Rift Dungeon Guide : Normal Caduceus Rise

Posted Fri, Dec 02, 2011 by Medawky

Rift Guide: Normal Caduceus Rise

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rift abyssal precipice guide

Nestled deep in the jungles of Ember Isle, Caduceus Rise is home to a sect of the Golden Maw that is bent on creating a new body for their malevolent deity; Laethys, the Dragon of Greed.  This is the first new dungeon since Rift launched and it is full of color and sound, with a wide open non-linear feel.

Caduceus Rise

Group Configuration:

Using the group-finder tool will always net you with a tank, healer, 2 DPS and a support class. If the bulk of the group is closer to 48 than they are to 50, you may want to keep the support player in that role.  The dungeon has been tuned down a bit since release so groups with higher DPS can essentially turn every fight into a tank and spank, but if DPS is low and healing is doing ok, swap that support player into a full time damage dealer spec.   


Lust of Fire and Gold

Starts: Caduceus Rise
From: Zone In
Deafeat the 4 bosses of Caduceus Rise


High Thane Hergen

Caduceus Rise
Caduceus Rise is non-linear for the most part, so you can do any of the first three bosses as you would like, but most groups will kill High Thane Hergen first since he is closest to the door.   This overstuffed hunk of hate is a pretty straight forward fight that only uses a couple of abilities. The most crucial aspect of the normal mode encounter with the High Thane is that players see and react to his ground based AoE. Failure to move out of this quickly will either cause the players death or cause the tank to splat because healing is drawn away for too long.  High Thane Hergen also likes to cleave the tank and empowers it with three quick spell casts, you can interrupt these to make life a bit easier, but don’t fret on normal mode as most tanks will easily survive. 

Faultwalker Alraj

Caduceus Rise

The next closest boss as you make your way through the zone is Faultwalker Alraj. While this boss can be rather annoying on expert mode, it’s a bit of a joke on normal.  The Faultwalker only employs a single ability here, a ground based AoE with a purple hue.  Sidestep this effect and continue dealing damage or healing, it does not appear to ever target the tank.  His melee damage can be a bit spikey, but with so little to worry about, your DPS will burn him down quickly.

Hookmaster Palos

Caduceus Rise
Hookmaster Palos blocks the path to Caduceus and is typically killed third. The major hurdle to overcome with Palos is his Blood Pact ability that randomly targets one member of the group and transfers all damage done to him to that player. Stopping DPS for the duration of the pact is the easiest way to ensure that everyone stays alive. The only tricky part about this is that there is no forewarning, and any abilities enroute to him, such as Rapid Fire Shot, will hit the effected player. Murphy’s Law states that this will usually happen in conjunction with a cooldown ability, ensuring that one of your friends will take a dirt nap.  Nerf Rogues.


Caduceus Rise

The Final encounter is the zones namesake, Caduceus. As the players approach our not-so-gracious host they find him deep in conversation with members of the Golden Maw cult. The cultists are working on convincing that your party is there to plunder and spoil his tranquil jungle paradise. Sadly, he can’t be convinced otherwise and has to pay for the mistake with his life. After the dialogue the cultists disappear on normal mode and you are left with a very angry fat man. The tank should spin him so that his back faces the group and the rest of the party should stack on his backside.  After a few second of combat you will see smoky trails moving randomly along the floor, these do a small knockback and can interrupt casting, they can be dodged – but the butt stack method seems to minimize exposure. Caduceus will also hit all players with a cleansable fire-based DoT. This does a minimal amount of damage on normal mode and he is usually dead before it can be cast again, cleanse it just to be on the safe side.  This encounter has been altered a few times since testing began on the PTS, but the current iteration seems fairly easy with every group I have been in having downed him before he was able to use any other abilities – it’s possible that these are now the only two he employs on normal mode.


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