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 Betreff des Beitrags: 60er T3 20 Mann - Bande des Blutes - Maelforge
 Beitrag Verfasst: Fr 10. Jun 2016, 21:26 
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Maelforge

(*normal-mode bellow, for hardmode check the second post at the end of this thread)

Raid Composition:
- 2x Tanks
- 1x Defiler
- 1x Puri
- 3x AOE Healers: 1x 61-Physician, 1x Phystact, 1x Warden/Liberator (For progression you might want to use an extra Phystact as a 4th healer for later phases)
- 1x Oracle/Bard (Oracle is best suited for progression due to raid shields it provides)
- 1x BM
- 1x Pyro-archon hybrid
- 10x Top ST DPS souls at least 6 of which must be ranged (to deal with a mechanic)

> Enrage Timer: 13 minutes
> DPS check: You need to be able to burn 10% HP per minute during boss phases.

> Stack Fire Damage:
NPC called Asias greatly buffs all fire damage abilities for a short, yet important, duration.
No-matter what people might say to discredit your kill, you want to stack as many purely fire damage classes as possible. Inqui is also buffed as an exception
In that order you want to have:
Pyros > Inqui > Nightblades > RB-variant Paragons

> Buffs & Debuffs:
The DPS check is not really tight, however, it's the last encounter of the tier and you might want to get serious / organized

Armor Debuff (Paragon, Warrior tank or BM)
Crit Debuff (Lethal Poison rogue)
Phys & non-Phys (support class)
Jeopardy equivalent (support class)
Clinging Spirit equivalent (Defiler)
Crit Buff (Tempest)
Power Cores (Phystact)
Flaring Power equivalent (BM)
Orchestra & Voj equivalent (support)
Lava field (archon hybrid)

NPC ABILITIES:

Talos: 40k fire damage shield on 20 players. 1 min CD
Asias: Resets all player cooldowns. Greatly buff all fire damage abilities for 12 seconds. 4 minutes CD
Ula: Increases all damage done by 20% for X seconds.
Karine: Increases movement speed and restores power/mana/energy every second. 45 sec CD.
Nashir: Teleports an enemy or ally to your location. Global Cooldown

PHASES:

Phase-1: 100% to 80% ~ Goal: 2:00 - 2:10 min
Tritium Cores: Destroy 2x Tritium Cores before they explode
Phase-2: 80% to 60%
Pyronites: Destroy 6 Pyronites before Maelforge comes back
Phase-3: 60% to 30%
Hot Potato: Solve the hot-potato mechanic and survive the waves
Phase-4: 30% to 5% ~ Last Phase
Binding Phase: Last 5% shield burn, cast interrupt and 1 min surviving for the binding to be completed.

Some Advice:
This is a 12-13 minutes encounter. Obviously, it would be too much information to try memorize the whole fight at once by reading this guide.
It is preferred that you find read carefully and understand Phase-1 & Tritium Core phase, once your guild get this sorted do the same with Phase-2 & Pyronite phase.. then Phase-3 & Hot Potato phase and eventually the last bit of P4 + 5%.
This guide is long with a lot of information. If you try to get through it in one go you will end up skimming and scanning, having a very vague idea of what's going on and just failing on mechanics right after you bragged to your raid leader that you've read the guides (which will make you look bad).

CHAPTER #1 (P1 + Tritium Cores)

Phase-1: (100% - 80%)

> Tank Mechanics:

Infernal Seed :: Tank Swap
- Applies a debuff on the active tank making that tank vulnerable to damage.
- The other tank needs to taunt Maelforge instantly after the debuff is applied before he breaths on the debuffed tank and kill it.
Dragons Breath :: Breath
- Frontal Conic Breath. Can kill a tank with swap-debuff if not swapped.
- Will also kill anyone standing in front of MF's front leg.
Molten Ground :: Ground AOE
- Placed on active tank. Deals 20k damage per second. Stays active for a while, tank will have to place 3-5 of them per swap.
Unstoppable bleeding :: DOT
- Applied on the active tank. It's dealing damage over time. It stacks. Tank needs to move to a "Magma Spire" pillar to remove the dot. Usually around 5 stacks per tank swap.
Thrashing lunge
- Hits active tank for 40k
Cleave
- Boss frontal cleave. Mostly there to kill players who stood in front of Maelforge.
- Standing in front of MF's front leg will get you cleaved.
Tail Swipe
- Boss tail cleave. Deals damage and knocks back anyone standing behind Maelforge.
- Standing behind MF's back leg will get you swiped.

> Raid Mechanics:

Cinderstorm :: raid DoT
- DOT spreading to 10-12 players in the raid ticking for 15k per tick. It will be reapplied 4 times, once per 2 seconds.
- You need at least 4 AOE cleanses timed and in an order.
- If you are using an oracle and/or a warden you can get away with using 3 players to cleanse. What we do is to put the Puri to cleanse 1st, Warden to cleanse 2nd and Oracle to cleanse 3rd. 4th is auto cleansed by the double cleanses, plus we got an extra double-cleanse applying in the meantime, making sure everyone is safe.
Tyrants Fire :: Ranged Red bubble
- Maelforge turns and marks the location of a random ranged player, emoting "Maelforge prepares to extinguish "X".
- TF has travel time and can be dodged.. If hit, you get knocked back and 12k damage.
- TF will go to ranged players as long as you have at least 6 standing at ranged. Less than that will cause it to fall at melee with nearly no travel time.
Raging Inferno :: Boss Stacks
- 5 stack buff on the boss that can be purged. Causing raid damage every 2s.
Implosion :: Collapsing bubble
- Large bubble around Maelforge that collapses towards the center of it. If you move out of it you get silenced. When it reaches Maelforge it causes "Implosion" which knocks back everyone around him.

> Positional Mechanics:

Magma Spire :: Flame Pillar, White AoE
- Flame pillar that spawns on circles on the outer edge and 4 of them will also spawn in the circle in the middle of the room. Deal heavy damage (30k per tick to non tanks) but also cleanse the dot (Unstoppable Bleeding) from tanks.
Extreme Heat :: Flame Pillar, White AoE
- Proximity damage, ticking on whoever stands too close to a Magma Spire.
Infernal Storm :: Linear Waves
- Fire waves that move in the "square" formed by outer straight lines going between circles. Those waves spawn at the outer circles and go to the middle circles.

Positioning:
> Tanks:
- Should be positioned as A and B show in the picture
> Melee Camp:
- Should be positioned between the front and the back leg of the boss, always within the red circle that defines Maelforge's hitbox (otherwise you will be considered "ranged" and you'll become an eligible target for Tyrant's Fire).
- Healers must stay in melee camp.
> Ranged Camp:
- Should make 2 subgroups of 3 players each and stand at ranged so that only one of the subgroups has to move each time TF falls.

Dateianhang:
5ldro8.jpg.png


Instructions:
> TANKS:
• Make sure to not move the boss too much forcing melee to be cleaved, tail swiped or breathed.
• Place "Molten Ground" puddles so that they overlap each other to save space.
~ Ideally, you want to get a good hold of the timing they drop and quickly run on top of a previous puddle to stack them.
~ However you should not try to stack more than 2 molten grounds because they tick on you really hard.
~ Also remember they will stay up for a while (2 mins) so you don't want to place them somewhere that your raid will have to pass through soon enough.
• Tank swap must happen right after "Infernal Seed" is applied on the other tank.
• Going on a Magma Spire to cleanse Unstoppable Bleeding when you have 3 stacks of it, is a damage taken neutral. Try not to have more than 5 stacks of Bleed tho.. (for 4 or more stacks you may need cooldowns)

> DPS:
• As DPS you don't really do anything special here other than maximizing your damage output.
~ If you are Melee, try to stay between Front and Back leg while always touching MF's hitbox.
~ If you are ranged, you will have to move out of Tyrant's Fire without accidentally running on top of a "linear wave" or "magma spire".
• When Implosion comes you may want to pop a personal CD just in case you get knocked somewhere you shouldn't be.

> HEALERS: (..and cleansing)
• Shielding is your best ally, that's why your setup consists of Phystacts, Puri and Oracle.
~ AOE Healers will mostly have to heal during Cinderstorm, Raging inferno and Implosion, otherwise you can focus your heals a bit more on the tanks.
~ Puri and Defiler will have to rotate cooldowns on the tanks when they have 4 or more stacks of Unstoppable Bleeding.
• Cleansing must happen with a specific order. 1st cleanse is when tanks take the least amount of damage so we always have Puri do the 1st cleanse followed by Warden and Oracle.

Tritium Cores: (80%)

At 80% Maelforge will fly up, 3 Tritium Cores and plenty of Fire Footholds will spawn in the room (in prefixed positions).
Maelforge will randomly pick a Tritium Core and empower it until it explodes unless you have to DPS to break the Core before the explosion. He will do this twice.

No mechanics from Phase-1 will be active during Tritium Core phase.
It is a DPS race and cooldown management "check".

Mechanics:

Scream of Chaos :: Fear
- If not interrupted, everyone in the raid will be feared for a few seconds. You cannot "Break Free" out of this.
Tritium Core
- It will explode once it's fully empowered by Maelforge. Must be killed before that.
Stacking Debuff
- Every time Tritium Core ticks damage to the raid, you receive a stacking debuff which causes the next tick to deal more damage.
- Can only be removed by using Talos NPC Shield.
Fire Footholds
- If touched they kill you and everyone around you.
- If you pass really close from them they apply a stack of silence on you which also deals around 8-9k damage.
- This stack of silence can apply several times for each player passing really close to a Foothold at the same time. 4 or more stacks applied at the same time are lethal and a common cause of death during that phase.

Instructions:
> Cooldown Management
• Use Ula and Raid CDs on the first Core.
• Use Asias and Raid CDs on the second Core.
• During Asias buff everyone must be using greatly buffed abilities. As a matter of fact, even the Puri can spam Flame Lance.
• Use Talos when the raid has 2 stacks on the first Core.
• Use Talos as soon as he is off-cooldown on the 2nd Core.

> Damage Management
• Everyone must nuke the 1st Core.
• 2nd Core will go down extremely fast due to Asias buff. You must split the raid DPS between Core and Maelforge in order to burn as much of Maelforge's HP as possible and kill the Core before it explodes.

> Magma Spire on Core
• Careful Melee! Sometimes a Magma Spire (White AOE) will stay up on top of a Tritium Core for a few seconds. If you run in melee you will die. Wait for it to go away.

CHAPTER #2 (P2 + Pyronites)

Phase-2: (80% - 60%)

Same as Phase-1 with a couple of additional mechanics.

Mechanics:

All mechanics inherited from Phase-1
Blinding Light :: Drain & Knockback
- Maelforge will cast Blinding Light. If you don't turn your back to him, your power/energy/mana will be drained and you will be knocked a few meters away.
Scream of Chaos :: Fear
- If not interrupted, everyone in the raid will be feared for a few seconds. You cannot "Break Free" out of this.

Pyronite Phase (60%)

At 60% Maelforge will fly up and 6 Pyronites will spawn randomly at both sides of the room.
Also a Phoenix will spawn in the air, casting waves across the room that need to be dodged.

Pyronites have a buff that needs to be removed before they can be killed. You have to kill them before Maelforge returns.
All other mechanics are disabled during that phase.

> Pyronites
• Pyronite Body
Incredibly durable, taking reduced damage from attacks.
Will ignite if exposed to high intensity heat, becoming vulnerable but producing dangerous levels of heat.
Burning Coals will linger for great lengths of time after death.
• Burning Pyronite
Ignited by the Magma Spires, this entity now radiates damage to enemies within 40m every 5s.
• Burning Coal
Upon a Pyronite's death, its burning coal drops on the floor and remains there pretty much until the end of the encounter.
It's a ground AOE, it has to be placed at the edge of the room so no-one will step on it during the later phases.

> Waves
• Waves spawn in specific patterns during that phase.
Horizontal gaps: Waves spawn at the same time with gaps between them. Just stand in the gaps.
Vertical gaps: Waves spawn right next to each other but not at the same time, leaving vertical gaps that you need to run through. Simply wait for a wave to pass at your right and move diagonally right to dodge the one that is coming for you.

Instructions:
> TANKS:
• One tank go to the right side and one to the left side of the room.
~ The tank to the right will be tanking Pyronites while the tank to the left will be kiting them.
~ Make sure the tank to the left is fully cleansed, shielded and has Laten Blaze on it.
~ Each tank will have to pick up 3 pyronites spawning at their side of the room.
• Right tank has to quickly debuff one Pyronite by moving it on top of an active Magma Spire and have the rest of the raid to kill it.
~ Right after 1st Pyronite is dead, you must use Nazim to pull 1 of the Left Tank's Pyronites -whichever is debuffed- and kill it.
~ The pull another Pyronite that is debuffed off the Left tank again, using Nazim, and kill it too.
~ Repeat, pull and kill the last of Left Tank's Pyronites.
• Left tank is free and should now come assist the Right Tank, split the 2 remaining Pyronites, debuff them one after the other and have them killed.

> RAID:
• Raid must be standing at the Bottom-Right corner of the room, moving left, right or diagonally to dodge waves..
~ Nuke the debuffed Pyronites.
• Use Talos Raid-Shield at the start of that phase because you will be taking damage of Extreme Heat (that persisted from previous phase) plus AOE damage by debuffed Pyronite.
• Don't accidentally walk into ground AOE shit..

> TRANSITION:
• Maelforge will Emote and everyone in the raid will receive 8 stacks of a debuff that causes you to do 40% more damage but also take 40% more damage
Panacea: You can keep that debuff for about 10 seconds in your raid and have everyone use Panacea at the same time to remove it, in order to benefit from the raid DPS increase before you start taking too much damage.
AOE Cleanse: Otherwise you must use 1 set of AOE cleanses (If you use 2 sets of AOE cleanses you wont have them ready for next Cinderstorm) and have the rest of the debuffs either ST cleansed or cleansed by the archon.
Tank Cleanse: Tanks must either use Panacea or be sterilized asap before they get smashed by Maelforge.

CHAPTER #3 (P3 + Hot Potato)

Phase-3: (60% - 30%)

Same as Phase-2 with a couple of additional mechanics.

Mechanics:

All mechanics inherited from Phase 1 & 2
Waves
- Waves will keep spawning just like the Pyronite Phase except there won't be any vertical-gap ones.
- In essence, as long as you can dodge waves you win.
Fusion :: Tank Burst
- Maelforge will cast Fusion on a tank dealing extremely heavy damage on it and knocking it back.
- The mechanics is basically a copy of "Hypertoxin" on Greenscale with the only difference that here it hits harder and also knocks the tank back.
- Due to Fusion hitting really hard, Unstable Transformation won't be enough to save it. Use 61 Physician's "Life Insurance" instead. Originally, this was meant to be a raid stacking mechanic to mitigate the damage of Fusion.
- Since Life Insurance is enough to keep the tank alive, you can use the rest of the cooldowns to keep your tanks safe the rest of the time.
- Fusion will occur every 65 seconds.

Positioning:

Dateianhang:
23kvx3a.jpg.png


Hot Potato: (30%)

At 30% Maelforge will fly up and throw 2x Hot Potatoes to the raid plus do some extra damage to the raid (big red bubbles).
At the same time waves will spawn at an increased ratio that need to be dodge.

This phase will last roughly a minute which you simply have to survive.

Mechanics:

Hot Potato
- 2 players will receive a "Hot Potato" which is basically a reactive ability and a debuff dealing damage on you.
- The more you keep the hot potato the more damage it does to you.
- Clicking the reactive passes the hot potato to someone else.
- Hot potato will be removed if you cleanse all 23 stacks of yellow debuff first.
Pulsar Star :: 23 yellow stacks
- Everyone in the raid will quickly build up to 23 stacks of yellow debuff.
- These stacks can be removed by all sorts of cleansing; ST, AOE, Cleanse Soul, Sterilize and Panacea.
- These stacks make players take increased fire damage and will only drop when both Hot Potatoes are removed from the raid.

Instructions:
> Solving the Hot Potato:
• 2 players will receive the Hot Potato while yellow stacks start building up quickly till they reach the cap of 23 stacks per player.
• These two players with the Hot Potato must announce their names on Teamspeak in order to receive spot heals and shields.
• Once stacks have reached 23, the two Hot Potato players must use Panacea, Cleanse Soul or have the Puri use Sterilize on them. Once this is done, Hot Potato will disappear and yellow stacks will drop from everyone in the raid. Voila!

> Surviving Waves & Fire Bubbles:
• While a Fire Bubble doesn't hurt much there will be plenty of them which means your raid will have to gradually move from one side of the room to the other while placing fire bubbles and dodging waves.
• Chain your "Yolo Heals" and AOE shields (Talos CD included) to survive this phase. The rest of it is just dodging waves.

CHAPTER #4 (P4 + 5% Burst)

Phase-4: (30% - 5%)

Everything is exactly the same as Phase-3.
The only difference is that now Maelforge has lost his "Death Grip" debuff which means his abilities are dealing more damage to the raid and the tanks.
Extra care and healing might be needed.

The Binding: (5%)

At 5% Maelforge will fly up again and gain a shield.
Once shielded he will start casting "Supernova" which deals approximately 20k damage per 2 seconds to the entire raid.

Instructions:
• Use all Raid Cooldowns: Offensive and Defensive.
• Then use Asias to refresh them and re-use them.
~ Most common reason for wiping during that phase, is people panicking and not using Cooldowns properly. Be ready!

• Once the shield is broken you can interrupt Supernova which will halt the raid damage.
• Spread out your interrupts so that you always have an available interrupt when Maelforge tries to cast Supernova again.

The Binding Phase will last 1 minute and you have to survive the raid damage, break the shield, interrupt Supernova and successfully dodge waves.
Once the Binding is complete the encounter is defeated.

Cooldowns to remember:
> Command to Stand Ground
> Command to Recover
> Flames of Life (Again after using Asias)
> Defend the Fallen
> Command to Assault
> Gathering of Ancients (Again after using Asias)
> Ula NPC
> Talos NPC
> Personal survivability CDs (Again after using Asias)
> Personal DPS CDs (Again after using Asias)

Magcilian HM

(*normal-mode bellow, for hardmode check the second post at the end of this thread)

Raid Composition:
- 2x Tanks: Paladin + Arbiter are the best suited for progression. (Any other combination can work but without an arbiter tank the fight will be significantly harder.)
- 1x Defiler
- 1x Puri
- 2x AOE Healers: 1x Chloro + 1x Liberator
- 1x Oracle/Bard (Oracle is best suited for progression due to raid shields it provides)
- 1x BM
- 1x Pyro-archon hybrid
- 11x Top ST DPS souls at least 2 of which must be ranged (for phase-2)

> Why Arbiter?
The reason you need an Arbiter is because going into Harbinger subsoul the arbiter can have around 30% chance to dodge.
Magcilian applies a stacking debuff on the active tank but that can be dodged which significantly reduced the amount of healing required in the encounter.
In fact, you would even be able to go with 2 Arbiters which would make phase-2 a joke but that is a bit of an overkill since other class-tanks have useful cooldowns you might want to consider too.

> Why Paladin?
Paladin provides the raid with an extra set of Yolo heals which will in many cases help you stabilize raid healing especially in phase-2 considering you are only using 2x AOE healers.
Alternatively, I would go for a Justicar for the extra battle-rez but that shouldn't be needed anyway, no players should die.

> Why Chloro? (*Works same as well with Phystact)
Mainly because chloro is dealing good DPS while providing the raid with a Wild-Growth which is very important to DPS check encounters like this.
Also, Chloro provides the raid with Living Energy so that your other support can switch to run speed or armor buffs.
As said, you can have a Physician-Tactician hybrid on AOE heals as well, he provides good smart heals, powercore and raid-wide HoT. Chloro just allows you to stack armor buff, cost reduction and runspeed in your setup.

> Why Liberator?
There are many options for a 2nd AOE healer. You don't really want a second chloro because their healing is suffering a lot by movement.
Therefore, we are picking a Liberator because he provides the raid with 7% mitigation & Healing increase every minute, 2% mitigation and healing increase every 30 seconds, huge AOE shields every minute, the best AOE burst CD (Medical Facility) every minute and a unique 20-man HoT accompanied by a 10man powerful HoT to keep high sustained heals on your raid.

> Why Beastmaster?
Whenever Magcilian successfully attacks the tank, he will gain stacks of a buff that increase all outgoing damage.
In phase-1, these stacks can be purged and judging by the ratio they are being applied, BM is the best option from removing them quick enough.

> Buffs & Debuffs:
Since it's a DPS race make sure to bring all buffs and debuffs to the raid.

Armor Debuff (Paragon, Warrior tank or BM)
Crit Debuff (Lethal Poison rogue)
Phys & non-Phys (support class)
Jeopardy equivalent (support class)
Clinging Spirit equivalent (Defiler)
Crit Buff (Tempest)
Wild Growth (Chloro)
Flaring Power equivalent (BM)
Orchestra & Voj equivalent (support)
Lava field (archon hybrid)

General Instructions:
You have roughly 5 minutes to finish it before you hit enrage time.
The mechanics are fairly easy and the fight is mostly static with little movement so you shouldn't be losing players if you hope to not wipe to enrage.
There are only two phases, simple and straight-forward as explained bellow:

~ ~ First Phase ~ ~
This Phase will begin as soon as you kill the Egg when Magcilian spawns and it will last until you push Magcilian down to 50%.
Magcilian will attack the tanks, passively deal AOE damage to the raid and occasionally throw a "boulder" to the lowest thread target.
You want your entire raid placed at melee range and right behind him, the lowest threat guy to stand at range -not too close, not too far- (usually that's the purifier, rogues who just used "Slip Away" or whoever died and received a Brez) and a predetermined "meeting place", outside of melee cluster, where linked players will meet each other no-matter where they've been standing before.
The mechanics listed bellow will help you understand Phase-1 better:

> Tank Mechanics:

Voracity (debuff) :: Tank Debuff
- Magcilian will apply stacks of debuff on the active tank increasing the damage they take.
- Above 5 stacks you should be careful with tank healing and getting 8 or more stacks for any reason may result in tank death at any time unless you have good CDs to use.
- Voracity can be dodged.
- Voracity also applies a stacking buff to the boss increasing all damage done. It can be purged.
Breath
- Magcilian will occasionally breath towards the active tank.
- He will lock down to that direction while breathing which means the tank can move and should move out of the breath.
- The breath is a cone attack so the further away from the boss face you stand the harder it will be to avoid ticks of breath.
- Tanks shouldn't take more than 1 tick before dodging the breath.

> Player-awareness Mechanics:

Voracity (buff) :: Boss damage buff
- Whenever Magcilian applies Voracity on the active tank he also gains a stacking buff of Voracity.
- This stacking buff increases all outcoming damage done by Magcilian including both his tank attacks and his passive AOE damage aura.
- In Phase-1 these stacks of Voracity can be purged, hence, we use a Beastmaster.
Infernal Tether :: Link
- Only in Phase-1, 2 players will be linked to each other and they have to move on top of each other (and stay there for at least half a second) for the link to be removed.
- Tricky part about Infernal Tether is that in order to be solved, the two players who have it must not be on top of other players but they must meet somewhere alone.
This is because of the way IT is scripted. The algorithm will constantly scan the nearby area for players, so if u are bunched up together it might find a player without the link and try again till it finds the other guy who has the link.
- Long story short, set a meeting point right outside melee camp and go solve Infernal Tether there.
- Infernal Tether will come once after every 3 Magma Blasts are thrown by magcilian, so you know when to expect them.
Magma Blast :: Boulder
- Magcilian will throw big boulders of lava to a player. On impact they will leave a persisting ground AOE that deals roughly 25k damage per tick.
- In Phase-1, Magcilian will throw these boulders to the player with the LOWEST THREAT on the boss. That will usually be the Purifier unless someone dies and just got Brez'd, an assassin just used "Slip Away" cooldown or your defiler is being using a Beacon.
- These boulders have traveling time which means the further you are the more time it takes for them to hit the ground, hence, you can avoid them.
- Practically, you want your purifier to stand at range, far enough to dodge boulders and close enough to be able to run to the meeting point if he gets linked with another player.
- Obviously, if someone becomes an eligible target for a boulder (someone who died or used slip-away) they have to stay ranged until the next boulders goes for your purifier again

> Passive Mechanics:

Raid-wide AOE Damage
- Magcilian will deal raid-wide aoe damage over time. This is a passive mechanic and will keep going until you wipe or kill him.
- This AOE damage is affected by stacks of Voracity on Magcilian, therefore, the more stacks he has the more damage the raid will get per tick.

~ ~ Second Phase ~ ~
Second Phase starts when Magcilian hits 50% HP. Remember it's a 5min enrage so you want to be hitting 50% around the 2:30 marker.
Upon transition Magcilian will jump into the lava and cast a buff to himself that increases the range of all your abilities and makes him immune to purges (hence, voracity stacks cannot be removed anymore).
The middle platform will be ignited by Maelforge and anyone who stands on it or near it will take heavy ticks of damage and die. You simply cannot stay there and you have to reposition your raid to the smaller platforms around the room (see picture bellow + kill videos)

Additionally, he will now throw magma blast to ranged targets instead of the lowest threat. Infernal Tether is gone but Lava Charge comes into play.
Really, it's not much different from phase-1 if done properly. Positioning is a little bit different and other than that you need more heals since you can't purge voracity anymore, plus 5 people to stay at range and avoid magma blasts whenever he throws one.

> Mechanics:
Magcilian will inherit all Phase-1 mechanics except Infernal Tether.
Instead he will gain "Lava Charge" mechanic which is easy to deal.
Remember that his Voracity stacks can no longer be purged.
Also, Magma Blast will no longer go for the lowest threat target. It will pick ranged targets and you need to have at least 5 of them otherwise there is a chance he will throw it in melee!

Lava Charge :: La "Bomba"
- This mechanic looks like a flame with a face (similar to consuming flame - rift consumable) and you should karuul it.
- Whoever gets Lava Charge is going to explode in about 5 seconds, killing anyone who is within 5 meters range.
- Simply set a bomb explosion area where people will run with the bomb, making sure they will still be getting heals there, or CD them and have them go away.. but seriously, the explosion radius is extremely small. They just have to move a few meters away from other people.

Movement & Positioning:
A lot of it can be understood simply by watching kill videos and the picture bellow.
However, let's explain a few things to make it more reasonable.

> When you break the Egg, Magcilian will spawn in the center of that platform. Knowing that at 50% he will run into the lava and the middle platform will burst into flames forces gives you enough reason to get him to the edge of the platform so that you won't have to run miles, risking dying to aoe damage and losing precious time before enrage.
> As mentioned, everyone wants to be standing stacked behind magcilian except the eligible for magma blast who should stand approximately 20 meters away from melee and at the same side that the meeting spot (for Infernal Tether is).
> The meeting point has to be a few meters out of melee in case the lowest threat target was linked to someone and at the same time Magcilian decided to throw him a boulder. You want that boulder to land out of melee, don't you?

> You hit 50% and Magcilian goes into lava. You jump with your raid to the transition platform and immediately to the 1st "boulder spot" as shown in the picture bellow.
As soon as he finishes buffing himself he will throw a boulder at you and head for the tanks. You have to dodge this one by moving to the 2nd "boulder spot" as a raid.
If you try to go behind him at that point you will end up being breathed because the moment he reaches the tanks he decides it's time to spit some fire.
> Right after that breath on tanks he will throw a 2nd boulder and this is when the raid splits into melee and ranged.
Group 1,2,3 should be the melee groups and they jump forward on Magcilian platforms, quickly positioning themselves behind him.
Group 4 should be the 5 ranged players who are in charge of receiving and dodging magma blasts (boulders). They move to the 3rd "boulder spot" and wait there until next boulder.
> Obviously, from now on you have 2 tanks, plenty of people stacked behind the boss and a 5+ ranged people moving one "boulder spot" to another whenever Magcilian throws a magma blast at them.
You want your healers to be in the melee stack so they can focus 100% on healing without having to move and break any casts.
Usually, ranged group consists of 2x Support (Bard/Oracle + Archon), Defiler and 2 more mobile ranged DPS.
Whoever gets Lava Charge (bomb) goes to the side till it explodes and then returns back to his group.

Here is the graphical representation of the above:

Dateianhang:
2ylpuhg.jpg.png


Cooldown Management:

There are multiple ways of managing your CDs for this encounter depending on your raid's DPS.
What we did during progression was to use Lava Field and Flaring Power right after the egg was dead or maximum 5 seconds later.
Then we used all personal CDs including Orchestra and VoJ 15-20 seconds after the egg was broken to carry us through the first shield.
Doing it this way you can use one more set of cooldowns before 2nd shield and then all raid CDs (cept FT) will be ready again for 2nd shield.

As your raid DPS goes higher you will be able to throw all CDs sooner in the fight and use your raid burst to push him to 50% instead of breaking those shields. This will eventually allow you to push him to 50% with only 1 shield.

Never use CDs while you are still breaking the egg. The time you need to break the egg does not count towards enrage.

As for defensive CDs, you might wanna use a couple on transition from P1 to P2 depending on your healers. Otherwise you will mostly need them during Phase-2 to keep raid stable or to keep the raid topped for a few seconds so that u can use some extra GCDs on tanks.

As a reminder, Puri's "Flame of Life" also gives 10 people an additional 5% damage for 6 seconds. Use it when all raid cooldowns are up for more deeps!

Achievement Guide

Magcillian

Raid Composition:

2 Tanks (Any kind but the bad kind.)

4 Healers (2 Liberators, 1 Purifier and 1 Chloromancer. AoE Healing, much important.)

1 Bard/Oracle (Preferably Oracle, because better and all.)

1 Beastmaster (Who knows how to spam a Purge properly.)

12 DPS (I recommend Melee since you are standing right next to the boss most of the time, but Ranged is fine too as long as you stay with the rest of the raid.)

This encounter is mostly a DPS race, which is easy at LV65, if you fail to memorise the three non-Tank mechanics listed I would personally kick you, so anyone else leading probably should. Also for the Tanks reading this, DO NOT try Hard Mode unless told so, it messes up the Bombs Be Gone achievement quite easily and you DON'T need it for the Minion Card anyway.

Tank Mechanics: Swap every time it breathes, if it breathes you need to strafe to the left or right because it hurts.

Beastmaster: PURGE PURGE PURGE PURGE YOU CAN STOP DPSING, JUST PURGE. But stop in Phase 2 because you can't purge stacks any more, just do Beastmaster stuff at this point like cooldowns and buffs/debuffs.

Egg Phase: I totally had to put this in, just press 1 for this phase because it doesn't count to the enrage and we obviously want max DPS for the actual boss!

Phase 1 (100%-50%): DPS the egg first, then the boss. Save the cooldowns for Phase 2 where the achieves matter. Yes I am encouraging bad DPS for the first phase, you can happily spam 1, 1, 1, 1, 1 if you really want to.

Infernal Tethers: Two players linked together by a red beam, they need to run towards each other. If you're linked to a Tank you need to run to them because being lazy is bad and letting the Tank run to you means the boss can end up breathing on the Raid.

Boulder: Whoever's Purifier needs to stand away from the Raid and Tanks, boss will throw boulders at them, they dodge it, easy. But stick with the Tank in Phase 2 because boulders stop being as important.

Phase 2 (50%-0%): Infernal Tethers is now removed, all players must now follow the Tank to a new platform and stay there till the boss is dead, unless you get Lava Charge of course. Tank also make sure to keep the boss facing away from the raid because it still breathes and being set on fire kinda hurts.

Lava Charge: The main achievement to focus on, the boss will emote "(playername) is about to explode!" you have five seconds to jump to an empty platform or you will fail the achievement and hurt the raid. The inactive Tank is included in this mechanic too so no excuses.

Easy.

Wanna do Hard Mode? Just ask the Tanks to pull the boss around 7 platforms till it works, Raid still needs to keep up with them.

Maelforge

Blah blah LV65 blah blah Achievement Farming, just read it carefully. All Achievements are included except the obvious ones that are just super hard to obtain and stuff. Also, this guide is strictly written under the assumption you are not doing Hard Mode, I have never tried Hard Mode myself and therefore have no idea what I'm supposed to tell you to dodge and not dodge. Figure it out yourself.

Maelforge was the hardest boss in T3 Storm Legion, at the time of writing it is still relatively difficult in terms of mechanics, and nobody has conquered it. Nice. But, mechanics are less important than Laethys and you can get through the boss relatively easy if you just pew pew a bunch, on Normal Mode this is pretty much 10x easier than Laethys.

Raid Composition:

2 Tanks (Anything works as long as they're prepared to taunt properly and dodge waves)

5 Healers (2 Liberators/Chloros/Wardens + 3 Physicians/Purifiers.)

1 Pyrochon (Pyrochon is best on Maelforge due to the fire damage buff. Must be spcced for spam cleansing.)

1 Bard/Oracle (Depending on the number of Clerics/Mages, a Bard is better to get more Inquisitors, but an Oracle is urged if there's more than enough Clerics/Mages since taking less damage is awesome.)

1 Beastmaster (Purging is the main focus for you, it might just be 11 DPS if we have enough Inquisitors for the purges instead.)

10 DPS (Preferably with fire damage buffs in mind; Nightblades, Inquisitors, Pyromancers and Reavers are strongly urged here; Pyro can basically burst 900k+ DPS here if done correctly.)

It is relatively advised you bring Panacea to help Healers cleanse faster.

Hero Abilities: Don't use these if you aren't aware what they do and when to use them. Then again this tells you what they do so I guess just don't use them if you don't know the timing.

Talos (The Purifier): 40k fire damage shield for the whole raid, 1 minute CD. Should be used for situations like Pulsar Star where you need to absorb some more damage. This power should always be taken, especially on Hard Mode.

Asias (The Cabalist): Resets all CDs, 600% boost to fire damage for 12 seconds, 4 minute CD. (This is the reason fire damage can carry us all here.). This power should definitely always be taken.

Ula (The Reaver): Increases all damage done by 20% for X seconds, X being the value I don't actually know, just pew pew okay!? This power should always be taken.

Karine (The Bard): Movement speed increase, restores Mana/Power/Energy every second it is active, 45 second CD. This power isn't really that important but it helps during Blinding Light since people suck at turning around.

Nashir (The Riftblade): Teleports Enemy/Ally target to your location, Global Cooldown. This power helps during the add phase so Tanks should probably take this if they aren't VK's.

Tank Mechanics:

Infernal Seed: Swap before cast finishes or the active tank dies.

Dragon Fire: If Infernal Seed finishes casting then it will be followed up with Dragon Fire. This is a 180 degree cleave so this will not only one-shot the tank, but also anyone who isn't properly stacked at the SIDE of the boss.

Molten Ground: AoE that ticks for 20k per second placed on the Tank, move out of it. This also lasts the entire fight so try to place it carefully each time.

Unstoppable Bleeding: Deals 15k per tick, these stacks are not removed unless the Tank runs into Magma Spires (Spawn at Add Phase and remain till end of fight) to remove them. Preferably at about 4-6 stacks.

Raid Mechanics (throughout the entire fight, includes Tanks.):

Molten Ground: It is placed on a Tank, however other people still need to avoid stepping in it.

Cinderstorm: DoT for 10-12 members of the raid, 15k per tick and reapplied 4 times every 2 seconds. Healers need to cleanse in the order of 1, 2, 3, 4. (Healers should be marked in this order more or less.) Bard/Oracle can also help with this.

Raging Inferno: Beastmaster purge this or it kinda sorta isn't good in that it deals a ton of raid damage.

Implosion: A large bubble spawns around Maelforge and collapses towards the center of his body, everybody in the raid needs to make sure they stay inside it as it collapses or they get an AoE silence. At the end of this cast, you should quickly move away to avoid knockback and some damage. This mechanic will stop being used after the Add Phase.

Positioning: Tank 1 in front, Tank 2 behind, Raid at the side. It's not hard.

Phase 1 (100%-80%): Stack on the smiley at all times and nuke him, easy enough.

Phase 2 (Air Phase, 80%): Nuke Tritium Cores that Maelforge lands at, DO NOT TOUCH FIRE FOOTHOLDS, THEY KILL YOU AND PEOPLE AROUND YOU; PRETTY MUCH A WIPE SOMETIMES.

Phase 3 (First land, 80-60%): Same as Phase 1 but with two new mechanics added.

Blinding Light: The hardest mechanic in the game, turning around. If you fail then you'll get energy/mana/charge/power drained which isn't very nice, try your best.

Scream of Chaos: Interrupt or face an AoE silence. Tanks should handle it, but DPS can do it if they're struggling; it's just a blue cast.

Phase 4 (Air Phase, 60%): Avoid ground AE and six Pyronite Demons spawn, each Tank takes three of these as they deal 20k per hit each which a lone Tank can sort of die from.

Phase 5 (Second land, 60-30%): Same mechanics as Phase 3, but with more waves!

Burning Soul: When this is cast, all Healers and the Bard/Oracle must spam AoE cleanses or the raid dies. Also, if you have Panacea please use it to make cleansing somewhat faster.

Phase 6 (Air Phase, 30%) Hot Potato Phase: Everyone will build up 23 stacks of Pulsar Star, which causes you to take 10% more fire damage per stack; so that's 230% more fire damage. That translates to waves one-shotting people. The easiest solution I can figure out is spam AoE cleansing and Rogues using Cleanse Soul. An easier way to do it is if the 2 people that get reactives announce to the rest of the raid and have a Purifier sterilize them, but people suck at communicating in a fight so this is almost definitely slower. Also some red bubbles spawn and even though the damage is about 5k per tick you should still run out since combining these with waves might kill you in a situation where you might have survived if you avoided the bubble in the first place.

Phase 7 (Third land, 30%-5%): Same as the other phases again, but Maelforge does way more damage. Just nuke through as usual and heal harder and dodge the waves. Oh and a new Tank mechanic.

Fusion: Basically a 300k burst on the Tank, like Greenscale's Hypertoxin; except Tanks stacking on top of each other is a bad idea due to the swapping. Instead, the Physician can apply Life Insurance on the active Tank. You could have the raid stack on top of the Tank but I think you can guess why that's a problem (Hint: Cleave.)

Binding Phase (5%-0%): DODGE WAVES, POP COOLDOWNS, NUKE BOSS AND INTERRUPT SUPERNOVA TILL MAELFORGE IS BOUND! OH MY GOD YOU KILLED MAELFORGE WELL DONE MUCH GZ.

Supernova: This will basically wipe Raid if you don't interrupt it, so please do that.

Hard Mode: This probably looks the exact same to you, that's because it sort of is; there's just a few changes.

- Fusion now affects anyone within a 15-20M circle around Maelforge. You should run away from him or you will die, because 300k damage is obviously not getting shielded. Physicians should still Life Insurance the Tank.

- There are 3 Pulsar Star Phases instead of 1. That means more cleansing, oh and more damage since Maelforge is on the ground so you will be dealing with harder Tank hits as well as Fusion and more waves at the same time.

- It's no exaggeration to say everything does more damage, even the red bubbles which hardly did much damage to begin with.


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