Gate of Delirium

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Revision as of 08:22, 14 March 2011 by PWpedia>Sangodoc (Various cleanup; removed sigs)
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Directions

Extreme west of the map at the western end of the Valley of Death canyon. Southwest of City of the Lost.

File:FB39 Directions.jpg


Bosses

File:Farren serenity.png

Farren Sereneti

Toughest boss in the instance.
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.
He has lots of mobs around him which you have to 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.
Cleric heals tank at max range using IH.
Veno and mystic sends pet and stays at max range.
Barb tanks. Be sure to hold aggro or squad will most likely be wiped by AoE.
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.
Assassin should take care not to aggro. DD, Bloodpaint, make it bleed, and rarely use your skills to help the barb hold the aggro.
Archer should stay at max range and helps the others DDing. Stun it as much as you can to help out the tank.
Psychic and wizard stays on max range and DD. Be careful not to aggro Farren or AoE could cause squad wipe.


File:Calcid.png

Calcid of the Flame

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.
It's the easiest boss in the instance, but the barb still needs the 3 Ironheart Blessings before attacking it.
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.


File:Hercule trioc.png

Hercule Trioc

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.
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.