Spear of Destiny: Picked up from the corpse of a dead Kyrian (see photos below for reference). To prevent this, utilize line of sight to get them close to a wall and turn them around so their back is to it This makes them very prone to pulling other packs before you are ready. They will periodically jump in a straight line away from the way they are facing.Hurl- uninterruptable cast that deals a moderate amount of physical damage to random targets.If your group does not have enough cc and displacement abilities to keep them contained tank them in the following position to keep them grouped together: If you go to the left: The Forsworn Skirmishers can be a pain to gather as they jump away periodically. Rake - bleed - tank hit with a stacking bleed that can get very dangerous, be ready to kite and have your group slow/displace the mobs for you on higher keys if you have no way of removing it.You can also let your group wait before engaging combat and use a physical immunity such as Blessing of Protection to gather them up.If you run through the stealthed mobs quickly enough with a speed boost (or mounted), you will bring them out of stealth without being in range of their stun.Hitting them first with an AoE ability that does not need to be targeted (or Flare) will cause them to not cast their initial Pounce hit.Be prepared and put physical mitigation up before you run through where they spawn.Pounce - tank hit - they start in stealth and do a lot of damage + a stun when they initially hit you.(there are a few more scattered throughout that are alone, but this map shows when they are in packs as that is when they are the most dangerous). See below for the other dangerous Stealthclaw locations. If you go to the right: There are 6 stealthed Forsworn Stealthclaws along the path right after the first boss. You have a few options with pathing here based on the route you are following as you can go left or right after the first boss both paths are similar to each other in appearance but have differences in mob type and count - for the most part the left path is the easier one based on the mobs and you don't often need more trash percentage than it already gives unless you are skipping a lot earlier or later in the dungeon. Rebellious Fist- interrupt - deals a high amount of magic damage to everyone within 30 yards - can be outranged as a last resort.Dark Lash- interrupt ( tank hit) - magic damage hit on the tank, not as high priority as most other interrupts but should be gotten with any free interrupts.Burden of Knowledge- interrupt ( magic dispel)- if you don't kick it the healer can dispel the magic DoT it applies (since there are SO many kicks in this dungeon, this may free someone up for another interrupt somewhere more useful).Sweeping Blow - frontal cone ( tank) - face away from group. This can be purged off of the mob and a friendly player can pick it up (make sure it's a tank or melee dps!) and do BIG damage with it.Imbue Weapon- self-buff ( purge) - makes their next 5 attacks deal extra magic damage if you don't have a purge, this cast can be stunned.The mobs are all quite easy and there is only one direction to go. The mobs and path are pretty straight forward in Spires until you reach the first boss.
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