When we did this dungoen, we worked from the LOMS walkthrough but deviated a lot. Our notes for future reference/future planning…
Group makeup
Tank – went healtank for all but fights 1, 4 & 5 (4 – dps, 1, 5 – reg. tank)
Healer – went dps (ours went pistol/shotty)
DPS – useful to carry exposed & afflict since tank can’t reg. apply when healtanking; 800 hit
Fight 1 – The Degenerate
- -everyone watch for: rush, ball breaker, bad taste
- -you could probably go 5 dps if you wanted. tank and spank, watch out for his rush (bigger than telegraphed, hits a bit behind him) & ball breaker, and placement of his green spew (can be impaired?). otherwise. burn him. goes down easy.
Fight 2 – Redguard
- -watch for: roof collapse, electromagnetic cauterization, leftist element, extreme right
- -tank: healtank again. start the fight by the far left corner. tank him on outside of arena. stay close to keep him from doing magnetic conduction (will chain dps), eat his attacks & heal through. move when he casts electromagnetic conduction
- -tank needs to move in S pattern, tank him until he does electromagnetic cauterization, run along outside one block, come in, run inside to avoid EC and over to the next block. be ready to pick him up again/stay close to avoid magnetic conduction. (see diagram)
- -dps will move only one block, shoot him when he pauses (do not get too close or lightning will kill you), then run to next block when he starts to roof smash (he may EC again, in which case just run to next block). attack at next block until next EC, rinse and repeat.
- -corners can get tricky if he decides to go inside–tank should LOS him to make him come around the corner.
- -dps: have a care for how close you stand near him especially when he’s standing in his lightning poop left over from EC.
Fight 3 – Contain the Filth
- -basics: everyone huddle by nodes to charge them, run to upper levels when screen turns black & white
- -tank: healtank, pick up adds, during black and white phase run fast and far on upper platform to avoid getting hit too much by adds
- -dps: charge nodes, burn down adds (tank was getting overwhelmed when we didn’t), avoid getting hit by adds during black and white phase. easy fight
Fight 4 – Facility Core
- -basics: avoid lasers (watch for target above head & others dragging lasers), watch out for walls appearing, burn robot adds, watch for core overload
- -build notes: everyone went dps with some self- or group-heals here. have an AoE for adds/bots, Death from Above. our group had 3 people with ARs & reap & sew/suppressing fire, and one person ran Art of War to help grab the bots
- -positioning: spread out a bit to help spot bots. we had three on one side two on another
- -one of our dps who was good at avoiding the lasers shot the core immediately upon entering to attract the first laser. this allowed the other dps to focus on burning the core for the initial part of the fight
- -burn those adds! if they touch the core it gets a 100% heal. we had one dps alerting us to when they were coming/where they were
- -during the phase where most sections fill with lasers, dodge roll or dash left or right to a clear section. the next repetition of this phase use rocket jump. also beware getting too close to the core as being too close seemed to lead to death (pulse? laser spawning/no room to flee? not sure).
- -picking a direction to try to kite the lasers seemed to help but there were times when you ran out of space or had to cross with someone else (at that point the best thing to do was for one of you to stay far out and the other to tuck in towards the core)
- -one of the tougher fights for us in this dungeon, just a lot going on.
Fight 5 – Filth Scientists (Five Guys!)
- -basics: capsule breaker is a bitch. no, stay by nodes, watch your dps so you don’t kill the scientist in a bad place and drop filth, watch timing to swap nodes. impair lightning manifestation and black hole. can eat everything else when at a live node.
- -build notes: 1 or 2 dps bring an impair for sequence analyst (chaos user), tank went normal tank w/ chaotic pull/domino effect for this but we could see how it could be done with a healtank. our tank healed themselves by running in and out of node effect area. death from above for all dps
- -for the most part, burn scientists, switch nodes when one dies, and be sure to pause dps around 30k. one or two dps may use builders to bring it to near death but be careful!! once tank positions scientist, kill it
- -capsule breaker may start running back after tank positions him, may need to help with positioning it and hopefully not die (we did not find being out of the node instant brutal death as suggested in LoMS walkthrough but you must be careful)
- -the lower health can be before pull (or even pull at death) the easier to position
- -pause dps if needed to switch nodes safely
- -elementalist and chaos user can be a bit chaotic; coordinate btw tank and dps with impair as to who is impairing lightning manifestation and who is impairing black hole. others, if one gets off and you must switch nodes, try to move with caution (easier said than done of course)
Fight 6 – Halina
- -basics: lots of screaming, the balll!!!!!!!!!! phase one: impair anima decompression, call to the cosmos, pause dps if needed to get her off you after contempt; phase two: dps grab halina, tank kites ball, burn halina, run when she casts spite, coordinate to avoid ball
- -buggy – halina bugged out and did not switch to phase 2 if we burned her too fast; one rdps had to carry agitator to keep halina; provoke didn’t seem to work reliably; sometimes we did not get the node buff right away (or ever, in some cases)
- -build notes: melee dps applied exposed, which made a big difference; one rdps had agitator, tank went healtank with Rapid Getaway passive; one dps carried reap and sew for moments where health got too low; all dps carried provoke to ensure halina stayed on them at phase 2 (again, this was buggy for us)
- -first phase is relatively straightforward – attack her by the node just to the left of arena entrance until she runs to the left side of arena; impair call to cosmos; finish burning her; just before she kills everyone, head to next node (the node to the right of where you enter the arena).
- -while dead, watch which nodes agartha activates (beam shoots from the portal to the right into whichever nodes are activated. Be mindful for when it is the 2 nodes nearest the right side, as the beam is so short that it becomes hard to notice). dps, head for the one farther from the anti-agartha (left side portal) as soon as you can; tank stay closer in order to aggro ball and spam heals. dps, hit and provoke halina to make her come after you.
- -when she begins to spite the node the dps are at, head for the other active node but be aware of where tank and ball are! we made it the dps’s job to avoid the tank so tank can concentrate on kiting and not get caught by ball
- -dps, be sure to provoke/hit halina once she finishes spite because she’ll lose aggro and head for tank
- -when at next node, look for the new one agartha has activated; resume burning halina, rinse and repeat