Date: 2012-05-23 08:47:34 Views:
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The first truly instanced dungeon you run into while traversing through TERA is called Bastion of Lok. This is intended for players level 20 and up, and can be considered as an introductory dungeon. All of the mobs within are level 20.
In the above image, the blue is the starting area. The rooms are numbered in the order you must visit them in (more details will be given as we go on a room-by-room walkthrough).
Notice: when reading through this, room 11, while it's marked as the last room, can be skipped. Room 10 is the final boss room.
In these rooms you will be fighting Devan Shamans and Bodyguards. While in here, you'll want to follow one of the walls to help keep from overpulling, but other than that it's pretty simple. You should be able to pull 2 of the groups at a time and take them down.
In between room 2 and room 3 you will run into a couple of Assassins. These are not an issue, just be aware of them.
At the entrance to this room you will find a Devan Shaman and Deven Butcher. Kill them before entering the room. Once inside, there are a lot of Dark Imps. The tank should run around the room and pick up both large groups of these (without pulling the other mobs in the room along the back wall) so the group can AoE them down.
At the exit of the room (where you enter the hall to room 4) you will find another Shaman and Butcher. Kill these and move into the hall. As you fight these, be aware that there are a couple of Assassins in the hall. To avoid pulling them, you can move the two mobs into the room, or if your group can handle it you can just take on all 4 mobs at once.
At the entrance to this room you will run into another Shaman and Butcher. Take them down before entering. Once inside, there are Shamans and Bodyguards, like the first room. Try to get these down in groups of 4, but be aware that there are two Assassins that will path through this room as well. Just keep an eye out for them. At the end of the room you'll find another Shaman and Butcher.
This room houses Tetra Aniask, the first boss. She's a pretty quick mover, however her attacks are not too fast, so it's easy enough to take her down with minimal damage. With her down, the Soulcrusher, a large golem, spawns in her place.
Soulcrusher's attacks include a frontal cone, full 360-degree AoE, ranged pouncing attack and a ranged ground AoE that hits multiple areas. The only player who should be in front of him is the tank, and everyone should be careful for the pounce attack. The rest are easily healed through if need be.
Upon Soulcrusher's death, the door to room 6 will be opened. First, however, you'll need to return to room 3.
This room is the same as before, with the only difference being that you need to take down the Dark Imps first (both groups in the middle can be taken at once again), followed by the 2 Butchers and Shamans along the back wall.
Once you enter the hall, you will find 2 Assassins again. Ensure that you kill these prior to moving forward.
In this room you will find 2 sets of mobs, each containing a Priest, Lancer and Slayer. Take them down one group at a time, focusing down the Priest first. Be sure to fight these on the same side of the room as they spawn, as there will be pathing mobs as well: a Butcher and a couple of Broken Zuulhounds.
In the next hall, you will find multiple gates and Dark Imps. Kill the imps while AoE'ing the gates at the same time to break through. In between the 2nd and 3rd gate you will also find another Butcher and 2 Broken Zuulhounds you'll need to kill, but these can be taken down with the Dark Imps. The same goes for after the 3rd gate.
At the entrance to this room you will run into 2 Nephirs. These do 360 degree AoE's but with a short range. After they're dead, enter the room and pull all of the Hyena Sentries. At the back of the room you will find Tarnos and a Bastion Mystic. It's best if you can kill both of these together (AoE), however Tarnos is the much bigger threat. Note that the Mystic is ranged.
When they are all down head back into the halls towards room 8. You'll be fighting another Butcher and Zuulhounds on the way so kill them.
This room is just like room 7, with 2 Nephirs at the entrance (and exit) and Hyena Sentries, a Bastion Mystic and Tarnos inside. Just repeat what you did in 7.
The hall between room 8 and 9 has a Butcher and 2 Zuulhounds.
The entrance and exit to this room have 2 Nephirs. Once inside, there are Ebon Imps. Pull all of these at once and AoE them down. At the back of the room are a Bastion Reaper and Sorcerer. Keep these together and AoE them down as well. The Reaper has AoE's.
The final hall has a 2 sets of Butcher and 2 Zuulhounds, as well as 2 Nephirs guarding the final room. You can deal with these room-by-room or just clear the hall all at once.
This is a boss room that starts with a lot of Auric Imps. Go ahead and pull them. If the boss comes as well, you can engage him as the Imps are pretty easy to kill.
The boss in this room is the Bloodbound Vulcan. He does a hard-hitting pounce (that knocks you down), an AoE fireball, a stomping attack that does damage with every hit and a point-blank AoE. The key to this battle is to keep moving!
This room is just like room 9 with Ebon Imps being AoE'd, then the Bastion Reaper and Sorcerer.