
Image of trash mobs and locations (click here)
Note: this information was originally written as tank instruction but for damage dealers and healers it is useful information as well.
You probably have to switch skills between trash and bosses. So when you find the right combo make sure to save them in alpha gear or in dressing room. You will need taunt and chains I guess.
The trash mobs in Kyne are dangerous but if we have to prioritize them in a killing order it would be: Infusers, Bulwark/Tidebreaker and next the rest.
The Tidebreaker does every few seconds and AOE attack, which makes that everyone has to hold block. So best is to kill this one first.
Infusers get enraged in just a few seconds thus they have top priority on anything else. There are a few trash spots where there are a couple. Except for the last trash group before the final boss Falgravn, the strategy is that 1 tank taunts really fast all the infusers (be aware they hide and spread out) and then run into the tent (to the back) in the area, making the infusers stacking in the entrance. If you have, use something to interrupt them before they enrage.
1st boss
Not going to explain everything, check Masel’s guide (on AlcastHQ website), link above) for that and I may confuse vet with Hard Mode but the basics are the same.
The MT takes the main boss (and Shaman when spawned cause we want the shaman be killed with AOE). The OT takes the Adder or the Gryphon that spawns every couple of seconds.
Keep the Adder/Gryphon on the main boss until he gets healed for the first time. In HM the MT takes the boss and shaman to the next position while the DD will finish the Ader/Gryphon, otherwise he will be healed each time by the main boss. In Vet it is not always necessary but it mainly depends on the group dps. If this is low split them pls.
One of the mechanics of the Adder is a slam followed by watersprout which can instant kill dd. Not much you can do about it as tank except block yourself. Some say if you roll dodge after the slam you do not get watersprout.
For the totems: 2 are dangerous for you. Make sure you are not standing in the face of the fire totem and when the poison totem comes (chaurus totem). You can overcome the poison by counting as follows the moment you get the notification and have seen the totem: 1, 2, 3, dodge
To be honest I do not know if the tanks get targeted by the totem as well.
For HM you need to know that once the Adder/Gryphon gets healed for the first time, the group has 16 seconds before the boss gets a shield and will explode and wipe the group.
image of boss positions 1st boss (click here)
2nd boss
For this fight you need some dps and the primarily focus needs to be on the adds that spawn because every xx seconds new ones will come. Make sure to stack what you can stack, and burn them with AOE.
MT takes Vrol
OT takes the Half-Giant Bulwark (shielding the boss) and the Apotheycary (healing Vrol). The MT if possible interrupts the Harpooner because he will single target one DD and crits a lot, usually it is one shot if you do not see the notification from Code’s combat alerts.
Avoid standing in the red AOE (frigid cold), just do 2 steps out of it but keep the boss steady and bit to the right of the middle edge (so the portal that spawns will be clear as well).
After 50% instead of the happy 3 some (Bulwark, Apotheycary and Harpooner) we will get time-based a copy of the boss (the storm twin) which will spawn which the OT will stack on the main boss. Do not forget to bash the twin.
image of the positioning 2nd boss (click here)
The DD who takes the portal to the boat should not forget to bash the mage every time or you are ported out again before it is dead.
The persons that go to the ballista’s in the HM trial, best use a shield skill on themselves from 50% and below of the boss his health.
3rd boss
MT takes main boss, OT takes the mini boss.
Our strategy will be that we kill the mini before we get the lightning phase (90% and 80%). (This is not really necessary, you even can take the mini with you to the floor below, but it makes the life of the OT more complicated and you need a very high group dps if you have to deal with everything at the same time. This is the safe strategy.)
This means the OT has to be a bit away from the main boss with the mini, since dd’s do not really understand the the instruction: don’t touch the main boss lol.
The mini hits really hard, so if needed the OT and MT can guard (or a healer will) when the mini is up. Besides a cleave that kills players (Blood Cleave) (face him away), the guy does insane damage with his light attacks (Quick Strike) and has a heavy attack that should be dodged.
Furthermore everyone, tanks included, has to move when the Sanguine’s Grasp is there (just step around the little red hands that come from the ground). Njordal kneels down when he channels the mechanic, so there’s a clear clue for it.
70% we go down one floor:
the boss summons three vampire knights that are pretty dangerous for the dd. Try to face them the same direction if possible. The blood knight will do his Blood Fountain and hits hard in a line in four directions.
Randomly one person will be caught in a “blood prison”, which kills the player affected after a few seconds. Usually it is on the person who is the furthest away, so better get closer when this mechanic is happening.
When the three vampire knights are dead, the main boss come back. In this phase, he summons a ball of blood above his head and then blood coagulants start sliding across the room towards him. After 30 seconds, the ball explodes, damaging players for every coagulant that reaches the middle. Especially the big coagulants add a lot of size to the ball, so the bigger the ball, the bigger the damage. In this mechanic, do not move! If you see the ball is starting to explode please call out to block!
With low dps, this phase is really a big pain and when you wipe you have to start all over at the 1st floor with the boss at 100% health.
At 35% Health, the second floor crashes and you go to the the cellar.
MT just holds boss. see AlcastHQ mechanics guide for general information.
If the damage dealers which have to go upstairs to kill the 2 torturers, are failing to do this in time, the adds will spawn with the main boss. OT is taking them and stack them on the boss. Be aware that when the torturer is spawning in the middle, after a few secons he will start channeling a one-shot ability. The torturer has to die really fast.
Aside from that, the boss does increasing persistent damage over time to the group, 7k oblivion damage per second that can only be mitigated through weapon and spell damage reduction debuffs on the boss.
Really good instruction videos about the mechanics from TC Lee/Tank Club
Trash mobs: https://www.youtube.com/watch?v=hilUhpCsnWk
1st boss movement (HM) - https://www.youtube.com/watch?v=4wOMqqUsbyY
Sanguine Slater - MT - https://www.youtube.com/watch?v=b4IdimVVZME&start=25s
OT - HM - https://www.youtube.com/watch?v=zMI_Eu8zm0c
- Read more...
-
- 0 comments
- 597 views