Rift Expert Dungeon Guide : Upper Caduceus Rise
Caduceus Rise is a massive new dungeon with so many bosses it had to be split into two instances. Check out this guide for all you need to know about Upper Caduceus Rise.
Rift Guide: Upper Caduceus Rise
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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.
Upper Caduceus Rise, while mechanically unforgiving, is fairly tame for a tier 2. If the healer is undergeared or new to t2 you can utilize your support class for extra heals, but most healers can handle the bulk of the instance solo. Several of the fights can require a bit of movement so Rogue tanks tend to do very well here, and while there isnt much in the way of trash packs, nearly every pull has mobs spread up so the Rogues ability to gather them all up is handy
Lust of Fire and GoldStarts: Caduceus Rise
From: Zone In
Deafeat the 5 bosses plus Caduceus of Caduceus Rise
A lumbering, hulking giant, Zugthak has a few mechanics you will need to master. The first ability he will deploy, and the easiest to deal with is his proximity based AoE, this massive stomp will deal a fair bit of damage to the tank and any melee in range, but its slow cast time allows plenty of time to run out and avoid it. The real trick of the fight is the dealing with adds and a damage reduction buff that the boss gains. Two types of mobs will spawn during the fight, a group of 3 adds that have no threat table and will ultimately attack the one helpful mob that spawns. The helpful mob will have a blue bubble around him that affords players one of three abilities when they stand it. The three abilities share a 1 min cooldown timer and do one of three things remove the Thick Hide damage reduction buff, kill a trogg add or grant immunity to stomp. Most groups will have the ranged DPS and healer rotate going into the bubble and cleansing the thick hide buff. The other two abilities are trivialized as DPS can avoid the stomp and burn down the adds quickly.
Next up is Rodiafel, a nasty burrowing worm with two distinct phases. The boss will be underground when first engaged with the fight beginning when he emerges. During the exposed stage Rodiafel will employ a couple nasty DoTs that need to be managed and cleansed quickly. One is ground based and can be avoided, one is a frontal PBAoE that should be cleansed from the tank and the third is a randomly casted DoT that hits two players and needs to be cleansed quickly. While phase 1 is mostly a healing/cleansing exercise, phase 2 requires everyone to be responsible for their own survival. When Rodiafel burrows a yellow bubble will appear over each player, these bubbles cause massive damage to other players when they intersect. To further complicate things there are red circles that appear that need to be avoided. Transition between the two phases is fairly quick, so make sure to be aware of your positioning and make everyones life easier.
Captain Black Spit
Cinderstorm is a fun fight that has two fairly easy mechanics and a DPS race component. Engage Cinderstorm where he stands in the middle of the room, you will notice a fiery pattern appear on the floor, this ring of fire will rotate around the boss and needs to be avoided. The main mechanic to be dealt with here is Cinder Storm, an ability that causes balls of energy to flare up in his room, killing anyone in their line of sight. Ranged DPS and the healer can stand in the initial doorway, while melee and tanks will need to duck into one of the alcoves in the room to avoid this. After the second cast of the LoS ability a ring of fire appears around the outer edge of the room and begins to move toward the center. Everyone must avoid this ring as it will insta-gib you. Burn the boss down quickly to avoid a wipe.
Headhunter Kulir and Disciple
The Headhunter Kulir and Disciple Varash encounter is one that is extremely easy to over-think and make much harder than it needs to be. Tanks will engage both mobs initially and attempt to maintain it throughout the fight. Headhunter Kulir is the more annoying of the two mobs as he will teleport about and smack a random party member, the damage isnt difficult to heal through and this is mostly a smokescreen. What makes Headhunter Kulir really deadly is his Magma Tempest ability. Magma Tempest is a point blank AoE that grants the boss a stacking buff that if left unchecked can be a death knell to any tank. The good thing about the ability is that it is 100% interruptible.
Disciple Varash is the easier of the two to kill and he will shoot off a ground based AoE that can be a pain in the ass if you attempt to kill Headhunter first. Burn down Disciple Varash first with either the tank or another player assigned to interrupt Headhunter Kulir. Once Disciple Varash is dispatched you can concentrate on Headhunter, keep him interrupted and prepare to collect your loot.
The final boss is the zones namesake, and he is only accessible after the other 5 have been killed off. Unlike the normal mode of this fight the two NPCs in his room are now KoS and need to be dealt with before moving on to the big ugly himself. The fight mechanics here are not much different than the non-heroic version but there is a DoT that has to be cleansed from three players intermittently throughout the fight. Players will stack up directly behind the boss to negate his Tectonic Disturbance mechanic, and while it helps to avoid the ground based AoE that rumbles about during the encounter the damage is minimal and can be shrugged off. There are two types of adds that can spawn in this fight, depending on group DPS you can either choose to ignore them or burn them down as they appear. Some groups may never actually see the adds. With competent heals and strong DPS this fight can end up being one of the easiest in the zone.