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Rucca1



Joined: 18 Mar 2011
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re: Drowned Halls

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Assault Commander Jorb:

Assault Commander Jorb is the first boss in Drowned Halls. The fight is very, very simple, but that is to be expected since this is the first raid Trion wants players to enter after grinding out their T1/T2 dungeon gear.

Health: 1.1m
Hard Enrage Timer: 5 mins


Ideal Raid Composition

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


Strategy

The strategy for this fight is simple and it stays the same throughout the whole fight. 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.

Here is the easy method for winning this encounter:

Having your tank put his back to something solid (or Way of the Mountain) makes this fight incredibly easy, and will reduce the number of times someone gets summoned in front of him to 0, and no movement during the fight. Just make sure you stack behind him and run back after his AOE knockback.
Rucca1



Joined: 18 Mar 2011
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re: Joloral Ragetide

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Health: 1.1m
Hard Enrage Timer: Unknown


Ideal Raid Composition

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


Strategy

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.

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.

The main tank tank will tank the boss in the opposite doorway from where you come in. The off tank grabs the add on the pull and pulls him to the stairs you came in. The seacaps spawn first at the stairs you came in (6 o’clock position) then at 10 o’clock and then at 2 o’clock. The 2nd tank can use the add to eat the seacaps at the stairs, then run over to 2 and eat those, then run all the way around the room (don’t kite the add through the water) and eat the adds at the 10 o’clock. All dps stays on boss full time.
Rucca1



Joined: 18 Mar 2011
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re: Isskal

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Health: 1.1m
Hard Enrage Timer: Unknown


Ideal Raid Composition

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


Strategy

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.

One of the mechanics is “Go with the current or die!” and will begin 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 ranged should kill them while you move because they slow/root players. Pretty sure the slow/root is dispellable.

The boss will then say “You’re going the wrong way, fools!” and change the current of the water at least once during the cast.

Picture of Whirl of Death in-game.

Forum Image

The other mechanic is 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,Outer Safe.

How I remember it "MOMIMO"


Forum Image

Pictures of how the room will be covered. (Blue is Water, White is safe zone)

Summary:

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.

One of the hotfixes added two mechanics to Isskal during his main phase: “Spray of Hail”, an AoE damage ability that will hit the whole raid for a significant amount, and “Piercing Blast” a single target damage and interrupt on a random raid member. They need to be healed through fast, or if he chains them he’ll kill someone.

Spawned Adds:
Abyssal Trapper – 6k health. Deals ~1k damage per attack to enemy players. Also slows the player.
Rucca1



Joined: 18 Mar 2011
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re: High Priestess Hydriss

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Health: 1.4m
Hard Enrage Timer: Unknown


Ideal Raid Composition

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


Strategy

High Priestess Hydriss is a 3-phase encounter with a gauntlet. You will first encounter two packs of mobs. Each should be AoE'd down individually and quickly, as Hydriss becomes active on a timer.

During the first phase, she will be on the ground. In this encounter, we chose to have her tanked just above the bottom of the stairs. She has an AoE frontal cone ability which does moderate-to-severe damage all healers and DPS stay directly behind her to avoid this mechanic.

During the ground phase, she will periodically summon a Seaspawn to assist her. This should be focused down by DPS. Once the Seaspawn is dead, it summons a protective bubble which mitigates the damage from her frontal cone. The tank should definitely be standing inside of this.

She will also occasionally go into an air phase. She will channel Water Burst, which places AoE geisers onto the ground. These always do severe damage to anyone standing inside (or walking through) them, so they should be avoided at all costs. Two Seaclaw Hives will spawn, and those will in turn release Rampant Seaclaw. DPS should focus down the hives before the tank becomes overrun. Also, if any hives remain when Hydriss is finished channeling Water Burst, she will cast raidwide damage which will wipe the entire raid. This forms the DPS soft enrage to this encounter. So DPS should consider the Rampant Seaclaw second-priority, even DPS'ing them with Hydriss if raid DPS is on the low end.

Once Hydriss reaches 20%, she will stop going into her air phase, but will continue to spawn Seaspawn. She gains a new mechanic, Hydrostatic Shock which will do raidwide damage and spawn Abyssal Dousers, as well as another protective bubble. Raiders should get inside this bubble as it both mitigates damage as well as provides a damage buff. The dousers are easily snared, and should be kept away from the bubble and/or DPS'ed as they will break the bubble if they reach it. She will then cast an AoE nuke that will take down everything not in the bubble as in all the adds.
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