DARKSHADE CAVERNS I DUNGEON GUIDE
This Episode of "All About Mechanics" is taking part in "Darkshade Caverns I". This dungeon you have access to at level 12 or if you travel to the opening yourself at lower levels. This is located at South Eastern part of the Deshaan map as shown below left.
The bosses are marked on the map below right with their names and locations. I shall explain their mechanics as well as what you should and SHOULDN'T do while facing them. Tip: Running away from something just means they will kill you in the back, don't run /wink!
Head Shepherd Neloren
This boss is very simple and has very little health but she heals a LOT so the key point to this fight is making sure that each time she tries to do so, you stop her. The heals are incredibly strong and to a group with low damage who forget to interrupt her, this can be a pain.
Fireball - This is a pretty basic attack but it does have a splash/spread affect to it, so try not to stack up to much and stay out of the bad stuff when it lands. Apart from that her basic flame attacks especially while the tank has proper agro, is a minor issue and really doesn't hurt that much at all. However if you do get caught, i would suggest you shield/block as and when and just watch where you stand.
Healing - This boss heals more than she does attacks!
She has two major heals, one which will heal someone else and one which will heal herself. The single target one resembles that of traditional targets with a stream like affect and CAN be interrupted. Make sure you stay on top of this in order to prevent her healing her allies.
The other heal is very similar to that of the templar healing skill line. She animates into a short duration prayer state and when it has finished channeling she receives a HUGE heal (also ticks over time). you MUST interrupt this else this will cause some big problems to groups with lower damage than most. The way to pass this boss, is to STOP her from healing.
This boss is relatively simple with some punishing effects if you don't simple stick to the rules. It is a fairly mobile fight and people need to be on their toes, while dealing with places and cast AOEs as well as multiple waves of adds depending on how fast you dispatch the boss!
Move - As simple as it says on the tin. Periodically the boss will stop what he is doing and then run to another location and start attacking form there instead. This is every few seconds and his initial movement is triggered once the first player gets too close. He moves every 10-12 seconds roughly and spawns anything UP TO 6 kwamas. They all have very low health and can die fast to general AOE damage but make sure your tank controls them.
Burst - When he is about to run each time, he will cast a spreading AOE shock blast, if you are caught in this you will take a LOT of damage so logic plays a roll in this one. When you see that mechanic, move OUT of it and let him reposition himself.
Poison Vials - Occasionally throughout the fight he will throw poison vials onto the floor aiming at whoever he sees fit at the time. These do nasty AOE damage to whoever is caught in them ticking over like a poison dot until you leave the area, do NOT get caught by these and if you do, get out of them as soon as you can. A tank will be able to stand in them although there is no need, but a dps or a healer unless healing a LOT will die in only a few ticks.
The Hive Lord
This boss to some is every PUG's worst nightmare. The basic rule for this boss is to KEEP HIM STILL, but time and time again you will see people running around the room. That is NOT the way to do it. Hold him still, get everyone in close and watch your feet!
Lunge - A very simple RULE rather than mechanic. This is used in many situations and on many bosses throughout the game but people fail on this mechanic the most..."Don't run away!"
IF you run away from the boss rather than standing about 5-10meters away he will jump on your head! Simple...stay close and he won't do it!
Spawn Kwama - A very small AOE effect will appear at the bosses feet and he appears to be digging into the ground. Get out of the affect (it snares and hurts) then 3x kwama will spawn. They are very weak and can be killed fast with AOE. Your tank should control them and NO ONE should be running away.
Slam - A small cone attack slam, in the direction of the tank or whoever has agro. This is avoidable and blockable so be sure to block if it is aimed at you. It doesn't hit too hard though.
Ground Pound - The most dangerous, scary looking and EASY mechanic to this boss. He pounds the ground like mad repeatedly hurting everyone inside the massive AOE every time he hits the ground until he stops. There is one way to avoid the entire mechanic. BASH/INTERRUPT him and he WILL stop.
For the last time, do NOT run away, he will jump!
This boss one of the easiest in the dungeon. A big squid looking netch with bad breath basically. He will always attack whoever has agro so your tank should simply hold him still on the spot while your dps and healers stay behind him spread out.
Heavy Attack - As simple as it sounds, the boss has a heavy attack. Whoever has the agro (should be the tank) simply block it. It barely scratches and you don't need to run around the room like a maniac, relax.
Poison - This ability is pretty huge, covers the real-estate of the boss roughly and does quite a bit of poison damage over time if you are caught in it, BUT it is placed on the ground so very easy to avoid. All you have to do is step out of it and you are safe. Again no running around the room, there is no need.
This is also interruptible if you are fast.
Nasty little boss this one. He is small, has a few adds around him which the tank NEEDS to pick up fast before they overwhelm the group and above all keep this guy as still as you possibly can. If he gets loose it is all over. I highly recommend you spread your healer and dps out a bit so you don't all get hit by the same thing at once.
Dart - A really nasty long ranged heavy attack which must be blocked. This should only hit the tank but if the taunt is dropped or you don't have one you MUST block this.
Slam/Jump - Occasionally the boss will jump up in the air and quickly slam back down again onto the ground. A small AOE will visually show its range but you do NOT want to get caught in this. A tank can withstand the blast and should block but a dps will be lucky to live through it in most cases.
Steam Attack - Occasionally the boss will charge up a kind of swirling steam attack in the direction he chooses, this is devastating to a dps so avoid it at all costs BUT this can be interrupted. You are looking for a small round AOE affect on the floor moving in a straight line. DON'T get hit!
Spin - This is the one the tank needs to control. Keep your stamina up because you will need to block this. The boss will go into a craze and spin for a few seconds, each tick of damage will hit anyone in the area and he will home in on the agroed target. The tank needs to keep the boss still and either BLOCK the damage. If this catches a dps, they will die. If unfortunately you have no choice and it is chasing a dps or a healer, then the chosen target should kite around the boss in a small circle avoiding the aoe until he has finished and settled down again.
Sentinel of Rkugamz
The final boss in Darkshade caverns is pretty simple but all manner of things can go wrong. He has 3 basic mechanics which are VERY easy to determine which is which because they are colour coded by the lights on his body. The tank should keep this boss as central to the room as possible at all times and pay close attention to the colour changing. The group needs to pay close attention to the changes of the bosses routine and be sure to NOT sprint around headless...speaking of which, on to the mechanics!
Decapitate - This is the mechanic that happens when the boss is YELLOW... While he is yellow he will aim at the tank (or whoever has agro) and will do 3 heavy attacks about 2seconds or so apart from each other. These heavy attacks have a cone affect on them too so ANYONE caught in it will get hit. The tank MUST block or it is dead. and any dps caught by this will die too so do NOT spin the boss. You can dodge roll backwards if you really really must but do NOT spin him. Try to keep him still, and if you are a dps or healer do NOT stand in front of the boss,
Lightning - This phase happens when he is blue. He will raise his arm and fire shots into the air. These will land on a chose players head and the way to avoid the damage is to very simple, keep close to the boss while keeping up your damage/heals etc and circle him slowly moving out of the way of each falling meteor type shock pool.
The Spin! - This is the big one and destroys PUGs. When he turns RED, he will choose a target. The tank if you are lucky, but 9 times out of 10 it is someone else. You need to understand how to handle this. He will spin like made doing physical damage every tick in side the AOE of the spin and SLOW you down with a snare. So if you get hit once you are pretty much dead and he cannot be taunted. The trick to this is to keep moving...
HOW you move however makes a big difference. You need to co-ordinate.
Whoever has his attention needs to move in a reasonable sized circle to keep him off them BUT, try to gauge it so that the circle makes him deliberately stay INSIDE the damage already placed on the ground by your group. You can move around in a 15-20meter circle at most and still make him take tons of damage. BUT as soon as you start running around like a headless chicken, damage wont be applied and the fight will last way too long. Also another thing to pay full attention too. DON'T yolo into your team mates. They will die getting caught by it. Relax, go around in a nice circle and keep him in the damage until he has finished, then let the tank take him back
Spiders - At 25% and under he will spawn dwemer spiders in the room. They are usually pretty spread out, and they just sit in little green circles. IF he touches the circles he will heal, IF he does not, he wont. So your call. Kill them if you want, or simply keep him away from them. They are not a real threat.
Here is a list of all the loot you can expect to find in Darkshade Caverns I. On normal the loot is blue and the boss does NOT drop a monster helmet, but on veteran difficulty all of the loot is purple and Sentinel Of Rakugamz DOES drop a special monster helmet. Note Each individual boss can drop a unique item but generally the weapons and jewellery (non named items) come form the last boss) HOWEVER weapons and jewellery and regular loot can also drop from trash and chests, so loot everything!
Thank you for taking the time to watch the content and read this guide.Be sure on your travels to remember, although once you get very experienced you may make these dungeons much easier and faster... it starts from the ground up and it's...
"ALL ABOUT MECHANICS!"