--------------------
Okay, first things first.
You will not rez anyone unless the Raid leader gives someone specific directions to rez someone else. Otherwise you can have everyone burn their in-combat rezzes on that hunter that didn’t listen and pulled aggro and have none left for the guard that got it back.
The trash mobs (non bosses) can get us killed if we are not careful.
As soon as you walk into the rift you will see a Troll and a Troll-Keeper.
First off, the trolls will launch you either across the room or into a pit that will cause you to die before you reach the bottom. So backs against the wall. Sometimes it will pull you forward or you will bounce but its better to keep your backs to the wall.
For every troll, troll-keeper combo you see, the LM will throw down sticky-tar.
You will NOT root, mez, stun, or any of the above to either of them while both are still alive.
They must not be kept apart from each other. Everyone needs to basically stand in one cluster (yes even you ranged folk) that way when the troll goes bounding about smacking people he won’t get too far from the troll-keeper.
For now, everyone will ignore the troll and burn down the troll keeper. You MUST MUST MUST MUST keep them together. Should they get seperated the troll will one hit you for like 3k damage. And it’s an AOE skill that they hit you with. You will die. It’s okay if the troll smacks you a little. He’ll randomly smack everyone at some point. Stay on the troll keeper.
When the troll keeper goes poof, burn down the troll.
If you wipe on the first troll / troll-keeper combo don’t worry. I’ve seen lots of people do that.
---------------
Mobs with Slaves and Slave Masters:
Lore-Master’s the Raid Leader will @$% one of you to the slaves and one to slave masters and that is what you’ll be responsible for mezzing the entire run of the rift. (With a few exceptions of course.) Once both LM’s have their targets selected the main LM will count down, 3, 2, 1, cast and they will cast and stun both mobs. Then a whole bunch of elites will come rushing at us. If the Slave Master and Slave are far enough away you may then and ONLY then use your AOE skills. If they are too close to the group, then you will NOT AOE. If you break mezzes, the LM will yell at you lol.
The Slaves and Slave-Masters. Both of these have buffs. If either get them off it’s pretty much a wipe. They will buff the mobs around them for 300% damage so what would normally hit you for 250 damage is gonna slaughter you with one hit. Once the trash mobs are done, the Slave will get burnt down first then the Slave-Master. I’ve seen it done the SM first then the Slave. I’m not really sure if a certain order is needed or not.
Pale folk- These are annoying as hell and will cause everyone to get poisoned. Hunters remove poison and dps these suckers down. You may AOE ONLY when the raid leader says too.
--------------
Boss 1: Barz
This boss is a PIA and the harder of the first two in my opinion.
There will be two special sayings EVERYONE will need to LOOK and LISTEN for.
“I’ll gnaw your bones.”
“No power greater than Barz.” (Or something like that.)
If he says, “I’ll gnaw your bones.” You will immediately turn and run AWAY from him. You will not back up, you will not pass go and collect 200 silver. You will TURN and run away. He goes into an animation where he beats his weapons on the ground and if it hits you its 1.5k a hit, so 2 hits and you’re basically dead.
If he says, “No power is greater than Barz.” he will randomly pick on person, normally a hunter or a minstrel run to them, smack them and steal about 500 power. You are NOT to run away from him when he does this. If anything you are to run TO him if you see he’s coming after you.
The guardian will stay back in his/her little spot and wait on Barz to return to him. He/she will NOT give chase.
------
The fight: The Raid Leader will @$% a token order. 15 minute ones are used here and someone to read battle scrolls. Once everyone is ready, the main tank will run up and say hi. NO ONE ELSE will be hitting him. The Minstrel that will be responsible mostly for healing the Main Tank needs to use Call of Greatness on the guardian at this time as it will give him more threat.
Once the guard feels he has established some aggro, everyone else will lightly attack him, slowly building up on using their DPS skills.
The Guard’s minstrel won’t be only responsible for healing just him but mostly. After a few gnawing bones and power stealing, Barz morale will hit around 95k. (I’m not sure of the exact number but it’s in that area.)
The first wave of adds will come. It will be a troll and troll-keeper. The same rules apply for the Troll and TK here as they have else where. KEEP THEM TOGETHER!
During this part the main tank will stay on barz and he will be the only one. No one else will be near the guard (except his minstrel who will be half way in between).
As an aside, there is a bridge like platform that the guardian can randomly run around the drag Barz with him during the add fights because we don’t want to burn him down too fast otherwise more adds will come before we’re ready. (I’ve seen a guard do this oddly enough lol.)
Once the Troll and TK are down, everyone beats on Barz s’more.
The second wave comes around 75k ish. This wave will have a Slave. Lore-Master’s you MUST MUST MUST lock them down with a mez while we kill the 8 or so adds that come with them. If you miss, you have a few skills that you can use while your stun resets. (Blinding white light and the finger of death that stuns.) No one is to hit them until the adds go down. Then we just burn them down like the previous times.
Once all dead-ed, we return to Barz.
Around 45kish, the third wave comes. This wave has a Slave AND a Slave-Master. The Lore-Master’s must lock down their targets. Once all of those adds are gone, we burn down Barz and loot the chest.
As another aside, if the Slave Masters get into range of the boss, they can buff the boss, which is not pretty so the guard will be keeping Barz off in a little cubby.
Also, when Barz runs after someone to steal their power, they will probably cower for a second or two. Everyone needs to keep an eye on him when he does that because he very well could do a gnawing bones before he runs back to the main tank.
---------------------
On the way to the second boss, there won’t be any new mobs that need explaining.
Second Boss: Zurm
This boss is a lot like Barz except there is no gnawing bones. Instead there is a nasty puke you gotta listen for.
His sayings include:
“Out of my way” If there is a large amount of people around him, he will normally kick the main tank away, stunning them, and beating on them for a second. (Lore-masters need to try to keep anti-stun on the main tank during the other million things they need to be doing hehe.)
“Running away, eh?!” He will turn and throw a rock at someone, normally the minstrel, which stuns then, beat on them for a second, then return to the main tank. The main tank should NOT give chase when this happens. Zurm will return to you.
“You will tremble before the end.” This is a nasty disease that he vomits all over you. If it hits you, you’re dead. When he says that get behind him or out of his range or something. I *think* this can be clobbered so he doesn’t get it off but I wouldn’t swear to it.
The Fight:
Once the raid leader @$% token orders, scroll readers, all that fun stuff, someone will need to throw the main tank at Zurm.
It will play out just like Barz. The minstrel will use Call of Greatness on the main guardian at first. As soon as he gets aggro, the guardian will drag Zurm over to the back of the room where everyone prepared their buffs and ate their food before the fight started. Some people wait until after the first wave of adds to do this, but I personally think it should be done early that way you don’t gotta worry about it.
Once in place, Zurm will stay there for the rest of the fight.
Around 95k, a troll and TK will come out. Same as before.
Around 75k, the slave and adds will come out. LM’s mez the slave while everyone takes out the adds.
Around 45k, the slave, slave-master, and adds will come out. LM’s mez the slave and slave-master while the adds get taken care of. Watch your AOE’s if their mezzed in the middle of a group.
If anything buffs Zurm, we’re pretty much doomed so keep the slaves and slave masters away from him at all costs (which they should be stunned before they make it very far anyway).
Burn down Zurm, loot the chest.
--------------------
Okay, we’re heading down to Boss 3. We will encounter some new types of mobs now.
Ghashfra: These come in many varieties. Defenders which are range. Fighters which are melee. Scrapper’s which are Master Elites and annoying. Summoner’s which are Master Elite, annoying AND summon fireworms.
As everyone follows the giant down the stairs, there will eventually be three of them in the middle. They have quests. Grab them real quick and head to the North West corner of the room. Eventually about 20 master Elite’s will run up the stairs and aggro the giant’s. They’ll be fine. Their big guys.
At this time if anyone needs to turn in those rock shards and obsidian shards for rift coins you will do so here. This is the only place to do so. The guy is in the corner.
We will slowly head down through the hallway avoiding the mobs on the left hand side. Single file lines are your friend.
At the bottom of the hallway we will stop. There will be roaming summoners with fire-worms. If pulled correctly, only one summoner and his worms will come. It is important that only the raid @$% hits the summoner then runs back up the hall to bring him into melee range. If anyone else starts hitting him, he will stop. And if you don’t have anyone that can enrage him, it can be an annoying fight.
He needs to be burned through pretty quickly.
It’s rinse and repeat for the other summoner. You need to burn through these quickly because once the giants finish killing those Master Elites up top, more will spawn and run towards him, and if we’re still in the tunnel when that happen’s we die lol.
Everyone will then in a single file line walk towards that room in the middle. They will hug the wall when they reach it and walk through the door by turning right and hiding in the corner. Be careful not to aggro anything as there will be mobs there. Also do not Activate Fruz (the third boss) because the doors will shut and anyone on the outside is outta luck.
---------------------
The third boss: Fruz
In my opinon this is the easiest boss of them all.
He has nothing you need to watch out for with him saying.
While hiding in the corner if you look to your left you will see a pair of broken stair cases. I’ve been in a group to where only two champs dealt with those mobs and a group where a LM, champ, and Hunter deals with them. It depends on your group make up really.
Ok, once token has been @$% 15 minute, the guardian ALONE will go say hi. He will then drag Fruz back to the corner where everyone is standing.
Ranged, minstrel’s, lore-master’s you will go stand beside of Fruz’s loot chest. Melee will keep on him in that corner.
Every once in a while Fruz will run and smack someone but he should return to the main tank.
If you have two champions, they will be by the broken stair case. As soon as 4 regular mobs (not elite or signatures) come, one will use “sound the attack” A half second later, the other will use it again. They will then dps the mobs down. If they make it to fruz, they will heal him, which draws out the fight.
NO ONE IS TO HELP THE CHAMPS AS THEY DO THIS! THAT MEANS YOU HUNTERS!
Yes, I know it’s tempting to help, especially if you see a mob escape and head towards Fruz but let the champs handle it.
Everyone else will be on Fruz. No exceptions.
If you do not have two champs, you will need your one champ and alternate a LM’s root and Hunter’s root as each adds spawn. The hunter will need to be standing near the stair case as they’ll get aggro. They will help dps the adds down. The LM as well.
Also, sticky tar is good to throw down at the base of the stairs as often as possible.
When Fruz is murdered, becareful around the doorways as there will still be mobs outside and the doors WILL open. If you’re too close to a door the mobs will aggro.
Loot the chest.
------------------
There won’t really be any new mobs as we head towards Boss 4, but there are some drakes. LM’s don’t forget about your drake warding ring.
We’ll smash some summoners, scrappers, defenders, and fighters along the way.
Once we reach the boss room there will be multiple mobs to take out first. Everyone needs to stay in the little side room so the raid @$% can pull mobs back to the group.
Boss 4: Zogartk
Okay, once the room is cleared, everyone will take notice of the two EM drakes and Zogtark.
The Raid Leader *should* label the left and right drake. One kin I run with puts a sun over the left ones head and a moon over the right one’s head. For now, we ignore Zoggie.
Once hope tokens (15 minute) and scroll readers are @$% and food ate, one guardian will go engage the left drake while the other engages the right drake.
The guards will then turn the drakes backwards to face the wall so their AOE doesn’t hit the group.
Once activated, three worms will spawn. Everyone else but the guards and the minstrels healing the guards should be on these three worms. Get them in a group and AOE them down.
By the time that’s done, the guards should have sufficient aggro. Everyone will beat on the left Drake. Hunters, you may use strength stance here as you will want to damage them and kill them.
Eventually he will take flight. Hunters Range him down. Show us what you’re made of! Let loose! You want a dead drake!
When this happens, Zoggie will hop down from his platform. The guardian that was on this drake will go tank Zogtark. A champ also needs to be there but let the guard get aggro established first. When you see Zoggie start to do his healing animation, CLOBBER HIM!
Meanwhile back at the drakes, once the hunters show off their awesomeness and kills the drake, everyone else will start on the other drake. Once it dies THEN everyone can beat on Zoggie.
Clobber him when he does his healing animation otherwise burn him down.
Loot the chest! =)
Things of note: When the guards first aggro the drakes, there are some minor columns on the ground. The minstrel’s have LOS issues near these, so try to avoid standing near one unless you wanna commit sewer-cide.