Gate of Delirium: Difference between revisions

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== Directions ==
==Overview==
Extreme west of the map at the western end of the [[Valley of Death]] canyon. Southwest of [[City of the Lost]].
 
'''Location:''' Extreme west of the map at the western end of the [[Valley of Death]] canyon. Southwest of [[City of the Lost]].<br>
'''Wine:''' Daughter's Wine x2
 
==Map==


[[Image:FB39_Directions.jpg]]
[[Image:FB39_Directions.jpg]]


==Doors/Guards==
At this point in time, there are no guards and the doors are both open.
Before the patch that removed the doors, there were two mobs by the name of ''name'' that patrolled the room marked on the map. If you killed the large one (the one that looks like a Venomous Ghoul), the door closer to the entrance would open. Killing the smaller mob (the one that looks like a Dustwraith) would open the far door.
It was common practice to kill the smaller mob and open the far door regardless of which path you needed. This is because even if the first door was shut, you could still walk around the door, by hugging the wall on its left side.
There also used to be a door behind Calcid, requiring you to kill him before proceeding.
==Bosses==


== Bosses ==
There are three bosses in the ''Gate of Delerium''.
 
===Farren Sereneti===


[[Image:Farren_serenity.png]]
[[Image:Farren_serenity.png]]


'''Farren Sereneti'''
'''Location'''
 
Farren is located in the center northern room of the dungeon, as indicated on the map.
 
''The Battle'''
 
Farren has a very strong physical AoE that can wipe parties that aren't ready for it.
 
First, there are some mobs around Farren that should be [[Venomancer Luring|lured]] and killed off one by one. It's possible to just lure the boss, but it is not recommended as his AoE can quickly take out half (or more!) of the party if he is not caught early enough.
 
The cleric should stack the tank with Ironheart Blessing (IH) before they run in and stay at max IH range for the duration of the fight. If you are getting hit by the AoE, try to keep Plume Shell up to help you take the hits.
 
Barbs, Seekers, and BMs should tank this boss. If you are the tank, go all out, and do as much as you can to keep aggro.
 
Assassins are generally too squishy to tank this boss. Use Chill of the Deep and skills to keep your dps down and not draw aggro. Use a bow at max range and back up now and then to heal up if needed.
 
Archers, Wizards, and Psychics should stay at max range. Don't overdo your DDing as you don't want to pull aggro and make the boss run towards you.
 
Venomancers and Mystics should send in their pets and DD from where it is safe for them.


Toughest boss in the instance.<br>
'''Drops to Note:'''
'''Warning:''' Farren has high physical AoE damage.  Arcane Armor and low HP players should stay out of AoE range, which is less than 25 meters.<br>
*Mold: Boots of Shadow Fountain (~31%)
He has lots of mobs around him which you have to [[Venomancer Luring|lure]] and kill off one by one.  Then, after that is done, cleric puts 3 Ironheart Blessings (IHs) on the barb and the attack can begin.<br>
*Mold: Xeno's Sledgehammer (~17%)
Cleric heals tank at max range using IH.<br>
Veno and mystic sends pet and stays at max range.<br>
Barb tanks.  Be sure to hold aggro or squad will most likely be wiped by AoE.<br>
A tough blademaster ''may'' be able to tank, but if there's a decent barb, let him tank and just try to avoid getting aggro.<br>
Assassin should take care not to aggro.  DD, Bloodpaint, make it bleed, and rarely use your skills to help the barb hold the aggro.<br>
Archer should stay at max range and helps the others DDing.  Stun it as much as you can to help out the tank.<br>
Psychic and wizard stays on max range and DD.  Be careful not to aggro Farren or AoE could cause squad wipe.


===Calcid of the Flame===


[[Image:Calcid.png]]
[[Image:Calcid.png]]


'''Calcid of the Flame'''
'''Location'''
 
Calcid is located in the middle of the dungeon, as indicated on the map.
 
'''The Battle'''
 
Calcid is a much easier fight than Farren. He uses a physical melee attack and an occasional weak fire DoT.
 
Unlike the other Dodos leading up to him, Calcid doesn't expload upon death.
 
'''Drops to Note:'''


Calcid just has normal attacks, and unlike the other dodo's, doesn't explode, he just does a weak damage over time (DOT) fire attack in addition to his physical attack.<br>
*Mold: Sinister Bow (~17%)
It's the easiest boss in the instance, but the barb still needs the 3 Ironheart Blessings before attacking it.<br>
*Mold: Inferno Bracers (~17%)
The same rules as for Farren should probably be followed, except, Calcid doesn't have an AoE attack, so you don't have to worry about being too close.
*Mold: Sorcerer's Pearl (~17%)


===Hercule Trioc===


[[Image:Hercule_trioc.png]]
[[Image:Hercule_trioc.png]]


'''Hercule Trioc'''
'''Location'''
 
Trioc is located in the far western room of the dungeon, as indicated on the map.
 
'''The Battle'''
 
Trioc is surrounded by lots of Ladywraith mobs that leech HP, making this part very dangerous if you don't lure and kill them before hand.
 
This boss only uses a magic (metal based) attack, and tends to run away from melee tanks.
 
'''Drops to Note:'''
 
*Mold: Wheel of Fate (~52%)
*Mold: Armor of Barbarian Shaman (~52%)
*Mold: Barbaric Warrior's Ring (~52%)
*Mold: Widow's Ghost Amulet (~35%)
 
==Quests==
 
The following quests can be completed in the ''Gate of Deception'':


Trioc is surrounded by lots of mobs which are very dangerous if all of them are aggroed.  The only thing you can do is lure and kill them off one by one.<br>
*Call to Duty: Phantom x3
Same as Calcid without the DOT, but be aware that Trioc tends to run away from the tank.  The tank should back him up into a wall so he doesn't run off to the right into other mobs that may have been left behind.
*Bounty Hunter I/II/III (Levels 50-59)
*Weapon Token II
*The Gate of Delirium
*Statues
*Ghost's Meditation
*Evil Force

Revision as of 00:38, 11 July 2011

Overview

Location: Extreme west of the map at the western end of the Valley of Death canyon. Southwest of City of the Lost.
Wine: Daughter's Wine x2

Map

File:FB39 Directions.jpg

Doors/Guards

At this point in time, there are no guards and the doors are both open.

Before the patch that removed the doors, there were two mobs by the name of name that patrolled the room marked on the map. If you killed the large one (the one that looks like a Venomous Ghoul), the door closer to the entrance would open. Killing the smaller mob (the one that looks like a Dustwraith) would open the far door.

It was common practice to kill the smaller mob and open the far door regardless of which path you needed. This is because even if the first door was shut, you could still walk around the door, by hugging the wall on its left side.

There also used to be a door behind Calcid, requiring you to kill him before proceeding.

Bosses

There are three bosses in the Gate of Delerium.

Farren Sereneti

File:Farren serenity.png

Location

Farren is located in the center northern room of the dungeon, as indicated on the map.

The Battle'

Farren has a very strong physical AoE that can wipe parties that aren't ready for it.

First, there are some mobs around Farren that should be lured and killed off one by one. It's possible to just lure the boss, but it is not recommended as his AoE can quickly take out half (or more!) of the party if he is not caught early enough.

The cleric should stack the tank with Ironheart Blessing (IH) before they run in and stay at max IH range for the duration of the fight. If you are getting hit by the AoE, try to keep Plume Shell up to help you take the hits.

Barbs, Seekers, and BMs should tank this boss. If you are the tank, go all out, and do as much as you can to keep aggro.

Assassins are generally too squishy to tank this boss. Use Chill of the Deep and skills to keep your dps down and not draw aggro. Use a bow at max range and back up now and then to heal up if needed.

Archers, Wizards, and Psychics should stay at max range. Don't overdo your DDing as you don't want to pull aggro and make the boss run towards you.

Venomancers and Mystics should send in their pets and DD from where it is safe for them.

Drops to Note:

  • Mold: Boots of Shadow Fountain (~31%)
  • Mold: Xeno's Sledgehammer (~17%)

Calcid of the Flame

File:Calcid.png

Location

Calcid is located in the middle of the dungeon, as indicated on the map.

The Battle

Calcid is a much easier fight than Farren. He uses a physical melee attack and an occasional weak fire DoT.

Unlike the other Dodos leading up to him, Calcid doesn't expload upon death.

Drops to Note:

  • Mold: Sinister Bow (~17%)
  • Mold: Inferno Bracers (~17%)
  • Mold: Sorcerer's Pearl (~17%)

Hercule Trioc

File:Hercule trioc.png

Location

Trioc is located in the far western room of the dungeon, as indicated on the map.

The Battle

Trioc is surrounded by lots of Ladywraith mobs that leech HP, making this part very dangerous if you don't lure and kill them before hand.

This boss only uses a magic (metal based) attack, and tends to run away from melee tanks.

Drops to Note:

  • Mold: Wheel of Fate (~52%)
  • Mold: Armor of Barbarian Shaman (~52%)
  • Mold: Barbaric Warrior's Ring (~52%)
  • Mold: Widow's Ghost Amulet (~35%)

Quests

The following quests can be completed in the Gate of Deception:

  • Call to Duty: Phantom x3
  • Bounty Hunter I/II/III (Levels 50-59)
  • Weapon Token II
  • The Gate of Delirium
  • Statues
  • Ghost's Meditation
  • Evil Force