Difference between revisions of "Darkspire Raids"

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==Introduction==
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[[http://vnboards.ign.com/Catacombs_Discussion_Board_/b22765/89755427/?28 Dark Spire Raid Guide - Courtesy of Gaheris]]
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{{Intro}}
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[http://vnboards.ign.com/Catacombs_Discussion_Board_/b22765/89755427/?28 Dark Spire Raid Guide - Courtesy of Gaheris]
 
Posted by Raelinne
 
Posted by Raelinne
  
(Also, a link to his web boards: [[http://www.loreguild.com/lore/viewtopic.php?t=949]])
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(Also, a link to his [http://www.loreguild.com/lore/viewtopic.php?t=949 web boards])
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==Introduction==
 
Since I'm seeing a lot of Dark Spire raid guide requests both here and on the Gaheris forums, I thought I'd post our current guide here. Updates can be found at our guild website. While this raid is based on a mixed-realm group, the basics are the same for single realms, with or without ToA.
 
Since I'm seeing a lot of Dark Spire raid guide requests both here and on the Gaheris forums, I thought I'd post our current guide here. Updates can be found at our guild website. While this raid is based on a mixed-realm group, the basics are the same for single realms, with or without ToA.
  
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Dark Spire is divided into three areas - natural caverns, the Spire itself, and the throne room. There are three boss encounters in the cavern and three more in the Spire.
 
Dark Spire is divided into three areas - natural caverns, the Spire itself, and the throne room. There are three boss encounters in the cavern and three more in the Spire.
 
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===New Hint===
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If you clear down to the spire entrance then go back to kill Lopt you will make the spire a cakewalk.  All the mobs in the spire hallway don't start spawning until after Loptr dies.
 
 
 
 
==Part One: The Caverns==
 
==Part One: The Caverns==
 
 
The natural caverns are entirely purple mobs (and some blue con spiders). The purple mobs are meleers, interrupt casters (thane-type and DoT casters), and archers. They'll come in groups of three with every pull, if you use a caster/archer to pull. Don't body pull - that's a great way to die horribly.
 
The natural caverns are entirely purple mobs (and some blue con spiders). The purple mobs are meleers, interrupt casters (thane-type and DoT casters), and archers. They'll come in groups of three with every pull, if you use a caster/archer to pull. Don't body pull - that's a great way to die horribly.
  
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Note that when you get to the larger caverns, you can kill off the mobs near the entrance, then slide along the wall to avoid the rest of the trash. Nothing will BAF (beyond the linked groups of three that you get with each pull), so if you’re careful and control your pets, you should be fine. Trash mobs have a slight chance to drop ROG (we usually get 2-4 pieces of ROG per run) but it’s mostly crap. You’re not missing anything if you leave them alive.
 
Note that when you get to the larger caverns, you can kill off the mobs near the entrance, then slide along the wall to avoid the rest of the trash. Nothing will BAF (beyond the linked groups of three that you get with each pull), so if you’re careful and control your pets, you should be fine. Trash mobs have a slight chance to drop ROG (we usually get 2-4 pieces of ROG per run) but it’s mostly crap. You’re not missing anything if you leave them alive.
 
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===Natural Cavern Bosses===
 
===Natural Cavern Bosses===
 
 
The three bosses in the natural caverns all have pretty much the same tricks, for each realm’s instance. When fighting the boss mobs, do not use the formation shown above. You want your group to be fairly tightly spaced, at least
 
The three bosses in the natural caverns all have pretty much the same tricks, for each realm’s instance. When fighting the boss mobs, do not use the formation shown above. You want your group to be fairly tightly spaced, at least
  
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The third boss starts out neutral. To start the encounter, send in the tank with the highest HP to speak with the boss – you should fully expect the boss/add to almost immediately lifetap for 1300+ HP.
 
The third boss starts out neutral. To start the encounter, send in the tank with the highest HP to speak with the boss – you should fully expect the boss/add to almost immediately lifetap for 1300+ HP.
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===New Hint===
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If you clear down to the spire entrance then go back to kill the third boss, you will make the spire a cakewalk.  All the mobs in the spire hallway don't start spawning until after third boss dies.
  
 
Other than that, this is a straight fight. Kill the add first, since it lifetaps. In Hibernia, the add is a giant lifetapping pig. In Albion, the boss is a chick and the “add” is actually the NPC guy who’s in the first chamber. I can’t remember who it is in Midgard, but it’s the same theory. One main boss who teleports randomly around the room, and a second sub boss who lifetaps.
 
Other than that, this is a straight fight. Kill the add first, since it lifetaps. In Hibernia, the add is a giant lifetapping pig. In Albion, the boss is a chick and the “add” is actually the NPC guy who’s in the first chamber. I can’t remember who it is in Midgard, but it’s the same theory. One main boss who teleports randomly around the room, and a second sub boss who lifetaps.
  
 
Note that you MUST kill the third cavern boss in order to open the doors to the Spire.
 
Note that you MUST kill the third cavern boss in order to open the doors to the Spire.
 
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==Part Two: The Spire==
 
==Part Two: The Spire==
 
 
Note: There is currently a known bug regarding the doors to the Spire. Some characters may randomly see the doors as being closed. If this is the case, the only way to get them through the doors quickly is to kite adds onto them and let them die, then rez them through the doors. You can try to /appeal as STUCK and ask a CSR to port you, or you can try to relog, but that takes time.
 
Note: There is currently a known bug regarding the doors to the Spire. Some characters may randomly see the doors as being closed. If this is the case, the only way to get them through the doors quickly is to kite adds onto them and let them die, then rez them through the doors. You can try to /appeal as STUCK and ask a CSR to port you, or you can try to relog, but that takes time.
  
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Once the pets are dead, the rest of the group should attack her. She really doesn’t do anything too deadly, though it’s entertaining to watch her turn people into obelisks. When you get her to around 20% hit points, she’ll teleport away, and a shimmering red curtain of light will appear. Step through until you port across the chasm, into the hallway leading to the throne room. Congratulations, you’re at the final encounter.
 
Once the pets are dead, the rest of the group should attack her. She really doesn’t do anything too deadly, though it’s entertaining to watch her turn people into obelisks. When you get her to around 20% hit points, she’ll teleport away, and a shimmering red curtain of light will appear. Step through until you port across the chasm, into the hallway leading to the throne room. Congratulations, you’re at the final encounter.
 
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==Part Three: The Throne Room==
 
==Part Three: The Throne Room==
 
 
When you teleport through, feel free to take a break to regen mana, redo resists, and summon pets. The final encounter won’t start until you charge forward to the throne room.
 
When you teleport through, feel free to take a break to regen mana, redo resists, and summon pets. The final encounter won’t start until you charge forward to the throne room.
  

Latest revision as of 19:04, 11 October 2011