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Darksiders II

Showing posts with label Instance guide. Show all posts
Showing posts with label Instance guide. Show all posts

Thursday, October 25, 2012

Aion 3.5 Chronicles: Tiamat Stronghold

Hey! This guide will serve as a general instance knowledge and boss strategy guide fully fit with any bugs encountered along the way. Tiamat's Stronghold is definitely one of the more challenging instances in the game right now so I figured a nice how-to guide was in order. Let's get started.

H'okay so  let's talk party composition. The group I typically run with is as follows:
1 Sorcerer
1 Gladiator
1 Spiritmaster
1 Templar
1 Chanter
1 Cleric

That setup is one that works quite well as spiritmasters can dispell key buffs off the bosses that simplify the fights considerably. Anyway, I want to talk a little bit about melee dps' role in this instance as it isn't traditional in the sense that up until now there have been no instances that really call players to respec to a more PvE friendly stigma build in a long time. This instance has one boss in particular that absolutely requires maximum dps to be dished out and having ranged dps as opposed to melee seems to make the fights a lot easier. We had no trouble with any boss when running mostly melee dps except that last one. So, I urge caution if you choose to run melee dps in this instance as they will need to spec for maximum dps to ensure the final boss goes smoothly.

Let's talk bosses.



Boss #1: Invincible Shabokan
This guy is quite easy and his rotations are predictable and easily avoided, provided people are quick on their feet. This instance has a lot of bosses that use kind of progressive AoE attacks that will continually deal damage the longer you stay in them. This boss in particular uses a skill called tremor. The tank and all melee dps should be out of the range of this attack whenever he uses it, you just don't need to get hit by it at all. The range is quite small, it's a very visible circle around the boss, so yeah, don't stand in it.

Aside from that he'll just use a skill called Earth Upheaval that is reminiscent of Raksha's Earth Fragments in Raksang. It'll spawn several rock formations under the party's feet, just move away from these to avoid taking some pretty heavy damage. They do explode quickly so be ready to move and be sure to have someone in vent or chat calling out when he uses upheaval.

Once you have a firm grasp of these two skills you can avoid the boss is really just cake. He has one more single target skill that he'll use on random members of the party which isn't a big deal at all. The only other thing to watch out for is at the last 20%~ or so he will pop a buff, it's a little yellow icon (I'll insert the actual name later) which increases his attack power and speed but stops him from using any of his skills. At this point in the fight you just focus dps on the boss to burn it down, shouldn't be much of an issue.

Known Bugs: None

Now, after this boss you enter a large plaza area with three branching paths, which I'll refer to as "Top", "Left", and "Right". You can attempt these in any order you want but for this guide the boss numbering will be as if you went down the left hall, then the right, finishing with the top.

Left Hallway:
Boss #2: Brigade General Chantra
The next boss you encounter is quite easy. The only thing to take note of before starting is that the room is circular and consists of three rings. This boss will do a skill called "Activate Drana Reactor" and sections of the floor with blink red. Do not stand on the red areas. Your group needs to be ready to move between the rings as the fight goes on. Aside from that, this boss is a simple tank n' spank. He will pop the typical attack/speed buff during his last 15% or so.

Boss #3: Brigade General Terath
Before starting this boss you need to position yourselves properly, near one of the two circular panels on either side of the boss. These serve no purpose until the boss does a very obvious room AoE which will kill anyone left inside of it for too long. All ranged dps and healers should be near one of the platforms at all times while the melee fights the boss near-ish the middle of the room. Once the boss teleports she is about to start the room AoE and everyone needs to get on the platform. Just run on top of them and stop moving completely, lest you be thrown off. These circles function as bounce panels that keep you out of the range of the room AoE.

Aside from the room AoE this boss also makes gravity distortions appear around her feet on the floor. These will inflict 3-4k damage per second you stand in them so pay attention to your footing and be ready to move around or back off completely if you're a melee class. Once you understand these two things this boss should be quite easy as the only other skill that is used is a frontal cone AoE (Commander's Strike) that does moderate damage. Just have the tank face her away from any of the melee dps.

Pro tip: While bouncing on the panels you can't use skills but you can use potions, if you need healing.

Right Hallway:
Boss #4: Traitor Kumbanda
This boss can be a bit tricky for a few reasons. First of all, don't stand on the elevator that leads down to him until everyone is ready. Once you go down there you'll begin to be hit with a DoT that will constantly hit the entire party throughout the fight but it starts as soon as you get down there. This boss isn't aggressive but you'll want to start him quickly to offset the DoT damage. Also, do not aggro the boss until the whole party is out of the elevator, as it seals once the boss is pulled, this can trap party members. (If you do trap a party member you can either have them try to jump the rail up at the top of the elevator or reset the boss by running back around the elevator.)

Fighting this guy is fairly simple but you really have to be on guard against a few things. First off, you'll notice you're very slow. This is an effect that can be counteracted by standing in the middle of any of the clocks that will appear around the boss. These clocks speed cast and attack speed significantly. Ranged will need to move around to different clocks throughout the fight, this is especially important for healers. Melee has it a bit easier in this fight as there is always a clock underneath the boss, all melee dps and the tank should be right under the boss. If you want to simplify your life you can have your entire party stand under the boss, the only drawback is that it is a bit hard to see the adds when they spawn. It's best to have a designated add manager who is tab targeting every ~20 seconds.

As mentioned above, this boss also summons adds. They are to be the absolute priority for the group whenever they spawn. Have at least one person on dedicated add duty. I filled this role in my group while on my Assassin, spamming tab while just auto attacking the boss to ensure I jumped on the adds as soon as they spawned. These adds will paralyze the person they have targeted. As you can imagine this is incredibly costly if they target a healer, they are the #1 reason a group would wipe on this boss.

Once you have the adds under control and keep yourselves on clocks this fight is fairly straight forward. At the last little portion of the boss' (10-15%) he will pop that little yellow attack buff like the rest of the bosses and the clocks will stop spawning and you just have to dps him down as best you can.

Pro Tip: The adds can be silenced! If you have a ranger or sorcerer in your group have them start off by silencing the add to ensure nobody is paralyzed. (Stuns work too!)

Boss #5: Laksyaka
This is probably the boss people have the hardest time with but it doesn't need to be! That being said, this is a strange fight and you'll need to come prepared to deal with a change of pace. This entire fight is tanked not by the templar, but rather whomever gets turned into a skeleton by the giant eyeball at the far end of the room, opposite the stairs. When turned into a skeleton the player will be given access to two skills, a taunt and an AoE lifesteal that works on the adds the Laksyaka will spawn.

As a skeleton it will be that player's express purpose to taunt the boss and run him around in circles while your group works on DPSing him down. In addition to kiting and  taunting the skeleton player must kill the adds as they spawn to prevent them from hindering the party. To do this all the skeleton has to do is use their second skill while near the adds, you do not need them targeted for the lifesteal to work and it instantly kills them. Use it several times to be sure the adds all die.

Once your group has the hang of these concepts this boss is cake. However, there are a few things to take note of. First, you need to be ready to switch roles on the fly if you happen to get turned into a skeleton, it happens fast and can be costly if someone doesn't keep aggro on the boss. Second, you can determine who starts as a skeleton by having your party wait on the stairs while the actual tank and your intended skeleton go in. The non-tank should end up as a skeleton.

Known Bugs: If two people are skeletons and both use their taunts there will be a small gap in the aggro hold and the boss will go attack someone else. If you have two skeletons make sure they are aware of each other so one can go after adds while the other taunts the boss.

Boss #6 Anuhart
This boss is a pain if you aren't running with a spiritmaster simply because he gets that nice little yellow attack/attack speed buff the other bosses get, except he gets it three times. More on that crap in a moment. The fight leading up to those buffs being put on is fairly easy but there are a few things to watch out for.

First off, if you're running any melee dps aside from your tank you need to make sure they're aware that they can't stand in Anuhart's 360 AoE. It is easy to figure out when it's coming since he says something ("I WILL CRUSH YOU ALL!") before he does it so listen for that. If you don't play with game sound turned on you can predict it by watching his AoE rotations. He'll do a frontal AoE called "Wave of Pain" three times before using his circular AoE, so be sure to count them for your tank and melee.

Once he starts doing the 360 AoE he'll be shielded and will reflect and close range damage so all melee MUST be outside of this range (roughly 10 meters). Ranged can still attack but they will do no damage. Just before 50% Anuhart will buff himself for the first time and his attack power and speed will increase. This isn't a huge deal if you've got a decent tank and healers but if you're running an SM then have them strip the buff off. He does this again before 25% and one last time at around 15%. If you are not running a spiritmaster you need to save all major cooldowns for this last 15%, your tank will likely need iron skin and the chanter should be pop aetheric field if needed. It is a race at this point and if the tank dies then the party is likely to follow.

Lastly, there is one last AoE he does that hits the whole party which involves him stabbing his sword into the ground and causing other swords to shoot up underneath everyone's feet. Don't worry too much about it but make sure the cleric is group healing everyone back up to full.

Known Bugs: Anuhart WILL drop aggro and reset if your tank doesn't run back in before his 360 AoE ends. It's okay for the templar to reflect himself a bit to make sure he doesn't bug and drop aggro.

Boss #7 Tahabata
This should be the last boss you run into as he will demand most of your big cooldowns. Do not start this fight if you're waiting for important 10 minute cooldowns such as Iron skin, Emperean Providence, and Aetheric Field, you will likely need them. Also, be sure to pop fire resist scrolls if you have them, Tahabata loves his fire.

Tahabata is not a hard boss until his last phase at about 15%. The fight will involve the room getting smaller and smaller as he loses health so be sure to tank him right in the middle of the room. There are a few things to watch out for during this fight. First off, he'll use a room-wide fire AoE every 25% or so that needs to be healed through, it cannot  be avoided but isn't too hard to keep the party alive through.

Aside from that, Tahabata will often teleport around randomly and use a skill called Piercing Strike which is a medium damage AoE but he uses it twice in a row so be mindful and move away from him if he teleports to you. In addition to this Tahabata will also spawn tornadoes around the room that will put players in aether's hold and damage them a fair bit, be sure to move away from these tornadoes as they spawn. He also puts a DoT on people randomly that looks like a tornado but it can be removed with a healing potion or a dispell.

Now, once you get him to about 50% have your chanter pop WoW in preparation for the only dangerous part of this fight. Once you see the boss switch phases for the last time the room will become covered in fire and the entire party will begin taking fairly heavy AoE damage. This can't be avoided so if your templar has it, pop Emp. Providence at this point. Chanters should also pop elemental screen and word of quickness at this point to improve DPS and healing capabilities. Once Providence is over chanters can follow up with aetheric field if you need more time with the boss. It is at this last phase that dps needs to pop their DP skills and pump as much dps into the boss as possible to ensure a smooth finish.

The last thing to do in the instance is porting into the last room through the central area of the instance. This last room contains six AP chests and one gold chest which can contain one of the new mounts if you're lucky.

Congratulations! You've finished Tiamat's Stronghold! If you have anymore questions feel free to drop a comment.

-Fest

Tuesday, May 29, 2012

Aion 3.0 Chronicles: Rentus Base

Rentus base is proving to be a constant necessity for the average end-game player as it houses some of the best weapons 3.0 has to offer and a hefty amount of fabled loot for disenchating. The instance itself is quite short and if you've got yourself in a decent group this instance should take you an hour or less depending on your DPS. This post will serve as a guide for the heroic bosses that inhabit Rentus Base, there are elite "mini-bosses" that drop golds but they are incredibly easy and will not be included in this guide!

Boss #1: When you approach this boss you'll notice that there are two elite adds at her side, these will be your top priority when the fight begins. Neither has a ton of HP so they should be quick kills while the tank pulls the boss. The boss itself is a pain due to it's habit of randomly attacking people regardless of aggro/hate. Thankfully it doesn't hit terribly hard so you just need to toss heals on whomever is the chosen target and rotate heals when the boss rotates targets.

This boss also likes to go into hide so make sure nobody is afk auto-attacking, they will lose their target :D!

Drops: Eternal Shields!

After working through some elites and a mini-boss you will see some siege tanks on either side of you, these are used for the next boss. There are two types of tanks: a "tank" tank which can pull aggro, heal itself, and go invulnerable for a short period of time, you will only need one of these. The other tanks are geared towards offense and can lay mines and shoot cannonballs to deal with the adds before the actual boss, everyone else will be in these. Once you're ready to fight the boss have your dps tanks form a half circle roughly 25 meters away from him and use their siege transformations.

Boss #2
This boss is very easy since everyone will be in siege mode and just obliterate him with their cannons. All the tank has to do is kite back and forth in front of the boss and keep aggro on any adds that spawn while he is being burnt down. Once the boss goes down the adds all despawn.

Drops: Random Golds/Blues

Boss #3
This boss is a pain without an SM and most groups usually skip it since there are no eternals or relevant gear that drops from this boss. If people want a guide for it please leave a comment :D!

Drops: Random Golds/Blues

Boss #4
After killing another mini-boss you'll see a large dragon flying in an open area. This is a fairly easy fight but it can get out of hand if your dps/heals aren't capable so be aware.

Phase 1: Flight. While in the air, this boss will do fairly low damage but after a few seconds he will go to the middle and put up a shield and summon a couple adds. No big deal for the first shield so just wait for it to come off or dps the adds down while you wait but make sure to get right back on him when hes vulnerable. Ideally you'll have him down before the second shield comes and if not...prepare for lots of adds. If you find yourself at this point you'll need to pop defensive cooldowns if you don't have the adds under control, they can get overwhelming. They all use magic based ranged attacks so respond accordingly.

If you find yourself unable to kill him before another shield pops up and the adds are overwhelming you it is likely a lost cause. But there is hope!

Protip: If your dps is lacking you can bug the boss out of his shield by juggling aggro between multiple players. This means letting your tank lose aggro to one of the dps and then taking it back and losing it again etc. By doing this he will sometimes not put up a shield at all!

Phase 2: Once he is off his dragon you'll fight the captain on the ground. This is an easy fight but he does like to shift targets and use a line of ranger skills so healers be ready to switch targets. There are no real phases to this boss so just burn him down, he'll only wound you with his buggy audio and terrifying use of mana treatment!

Drops: Random Golds/Blues

Boss #5
Fatty-fat-fat-fat.
This boss is boring for me as I have no role in it, you really only need a tank and cleric to participate...everyone else can afk. This boss can't really be hurt by player attacks so you have to wait until oil barrels spawn in the corners of the room. You'll drag the boss over to the corner with the barrels and break them once he's on top of them. This will put a debuff on him causing him to take tons of damage from the bombs he summons. Rinse and repeat until dead!

Drops: Random Golds/Blues

Boss #6
Vasharti
This boss is the reason people run Rentus! He is also a royal pain in the ass with boat loads of HP and a constant reflect that everyone has to deal with. This is not a boss fight you can zone out on. Vasharti technically switches phases four times but it's the same thing every time so I'll just describe the two modes you'll be confronted with.

Phase 1: When the fight starts Vasharti will cast a reflect skill with either red or blue in the title. As you may have guessed...go to the corresponding flame pillar in order to get a buff. What these buffs do is decrease his reflect damage. He will do roughly 2k damage per hit if you don't have the buff so make sure you get it! If you have the proper buff you'll be reflected with 500ish damage per hit so be mindful if your hp, especially my fellow assassins out there who like to weave! Vasharti also spawns a fire and ice add from the fire pillars every few minutes. The ice add needs to be handled by the melee and the fire add needs to be dealt with by a caster. Each spirit is immune to either physical damage (fire) or magical damage (ice) and they can be problematic if you don't dps them down fast enough!

The tank's role in this fight is typically to spam taunts and stay roughly in the center or at least several meters away from the group using the fire pillar for the reflect buff to ensure that the party isn't hit with Vasharti's AoE. Fire Column is the name of the AoE you need to make sure doesn't hit you which isn't too hard considering the effective range is only a few meters. Once you get him to roughly 75% he'll head to the middle of the arena and put up a shield.

Phase 2: When Vasharti starts floating in the middle of the room he becomes invincible and starts flinging fireballs at everyone. The only ones you really need to worry about are the red/orange circles as they inflict massive damage if you get caught in the blast. These phases usually only last about 30~ seconds and then he goes back to Phase 1.

Repeat several times and you're done!

Drops:
5/6-slot Eternal Weapons
Pagati Mount (2nd Fastest in game)

Hope you found this helpful, thanks for reading!

Fest - Assassin 60 (Tiamat)

Thursday, April 19, 2012

Aion 3.0 Chronicles: Muada's Trencher

Last night Void decided to take on the other 12-man instance, Muada's Trencher. We didn't know what to expect going in and thought it was an actual instance, however, it turned out to be a single legendary-grade boss. We gave it a few tries to see how the boss worked and if we could handle doing it "legit" or not, we ran into some...issues.

Strategy: The first thing you need to do if you're going to follow this guide is drop a kisk outside of the entrance to the instance. Kisk res'ing during this fight is essential since the healers will already be bombarded with adds and will likely be too busy to res you. This boss also likes to enrage if you don't kill it fast enough, but fear not, there is a way to recover from the enrage.

IMPORTANT NOTE!: Enrage was a problem we ran into frequently, possibly due to our low numbers, and we have a solution for getting enrage off of Muada. We did something similar to the ol' Lannok trick where we had someone sit the first part of the fight out until Muada went nuts and killed everyone. Once everyone dies the buff runs off. Before Muada resets we had the person sitting out grab her to make sure she didn't reset before the rest of the group kisk reses and runs back in. This may not be a problem for full groups of 60's with good gear but we didn't even have a Sorceror with us so this was a necessary part in the fight for us.

Phase One: 100-75%
This is the easiest phase, Muada does a 360 degree AoE (Ray Thorn) that hits everything outside of 20 meters or so of her. To avoid being hit by this ALL party members must be standing close to Muada and the tank will be positioning the boss away from the rest of the group. Muada does some other minor attacks during this phase like projectile vomit but it's nothing terribly dangerous outside of Ray Thorn but be ready to run when phase two begins.

Phase Two: 75-50%
At this point Muada will use a skill called Rage and stun your party briefly, following this stun Muada will spawn a couple elite adds and add spawners. Now, we tried this several different ways and, possibly due to our less-than-average sized group, we were unsuccessful when we tried to burn the adds faster than they were spawning. One or two from each set would be left over and eventually overwhelm us.

To remedy this we decided to have all DPS stick to the boss as the Templar kited it around the circular room. When you do this it causes all of the adds to zerg around after various members of your group so it's important to kite when you've got a large number of adds on you. Moving in a circle prevents both the boss and adds from ever catching you since they are all pretty sluggish (<--Ohohoho so clever). After slowly but surely kiting and DPSing Muada out of this phase you enter phase three.

Side Note: If you feel you can DPS the adds down before more spawn then make sure to prioritize the spawners and be sure to utilize CC's (Unconfirmed, seemed most everything works on them though) and blinds (Confirmed) as both of them work on all of the adds. Also, when the adds die they melt into a puddle of acid and do significant damage to anyone that steps in it so be mindful of your environment.

Phase Three: 50-25%
Before you dig into Muada's health again it is important to kite off the remaining adds, they despawn after a while and no more adds should spawn. Once the adds are down have your tank settle Muada back into the same position as Phase one. The only difference between this phase and the first one is the additional AoE to complement Ray Thorn, Swiping Blow. This AoE hits in a 360 degree zone 15 meters around the boss, this needs to be outranged as it does heavy damage and knocks people down.

Every 20 seconds Muada will alternate between Ray Thorn and Swiping blow. To make sure nobody gets hit you run out of Swiping Blow and immediately back in after it ends to avoid Ray Thorn, repeat until the phase ends. Pretty simple.

Phase Four: 25-0%
Muada will use Rage, same as all new phases, and then burrow underground. Shortly after using this skill the text "Muada has created a giant sand hell, run!" pops up on your screen. Following the disembodied words' instructions quickly run out of the central area and onto the sides. I assume if you fail to do this you die horribly. But it's not hard to get out of so no big deal.

Once you're back on the boss he gets a new skill called Neurotoxin which he will randomly cast on party members. It does a medium amount of damage and puts a status effect on the target that cuts its attack and does damage over time. This is curable so clerics make sure you're dispelling the targets of Neurotoxin.

Muada will stop doing Ray Thorn this phase and will switch back to Projectile Vomit (Frontal Cone) and will continue doing Swiping Blow and Neurotoxin. Make sure to keep out-ranging swiping blow whenever Muada uses it and keep burning him down.

This should finish off the fight! Congratulations on defeating Empress Muada!

For those of you curious about the loot she can drop, there are two eternal necklaces (Caster/Melee) that Muada drops that aren't too shabby for PvE and she drops a fabled hat and shields. We got the fabled cleric shield to drop :3.

Thanks for reading!

-Fest
(Tiamat/Assassin/60)