alt="King's Breach Guide"
style="border: 0px solid ; width: 600px; height: 208px;">
style="width: 300px; height: 279px;" alt="rift"
Nestled on a hilltop deep within Scarwood Reach, King's Breach is an
instanced dungeon for players in the low to mid 30s. Rumored to be a
secret entrance to the Dwarven Lords Hall, this zone is the backdrop
for a massive war between the forces of life and death that illustrates
and reinforces the overall theme of Scarwood Reach.
style="width: 400px; height: 225px;" alt="rift"
Kings Breach may be the first instance where having a backup healer,
such as a Chloromancer or a Bard, is actually necessary due to some
unpredictable damage spikes on boss encounters. Cleric tanks are still
viable here, but the added armor of a plate tank begins to pull ahead
in this level range. Having one DPS with viable crowd control is a
plus, but not a necessity for most groups as long as DPS is strong
enough to burn down trash quickly.
There are a ton of quests for DSM with most of them being available out
of the dungeon, which is a bit of a departure from the previous
instance; The Iron Tomb (players doing the saga quests will get sent
back into IT eventually however). There are two quests available inside
the entrance so even the rift and warfront levelers will have something
style="text-shadow: none;">Protect The Breach
style="font-weight: bold;">Starts: King's Breach
upon zoning in
Successfully vanquish the four boss encounters of the instance.
The Bombs of
Massi (Defiant) or Sir Martyn Myrsol (Guardian)
Collect 3 Life Bombs
of the Aelfwar - Defiant Only
Activate the Spirit Caller (provided), uncover Aria and Lythaniel and
The Prophecy of
Nestor - Guardian Only
Locate and read the prophecy at Thedeor's Hilt
style="width: 361px; height: 211px;" alt="rift"
The first encounter in the dungeon is a fairly straightforward, the
real chore is in killing the three warders before the fight.
Lifewardens on three platforms are preventing the boss from spawning
inside the huge Life Rift that dominates the first part of the zone.
Once these three are dead you can engage Suleng. Suleng has two
mechanics in play; first is a frontal cleave, so the tank will want to
face the mob away from the group (or towards the annoying pyromancer
that won't stop running his yap). The second mechanic is random
spawning of two adds that will place a stacking bleed debuff on their
target. The tank should taunt the adds quickly and the DPS should focus
them down, doing so will make this fight quick and relatively painless.
I whip my tail back and forth!
Next up is Ravalos, a hungry hungry basilisk. This fight has some spike
damage, but it mostly a positioning encounter with a dispel component.
Ravalos uses a frontal AoE, a targeted AoE, a tail whip and a tank
stun. The tank will want to position the boss sideways in the
middle of the room so that the rest of the group has plenty of room to
attack from the side and move. There is no discernible pattern to the
usage of the abilities so you will need to be flexible. The
frontal AoE is a 5 second stun that can be dispelled if you are low
on mana, you can skip it later in the fight as the tank should be
sitting on a pretty solid threat lead. The targeted AoE slows players
and places a DoT on them, so stay spread out and move away from the
area after cast [protip] moving straight through the boss to the other
side is an easy way to avoid the tail lash [/protip]. The third ability
is a tail lash so dont stand behind him. The final ability is an
unavoidable debuff on the tank that reduces mitigation and avoidance
so ramp up heals when this is in effect. Managing these abilities
properly will make for a fairly easy kill.
Mondrach or Autoch
My other brother, Autoch
The third boss fight in Kings Breach is a bit of a tossup. Two death
idols are the gatekeeper for this encounter and once defeated one of
two angry manticore bosses will spawn; Mondrach or Autoch. There is
some speculation that the order in which you kill the idols will
determine which boss spawns so I would recommend killing the one on
the left. Both bosses are similar fights, however Autoch is much more
healing intensive. Both should be tanked away from the group with the
tanks back to a wall as they each have a frontal AoE and a knock-back
component. Mondrach utilizes a spell based void bolt attack for his
ungodly spike damage while Autoch randomly charges a party member and
hits them with a bleed. Healers will need to be on the ball with this
and having that backup healer we talked about earlier is priceless
here. [protip] If you get Autoch, the tank should never leave their
position to follow the boss after a charge he will come back to you
on his own [/protip].
The shadow knows
This encounter places a premium on quick DPS and the ability to move
effectively. This is a two phase fight in which the boss will summon
shades for each player and become immune while they are active. The
tank should never grab the adds as they have a stacking damage ability
that while fairly mild on its own can be overwhelming when its
multiplied by 5. DPS should aggro the adds and quickly burn them down,
either via AoE or focus fired single target, whichever best suits the
groups composition. The tank want to keep the boss faced away from the
group as his only real ability, Void Storm , is a channeled attack that
DoTs it target and will fear everyone else who is facing him when the
cast finishes. The tank will need to sidestep the cast and then resume
attack. If the tank can master this relatively easy mechanic and the
DPS can burn down the adds, this boss will die quickly.
To read the latest guides, news, and features you can visit our RIFT Game Page.