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Dungeon Guide: Spindleclutch Veteran Mode

Tiarna de na Iolair Corcra
Jairone
Tiarna de na Iolair Corcra
  • GW2: Jairone.6270
  • ESO: @Ytterin
Posted On: 04/11/2015 at 05:52 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.


Mad Mortine:

This boss has zombie adds.  AOE them.
The boss uses a heavy attack, tanks should block.
This boss can be skipped.


Blood Spawn:

This boss uses a heavy attack.  Block it.
This boss uses a self centered AOE.  Get out of it.
This is a timed boss.  As you fight rocks will drop from the outside of the room inward.  Kill it before they crush you.


Praxin Douare:

This boss is a longer fight, and arguably the toughest encounter out there.  To start, there is a little RP, followed by the main boss spawning.  At this point attacks against the main boss may start.
The boss will summon four sets of adds.  The first is all minor spiders, AOE them.
The second has a big spider and small spiders, AOE them and kill it.
The third has humanoids, kill healers and other minor adds, then focus on the named ones.
The fourth is the final boss from normal, The Whisperer.
The mechanics for these adds are pretty easy, and it is honestly just a matter of controlling them and killing them.  However, in the middle of all this the main boss starts attacking.
The main boss uses a ranged magic attack, so a tank taunt and that wonderful 1h and shield reflect/absorb is awesome here!  In fact, this can save you a wipe if your healer dies to one of the other mechanics, so tanks should be ready to use this strategy!
The main boss also uses a frontal three pronged AOE.  It can be faced into the wall so it only ever hits the tank, unless the tank must move for the last mechanic.  Tanks should return to where they are not exposing the group to this mechanic.
Finally, the boss summons a red ring on one player.  The player may move initially at will, and should move away from other players.  They will get a moment of stun, and then the ring changes.  This time the ring moves and the player must follow.  Anyone who enters it will die, and if the player exits they die.  Since the player cannot control the ring, other players must move out of the way.


Flesh Atronachs:

3 Flesh Atronachs will 'block' the way, using fairly standard flesh golem mechanics.  They get some benefits if one dies, so AOE is nice to try to kill them at nearly the same time.  However, the only real difficulty will be for the tank dodging their attacks and keeping them all.
This boss may be skipped.


Urvan Veleth:

This boss starts with 4 adds.  They are tougher than normal trash, and should be the first targets.
This boss uses a heavy attack which needs blocked.
This boss will at times vanish underground, and chase a random player.  Run away, avoiding other players.  Other players should get out of the way.


Vorenor Winterbourne:

This boss puts red circles on the ground.  They hit for ~12k a tick, so roll out.
This boss will raise his arm.  This is a key to block.  If you cannot see, block and use skills that are instant to attack.  He will warp around, and as his health goes lower his damage goes higher.  It will end up being around 18k per hit, but far less if blocked.
This boss will stop and suck the blood of innocents around the room, healing himself.  If going for the gold key ignore this.  If not then feel free to kill these innocents if you wish.

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