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Rift King's Breach Dungeon Guide

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King's Breach is the second dungeon set in a zone set for both Guardian and Defiant players. This one is meant for players around level thirty five, although you can join a couple levels earlier than this.

There is one quest that is shared between the factions, called The Bombs of Life. It is located inside the dungeon and is available from Sir Martyn Myrson for Guardians and Kaspar Massi for Defiants.

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There are also separate quests here for Defiant and Guardian. Guardians can get The Prophecy of Nestor from Marshal Kain, and Defiants can get Strange Plots of the Aelfwar from Asha Catari. Again, these are located in the entrance of the dungeon, so there is no need to go searching for any quests elsewhere.

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When you have gotten your quests, you are ready to continue. The map for this dungeon is below:

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Boss One – Hunter Suleng

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Hunter Suleng is the first boss in King's Breach, but you have to do a bit of work before you can get to him. As you look up in the air where he should spawn, you will see some beams of light creating what looks like a rift. To get Hunter Suleng to spawn, you must first get these beams down, which requires killing each of the mobs that is sending them off.

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Before you finish off the last group of mobs here, you want to make sure all the mobs on the ground area, and all of the pathing mobs are already down. If you do not do this, you risk having mobs run in to you while you are trying to take down the boss, and this can be a problem. Once all of these threats are taken down, however, you are ready to finish off the last group of mobs holding the beam of light and then the boss will spawn in the center!

Hunter Suleng is really not that bad. He does have a frontal cleave, so melee damage dealers should be behind him, but other than that, you have nothing to worry about from his attacks. The one thing you do have to worry about (well, a little), though, is that he will be spawning some minions, Warhounds, two at a time. Even so, they are very easy to take down so you can AoE them along with the boss if you have AoE's, or just focus them down for some pretty fast kills.

It is worth noting that if you do not keep the Warhounds down, more will spawn and they can add up over time, so you want to be sure that one way or another they are being killed off. Also, sometimes they can run off to someone else as soon as they spawn, so the tank needs to be ready to pull threat pretty quick (though their damage really is not that bad, so they can be tanked by others in the group while they die, it really is not preferable for that to happen).

Boss Two – Ravalos

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Ravalos is the second boss you will come across in this dungeon, and you want to be sure, again, that all other mobs are already down. There are quite a few that spawn in this room, so check the walls and make sure everything is gone before you start the fight.

There are a total of four different skills Ravalos will be using, so be aware of these:

  • Crystallized Goo – this is a ground targeted AoE that does a lot of damage. Do not stand in it! You will know if you are in it because it makes a crunching sound (that is the best way to explain it), but you will also see the yellow goo
  • Tail Lash – this is a rear based cleave that also has a knock back attached to it
  • Petrify – this decreases the tank's dodge, block and parry. It can not be avoided or cleansed, so just keep the tank up and everything should be fine
  • Gaze of the Basilisk – this is a frontal cleave and stun. It can and should be cleansed when it comes up, and the only person it should ever affect is the tank

Because Ravalos has both a front and rear cleave to him, melee will want to stand off to the sides instead of behind him. Along with this, ranged players should also be off to the sides, just to be safe. If you see the AoE goo on the ground, move out of it if you are in it. Other than that, this boss is a pretty simple fight.

Boss Three – Mondrach or Autoch

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This boss fight is random. Sometimes you will end up fighting Autoch and sometimes you will end up fighting Mondrach. Both of these dragons, while they may look pretty similar, are very different in both their styles and their mechanics. Autoch is by far the most deadly of the two, although he is considered as the melee boss and Mondrach is seen as being the caster. Their skills are as follows:

  • Mondrach
    • Ebon Bolt – this is cast three times in a row with no cast timer, so be ready for a little bit of burst damage
    • Dark Impact – this is a point blank frontal cleave that knocks players back, so do not stand in front of him if you are not the tank
    • Manticore Venom – this is another frontal cleave, this one poisoning anyone that is affected. It should be healed and cleansed
    • Crimson Pyre – this is a ground based AoE that is cast on a random player. To avoid this, simply stay out of the fire
  • Autoch
    • Manticore Venom – this works the same way as Mondrach's, with a frontal cleave and poison
    • Wild Assault – this deals heavy damage and knocks the tank back
    • Wound Charge – this is a very heavy hitting DoT and charge attack. It is only used if a player is out of Autoch's melee range, so stay close to him (behind)

For Mondrach, there is nothing special that the tank needs to do. He may get tossed around a little bit, but it is really not an issue. Just heal through the damage, stay out of fire and everything will be fine.

Autoch, on the other hand, requires a little strategy. To the left of where he spawns, you will see a tree. The tank needs to position himself in such a way that he can be “locked” in to the tree, so to speak. This is because you want to avoid Wound Charge all you can, which requires everyone to be within melee range of Autoch. The issue is that he does knock backs on the tank, which causes him to then run towards where he knocked the tank to, and if you are ranged and are not close enough he will start using Wounding Charge. Locking the tank in to the tree, however, gets rid of this problem altogether by ensuring the boss never moves. Then, all you have to do is have everyone position themselves up behind or beside the boss!

Boss Four – Shadehorror Phantasm

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The last boss you will fight in King's Breach is the Shadehorror Phantasm. It spawns right where the previous dragon did, so move out of the way fast or you will pull threat before you are ready.

This fight, overall, is pretty easy. Right after you start he will use a DoT on everyone that does a lot of damage, so heal through this fast. Then just attack him until he goes invulnerable. At this point he will spawn five minions that each radiate AoE damage, so kite them around and kill them (or just run around in circles while avoiding them. They will go away eventually, although it is better to just kill them to speed things up). After they are down, he will use the same DoT again on everyone and go vulnerable.

As long as you can heal through the DoT you will be perfectly fine for this fight. Even if you happen to be next to one of the minions or take a few ticks of damage from one, it will not be too bad, and since they are fast to kill you can just drop them.

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