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 Guide to instances and worldbosses

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Andrzej

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Guide to instances and worldbosses Empty
MensajeTema: Guide to instances and worldbosses   Guide to instances and worldbosses Icon_minitimeMar Jun 08, 2010 12:13 am

In every instance I wont post how to kill the normal mobs, I assume you can do that.

Instances:

Forsaken Abbey:

Level requirement: 23+ for healers
26+ for tanks
Bosses: 5

Tactics:
To spawn the first boss, you have to kill all the necro mages. First boss is easy, tank and spank. Strong attacks, but not much to worry about. As soon you killed him, the door behind him opens and you can pass to the next bosses.

Right boss, the ooze boss:
This boss has AoE, gives a nasty debuff and fears. He only fears tank and not the whole group. The debuff does XX damage per 2 seconds and causes a slowdown effect. The AoE has light damage to.

1 of the players will receive a keyfragment, keep it, don't throw it away.

Leftern Bosses, right side:
It's the best to tank these bosses in the big room, so it's smart to clear that room properly. This boss is once again, tank and spank. Stuns now and then and has a special attack which is a triple attack.

Once again, you'll get a keyfragment.

Leftern Bosses, left side:
Hollow Shell, once again, tank it in the big room is the easiest. This boss has AoE, not alot of AoE, but good enough to let the other DPS stand back a bit. This boss spawns an add at the healer every 10%. Make sure you have someone ready to intercept those adds.

Once again, you'll get a keyfragment.

Stick the keyfragments in the door for the last boss.

Final Boss:
Clear the room to start with, then let the tank attack. It spawns 4 adds right away. 2 Zombies, 2 mages. The zombies have to be killed though. At 50% it does the same, and at 20% as well. These heals can be avoided if you kill the necromages which she spawns fast enough. If you don't do it fast enough, she'll heal. Also it heals at 50% and 20% for like 25%. It has AoE.



Necropolis of Mirrors:
Level Requirement: Healers 35+
Tanks 39+
Bosses: 6

Tactics:
1st boss, Magister Gumas (Or something like that):
Easy boss, tank and spank. Nothing really special. 1st boss Necropolis of mirrors you need to keep 1 interrupt stun so his holy aura (less hit rate) won't be casted. You could also do this for his aoe attacks.

2nd boss, Androlier's Shadow:
It's pretty much an easy boss, but at some point she copies herself a couple of times. Kill the adds and most of all, keep them off the healers. He also uses the special ability Mirror Shell.

3rd boss, Androlier's Strength:
High damage, and fears now and then. Need a good tank for this and good healers. He also uses the special ability Mirror Shell.

4th boss, Androlier's Prisoner:
1) Androlier's Prisoner has an AoE fear with a range of about 200-250.

2) He has a spell that he cast (with-in 10 seconds I think) on the person with the most aggro called Renaissance or something like that. This spell puts a debuff on the person with the most aggro that gives them an AoE (about 100-150 range) that hurts the other people in the party only! A level 50 K/W had it and was hitting me (4.5K PDef) for 1k every 5 seconds even when he was feared! The spell wears off about 20 seconds AFTER you kill Androlier's Prisoner.
{Credits to Toimu for new info on boss}

5th & 6th boss, the dogs:
You can pull them 1 by 1, just look at their walking pattern. Kill the speedy's around you to get a safe spot, and tank it there. Both of these bosses have quite high damage and spawn speedies. Let some AoE'er take care of those adds. Also it has high AoE, so it's def adviced for other close DPS'ers to stand back when it AoE's. Both bosses are about the same.

They both provide a keypart, use both keyparts and you can open the chest in the middle for loot


Mystic Altar:
Level Requirement: Healers 45+
Tanks 46+
Bosses: 6

Tactics:
First, go into the room on your left handside and ''turn'' the statue by clicking on it. Then walk back and go down. Head right and go up. Clear mobs, and clear the room. Walk to the end of the room and click on the waterbucket. It will now spawn around 10 ice witches. This is the first boss. Kill the ice witches and some of them drop some loot. They have high magical attack. Let everyone in your party take the water, so you can skip this part the next time.

Go back to the middle, and take the entrance right of the water entrance. Once again clear rooms, and walk to the end. Let someone with the water hit the Brazier. It'll now spawn 0-9 mobs. Kill them and you have a possible chance on loot. They have quite low damage and die easy so nothing to worry about.

Go back to the statue, you'll now see an opened hallway without fire. Go trough. You can do 2 things now. Clear the room, or hug left wall and walk behind Razeela (This is adviced). Kill the mobs behind her and then go for the boss. It ''drains'' life from you, but it's not like it goes down 2000 HP per second. Easy healable. It also has AoE. At around 0-10% it says ''Sing of Life Glories'' Silence her and kill her as soon as possible then or she heals back to 40%.

Allright, head left and go trough the hallway. Clear rooms. If anyone has the quest of Aukuda, then he's there, if not kill Dorlos 1st and then come back and he's there.
Aukuda is probably the nastiest boss of Mystic Altar. It has high damage, it random charges people, it can fear and stun. Charges can be interrupted if your tank is fast enough to charge him before he charges someone else. When he charged someone. He'll do some AoE skill so run away if he charges. You need a good tank and healer for this because he has high damage.

Head down the hallway clear room or walk trough. Go down and you'll see adds coming up. They'll stand in formation. Just kill them 1 by 1. Kill them all except the last one. The last one will aggro the boss as well.So re-gain mana and HP after you killed all the adds and then kill the last add. As soon you killed the add, go for boss. This boss AoE's (Nasty AoE) and spawns around 8 adds. Leave 1 add alive or he spawns them again (So healer have to tank 1 add). At 50% he teleports you all the time. Closer to him. So take distance fast again because he might AoE. After that he starts using fear. So you need a good healer and a good tank, bu he's doable.

Last boss, head back to where you killed Razeela and go left, hug wall, make sure you don't pull anything because they are chained. Which means you'll pull the whole room.

Take the entrance on your left handside and kill all rooms till you see small beetles and 2 big dogs. Carefully pull them because there's a boss behind them. After you killed those go for boss. It has a strong damage and most of all, he has a very nasty AoE Knockdown effect. It not just knock you down but it does quite amount of damage as well. So suggested is, range only except for the tank. For the rest, tank and spank.

If you want quick runs, then skip the last step (Skip the last boss).


Cyclops Lair:
Level Requirement: 50+
Bosses: 4

Tactics:
Boddosh. High damage and stuns tank. As soon the tank is stunned, he goes to the next person who is second in aggroline. Let that person kite it for 6 seconds and then bring it back to the tank. If the tank is stunned, then don't let a 2nd tank tank it near him. Because his AoE hits ALOT if you're stunned.

For the rest, 1 more very important thing for this boss. Whatever you do, don't use stun or slowdown effects at this boss. If you do, then he goes frenzy, frenzy means ALOT higher damage and a new group wont be able to take his damage.

2nd Boss, Zurhidon Negotiator. A mage is handy for this.

Kill the 4 adds in this room at 1 place. As soon you killed all 4, the boss itself will appear and ''revive'' these adds. Use thunderstorm at the adds as soon they turn alive. This will give them a ''Knockdown'' effect to prevent them from using Death Shackle (4k damage per mob). Also, root/charge/lass can knock these mobs down. Mage has to keep the Thunderstorm up. The rest DPS the boss like crazy. You think you wont hit it at all, but it heals itself with the live of the adds. If all 4 adds die, then the battle is over. You can then go the the slaves and ask how to open the chest. Then open the chest and get your loot.

3rd boss, Ordig, Masso and Gorn.
For a team who does this the first time the killorder would be Gorn, Masso and then Ordig. Gorn is a healer, so kill him as soon as possible. Masso has random aggro, so kill him after fast. Ordig has a massive slowdown effect and makes the tanker smaller.

Final Boss, Uguda.

Kill the Generals to activate the boss, the first time it goes easy. So spare your cooldowns. After he dies, he uses an orb and comes back to live. Then he becomes harder. It random charges people and it spawns red orbs. 3 at a time (He gives a signal, by saying something. ''Come out servants, help me''). AVOID these red orbs. They have a quite amount of damage, so walk away from then. For the rest he has quite high damage, but doable.


Kalin Shrine:
Level Requirements: 50+
Bosses: 6

Tactics:
1st boss, RuneGuardian. This boss has massive damage, so you really need a good tank. But, the most important tactic here is. Everyone except the tank should be behind the runewalker INSIDE meleerange. It has a ''power build-up'' if you're not in melee range, then you'll take this hit and this is for most of the people a guaranteed 1-hit. If you are inside melee range, CLOSER to the boss then the tank is, then he'll take this hit (This hit is quite high, even for tank, so get heals ready). Sometimes boss random turns around and attacks someone else. Tank just have to use 1 aggro skill and it's back on you. It also stuns the tank sometimes, and it has a very easy AoE.

2nd Boss, turtleboss (Skippable). This is one of the nastiest bosses. Tank it in the middle. It has quite low damage (Sometimes a 3k AoE). It random freezes someone at first. When it freezes someone, hammers will appear randomly in the room, find the hammer. And use the hammer on the frozen one by clicking on the hammer while near him. Then he freezes 5 people. The 1 person who is not frozen, should go grab a hammer and unfreeze one. Then they should both grab hammers and unfreeze people and so on till you unfroze all people. If you don't do this on time, the frozen people will receive a 122k hit. You have about 25 seconds to unfreeze all 5 players. It does this freeze trick till he dies.

3rd boss, Locatha. Quite easy boss, just need high DPS. (To reach this boss, jump in water, then go to the bridge). As soon you walk on the bridge it spawns. Mages have to thunderstorm any adds he spawns because if they come close to the boss they increase the strength of the boss (At the strength 14 I thought it hits around 4k on tank). Just DPS it asap and let mages TS adds asap. Quite an easy boss if you have the DPS.

4th boss, disciple, the hardest boss in KS probably. You can see alot of barrels around him. The tank should tank him from barrel to barrel. As soon this boss goes ''Frenzy'' someone has to smash this barrel down really fast. It'll then bring the boss back to normal and the tank should go to the next barrel. If you dont get him out of frenzy it 1-hit everyone 8-). It also has a HP based AoE. So group heal is needed (1 priest group heals, 1 single heals tank). He does this stuff till he dies.

5th boss, Ensia. Kill this boss as soon as possible. It fears sometime, but it builds up a dot on everyone. The higher the number of the dot is the higher damage it does. Therefor it's important to kill it fast.

Regin, Final Boss:
Tank and spank till 75%, then he disappears and Runeguardian appears on your left stairs, Ensia appears on your right stairs. Move to left stairs and let tank intercept Rune Guardian, use the same tactic as listed above with Rune Guardian. Let Ensia come. Kill Ensia first (Tank only tanks Rune Guardian), so there's no tank at Ensia. Kill Ensia as soon as you can. Then focus on Rune Guardian. You have about 3 minutes to kill both till Regin comes back. Or else you got 3 bosses to fight 8-).

Once you done that it's once again tank and spank till 20%. At 20% it copies himself ALOT and all of these adds AoE, avoid this AoE by running all accros the room. The adds will disappear after like 30 seconds. Then finish the boss of and get ur loots


Treasure Trove:
Level Requirements: 50+
Bosses: 5
Tactics:
In this instance the bosses are not the hardest, the mobs are. Lvl 50-52 elites with extreme high damage. Just make sure the tank always tanks the attackers, they have the highest damage. For the rest, it's up to you to find your way and fight your way to the bosses.

Octopus Boss Will's Curse:
At the top of the stairs are 5 different cups. Each cup represents a boss. If the boss has 500k HP it's a fake, if it had 700k HP it's the real boss. The 500k HP bosses are easy. Just kil lthem, as soon you killed it, the real boss spawns right after.
This boss has 1 special abilitie.
It can make people a skeleton, this increases the damage on you alot. So make sure the mages dispell this fast (Especially if it's the tank).
For the rest, this boss should be easy.

Loyal Talomo:
You can skip this boss.
This boss has a buff which only makes your dot's do damage. There's a way to avoid this. Let the tank tank the boss from fire to fire. As soon he has the buff, click on the fire and you gain a needle in your backpack. Activate the needle on the boss and it deactivates his buff, which makes you able to attack it with all kind of attacks. Do remember to run away as soon he casts canonfire, because that's an extreme high damage attack. These fires will not respawn, so you have to kill it before all fires are down. Or you kite the rest of the fight.


Boulder Sigaar:
This boss requires some good timing. Basically, it has ''2ways of fighting''. It has 2 different colors. Orange and Blue. When he's Orange no physical damage should be done to him. If you keep using physical attacks to him you'll get punched back in ur face with 1500 damage per hit you did when he was orange. When it's blue, noone should use magical damage. Same thing, you do it, you receive the hits back in your face. He does this trick till he dies. Next to that, it also has quite high damage. It also has a 80% def decrease buff. It's wise for the tank to run around a bit then to avoid damage, because the damage is incredibly high then. Also, at 40%, 30%, 20%, 10% it random aggro, keep kiting it till the tank got his aggro back.

Lookout Luke:
This boss can be found at the top of the ship. It's supposed to have a special triple attack. Well erm, it did 1k damage to me. After his debuff goes off, it hits every partymember for around 3.5k. It can have decent damage on the tank, but it should not be to hard.

Snow Blake:
This is the final boss, it has a pretty high damage and it's high lvl, so you don't hit to much on her. It has 2 specials.
It summons the previous bosses which do 1 attack and then disappear again. She does this quite often.
It also has ''Queen Bomb''. It's an AoE which does 5k damage. It transport you to her, and starts loading the Queen Bomb. You have to run away from her fast (AoE range is quite small). She does this alot. But next to that, she roots people. Priests should use their cleanse to remove the root effects fast, before she starts her Queen Bomb and you die because you can't run away. Quite a pitty boss, but doable if you get the tactic.


Ruins of the Ice Dwarf Kingdom (Heroic):
Level Requirements: 50+
Bosses: 6

Tactics:
Mobs should be not to hard, don't pull to big groups.

Mole King:
Tank and spank, sometimes spawns some adds.

Cook:
This boss has 2 specials. He random freezes people and he casts ''Triple Slash'' which 1-hits the tank. As soon someone gets frozen a player has to run to the oven and put himself on fire. He then has to run back to the frozen person and walk near him. Do this everytime.
As soon Cook casts the Slash, the tank should take distance immediatly, this is a deadly skill. Cook should be tanked at the top of the small stairs. NOONE should stand downstairs, or else you'll receive a 50k AoE.

Icebound Guardian:
Once again, this boss has 2 specials. Runic Shock, which 1-hits nearly everyone and a 80k AoE. As soon you attack this boss, circles will appear. These circles go in a pattern on the left and the right side.

---0---0---
-0-------0-
---0---0---

These circles give you a 12 second buff if you stand in it. It's very important to keep this buff, or else the 80k AoE will kill you. If you have the Runic Shock debuff on you, it can be dispelled, but it's more wise to just not stand close to the boss. As soon he casted his AoE of 80k, he stands up again and he spawns a repair bot. Kill the repair bot as soon as possible. If you die by his AoE, then you will not lose dura/get debt.

Mula Nail:
Don't go near the platform till you killed the whole room. After that stand on the platform. 1 by 1 generals will appear. Kill them both. Then the real boss appears and the 2 generals. There's a healing General and an other General. ofcourse, let the offtank tank both the Generals and let him kill the Healer General first. The main tank should be on a safe distance from the group with the boss. The boss has decent high damage and casts whirlwind chop, which is about the same as slashes and can 1-hit everyone near him.

Pangkor:
Kill the Earth Guardians on one side first.
Tank aggroes, everyone else stays as far as possible (still need to able to heal, cast and so on)
He deals constant AoE, and constantly spawns adds. Also 6k hits on the tank from time to time.
The problem is that he gives everyone in the party debuffs which increase the casting time/attack time, and it stacks. Each debuff increases casting time by 2%, and u get a new stack every 5-10 seconds (not sure). At the end of the battle you will have something like 75 of the buffs which is 2,5 times ur normal casting time, which makes group heal a 10 second cast. The debuff is not removable, dispellable or so on. Basically what you could so is go out of battle to get it removed. If you have 2 priests you have to do that very offten, so that the buff on one of the priests would not get big, and that the priest would be able to soloheal tank for a while, so that the other one could go get the debuff removed. For the mages and DD its pretty much easy because they are not always essential in the battle they can go and get it removed when they want. For the tank - at the end of the battle he becomes a piece of meat which is getting hit and is not doing any damage.

Also the boss spawns 3 or 5 adds (not sure) constantly, as soon as you kill them another wave spawns and so on. So whole battle someone has to keep killing the adds. For mages I would not advise to use purgatory or thunderstorm, because the mobs have 30k hp and its not that easy to kill them, and as we all understand, if the mage gains aggro, he will have some problems tanking 3-5 adds. So the best way is kill 1 by 1.
Thynos:

This is a somewhat hard, and messy fight, where you have to keep check of more then one thing at the same time.

1. Everyone should position themselves in like a halfcircle behind the boss and at his sides. This will give you space to run chickens, and to avoid the % AoE.

2. Don't go outside the lava pool. Burnout will hit you for 50k+.

3. The boss can turn one of the party members into a "chicken". Looks like the fire giants, but smaller. The chicken is a 4-6 second or so debuff, and when it ends, it spawns a chicken where you are standing. If you go near this chicken, it will continually hit you for 1.2k, quite fast. What you need to do when you get turned into a chicken is move away from the group, and park it a little bit away from group. When the debuff ends, start moving back to your position fast, to avoid getting hit too much by the chicken.

This is the most important thing to remember. Keep an eye out for the chicken debuff. Move away when you get it. Move back when it ends.

4. He does a 2 second fear. This might put you outside the lava pool at times, or on a chicken. Move back to your position as fast as possible and continue what you we're doing.

5. The % attack can be avoided, I think its his firebreath. You avoid it by standing behind him or at his sides, this way only the tank takes the hit. Hero pot and food for the tank is encouraged for this fight.

More to come...


These are the instances I have experience with. I hope someone else, can post Guides below so I can upgrade it with the other instances.

WorldBosses:
I will only post the challenging World Bosses below. I am not going to post the Bear King for example.



Anselva:
Spiderboss, can spawn-by-kill. Only ranged attack for this boss (Except for tank ofcourse). Has very high AoE so make sure you're out of AoE range. It stuns the tank now and then but nothing to worry about. At 50% it spawns adds for every member in your group. Make sure you kill these adds. They are lvl 35 elite. At approx. 15-25% it transports tank away and resets aggro. At this point, adds wont spawn. Tank has to come back and take over aggro fast. It's important to kill it fast at the last 20%^to avoid the spidie to do it again.

Aisha:
Ice Witch spawn, once again spawn-by-kill. Works about the same as Anselva, actually it works exactly the same as Anselva.


Scion Locface:
High AoE. At around 25% it starts to ''daze'' people. You just need a priest that groups heals so it heals up the dot.


Peaceful Angore:
1 of the CL bosses, probably the easiest. High damage on tank and spawns 2 adds sometimes. Also has AoE stuns and stuns tank quite often to. Really need some good healing and tanking here because he hits like a train.

You can stand Tank - Healer - Healer or if you have good HP and def people just have 1 healer to group heal all the time.


Wagema:
Also 1 of the CL bosses. This 1 is harder. He has alot more damage and it has a ''double AoE'' which can crit up to 8.5k or so. No adds, so that's easier. Can use same tactics as Peaceful.


Mischievous:
Stealth Boss, no double AoE but a pretty much high damage on tank. Also again AoE stuns and all stuff. Need a really strong tank for this. Can use same tactics as Angore.


Hungare:
The hardest CL bosses. This 1 is a beast. He has no AoE, but for this 1 you need def mode, I had def Sigil, Def mode and my armor buff (35k def) and it still crits me for 4k. it hits like a train and it hits high. You need really fast and good heals here.


Ice Burst Locklay:
Cave Boss next to Camp Malair. It's an easy boss till 25%, just tank and spank. It stuns quite often and especially on tank it stuns alot. Sometimes it spawns 3 adds. Just kill them. Big AoE (6k or so, non-critage on clothies) and. At 25% he goes Berserk, and you gotta pray it doesn't do a crit AoE then (crit AoE = 10k or so), kill it as fast as you can in Berserk, because it's damage is insane in Berserk. It also has an AoE freeze which gives a heal-debuff. You can use cleanse on this debuff.


Worr Binnpike:
What you need for this is a high HP tank and atleast 2 very high HP healers. (Healers should have around 14k+ HP, hero pot/anything that boosts HP adviced).
Basically you can almost stand anywhere with this boss, just stay inside healing range It has an AoE with 10-14k crits, and it random charges people for 10k + damage. It also has a 4 sec fear and above all a 8 sec silence (Nasty one). So always keep regenerate on tank as he wont receive heals for 8 seconds. This hide tactic can be done as well. If you stand behind the trees, he wont charge you/AoE wont hit you.


Lynn Binnpike:
Same tactic as above, just Lynn seems to be slightly easier, also not a guaranteed ''rare'' drop. And doesn't reset HP if you wipe.


Ant Queen:
A very hard boss, spawns once in 24h. You need 6 tanks, main tank should always be a knight, off-tanks can be r/k, w/k or anything similar. Let the main tank get aggro (I advice to use Hero Potions for extra dex). Queen random ''eggs'' people, this can be dispelled. Till 75% you should not have much problems if the tank keeps aggro. At 75% it spawns 3 adds, the tanks should take aggro and the DPS should ALL focus on these adds. After the adds have been killed, get back on the Queen.

At 50% it spawns 4 adds, same tactic, take aggro and kill the adds, then go back to queen.

At 25% it spawns 5 adds, same tactic, take aggro and kill the adds, then go back to queen. The last 25% is just tank and spank.

As the chamber closes, you can't resurrect and hop back in. That's why there should be outside-ressers. People who are not in the group and not in combat can resurrect anyone who died. Just shout in Zone Chat where you died.
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