Rift Dungeon Guides: Abyssal Precipice
One of the final tuneups before moving into heroic Rift dungeons, Abyssal Precipice is a challenging and rewarding zone.
Nestled high above the world in the snow capped peaks of the Iron Pine Forest lies the lair of the nefarious Abyssal. Secluded from the rest of the world, these malcontents are working tirelessly to awaken a cephalon, one who knows the location of the imprisoned dragon aspect Akylios. By stepping inside the Abyssal Precipice you take on the most important of missions Â stopping them before it's too late.
Being one of the two level 50 instances, the last tune-ups before
heading up the progression ladder of heroics, group composition will
begin to play a more meaningful role here. Having a solid offhealer in
the support role is a huge plus in AP, not so much for the boss fights,
but for the obscene amount of trash. Ranged DPS is favored in some of
the encounters here, including the second boss Â but any competent DPS
will do. It can also help smooth the trash packs a bit by having solid
CC but flexibility is the key, if you have strong AoE then you may be
better off healing through many of the pulls and burning them quickly.
King of the MountainStarts: Abyssal Precipice
From: Zone In
Vanquish all three boss encounters in AP
The Book of Sunken Dreams - GuardianStarts: Abyssal Precipice
Retrieve all three chapters of the Sunken Dreams
The Sword of
Thedeor - Guardian
From: Magnus Lucklum
Complete the test's of Thedeor
Technology - Defiant
From: The Faceless Man
Retrieve the Ethian Core and the Sourcestones
Abyssal Precipice has the feel of an outdoor area that winds though mountainous environs. It is very linear and littered with tons of trash mobs. Avoidance is futile, so plow through them and make your way towards the bosses.
The first boss encounter is a relatively easy one, provided you can identify his casts and successfully LoS his main ability. The fight starts as a tank and spank with the tank grabbing aggro and moving the boss slightly to the side. The first ability Kale will use is called Ice Geyser, a PBAoE (point blank area of effect damage) that also causes a knockback. Once cast the geyser will erupt from the ground and become a frozen stalagmite of sorts. Players will want to then huddle behind the ice column when Kale begins to wind up his big spell Â Icy Explosion. Icy Explosion is a killing blow that can only be avoided by using the ice block as a barrier. Rinse and repeat these two mechanics for a very easy kill.
Majolic the Bloodwalker
The second boss encounter starts out simply enough, but at 35% life remaining, all hell breaks loose. Well, maybe it isn't that bad Â but it does become a bit more difficult. At that 35% mark Majolic will undergo a radical transformation and take on the form of a blood spewing mummified madman. In this phase he will do two fairly annoying things; the first is that he will cast a random debuff on a player that not only effects that person, but anyone near him (this is where range DPS is handy). This effect is dispellable, but if you fail in that department simply spread out until it fades. The second thing Majolic does is to entomb another random player in carbonite (whoops, wrong game) or a big blood crystal that must be burned down quickly to prevent that players untimely demise. Depending on overall DPS you may only have to deal with each ability once or twice before the boss sleeps the final sleep.
Calyx the Ancient
The final baddie in the lineup is Calyx the Ancient. This fight is a war of attrition and taxing on the healers more than anything. Calyx will use 4 abilities to attempt to drain the healers mana; a ranged AoE called Hydroblast, a ground based AoE called Abyssal Depths, a reflective shield known as Jagged Ice and Frozen Wrath, another ranged AoE blast.
Having an off-healer in your support role here comes in very handy as there is a near constant stream of group-wide damage flowing. Hydroblast does moderate damage while Frozen Wrath takes everyone down to approx 5% life, neither are avoidable. Abyssal Depths is mostly unavoidable to on its initial damage, but quickly moving out of it prevents it from doing its real damage Â a super annoying stun. Jagged Ice is the easiest to mitigate, simply stop attacking while its up.
If the healer(s) can avoid getting stunned and stay on top of keeping the party topped off, this is a very winnable fight Â but failure to avoid unnecessary damage can spell doom to most parties.