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The Secret World: Polaris Nightmare Boss / Dungeon Guide
The Secret World: Polaris Nightmare Boss / Dungeon Guide

Nightmare Polaris Boss / Dungeon Guide

 

First Boss: Haughbui Jarl

Positioning

Stay spread out, tank him on one of the little islands while the group spreads out on the shore + Surrounding islands.

Image coming soon…

Strategy

Mjolnir’s EchoImpair – This is a aggro reset. It needs to be impaired so that he doesn’t run off and 1-shot the healer or a dps.  If he manages to get the attack off, tank needs to taunt ASAP.

Charged HackSpike Heal – This ability has a fairly long cast time.  It does a high amount of magical damage.  Healers should watch for it being cast and have a spike heal ready.  The boss can either be impaired to stop it from going off, or the tank can active dodge at the last possible moment to avoid the damage altogether

Affliction – Cleanse – Have cleanses going on the tank to keep the affliction stack down.  The damage will add up over time if left alone.

Deep Calling – He will place puddles of filth under people’s feet.  The group needs to stay as spread out as possible so that they have room to move out of it, or else suffer approx. 2k damage.  If you’re standing on one of the little islands, move to the far edge when you see it being cast, then go to the opposite side to avoid it.

Second Boss: Blarbane Sorceress

Positioning

Stay away from the Tank/boss to avoid Death Squall.

Strategy

Death SquallImpair/Avoid – This ability lays down a cloud of electricity on top of the person with highest threat (The Tank).  It must either be impaired to avoid it alltogether, or simply have the tank, and group, back up a few steps until the boss comes out of the cloud.

Tidal WallPurge – The boss will put up an Absorb shield on herself + any nearby adds.  This must be purged or else killing her, and her adds, will take a very long time.

III Runes – A magical attack that can hit tanks for approximately 3k damage.  Usually casts a few of these in a row.  Defensive cooldowns, while not necessarily needed, do help.

Adds – Kill ASAP – Dps must kill these quickly.  Usually having the group toss some aoe on top of the boss will passively take care of them fast enough.  They need to die quickly because they will start putting up a stacking affliction debuff on the tank.

AfflictionCleanse – The adds put up affliction on the Tank, or whomever they are attacking.  Cleanse this to minimize damage the tank takes.

 

Third Boss: The Varangian

Positioning

Phase 1 – Ranged Spread out and stay away from boss.

Phase 2 – Everyone stack up on top of eachother.

Strategy

Phase1

Mjolnir’s Echo – Impair – This is a aggro reset. It needs to be impaired so that he doesn’t run off and 1-shot the healer or a dps.  If he manages to get the attack off, tank needs to taunt ASAP.

Charged Hack – Spike Heal – This ability has a fairly long cast time.  It does a high amount of magical damage.  Healers should watch for it being cast and have a spike heal ready.  The boss can either be impaired to stop it from going off, or the tank can active dodge at the last possible moment to avoid the damage altogether

Deep Blast – Avoid AoE circle under the boss, active dodge out of it or else you will get hit for 4-6k and knocked back a fair distance.

Affliction – Cleanse – The adds put up affliction on whomever they are attacking.  Cleanse this to minimize damage taken by the party.

Phase 2
The Varangian runs away into the next room.  The common strategy for this phase is to have everyone stack up and stand together on a crate.  The healer then Spams AoE Heals to keep everyone alive.  Continue watching for Mjolnir’s Echo & Charged Hack during this phase.

Fourth Boss: Haughbui Mother

Positioning 1

Tank stands in front of the container where adds spawn, group stands in middle of fighting area.

Image coming soon…

Strategy 1

Volatile HostsAdds – Tanks picks up adds right as they come out, and takes the explosions.  This way, the group does not have to worry about dpsing them down at all.

Sea HorrorPurge – The adds that spawn when the boss explodes and splits into 3 will have a 50% evade buff on them.  This must be purged for you to be able to kill them before they kill your group.

Sea Horror – Survive – Impair Corrosive Expectoration whenever possible.  They cast it too often and too quickly to successfully impair them all, but each time you do, if means the tank will survive that much longer.  When the boss explodes and pops these guys out, this is the time to blow all survival and burst damage cooldowns.

Corpulent SlamAvoid – An easy to dodge column attack.  There is no reason to get hit by it.

 

Positioning 2

DPS Stands on top of a crate at the entrance while tank stands in middle, within range of the group.

Image coming soon…

Strategy 2

Volatile Hosts – Adds – The group stands up on the crate, the tank somewhere out of the way.  The adds will explode before coming all the way down and endangering anyone.

The rest is the same as Strategy 1 Above.

 

Fifth Boss: Primordial Dweller

Positioning

Tank Stands on Right Crate, Healer on Left Crate.  Dps spreads out in the water behind them.  This allows the dps time to kill the exploding adds before they can reach the healer.  Additionally, in later phases, when many adds spawn that must be killed, this lets the tank pick them up better.

Strategy

Psychic Death ZoneMelee Avoid – A tidal wave will affect the crate near the boss.  Get off the crate for a second while it goes off, then you can get right back on.

Tidal Wall Impair / Purge – Boss will put up a Tidal Wall on himself, reducing damage taken.  It is preffered to impair to stop it from going up, but Purge is possible as well.  If you purge, he gets a different buff, that raises his evade chance 50%.  Whereas if you impair, he gains nothing.

Primordial SpawnAdds – Kill them quickly.  They come in large packs and put up bleeds on whatever they attack.

Volatile HostsAdds – Kill ASAP without letting them get near you.  Hinders / Impairs are vital for this unless you have huge burst potential.  They will explode, just like during the previous boss, and 1-shot anyone besides the tank.  This is what most groups have trouble with.

Affliction – Cleanse – The adds put up affliction on whomever they are attacking.  Cleanse this to minimize damage taken by the party.

Synapse SpasmImpair/Avoid – This attack is cast on the party member with the highest threat.  Therefore, the tank can never be standing near any other party members, unless s/he has an impair ready to go off to save whatever group member s/he happens to be standing next to.  If the tank is alone, no need to impair.  Save it for Tidal Wall.

Sixth Boss: The Ur-Draug

Necessary Ability: Cleanup from Shotgun branch of the Wheel.

Positioning

Images for each phase Coming Soon…

Strategy

Cleave – The boss spams a Cleave attack.  Make sure noone stands near the tank or else they will get 1-shot.  It does about 3-4k damage per hit.

 Ground Slam AbilityAvoid – In addition to Cleave, he will do a frontal cone slam attack.  Dodge out of it and go back to where you were positioned after he’s done to prevent him from moving.  you can impair this, but why bother when it’s so easy to completely avoid.

Cosmic GazeHeal Through it – He will stare at the tank so hard, he starts shooting blue laserbeams.  These are unavoidable if your in front of the boss ( The Tank) and will push back whoever is in their path.  Keep your back to a wall and take the damage.  It’s less than his cleaves so very easy to heal through.

“Blue” Phase

Hide in the “safe zone”  Image coming soon.  If you’re looking at the boss from the anima well, it’s up against the left hand wall.  The legit method just means the group needs to stick together and keep a pillar between themselves and the boss so he doesn’t spot you.  Stay near the person with Cleanup to be able to get out of the extreme hinder/immobilize if you do get seen.  The goal is to not get spotted.  He will go around and Pulverize (Destroy) a few pillars during this phase, giving you less to work with in the future.  Kill adds if they catch up to you.  Noone is allowed to use and AoE Abilities or else the boss will see the effects and come charging at you, regardless of being behind a pillar.  It can be useful to Purge the Adds

After “Blue” Phase

When he comes out, it will be just like the first phase, tank with your back against a wall while group members are near a pillar.  When he comes out, there is an Aggro Reset, so let you tank re-position the boss before resuming damaging.  Note that now he will have an extra ability.

ExtinctionAvoid – He will submerge and bubbles will appear somewhere.  Stay out of the bubbles.  He will pop up and do severe damage to anyone nearby.  Make sure Cleanup is ready in case anyone is slow at exiting the bubbling water as it will hinder you.

Pillar ExplosionAvoid – When the boss has less than 50k HP.  Get the hell away from any pillars.  He will start blowing them up.  It can be very discouraging to be this close and have your group be standing near a pillar and watch them go boom at the home stretch.

 


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  • Grrr

    Ground Slam Ability – Avoid – Wrong – Impair. pushing one key is easier then moving out to avoid then back into postion.

    Cosmic Gaze – Does so little damage it can be ignored if you have your back to the wall to negate the knockback.

    • Rggg

      Ground Slam Ability – Avoid! Some extra time for DD. Impair is a wrong way in this case.

  • Arashmin

    For Blue Phase where you can’t AoE, does anyone know if a Chain attack counts as an AoE in this case? Doesn’t seem like it would, but my DPS style is mostly AoEs.