Welcome to the first edition of Sunday Night Stroll. This is a weekly article that will guide you through an instance inside one of the many MMO's that I play. This will be one of three weekly articles I will be producing every week in the foreseeable future! This week we're going through Tam-Tara Deepcroft an instance within Final Fantasy XIV: A Realm Reborn.
Tam-Tara Deepcroft is the second Dungeon players will unlock during the main story quest line in Final Fantasy XIV. You must complete all of the main story line quests before you are able to unlock the dungeon in the Duty Finder. A minimum level of 16 is required to enter the dungeon.
Anyone who ran Sunken Temple before it's condensing in World of Warcraft will find the concept of this dungeon familiar. The objective of the dungeon is to run around the outer edge and activate four orbs protected by mini bosses to unlock the final boss.
First Two Orb Rooms
The first two rooms that contain orbs are identical to one another. Each room will contain one mini boss called a Damund Priest and two adds called Gravediggers. Your group will want to dps the small adds down first because once you kill the Priest another mini boss will spawn so getting the adds down so you no longer have to deal with them and to reduce the tanks damage taken is the best course. Since these foes are mini bosses they don't do anything special. Once the Damund Priest is downed it will spawn an add called the Void Soulcounter. This boss doesn't do anything special either as he is also considered a mini boss. Once you have cleared each room you must remember to interact with the orb to unlock the final boss.
Final Orb Room
The last two orbs are inside the same room and are locked behind a smoke wall. You'll have to initially pass the room to go into the adjacent room to find Beads that will calm the Smoke Monster from Lost so you can click the final two orbs. Since there are two orbs next to each other that means that there are a few more adds to deal with. There is one mini boss and four adds, everything pulls at once as soon as you aggro something so you must pull everything in the room. Even though there are more adds the fight is the same as the previous rooms.
Galvanth the Dominator
Galvanth has quite a few abilities that you need to watch out for. First, he will do a large AoE around him that does a moderate amount of damage. As a healer, always make sure you are standing in ranged to be sure that you don't need to move from it. He will periodically tether himself to an Inconspicuous Imp, while he is linked to the add the boss will be immune to damage so you must kill the add before you can progress. Most of the time he will only link himself to one Imp but once he reaches below 25% health he will link himself to two Imps and you must kill them both. His final ability is spawning two random add monsters modeled after things you have seen out in the world. The adds don't do anything special but it is still best to kill them as soon as possible as they can pile up and wreak havoc if left unchecked.
All in all, the instance is still teaching players the general mechanics but the difficulty level has slightly increased from the first dungeon. Next week, we will cover Copperbell Mines which is a significant jump in difficulty and took my group quite a while on some bosses to figure out the mechanics! Thanks for reading and have a leisurely Sunday!
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