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The Secret World: Hell Rising (Inferno) Nightmare Boss / Dungeon Guide
The Secret World: Hell Rising (Inferno) Nightmare Boss / Dungeon Guide

Nightmare Hell Rising (Inferno) Boss / Dungeon Guide

 

First Boss: Antimony Ministrix

Positioning

Pull right when an opening is created so you have maximum time to dps her before needing to move.  Let the tank get some aggro before starting dps as they will be dragging the boss backwards half the time and not be able to hit it without equiping a ranged ability/weapon.

Images coming soon…

Strategy

Macroshock Healing Debuff – Cast on a random party member and affects everyone nearby.  This deals damage when it is cast, puts up a dot, and a healing debuff.  Healers are expected to cleanse/heal through it as the group tends to stack up fairly often due to the nature of kiting her around the central pillar during the encounter.

Second Boss: Corroder

Positioning/Strategy

This fight is exactly the same as Normal/Elite, except for the #’s he’s putting out, and the #’s your group is expected to put out.  Pull the Corroder up the path slightly, at the corner/180 degree turn. The group needs to stand right on the Corroders’s behind in order to avoid the maximum amount of damage. He does a frontal cone attack as well as periodically casting a green bubble, from which the safety zone is right next to the boss or very far away. Since going far away would put you out of range of the boss, just stand right behind him to make it simple.

Third Boss: Hardwired Fleshtank

Positioning

Same as Normal and Elite Versions.  There will be fewer and fewer safe platforms as the battle progresses.  I have noticed that more and more healers are simply requesting that the group stack in the middle so that they can AoE Heal through the flames.  I advise against this but if it works for you, great.

Strategy

Searing BrandImpair/Avoid – This must be avoided at all costs.  It will either 1-shot the tank, or bring it down to less than 1 or 2k hp.  It’s not necesarily the end of the world if it goes off, but it makes the healers life infinetly harder.  I have 2 impairs equipped when doing this encounter to help mitigate that stress.  Sometimes though, he will cast it a 3rd time before the first one is off cooldown, so be ready to active dodge out of range at the last possible moment to avoid it as well.

Fourth Boss: Traumadriver

Positioning

You want to start running at the boss just as the purple effects reach the end of the room on the right side.  This will give you a few extra seconds of combat when the fire reaches the end of the room if your dps is a little on the slow side.

Image coming soon…

Strategy

Searing Brand – Impair/Avoid – This must be avoided at all costs.  It will either 1-shot the tank, or bring it down to less than 1 or 2k hp.  It’s not necesarily the end of the world if it goes off, but it makes the healers life infinetly harder.  I have 2 impairs equipped when doing this encounter to help mitigate that stress.  Sometimes though, he will cast it a 3rd time before the first one is off cooldown, so be ready to active dodge out of range at the last possible moment to avoid it as well.

Molten Metal – A DoT that has a higher chance of being applied the closer you are to the boss.  Stay a bit back when he is casting this if it is safe to do so.  Otherwise, it’s not a big deal and can easily be healed through.

StripMineAvoid – AoE Circle under a random party Members Feet.  When it reaches the point of activation, Giant rocks will jut out of the earth and impale anyone caught inside.  This can potentially 1-shot players, so be sure to stay out of it.

 

Fifth Boss: Recursia, Many-in-One

Positioning

Don’t go too far away from the boss, but don’t bunch up either.  See Arcane Halo & Macroshock below.  When she puts down the yellow circle/star, everyone needs to run straight out to the outer sections of the room.  During the hound phase, she will randomly drop a Yellow Zone on a random player.  Any enemies that pass through this, gain a reflect damage buff on themselves for their duration inside the circle.  This greatly hinders your ability to kill them before they get to the boss.

Note for the Tank: She will not follow you as her attacks are all ranged.  She periodically moves directly away from you during the fight.  Keep this in mind when you want to position her a specific way.  I find that for the first 2 Hound Phases, it helps to make her keep going towards outer edge of room so dps has less distance to run to get to outside of the room.  While for the 3rd and final one, where you burn her down, You want to keep her in the center of the room.  Note that during this final phase, stay out of melee range so that she doesn’t drop a Yellow Reflect Shield zone on top of herself, screwing over your group.

Strategy

 Arcane HaloAvoid – Attack where you are only safe if you are right on top of the boss.  Otherwise, say goodbye to the world of the living.

Macroshock – Healing Debuff – Cast on a random party member and affects everyone nearby.  This deals damage when it is cast, puts up a dot, and a healing debuff.  Stay spread out to minimize effects of this ability.

Yellow Reflect Shield ZoneAvoid – Stop dps on anything that is inside these zones.  They have a 100% damage reflect buff that cannot be purged while inside these zones.  Don’t kill yourselves.

Sixth Boss: Machine Tyrant

Positioning

Coming Soon…

Strategy

Coming Soon…

 


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