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Rift Darkening Deeps Dungeon Guide

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Darkening Deeps is the second dungeon for the Guardian players, located within the zone Gloamwood. This is a somewhat dark dungeon, although it does have a bit of humor in it as well if you are paying attention! While you take part in this, it is highly recommended that you turn up your sound so you can hear the various chatter that is happening, as there are definitely some laughs to be had, at least on the first run.

For Guardian players, there is a single quest that you can pick up prior to entering, called The Toxic Source. Paladin Oakheart gives out this quest, and he is located beside the Porticulum Master in Gloamwood Pines.

Along with the faction specific quest, there is also one more that is located inside the dungeon itself, called Dragon Worship. As soon as you get in the dungeon, you should see the NPC that gives out this quest, Crusader Bertrand.

This dungeon is a little interesting in that you really have two paths you can go through (one of which will depend on if anyone needs to knock out the quest Dragon Worship). If you go up to the top of the dungeon first, killing all of the mobs along the way, you will have an easier path to the bottom afterward. Alternatively, you can just head straight to the bottom, though there is a penalty for doing so: there will be constant fireballs thrown at the ground as you are trying to get through, adding a bit of challenge while you are trying to fight off the mobs.

Which path you take will ultimately depend on your group. While going up to the top first is the safest route, it also takes a lot more time since you are not only running to the top and then back down again, but you are also killing all of the mobs that are found along the way. If you are with a smooth running group, going the straight to bottom route is the faster one. The other thing to consider, though, is that if you are doing this dungeon for loot or experience, more mobs means more of both of these, so going to the top may take a bit more time but you will also be getting more of the rewards you are going for. Regardless of your choice, it is best to work this out with the group before moving out and starting battle, just to be sure that everyone is on the same page as to what is going to be happening.

For a listing of each of the bosses found within the dungeon, as well as where all of the idols are for the quest Dragon Worship, please refer to the two images below. The first one is for the idol locations and the second is for the boss locations:

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Boss One – Alchemist Braxtepel

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Alchemist Braxtepel is the first boss you will come across in Darkening Deeps. This fight is in a format similar to the fight against Trickster Maelow back in Realm of the Fae, where there is a main boss and two minions that must be killed prior to taking it down.

Before you start this fight, it is a good idea to clear out any mobs that may be near the boss. There are some to the left of where you come down at, and while these usually are not going to be an issue (unless someone happens to run close to them for some reason) it is still safer to go ahead and kill them. Taking the time to do this will save you from possibly regretting not taking care of them later!

The fight is pretty simple. You want to kill the two minions using either single target skills or AoE's, either of which will work fine. As soon as both are down, plow through the boss himself for the kill. The skills to watch out through this battle are:

  • Bombard – this is a ground based AoE. As long as you are keeping an eye on the ground it is pretty easy to avoid
  • Hot Tar – this is a DoT that is used on a random player, so it should be cleansed or healed through
  • He will also be using a frontal cleave, so you do not want to stand in front of him if you are melee and are not the tank

Boss Two – Michael Bringhurst

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Michael Bringhurst is the second boss you will come across. Before you start the fight, it is well worth listening to the chatter that is going on if you have not ever done so before. At least for me, it is pretty entertaining and I love to listen to it!

When you are ready to start the battle, you will need to speak to the NPC in the image above. This will cause a small scene to start, after which he will be transformed in to the werewolf you are going to be fighting, as shown below:

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This fight goes along with what you probably already know about werewolves, in that they are strong to light. Michael Bringhurst is the same way, and you will want to keep him in the darkness as much as possible. In a sense, you can view the light as empowering him by transforming him more.

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The image above should help get a better understanding of the difference between the light and dark areas of the fighting area. You want to keep the boss in the darkness as much as possible, although you can not do this the entire fight due to the dynamics at play.

What happens in this fight is as follows:

  • The boss will only move to the tank if he is within melee range. It is important, therefore, to always be in a good range of the boss, otherwise he will not move, which causes him to do the next thing…
  • If the boss is not within melee range of his target, he will start spamming a very strong AoE skill that will likely wipe your group if you do not catch it in time. This includes, for example, if a ranged player pulls threat, so you need the tank to always be in control of the battle
  • Every once in a while, the boss will run to the center of the light, fear the entire group, go invincible, remove any debuffs and DoT's he has on him, and then build up some stacks of his attack buff. After he builds up a few, he will go vincible again. When this happens, everyone needs to hold off on attacking until the tank pulls threat again (in case he has lost it), as not doing so will cause him to start using the strong AoE's previously mentioned
  • With each second that the boss is in the light, he will get a stack of a damage buff. This will keep increasing damage with each stack, but it will decrease by one with every attack he does. You really do not want this to be built up high, so be sure to keep him out of the light as much as possible!

Boss Three – Tegenar Deepfang

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Next up is Tegenar Deepfang, a large spider that can be quite deadly! This fight is pretty easy once you understand it, though it can take a little getting used to.

Throughout the fight, Tegenar will be turning random players in to cocoons. You will always know this is happening before it does because there will be a yellow emote that lets you know who she is looking at. When you see this, everyone but the tank needs to target that player and start attacking to break them out of the cocoon as fast as possible. Not doing so will keep them out of commission for up to two minutes, and in that time other people will be cocooned, so you do not want to let it go.

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The boss also poisons the tank with every hit, along with a cleave effect on it, so he should turn the spider away from the rest of the group to avoid getting multiple people hit with it. This is a pretty easy thing to handle.

The last thing that happens is at seventy percent and thirty percent health, where a lot of smaller spiders will spawn from the two small pits where you are fighting. These will need to be picked up fast by the tank, as they can kill players very quick, and then they should be killed by using AoE's. If someone ends up cocooned during this phase, whether you focus on them or the spiders will depend on how important they are to getting the spiders down, but in most cases you can just AoE all of it (the baby spiders, the boss and the cocoon).

Boss Four – Gedlo Council

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The Gedlo Council consists of three different bosses you fight all at the same time. Their names are Warlord Swedge, Incinerator Gerbik and High Shaman Nuggo.

This fight is a bit different from the others in which you fight multiple mobs because with this one, each mob has its own skills and when it dies the other two mobs get new skills. They are all as follows:

  • Incinerator Gerbik – he uses ranged skills, consisting of fireballs and frontal cleaves. He will occasionally put ground AoE cones out as well, though this does not happen often. When one of the other bosses dies he gains a new DoT, and if both of the others die he will get a charging skill that knocks people back
  • Warlord Swedge – he is a melee boss that has a frontal cleave and can charge players, although he will not charge anyone that is within melee range of him. This means that you want to be behind him, but still be somewhat close if you want to avoid the attacks. When one of the others dies he will gain a DoT, and with both dead he gains an AoE fire spell
  • High Shaman Nuggo – he can heal himself with an HoT, as well as a damage shield that reduces his incoming damage. When one of the other bosses dies he gains a channeled fire spell and when both are dead he gains a frontal AoE fire spell

When any of these mobs dies, both of the others will instantly go to full health. For this reason, you will want to focus your efforts on single target skills, rather than AoE, as you want to pick and choose the order in which each of these dies to make the battle easier. The plan here is to take down High Shaman Nuggo first, as he can heal himself and others. With him down, you will want to take down the Incinerator, as he has ranged attacks and is the most deadly to other group members. Finally, you want to take down Warlord Swedge. By the time you get to the Warlord, he will be using all of his skills, but he is still pretty easy to kill when he is by himself. With all three bosses down, you are finished with the dungeon!

Games


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