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Rift Expert Dungeon Guide : Caduceus Rise

Posted Fri, Jan 13, 2012 by Medawky

Rift Expert Dungeon Guide: Caduceus Rise

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caduceus rise 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 healer is new to level 50 or in sub-par gear, you may want to have the support assist in healing on a couple of the encounters, but for the most part you would be better served with 3 DPS.    

Quests

Lust of Fire and Gold

Starts: Caduceus Rise
From: Zone In
Deafeat the 5 bosses of  Expert Caduceus Rise plus Caduceus

Bosses:

Coalgut

Caduceus Rise
Coalgut is the closest boss to the entrance as the crow flies in expert mode CR, but he is up on a hilltop so groups typically do him first or second to last depending on their whims. Coalgut is a movement based encounter that uses two crystals to help defeat the encounter and make it more manageable. Each crystal is inert to start the fight and will remain so unless damaged down to zero health, at this point they will do damage to the boss if he is in range of them when they die, they will also slow the boss which can be an important element. Coalgut is an angry fellow and his rage tends to cause him to become unstable and explode - players have to run from this explosion or face certain doom. Post-explosion Coalgut isn't a very fun guy to be around either as he is enraged for around 30 seconds. In his enraged  form he will one to two shot any tank. Groups will need to react to this by either ignoring the crystal and burning him down before he enrages (or shortly thereafter) or having a crystal ready to pop when he gets to that point. If your DPS isn't strong enough to kill him outright, assign a ranged DPS to bring a crystal to around 5% health, have the tank kite him to the crystal and then finish it off as he becomes unstable. You only have two crystals so it is a bit of DPS race, but most groups won't need to use the second crystal.

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 second on expert mode as Coalgut is technically closer to the entrance. This overstuffed hunk of hate is a pretty straight forward fight that only uses a couple of abilities. The most crucial aspect of the expert 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 need to interrupt these when possible. 

Faultwalker Alraj



Caduceus Rise

Faultwalker Altaj is a bit more entertaining on expert than he was in the normal mode encounter. In addition to casting a random purple splotch of AoE damage on the ground, Faultwalker is now also surrounded by red, green and blue circles. Standing in one color causes the stacks of the other colors to increase on your character.Each of these debuffs makes you less resistant to a particular form of damage from him. Allowing one stack to get too high can be deadly if he employs his Tainted Spirits target ability that will unleash damage of one of the three colors. Be mindful of your stacks and continue to move around the boss throughout the encounter to make life easier on the healer.

Ashcaller Zael

Caduceus Rise
Ashcaller Zael is a alternating 2 phase encounter that can spell disaster for a disorganized group. The first phase is a fairly straightforward tank and spank with a moderate amount of spike damage, but nothing a decent tank and healer combo should have an issue with. The second phase is marked by Zael splitting off part of his mass into several smaller versions of himself. These adds cannot be taunted, don't move and will generally hit the closest person to them. Any add that isn't killed by the end of phase 2 will be consumed back into Zael and will heal him for a portion of his health. A well coordinated party will focus fire each add down and rip through them in plenty of time to prevent any healing. Repeat these two phases until the boss goes splat.

Hookmaster Palos

Caduceus Rise
Hookmaster Palos blocks the path to Caduceus and is typically killed last. 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. Hookmaster Palos also employs three other mildly annoying abilities on expert; a hook ability that pulls a random player to the boss - move out quickly as he does cleave, thrashing stomp that does a bit of PBAoE  damage and sucker punch - a single target  dazed effect that is usually cast on a melee target.  None of  his minor abilities will wreck your day quite like blood pact, so make sure to spam your escape key when it goes off.


Caduceus


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 attack, and you need to quickly dispatch them. The tank will make initial aggro on Caduceus and should spin him so that his back faces the group. The rest of the party should then move in to stack on his backside. After a few seconds 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, keep it cleansed to help with the next parts of the encounter. Caduceus has an add phase on expert mode that consists of two types of adds. The first are Erupted Embers, wispy looking orbs that hover about and molest players with ranged attacks - ignore them as they will respawn if killed. The second type of adds, and by far the most deadly, are the Erupted Cores. Erupted Cores are little ore-lings that need to be gathered up by the tank and then quickly AoE burned down, failure to kill them all before Caduceus re-enters the fray will likely mean a one shot to an unlucky party member.

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