Updates 09/17/2013 - Added guides for Stone Vigil and Dzemael Darkhold 09/17/2013 - Minor additions to Chimera Boss information in Cutter's Cry 09/04/2013 - Added guides for Thousand Maws of Toto-Rak, Brayflox's Longstop, and Temple of Qarn. 09/03/2013 - Added guides for Haukke Manor and Cutter's Cry.
Please feel free to post any corrections or to chime in with your own personal tactics and strategies for any dungeons or boss fights.
This is a work in progress …
SATASHA SEAGROT Location: Western La Noscea (X: 28, Y:21) Level: 15-18 Author:Blac Jack
Sastasha is the first dungeon players will experience as part of the story quests, and because of this it is a very simple and straight forward dungeon to complete. No real tricks are needed to complete, but there are still a few tricks it will toss your way.
Upper Sastasha The trash mobs on your way to the first boss are very easy. All of them are simple tank and spank, pulled in groups of two or three with no patrols. The only notable enemies here are the Giant Clams. When it opens up you will be able to damage it but it will also spawn numerous Shade Seekers. Shade Seekers do almost no damage and die very easily (especially to AOE damage), but try to focus your DPS on the Giant Clam when it opens up, otherwise you will end up fighting many more waves of those little Shade Seekers than is necessary.
As you continue along your path you will come across a note in a room which will have one of three colors indicated on it. The color indicated is the color coral you will want to activate in the coral room. If you activate the incorrect color a group of trash mobs will spawn. Once your group activates the correct color your group will spawn the first boss.
BOSS: Chopper Chopper: This coeurl type enemy boss is very easy to take down, a simple tank and spank. Chopper does however have one fairly large AOE attack, simply move out of the red circle when he begins the attack!
Lower Sastasha After defeating Chopper you will begin facing pirate type enemies. They are in groups of two or three again, with only one or two patrols to be on the lookout for. There are some side rooms here that are not necessary to clear, however they do contain treasure chests that have a small chance to drop decent gear for this level range, so it isn’t a bad idea to clear them. There will be a few locked doors you come across, all of which will have the necessary key to open them dropped right before it. Once you unlock the door to the captain’s room, you will encounter the second boss.
BOSS: Captain Madison This is a two stage boss fight. Both stages he will be standing there with two guards. Simply take out both guards first before focusing on the Cap’n. Once you get him down to 25% health, he’ll high tail it out of there, not before leaving a chest with some goodies. Once you fight your way back to Madison, he will be standing there with two more guards. Again, take out both the guards first. This time, however, he will spawn a group of dogs once he reaches 25% health. Kill the dogs then focus on the Cap’n to make him run yet again.
Harbor After Madison retreats the second time, you will have to clear a room full of pirates. Luckily in this room you can pull the pirates individually if you want, and you can also hug the left side of the room to skip a few of them if you wish. Once you clear the little gate, you will be prompted with a short video and begin the final boss fight.
FINAL BOSS: Denn the Orcatoothed Ok, your first taste of an actual fight in FFXIV! Denn will be in the middle of grates. Throughout the fight one of the four grates will begin to “ripple”. When this happens one of your team (preferably a ranged DPS) needs to go activate the grate before the enemy can spawn. You need to be fairly quick on this. In a perfect group you would have a healer stand on one, the tank standing on another, and a ranged DPS guarding the other two in the back to ensure that no adds will spawn. The fight is not that difficult however so if some adds end up coming through just have the DPS burn them down before returning to the boss.
TAM-TARA DEEPCROFT Location: Central Shroud (X: 19, Y:28) Level: 16-19 Author:Blac Jack
The second dungeon and also a part of the story quests. This is another simple dungeon, only slightly more tricky than Sastasha before it, and may need a bit more team communication.
Destroying the Orbs The only real objective in this dungeon is to destroy all four of the orbs protecting the final boss. The trash mobs leading up to these orbs are very simple to handle, consisting of two to three enemies in groups. There are a few side rooms in this dungeon which contain chests with a chance of obtaining some decent gear for the dungeon’s level.
The first two orbs are protected by a Dalamud Priest and gravediggers (two for the first, three for the second). These orbs are separated by tunnels so you will not need to fight both packs at the same time. When facing the Priest it is best to kill his two minions first and then focusing the Priest. Once his life bar is depleted, he will transform into a Void Soulcounter. It is a very easy enemy to handle and the enmity from the priest carries over to his new form, so the tank should not lose aggro. I found facing this enemy away from the group makes things easier, as it does have an AOE cone attack that can cause problems for a new group with players unfamiliar with positioning.
Once you destroy the first two orbs, you will work your way down to the last two remaining orbs which are blocked by a barrier. Keep walking past this barrier into a room that contains the Rosary. Using this will destroy the barrier and allow you to get to the last two remaining orbs. Once you click on the barrier with the Rosary in possession, it will trigger the mini boss fight.
BOSS: Octavel the Unforgiving This mini boss is basically the same exact fight as the Dalamund Priests at the first two orbs, except now he has four minions with him. This is still fairly simple to simply tank and spank, but once in a while this fight can catch a sleeping healer or tank off guard with five enemies all focusing the tank (or worse everyone else). Same strategy though, burn down the minions, turn Octavel away from the group and burn him as well. Destroy his Soulcounter form and destroy the last two orbs. This will lead to a cut scene and begin the final boss fight!
FINAL BOSS: Galvanth the Dominator: This fight has a few stages to it. Throughout all phases Galvanth has an AOE attack that will paralyze you if you are caught in it.
The first phase begins once Galvanth is brought down to 75% health. He will then summon an imp to the fight which will shoot a beam into Galvanth making him invulnerable to damage. Simply focus this imp down when he appears, then return to the boss.
The second phase is at 50%; here Galvanth will summon an imp plus some trash mobs. The imp will again be shooting the beam at Galvanth making him invulnerable. It is best to destroy the trash mobs first as the imp doesn’t actually do any damage to the group. The healer should move close to the tank if the adds chase him so he can easily grab the aggro back. Once the DPS finishes the trash mobs and the imp, return focus back to Galvanth.
On the final phase, around 25% health, Galvanth will summon two imps and some trash mobs. Repeat your process from last phase, maybe throwing in a limit break if needed, and drop Galvanth to zero.
COPPERBELL MINES Location: Western Thanalan (X: 28, Y:16) Level: 17-20 Author: Blac Jack Ahh, the first semi challenging dungeon of the game. This dungeon begins to throw some familiar situations at you if you are a veteran MMORPG player. If you are new to the genre, then some of these fights can prove difficult and cause plenty of wipes! Let’s get into it!
The first section of this dungeon is fairly straight forward. You will see enemy camps of two or three spread around. However, this time around there are patrolling Spriggans that will aggro your group mid fight if you are not mindful. A decent tank can keep an eye out for these Spriggans and pull them separately as they patrol around. There are also a few side rooms containing treasure chests that have a chance of containing gear for the dungeon’s level. One last note here are the surprise Gigas that com bursting out of the walls. There is only one in this section but they cannot be CC’d, so make sure your tank is watching for him and focuses on him before he wrecks your party!
Your team will be on the lookout for blasting powder to pick up so you can blow a hole in the cave, opening up the next section of the dungeon, leading to the first boss fight.
BOSS: Kottos This boss fight is actually an arena style boss. You will enter his room and be faced against waves of very easy to kill Spriggans and Bombs. Good use of AOE will get these guys down quickly. Also, these enemies do not hit that hard, but if you get a lot on you can die fairly easily. To avoid this DO NOT run around attempting to kite them. Simply run to the tank allowing him to use Flash or Overpower to gain the aggro back. Attempting to kite them will drag this fight out by separating them into smaller packs and could also lead to your death if more spawn near you when you are away from the tank.
Once all the adds are gone, Kottos will spawn. Kottos is a pretty easy boss with no challenging mechanics. Simply have the tank pick him up and face him away from the group to avoid his cone AOE attacks. The only real challenge from this fight is the possibility of your team being low on TP or MP when he spawns, which should have been avoided if you grouped on the tank well during the first few waves.
After you take Kottos down you will again need to find blasting powder to blow open your next cave. This will lead to the next boss fight.
BOSS: Ichorous Ire This is one of the first mechanically rich boss fights this game has to offer, and is a pretty fun fight because of it. When you enter the room, have the tank move Ichorous Ire over top of the glowing-red molten rock. Ichorous is completely immune to all damage, so the DPS should not be near the ooze or attempt to do any damage to it, allowing the tank to get all the enmity he needs. It does do decent damage so the healer will need to focus on the tank. The DPS’s job here is to kill the Spriggan adds that enter the fight as soon as possible, or at the very least keep them away from the Ire. The glowing-red molten rock will spawn a Bomb. This Bomb dies VERY easily so the whole team should ignore it besides the tank. The Spriggan adds will attempt to kill the Bomb as well, which will prolong the fight.
The goal here is to have the tank hit the Bomb once and only once, which will bring its health to about half way. After a few seconds the Bomb will have a red ring around it indicating it is about to blow up. The tank wants to have the Ichorous Ire remain in that red ring while getting outside the ring himself. Anyone caught within the blast will be automatically killed and could cause a wipe. Once the Bomb explodes with the ooze within range, Ichorous will split into two.
You will need to repeat this process two more times, each time the Ichorous Ire will double its previous number. After three successful Bomb explosions, your team can AOE down the eight pieces of ooze very easily.
The most common errors of this fight are the DPS focusing the Bomb and killing it, preventing it from being able to explode, and party members being caught in the Bomb’s blast. These two are easily avoidable if you keep the DPS together near where the Spriggans spawn (away from the glowing-red molten rock) to focus the adds immediately while staying away from the Ichorous Ire and Bombs.
Final Passage After defeating Ichorous Ire you will have one last room to clear of mobs. You can either take a shortcut down the river with two fossil enemies on it or go the long way on the left hand side through the main cave. If you take the shortcut you will miss one of the chests with possible gear loot in it.
Clear this room however you see fit (beware of another Gigas bursting out of a wall) and work your way to the final boss toward the right hand side of the chamber. Entering his room will trigger the fight so make sure all members are done watching the cinematic!
FINAL BOSS: Gyges the Great The final boss is another Gigas, only bigger. There is one main mechanic to this fight which involves preventing adds from spawning more adds. As with the other Gygas, make sure your tank faces him away from the group as he has a fairly strong cone AOE attack.
Once you get Gyges the Great down on health a bit, he will change his focus from the group to a boulder on the right side of the room. You cannot stop him from breaking down this boulder, so just DPS him down as much as you can while he focuses it. Once he breaks it down however, a Stone servant will spawn from it and immediately begin to run to the left side of the room (all the way across).
The main boss will then shift his focus back to your party. Your DPS should attempt to focus down the adds as they spawn, before he gets to the other boulder. The add will not change his focus from the boulder, so the DPS can focus him down without worrying about getting hit. Once the add dies, return focus to the boss, shifting back to the next add when it spawns. Repeat this process until the boss is down.
Alternatively, if you have a good group, you can simply burn down the boss, ignoring the adds altogether. However, if you are unable to kill Gyges the Great before the adds destroy the second boulder or shortly after, your team will quickly be overrun with Stone Servants. Both open broken boulder locations will begin spawning them, which will all focus your party as there will be no more boulders for them to destroy. It is a risk but easily done if your team commits to it.
HALATALI (OPTIONAL) Location: Eastern Thanalan (X: 14, Y:30) Level: 20-23 Condition: Talk to Nedrick Ironheart in Vesper Bay. Author:Blac Jack Halatali is the first optional dungeon offered to you in FFXIV:ARR. It is not part of any of the story quests and you therefore do not have to complete it to advance the story. It does however contain some enemies for the Grand Company hunting logs so it’s a good idea to do it if you want to complete those. The quest giver is in Vesper Bay.
The trash mobs in this dungeon are very easy. They consist of Imps and Doctore. There are however wandering Bombs that can join fights in progress or be pulled separately. As usual with any Bombs, if they begin to self-destruct get out of circle or you will be killed.
BOSS: Firemane The first boss of this dungeon is a fire elemental which does low damage on his own and has no damaging attacks himself. After his health gets low however he will open the gates and begin summoning wisps. These wisps do not engage the party and head straight towards the fire pit in the middle of the room. Once they reach the fire pit they explode doing AOE damage to the whole party. This damage is unavoidable, so it is a good idea to have ranged DPS focus the wisps as they come to avoid these explosions. They die very quickly and never focus the party at all, so the tank should focus entirely on the boss. If you have a decent healer your group can simply focus down the boss ignoring the wisps entirely.
Chain Winches After defeating Firemane the next portion of this dungeon involves looking for the five Chain Winches and activating them. Trash mobs are mantis and snake mobs and are again very easy to handle. Focusing the snake monsters first seems to be the most efficient way of clearing them. After activating all five winches you gain access to the next boss.
BOSS: Thunderclap Guivre You will find this dragon boss in the middle of a pool of water. Judging by his name you can probably guess it’s a bad idea to fight him in the water, so the first thing you’ll want your tank to do is pull him to one of the ramps on either side (whichever side your party chooses).
At 66% and 33% health Thunderclap will become invulnerable and run back to the center of the pool to spawn waves of Lightning Sprites into the battle. Any party members standing on water will die very quickly so when he spawns them everyone should move to dry land if you aren’t there already. Simply burn down the Lightning Sprites each time, then finish off Thunderclap. Beware of Thunderclaps frontal AOE cone attack, it is lightning based and will do enormous damage if you are in the water. It can be interrupted by any stun type attack. Final Stretch
The last area of this dungeon is very quick and easy. The only thing to watch for is the arena looking room with the chest in the middle guarded by two Rudius Beaks. Have the tank go in first (as usual) as a giant Pieste will spawn and aggro the group. Focus down the Pieste and beware of any wandering Bombs that may explode, gather the loot, then open the door to the final boss.
BOSS: Tangata Tangata’s mechanics are a mix of the two bosses you fought earlier in the dungeon. You fight him in a circular room with various fire pits around. Have the tank fight him in the middle and face him away from the group as he does have a nasty frontal AOE attack that could hurt DPS or healers very badly.
At two different stages in this fight Tangata will become invulnerable and summon a pit of lava around him. Standing in this lava will cause damage. When he is invulnerable wisps will begin spawning from the fire pits and head straight toward Tangata, exploding on impact. There will also be Fire Sprites that appear around the sides of the room. It is best to ignore the wisps this time around and instead focus the Sprites as killing those is what will end his phase of invulnerability. The explosions from the wisps don’t seem to do much damage so your healer should be able to heal through it. Focus down the sprites and Tangata will come out of his invulnerability state and you can go back to focusing him down.
THOUSAND MAWS OF TOTO-RAK Location: South Shroud (X: 19, Y:18) Level: 23-25 Author:Maple Cookie
Collect the glowing green photocells found throughout the dungeon. You will need to use these on the Magitek terminals to summon the first boss (twice) and proceed to new areas.
BOSS: COEURL O' NINE TAILS Standard fight. The tank will need to keep the boss directed away from the other party members while the healer will need to stay on top of Esuna to cleanse poison. At the second Magitek terminal, the boss will start spawning two adds at a time. The DPS will need to eliminate the adds when they spawn and then return to fighting the boss. Repeat until the boss is dead.
FINAL BOSS: GRAFFLAS There will be several pods located around the room. The DPS will need to destroy these as soon as the fight begins. During phase 2 of the fight, the boss will begin spawning adds. The DPS will need to prioritize and eliminate the adds when they spawn. Eventually, Grafflas will reveal its tail and spray a giant puddle of poison on the ground. Avoid the poison and have the DPS destory the tail as soon as possible. You will probably want to save your Limit Break and use the DPS Limit Break on the tail when it spawns. The healer will need to use Esuna to cleanse anyone that gets poisoned.
Make sure to take out the Maid Servant patrols before engaging groups of mobs. The bats usually take longer to kill than other mobs. Marking and prioritizing targets and proper crowd control will make this dungeon a breeze. Explore all the rooms and collect all the keys.
BOSS: MAID SERVANT The boss will do random target AOEs at random party members regardless of who has the most enmity. Stun or avoid the directional AOEs.
BOSS: SKELETON & IMP Focus on the imp and then take out the skeleton. Stun or avoid the AOEs.
BOSS: FLOATING EYE Nothing special here. Fight the mob until it reaches a certain HP threshold and it will start to run away. At this point the mob will become invulnerable. Make sure to explore the rest of the manor before continuing to the final boss.
FINAL BOSS: ??? (MAID SERVANT) At different intervals, four lamps will appear, one in each corner of the room. When the lamps appear, they must be deactivated by the party. Usually a ranged DPS or mage will cover two of the lamps, while the healer and other DPS covers the remaining two. The tank should focus on the boss. When the second set of lamps appear, bomb adds will begin to spawn. The first one will usually go immediately for the healer. Make sure to grab this add and focus it down immediately. Shortly after, a second bomb will spawn. Focus down the second bomb and prepare for the most difficult part of this fight.
When the boss is low on HP, three adds will spawn. A floating eye and two maid servants. The floating eye will usually spawn at the back of the room. Have each DPS focus on a different maid servant while the tank grabs the floating eye and keeps the boss. At this point, the tank should focus on taking out the eye while keeping hate on the boss. If necessary, the tank can help focus down one of the maid servants either before or after the eye is dead, depending on positioning. You definitely want to save and use the DPS limit break on one of the maid servant adds to take them out quickly. The sooner you can take out one of the maid servants, the easier the fight will become.
In the first area, clear the mobs and then locate the Goblin NPC named Brayflox on the west side of the map. Get the key from the NPC and open the gate on the East side to proceed. At various points throughout the dungeon the Goblin NPC will be attacked by mobs. If you successfully save the Goblin NPC in each encounter, you will be rewarded with a treasure coffer for each successful attempt.
BOSS: GREAT YELLOW PELICAN During the fight, the pelican will summon smaller bird monsters, 2 at a time. Make sure the tank grabs the extra spawns while the DPS focuses them down before returning to the boss. The Pelican has a poison attack so the healer will need to be prepared to keep this cleansed with Esuna.
BOSS: INFERNO DRAKE Interrupt or stun the AOEs. Avoid anything that you can't interrupt. During the second phase of the fight, Brayflox will show up and is being chased by a dragon. Kill the dragon chasing Brayflox and then return focus to the Inferno Drake. Brayflox will begin tossing bombs at the boss so try to avoid the explosions.
BOSS: HELLBENDER Hellbender is a giant toad boss that will periodically encase random party members in a bubble. The bubble must be destroyed to free the party member. The tank will want to keep the frog away from the DPS and healer so that the AOEs don't hit them while they are trying to destory the bubbles. Eventually, Aiatar, a giant dragon will swoop down and destroy the frog. Fight the dragon until it flies away.
MINI BOSS: DEEP JUNGLE COEURL Just before the final boss, there is a Coeurl mob guarding a treasure chest. This is a very easy fight. Just interrupt, stun, or avoid the AOEs.
FINAL BOSS: AIATAR The tank should pull the mob to the entrance of the room while the DPS allows the tank to pull and generate initial hate. Once engaged, the tank will need to avoid the dragon's breath attacks at all cost. During the second phase, the dragon will begin spewing giant pools of green goop. The tank will want to keep the mob close to the outer wall and gradually pull the mob around the arena as the green pools are sprayed on the ground. If the dragon is touching one of the pools, it will begin regenerating its HP, so the tank needs to make sure to pull it far enough around that it is outside of any green pools covering the ground. The healer will need to stay on top of Esuna to clear poison from anyone that steps in the pool.
THE SUNKEN TEMPLE OF QARN (OPTIONAL) Location: Southern Thanalan Level: 32-35 Condition: Talk to Nedrick Ironheart in Vesper Bay. Author:Maple Cookie
When you start to encounter bees, all DPS will need to immediately prioritize and focus these down as quickly as possible. When near death, this mob will use the ability "Final Sting", which is a guaranteed one-shot kill. The attack can be interrupted but the mob will continue casting it until death. You generally want to pull these patrols and fight them individually but there are some encounters where you will need to focus them down while fighting other mobs.
The Qarn Facer, a stone block with a face on it, will troll you throughout the dungeon. The mob will appear frequently during encounters and after a few hits, the mob will flee. Do not chase it. Try to do as much damage as possible to the Facer. The Facer will drop a treasure chest if you can successful defeat it before it flees a second time.
Some rooms are locked and must be opened by luring another stone head onto a pressure plate and defeating it. The stone head must be defeated while positioned above the plate. If you fail, the monster will continue to respawn until you are able to do this. When the Crocs show up, make sure not to stand behind them when attacking.
Make sure to collect all the temple relics while navigating the dungeon. There are four total relics to collect, the Helm of Light, Gem of Affluence, Flame of Magic, and Fruit of Knowledge. These are located on pedestals throughout the dungeon. You will use these to unlock treasure rooms later. The solution to this puzzle was provided by Grimm Grindiron:
First Room (Two Vaults): Left - Helm of Light Right - Gem of Affluence
Second Room (Two Vaults): Left - Flame of Magic Right - Fruit of Knowledge
Balance Scales: Left - Flame of Magic Right - Fruit of Knowledge
* Activate the scales and head left after the cutscene.
BOSS: TERATOTAUR Take note of the four tiles located on the floor. The tank will want to keep the boss positioned roughly in the center of this area. During the fight, bees will be spawning constantly. These bees have lower health the ones you encountered earlier but the same rules apply. Your DPS will need to eliminate these as quickly as possible. It's best that the tank avoid grabbing or attacking these in case there are any mishaps. The DPS should be able to handle them without any issues. The WHM or SCH can assit with attacks as necessary. Stun or interrupt as many of his AOEs as possible. Around the mid point of the fight, the boss will begin casting Doom on all party members. If this debuff is not cleared, you will die. All party members must move to the lighted tile to wipe the debuff. Make sure to stand on the tile long enough for the debuff to clear.
BOSS: TEMPLE GUARDIAN This can be a pretty tough fight. The boss will pretty much ignore all enmity and randomly attack all party members so everyone must stay on their toes. Prepare to do a lot of running around and kiting. When the Golem Soulstone appears, everyone will need to focus on destroying it. The Golem cannot not be damaged until the Soulstone is destroyed. Once destroyed, the Golem will fall into a rested state. Everyone needs to pour on as much DPS as possible during this phase. When the Golem stands, the Soulstone will respawn and you must repeath the strategy.
FINAL BOSS: THE ADJUDICATOR The tank will generally want to keep the boss in the center of the room and stun or interrupt as many AOEs as possible. Paladins might want to use the AOE casts to step outside the AOE for a quick cure. This will remove some of the MP burden on the healer. The healer will need to stay on top of removing Paralysis. Sun Jurors, or the stone mobs with faces, will begin spawning first. These must be lured onto the platforms and killed in this position, similar to the pressure plates from the earlier rooms.
In the second phase of the fight, statues will spawn in each corner of the room. The statues will generate a blue beam on the floor which indicates the direction of a laser attack. DPS need to immediately focus down the statues as soon as they spawn and everyone needs to avoid standing in the path of the beams. Eventually these statues will spawn inside of a square shaped energy field. DPS must enter the field as soon as possible and destroy the statue as the field will become impenetrable shortly after the statue spawns. The number of laser statues will continue to increase in number. At this point, things will get pretty hectic and everyone will need to make sure they are dodging the lasers while continuing this strategy until the boss is dead.
CUTTER'S CRY (OPTIONAL) Location: Northern Thanalan Level: 35-38 Condition: Talk to Silbold in Ul'dah Market Wards. Author:Maple Cookie
Be prepared to manage a lot of adds. You will constantly be facing swarms of ants/insects. There will be sand traps throughout the dungeon that you need to avoid walking on. Clear each room and then proceed to the next room by traversing through the sand portals.
BOSS: ANT QUEEN (?) Pretty straight forward. Adds will spawn constantly. Have the DPS focus down the adds as soon as they spawn and then return to the primary target. One of the adds is labeled "Marshall" and can heal the boss. Make sure to prioritze taking out this mob first. If you take too much time during this fight, things can get out of hand quickly. You will probably want to use a DPS limit break to burn down the Queen.
BOSS: SAND WORM There are two primary mechanics to this fight. First, the boss will occasionally go underground and then target a random party member. All other party members must move away from the targeted member. Second, the worm will go underground at some point and will start launching an attack that explodes across the entire arena. The further you are from the target, the less damage you will take. On the edge of the arena are sand traps that you need to avoid while moving out of range from this attack.
FINAL BOSS: CHIMERA Pretty standard fight with an interesting mechanic. The boss will alert you based on a color change. If it announces violet (purple), everyone must move to the inside. Everyone should swarm near the boss at this point. When it announces blue, everyone should move far to the outside. This happens very quickly and you will have little time to react so you need to move immediately after you see the notice on your screen.
The Chimera will also do random target attacks and will spawn bombs near targeted players. The players will need to run out the bombs until they explode.
THE STONE VIGIL Location: Coerthas Central Lowlands Level: 41-44 Author:Maple Cookie
Similar to mobs like the Succubus, Aevis dragons are patrols which can and should be pulled individually. These mobs do a lot of damage and you don't want them attacking you along with the rest of the rest of the trash. Periodically, other dragons will swoop down and breathe fire across the area. The fire doesn't do a lot of damage but if you don't pulll the mobs away from where the dragon swoops, the dragon will continue to breathe fire while you are fighting.
BOSS: CHUDO YUDO Have the tank keep the boss in the center of the room and face it away from the party. At different intervals, the boss will walk toward one of the outer walls and initiate an AOE that will cover most of the room. Party members should follow the tank and boss to the wall and stand behind the boss before he executes the attack. The boss will usually turn and attack the opposite side, so you want to leave immediately after the AOE. It's usually easiest to run through the boss to the other side. After the attack, move back into position in the center of the room.
After this boss, you will start to encounter ice crystals. These spawn in groups of 3 and will not appear until you are in close proximity to them. Tread carefully so that you can detect and defeat the crystals before pulling any nearby mobs. These crystals will normally spawn near ice formations. The crystals can be put to sleep if you find yourself getting overwhelmed.
BOSS: KOSHCHEI Have the tank keep the boss in the center or bottom portion of the room and face it away from the party. Throughout the fight, dragons will appear periodically near one of the cannons in the background. One of the DPS will need to quickly get to the cannon and activate it to shoot the dragon down. If you are unable to activate the cannon in time, the party will be hit with a damaging AOE. Eventually, tornadoes will start to spawn in the room. These will do a lot of damage so make sure to avoid them while fighting the boss.
After defeating Koschei and continuing into the dungeon, you will eventually reach the final boss. However, just before the final boss, is a dangerous group of 3 Aevis dragons. You will have to pull all 3 dragons at once. These dragons will do a large amount of damage. The tank might want to pop all defensive cool downs at this point or possibly execute the tank limit break until one of the dragons can be defeated, lessening the burden on the tank and healer.
FINAL BOSS: ISGEBIND The tank will probably want to keep the boss in the center of the room and facing away from the party. Isgebind will execute an ice attack that leaves frost on the ground. You will need to avoid standing in this AOE. At different intervals, the dragon will take to the skies and swoop across the arena, covering half of the room in ice. The ground will be covered with an indicator of where he is going to attack and you should be able to see the boss on the side of the room he is going to swoop down upon. Make haste to the other side to avoid this attack.
After the airborne attack, Isgebind will land on the player with the highest enmity, usually the tank. The rest of the party will want to spread out and stay away from the tank until the dragon lands.
Near death, the dragon will continue his aerial assault and will begin bombing the arena with ice explosions on the ground. Party members will want to spread out to avoid trapping each other as a large majority of the arena will start to get covered with these attacks.
DZEMAEL DARKHOLD Location: Coerthas Central Highlands Level: 41-44 Condition: Grand Company Quest (Level 44) Author:Maple Cookie
The first boss patrols the dungeon and will attack your party with a hard-hitting AOE when detected. During this time, the boss is invulnerable and cannot be damaged. Throughout each area there are crystals emanating with a purple glow. Pull and fight the mobs near these crystals to activate a buff called 'Crystal Veil' that will make you immune to the AOE from the boss.
Magitek terminals can be opened by having all party members stand inside the terminal's glowing circle. The more party members standing in the circle, the faster the terminal will activate. These are usually placed near crystals that periodically execute an AOE.
BOSS: ALL SEEING EYE Pull the boss near the crystals that are glowing to activate the 'Crystal Veil' buff. Without the buff, you will not be able to damage the boss. Over time, the effect from the crystal will dissipate and you will need to move to the next crystal and repeat. Periodically throughout the fight, adds will spawn. The DPS should let the tank grab the adds and then focus them down.
BOSS: TAULURD This fight is pretty straight forward. Early into the fight, a group of surrounding minions will begin throwing fireballs at the area. Everyone must dodge the fireballs while fighting the boss.
FINAL BOSS: BATRAAL This boss will target random party members with a linear laser attack. The targeted member will be identified with a crosshair. At some point Batraal will start channeling one of the nearby crystals. The DPS must focus down this crystal as quickly as possible while avoiding any targeted attacks. Once all the crystals are destroyed, the boss will become enraged and start attacking much faster. Batraal will start casting purple AOEs on the ground and exploding them, so the tank will need to pull Batraal away from these areas while the party avoids this and his laser attacks. One of the DPS should use their limit break and burn the boss until it is defeated.
THE AURUM VALE (OPTIONAL) Location: Coerthas Central Lowlands Level: 47-50 Condition: Talk to Nedrick Ironheart in Vesper Bay.
If anyone has any questions about any of the dungeons or the guides I wrote feel free to post them here as well. I am a bit behind on some of the guides so even if it's about higher level dungeons I will answer any questions I can.
Dude, dafuq happened to Brayfox's Longstop? I was doing it today before going to work, during phase 3 it was so easy, now we couldnt kill the last boss, and wiped on every single boss at least once. The tank was taking so much damage, and i was always casting sleep on at least one enemy. But I'm glad we finally found some challenge.
Yes, I was able to clear it without any wipes my first time through, but Brayfox is definitely a huge step up in difficulty. The strange thing here is it's mainly the trash mobs that hit harder, and the bosses hit a bit harder as well. The mechanics are a bit simpler (bar the last dragon boss), so it's basically a dungeon to get you used to actually working all the way through (tank and healer wise). Healers definitely have to pay more attention here whereas before it was a bit of a breeze.
I think they tuned the damage this drastically to force people to use their jobs. A MRD can't tank this at all, you HAVE to use WAR. Probably the same with GLD/PLD. If the mobs hit as weak as they did the other dungeons, you could probably get away with not even using your jobs.
Anyway, fun dungeon, end boss is similar to a raid boss in SWTOR. If the tank doesn't lead the boss around properly, you could end up trapping the team in the poison. Fun stuff!
Sounds exciting. Looking forward to those harder dungeons, especially when I really need to focus on the heals and cannot just put some Dots on the enemies because I have nothing to do.
From my experience a lot of the later dungeon bosses are pretty gear-checky. My tip is not to skimp on a piece of armour/trinket that you can buy from the market before entering these places.
And save the tomestones for now until the most efficient items of those are identified and what items drops in each particular dungeon.
Maple Cookie Admin replied
591 weeks ago