

King's Breach Map
King's Breach Guide:
Ok first guys, through level 1-44 I had only played as a Tank, so I don't have much experience on other roles besides DPS with now I am somewhat familiar with. I will attempt to give some extent of a guide as to what other roles such as to what support and Healers should do in certain times and areas.
Ok, entering the dungeon you will see a Big room full of Mobs, and PaTs (patrols) that are scattered but they cross each others paths quite often. The goal here is to completely clear the room of Mobs and PaTs and kill the Mobs stabilizing the Life Rift. After your group is buffed and ready the Tank should proceed forward, PaTs are the biggest danger in this room so getting rid of them first is preferred option, because if you Aggro a Mob with a pat you better hope your Healer is well equipped or the group will wipe fast. The First PaT you want to take care of is the one that wanders toward the west tree trunk that has a life source beam streaming on it, the best time to grab him is when he is between the TreeTrunk and the Mob on the ground in front of you. Try to pull him without aggroing anything else and he will fall no problem. Next option is that you can do a couple things things, one is take out another PaT that wanders a similar route as the previous PaT and do the same process as before, you can also take out the Mob directly in front of you or take out a PaT that wanders to the right of you that comes from the route behind a tree towards the entrance of the room. Once you have done all three proceed to the west tree trunk and kill the Mobs near the small steps. Then kill the Mob that is on the tree trunk stabilizing the life Rift and you will notice that after the mob is defeated one of the life streams is gone. Next proceed towards the north of the room, kill the two PaTs that walk around and up the stairs near the Mob stabilizing the Life Rift. Proceed up the stairs and kill the stabilizing Life stream mob and now you should notice that only one Life stream is attached to the Life Rift. Now begin to clear the middle of the room that full of Mobs, but watch out of PaTs that may remain to the south. After the ground is clear of Mobs take out any remaining PaTs that are still alive and then proceed to the last Life Stream Mob. Once you cleared the entire room and destroyed all the Life streams the first boss appears: Hunter Suleng.

Hunter Suleng
Now this boss is nothing special, pretty easy overall, but he does have two abilities that you want to look out for: first is his ability to summon two War hounds during the fight, which all the tank needs to do is pick them up with aggro abilities, then DPS should bring them down then continue damage on boss and repeat. Another ability that DPS and Support might want to know is that this boss has is Mighty Cleave, and you do not want to be standing near the tank when Hunter Suleng uses it because it will hurt a lot, so save some stress on your healers and stay away when he uses it

Ravalos
Ravalos is a lizard like boss that has some abilities that suit his nasty nature. First off all DPS and Support should stay away from Ravalos' tail and head, because he uses a frontal and back attack that stuns his targets as well as gives a Debuff on Dodge, block and parry, so DPS should always remain to Ravalos' side. As for the Tank, as said before Ravalos stuns and Debuffs so the group tank should be taking more damage than usual and healers should try to compensate for this! After a long fought battle (Not really) continue up to the exit of the cave where you will see a couple of Mobs and Pats, clear them out and continue down the path till you see a Death portal directly in the middle and to the left and right there are death strongholds with mobs just as seen earlier, you need to destroy both before the boss Mondrach appears. Follow the same process as before for the strongholds and they should be quick. After both death strongholds fall, Mondrach will spawn near the portal in the middle.

Mondrach
Mondrach is not a very difficult boss but he does have certain abilities that can become quite annoying! First off as Tank, make Mondrach face away from the group to prevent any frontal AoE from hitting them. Also Mondrach also spawns a fire around DPS and Healers so it is best to get out of the fire as quick as possible. Another ability is his ebon bolts I believe, he fires them one after another and they can do massive spike damage, so be on the look out for that cast and try to mitigate it. Also Mondrach has a knock back on the Tank that pushes him far back, so Tanks have your shield charge or bull rush ready!

Shadehorror Phantasm
This boss gives off a massive AoE damage on the entire group and it has a DoT effect on it, healers should try to heal the party back up to full right away. There are two phases of this fight, Phase one is pretty simple, spank and tank, but phase two gets a little different. In phase two, Shade-horror Phantasm becomes immune and spawns ADDs, now taking these ADDs out is top priority because they put up a debuff, and the longer they stay alive the more damage your group takes. Once ADDs are dead the Shade-horror Phantasm will break from its barrier and cast a AoE attack on all the group, healers AoE heal and Tank and spank the rest to finish Shade-horror Phantasm the last boss and to finish this action filled instance.
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