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 Betreff des Beitrags: 60er T3 20 Mann - Bande des Blutes - Grünschuppe
 Beitrag Verfasst: Fr 10. Jun 2016, 21:23 
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Greenscale

Raid Composition:
- 2x Tanks
- 1x Defiler
- 1x Puri
- 1x Warden*
- 2x Chloro (2x LGV, one of them switching to tank when needed)
- 1x Bard/Oracle
- 1x Archon (could be chlorochon if extra heals are needed)
- 1-2x Tactician
- 1-2x Saboteurs
- 1x NB/Sin
- 7-8x Ranged DPS (Tempest, Rangers, Warlocks)

* DPS Warden: (9 cabalist, 6 defiler ~ 10k dps)
- Rotate your DOTs and spam the macro bellow. Only time u need to heal is during venom cloud and genesis torrent if there are no player derps. At those times you can time Cataract with pools and some CDs.

#show call of the depths
cast call of the depths
cast marrow harvest
cast dark water

General Instructions:
This encounter consists of Ground phases and Air phases that are rotating. Each Ground phase has mechanics added on table while each Air phase has different sets of adds spawning that need to be dealt with.

Phases are percentage based and they come as follows:
Ground Phase A: 100% - 70%
Air Phase 1
Ground Phase B: 70% - 50%
Air Phase 2
Ground Phase C: 50% - 30%
Air Phase 3
Ground Phase D: 30% - Kill
Binding!

~ ~ GROUND PHASES ~ ~
During Ground-Phases you will have to deal with a few basic mechanics: Brown DOT (Jungle Rot), Green Skull DOT (Voracious Fungal Growth), Purple Pentagram debuff (Fungal Blossom), Pink Orb Aura (Night's Bloom), Venom Cloud (Raid dmg/aoe), GS Breath (tank damage), Bulwark (Boss buff / Dispell), Wisps (AoE) .
There will also be 2 adds spawning during that phase; Flower adds (Night Blossom) and Branch adds.
Two new mechanics will be added on each new Ground Phase.

> Ground Phase A: Includes only the mechanics listed above so you are pretty much DPSing boss, moving out of AOEs, Healing tanks through breaths, purging boss and dealing with one of the debuffs (purple pentagram).
> Ground Phase B: Includes all previous Ground-Phase mechanics plus 2 more; Hypertoxin and Explosive flowers.
Hypertoxin is similar to Breath but hits much harder and requires full shielding and CDs like Unstable Transformanion on the tank.
Explosive flower is just a flower that spawns on random positions and explodes after a few seconds. You simply need to move away from it otherwise it deals heavy damage and knocks you.
> Ground Phase C: Same as "B"
> Ground Phase D: All previous Ground-Phase mechanics plus 1 more + a tweak; Spawn ratio of Wisps has been increased, room is getting filled with them & Bracken also spawn in the room heading towards the tanks. You need to dodge more stuff and kill Greenscale before you get overran. Once he is dead everything will despawn.

Ground Phase Adds:

Flower Add :: Night Blossom
> It hits like a wet noodle (about 1500-2000 per swing), however, it has the "pink orb" aura which applies to anyone around it and does 2 things:
- Blocks all incoming healing
- Removes the "purple pentagram" debuff aka Fungal Blossom
Branch Add ::
> Applies "Jungle Rot" (brown dot) on a random player every 10-20 seconds.

Ground Phase Mechanics:

Jungle Rot :: Brown DOT
> Ticks for 12k every 2 seconds. (Branch adds apply this dot on a random player every 10-20 seconds)
> It can be cleansed (with ST cleanse so that you wont accidentally trigger some other mechanic) but if your raid healing is sufficient you can just heal through it and AOE dispel it at the end of the phase.
Voracious Fungal Growth :: Green Skull DOT
> Ticks for 10k every 3 seconds. (Greenscale applies it on a random player every 20 seconds)
> If cleansed under the effect of Fungal Blossom (purple debuff) it has a chance to spread to the raid. Therefore, it must be cleansed only after Fungal Blossom has been removed.
Fungal Blossom :: Purple Pentagram Debuff
> It's applied along with the Green DOT (VFG) every 20 seconds and it causes the "Green Skull DOT" to spread to the whole raid if cleansed.
> It cannot be cleansed. It can only be removed by the "Pink orb Aura" from the Flower Adds (Night Blossoms). Remember it has 2 stacks so you need to remain in the Aura until both stacks are gone.
Venom Cloud
> 3 Seconds Cast + Bubble around boss. At the end of the cast everyone inside the bubble explodes. Everyone outside the bubble is getting hit for 75% of their maximum HP. Bubble must be avoided and raid must be topped HP before and after the impact.
Noxious Fumes
> Breath on tank. Must be healed through.
> Applied a debuff on the tank reducing its healing taken by 75%. Tank Swap mechanic.
Bulwark
> Buff on Boss. Must be Purged. Deals extremely heavy damage to the raid whenever the boss is hit.
> It has 10 stacks but requires 1 purge only. The stacks indicate that it will trigger the AOE damage to the raid up to 10 times so theoretically if you didn't have any purges you would have to heal through 10 ticks of AOE damage.
Wisps
> Spawn from Greenscale and place themselves randomly somewhere in the room where they deal damage to whoever is inside their aoe effect. 2 ticks and your are dead. The location they will go is random so there's no point in spreading the raid out.. ranged player stacking is fine.
Hypertoxin
> Preparation cast & Execution channeling by Greenscale. Tank damage. In order to deal with it you either have to use big cooldowns on a tank or stack ~10 people on top of it.
> A Chloro must switch to LBV on the tank and use Symbiosis. Personal tank CDs along with Symbol, Unstable Conflagration/Transformation must be used in order for the tank to survive.
Bracken
> Plants that are moving towards the highest thread target, dealing damage to whoever they touch. They can be killed but you should aim to dodge them since they will either despawn or get killed by other mechanics.

Ground Phase Strat:

~ TANKS ~

- Tanks need to tank swap after every breath due to the 75% healing debuff applied by the breath.
- Tanks also need to swap Night Blossom (Flower add) which needs to be taken, by the tank which is not tanking Greenscale, nearby the raid so that players with Fungal Blossom (purple debuff) can go cleanse themselves. The flower add should be positioned at ranged, same side Greenscale's head is (since raid is stacking at the side of the tail).

~ DPS ~

- All DPS stack with the healers at range, same side that Greenscales tail is. If need be all move together left or right, preferable to the direction of the head (so u don't break heal range with the tanks).
- Ranged DPS specs are recommended. That's mostly due to later phases requiring a lot of aoe dodging and target kiting which makes it almost suicidal for melee DPS specs.
- Warlock, Ranger and Tempest are your best choices. NB/Sin can also be used for Lethal Poison (since it's a good spec for d/c). Other than that you have 1-2 Tacts and 1-2 Saboteurs depending on your composition.
- Players with the purple debuff (Fungal Blosson) need to run to the Flower add (Night Blossom) to remove it (the purple) and return to the raid stack.

~ HPS ~

- Healers do what DPS do (read above)
- Additionally, Puri needs to make sure Symbol is applied during "Breath" to take advantage of the Symbol Reapplication talent.
- LBV, Symbiosis and unstable Transformation/Conflagration must be used on the tank which is about to receive Hypertoxin.
- AOE Spike damage strikes the raid when Venom Cloud is casted. AOE healers must top the raid BEFORE and AFTER the damage impact.

~ ~ AIR PHASES ~ ~
Each Air Phase is unique but the concept is pretty much the same. Boss will be in the air and different kinds of adds will spawn which need to be killed in a specific order within a certain timeframe otherwise you wipe.
Remember that while Greenscale is in the air he can still be DPS'd which means you'd like to bring adds inside his hitbox to take advantage of passive (or not) cleaving.

Note: Right after each Air Phase your raid needs to move away from Greenscale before someone gets eaten or cleaved.

> Air Phase 1:
- 3 Packs of Shamblers Spawn. They must be picked up by the tank(s) and kept away from raid and preferably between two spawning pools (Spawning pool are where the adds spawn from).
- All AOE DPS must focus the shamblers while ST DPS must keep burning Greenscale down.
- Chloros need to switch to LBV on each one of the tanks.
- Whenever a shambler dies a ground AOE spawns around his corpse which deals heavy damage. Therefore, tanks must keep moving out of them while placing those AOEs in a way that they won't be locked out of the "spawning pools" but also that the raid will not be put at risk.
- A few seconds later a pack of mobs (2 stalkers, 1 beast, 1 Annihilator and 1 mendor) will spawn from one of the three "spawning pools" and must be picked up asap by a tank (which is why I insisted so much that the shamblers AOEs must be placed in a practical way).
- All DPS must switch to the pack of mobs and nuke them down. If there are still shamblers up then the AOE dps should finish them off before switching.
- Dhel, Orchestra & FP must be used at that moment.
- Amunet Freeze must be used when the pack is near/under Greenscales hitbox but not mixed with any shamblers.
- At the end of Air-Phase 1 Greenscale will Devour whatever adds are still alive and deal AOE damage to the raid. FATE will also spawn and attempt to wipe the raid which must be stacked in the bubble that spawns upon Annihilator's death.
- Chloros need to switch back to LGV.

MOBS: (The Pack)
Mendor:
- Casts heals on the rest of the adds and can be interrupted.
- Has low HP and usually it will die fast by AOE dps.
Stalkers:
- Medium HP. Make sure to finish them off before they are devoured.
Annihilator:
- Upon its death it spawns a shield which protects you from FATE's wipe mechanic.
- It has high HP but you need the shield anyway so it has to die in time.
Beast:
- High HP. It has 6 million HP which means 20% equals 1.25m (the same exact amount GS will heal with each bite). Therefore, if one of the mobs has to stay alive this should be it.
- It also applies stack of bleeding on the tanks. At 3 bleeds a tank swap is recommended.

DEVOUR:
- Greenscale will "bite" any adds that are still alive for 20% of their HP until they are dead. For each bite he will heal for 1.25m HP.
- Whether an add has high or low HP it can be bought for up to 5 times which means if you have to chose between killing one add and leaving another alive you always want to finish off the easiest to kill (lower HP) adds and let the hardest to kill (highest HP) alive.
- For that reason when killing the pack, you want to kill the mendor, stalkers and Annihilator first and burn the Beast last.

FATE:
- At the end of Air Phase 1, Fate will spawn and try to wipe the raid. In order to survive the wipe mechanic you need to stack in the protective shield spawned on top of the Annihilator's corpse.
- Diona should also be used at the same time because FATE's AOE damage will come back to back with Greenscale's AOE damage (Genesis Torrent).
- Healers must be ready to do some burst healing (Ruin, Flourish, Nature's Touch, Pool of restoration etc)
- While dealing with this mechanic DPS should keep their focus in keep burning Greenscale's HP !

> Air Phase 2:
- 2 Adds will spawn; Overgrowth and Petrified. They must be killed within a certain timeframe or you will wipe.
- Chloros must use LGV as AOE healing is required.
- Good AOE cleanses are also required until the Overgrowth is dead.
- You must kill Overgrowth first and Petrified second.
- As soon as both adds are dead continue DPS'ing Greenscale.

Petrified
- Petrified "tree" has 10 stacks of Petrification and does not receive any damage until they are remove.
- Stacks of Petrification cannot be purged. However, they are removed by the red flowers that spawn upon Overgrowth's death.

Overgrowth
- Overgrowth gains a buff called "Rooted" which has to be purged using Durnes. If not it heals Overgrowth over time (and makes it unable to be moved around).
- Overgrowth gains a shield which must also be purged using Durnes.
- Upon death, Overgrowth drops 3 red flowers which remove the stacks of Petrification.
- Standing in red flowers gives you stacks of a debuff which is increasing both your damage done and your damage taken. Ideally, you want to stand in there and get 10 stacks, pop Dhel's CD along with other available raid CDs and burn Petrified + Greenscale. With some good practice you will be able to push Greenscale directly to the next air-phase or make him bounce.
- If Greenscale lands and you are far from making him bounce you want to use Thorvin's CD to cleanse all the debuffs before he casts Venom Cloud or other raid AOE mechanics.

> Air Phase 3:
- 2 Overgrowths will spawn. They have the same mechanics as the Overgrowth in Phase-1.
- Chloros must have LGV on as AOE healing is required.
- Good AOE Cleansing is also required especially until the first Overgrowth is dead and that's because you need 3 interrupters per Overgrowth to prevent a DOT spread from happening and 2 Overgrowths up at that point.
- Brackens will also keep spawning and moving towards the highest thread target (usually a tank). Dodge them.
- Red flowers instantly kill Brackens which means you want to mark and kill Overgrowths one by one in order to create "safe-spots" or "protective walls" which will keep you safe from being overran by brackens.
- Once one Overgrowth is dead remember that the red flowers also give you a damage buff which means you can burn the 2nd Overgrowth even faster.
- Again, you would want to finish this air phase with 10 stacks of red flower debuff/buff (from the 2nd Overgrowth) and burn Greenscale as much as you can before he lands and shortly after.
- Saboteurs / Tacticians and any other AOE class must refrain from "accidentally" killing the red flowers during that phase..!

- Important! At the end of this Phase Greenscale will target and Nuke one of the NPCs also killing anyone around them. Run away from them when it happens.

~ ~ BINDING ~ ~
Binding phase comes right after Greenscale reaches 1% and it's meant to be the last part of the encounter.
Any adds or Greenscale mechanics will disappear and FATE will come in the room trying to prevent you from binding Greenscale.

- FATE lands in the room and Diona casts her protective AOE on top of the raid. People should stay inside it.
- FATE deals heavy aoe damage around him which is why u need to remain under Diona's protection.
- FATE cleaves so tanks need to turn him away from the raid.
- FATE spawns some blue AOE on a random player. Raiders must stay at the edges of Diona's AOE in order to have the Blue AOE placed in a way that only half of it is in Diona's protection. Be resourceful.
- FATE will gain a shield and start casting a wipe mechanics. His shield needs to be broken through DPS before his cast can be interrupted.

You must Survive for 100 seconds to finish the encounter.

NPC Cooldowns:
Dhel: Increases raid damage by 40%. Cooldown: 3' (Cooldown of ability says 2'25", however, the NPC receive a "depleted" debuff for 3'. It can be Karuul'd)
- Best used when: (1) Pack is out on Air Phase-1, (2) Overgrowth dies in Air Phase 2, (3) 2nd Overgrowth dies in Air Phase 3.
Durnes: Purges your target. Cooldown: 5"
Diona: Places a protective AOE on the floor. Cooldown: 1'
Thorvin: Cleanses all negative effects for 10 seconds. Cooldown: 5'
- Best used when: (1) Some of the dots accidentally spreads, (2) Red flower buff is still up when heavy raid AOE damage is coming, (3) Greenscale is down for the last sub 30% burn part of the encounter.
Amunet: Freezes all enemies for 10 seconds. Cooldown: 1'
- Best used when: (1) First Night Blood is up (so people can go cleanse themselves), (2) during 1st air phase when Pack is out - near the Shamblers - under Greenscale's hitbox, (3) 3rd Add phase while DPS'ing the first Overgrowth if you are about to get overwhelmed by brackens.

Toxilua

Raid Composition:
- 1x Tank
- 1x Puri
- 2x Chloro(LGV) or Phys/Tact
- 2x Warden/Liberator
- 1x Bard/Oracle
- 1x BM/Archon
- 12x DPS (safest to play ranged)
> Defiler (or Warlord/Necro links if you have trouble keeping the tank alive)

Mechanics:

Shield
- Can be purged by Durnes
AOE DOT cast
- Needs to be interrupted or a DOT will spread to 10 people in the raid. 3 Interrupters should be enough.
Channel
- If not interrupted it adds stacks of a buff on the boss making it hit harder. Also applies the Red stacks to the raid. If you want to get 10 stacks asap and use all raid CDs you have to let the first channel go through but this means you will have to use a defiler on the tank as well.
Red stacks
- Stack up to 10 times, increasing damage done by 5% and damage taken by 5% per stack.
- If you are able to keep the tank and the raid alive you want to keep them. If you can't heal through it then you must constantly AOE cleanse the raid to keep those stacks low.
Root cast
- Needs to be interrupted or a "Rooted" buff will be applied on Toxilua which heals him over time until its purged. Can be purged by Durnes.
Brackens
- Spawn on top of Toxilua dealing damage to whoever is standing on top of them (not an issue if your raid is ranging him)

Tactics:

This is another "tank'n'spank" encounter.
Your raid stands at range, pew-pew-ing Toxilua and healing through the AOE damage, keeping the tank alive.
You want to use personal CDs, Orchestra, WG, Flaring Power and Dhel CDs all together as soon as you have 10 stacks of the Red Flower debuff.

If things are about to go out of control you can use Diona or Thorvin to either reduce dmg taken or wipe off the stacks till the raid damage is stabilized.

Before you pull you may wanna use Durnes to remove the shield from Toxilua. It will not agro him.

Other than that make sure you have at least 3 interrupters rotating their interrupts on the boss and you'll be fine.

Achievement Guide

This guide covers the BoB Greenscale instance and all the Achievements are achievable in a single run and will therefore be explained just like that.

Toxilua

This is mostly really boring and won't take long at all.

Raid Composition:

1 Tank (Who can interrupt and not suck at it.)

2 Healers (Liberator + Purifier, not much to do here.)

1 Archon (Preferably Stormchon.)

1 Bard/Oracle (Preferably Oracle.)

15 DPS (Single-Target, MUST be Ranged.)

Basically nuke and don't go into Melee Range and use the Dhel NPC and this boring fight will be over in no time. Healers do some Healing, Tanks hold some aggro and interrupt (You're in Melee Range but nobody cares.) and DPS learn to DPS.

Lord Greenscale

This fight looks hard but it isn't, so pay attention and you'll understand it enough to realise it's just target swapping at the appropriate time.

Raid Composition:

2 Tanks (Who aren't laggy and show swag kiting skills.)

4 Healers (2 Liberators, 1 Purifier, 1 Chloromancer. Yes, guaranteeing no deaths is a great idea, I'd even throw in an additional Chloro or Physician if you're scared.)

1 Beastmaster (For Beastmaster stuff, during Binding Phase should be spam purging.)

1 Bard/Oracle (Preferably Oracle.)

3 AoE DPS (Preferably Saboteur. Definitely no Champions.)

9 Single-Target DPS (Ranged. There's a lot of Air Phase bursting to be done.)

Tank Mechanics: Swap every time the breath is finished, kite Shamblers, don't aggro the Night Bloom, pull the Oak into the Mascade Blossoms, that is it.

Voracious Fungal Growth: FIRST RULE OF GREENSCALE. DON'T CLEANSE. DON'T HAVE CLEANSE ON YOUR BAR. DON'T EVEN MENTION CLEANSE.But seriously, if you cleanse someone who has this, it will spread to the Raid and any further cleansing will cause it to gain an infinite number of stacks that deal 6-9k damage per second each which is not cool. DO NOT CLEANSE OKAY?

I won't list the Hero Powers because a professional 10/10 run does not know what Hero Powers are and relies on true skill. #EliteSwag

Ground Phase 1: Burn to 75%, nothing significant happens except Voracious Fungal Growth being placed on 1-3 players depending on raid DPS.

Air Phase 1: Practically your only chance to remove Voracious Fungal Growth without using the Hero Powers. Move everyone to the Night Bloom, when everyone with the Voracious Fungal Growth is there, let one person *cleanse* and we're all done with the hard part.

Shamblers: Tanks should've grabbed these from each of the three pools around the room and should be kiting them around. AoE DPS should be dealing with these.

Greenscale: Single-Target DPS should be burning the boss to 55%, then switching to the adds which will spawn, then back to boss to get him to 50% which spawns the next phase without Greenscale landing. Hang Time achieved.

Verdant Mender + Annihilator + Stalker + Beast: Kill in this order, you should preferably have Greenscale to 50% just before you kill the Annihilator, as killing the Annihilator means Drekanoth pops up faster and Greenscale casts Devour at this point healing himself.

Drekanoth of Fate: If you killed the Annihilator in time (Preferably with everything else done properly.) then you now run into the white bubble it dropped and stay in there till Fated Destruction finishes casting. If you die in the bubble that's because Shambler AoE nullifies the bubble even if there isn't enough to kill you on it's own.

Air Phase 2: Greenscale should now be somewhere between 40-65%, depending on your success rate and some other stuff. If you didn't hit 50% during the first Air Phase add a repeat of the previous Ground Phase I guess.

Murderous Overgrowth: Purge the Rooted buff everytime it's active and interrupt Entangling Vines. When it's dead some Mascade Flowers spawn, DO NOT KILL THESE THEY GRANT A DPS BOOST.

Mascade Flowers: Again, don't kill them. Pull the Petrified Oak into them to remove it's armor debuff then just go stand in them for DPS boost.

Greenscale: Should be 25% after Overgrowth is dead.

Petrified Oak: Kill this after Greenscale is at 25% or lower and the armor buff has been removed by the Mascade Flowers.

Air Phase 3: Again, add another Ground Phase if your raid sucks and screwed up target swapping. Same as previous Phase but two Murderous Overgrowths instead of one + a Petrified Oak. After they're dead, burn Greenscale to 1% and this is done.

Binding Phase: This part is as easy as the Ground Phase. Go stand in the white bubble, avoid red AoE, nuke Drekanoth of Fate, interrupt the blue cast (forgot name, it's the only cast.) and purge stacks off him. If everyone does this correctly, boom. 10/10. Also note that occasionally Greenscale will be bugged and attack you during this Phase, but this is irrelevant in terms of damage because it's nothing more than an autoattack. Just have the Tanks move it away so you can see where Drekanoth is.

So to summarise: Nuke Greenscale to 75%, stand near Night Bloom and cleanse then kill it the Night Bloom, nuke Shamblers while kiting them, nuke Verdant Mender, nuke Greenscale to 50%, nuke Verdant Annihilator + Stalker + Beast, stand in white bubble when Drekanoth appears, nuke Murderous Overgrowth while purging and interrupting, nuke Greenscale to 25%, pull Oak to Flowers, nuke Oak, nuke both Murderous Overgrowths while purging and interrupting them, nuke Greenscale to 1%, get in white bubble and nuke + interrupt + purge Drekanoth while avoiding red AoE and possibly dealing with a bugged Greenscale. DONE.


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