List of known Fest-isms:
Safety Golem = Hetgolem (Things that spawn around Boss #5 of Elementis forest)
Rock O' Doom = Not a real "boss" but gives a loot chest
Yoda Monkey on Crack = Monkey boss (Boss #4 of Elementis forest)
Junkie Golem = Final boss of Elementis Forest who is overdosing on a tree.
Safety Golem Slavemaster = First boss in Argent Manor, utilizes safety golems to heal himself.
Where did my hp go? Final boss of Argent Manor, Zadra Spellweaver, hits like a truck throwing another truck at your face. Doesn't drop anything when "killed"
Where did my hp go? Pt. 2: The Reckoning: Final form of Zadra Spellweaver, is annoying until 25% Hits like a truck throwing another truck at your face and then firing a rocket at your nuts.
Well if you've taken a look around the map at all the new instances you may recognize Elementis Forest as one of the new twelve-man instances. This instance is part of a set, complemented by Argent Manor, similar in fashion to Upper and Lower Udas in the previous zones.
The Forest portion of the instance isn't setup like a dungeon or your typical instance at all. If anything it reminded me of an open zone and even contains some repeatable mob kill quests. There are a total of five bosses in the forest and I'll give a brief description of the strategy involved for defeating each of them. At some point in the near future I'll actually record these bosses and add commentary so stay tuned :D!
Boss #1 Canyonguard: This dude is a giant golem that you run into literally a few steps into the instance. He's a pretty standard tank n' spank boss that spawns some adds every so often that the group must shift priority to. His other noteworthy skill is Canyonguard's Wrath (Rage?) which is an AoE he will cast every two minutes or so, it has a range of 15 meters. Outrange this skill. It does quite a large amount of damage if you get caught in it and he repeat casts it three times before returning to normal.
In regards to the adds: The Canyonguard will spawn these boulders that don't really do anything for about a minute then they "hatch" into elite earth spirit adds. The dormant boulders can be burned down so you don't need to kill the actual adds. I believe there are a total of four or five adds to dps down during the last spawn so it's quite manageable.
Once he dies he turns into a bridge and spawns a chest which, from my two runs, contained Fabled accessories and one Eternal piece of armor (plate shoulders).
Boss #2: This next boss is a little more tricky since you need to have one group handle the invisible adds that constantly spawn at put a shield on the main boss. This can be done by using the plants on the ground that spawn around the boss. These will allow you to see the invisible adds and burn them down (they're really weak). Our group had the gladiators focus on these adds since a few AoE's is all it would take the drop the group of them.
More adds! This stupid horse also blips in and out of existence every phase and summons a literal wave of adds that encircles you. The first three waves are no big deal but towards the end, especially the final wave, things can get bad if you aren't careful. The final wave of adds consists of these jellyfish things that must be either burned down immediately or kited until they de-spawn. IMPORTANT NOTE: Never attack them from the front, they like to do frontal explosion AoE's that do some nasty damage. These adds do de-spawn after a relatively short period of time.
Aside from all the waves of adds this boss is fairly easy and shouldn't give groups much trouble.
Boss #3 ROCK O' DOOM: At the top of a hill your party will encounter a large rock. It has a legendary health bar and is
I hesitate to call that a boss.
Boss #4 Yoda Monkey on Crack: After carving your way through adorable monkeys wearing leaf hats you'll encounter a large version of the Yoda-monkey pet from Esoterrace. This guy is like a mix of the first two real bosses and will blip out of existence and spawn adds. These are much more manageable than either of the previous bosses though as they don't have much health. This boss does nothing special outside of the adds just focus fire and you'll be fine. Also, mark the main boss so you can tell when he reappears, helpful for your tank since the adds look identical to the boss.
Boss #5 Junkie Golem: IMPORTANT NOTE: There are a bunch of adorable circle golems surrounding the area that the boss is in. These are used in the fight and I strongly suggest burning them all down before starting the fight.
This boss likes to put DoTs on people that can only be cleared by using the corpse of one of the aforementioned adorable circle golems, we'll call them safety golems. The boss will frequently resurrect all the golems and you can just have your gladiators AoE them down without much issue. It is important to keep the boss away from the safety golem pile.
When you get two debuffs on you it is important to cleanse them so your healers don't get overwhelmed. One debuff is manageable and waiting for two keeps the supply of safety golems high.
The one important skill this boss uses is Overload. When he uses this it puts a 20 second buff on him that makes him hit for 6-8k per hit. The tank and probably DPS need to back off when he does this skill. Kiting is not needed as the skill will make the boss stop moving completely, just sit back and let the buff run out before continuing the killing.
That concludes the Elementis Forest portion of the guide. Onto the fun part.
Argent Manor: This is a lot harder than the forest portion of the instance and the bosses are much less forgiving.
Boss #1 Safety Golem Slavemaster: This boss is a dick. Not only because he yells at the safety golems but because they heal him and buff him if you don't murder them first. This boss is surrounded by five safety golems that he will call over at random to heal and buff him. These MUST be killed before this happens. If more than two reach him he will likely wipe your group. We discovered that, while these golems are invincible until called, they can be hit through their shield by DoTs and any delayed activation skill (Lava Tsunami, Delayed Blast etc.). This is a good way to get a start on the dps before they're actually called in. It is advised to have at least 10 people for this fight. We did it with nine on our first run but the dps was a close call.
Once all of his adds have been called he's a very easy fight and you just tank n' spank him down.
Boss #2 This wall is stupid: After defeating the first boss head down the stairs into the room with a big wall and some elemental transformation things. Basically all you do for this "boss" is transform into the elemental spirit that can do damage to the wall. It will shift what it is vulnerable to every 30 seconds or so. Aside from that, there is nothing to this fight, it doesn't even hit you back.
Boss #3 Safety Golem Roller Disco: This guy is actually just another big robo-golem and does a couple of annoying things that don't really do anything at all. First off, as my name for this boss implies, he summons two safety golems to roll around him in a circle. Presumably to make himself look cool. These golems take no damage and appear to do absolutely nothing. The only real skill of importance to pay attention to is the ranged reflect he puts up. To remedy this all you need to do is make sure everyone is within seven meters of the boss. Then you just dps him down.
Also, avoid the jelly on the floor it appears to drain mana and debuff you. He does something to the main tank at some point that would essentially insta-kill him so watch for that and make sure someone is ready to alt-tank.
Boss #4 Where did your hp go?: This is actually just phase one of the final boss. He is a bastard. There is no freaking strategy for this boss. The only thing you can do is pray your clerics/chanters can put out the heals to keep your templar up through this guy's ludicrous amounts of damage. We had a level 58 templar in full stormwing gear in full tank spec do this fight and he was still barely living through some of this guy's attacks.
IMPORTANT NOTE: Similar to the first manor boss this dude has three crystals he summons one at a time starting from the far right, then middle, then left. When these crystals become vulnerable EVERYONE needs to burn them. If one happens to cast a buff on the boss he will begin one-shotting everyone.
This boss also loves randomly targeting people and pulling them towards him while doing about 7k damage. Depending on how many healers you have (We had two clerics and a chanter) they may be too busy spamming every heal possible on the tank so be ready to pot back up.
Once you get him to around 25-30% he will run away. No loot will be given. It's okay to be mad.
Boss #5 Where did your hp go? Pt. 2: The Reckoning: So this jerkbag decides to get even stronger now. The first phase of this fight is the hardest. You have to deal with his linear AoE's that do massive damage so stay spread out, healers and ranged on the right, melee dps on the left, have the tank stick to the wall with the boss facing away from the group.
The boss now has several new AoEs and still loves to pull people randomly to him. He also spawns fire on the floor that damages you so mind your surroundings. We had our tank die about 35% in and continued the fight by having whoever had aggro kite around the circular room. This worked well since the boss likes to stop and AoE a lot, giving the group time to recover. Then we worked our way through the aggro list until the templar had it back.
At about 25% he enters his final phase and calls a stupid golem to start shooting lasers at the group. AVOID THE RED DOT! Thankfully this part of the fight is the easiest. Zadra will frequently stop and just float in the middle of the room, allowing you to focus dps on him. Aside from that, he is exactly the same as before. You can have your group kite him around until he stops in the middle to simplify the fight further.
Extra Notes: Most (if not all) bosses have an enrage timer so mind your dps and try to limit the length of these boss fights so you don't wipe from enrage. Also, for anyone curious about our party setup for these two runs we had:
Fest - 60 - Assassin
Hikosejuro - 57/58 - Gladiator
Iamthelaw - 60 - Gladiator
Arkadies - 58/59 - Cleric
Etherea - 58/59 - Cleric
Bennyhinn - 58/59 - Chanter
Vengefulone - 58/59 - Templar
Zenji 58/59 - Ranger
Spankmi - 57/58 - Sorceror
Vikarious (2nd Run) 60 - Sorceror
Congratulations, you've completed Elementis/Argent!
I'll try to add videos next time I run this with Void :D!
Thanks for reading!
-Fest (Tiamat - 60 Assassin)
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