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 Beitrag Verfasst: Fr 10. Jun 2016, 21:22 
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Volan

Raid Composition:

Group-1:
- 3x Tanks
- Defiler
- Beastmaster

Group-2:
- 2x Wardens
- Chloro
- 2x Melee DPS

Group-3:
- Puri
- Chloro
- Bard
- 2x Melee DPS

Group-4:
- 3x Ranged DPS
- 2x Melee DPS

General Instructions:

NEVER USE AOE CLEANSES - THIS IS THE JOB OF ONE PERSON ONLY.
Play MAX ST DPS specs.
Generally stay close to each other, spread mostly for extinction.
If you have less than 25k HP (26k even) raid buffed you should either add a few points in a tank soul or use some endurance items/runes (seal or glove rune)
For this fight use Prismatic Wellspring instead of Str/Dex/Int/Wis pots. They offer better mitigation. Additionally, use HP + AP/SP banners instead of CP ones.

Tanks:
- 2 of the tanks can be hybrid tanks and will mainly be taking Fists in Phase-1 + agroing wisps during platform phase (P2).
- 3rd tank should be a full tank and should preferably be a class that brings utility to the raid such as a Paladin tank for YOLO heals or a Cleric tank to do the dispells.
- It can also be done with 2 tanks only but for progression 3 tanks is easier and less risky.
- Full tanks are also viable since they can "pew pew" the boss on Phase-2 through wisps on platforms.
We are using 3 tanks, usually Paladin-Riftstalker-Justicar. Paladin for YOLO heals and Justicar to do the cleanses while healers can focus on other stuff.

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BM:
Beastmaster is a superior choice compared to archon for this encounter since there's a lot of raid spreading and thus lavafield is pretty much useless. Erange tho applies on the target.
Additionally, BM offers survivability raid CDs (call to recover / stand ground) which are extremely useful during heavy AoE damage situations.
Call to Assault should be used first time after the first leg is debuffed by stomped adds and second time during volan vulnerable phase (on his back). Make sure to pop this CD from a good position that will reach your entire raid.

3 Ranged DPS:
Preferably use 3 rangers who will mainly be breaking Cells downstairs to help players who get Volan Arm's orb to reflect it.

Defiler:
Make sure your defiler can apply clinging spirit.
During phase-2 your job is to instantly apply Unstable Transformation on the shielding cells on top of your platform and spam heals on them.
You can use Grown when the cells is bellow 85% to increase ur healing, however, you MUST NOT use it after 85% on the cell cos it will only increase the Cell's total HP and make it harder for the healers to top it when time comes.
Stop healing the shielding cells after 85% (unless u have to pop the platform cell shield)

Bard:
It is very important that you use 15% speed buff as bard here and that you position yourself nearly in between Volan's legs in order to boost the movement speed of tanks who are running around for the fists.

Melee DPS:
Paragons, Assassins, Shammans and Harbs all the way.
Paragons can use Way of the Mountain instead of Way of River and pretty much ignore extinction knockback effects which makes it extremely easier for everyone else to spread.
Assassins offer % crit debuff.

Wardens - Chloros:
- During phase 1 make sure you are not stacked together. Heals need to be able to reach everyone during spread phases and especially the guy who's running to the cell to reflect the arm's orb.
- Wardens must be extra careful when using Wave of Renewal. If casted at the same time one of the wardens will not do any HPS with it (it's a known bug) which means WoR must be chained and never casted simultaneously by both wardens.
- During phase 2 both Wardens and Chloros need to heal the Shielding Cells on top of each platform whenever there's no AoE damage to deal with. STOP at 85% tho or the cell will be pushed to activate the shield prematurely.

Puri:
During Phase-1 be sure to keep tanks that take fists without your healing range.
During Phase-2 your main job is to heal the shielding cells on top of each platform. Whenever you are standing on a platform, no-matter for how short that is you need to push HPS into the cells.
While healing the shielding cells you must (1) shield the cell to apply Feed the Flames, (2) Use TTQ, Flashover and +50% healing buff CD then throw a LB on the cell which will proc as a huge critical instant heal.
Remember to completely stop healing the cells at 85% tho or they will be pushed prematurely.

Puri+Paladin:
10+10 YOLO heals. This is one of the most powerful combos u can bring into this encounter which will help your dispeller to push cleanses faster or save your raid from excessive raid damage like for example during first Extinction + Halo during platform phase.
Make sure to coordinate these 2 CDs properly.

Phase-1: (Arms+Legs)

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Mechanics:
Leg Stomp:
Stomps the Ground, killing everyone in the red aoe except tanks and dealing aoe damage to the whole raid.
Arm's Orb:
Casting it on a random player + raid announcement. This player must run the the reflective cell nearby which has to be destroyed in time. Must stay in the blue area until orb is reflected.
Failing to deal with mechanic will result in stun+heavy damage which most usually kills the player.
Additionally, dealing with the Orbs is very important towards proceeding to phase-2. Reflected orbs will break Volan's arms and you need 3 orbs per arm to do so. Therefore, failing orbs also means delaying your transition to Phase-2.
Debuff:
Volan will kneel and put a debuff on 7 players. Whenever a debuff is cleansed heavy AoE damage is dealt to the raid. If 2 or more debuffs are cleansed at the same time the damage burst will be too high for the raid to survive.
Therefore, you need 1 dedicated player to deal with them, usually a Justicar tank or Defiler (occasionally the puri).
You have 15 seconds to cleanse all debuffs before they explode and kill the raid. Therefore you need a good coordination of your cleanser + AOE healers. YOLO heals from Puri/Paladin will also help here along with Rogue tank CD or BM CDs.
-- Remember to stay close to each other for maximum heals (warden Pool of Restoration and aoe healing range to all 4 aoe healers)
Fists - Spineshatter - "Your cities will fall":
Volan will fist the ground 8 times. Fists must be soaked by tanks otehrwise raid will take heavy aoe damage and a stacking debuff that increases damage taken. Failing to soak 2 fists is usually a wipe.
Volan will use one arm after the other to fist the ground which might be of some help to you into understanding which fist is going to hit first and where.
Extinction - "Extinction Awaits you":
2 sets of missiles will be launched from Volan hitting each player 1+1 times and knocking back plus damaging anyone standing close to them.
Basically you need to spread out for Extinction to avoid chaotic knockbacks and random deaths.
Adds:
Spawning 3 adds which must be picked up and ST'd. When an add breaks 4 small adds spawn which you shouldn't AoE as they are needed.
Once all 3 big adds are broken into small adds, tank must pull them under volan's legs and have them stomped. Doing so will debuff the leg for 15 seconds up to 10 stacks and greatly increase damage taken.
Stomping comes after extinction.
Remember, ST dps the big adds then switch back to legs. No AoE, No cleave.
-- Tip: If 2nd leg is bellow 60% you may as well ignore next set of adds and burn the leg given that your raid DPS is sufficient.
-- Tip: Adds can come from 3 fixed spawn points, however, which spawn point they will come from is random. Once they spawn they will first move near volan and then get agro on someone which means you have enough time to pick them up. If you are not a Cleric tank you might want to let them run near volan first before taunting.

Phase-1 Instructions:

Start by DPSing the leg at the left side called "Volan's Right Leg".
Spread in front and around this leg, far enough to easily deal with extinction and close enough to be in range for all AoE heals. Idealy, you want to stay close to each other for the most part of it except extinction.
Once Right Leg and Arm are broken move to the right side of the room to deal with Left Leg and Arm (Left side's reflecting cell too)
Phase-1 is 100% scripted. Things will always happen in the same order, for example, first debuff will come before leg stomps, then during fisting -or- extinction will always come after fisting except first fisting. Adds will come before fists except 1st set of adds.

Phase-2: (Platforms)

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Counting Platforms:
The first platform you arrive to right after transition into the platform phase is Platform #1
Starting from Platform #1 and counting clockwise (to your left) you have platforms #2, #3 and #4

Spreading for Extinction:
There are many ways to spread for extinction. We have:

> Group-3 + 3 DPS --> Platform 1 (8 people)
> Group-2 + Paladin tank + 2 DPS --> Platform 2 (8 people)
> 2 Tanks + Defiler + BM --> Platform 3 (4 people)

* There will be up to 3 extinctions during Platform Phase before you hit enrage. This means groups will have to spread up to 3 times as well. For each extinction:

Platform 1 players will spread at platforms: 1, 1, 2
Platform 2 players will spread at platforms: 2, 2, 3
Platform 3 players will spread at platforms: 3, 3, 4

Positioning yourselves on Platforms during 1st extinction: (Extinction + Halo combo)

Obviously enough you cannot stack on top of each other for extinction due to the damage + knockback which will result it you being killed and/or knocked off the platforms.
However, spreading in perfect circles or standing in the middle of the platform (unless you are a tank) is not viable either.

Reason is that Halo is an expanding AoE that starts from the center of the platform, reaching a maximum point and then coming back to the center of the platform.
In addition, Extinction is a set of 2 rockets with traveling time coming out of Volan.
As a result, standing in the center of the platform means first Halo tick is gonna hit you instantly while an extinction rocket hits you at the same time resulting in an overkill.
Likewise, standing at the furthest away, from Volan, edge of a platform will also time a Halo tick to hit you at the same time with an extinction Rocket.

tl;dr - Do not stand in the center of the platform or the furthest away edge of it (furthest from Volan) unless you are a tank or you will die.

Make sure to you survivability raid cooldowns for this nasty combo such as Rogue tank's "Physical Wellness", "Command to Stand Ground" and Puri/Pala YOLO heals.
The best moment to push your YOLO heals is right after extinction's 2nd set of rockets when volan slightly bends and prepares to lift his hands in the air (Volan's animation for Halo)

2nd and 3rd extinctions are easy-peasy to deal with. This one tho will determine whether you will wipe or not.

Mechanics:

Extinction
Same mechanics as before, differences explained above.
Halo
An expanding AoE starting from the center of each platform, reaching a maximum point and coming back in ticking twice in total. Heavy AoE damage you need to deal with.
Cleanses
Same mechanics as phase-1
Beam
Volan will beam either platforms 4+1 or platforms 2+3 killing anyone on them and leaving a heavy ticking AoE for a short period of time.
Arm Swipe
Right after beaming 2 platforms, Volan will turn to the other two and swipe them with his arm killing anyone standing on them. Basically, let volan finish his beam and jump to the opposite side to dodge the swipe.
Wisps
Standing at the edges of platforms; have your tanks take agro on them so they wont kill any players.
Tanks can also properly tank them which will give them a temporary reactive ability they can launch against Volan to deal damage (like an energy bolt or something). However, wisps deal really heavy damage if reckless so be careful with that.
Plants
They start spawning on players right after 1st extinction and expanding up to a certain point before they fade.
Keep in mind that there will be a lot of jumping from one platform to another in order to dodge Volan's one shot mechanics which means you MUST NOT place a plant next to jumping puddles.
Generally, stack at edges or middle of the platform to spawn plants in safe locations and have these jumping pads clean and safe.
True Power + Shielding Cells
One cell on top of each platform. They start with low HP and upon being healed to 100% they will spawn a protective shield against "True Power" for 15 seconds.
It is crucial that you get the shield up before "True Power" kills you but at the same time that you do not force the shield too early either.
In general, all healers must heal the cell of whichever platform they are standing on given that they do not have to aoe heal any Halo, Extinction or Cleanse damage.
Have your defiler to unstable transformation cells immediately (for 50% HPS buff) and puri shield them (Feed the Flames) + LB them (with FO, TTQ and Fiery Will) straight after.
Spam Heals until the cell reaches 85%. Then stop completely until "True Power" is announced. When you are healing that last 15% your defiler should not use his "Foul Growth" because it increases targets HP and you'll have to heal more
Jumping on Volan's back
Right after you successfully make it through "True Power" Volan will become vulnerable to damage for 15 seconds. DPSers must jump on his back and position themselves in between his shoulders right behind Volan's neck to acquire a damage buff.
Line up all your personal and raid CDs with these burn phases and push him until 4-5 seconds before he stands back on his feet. Failing to move out in time will have you knocked out of the platforms.
-- Tip: Also, when returning to platforms (from Volan's back) make sure you don't accidentally run onto a jumping pad!
-- Tip: There will be up to 3 of those burn phases before enrage. During the 3rd one you may as well have your entire raid jumping on his back to burn him since there wont be any more shielding cells to heal anyway.

Phase-2 Script:

Halo > Beam (2+3) > Swipe (1+4) ~ Jump from platform 1 to 2
Halo > Extinction+Halo > Cleanses ~ Spread to platforms 1,2,3 for Extinction, Return to Platform 2 for Cleanses
Beam (1+4) > Swipe (2+3) > True Power ~ Jump to platform 1 and prepare for True Power + Burn phase. During burn phase Healers jump to platform 2 to prepare next shielding cell.
Cleanses > Beam (2+3) > Swipe (1+4) ~ After Burn phase all jump to platform 1 and finish cleanses there. Jump back to platform 2 after beam and before swipe
Halo > Extinction > True Power ~ After Halo spread for Extinction, then gather back on Platform 2 for True Power + Burn Phase. During burn phase healers go platform 3 to prepare last cell.
Cleanses > Beam (1+4) > Swipe (2+3) ~ Go platform 3 for cleanses, jump to platform 4 after beam and before swipe and jump immediately back to 3 after swipe to prepare for spreading.
Extinction > True Power > Enrage ~ Spread for Extinction. Go platform 3 for True Power and burn boss.

-- Alternative PoV:
Platform 1 -> Platform 2 -> Spread -> Platform 2 -> Platform 1 [True Power]
Platform 2 -> Platform 1 -> Platform 2 -> Spread -> Platform 2 [True Power]
Platform 3 -> Platform 4 -> Platform 3 -> Spread -> Platform 3 [True Power] Enrage
* Platform 2 -> Platform 1

Grim Brothers

Raid Composition:

Group-1:
- 3x Tanks
- 2x DPS

Group-2:
- 2x DPS (at least 1 Assassin for Lethal Poison)
- Bard (61 bard unless you really have issues with aoe heals, then u can go with a tact-bard)
- Puri
- Chloro

Group-3:
- 5x DPS (at least 4 DPS with an interrupt)

Group-4:
- 1x Assassin (for lethal poison)
- 1x Archon or BM
- Bard (61 bard unless you really have issues with aoe heals, then u can go with a tact-bard)
- Puri
- Chloro

Mechanics:

Life Platform:

"Bubbles" (Toxic...)
3 bubbles will spawn at the 3 random ranged targets, if there are no players at ranged they will spawn at melee.
Standing on a bubble deals heavy damage and causes the bubble to expand.
Coming on a platform through a portal gives you 3 sec immunity to all ground aoe effects.
Bard, Chloro, Puri are the ones to stack at range and take bubbles, everyone else needs to stack at melee.
Creeper
A random player will turn into a tree. He cannot escape unless DPS'd out of it by other players.
Player in Creeper also takes damage and thus they might need to be spot healed.
Make sure to break creepers at range and in general all existing creepers before switching platforms
"Red"
3 red circles will spawn in the room. Players must run away from boss to survive.
Right after "red" stack in melee and kill any creepers active.
Chloro should have Ruin, instant Nature's Touch and Flourish ready for use right after "Red" is done and damage is dealt to the raid.
Interrupt
5 stacks of channel. Boss will keep channeling, dealing damage on Death platform until 5 rupts are thrown on it. Group 3+4 always happen to be there to take care of it.
Life stacks
They are built over time, cannot be cleansed and the more stacks you have the more damage you take. Don't worry tho, you can pretty much live up to 10 stacks or so.

Death Platform:

Death Star
Death Star will spawn on a player and upon impact will deal damage to players inside it. This must be soaked by the whole group.
After being soaked a purple ground aoe is gonna stay on the ground dealing heavy damage to anyone inside it.
Best way to deal it is by stacking at one side and moving through the boss right after the impact.
Make sure to soak an upcoming Death Star before switching platforms.
Scarabs
A few bugs will spawn that have proximity agro therefore they cannot be taunted.
These must be AoE'd down asap. They can be stunned.
If you are a healer make sure you stay behind other people cos the moment they activate they tend to bite healers until their proximity agro is activated.
Tanks will pulls can pull them slightly out of the raid to make sure they are the closest targets to them.
Red
Room will go red and everyone on the Death platform must stay at melee range with the boss to survive. plain and simple.
Interrupt
5 stacks of channel. Boss will keep channeling, dealing damage on Life platform until 5 rupts are thrown on it. Group 3+4 always happen to be there to take care of it.
Death stacks
They are built over time, cannot be cleansed and the more stacks you have the less HP you have. Don't worry tho, you can pretty much live up to 10 stacks or so.

General Instructions:

Groups 1+2 Death Platform | Groups 3+4 Life Platform :: Banners at Life Platform
At least 1 Assassin in Grp3+4 for crit% buff | At least 1 who can armor debuff in Grp3+4 | Put as many interrupters as possible, if not enough BM can spec into rupt spec and chloro too (points into dom)
Groups 1+2 need some AoE to deal with the scarabs whenever they are on Death Platform.
Groups 3+4 are always interrupting. They are the ones responsible for it and they are the ones who will always coinside with rupt on the platform they currently are.
If you died on a platform and got ressed make sure you do not take the portal until you have 3 or more stacks of platform's debuff. Otherwise you will die instantly.
When switching platforms chloros might have to re-do Living Energy.
As DPS when switching platform make sure to DOT the boss on the platform you are leaving.
Also, don't just run.. strafe and keep DPS'ing while switching platforms (Paragons can use Flurry during switching and "GtH" while running out of "Red" on Life platform)

Encounter Script:

Tanks:

It's a triple tank swap encounter. Two tanks are tanking at a time while 3rd is swapping platform to reset stacks. This happens because if you only had 2 tanks and they tried to swap they would get instantly killed as soon as they took the port.
For beginner guilds tanks can swap every 2-3 stacks. For geared guilds u can swap later.
The tank that is about to swap platform must make sure their boss got taken off them before they take the port. Otherwise they will die instantly and the bosses will one shot every other tank straight after.

Life Platform Team (Groups 3+4):

Starting from Life Platform, they are the Interrupt Group. This means groups 3 and 4 will be the only ones happening to have to deal with interrupts.
3 People (bard, chloro, puri) need to stay ranged to place bubbles (toxic). Everyone else stack at melee.
First rupt will come 39 seconds into the fight.
Swaps will happen always with the same order.
- When you are on the life platform you will either have Rupt -> Creeper -> Swap -or- Creeper -> Rupt -> Swap. Be very careful with Rupting right after creeper since you are targeting the creeper at that point. Better make a cast@focus rupt macro and /focus life platform boss.
- When you are on the death platform you will either have Death Start x2 -> Rupt -> Swap -or- Death Star -> Rupt -> Death Star -> Swap. Always swap after 2 deathstars.
Whenever you return to life platform you will have to deal with "RED" mechanic. Right before RED someone will be trapped into creeper.
If it's a melee DPS just let him in the creeper and have healers to spot heal him, then stack in melee right after RED and break him free.
If it's ranged quickly go free them, especially if it's a healer you're gonna need the aoe heals so yeah, do it!

Death Platform Team (Groups 1+2):

Starting from Death Platform and usually swaps after 3rd Death-star. More precisely, swaps will happen after Life Team has dealt with Rupt + Creeper and given that there are no Death Stars to be soaked.
Whenever you get to life platform have your chloro, puri, bard to take the bubbles at ranged, everyone else stacks at melee.
Whenever you return to Death Platform you will have to deal with "RED" mechanic. This means you need to stay at melee range with the boss to survive.
Other than that you are only dealing with creeper or scarabs or DPSing the boss u are onto.

The fight is 100% scripted and if you follow the same pattern every pull it will always be the same timings, bosses using same mechanics and same things going on.
In other words if you've reached X% once you should know exactly what happens till X% and how to deal with it.

We usually have our raid leader on the Life Platform Team because swaps always come shortly after interrupts and therefore it's much easier for him to coordinate the whole raid.

Breaker X-1

Raid Composition:
Group-1:
- Tank #1
- 2x High DPS (Preferably 61 Para/CH with armor debuff)
- 1x Sin Rogue for Crit debuff
- 1x Chloro

Group-2:
- 3x DPS
- 1x Archon/BM
- 1x Puri

Group-3:
- Tank #2
- 2x High DPS (Preferably 61 Para/CH with armor debuff)
- 1x Sin Rogue for Crit debuff
- 1x Chloro

Group-4:
- 4x DPS
- 1x Bard

General Instructions:

Boss burn phases:

Groups 1+2 stack on Tank #1 :: Groups 3+4 stack on Tank #2. Even sides on the boss.
Whichever tank is tanking is responsible of Interrupting the Boss; Backup interrupt must be the groups of their side (that are stacking on him)
The tank with Agro on boss will take a yellow bubble that shares damage with everyone inside it. This must be soaked with the groups that are stacking with this tank.
However, everyone hit by the bubble will receive a debuff. Taking another Bubble with the debuff will be one-shot.
After one side takes the bubble the other side's tank needs to taunt so they can take next bubble with their groups.
There will be a debuff applied on a raid member which must be cleansed. If it expires raid will explode.
When pillars of flames spawn, both player clusters need to move one clip to the right.
During last phase (last 34%) you can ignore the green crystals and nuke the boss.

Add Phases:

There will be 3 Add Phases coming at 89%, 65% and 34%. Each Add-phase has 2 sets of Portals:
- 1 Add-phase, 1st Set; Group-1 goes into portals // 2nd Set; if needed send up to 3 DPS from Group-2
- 2nd Add-phase, 1st Set; Group-3 goes into Portals // 2nd Set; if needed send up to 3 DPS from Group-4
- 3rd Add-phase, 1st Set; Group-1 goes into Portals // 2nd Set; Group-2 except Archon/BM go into portal, Puri heals Tank, Chloro AoE heals
Bard and Archon/BM are the only ones never going into portals therefore they are also the ones they should do Banners.
Groups that go through portals must stay away from the mini boss until tank takes agro.
Chloros generally AoE heal during Boss burn Phases and LBV during add-phases.
Chloros that go into portals should LBV the tank and AoE cleanse the white debuff (looks like an orb)
Chloro that goes into the portals must re-do Living Energy.
Groups that stay out of portals must break the golem shields (1st priority) and stunlock + kill the rest of the adds (2nd Priority). Remember Champion adds cleave (stun them till tank picks them up)
The player who receives a red aoe around them during add phases must go behind the tank and include the golem in the circle. This is the only way to kill them after the Shield is broken. Shield must be broken for this to work.
Right after an Add-phase, boss comes down, tanks need to pick it up and players need to form groups immediately. If there are any leftover adds just finish them off after you make clusters.
In case that's a champion add you may have to stunlock it before it cleaves the while stacked.

In general, use raid damage CDs as well as personal dps CDs either during boss burn phases or while being at the other side of the portals.
It's a pretty straight forward and easy encounter.

Achievement Guide

This guide covers all the IG mechanics, if you are doing IG Rapid only then ignore anything about other Achievements.

Breaker X-1

This fight is extreme faceroll, not much to pay attention to. Group 1 + 2 stack on Tank 1, Group 3 + 4 stack on Tank 2.

Raid Composition:

2 Tanks (Anything works.)

1 Liberator (Who isn't bad.)

1 Bard/Oracle (Preferably Oracle.)

1 Archon (Preferably Harbchon.)

15 Single-Target DPS (Melee or Ranged, whichever gets better DPS.)

This fight has portals. If you go into a portal you need to kill a miniature version of Breaker X-1 and then get back out before you die.

Groups for Portals are:

Group 1: Liberator + 4 DPS.

Group 2: 1 Tank + 4 DPS.

Group 3: Other Tank + 4 DPS.

The reason we do it like this is because outside or inside one Raid Healer is enough to keep the raid up, and Portals + Boss Phases are done quickly so we use 3 Portal Groups to avoid waiting around 20-45 seconds more for the First Group's debuff to run out.

Tank Mechanics: Taunt when other Tank has yellow bubble on them, if DPS focus on boss and burst quickly enough, you can avoid any swapping altogether. Also interrupt Quantum Disruption, it does like 50-60k damage which isn't very nice.

DPS should more or less be nuking the boss. If you're doing The Final Countdown you can also nuke the Radioactive Boulder in the final boss phase, it has 30 seconds before it forms Toxic Spawn and it should be down in 5 seconds of bursting.

Meltdown Splash: Spawns during both Boss and Portal Phases, big red magma pillars. Just move out of them quickly in Portal Phases, for Boss Phases just move to the left from the direction you are facing.

Portal Phase: If you aren't in the portal just nuke the adds in order of the Irradiated Colossus' Shield --> Zyrkari Champion/Tactician/Venomancer.

If you have Kinetic Distortion (Red AoE bubble around you.) then run to the Colossus and stay there till the bubble expires, then the Colossus will die with you.

Mordan & Viktus

There's two different platforms, each has a boss. Left Portal leads to Death Platform (Mordan) and Right Portal leads to Life Platform (Viktus). Group 1 + 2 on Mordan, 3 + 4 on Viktus. On both platforms you get a debuff that gains stacks over time that decrease your maximum HP and DPS, for Island Hopping you should ideally swap sides (Run to the Portal.) at 3 stacks to be safe that you don't get over 4. If you're doing Rapid just swap at 4-5, it won't matter since that was the normal time to swap in SL.

Raid Composition:

3 Tanks (Anything works, need pro taunting skills.)

2 Liberators (Who are decent.)

2 Bard/Oracles (Preferably Oracle.)

1 Archon (Preferably Harbchon.)

12 Single-Target DPS (Melee or Ranged, either works. A Bladedancer in each group would be nice too.)

Mordan: Nuke, nuke, nuke, Bladedancer gets Scarabs with AoE, nuke nuke nuke.

Viktus: Nuke, nuke, nuke, Bard/Healer + 1 Ranged DPS stand away from raid, switch to Ensnaring Creepers and nuke those, nuke, nuke, nuke.

This fight is shorter than Breaker X-1 and probably easier since it became old content.

Volan

Raid Composition:

1 Tank (Anything works I guess.)

4 Healers (Purifier, Physician, Liberator and Chloromancer. AoE Healing.)

1 Bard/Oracle (Preferably Oracle.)

1 Beastmaster (Because Lava Field sucks here due to staying spread out, this replaces the Archon.)

13 Single-Target DPS (Ranged is a mandatory.)

Why are we using this setup? Because Spine Shatter can be out-healed now so one Tank is fine to pick up adds, exchanging Tanks for Healers seems fine despite the very minor DPS loss as it helps to heal Matrixes in Phase 2.

Healers, you never use cleanses, normally one of you does it but it's no longer important so just ignore it.

Phase 1 (Leg Phase):

Extermination Missile (Extinction): You should more or less be spread out at all times, but if you're not, do it when this is cast or it'll hurt.

Leg Stomp: It hurts the raid and one-shots any non-Tank in the red area.

Spine Shatter: Volan is going to punch the ground, Tanks need to run in and take this damage as it reduces the amount done to the raid, which is supposed to be good so yea. If they fail it also adds stacks on the raid that increases damage taken, while one Tank will cause stacks to happen anyway, just try as much as you can.

Malignant Scion: These are large adds that need to be nuked down, they then break up into smaller adds. Don't kill these because when Volan steps on them it gives 10 stacks of INCREASED DAMAGE TAKEN on the Leg which is awesome.

Power Cell: Volan will emote a random player's name and fire some unstable energy or whatever at them. Basically you run to the cell before it reaches you and then the raid nukes it down, after 3 of these a cell will destroy an arm. If both arms are not destroyed by the time the legs are done, the raid will be wiped.

Phase 2 (When all of the Legs and Arms are dead): Run to the jump pad and jump. You will now be on some platforms. You should essentially stack on the Tank, but for Extinction it probably helps if you prepare to jump to other platforms.

Extinction: Same as before, spread out on your platforms, the difference is that this time it'll do knock back and send you flying off the platform making you useless. So put some more effort into dodging it.

Halo: Big damage, big heals.

Beam: Some platforms will be shot with a beam and anyone on them will die. DODGE!!!

Arm Swipe: Stack at the far front of the platform or you will get knocked off the platform. Or you can just dodge it, because it's a good idea and all. Oh and it does 30-40k damage, be sure to heal that off or bad things might happen.

Matrixes: Healers you need to heal these on your respective platforms to about 85% and leave it like that till True Power is announced, then heal them to 100% or the raid will be wiped.

True Power - If Healers performed this successfully then straight after you need to use the jump pad near the front of the platform (Any platform will have this.) and get on his back and position yourselves on his neck to grant a damage buff which allows you to PEW PEW PEW NUKE NUKE NUKE a lot.

The order of mechanics is as follows:

Beam > Arm Swipe > Extinction > Beam > Arm Swipe > (Sub 20%) True Power (If it isn't dead now, your Raid died because they suck or your DPS just sucks.)

Or you can remember which platforms to be at:

Platform 1 > Platform 2 > Spread > Platform 2 > Platform 1 (True Power)

Here's a Platform Image because I was too lazy to draw one myself.

Achievements here you should basically have both of if you killed Volan in SL, because your Guild can't be bad enough to have failed it if they managed to even kill Volan. If you're new however, no Chiropractice for you. Other one depends on how good spreading out works.


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  Verfasst: Fr 10. Jun 2016, 21:22 
 


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