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Dungeon Guide: Crypt of Hearts Veteran Mode

Tiarna de na Iolair Corcra
Jairone
Tiarna de na Iolair Corcra
  • GW2: Jairone.6270
  • ESO: @Ytterin
Posted On: 04/09/2015 at 11:29 PM
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The basics!:

1.  Special attacks are the red aura bash to interrupt attacks.
2.  Heavy attacks are the yellow aura block required type attacks.
3.  Ground effects will always be discussed as AOE.  I will attempt to make sure I discuss where these are placed.
4.  Shrug off refers to the ability to remove effects that stun you with both mouse buttons, just like the bash attacks.
5.  Incidental AOE is damage that affects additional targets near a main target, when the ability is part of your single target attack setup.


Ibelgast:

Ibelgast starts the fight with 2 healers.  Kill them first.
Additional troops will constantly come.  Kill them as they come, or focus Ibelgast and deal with them.  Healers can come, and should as always die.
Ibelgast occasionally places a frost ring on the ground.  Stay out of the ring layer, inside or outside is fine!
Ibelgast can use a Negate-like bubble.  It prevents spells being cast within it, but you can still block and attack, or use spells from outside.  DPS with a reliance on magic with melee aspects should swap to fighting adds, while the tank may decide to move or not.


Ruzozuzapamaz:

What a name!  What a spider!  What an easy fight!
You must break people free when they become cocooned.  Just run up, hit X, then run off.  There is no need to wait on the animation.  This minimizes the danger from the next mechanic.
Occasionally a red circle of lightning will form under a player.  It follows that player.  They need to run, and avoid other players.  They should never try to break somebody free.  They should get healed.
Ruzozuzapamaz! will occasionally summon a few spider adds.  Just kill them, AOE or incidental AOE can be useful for this.


Chamber Guardian:

This is somewhat of a side boss, focused on the quest wing.  It drops loot, so kill it anyway!
This boss uses a fear attack.  Shrug it off, and don't cluster up.
There will be skeleton adds that use a ranged spell attack.  AOE groups of them if your dps is lower, or just finish the boss if it is higher as they all drop dead when the boss does.


Ilambris Amalgem:

This boss is a three phase encounter.
First, deal with the melee and caster pair.  They are fairly simple, with a heavy attack to block and little spots of fire to not stand in.
They will eventually merge.  This summons a big skeleton dude.
At this point, there will be repeated use of several mechanics.
First, fire skeleton summons.  They are weak, and should be slain quickly.
Second, big skeleton summons.  They are not very weak, and should be ignored for the most part.  Wise use of AOE and ultimates can eliminate them quickly, and if you have these in your builds you should go ahead and destroy them.
Third, there is a lightning storm.  It hits moderately, and is no big deal, but is also easy to avoid.  Save your healer the mana, so they can cover mistakes.
Finally, there is a fire storm.  This leave larger circles of fire on the ground, and it hits far harder.  Avoid these, as your healer will be spamming and may still not save you.
Additionally, when at low health, the boss goes into a constant stream of fire storm.  At this point use light attacks or instant hits to continue doing dps.  Use ultimates if you have them.  It isn't a lot of health left, so finishing the fight is merely a matter of not standing where you shouldn't.


Mezeluth:

This is the RNG fight of this dungeon.  You may well be forced to suicide.  Deal with it.  As long as you have a healer and DPS up, you can finish the fight.
To start, you should spread out.  Each player should get one quarter of the circle, and stay there for mechanics as follows.
The boss will put fire on the ground.  Move out of it.  Try to stay at range until he does so, as fire in melee will hurt when he...
Pulls everyone in.  You cannot act.  He will give you a dark aura that will explode.  It does minor damage and a knockdown so long as you are alone, but if two of them overlap you will likely die.
Additionally, he puts dark circles that expand on the ground.
What you have to do to survive is look behind you, turning the camera such that you will be safe, and roll forward (you can roll back as well, if you swap back to facing roughly at him.)  However, you need to be aware of your group members, because if you roll to their area you can kill both of you.  Sometimes you just die on this fight, with three circles in your area, and the group loves you for your sacrifice and not wiping them by trying to avoid it.
When you master not killing each other, or yourselves needlessly, you will win.  The boss has low HP, so it is a quick fight... but it may take a few tries.  Patience is key for this one.


Nerien'eth:

He is the final boss, with a two phase system.  For the gold key, you may wish to have a DPS who can offheal.  This makes dealing with the 4 adds that are left up easier.

Nerien'eth will start the fight with ranged casting.  He uses a direct hit that doesn't do a lot, but will hit multiple people if you group.  Stay spread out unless you are killing adds when they are summoned.
He also uses a ranged knockback, which looks like a big green skull flying over at you.  It hits much harder, and low HP characters (under 15k) should eat something to boost HP for this fight.  Combined with a normal shot or adds it can easily come to that 15k total.
He warps around the room from time to time.  He will either warp to a player, and start a large self-centered AOE, or to a platform.
If he warps to a player, everyone should move away.  He will use a hard hitting AOE attack.
If he warps to a platform, he is summoning 2 adds.  Either kill them, or let 4 build up for the gold key on Undaunted dailies.
He will summon lich style chain AOEs.  Move out of them, use instants to attack and heal.  The spell attack keeps coming, so the healer must have heals that can work for this, or the tank must keep taunts up and use their 1h and shield ability to reflect or absorb these attacks.  Getting caught in these is not instant death, but they can easily kill a lower health player with his spell attack.  They target players (1 each, repeatedly,) so you should remain spread out and select a direction to move prior to starting (all go clockwise, or all go counterclockwise, if looking down at the room.)
@35% he will change phases.  As soon as he starts this phase change, adds for the gold key may be killed.  This is the perfect time to have one person use an aoe ultimate.  The others should have single target ultimates for use on him.  (A Sorc may use the Storm Atronach ultimate as AOE and still have it count for single target.  All Sorcs can drop them at this time.)
This phase change sees him warp to the central platform.  He prepares to use his sword, and will stun a player gaining a damage absorbing shield.  Enough DPS must be done to remove the shield, or the player dies.
As soon as this is done, he goes into melee mode.
In melee form, he uses a heavy attack which must be blocked.
He also uses a special attack which should be blocked by ALL players.  This attack targets a random member.  Blocking vastly minimizes the damage.
Overall damage output is higher, so the healer needs to heal the tank much more.
He will, if enough time passes, return to the center platform to start the sword sacrifice again.  This works just like before, with him coming out still in melee form.

*TIPS FOR THE GOLD KEY!*
1.  Have an off healing dps.  Often the trickiest part of the fight is balancing the adds without pushing him over waiting for the second set to spawn.  The extra healing is handy for keeping everyone topped off to avoid any unpleasant deaths (also makes it less likely the adds will all follow the poor main healer.)  They can weapon swap back as soon as the second phase is started.
2.  Stop DPS at 40-50%, depending on the group.  This allows the healer to use their resto staff to recover mana.  You don't want your healer oom.  When you have 4 adds, stop on them and push the boss over.
3.  Call for the stop on killing adds depending upon DPS.  If the first adds are at >75%, kill them.  This accounts for ultimate use early on.  You may need to hold dps, but not much.  If under 75%, keep these adds.  If your dps is very slow, you may even kill 2 sets of adds with the boss >70%.  This is still easy enough to do, just kill the 2 sets before stopping.
4.  For groups with advanced players, you may use a weapon swap undaunted taunt to split the adds among DPS.  This keeps the healer completely add free, with the tank focusing on the boss.
5.  Group up when the second phase starts for AOE on those adds.  There is no point to making them more of an issue than they are!

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