Every Primal Fear, one tank can go out and bait the adds. Place the first flare at the entrance to the octagonal room where the second Warden is. The higher the difficulty, the more hit points and abilities the bosses have and the better the drops. Beyond this room, you make your way up the steps on the left-hand side (right on the image above), labeled “Steps to Huntmaster” on the earlier map. Flares will be a blue circle, while Stims will look like an orange ring. To trigger the EMP, click the center console with the battery inserted (powered-up station seen below). They also outright kill the flying adds, though that leaves behind an exploding mini AoE. This makes it a quite important mechanic to get out of, ASAP. They therefore allow you to minimize the amount of time the room is lit to a bare minimum (aka, the time needed to charge the battery). Here you see the path you’ll take through the holding pens (starting from the door on the right, making your way up). Further out, you have to fight one more pack of adds, pictured below. The other tank holds boss until the the player the Charger Fixates on uses him to knock Huntmaster out of holdout. This special flare used by the CI-Dark Project’s handlers contains a unique mixture of metallic oxidizers typically reserved for military grade explosives. This allows the battery carrier to grab and use the battery, while everyone else swaps back to the boss. When used as directed, this serum grants the user increased runspeed and immunity to movement impairing effects, while also halving tiredness. This effect cannot be broken. Although it impractical as a light source due to a flame temperature of 3,400c and extremely short burn time, the light produced produced by these flares is one of the few known deterrents to CI-Dark’s genetically optimized lifeforms. If starting from a lockout (or running back after a wipe), you enter this room the exact same way you did the start of the earlier encounter; at the north-most door from spawn. The choice is yours. If you have any questions (or comments/corrections) please feel free to poke me on twitch (Elssha), twitter (@alortania) or on reddit (Alortania). You also don’t want to get too far away from them to prevent them pouncing on you. Not sure if this will get much traction being on reddit, but after having to teach a few groups how to do Dxun, I thought I'd try starting a little thread. They also outright kill the flying adds, though that leaves behind an exploding mini AoE. Drag the droid into it, then continue to drop more flares as needed while focusing the droid, moving slowing toward the middle of the door. This player is most often a healer, and groups can help a specific healer increase their chances if they guard the other one. The tanks swap AoE taunts on the first two waves of adds, holding them on the droids from the get-go (with the tank against the lower door on the map (between the two droid icons). You can also use a flare here to get rid of the shrieks. At 15% health, he hunches over and gains the Torpor buff. The Fire and Ice bosses (Greus and Kronissus) have significantly less health, then the Toxic (Hissyphus) has slightly less health than the Strength (Titax). Will you remain loyal to your faction or work to undermine and sabotage their war efforts? The initial add spawns trigger based on the furthest forward player, so unless you are baiting a specific group, it is best to stick together. The advantage of stacking them against the center is allowing ranged to remain more stationary. In SM, this DPS check is mild (but DOES exist! The left lower corner has a generator, which will kill anyone that walks into it (or gets knocked into, or pulled into, etc). The player that the Charger Fixates on needs to aim the Charger’s path (indicated by yellow arrows) through Huntmaster. Quickly jump out of the circle, or get eaten. The Flares create an AoE that nerfs the damage output of many of the adds, protecting you. Death Pact is a stacking buff that any surviving trandos get when one is killed. You’ll ideally point the attacks toward the corner (away from the others) and click the train when it’s called since you’ll be the closest. The simplest strategy for HM involves keeping Red north of the tree line that spawns the the adds, while juggling the raid stacks and tank stacks. These are very similar, but elites instead of champions, and deals less damage. Increases maximum health a small amount with each stack. In story mode, the adds shouldn’t present too great a problem, so stopping to kill each pack should still be doable. Tanks should run hard cooldowns, the battery carrier should drop what they’re doing (short of a Mass Target Lock that needs dispelling) and help DPS, any DPS with stims should pop them to boost damage, along with adrenals, other DPS boosts, etc. This is usually referred to as the “half room start.” Do note that the circles now grow substantially and hurt more when stood in. The terminal to call the train is found at the upper left of the image (marked “Call Tram” on the map, even in-game) and becomes active 1min into the fight. The huntmaster is a boss you’ll have to burn down to 35%, while waves of Lurking Beasts (tweaked Felshade Reapers) spawn. The Contagion can be cleansed, reducing the healing required, but in SM it will disappear by itself and can be ignored. You might have to play around with how many adds your group needs to kill before Fortress to not over-stress healers or kill players. Peak. Guide. The panel you click will simply port you into the end room instead of the starter room from the previous encounter. Vulkk (Alexander Kostadinov) is the owner of VULKK.com. When he does get up, he’ll gain a stack of Chaotic Evolution, causing him to do and take more damage. If this proves difficult, players may want to kill some of the adds on lvl 1, allowing someone to force pull the battery carrier from the bottom to the upper balcony, making things go faster. The channel before you complete this around, doing the reverse path debuff then. The user remains within the Fortress boundary the stacks drop, but those shouldn t! This allows the battery pick-up is channeling, making Fortress the end instead. The entrance to the next part of the battery when Apex drops to 35 % before loses. Will regain health while the first pull, as he ’ ll gain a stack of Chaotic,. Fair bit ; which also shows up as quickly as possible without overwhelmed. 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