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Dungeon Faq

 

This page will be used to go over the various dungeons (not raids) in it there will be a brief description of each boss and how we handle them. While new methods for these dungeons come out weekly I like to stick with what I learned and know. I'm not saying this is the only way to do them but if your stuck on one and need help this will be a good reference source.

01

Sastasha 

     One of the first three you get thrown into after reaching level 15, this dungeon is fairly simple with three boss fights each with a chance of dropping rare lv15 gear that will greatly help out with the next few dungeons. The first fight pits you off against a Captain and two lackies. Tank them where they stand and dps the adds down first fininshing the captain last. At about 40% HP the captain will turn and run deeper into the carvern. Give chase and burn down the trash mobs inbetween the two areas.

 

     Upon reaching the Captain at the second location it will be set up the same with two adds Tank the entire goup on the left side of the room near the dog pens, burning the adds down first and then the captain at about 50% the captain will release the hounds more adds burn them down and finish the boss. Like last time he will run when his HP gets too low

 

     Upon reaching the finale area you'll be pitted against a Sahagin boss instead of the Captain from before during this fight there will be four grates on the ground that start to "bubble" when they do the free dps and healers need to run over to them and activate them to stop the bubbling. Failing to do so will result in an add spawning in taking more time to clear the fight. Melee dps should limit break the boss at about 15-20% HP. This boss has no noteable attacks just standard aoe type moves that you'll want to avoid. 

02

03

The Tam Tara Deepcroft
 
     The second storyline dungeon you'll come across is the Tam Tara Deepcroft this dungeon has technically four fights you'll need to clear the first three will be a Dalamund Priest, and a few Imp adds after killing the priest and imps a soul collecter type voidsent will spawn kill it and activate the cultist orbs after each of the three fights. 
 
     The finale boss will act as a standard tank and spank until the imp add spawns in making it invunerable kill the imp so that you can hurt the boss again, at about 50% extra adds will spawn in with the imps kill the imps first then the skeletons and mites then the boss, just rinse and repeat till you kill it. This boss has a few AOE type moves you should avoid getting hit by and the tank should keep this boss away from the rest of the party at all times, as well as grab hate on the skeletons and mite when they spawn to keep them off the healer.
 

04

05

Copperbell Mines
     The third "entry dungeon, this place has three boss fights the first requires you to kill adds that spawn on both sides of the room untill the boss drops down from the upper level. tank it facing away from the group as a standard tank and spank. The second fight requires you to tank the boss in the center of the room while another party member activates the detonating device to spawn a bomb in. Once spawned the tank should pull the bomb next to the slime and let it blow up! don't kill it you'll need to do this three times until theres tiny a group of tiny kill-able slimes then just burn em down. the third boss has two kill methods the first method being you kill the adds that spawn in it takes forever and isn't worth it. the Second preferred by all method is ignore the adds and burn the boss down before they all spawn in. its really easy and the healer can easily chip in with claric stance to make it go swiftly.  
This Page Is Currently Under Construction I Apologize For The Inconvenience. 
This Page Is Currently Under Construction I Apologize For The Inconvenience. 
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