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Post by Taka Tobi on Aug 28, 2013 15:18:07 GMT
Haukke Manor is a lvl 27 Dungeon that is part of the main story line. It is a dungeon in which the final boss actually amps up the difficulty for beginning players and, to me, marks how the end game is going to go. GENERAL TIPS:- Kill handmaidens first, always: Handmaidens are weak non-elite mobs, that will cast a spell call "Dark Mist." Anyone hit by this spell will be terrored for 9 seconds unable to move. It is a large AOE that can be interrupted (although I've been unable to interrupt it half the time I've tried). Handmaidens are generally not part of mob packs and they roam, meaning one may pop up while you are in the middle of a fight.
- Explore all side rooms: This dungeon has "tiny keys" spread out in some of the rooms. These keys will unlock other rooms that have chests. Half of these chests actually contain loot items that will be gear upgrades. And these are rings/neck/bracelets/earrings. I wouldn't skimp on these.
BOSS 1 (Super Handmaiden):I forgot the name of these bosses... but anyways.. Super Handmaiden: - Fight type: Tank and Spank
- Nothing special at all. She is just a buff handmaiden. She will cast a ranged spell called Void Fire, just avoid it. She will also cast Dark mist like other handmaidens, avoid/interrupt it if possible. If a tank is hit by this, he won't be able to defend himself. If a healer is hit with this, that's 9 seconds of no heals.
BOSS 2 (Jester & Skeleton):- Fight type: Double tank and spank
- There are 2 monsters to this fight. I would have a melee physical dps (if you have one) off tank the jester (ranged imp) and have everyone focus the jester first while the skeleton is being tanked. This is what I generally do as a dragoon with parry and the healer has no problem keeping me up.
- There are a lot of spells being cast by both of the monsters, so there will be a lot of moving. I am unsure if it is possible to sleep the skeleton, I have heard it is resisted a lot, but might be possible. Try it.
- Seriously, this fight is a joke, but tough on tanks because of the multiple spells being cast making the tank move and try to hold aggro on both targets.
BOSS 3 (Evil Marceline):- Fight type: Tank and Add control
- Through out the fight, Evil Marceline will cast normal handmaiden abilities as well as Darkness (a blind). Remember to avoid Dark Mist. If a tank gets disabled this way, they can't parry or mitigate. They will die.
- Parties who try to just rush the boss when adds spawn are going to have a bad time. You NEED to stop DPSing and focus on the tasks like disabling lanterns or killing adds. This boss marks the transition between just tank and spank to an actual tactical fight, meaning performing your duties are more important than just DPS.
- Phase 1: 4 lanterns will appear in the corners the room and periodically pulse doing damage (About 50-100 each), meaning that the whole party will take around 200-400 dmg. DPS/Healer will need to just click the lanterns to disable them.
- Phase 2: Lanterns will still appear like phase 1, but now bombs will appear too. Bombs are slow and will self destruct + attack those attempting to disable a lantern which will interrupt the lantern disable. They are low HP, so just kill them and disable lanterns.
- Phase 3: Cluster Muck. Lanterns will stop appearing BUT, now handmaidens and the an Imp Servant will appear. Handmaidens are low hp and will have their dark mist ability. Kill them down ASAP. They are also low damaging, but there are 2-3 of them, so if a tank can grab them great, otherwise, just kill them before they all cast dark mist and wreck your day. The imp servant will have normal spells which are damaging. Make sure to move out of the red circles and kill the imp as well. As a Dragoon i was able to kill a handmaiden in one rotation, so DPS should be able to handle adds fairly quickly. After that, just focus down the boss.
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