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 Betreff des Beitrags: 60er T3 20 Mann - Bande des Blutes - Laethys
 Beitrag Verfasst: Fr 10. Jun 2016, 21:25 
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Laethys

Raid Composition:
- 2x Tanks: Paladin + Arbiter/Justicar best suited for progression. (Any other combination works too with slightly more effort)
- 1x Defiler (possibly with some extra HP depending on his gear)
- 1x Puri
- 2x AOE Healers: 2x Chlorodom or 1x Chlorodom + 1x Physician-tact are best suited for progression due to Power core / Wild Growth. At least 1x Chlorodom with reflect and drain is a must.
- 1x Oracle/Bard (Oracle is best suited for progression due to raid shields it provides)
- 1x BM/Archon
- 3x Rogues with leeching poison. (Can do with less but your chlorodoms will have to cover up some of the draining)
- 9x Top ST DPS specs.

General Instructions:
This is a "Heavy on Mechanics" DPS check encounter that consists of two main phases plus a "starter" binding phase you will only have to do once per instance soft-reset.
First phase lasts until Laethys is brought down to 50%. On the second phase laethys will go back to 100% and needs to be brought down to 5%,
You have roughly 10:30 to defeat the encounter with a good indicator for phase 1 completion being 5:10-5:15 minutes.
There are many mechanics and a few combos players need to get used to so if things go wrong early in phase-1 don't hesitate to wipe it straight away and try again. Practice makes better.

~ ~ Binding Phase ~ ~
This Phase will only happen once per soft-reset if you manage to defeat it. It used to be part of the encounter and players had to repeat it every single time before pulling Laethys but Trion had to change it after many raiders commit suicide or had their brains melt and leak through their noses.

Anyway, there will be silver ores and golden ores spawning that need to be picked up and killed.
Beware tho, the silver adds have a reflective buff that deals damage back to the attackers. You need to be very careful when DPSing silver ores especially if you are going to throw them abilities that tick multiple times in a short period of time.
A good example of killing yourself while attacking a silver ore is by casting Lighting/Storm Torrent before anyone else could hit them. These two abilities tick once per 0.5 seconds which means multiple ticks of reflect in a short timeframe which will get you killed very quickly.

The best way to deal with the reflect is good AOE healing as well as some passive cleaving in your raids. Silver ores being attacked by multiple players will spread the reflected ticks back to multiple targets instead of just 1 guy and it's more unlikely you will suffer deaths to that.

In addition, you have to be careful as the silver and gold ores will swap to one another. Silvers will turn into Golden and Golden will turn into Silver.

Other than ores there are Stoneseers (ogres) spawning occasionally which will hit your tanks pretty hard.
Those stoneseers will try to cast a full heal on themselves which needs to be interrupted successfully preferably by the tanks. If you fail to interrupt a stoneseer it's very likely that you will be overwhelmed by adds and either lose players or wipe.
Killing a stoneseer will grant you a temporary 20 seconds buff that makes you immune to ticks of reflect. If you died tho and you got a Brez you wont have this buff so you need to be extra careful.

During progression, I would recommend to get a proper raid setup to complete the binding phase (maybe with an extra healer and a little bit more of AOE, example: tactician) and wipe it right after the binding phase is complete since you won't have to repeat it for the rest of the night.
This will allow you to get pulls on Laethys straight away with everyone alive, full combat resses and all raid cooldowns in your pocket.

~ ~ First Phase ~ ~
The first phase is a very close copy of the Lv50 Laethys second phase. You can also do the ID chronicle which will teach you many of the mechanics you are about to experience in BoB:Laethys 1st phase.
There are a few things going on but you need to keep in mind it's a tight DPS check encounter so you will have to play aggressively without dying and not just play safe.
Second phase will beging when Laethys hits 50% and you need to achieve that in 5:10 minutes at most if you hope to defeat her before enrage.

> Mechanics:
There are quite a few mechanics to note down but fortunately they can be put into categories which helps understanding them and memorizing them.

> Tank Mechanics:

Eye of Leathys :: Tank Debuff
- Laethys will apply a stacking debuff on the active tank called "Eye of Leathys". This debuff increases all damage taken by that tank and you must tank swap when a tank gets 2 stacks and as long as the other tank had his stacks dropped.
- If your tanks failed their swaps and one of them built 3+ stacks he must have a CD used asap (tank, puri or defiler CD).
There's also a moment in the encounter that laethys keeps spamming attacks and "eye" on her active tank right after you come out of piles. You might wanna keep that in mind too.
Greed's Wrath :: Tank DOT
- This is a DOT applied by laethys on the active tank (or whoever has agro anyway).
- Remember this DOT will keep ticking for a few seconds after a tank swap happens so both your tanks will require heals throughout the fight, of-course with the active one needing most of the attention.

> Player-awareness Mechanics:

Blinding Radiance :: 75% DPS/HPS debuff
- This is the debuff you will receive if you try to go behind laethys as the pink line indicates here.
- Karuul this debuff and learn how to dodge mechanics without receiving it. The more often your raid members get it the less likely is that you will defeat the encounter.
Annihilating Flare :: Reflect-able Player-killing mechanic
- Announcement: "Laethys launches a molten flare at [PLAYER NAME]".
- Your Chlorodom has a few seconds to find that player in the raid frames and give him "Reflective Command" in order to save him and turn the spell back to Laethys.
- If you fail to reflect this ability then not only the announced player will die but you will also lose a big free hit on Laethys (taking damage by her own reflected spell) which means it's more likely to hit enrage.
- We found that it really helps the players who are reflecting if you try to put players of the same class/purpose in one group. For example, all warriors in group 2, all healers and tanks in group 1 or something like that. Ask your reflect-guy how he wants players sorted in raid frames and you're good to go.
Metallic Orb :: White "meteor", must be soaked
- Announcement: "Laethys conjures to gleaming orbs."
- Two white pulsing bubbles will spawn on top of 2 random ranged players. A few seconds later a "meteor" will crash on those players dealing extremely heavy damage.
- In order to survive the Metallic Orb impact the "marked" player has to either be able to soak it by themselves using a cooldown or share it with at least another 8 non-tank players.
- In Apotheosys, we put the whole raid except the two tanks in melee to ensure that it's always going to be the tanks receiving the metallic orbs. Tanks are fully capable of soaking metallic orbs by themselves with just a fair amount of puri shields and occasionally a personal mitigation cooldown. The only dangerous occasions are when a tank has 3 stacks and an incoming orb, in which case you need to fully shield or CD that tank.
- It's fully viable to split the raid into a melee and a ranged group, having 1 orb running to melee to be mitigated and 1 orb staying with ranged to be mitigated. We found it more failsafe to stick to the "everyone melee, tanks ranged" tactic.
- Note: When Metallic Orbs spawn, there's always going to be a "Tail Lance" spawning too.
Molten Gold :: Red Expanding AOE
- This is an expanding AOE that will spawn on a random player and has to be avoided as it deals 20k ticks to non-tanks.
- Some people will see it Red some other people apparently can see it Golden with a white edge.
- Molten Gold will come without any notice and usually you won't be able to avoid the fist tick so you need to stay aware and be quick.
- However, you will usually get Golden Piles shortly after Molten Gold spawns so if you get a feeling of the timing of one you will know when to expect the other too.
Tail Lance :: Blue bubble
- This mechanic will appear as a blue pulsing bubble, spawning on top of a random player. A couple of seconds later a golden tail will come out of the ground spiking whoever was standing in the blue bubble.
- Getting hit by a tail lance will deal damage to you + Drain your resource (mana, power, energy) + knock you randomly.
- Tail Lance itself is not going to kill you, however, tail lances always come right before or right after other raid mechanics such as Auric Evocation, Metallic Orbs and Subjugation which will most certainly result into an overkill by the damage combo you will get.
- Some tips:
> Whenever you see tail lance you must always think of Subjugation and vice versa. Those two mechanics always come together, sometimes tail first sometimes subjugation first. It might not spawn on you but what if it does?
> Likewise, whenever you see Auric you must be ready to dodge tail lances. Plenty of them. It might not spawn on you but what if it does?
> Last but not least, whenever you see metallic orb you must expect a tail lance soon after. It might not spawn on you but what if it does?
Subjugation :: Fist!
- Laethys will smash her fist at the Left, Middle or Right side of the room.
- Subjugation will kill anyone standing inside her hitbox and the hitbox of her fist. The hitbox of her fist is about 20 meters long and 5 meters wide, so basically, when we say "Sub Left" we don't mean that the whole left side will be eradicated but instead more of a box at the left side. Same goes for Middle and Right.
- The areas that Subjugation Left Middle Right will land are fixed and they can be memorized and avoided. A picture of the death area can be seen here.
- Subjugation will also deal 80% damage to the whole raid even by not getting hit. Bursty healing is required right after a Sub. This is also why any other damage before or after a subjugation (such as tail lance) will lead you to death.
- Some tips:
> Subjugation Middle: She lifts her arm right on top of her head facing towards the middle of the room. If you learn this animation you will always know when it's a Middle Fist.
> Subjugation Right: She lifts her arm and extends it to the left side (opposite of where it's gonna hit) while she's slightly turning towards the right side. If you learn this animation you will always know when it's a Right Fist.
> Subjugation Left: She lifts her hand with a slight swing, first above her head in the middle and bending towards the right side (opposite of where it will land). If you learn this animation you will always know when it's a Right Left.
> Sometimes you will have to run through an upcoming subjugation hit to dodge a red or a tail lance. If Laethys fist is still rising then you will make it. If her fist is already at maximum height or falling you will not make it and it will smack you right in da face!

> "The Gold-pile combo" Mechanics:

Gold Piles
- Gold Piles will spawn all over the room, 1-2 at melee and the rest at ranged.
- Standing on a Gold Pile grants you immunity from a variety of mechanics: Subjugation, Tail Lance, Molten Gold, Metallic Orb and Laethic Gold. If any of those happen, get on a pile and you're safe.
- This is an indicator that the "Gold-pile combo" of mechanics is about to begin so get ready.
Laethic Gold :: The expanding touch of Midas!
- Laethic Gold is an expanding AOE that starts from Laethys and takes over the whole room.
- Anyone caught by it will turn into gold and die.
- In order to avoid it you must stay on top of a Gold Pile for the full duration of the effect.
Golden Destruction :: Breath
- At the end of "Laethic Gold", Laethys will cast Golden Destruction. At the end of the cast she will breath all over the room dealing roughly 25k ticks to whoever gets caught by it.
- In order to avoid the breath you must LOS Laethys behind the Gold Piles in time.
- Some tips:
> CAREFUL! To survive Golden Destruction you have to actually LOS laethys, not just stand behind the pile. In other words, the center of the Gold Pile must be right between you and Laethys and all your targeted abilities must be "grayed out".
> Rarely, a Molten Gold "red aoe" will be overlapping the area behind the Gold Pile where you have to stand in order to LOS Golden Destruction. Most of the times, it will disappear in time, not tick at all or tick once.
However, you should remember that you can always LOS laethys by moving backwards as long as the center of the Gold Pile stays in that line between you and Laethys.

> Raid-wide Mechanics:

Storm of Treasure :: Raid -Power related- AOE damage
- Every now and then Laethys will place her fist into the ground and start converting her power into raid wide damage. Every tick of this effect hits harder than the previous and 2 ticks are enough to wipe your entire raid.
- To prevent this from happening you need to keep Laethys power low and close to zero. You achieve this by having rogues with leeching poison in your raid or chlorodoms (or dominator) who can passively or actively drain her. 3 rogues and a chlorodom will keep you safe.
- Laethys builds power every time she uses one of her abilities. For that reason you will need your chlorodom to drain her right after hiding behind gold piles since your rogues' poisons are inactive at that time.
Auric Evocation :: Heavy Raid AOE damage
- Happens every 1:30 minutes unless it's delayed by a few seconds due to other mechanics getting in front of Laethys' ability queue. Lasts 4 seconds during which Laethys will spray extremely heavy AOE damage to the whole raid.
- If for some reason you failed to read her castbar, you know that Auric is active when you see her extending her arm and moving it horizontally across the raid from the left to the right (as you face her)
- The easiest way to counter Auric Evocation is by popping 2x "Yolo Heals"; "Life's Rupture" from Paladin and "Flame of Life" from Purifier. The only tricky part with these two cooldowns is that if you pop them at the exact same moment they might bug and apply partially to the same people leaving some of your raiders exposed.
The best way to chain your Yolo heals is by having one popped as soon as Auric is about to start and the other one one or two (at max) seconds later.
- Ofc, your 2 aoe healers will also have to do some good bursty healing to keep the raid alive in case your Yolo heals were a bit slow or messed up.
- Having 2x Yolo heals to counter Auric is not the only way. We've healed through Auric with only 1 Yolo Heal CD, a Chlorodom and a Liberator. The reason why we recommend 2x Yolo heals is because it's safer and because you can replace that liberator with an AOE healer that increases your raid DPS --> Chloro or Phys-tact

> NPC Related Mechanics:
There are 5 heroes in this encounter assisting you against Laethys.
Leathys will occasionally turn one of the NPCs into gold which will make the encounter much harder.
In the First Phase, you must assign at least two players to free the trapped NPCs the soonest possible.
In the Second Phase, everyone close enough and able to free NPCs has to do it asap.

Nysyr VS Fusing Flesh :: Leathys healing
- Fusing Flesh is a Heal over Time buff on Laethys that will heal her for extreme amounts and must be purged by Nysyr.
> Nysyr: NPC Capable of purging Fusing Flesh.
Kamuzu VS Metal Poisoning :: Raid-wide ticking damage
- Metal Poisoning is a Damage over Time buff on Laethys which will deal ticks of damage to the raid resulting in player deaths if combo'd with other mechanics. Can be cleansed by Kamuzu.
> Kamuzu: NPC capable of cleansing Metal Poisoning.
Amardis VS Endless Engine :: Golden Construct
- Endless Engine is a Golden Construct that deals a lot of damage. Tanked by Amardis unless she's turned into gold.
> Amardis: NPC capable of tanking Endless Engine.
Kushi & Draining
> Kushi: NPC capable of Draining part of Laethys' power making it much easier to prevent her from casting Storm of Treasure.
Tahkaat & Mitigation
> Tahkaat: NPC capable of providing your raid with extra mitigation against all damage.

~ ~ Second Phase ~ ~
Second Phase is generally easier than the First one with less mechanics and one basic rule: Be quick or be dead!
Let's dig into the mechanics and you will see why..

> Mechanics:

Laethys will inherit only a few of the Phase 1 mechanics as follows:
- Eye of Laethys (tank stacks)
- Greed's Wrath (tank DOT)
- Annihilating Flare (reflect on player)
- Metallic Orb (Meteor - only one, bigger, instead of two)

New mechanics of Phase 2 will be the following:
- Storm of Treasure (Same principles with P1 but hitting softer)
- Laethys Idols & "Safe spots"
- Greed Hulk (Add)
- Low Reactor / High Reactor (colors: Purple & Green)
- Chemical Reaction (color change)

Metallic Orb :: Phase 2 version
- Phase 2 metallic orb works similar to phase 1 with the only difference being that it's much bigger and it requires more people to soak it. I am not sure of the exact minimum number but I'd say 16+ players.
- Raid shields and CDs as well as keeping everyone topped is recommended.
Storm of Treasure :: Frontal Cone-breath
- Laethys will breath in front of her in a cone unless she's drained. Keep her drained and it will never happen.
Laethys Idols (Flames of Avarice) :: Safe Spots
- There are Four Idols of Laethys per side as shown in the picture here.
- One row of Idols is at the side of the Wall/Temple. The other row of idols is at the side of the Lava.
- Every few seconds one idol of one side will turn blue, this is the "safe spot". Shortly after all other idols will start breathing gold (Flames of Avarice) killing whoever didn't make it to the safe area as shown in the picture above.
- You don't know which Idol is going to be safe next but you know which side it's going to be because "safe spots" are always coming once at one side and once at the other side. If the previous safe-spot was at the side of the Wall then then next one will surely be at the side of the Lava.
Greed Hulk :: Add
- This is a low HP golem standing in front of a safe-spot and casting a knockback.
- You basically need to assign 2-3 DPSers to take it down asap whenever a new safe-spot is active and then switch back to Laethys until next time it happens.
- Failing to kill the Hulk results in your raid getting constantly knocked into the Idol breath and dying.
Low/High Reactor :: Purple/Green
- High Reactor is colored Green. In Apotheosys, Green always groups up towards the side of the Wall.
- Low Reactor is colored Purple. In Apotheosys, Purple always groups up towards the side of the Lava.
- This is a +/- mechanic which basically means whoever has Green needs to stay away from Purple and Vise Versa. If you stand in the wrong color you die.
- Good news is that when your color is applied you have roughly 2 seconds reaction time before you start taking insane amounts of damage so the secret here is to be quick.
Don't lose a moment to think which way you should run or how you are going to avoid other colors while running, just run the fuck through everyone before damage starts ticking and you'll be fine. If everyone does the same there will never be any casualties to colors.
Chemical Reaction :: Color Change
- This is the cast (Laethys) that works as a warning colors are changing.
- It doesn't necessarily mean that if you had Green you are now going to have Purple. Which of the two colors will be applied to you is completely random.
- Karuul this cast to have an early and fair notice that colors are about to change.

Three Independent Clusters of Mechanics: Dealing with their combos.
While the Phase-2 mechanics were explained in the lines above you must engrave well in your mind that three of those mechanics are same as important, don't have a priority one over another and therefore must be dealt at the same time.
Those mechanics are: Orb, Colors and Safe Spots.

> Orb + Safespot
There will be times that a safespot appears at the same time that you have to soak an orb.
Be quick or be dead! Don't stand around waiting for the orb to be soaked. You must run all together to the safe spot, without mixing the colors and while remaining within the area of the orb.

> Orb + Colorchange
There will be times that colors will change while you are standing close to each other waiting to successfully soak the orb.
Don't panic and don't tilt. As said colors and orb are different "clusters" so they must be done at the same time.
Simply move to the side of your color asap while remaining within the orb soaking area.

> Safespot + Colorchange
There will be times that you are already standing in a safespot and colors change.
Again, you can't wait for one mechanic to finish before doing the other because orb, colors and safespots belong to different "clusters" and they must be done at the same time whenever they overlap.
Simply move to the side of your color asap while remaining within the safe area.

NPC "unfreezing" & Target Assignment
Phase-2 also inherits those 5 NPCs who will still need to be freed.
Because of raid being constantly split to colors and a lot of running going on you cannot rely on 2-3 people to free those NPCs.
Instead, the most efficient way is to have everyone nearby a frozen NPC quickly use the reactive asap.

Here's a macro for it to make it easier:
cast @target gold to flesh

All except the rogues!! (..and the chlorodom)
Since Laethys is still gaining power which she will try to use to breath the raid you want to keep her power drained and low.
Therefore, your draining rogues and chlorodom shall never swap targets to unfreeze an NPC or kill a Hulk no-matter what. That should be the job of other people.
Regarding Hulks, best is to assign 2-3 warriors or shaman to deal with them.

Movement & Positioning
The longer you stay into Phase-2 the faster Idols and safe-spots will spawn. Therefore, there will be a lot of movement going on.
To prevent wiping because you didn't manage to run from one safe spot to another because they were too far away from each other you must always reposition your entire raid in the center of the room right after dealing with a safe-spot. This will allow you to be evenly close to all possible safe-spots you may have to run to.

Additionally, running while splitting into colors while fitting 20 people in a safe area can be chaotic sometimes.

To simplify things we make two different calls:
- If the safe spot is at the side of the Wall then << Green in >>
- If the safe spot is at the side of the Lava then << Purple in >>

In the first case, Green people will go into the blue while purple will stay outside of the blue.
In the second case, Purple people will go into the blue while green will stay outside of it.

Advanced Class Tips:

Purifier:
> Tank healing:
- While one of the two tanks will be tanking and taking most of the damage you must not forget the offtank may still carry the dot (Greed's wrath) for a while and might need some of your attention.
- Keep your 6 stacks of Ward of Fire (instant) in case one of your tanks gets hit hard or to top a tank before a subjugation or right before they solo-soak a metallic orb.
- 3 stacks of Eye of Laethys means mad heals on that tank. Unstable Conflagration or Rite of the Forge
> Laten Blaze:
Laten Blaze should also be up on both your tanks at all time, preferably used with Flashover and Touch the Light while Feed the Flames and Fiery Will are up (if Fiery Will is on CD just apply LB with the rest of the buffs).
If you have a LB to spare either use it on the Defiler (or someone important such as the chlorodom or yourself).
> Raid Caring:
As in many encounters heavy on mechanics you need to expect the worst from your team-mates when playing a puri.
You have 2x Symbol of the Sun occupied by your tanks which leaves you 1x Symbol of the Sun and 3x Symbol of the Torch to rotate on your raid whenever they are hit by a tail lance or molten gold.
> Yolo Heals:
Your Yolo heal has a 1:30 minute cooldown same as Auric Evocation. Therefore, you must always keep Flame of Life to counter Auric.
- In Phase-2, Yolo heal should be used for safer soaking of an orb (20% mitigation on 10 players plus insane heals)
> AOE Shield:
You want to mostly save your AOE shield for Orb soaking whether that's phase-1 or phase-2.
If you are having the tanks soaking the orbs in phase-1 then you want to keep your AOE shield either in case someone stepped out of melee and got the orb OR in case molten ground spawned on top of a gold-pile and it's possible some players will take a tick of it when they try to hide behind the pile (to survive golden destruction).

Defiler:
As a Defiler you are mostly DPSing with the only cases you need to throw some tank heals being subjugation, metallic orb and 3 stacks of Eye on a tank.
- Links & HP :: While you are taking a lot of damage by mechanics such as Subjugation you are also receiving damage through your links. As a result not only you need to have a big HP pool but you also need to make sure your shield is up before every Subjugation as well as you only use as many links as you can take.
- Unstable Transformation :: Pop it in case a tank builds 3 or more stacks of Eye, in case a tank is around 20% HP or less (because it means he has no Laten Blaze left), in case one of the tanks died, in case of enrage or for the last 10-15% of the fight that you simply don't want anything to go wrong before defeating the encounter.
- Mana Recovery :: If you have to do it, the best time is during gold piles.

Important Reminders:

Tail Lance means "prepare for Subjugation". Subjugation means "prepare for Tail Lance"
Auric Evocation also means "Tail lance spam"
If the arm is still rising you can run through the upcoming subjugation impact area. If it's at max height or falling you'll be smashed.
If a tail lance spawned and subjugation is coming at your side you can always move backwards
Gold Pile means "you are also safe from Subjugation, Molten Gold, Tail Lance and Metallic Orb"
If Molten Gold is ticking around a Gold Pile while Golden Destruction is coming remember you can still LOS Laethys moving backwards as long as you keep that Pile in the line between you and Laethys.
During Phase-2 Colorchange, Safespot and Orb must be dealt at the same time as they are independent mechanics, none has priority over another.
During Phase-2 the guy with the orb has to position himself in a way that both colors can be inside the soaking area.
In Phase-2, safe-spots are always gonna be rotating sides. If last one was at the side of the Wall, next one is gonna be at the side of the Lava.

Krass

Raid Composition:
- 1x DPS (48)BM
- 1x Pyrochon (*after Pyro changes that should probably be 52 pyro, 24 archon for 1x lava field)
- 1x Oracle (for clinging spirit)
- 1x Tact/MM (for Power Core and Armor debuff)
- 2x Tempests (for Focused Fire, which currently affects all abilities, not just ranged)
- 1x DPS rogue to apply 5% crit debuff (Lethal Poison)
- 13x max ST DPS (whichever specs are top at that time)

Minimum DPS Requirement: 596k DPS (roughly 600k)

Timeframe: roughly 60 seconds (more like 54-55)

Strategy
> Give your DPSers a 6 seconds buildup time.
> Pop all raid and personal CDs.
> ???
> profit

Notes:

This encounter is basically a dummy parse so you only need DPS and Support. No healers or tanks.
Keep in mind with so many DPSers in the raid, stacking buffs and debuffs is significant to increasing your raid dps.
Build-up time before raid CDs is important because most DPS classes need to get stacks of buffs up or dots before they can reach their maximum burst output.
Once you click the chest you have a few seconds before the encounter starts and as soon as Krass becomes active you have less than a minute to finish him before he runs away with your loot!

Make sure your raid-setup provides you with the following:

Debuffs:

Physical & Non Physical Debuffs (archon, bard, oracle, bm)
Jeopardy equivalent (archon, bard, oracle, bm)
Clinging Spirit equivalent (oracle or inquisitor)
Armor Debuff (MM or Paragon-champ)
Crit debuff (Lethal Poison)

Buffs:

Flaring Power equivalent (Archon/BM)
Defend the fallen Equivalent (Bard, Oracle)
VoJ equivalent (bard, oracle)
Power Core (MM-tactician, no healers here so no chloro)
Lava Field (to chain after power core)
Focused Fire (tempest)
Cost Reduction (Oracle, Bard)

Mallaven

Raid Composition:
- 2x Tanks
- 1x Defiler
- 1x Puri
- 1x Chloro
- 1x Physician
- 1x Oracle (or bard)
- 1x Pyrochon (or w/e BM)
- 1-2x Tacticians
- 10-11x ST DPS (max ST DPS required, even better with some passive cleave)

Basic Mechanics:

Boulder
- Mallaven throws a Boulder in the raid (Boulder Heave). If not destroyed before the cast is complete (called "Shatter") then a pack of "Rocklings" will spawn which then need to be picked up by the tanks and AOE'd down. (not recommended)
- If you fail to break the boulder and rocklings spawn keep in mind that for each rockling you kill a stack of buff will be applied on Mallaven which needs to be purged. (increases damage output of Mallaven on tanks)
Mallvanic Shard:
- Mallaven will throw a Mallvanic Shard on a random player which has to be picked up by the tanks and nuked down asap!.
- If not killed in time, Mallvanic shard will charge a player, explode and leave 3 crystals on the explosion site that deal heavy damage to whoever touches them.
- Switch to Mallvanic Shards and kill them. High Priority!
Earthquake:
- Mallaven will cast an AOE around him for a few seconds every few seconds. All melee need to move out or they will die (2 ticks of damage can kill you)
Roar of the Mountain:
- Interrupt! Requires 3 interrupts for the cast to be broken. If not broken bad things will happen!! (AOE Silence - DPS Should handle this one)
Impale: "%t has been impaled by a stone shard"
- Tank swap. Impale will add a double debuff on the active tank. A swap is required. If not, tank will be one shot.

Bellow 50%:
> No more Boulders are being thrown.
> 2 Mallvanic adds spawn each time now instead of one.
> A ring of crystals surrounds the room, additional rings will spawn over time closer and closer to the center making it a "soft enrage" case of running out of fighting space.
> Two more mechanics will be added in the encounter as listed bellow:

Seismic Crunch:
- Interrupt. If not, it's a wipe. (Tanks should handle this one)
Pulverize:
- Mallaven will knock 10 players in the air dealing around 80% HP damage to them. Make sure everyone is topped before pulverize and right after

Tactics:
It's a DPS-check encounter.
Once you've sorted the interrupts and tankswaps all you have to do is to have enough DPS to kill Mallvanic shards before they charge anyone and kill Mallaven before you get overrun by crystals or he enrages.
Regarding Boulders there are 2 ways of handling this:
(1) Kill them before they shatter
(2) Move away from them, have a tank pick up the rocklings and cleave them down on top of the boss and purge the buff stacks he gained.

Obviously the first option requires more DPS while the second one requires more HPS on tanks & Purges.
> Keep in mind that if you go with the boulder-killing option then Boulder will be your N#1 Target priority followed by Mallvanic Shards and Boss last. Otherwise it's Mallvanic Shard > Mallaven.

We are killing the boulders. Simple and straightforward.

Achievement Guide

Mallaven

This fight mainly focuses on how quickly you swap targets and interrupt, handle it well and we're fine.

Raid Composition:

2 Tanks (Clerics/Rogues preferably to dodge Earthquake. Additional Tank of any Role as well if you're doing the 14 Rocklings achieve.)

2 Healers (1 Purifier and 1 Liberator.)

1 Archon (Preferably Stormchon.)

1 Bard/Oracle (Preferably Oracle.)

14 Ranged DPS (Melee may fail the Earthquake, and generally Ranged is more useful for acting quick on Boulders.)

Mallaven:

Tank Mechanics: Swap every time the boss Impales you. Phase 1 you need to help interrupt Roar of the Mountain, Phase 2 you need to interrupt Seismic Crunch or you more or less die. When the boss gets a red bubble around him that's Earthquake, move out of it. Clerics should be fine with their movement speed, Rogues can use Memory Capture + Flashback fairly easily, Mages/Warriors you probably shouldn't be Tanking the boss. There should be three Tanks if you're doing the Rocklings, two on the boss and picking up Mallvanic Shards (Clerics/Rogues) and one more picking up Rocklings (Can be any role.)

Phase 1 (100%-50%): This phase is not the DPS race phase, you will actually be waiting for Rocklings to spawn if you're doing that achieve, or you're just conserving cooldowns so take your time till Phase 2.

Mallvanic Shard: These will spawn throughout the entire fight, Phase 1 they come alone or in groups of two. They use a rushing attack on a player which will send them flying off the edge, meaning yes, they are important to kill. Prioritise these over the boss for all of Phase 1.

Roar of the Mountain: This ability needs three interrupts or the raid gets AoE Silenced, this will probably prevent the Tanks from avoiding Earthquake, failing that achieve and you may prevent them from taunting stuff that can hurt you.

Boulder Heave: He's made of rocks, of course he throws big rocks at you. These spawn around 2-4 Rocklings each, if you're doing the 14 Rocklings achieve then there should be a third Tank to pick these up since they hurt and that isn't so good. If you're not doing that Achieve then nuke the Boulders down before the adds spawn, if they somehow spawn regardless then nuke them and purge the boss because he has a damage increase for every dead Rockling.

Phase 2 (50%-0%): Roar of the Mountain is still a required mechanic, Boulders stop being thrown however and the area has crystals spawning around that can pretty much cover the whole place if you don't kill the boss in time. Mallvanic Shards also spawn in groups of 2-4, still to be prioritised over the boss, but only until the 20% mark at which point you can just nuke the boss. (Tanks keep dodging Earthquake of course.)

Seismic Crunch: Interrupt this or half the raid is sent flying off the edge, Tanks should be able to handle it but others should help if it looks like they're about to miss it or if they're obviously dead.

Knocked into air ability: I don't remember the name but when this cast is used then some random 10 players are thrown into the air and come back down and take like no damage from it. The only problem this causes is that the Tanks need to preempt it or they may land back down into an Earthquake and fail the Achievement by mistake.

Krass

This fight is a Dummy Parse and people love to do it for this reason, so try not to be a killjoy.

Raid Composition:

1 Archon (Preferably Harbchon.)

1 Bard/Oracle (Preferably Oracle.)

18 Single-Target DPS (Melee, Ranged, whichever hits harder. It's a Dummy Parse remember.)

NUKE, NUKE, NUKE, NUKE, NUKE. NUKE, NUKE, NUKE, NUKE, NUKE. Oh wait it's dead. GOOD JOB GUYZ.

Ceremony of Binding

Raid Composition:

1 Tank (Preferably a Cleric so they can pick up adds quicker than the DPS can ninja pull them.)

1 Archon (Preferably Harbchon.)

1 Bard/Oracle (Preferably Oracle.)

17 Single-Target DPS (Melee, Ranged, whichever hits harder. This is almost another Dummy Parse.)

This fight is essentially just nuking adds that spawn and knowing the one add you aren't supposed to attack.

Golden Slagstalker: Interrupt Golden Might and nuke it, you'll know you failed the interrupt if you see a Golden Slagstalker that has a buff with gold bars on it (Not to be confused with the other buff which shows a bag of coins.). These can also transform into Silver Slagstalkers.

Silver Slagstalker: Nuke it, preferably before it transforms into a Golden Slagstalker.

Wizened Stoneseer: Two of these will spawn. Nuke one while interrupting it, for the second one just don't interrupt it at all and don't DPS it.

That's it, that's your Pre-Laethys trash sorted, pretty simple right?

Laethys

75% of these mechanics involve stacking and moving together. It's not hard.

This fight has more explanation than any other fight there is, so have fun remembering all of this.

The Target Macro: Every raid member should have the following target macro variations:

cast @mark 01 gold to flesh

cast @mark 02 gold to flesh

cast @mark 03 gold to flesh

This is to free the heroes, because unlike other BoB fights you can have all the heroes active here as long as you free them when they get trapped in gold. However due to the nature of achievements one of them requires you to free only three heroes throughout the entire fight, so only free the heroes marked with numbers, which are: Nysyr, Amardis and Kushi/Tahkaat. This is not hard if you use the Macros every time. Also, there is no problem with putting all 3 lines into one Macro, it works the same.

Nysyr: The most important one and should be freed immediately as this NPC is the only thing that can purge Fusing Flesh. If it isn't purged, Laethys will heal for approximately 10-20% of her max HP.

Amardis: Second most important, should be freed almost immediately in order to tank the Endless Engine as this add deals extreme amounts of damage.

Kushi/Tahkaat: Kushi is able to assist in draining Laethys' energy and Tahkaat is able to mitigate a lot of the damage the raid receives. Depending on how many Dominators are in the raid and how well they are able to handle it, you may need Kushi to help with draining or just take Tahkaat to reduce the overall damage you take entirely.

Tank Mechanics: Swap at 2 stacks Eye of Laethys. Pay attention to one-shot mechanics because they hurt you as much as the Raid. Oh and hold aggro, it's a good idea.

Greed's Wrath: If you see this DoT on a non-Tank it means the Tanks suck and lost aggro. They need to try harder.

Important Notes:

- Mages go Dominator, drain drain drain.

- All DPS should be on Single-Target Ranged Specs, the only add is the Endless Engine and Amardis should be tanking that while he is freed, meaning it's essentially ignorable at all times.

Raid Composition:

2 Tanks (Anything works if they know how to not die.)

5 Healers (1 Liberator, 1 Purifier, 2 Chloromancers and 1 Physician. Yes, this fight still hurts a lot.)

1 Archon (Preferably Stormchon. Harbchon is great if they can avoid Subjugation though.)

1 Bard/Oracle (Preferably Oracle.)

11 DPS (I would suggest Ranged since there is a lot of moving around in Phase 2 and you can ignore Subjugation at Ranged which is quite nice.)

Phase 1: Apart from Annihilating Flare and Gold Piles, you can dodge the rest of the mechanics by stacking together at Max Range and strafing left and right. It's all bubbles.

Storm of Treasure: Dominators must constantly drain Laethys' energy. When she casts Storm of Treasure she deals 5 ticks of damage based on how much energy she has; at 100% this is 30k per tick, as such draining should be taken seriously to reduce it to a minimal 3k per tick.

Annihilating Flare: Dominators should be reflecting this since 1.8 million damage is kinda sorta hard to absorb.

Laethic Gold + Golden Destruction: Gold Piles spawned? Get on top during Laethic Gold. When cast ends, get behind to LoS Laethys during Golden Destruction. If you leave the pile during Laethic Gold you will be stunned and Golden Destruction will be able to one-shot you instead of doing simple 20k ticks.

Golden Subjugation: Just like the Infernal Dawn Laethys and Regulos' Vanquish the Weak. Don't stand in the red or you get one-shot. Healers need to top everyone off straight after because it's % based and still hurts everyone regardless of what level they are. If you're at Max Range just ignore it really.

Phase 2: Any Phase 1 Mechanics mentioned above no longer exist, except Storm of Treasure. Laethys is now in a mobile form and will follow the active Tank. Be prepared to constantly be on the move, freeing heroes is something every member of the Raid should consider doing when they get the chance as the same players will not always be able.

Low/High Reactor: You get a circle around you which can be either Green or Purple. These persist throughout the entire fight, if you are running around alone you will die. If you overlap colours, you take 11k damage for every one of the opposite colour overlapping you. E.g. You're Green and 3 Purple circles overlap with you, that's 33k per tick.

Chemical Reaction: This changes the colour of certain players and leaves some the same. Just focus on your current colour and move accordingly.

Flames of Avarice: There is a Personal Achieve and a Raid Achieve for this. Basically idols will have spawned during Phase 2 throughout the room, they look like small Laethys heads. A random idol will continuously be chosen as a safe zone, this is indicated by a swirling blue aura + a Greed Hulk spawning on the idol. Players should run there to avoid Flames of Avarice, Green should stack on the left and Purple on the right. I mean the left and right of the idol facing forward. Your raid should look something like this although this was a quick drawing so the idols are more accurately lined up.

Storm of Treasure: This is now a breath and should still be drained, but deals less damage.

If you can handle doing all of that, you are more or less going to kill Laethys and get some shiny achievements, CONGRATS.

Mechanics I didn't bother mentioning in Phase 1 but in case you want to know them:

Tail Lance: Laethys has more tails than Akylios has tentacles, and they all pop out of the ground in random places to poke you in the butt. Don't stand in it. Before it spawns there is a blue bubble, just run out of that.

Molten Gold: Red expanding AoE bubble. Don't stand in it, not hard.

Blinding Radiance: Don't go behind the boss during Phase 1, it drains you just like it would on Regulos. This is to stop you slacking with mechanics.

Metallic Orb: Stack together and you should be fine to ignore the damage it causes. This is a white bubble by the way, to avoid confusing with the other ones. This also applies to Phase 2, but nobody cares because the damage is still only 16k if you don't share it.

Yes these all apply to the entirety of Phase 1 and only Phase 1, the only exception is Metallic Orb but that isn't hard to just ignore.

Achievements:

Not Golden: This should honestly be the easiest one, since you pretty much get on top of a Gold Pile and move behind it during the delay between Laethic Gold finishing and Golden Destruction beginning. But yes, I would suggest doing this with an experienced Raid who are actually targeting this.

Only Free Three: You should not need any more than a combination of three Heroes mentioned in this Guide. You should only fail this if someone manually used the reactive because they didn't listen.

Great at Subjugate: If you're a Tank try your best, although Cleric/Mage Tanks can just stack with the Raid at Ranged. If you're a DPS it's entirely your fault to mess this up because you A) Didn't learn a Ranged Spec or B) Didn't consider playing one even though you were informed that you could ignore this mechanic at Ranged.

We Could Use Another Hero: This is a Personal for freeing a Hero, of course it's only granted once you kill Laethys.

Breath of Death Air/Move It!: I would not fuss over the Raid Achieve as that would take a ridiculous amount of practice to achieve; the Personal relies entirely on you however, good luck with that.


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