Rift Dungeon Guides: Darkening Deeps
The second dungeon that Guardian players will encounter in Rift is
the goblin infested zone known as Darkening Deeps. This multi-level
instance is similar in many ways to its Defiant counterpart with tons
of trash and a choose-your-own adventure feel that allows you to pick
the order in which you encounter some of the bosses.
A more traditional group configuration may be beneficial in Darkening Deeps. While tank and healer roles can be filled by any capable calling, crowd control is necessary in many sections of the dungeon so bring the best CC DPS you can find.
Quests:There are several quests for Darkening Deeps, with one needing to be picked up before you run the dungeon. Two are located within the instance and one is granted on your initial zone in. Check with each group member for their needed quests as it can make a difference in the pathing you take as you make your way through.
The Toxic SourceStarts: Gloamwood
From: Paladin Oakheart
Find the missing paladins. They are located just inside the zone instance and will chain into another quest. The second part of the chain asks you to figure out the Geldo Council's secret - defeat the final boss encounter of the zone to complete.
From: Crusader Bertrand
Destroy the Idols of the Maelforge.
The Bosses of
From: Zone in.
Defeat all the bosses in the instance.
Darkening Deeps feels much larger than its predecessor, Realm of the Fae, due in large part to the amount of trash mobs and its non-linear layout. Most groups will want to start out by heading up and away from the first boss to knock out some quests and make zone traversal a bit easier. Clearing the upper trash packs regardless of quests is usually a good idea as they seem to aggro off of Z-axis and not actual proximity.
The first boss encounter of the zone is a two phase affair that starts with engaging the Alchemists two minions; Mursh and Squersh before the boss himself is targetable. The tank will need to grab the adds and pull them away from the boss as he will intermittently nuke the party, burn Mursh and Squersh quickly as Braxtepel will become active somewhere around the fourth nuke cast or upon their deaths. If the adds are dead you can proceed to burning down the boss who will now have two primary abilities: Hot Tar, a single target DoT and Flame Cleave a frontal arc attack. Hot Tar must be healed through and the cleave should be avoided by everyone except the tank.
This fight is a true test for tanks and healers as tanks have to make sure to move him out of the light and position him properly. It is also wicked for healers due to the heavy pounding the tank will be taking. To further complicate matters, every 33% off life removed from the boss will cause him to AoE fear the group and return to the light source in the middle of the room luckily he wont howl until the fear wears off. If your tank doesnt have a charge mechanic you can be in for a long night as the cumulative damage plus the heavy hits the boss lays down can overwhelm most tanks. Having a DPS with a secondary healing role, such as a Bard or Chloromancer can be a huge benefit here. This isnt much of a DPS race as the fear mechanic will go off at its preset intervals no matter what. Managing damage and mastering the light mechanic are the keys to success here.
At 50% Phase 2 begins. The web wrap will now cease, but 6 small adds will now enter the fray. DPS has to burn down these adds as quickly as possible to keep the healer from becoming overwhelmed while still maintaining damage on the boss as the spiders will continue to spawn until the boss is killed. If you tank has sufficient health and all their available survival cooldowns available, you can have them pick up all the adds and have DPS concentrate on burning the boss as quickly as possible.
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