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The Rift Guide

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    Pre raid action

    Ensure that a raid team has been conrmed on the Raid planner, if it has not conrm one1.

    using the sign up rules on the Rift forum.2.

    As early as possible start getting the raid together (usually about 7:30) however only do3.

    this if it looks like u may be able to ll the raid ppl dont like being made to stand around. If

    it gets to 8:00 and you are still missing people or if there are not 12 conrmed for raid start

    considering replacements, ask in Kin to get required numbers.

    Ensure everyone has relevant pot (at least one +5 15mins, at one 30min per group it at-4.

    tempting thrang and an extra +30 if attempting the balrog) also ensure where possible that

    they have Pure Healing draft for wounds also the posison and disease ones can be life

    savers later in the rift.5.

    Get all 12 ppl either to the kin house, or the rift. If its a balrog run they may also go directly6.

    to Rivendell for hope.Ensure everyone is on TS even if they can only listen in and cant talk.7.

    Make sure at least one hunter has the rift set as home, if more than one does have one8.

    hunter in each raid group for port.

    Once all members are at the rift arrange the raid groups.

    I usually got for a DPS group and a Heavy armour group, so :

    One minstrel per group, also if there is more than one capt or burg split them between the

    groups so each group receives the benets (if only one capt put it in heavy group, Lore

    masters also usually like to be in the group that has the capt for buffs). Tanks, champs capt in

    heavy group, dps group will be any hunters, burg lm etc providing that group has a capt (see

    note on LM preferences) Set raid assist targets (right click member, raid, set as raid assist

    target) usually just a hunter than knows the ghts for the rst part of the rift. You may need to

    change the targets for different boss ghts. I also like to have a piece of paper next to me, I

    write down the 12 attendees and then right next to their name if they receive a teal

    item for dkp, as this will reset their dkp and they will only earn any from that point onwards.

    Your now ready to raid.

    At any point when you want to know everyone is ready to move on do a ready check,

    /readycheck or right click ur own name and choose readycheck from the list.

    Ok presuming all the above is done you will now have entered the rift and be looking at the

    rst set of mobs.

    The first mobs

    Troll and Troll keeper

    The quick talk through is all out dps on troll keeper while trying to keep troll and troll keeper

    close together, ones keeper dead kill troll.

    The longer explanation is, while the troll keeper is alive he has two effects on the troll, the rst

    is that the troll will have random agro meaning it cant be tanked in the traditional sense, the

    second is if it moves out of the keepers radius (a small distance) it will get a melee / aoe buff

    allowing it to do massive aoe damage (crits at 2000 hit points of damage) so we take out the

    keeper in double time rendering the troll weak.

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    Slave master, Slave, and workers.

    Have the hunters lay traps and LM lay Tar, assign one stunner (LM or burg) to each of the

    slave master and slave they should then chain stun /mez their target. The workers will then run

    into the group, heavy armour should pick up the agro and we aoe them all down. You need to

    keep an eye on the position of the slave and slave master, if they get into the group have them

    feared back out, if they get stunned in the group call for no AOE.

    Once workers dead choose slave or master, usually depending on position and have the group

    kill it.

    Two things to note, the slave is a healer so can be interrupted to stop her heals but shes

    nothing special, the slave master on the other hand can buff himself and mobs around him, if

    he goes into an animation and says ill put an end to u vermin he needs to be interrupted, the

    buff he gives is called aura of command which gives +300% damage to all mobs near by.

    Once all dead move on.

    Round the corner there is a slave master some workers and some pale folk; Have a stunner

    stun the master, kill the pale folk and workers then kill off the slave master. Move up through

    the cave at the top there is a troll and troll keeper, see tactic above, its usually easy to pull

    them into the mouth of the cave as it keeps the troll and keeper close together. You now have

    a slope going down at the bottom is a slave, slave master and workers, use tactics as above to

    clear them.

    Go down slope u will have some pale folk and a master. Stun master kill pale folk then kill

    master. Move down to ground oor and position opposite giant and mobs.

    Have hunters lay traps and LM tar.

    You have two slave masters and two groups of workers and pale folk.

    Assign a stunner to each slave master, if possible have the LM root a group of workers and

    then both stunners stun masters,

    Kill all workers and pale folk as they come, keeping masters chain stunned. Once all work-

    ers done choose a master to kill (one is blogmal master other is taurkrip) once both are

    dead go to giant and speak to him then run up to the slope while he talks and starts ghting.

    At top of slope u have pale folk a guard and a slave master, stun master kill others then kill

    master.

    Move into caves, have group stay in cave while tank pulls troll and keeper, see troll / keeper

    tactics.Move out of cave and right, there will be a group of workers and a slave, have a stunner

    stun slave and kill off all workers, then kill slave, and move to the position they were stand-

    ing in, u now clear the barz chamber from this position.

    Have tank pull wandering slave master. Kill him,

    Pull small group of pale folk to the right and kill them

    Then look left have a stunner stun both slave and slave master, kill all mobs then slave

    and slave master as above. One worker will be stuck so u will have to go and kill him from

    behind the pillar.

    You now have a group on the right, stun slave and master, kill the workers and pale folk, u

    will also have a ranger guard get someone to pick up agro on him or he hits the minstrels.

    Once all workers and guards dead move onto the slave and master in turn.

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    Zurm

    A lot like the barz ght, do plus 4 or 5 hope. Assign stunners to slave and master for adds

    Have two people tank zurm (usually main tank and a captain) let them build up agro and posi-

    tion zurm next to the re with main tanks back to wall.

    Once they have built agro start to dps zurm, one of zurms special attack is he knocks the tank

    back and stuns him and the attacks the next person on his agro list, as long as the capt has

    built agro they will ping pong between them.

    At 100 to 90k you will get troll and troll keeper, everyone should kill them using troll tactics.

    At 80-70k you get slave plus workers, assign stunner for slave and kill workers then slave

    At 60-50k you get workers slave master slave and pale folk. Stun slave and master kill all other

    mobs then kill slave and master.

    Change loot rule to master loot

    All on zurm until dead.

    Open the chest and assign second set of boots.

    Change back to roll /pass

    Moving to the next boss

    Go back to the giant, he will open the passage, go down to the giant camp and wait for the

    butchers to ght the giants, make sure everyone is ready as this is a good point for any one to

    take a afk.

    Move past giants and down stairs sticking to right, at the bottom go immediately right and stand

    on rocks.

    When the roaming summoners are away from each other have a stunner stun a summoner,

    then kill the re worms, get a burg to use enrage to make the summoner come into the group,

    kill summoner ignoring worms, then kill worms.

    Its possible to time it and move up the stairs and into the fruz room after killing one summoner

    or if u feel u want to be safer u can repeat the process on the second summoner.

    Group up in fruz room

    9 10

    Name : Zurm

    Level : 51

    Type : Arch-nemesis

    Speciece : TrollDread : 5

    Hitpoints : 137,260

    Drops : Near Perfect Sapphire (Boots)

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    Fruz

    You will need +5 hope. Change to master loot straight away,

    You need a group at the bottom of the stairs to kill the adds, LM champ minstrel in war speech

    is nice.

    Main tank tanks fruz and go all out dps on him. Pretty easy ght once dead assign loot Fruz

    drops stone for gloves and turn master looter back off.

    Moving to next boss

    U move down towards the next boss room, no special tactics needed just pull and kill mobs as

    u reach them, as long as its done controlled there will be no problems.

    Enter next boss room, there are two roaming summoners, stun one and kill the other and

    worms then kill the stunned one. then pull group of sleeping re orcs.

    Move left, stun drake and kill scrappers, then kill drake there is also a wandering worm that

    side to kill.

    Pull the small draklings, its possible to root or slow them then have group move behind rock

    out of range distance, kill draklings as they come round.

    11 12

    Name : Fruz

    Level : 52

    Type : Arch-nemesis

    Speciece : TrollDread : 5

    Hitpoints : 157,402

    Drops : Sparkling Diamond (Gloves)

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    ZogtarkPlus 5 hope for both groups.

    Have one person tank each drake and turn them also assign a healer to heal them (use 2

    guardians or a tank and capt or a champ) all others kill re worms

    Then all attack right hand drake and kill before it takes off it possible.

    When drakes take off boss comes down, a spare heavy armour should pick it up. Use range

    attacks to kill one then other drake,

    Change to master looter, then all on boss. Take him down and assign teal iteams, Zogtark

    drops stone for Leggings

    Moving to next boss

    Fumerole room

    Move down the right hand side of the islands, ignore the orcs have the crowd controlled as

    best as possible

    Have everyone attacking fumeroles and champs using interupts (clobber) if a searing urufon Is

    spawned kill it after the fumerole. Urufons to reective damage so if any conjunctions do blue

    or green.

    Continue across killing fumeroles, only engage orcs when they are close enough dont let peo-

    ple wander about and attack them.

    When on the last fumerole have on person run toards the boss and start him talking this will

    stop orcs spawning, then continue to kill the last fumerole.

    13 14

    Name : Zogtark

    Level : 51

    Type : Arch-nemesis

    Speciece : OrcDread : 5

    Hitpoints : 138,633

    Drops : Glinting Amethyst (Legs)

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    NarnlubatPlus 5 hope is required. Change loot rule to master loot at this point.

    Assign a hunter or champ to the far darklings and one to the close, they will slow and kill dar-

    klings as they spawn, do not root darklings or use tar as they will teleport. If darkling get to the

    whole in middle of room they spawn at world eater.

    Main tank will equipt a low dps weapon as boss does reective damage. Lms will try to chain

    root the boss so that tank can stay out of distance. Alternatively if there is no lore master the

    tank can kite the boss around.

    Tank will get armour breaches from the boss throughout the ght, these can be cured by the

    lore master with his wound removal.

    The rest of the raid will kill the 4 seers they do not attack and go down quickly.

    Once all seers are dead two things happens, Narnlubat loses his reective damage and can

    be attacked by the whole raid. And the darklings start spawning in twos. You should assign a

    helper to the far hunter / champ (usually burg) the close one should be ok as the group can kill

    his darlings if they get out of control.

    Continue to kill darklings and all others on boss until dead. Once boss down ensure no left over

    darklings

    Open chest, assign loot Narnlubat drops the gem for the chest, and change loot rule to roll /

    pass

    Moving to next boss

    Move into the next area move up the slope killing the mobs, when u get to the top of the slope

    stun the summoner, kill the worms and scrapper then kill summoner.

    The Twins Mini Boss fght

    Both groups need +5 hope change loot rule to master looter

    Assign heavy armour to each of the mobs (shadow eater and stone biter)

    Lm will need to watch out for wounds

    All attack shadow eater (the bigger of the two) until he gets to just under 10k

    Then all move onto stone biter and dps him down, when both are close on morale try to aoe

    them both down, the object is to kill both as close as possible. Once the bosses are down kill

    any adds or darklings that spawn, assign any loot that drops from the chest.

    Set loot rule to roll /pass.

    15 16

    Name : Narnlubat

    Level : 52

    Type : Arch-nemesis

    Speciece : OrcDread : 5

    Hitpoints : 145,958

    Drops : Glowing Red Ruby (Chest)

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    Thrang

    +5 hope for 30 minutes for both groups.

    Main tank tanks the giant, and the minstrel in his group makes him his top priority while giving

    occasional heals to his group. Rest of the group stands at the bottom of the stairs and ghts

    the waves of mobs.

    First 3 waves are nothing special, use crowd control where needed and work your way through

    the mobs. Fourth wave is 2 summoners, when both summoners are dead there must not be

    any worms alive. So stun one summoner, kill the worms and other summoner then all move

    onto summoner and kill him if at any point he spawns a worm kill the worm before going back

    onto the summoner.

    Once the summoners are dead you will get four shamen. The shamen heal each other morethan we can dps them. Assign some heavy armour to the right hand side of the stairs and as-

    sign them a minstrel (2 tanks and a capt or one tank and a capt are sufcient) the rest of the

    group are on the other side of the stairs, lm will need to clear a wound that thrang will cast

    (usually on tank or minstrel)

    We then pull the shamen round to the dps side one at a time, usually best with a champ doing

    this.

    All the time being careful of the fumeroles that have now spawned.

    Once the shamen is moved we kill it off. Repeat until all shamen are dead, if there are prob-

    lems moving the shamen It is possible to out dps 2 shamen so if u get two on one side u can

    still manage to kill them off.

    Once all shamen are dead thrang will become active. The whole raid should move to the top of

    the stairs

    Set loot rule to Master looter

    All except for the main tank and who ever has the agro with thrang (again usually a minstrel),Lore masters should try to use anti stun on tank as much as possible

    Thrang cannot be harmed unless a fumerole has exploded on him.

    The person with agro should set off a fumerole and let the main tank build agro, no one else

    should hit thrang.

    Once main tank has agro one hunter should use quick shot in strength stance to slow thrang,

    the main tank will then kite thrang around the fumeroles, setting them off and making him vun-

    erable each time he is vunerable someone needs to call that thrang can be hit, do some dps

    then retreat to the stairs.

    Continute until boss is dead. Loot thrang and assign the sword of thrang dkp item. Also loot the

    chest, thrang drops the gem for the helm.

    17 18

    Name : Thrang

    Level : 53

    Type : Arch-nemesis

    Speciece : Orc

    Dread : 7

    Hitpoints : 144,630

    Drops : Pristine Opal (Helm)

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    Thraulach / Balrog

    Before the ght starts you will need to write down a hope order for each group, second in the

    order must have a 30 minute pot make the main tank last in the hope order with the minstrels

    just before the tank.

    You will also need to make leaver room orders.

    The left hand room should be, burgular, captain, loremaster and second champ or guard.

    Right hand room hunter, champ second lore master if available.

    Also if you dont have the hope buff it is best to get people to do destiny hope at the second

    fountain.

    Go into the elf chick room and she does her talk thru.

    She opens the gate and u enter the balrog room go immediately left to the end of the room

    avoiding the water.

    Two world eaters will spawn, LM stuns far one main tank picks up close one and group move

    behind world eater to kill it, darklings will spawn throughout which need to be killed by hunters.

    World eater will also give main tank a nasty wound which lm can cure.

    Once one world eater dead move onto second continuing to kill darklings.

    After elf chick cleanses water move over to other side of room and repeat, once world eaters

    are dead on this side u will get out of combat moments when food or destiny hope can be ap-

    plied.

    When elf chick nishes with water rst ppl on hope list pop 15minute +5 hope.

    Leaver room teams go to rooms remainder of raid goes to glowy circle.

    Next part is all happening at the same time

    On the circle, main tank will re arrows at rog to try and take agro and minstrels will lay hope -

    fully heart and spam heal elf to stop her dying.

    Right hand leaver room, hunter stands out the way, champ goes in and takes agro. If second

    lm available, lm roots large world eater inside room (but away from leaver) hunter runs straight

    in and pulls leaver once champ has agro once leaver pulled lm applies a stun to large world

    eater everyone runs to glowy cirle. If second lm not available then champ can take agro and

    pull large world eater back to the circle.

    Left leaver room. Burg stealths up, capt and second champ or second guard go into room,

    guard and capt take agro on all small world eaters and hold agro inside the room (if at anytime

    they think they will die they can abort and return to circle) once burg pulls leaver, loremaster

    roots small world eaters and maybe stuns any that resist, all run back to glowy circle

    As soon as both leavers pulled and water cleared main tank goes into water and into melee

    range with balrog,

    If needed a hunter on glowy circle can rain of thorns the mobs as they come to the glowy circle

    to slow them

    Rest of raid will ght and kill and mobs that come back to the glowy circle.

    If small world eaters start to do a blue swirly animation they need to be interrupted as this is a

    power drain.

    Hopefully using the above leaver tactic the bare minimum will make it back to the circle.

    Once all mobs are dead on the circle the second people on the hope order pop +5 30 minute

    hope, u will need to make sure the main tank is in range for this also.

    Once hope is popped ask the main tank to use challenge the darkness which will give him the

    balrogs full attention.

    One minstrel must stay on the glowy circle to ensure the tank doesnt die. The trick is to not

    over heal but to back up the elfs heals the main test is when the group returns and the balrog

    starts hitting hard.

    The rest of the group moves left towards the back of the room, they will group momentarily to

    make sure they are together then move into the everseer room.

    Either two champs or a guard and champ will pick up the everseer and move him to the back

    left corner of the room with one tanking and one standing behind, the champ will need to use

    clobber to interrupt the everseer aoe attack, which has an animation of him squatting down.

    The healers will position so that they can heal the two tanking the everseer.

    Hunters move to the right of the room and kill the three darklings that spawn there.

    Rest of the raid moves to the left of the room and kills darklings there, between waves of dar-

    klings they can dps the everseer.

    Burg should apply addle and any other relevant debuffs to the everseer throughout.

    LM will need to remove any wounds caused by the everseer.

    Once the ever seer is dead and all darklings killed the whole group will hide behind the front

    left pillar.

    Change loot rule to master looter

    Burgular will then pull the leavers to re open the door. The order is 1, 2, 4 from left to right.

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    The door will then open and the group will need to stay hidden until the balrog gives off a bale-

    ful roar at that point the whole group moves out and onto the left hand platform (know as the

    minstrel camp) minstrels may need to dash into the water to ensure the main tank doesnt go

    down. Once the tank is under control minstrels can move to the minstrel camp.

    The main tank will then position the balrog so he is not damaging the elf chick. Once he is posi-

    tioned melee can go into the water directly behind the balrog,

    Minstrels will be healing the main tank and the elf chick so if melee get down to around 2k mo-

    rale they need to back off and regen.

    Loremasters should apply stun immunity as much as possible to main tank

    When the balrog reaches 118-115k morale the group other than main tank and minstrels will

    hide behing a pillar at the end of the room, minstrels will turn on lay of the hammerhand.

    At 113k balrog will do a baleful roar, which does approx 2000 points of damage and can strip

    hope. If hope is stripped reapply.

    Melee does not re enter the water

    Balrog will now go into his disease stage, he will now dump poison and disease on the main

    tank at regular intervals, lm and hunters will need to be in range to clear poison and disease.

    It also helps if the hunters put poison removal into their shot rotation to keep it on the tank as

    much as possible, special mention for a debuff called mortal afiction this is a white debuff of

    a eye, if it is allowed to expire after 10 seconds without being removed by hunter poison re-

    moval the tank is instantly killed.

    Between 70 and 50k we can receive another random hope wipe.

    Between 60 and 50k balrog will go into his jump stage

    When he jumps up tank must move out of range as when the balrog land anyone near by is

    instantly killed.

    We continue with the tank retreating and re taking agro between jumps.

    At 12k minstrel in the loremaster group can use song of aid allowing the loremaster to spam

    beacon of hope on the elf chick giving her a mass heal.

    Everyone will now go into the water and try out out dps the balrog.

    At 10k the balrog will try to kill the elf chick, everyone with taunts should try to grab agro, all

    healing will be on the elf chick, high dps attacks, oathbreakers shame, captains can activate

    in harms way and last stand to take and group damage. burg also trys to start a conjunction at

    this point

    Continue until balrog hits the deck

    Distribute loot from chest and from Balrogs corpse.

    21 22

    Name : Thraulach

    Level : 54

    Type : Arch-nemesis

    Speciece : Balrog

    Dread : 10

    Hitpoints : 225,250

    Drops : Firey Quartz (Weapon) / Dazzling Emerald (Sholders)

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    CongratulationsYou have now successfully completed The Rift using the United Kingdoms Guide to The Rift,

    writted by Lokion - Ofcer of United Kingdoms.

    If you would like to learn more about our kinship please visit our website at :

    http://unitedkingdoms.guildportal.com

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