Dungeon Guide: Necromancer Tomb 41-45


Dungeon Guide Label - Necromancer Tomb

Necromancer Tomb is the fourth dungeon that you will encounter in TERA. It’s suitable for players to level range 41-45.

Overview

This dungeon is considerably smaller compare to Cultists’ Refuge and also easier in difficulty level. Also, there isn’t anything special about trash mobs. Most of them are in group of 2 and can be easily encountered.

Boss 1 Encounter: Trayzadius

The most important point about this encounter are the spikes in the floor. Something similar from the room of the first Wardstone at Cultists’ Refuge, if you remember. The spikes do massive damage and avoiding them is the key to success. Another note that you should considered is the reset encounter status IF you pull the boss to the side “spots” of “free spikes” besides the center. The boss moves around a lot and also reset aggro in some point. Don’t panic, If any of your group members besides your tank, has the boss on him / her, simply go back to your tank and move out once your tank had pulled aggro from him/her. 

Abilities

  • Normal Attack: It does normal damage and is slow, it can be dodged / blocked easy. 
  • Axe Strike: It does moderate damage but is slow.
  • Axe Cleave: It does moderate damage in front of him on 120 angle cone.
  • Forward Attack: It does minor damage on a single target.

Boss 2 Encounter: Dalmanak

Once you killed trayzadius, Dalmanak is the second boss you will encounter. He is the classic tank & spank strategy with some minor extras. He has a nasty AoE damage and he summons occasional one add at a time. He also randomly disappear through the floor and re-appears in another spot. If you want to give your healer an easy time through this encounter, you should focus on adds as soon as they spawn and switch back to boss later.

Abilities

  • Normal Attack: It does normal damage and is slow, it can be dodged / blocked easy. 
  • Underground Escape: Randomly he digs under the floor and re-appear in a new location, usually on a member’s spot beside the tank.
  • Dust Cloud: It does heavy AoE damage and it should be avoided by your dps.
  • Summon Minion: At some point he summon one add at a time. It’s recommended, your dps kill the add as soon as it is spawn and switch back to boss once the add is dead. 
  • Charge: It does moderate damage. Be ready to dodge / block and dps move out of his way. 
  • Cleave: It does moderate damage to everyone 180 degrees in front of him. 
  • Spit Poison: It does moderate damage to the spot where the poison ball lands.

Boss 3 Encounter: Mutated Kaidun 

This is another tank & spank encounter. He has some nasty attacks but they can be blocked / dodged easily. Basically, as soon as you avoid his Energy Lance attack, you should have an easy time to kill him.

Abilites

  • Normal Attack: It does normal damage and is slow, it can be dodged / blocked easy. 
  • Horor Shout: It does massive damage to anyone who stands inside the red circle.
  • Energy Lance Attack: It does massive damage to everyone who stands on a direct line in front of him over 3secs.
  • Charge: It does moderate damage to everyone who stands on his way on a direct line of him.
  • Defence Stance: He increases his defence status momently. 
  • Sword Spike: He strikes the floor in front of him and creates a black circle. Everyone who stands inside the circle, takes moderate damage constantly.
  • Shield Bash: It does moderate damage on an arch angle of 180 degrees

Boss 4 Encounter: Vedilith

This is the final boss of the instance. This boss is quite mobile moving all over the room, but the most important point of this encounter is the adds rather than the boss itself. During the encounter, Vedilith will summon 3 waves of stationary adds all around the room. The adds are similar to those you encounter at the beginning of  Sinestral Manor Dungeon. They will cast a static field around them which constantly damage anyone who enters the area. The first wave will be summoned when Vedilith is at 70% health, the second will be cast at 50% and the third at 30%. The first wave will cover the outline perimeter of the room. The 2nd wave will be another perimeter of the room but in smaller radius from the center and the third wave will be summoned at the center. The key here is to keep one corner clear all the time. So, by keeping one corner free of adds at 2nd wave, you will have the space to move out when the third wave will be spawn at the middle of the room. If you keep this in mind, you will successfully finish this final encounter.

Abilities 

  • Normal Attack: It does normal damage and is slow, it can be dodged / blocked easy. 
  • Summon Minions: At 70% , 50% and 30% health, he will summon minions who eventually will cover the whole room if you don’t kill any of those on time.
  • Stomp: It hits the ground with his fist and if you stand there, he try to put you inside the ground.
  • Foul Breath: It does moderate damage on a cone angle of 120 degrees in front of him 
  • Cleave: It does massive damage on a chain attack of 90 degrees and then 180 degrees in front of him 

A total Walkthrough of Necromancer Tomb 

This is the end of the fourth dungeon of TERA Online.

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