Written and compiled by Herc and <Process>, Edited by Xam Xam.
A Guide to the Breach CI-004: According to Plan (Adds Encounter #2) encounter in The Nature of Progress (Dxun) Operation.
- Ideal comp: 2 tanks (Powertechs with Right price are exceptional here) 4 DPS (Sniper for Shield/Diversion and Marauder for predation), 2 Healers
Note: any comp will work for this fight, what’s listed above is just what we feel is ideal.
Crimson Stalkers: (255,247 HP) Casts Hydrochloric Pool which leaves the same puddle as on the first boss red. Also slows you when they hit you.
Rampaging Bull: (1,132,658 HP) Reek that casts the Horns which knocks you back.
Incendiary Shriek: (177,474 HP) Leaves a yellow puddle on the ground when killed which explodes and leaves a nasty dot if you stand too close. Avoid. Flares one-shot these.
Felshade Hunter: (1,160,968 HP) Stealth add that leaps and knocks you around. When in a flare the hunter is disoriented, does not knock you around and takes up to 30% more damage from all sources by a buff called Blinding light. These adds can be stunned.
Felshade Reaper: (2,249,755 HP) Bigger Felshade Hunter that devours whoever it’s targeting when not in a flare. Devour chunks tanks and the raid will wipe if this creature isn’t in a flare. When inside a flare they do minimal damage and get the buff Blinding Light, same as Felshade hunter.
Shadow Walker: (511,836 HP) Miniature Nefra that is also affected by blinding light. Casts dismember when not in a flares light. Dismember can be interrupted.
Flares and Stims
Flares are used to negate mechanics from specific adds listed above. Stims are used as a hydraulics (click extra action ability one time) as well as a massive DPS boost for 15 seconds (click extra action ability twice). 3 clicks will kill you.
HM Encounter Strategy
To start the fight each player will pick up 1 serum each and 1 tank pick up 2 flares, and the tank who will be holding the adds in the warden room take the rest.
Adds Encounter Strategy
When pulling the fight stick to the far right of the hallway and do nothing but run to the first rock. You should not pull or aggro the felshade reapers by doing this, but if somehow they aggro, drop a flare and kill them before moving rocks.
You will also be killing all of the crimson stalkers at the first rock as well, remember to not stand in pink AOE.
Rock Running Phase
After killing the adds at the first rock, you need to get to the warden room in the back. However, you can only move rock to rock while the power coils are offline, so the strategy we use is to go to the first rock when running from the adds at the beginning. After we kill the adds at the first rock, we move 2 rocks over and kill crabs and felshades behind the rocks. (being behind a rock will prevent you from taking damage from the coils when they are online). Also, there should always be 1 flare down when you are killing crabs and felshades.
During the final run to the room use your personal speed boosts, and predation if you have it. Look for the lake when you are running to the end because when the lake crabs spawn you will need to pop a serum and run to the end. Power techs with hydraulics can rapid shots a crab and take its aggro while not getting pulled to save using stims early.
Once all members are inside the room you hit the panel on the door to close it. Kill all remaining adds and then have your DPS pick up 2 stims each and have the tank who will be holding the adds pick up all the flares.
A small set of adds will appear before the main waves. Drop 1 flare at the box shown above and nuke them as fast as possible. There will be a few hunters and a few walkers and a few stalkers.
After the droids spawn you will stay there and prepare for 2 reapers. Once they and a few other adds spawn you will mark a reaper, drop a flare and raid buff while the DPS pop 2 stims. The tank will continue to drop flares on cooldown as you kill the first and then the second reaper. Once they are both dead the tank will then taunt over a droid and cleave it down. Continue with flares until you are out. Once that is done then the tank will bring over the final droid and you will kill it. Once it is dead then you click the console and finish off the remaining adds and the fight is over.
Tips for this phase
Tanks: Taunt on Cooldown. Use crowd control abilities on cooldown. Holding threats on so many adds is rough but doable. Pop CDs accordingly. The tank who brings the last droid over should have some defences remaining and can AOE taunt and use the remainder of them. Make sure the DPS with the highest cleave potential is guarded. If you can help the group mitigate damage with oil slick or deflection or something of that nature then do it.
DPS: Use crowd control abilities on cooldown. Threat drop on cooldown. If you have adds on you then pop a defensive cooldown. If you have a sniper then I would save diversion and sniper shield for when you run out of flares.
Make sure reapers and droids are the main focus of your DPS.
Heals: Use crowd control abilities on cooldown. Threat drop on cooldown. Tanks and DPS will take a lot of damage once you run out of flares but it isn’t too bad to heal up to the point.
Hi, I’m Herc and am a GM of <Process>. We decided as a guild at the beginning of this tier to write guides for Dxun to help guilds out. <Process> is a guild merger of <Elitist> and <Provectus> and we are located on Satele Shan. We hope these guides help you progress through Dxun. Thanks!