Date: 2012-09-13 22:33:02 Views:
| Author: Raptorak | |
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This dungeon is most like Sky Garden, where the battles are on platforms and the average run is pretty quick. There are a total of 4 bosses within.

This battle involves the boss jumping a lot and doing frontal AoE's. It's a pretty simple battle against the boss himself, however this one involves someone (usually the healer) being very attentive as to what's happening.
Along the outer perimeter of the platform the boss is on, there are 4 pylons. There will be an emote that says "I shall melt the stone at your feet" throughout the battle. Around 3-5 seconds after this emote pops up, the healer should break one of the pylons. It's important not to break it right after the emote, or it will be too late. The point of breaking the pylon is that it gives a buff that alleviates the damage that comes from the melting ground. As for the best method of taking down the pylon, it's to lower its health ahead of time and then finish breaking it by tossing a couple skills when it's time.

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This boss is one that takes a little getting used to. It's a crab, so you should be prepared for side-steps, jumps and AoE's. But this isn't the most deadly part of the battle.
When you first get into battle with Agarta, you will see two pipes appear on each side (north and south) of the platform. These have bores inside them that come out, killing anyone they touch. It's important not to get hit by them. Furthermore, there are spikes all around the outer perimeter of the platform that should be avoided, although their damage isn't nearly as high.
For ranged classes, this battle is quite easy. Head to the south wall and hug one of the bores (basically wedge yourself up in the corner of one of the pipes). This will ensure that you can't get hit. Depending on where the boss is being tanked at, you may or may not be able to hit it from here, so you may need to move out and then move back in when you see the emote warning about the bores.
As for melee, the goal is to get behind the crab, in reference to where his position is compared to the bores. For example, if you're directly in front of a bore that's north of you, head to the south side of the boss to avoid it.
As an alternative tanking spot, although somewhat more dangerous, there's the eastern wall. This is free from the bores but cuts down on the amount of movement room there is. Along with this, the bores do damage to the boss, so having him out where he'll get hit is more effective in terms of kill speed.

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Despite being a Lancer boss, Kornus hits quite hard. While the boss doesn't have any special skills you need to be wary of, there are a couple things that go on during the battle:
During this fight, it's usually best to start burning the boss at 35% health (take down the pylon at 40% prior), sucking up the damage from the fire phase and ignoring the final pylon.

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Kaprima is the final boss in this dungeon, and he's also the most deadly. He attacks both forward and backward and has multiple AoE's. Along with this, there are the following mechanics:
Along with this, there is also a new mechanic that kicks in once he gets to 50% health. He will run to the center of the platform where a pillar is. You can continue DPS'ing the boss but do not hit the pillar. After a few seconds he'll pull everyone in, and a snake head will be sticking out of the ground in one of the corners of the area. It will suck in a player and swallow them, and everyone else needs to rush behind it as the boss will launch an AoE that will one-hit anyone not covering. This mechanic will occur again every 10% of the boss' health.

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