optimal effect.
    Healer Mechanics:
    • Stack Target: Read stack ranges above and be 1m further back if possible. Get all of raid behind that.
    • AE Heals: Lots of AE heals from Abyssal cleaves and during platform transitions.
    • Abyssling Tank: Puri must overshield the tank and run with them.

    Phase 4 Threngar 25% -> Dead%

    • Repeat Phase 1 with all mechanics
    • Voice of Threngar: Now does a 10m Knockback from Threngar
    • Conduit of Matrodraum: Will now be cast twice as often.
    Tank Mechanics:
    • Tank Swap: Every 2nd Knockback, have off tank taunt. Once taunted, jump off the cliff and be ressed.
    • Void of Threngar: Try to keep Threngar within 25m of the raid for raid CDs.
    • Freezing Void: Will spawn on tanks. Can be stood in without penalty.
    Support Mechanics:

    • Resume regular CD usage. Third Flaring should be coming soon.
    • Mana Drainers: Always have one Mana Wrench ready for after Voice of Threngar.
    Healer Mechanics:
    • Stack Target: Be in the green again as close to the middle of the platform as possible and away from the edges.
    • Conduit of Matrodraum: Avoid Cleansing during tank swaps due to potential Cleave.
    • Ressing the Tanks: Res outside the green bubbles to avoid Freezing Void potentially being dropped on the raid stack.



    Helpful Macros:

    WIP



    Should cover everything. Critiques and other stuff to help newer raiders always appreciated.
    Last edited by evantide; 05-24-2015 at 09:17 AM.
    Meciel - Mage - Defer Death - Greybriar
    12/12 T1, 14/15 T2, 1/9 T3

  2. #2
    Shadowlander skaravaios's Avatar
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    Really helpful guide evantide but i want to ask u about some problems that we experience at 2nd phase with the buff from the red pillar.We have 1 tank and 2 dps running in the red AOE to get the big dmg buff.

    1.The tank survives just fine but the dps most of the time die either inside the red or some seconds after running out.
    We dont use any ability (cause of the stacking debuff) so we dont know why they die so easily.
    2.Sometimes the guys that are in the red are getting pulled to the blue so they miss the buff.Anyway to avoid this?
    3.We go in the red at around 77-76% and wait there until we get the buff and then run out.Sometimes not all of us are getting the buff.Is this a bug or we doing something wrong?

    Sorry for all these questions but as we progress we need to find out what is wrong....Once again thanks for the guide,really detailed and helpfull

  3. #3
    Telaran Kitkuri's Avatar
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    Run in at 75% when the boss runs to middle, and have 5 people try for the buff, you want 2 to complete the phase quickly, that being said. The moment you gain the speed buff, if you're not in movement non-tanks will die, to solve this we have the people inside constantly walking in circles with RP Walk on (default toggle is / on the numpad).

    If they're moving they "shouldn't" die, and just stay 3 meters from the main boss, and have the tank holding agro just inside the hitbox of the add.

    Here's an extra note about phase 3, if a new bubble from Martrodraum spawns/casts on the 5th claw, you have to move off early, there's a buff you can look for - though the name escapes me - But whoever was suppose to get 6th claw, watch for it as you run out, cause if you miss it. Fight will bugg out

    P.S. The enrage is 12 minutes not 7 !


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  4. #4
    Shadowlander skaravaios's Avatar
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    Quote Originally Posted by Kitkuri View Post

    If they're moving they "shouldn't" die, and just stay 3 meters from the main boss, and have the tank holding agro just inside the hitbox of the add.
    I though you have to be >10 <40 meters from the boss or you get killed

  5. #5
    Telaran Kitkuri's Avatar
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    Quote Originally Posted by skaravaios View Post
    I though you have to be >10 <40 meters from the boss or you get killed
    From Event Horizon yes, but if you're stationary with the "red / speed" buff you'll kill yourself by "catching on fire?" O.o, should see it in death logs as Star something or something Star damage.

    It's still early so full names of abilities escape me ._.


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    Guild Polar Bear - The moment we close our minds to logic, is the moment we lose our humanity

  6. #6
    RIFT Fan Site Operator Hewi's Avatar
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    Quote Originally Posted by Kitkuri View Post
    From Event Horizon yes, but if you're stationary with the "red / speed" buff you'll kill yourself by "catching on fire?" O.o, should see it in death logs as Star something or something Star damage.

    It's still early so full names of abilities escape me ._.
    I think the buff you get is 'Star of Wrath' (the one that does the damage) and if you're standing still with the buff you take damage from 'Fading Star'.
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  7. #7
    Rift Chaser Amerinan's Avatar
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    Quote Originally Posted by skaravaios View Post
    2.Sometimes the guys that are in the red are getting pulled to the blue so they miss the buff.Anyway to avoid this?
    To "avoid" getting pulled when the boss ticks from 76% -> 75% run into the red, but run straight at the red pillar in the middle placing the pillar between you and the blue bubble.
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