Hi all, so I finally cleared all the achieves in the new dungeon so while I wait for trion to grant me a Conqueror which will totally
nothappen I decided to write a guide. Yes this dungeon is easy, but understanding mechanics 100% really helps for getting achievements. Also some people struggle on this, be nice!
Note that I am not covering group composition because generally speaking, I have tried every combination of Tank/Heal/DPS specs and pretty much everything works on everything.
Okay so this fight is really simple because everything you can do literally relies on having high DPS or high HPS and possibly a decent Tank. You will need both ST and AoE healing, though generally speaking a heavily geared Purifier can handle AoE healing even on a Tank with around 120k HP.
Krilladu Minors will remove 2-3 stacks upon death, "Grown" Minor Krilladu will randomly spawn every 10-20 seconds out of one of the existing Minors, these will take 500% more damage and also drop a green AoE upon death. This AoE boosts all DPS by 20% to anyone who stands in it. Oh and the big adds still remove 2-3 stacks, so don't get excited there.
If you're trying to kill it as fast as possible you should ideally reduce the HP on all existing adds until 30 seconds into the fight when boss spawns, then nuke everything there. Keep in mind the big add that takes huge amounts of damage compared to the rest.
I would recommend using good ST specs with good cleave, but full AoE can work too if you have sufficient gear such as full T1's or greater.
Oh and the boss casts Call of the Swarm, most people would guess by the name that it summons more adds but it doesn't. It actually heals the boss for 5% of it's HP, so you really should interrupt this unless you're trying to keep it alive for the 50 adds achieve.
This boss is fairly straight forward and mostly relies on the Tank and Healer.
DPS can either just kill the 3 big adds or leave them alone. They do extra damage to the Tank sure, but they also grant a 20% DPS boost to the boss for each one that dies; but don't worry because this buff is temporary anyway. Also note that it's easier to ignore the Charge mechanic until all 3 adds die if you do that achieve, since ground AoE is not friendly to having mobs being moved out of it.
The Charge mechanic is triggered by moving a certain distance from the boss (10m?) and if you choose to hide, it allows you to stun the boss once he charges into the crystal and also removes his 2% damage increase stacks that build up over the fight. Also note that the charge is not lethal to the Tank so if your DPS is high enough to kill it before big damage is taken then you can safely ignore it.
If your Healer is a lot more geared than your Tank then they will likely get the first Charge though so they should hide. If you do choose to do the hide mechanic however for the achieve, bear in mind that the blue ones explode with heavy raid damage that should be healed up quickly.
Oh and Tank needs to interrupt Building Fury or they get one-shot, they also need to kite the boss frequently because he uses Trembling Earth if he holds still for too long; this does massive raid-wide damage.
Since there's 6 adds with fairly different mechanics, it's easier to just remember it like this:
- Tank always interrupts boss and remains ready to pick up additional adds
- DPS always interrupts add (If applicable)
- Healer always remains ready to switch between ST and AoE healing.
Only a maximum of 2 primary adds can spawn throughout the encounter, if you're doing the achieve to kill all 6 you can also keep wiping until you get them all in one encounter
Also note that the sky whale add can cleave in all directions of melee range, just something to remember.
The red bubble that spawns on Tank is a damage share, but unless they're seriously undergeared this is currently not fatal in any way. The Bite is slightly fatal, but can be survived with cooldowns in case you want to let one through just for the achieve.
Personally I found this the most annoying boss in the instance, in terms of working out what the heck it does. It is almost entirely focused on positioning from what I can tell though.
Tank should always be in front of the boss and in melee range. The exception to this is Solar Beam, when you see the Gathering Energy cast you should hide behind a Painite Crystal or you will die. You should also avoid hugging it in melee range, you just need to LoS the boss so stepping a bit back won't hurt. Following this the boss uses Earthshattering Roar, you should try to dodge this since it will hurt quite a bit; DO NOT return to melee following this cast. Instead wait for the boss to come to you, he has a 500% damage buff and for one reason or another, it only goes away if you stay over near the crystal and let the boss come back to you. You should pull it back to melee though.
DPS and Healer have the simple job of stacking on the side of the boss in melee range. The front of the boss is dangerous due to cleaves, same with the tail. Shattering Shard is a DoT that is applied to all members of the raid who are either not in melee range or standing in front of the tail. If you want to keep it simple (and get an achieve) you should just stick to the side of the boss.
Another reason is Murderous Lunge, if you're directly in front of the boss and not in melee, he will use this mechanic which hurts (and also fails an achieve) so watch out. Oh the Tank can also be affected by Lunge, just not in the short duration after the Beam + Roar phase. Oh and the Lunge is instant so if you're doing the Painite Crystal achieve, you'll need to be behind a crystal all the time as a non-Tank; while also planning your DPS so that the Tank doesn't have to deal with a Beam when there's no crystal up. Also the crystals are not solid, it lets you hide from the boss but it doesn't stop you taking the Lunge damage nor does it stop you attacking the boss from behind it.
The final mechanic to note is the hardest one in the entire game. TURN AROUND. If you see Ruby Flash casting, or just the emote that clearly says "Look away!" then you need to turn around or you will take a fair bit of damage and also have a decrease of 15% DPS. Yes this doesn't affect Tank + Healer, but it can sometimes be troubling to take damage.
This boss is actually an absolute pain to do achieves on, but if you have a heavily-geared Tank it's an easy carry. I did not bother looking at every buff he used throughout the fight so I'll stick to the important ones that happen.
Soul Rip is a purple AoE circle that spawns in melee range (at sub-30% it has a different name, just watch for the circle), you need to get in that circle within 2 seconds or you will get one-shotted, Tanks will also just take huge amounts of damage.
Shatter Reality is an LoS mechanic that gives you 8 seconds to hide behind something solid or die.
Spiritual Abyss also plonks an AoE bubble on any random player including Tank, it will actually hurt quite a bit on non-Tanks. AoE healing can pretty much let you ignore this, if your group is struggling to get back into melee for Soul Rip you can use a well-geared Tank and an AoE healer to just keep you all in melee.
There is also a cleanse mechanic that roots you, but I was too lazy to remember the name. It's the only debuff though, so cleanse it if you see it!
Basically you do those mechanics while slowly leading Teth through the chambers, up the ramp and into the Ascension Beam at the top chamber. The beam causes him to take 25% more damage from all sources for about 50-60 seconds, this can only be refreshed by pulling him out of the beam and back into it. Keep in mind the boss has a cleave however, so this is dangerous; plus moving him while still expecting a Soul Rip is pretty dangerous.
At sub-40% he will start gaining a stacking buff of 2% damage increase known as Ascension Field, that's your soft enrage. At sub-30% he will stop using Shatter Reality, which is cool because it means you don't need to run around as much.
If you're trying to do achieves you can do both at the same time pretty easily if your Tank is uber-geared and has LB from a Purifier. Just kite him around the full circle and back to the beam, you can pretty much outrun Soul Rip using insoles and Shatter Reality will usually not have been used even after that full 1.5 circles. The alternative with a poop-geared Tank is to just do mechanics normally, but also move really quickly. This means DPS and Healer need to keep up with the Tank or Soul Rip will destroy them, the boss does however stop moving when he uses this so you can take a break there.
Last point is the Aethenhawks achieve, you clear the entire instance and then reenter the instance. Why reenter? Because the 5th boss dying spawns a barrier so you can't go back from that area. Anyway run back to where the 4th boss was, if you hug the wall on the right you will find a huge vine you can climb. Make your ascent on this and once you reach near the top, you'll see an opening to your right (if you're facing forward on the vine) where you can jump.
After this there's a small gap to jump over and you'll find two bird nests, with actual yellow-orange birds in them. Basically one person hops into each nest and boom, achieve is done. You can only have one person in each nest however, and it's a personal; so rotate who gets in to make sure everyone gets it. Also remember that the nest + birds do in fact spawn at the beginning, but they don't do anything till 5th boss is dead.
That's all, hope this helps you get some achieves or maybe just let you clear the dungeon