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Normal Halls of Fabrication guide (WIP)

dowinterfor6
dowinterfor6
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Disclaimer

We (guild members of Aetherium) are still unsure of many mechanics in this trial, and hope others will help clear up confusion with certain mechanics. Proper boss names and diagrams coming soon. Written by @dowinterfor6 and @KarnEdge, with help from Aetherium.



Preparation

Group Composition: 1 tank, 1 off-tank, 2 healers, 8 dps (Must have 3+ Ranged DPS). More Stamina DPS is highly recommended due to trial having lots of mechanics that drain magicka. Fourth boss (triple robots) requires ranged DPS.

Suggested Add-ons: Odehack, Minimap (AUI)

Notes: Turn on subtitles and follow instructions from the NPC.



General guide between bosses

Kill Priority: Spheres (interrupts) > Everything else

Tanks: Pull adds out of laser/blade field whenever possible and line of sight at end of pulls to stack. Keep two handers and blade automatons away from group. Very few mobs

DPS/Healers: Follow kill priority, burn and keep up resources for environmental hazards.

Other notes: Laser fields drains magicka and health per tick as well as applying a heavy slow, and very rarely flicker off. Electrified water will apply a heavy DoT and slow, as well as drain magicka. Blades do moderate damage and can easily be healed through.



Hunter-Killer Fabricants (Robot Raptors)

Kill Priority: Spheres > Raptors (Bosses)

Tanks: Each tank must keep aggro on each Raptor. When Raptors are close to each other, they create an electrical arc. Both tanks must coordinate together to use the electrical arc to disable the shields on Dwarven Spheres that spawn on predetermined pads at each cardinal directions. Do not stay too far away from Raptors or they will do a high damage jump attack.

DPS/Healers: Stay together in a tight group and DPS outside boss until ~30%, then switch to other boss. Call out Spheres’ locations when they spawn for tanks according to cardinal direction. Once the lightning arc between Raptors breaks the Sphere’s shield, DPS quickly. During entire fight, Spheres will spawn more often and must be interrupted. Both bosses need to die at relatively the same time. Once one boss is dead, you cannot kill spheres.

Other notes: Spheres have two attacks, a heavy poison DoT (stack with group for healing), and a charge up knock back (should be interrupted to prevent tanks being knocked down). Small dwemer spider adds do virtually no damage. After the boss fight adds will spawn but will not aggro if group is looting chest by entrance.



Boss 2

Kill Priority: Spheres (upstairs) > Boss’ Shadows > Boss

Tanks: Very simple fight, keep the boss taunted in the middle and off tank resurrect the dead (if any).

DPS/Healers: Soft stack to avoid AoE, assign 4 DPS to go upstairs through portals (once it comes up) to kill add, activate synergy on golden switch, and jump back down through portal once done. Other DPS should be focusing on the shadows during that phase.



Boss 3

Kill Priority: (Shield up) Adds > Boss, (Shield down) Boss > Adds

Tanks: Very simple fight, keep the boss taunted and walk backwards along the track and off tank resurrect the dead (if any).

DPS/Healers: Build ultimates on the adds while the boss is being pulled towards a switch, activate synergy on switch to have a lightning arc disable the spiders damage shield, drop ultimates and burn, repeat till dead.



Boss 4

Kill Priority: Kamikaze Automatons > Reducer = Reclaimer = Reducer

Tanks: Taunt one reducer (blade automatons) each away from the middle (ensuring all three are separate), stationary untauntable reclaimer (cannon automaton). At 70% and 40% the bosses will overcharge, once all three are overcharged, bring them together to discharge, then immediately taunt them away.

DPS/Healers: Split up DPS evenly between the three bosses to ensure each one reaches 70% and 40% phases at the same time to discharge. Melee DPS should be split between the two Reducers. When kamikaze automatons spawn, focus them down before they reach the Reclaimer, or else they will run to a random player and blow up (can be roll dodged). Destructive staff ultimates on the Reclaimer will help burn them down. Overcharged Reducers will shoot out fast moving fire AoEs that will one shot, but can be roll dodged.



Assembly General (Final Boss)

Kill Priority: Sorcerer Bots > Cannon Bots > Other Adds > Boss

Notes: Never go behind boss when he is not in center or moving. Always stack together very tightly or make sure no one else is near you (melee), otherwise missile AoE’s will do damage. Lightning AoE’s will shoot out from where the bosses arms were and stun for a long time (but do no damage). However if you get hit while stunned, it will do a fair amount of damage.If you need to resurrect someone, have someone else stacked with you to prevent yourself from taking damage. Always make sure adds are dead before DPSing boss. Every DPS will need shields and/or heals.

Setup and Notes

Main Tank: Keep the boss taunted on the tracks, when knocked back make sure to get back to the boss as soon as possible. Boss will wipe the entire group if tank is too far away from boss for too long.

Off Tank: Start off on a platform, and help taunt adds to where DPS and Healers are stacking. Also in charge of resurrecting the dead during generator phase.

DPS/Healers: Assign two DPS per cardinal direction for generator phase. Split into two even groups (4 DPS, 1 Healer) on either side of the boss (Blade and Cannon side) on upper platform. It is extremely important that DPS and Healers either stack very tightly OR remain far from others. AOE’s will not do damage if group is stack tightly.

Combat Phases

Boss moves to center after each Burn phase. He starts at North, then goes South, East, and finally West (entrance being the reference point as South). Boss moves based on HP noted below.

Burn Phase: DPS boss down to 90/70/50%. Blade arm will break off at 91/71/51% and cannon arm at 90/70/50%, then adds will spawn and lightning AoE’s will shoot out from where the arms broke off. Always kill adds before DPS-ing boss. At 85/65/45%, the boss will move to center for next phase. If there are adds leftover, off tank can move them towards high DPS during generator phase to kill them at the same time. Adds will not despawn.

Generator Phase: All DPS drop down to lower tracks and stay in middle of the tracks to avoid heavy DoT from steam vents on sides. Each of the two DPS groups head to assigned generators and burn it down. Boss will move to next area after generators are destroyed.

Repeat the above two phases for South and East side.

Execute Phase: Boss will move to West side. Each arm will fall off at 31% and 30%. Adds will start spawning at this time. Once boss hits 25%, he will move to center for final burn. Make sure ALL adds are dead before 25% otherwise you will have a bad time. After Boss moves to center, everyone needs to form a ring and soft stack around the boss, keeping HoT’s up as well as Novas, Warhorns, Circle of Protections, and Veil of Blades. This execute phase should not last longer than 30 seconds if all DPS maintains 25k DPS.
Edited by dowinterfor6 on May 24, 2017 1:36AM
  • MissBizz
    MissBizz
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    To be honest, I haven't read this (yet), but I just want to say thank you. Many folks will appreciate this.
    Lone Wolf HelpFor the solo players who know, sometimes you just need a hand.PC | NA | AD-DC-EP | Discord
  • Morgul667
    Morgul667
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    Nice indeed

    Seems like this raid is quite harder
  • ArnoTerranova
    ArnoTerranova
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    The raid is hard, this guide is however well made.

    tip for Boss 4:
    the middle boss is responsible for adds to appear, can be nice to focus him/it first.

    Fatty White-Claw (lvl 50+) heal trial pve
    Koros Bone-Shield (lvl 50+) tank trial pve
    Koros Lust (lvl 50+) dps pve, pvp
    Seiri (lvl 50+) dps pve
    Wildfire (lvl 50+) dps pvp
    EU-PC - Playing since April 2014. (beta)
  • Almakor
    Almakor
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    This boss is impossible for pugs even on normal, they need to nurf it badly.
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