Hell Raised

From CryGaia Wiki
Jump to: navigation, search
Hell Raised
220px
Map Coordinates: (730,888)
Region: Solomon Island
Zone: Savage Coast
Type: Dungeon



<<Short description

Background

Hell Raised is the name of the second dungeon in the game. The entrance is located in room 13 of the Overlook Motel and the mission associated with it is Into The Inferno.

Players investigate a mysterious door in room 13 of the Overlook Motel while searching for Theodore Wicker, whom Daniel Bach believes may be relate to, or the cause of, all of the Hellspawn and dimensional rifts to the Hell Dimension that have been appearing around the Overlook Motel.

Passing through the door takes the players to the Hell Dimension, which players explore and eventually discover that Theodore Wicker is being used as a human battery to power the rifts between dimensions. These rifts are being used to suck the anima force our of our world. Players must defeat the demons they encounter and free Wicker in order to close the rifts.

Map

Environmental Hazards

  • Fire - There a rifts in the ground with fire visible below them. Stepping on these rifts can cause minor environmental burning damage. But, they are small, widely spaced out, and easily avoidable.
  • Power Totems - These are pillars or statues that appear at various locations. When approached they will begin to charge and then release a burst of energy around them. They are easy to get past if players keep moving and do not stop while they are charging. There will be standard white circular ground effect while they are charging to let players know the area of effect for their discharge.

Mission Guide

Main article: Into The Inferno

Inside Room 13 is a door that shouldn't be there. What lies on the other side?

Boss Encounters

Antimony Misinitrix

Main article: Antimony Misinitrix

Abilities

  • Pillars – When active, create a purple AoE effect with stuns or slows players and damages them
  • Macro Shock – Places a stacking Corrupted debuff on a random player, which reduces incoming HoTs, barriers and leech effects by 5% per stack

Strategy

This fight is pretty straightforward - tanks tank, healers heal, and everyone tries to kill her.

The only real trick is watch out for the electrical pylons in the area. When they start to light up, there will be several that light up, one after the other, in a clockwise direction. If everyone is near the beginning of the first pylon to light up, the group can move counter-clockwise to avoid all of them. Otherwise, they will need to keep moving clockwise to keep ahead of the pylons as they ignite.

Loot

Antimony Misinitrix
220px
Type: Hellspawn
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:84,797
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Solomon Island
Zone: Hell Raised
Game Version: TSWicon.png TSW

Corroder

Main article: Corroder

Abilities

  • Frontal Cleave - Stay behind him whenever possible
  • Green Doughnut - Inside the doughnut hole with the monster is safe, so is very far away. In between the two areas causes damage.

Strategy

There are a couple things to be aware of in this fight, but as long as you stand in the right area it should be pretty easy.

  • When the fight starts, there will be a firewall that appears at the top and bottom of the corridor he is found in. As the fight progresses, the bottom firewall will slowly move forward. If players cannot kill him fast enough they will be trapped between the two walls. Note that the exact edge of the fire is hard to see and so players are advised to give themselves some extra room.
  • Corroder has a vicious frontal cleave. Everyone except the tank should stay behind him.
  • He also casts a doughnut shaped AoE. Players should either be up close to him, safe within the "doughnut hole" or back up quite a distance to be outside the AoE. Typically it's easiest to move forward into the center of the effect.

The group should stop before the last corner before approaching Corroder. That will keep them out of range for the first green AoE attack. The tank will go forward and engage Corroder. He will almost instantly throw up his green AoE attack. As soon as that is over, the tank pulls Corroder up the corridor and around the corner to where the party is waiting. Pull him a little past the party so everyone is behind him (and safe from his Cleave) and then go to work on him.

Depending on the strength of the team and how fast they can kill him, the tank may need to back up a couple of times if the bottom firewall starts to get too close to where they are fighting.

Loot

Corroder
220px
Type: Rakshasa
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:?
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Solomon Island
Zone: Hell Raised
Game Version: TSWicon.png TSW

Hardwired Fleshtank

Main article: Hardwired Fleshtank

Abilities

  • Ignite Grates - During the fight he ill ignite the grates players stand on.

Strategy

The mechanics of this fight are very similar to those of Phase of The Varangian in The Polaris dungeon.

There are a 5 metal grates placed over a red-hot coals. Players must stay on the grates in order to avoid taking damage from the coals.

Throughout the fight, the Hardwired Fleshtank will super-heat the grates, and players must move to stand on a non-heated grate. At the start of the fight he will only heat one of the grates, but as it progresses he will eventually heat 4 of the 5 grates at any give time. Players generally want to try to move together as a group in order to stay off the heated grates while still remaining within attack distance of the Fleshtank.

Loot

Item Type Role
Crushed Will Weapon Assault Rifle A Warlock's Dying Wish Weapon Elemental Focus
Sloth Neck Talisman Tanking
Arrogance Occult Talisman Tanking
Envy Finger Talisman Healing
Lust Waist Talisman Healing
Hardwired Fleshtank
Hardwired Fleshtank.jpg
Type: Hellspawn
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:127,196
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Solomon Island
Zone: Hell Raised
Game Version: TSWicon.png TSW

Traumadriver

Main article: Traumadriver

Abilities

Strategy

Another fairly straightforward fight, the only thing to watch out for is the various ground effects.

  • Electrical Pylons - These light up one after another, up one side of the corridor and down the other, in a counter-clockwise motion. The tank should keep the Traumadriver on one side of the corridor while the pylons light up on the other side and then bring up to the opposite side of the corridor as the pylons on the first side light up.
  • Firewall - At the start of the fight firewalls will appear on either end of the corridor, and as the fight progresses the wall at the beginning of the corridor will slowly move forward. However, the wall moves very slowly, and unless the group is severely underpowered it shouldn't be an issue.
  • Boss AoE's - Traumadriver is able to cast some AoE's of his own which would not normally be an issue. But, with the electrical pylons and firewalls to also watch out for they can make positioning difficult.

Loot

Traumadriver
220px
Type: Hellspawn
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:105,996
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Solomon Island
Zone: Hell Raised
Game Version: TSWicon.png TSW

Recursia, Many-in-One

Main article: Recursia, Many-in-One

Abilities

  • Permanent Effect: Relentless
  • Can Cast: Orange Doughnut AoE
  • Can Summon: Triggerthing
  • Casts a chain lightning effect on a random player, can be interrupted.

Strategy

There are 3 basic phases to this fight:

Phase 1 (Normal Phase): This is the basic phase that you spend most of the time fighting her.

  • Watch out for an orange "doughnut" attack. The range of this attack is fairly large, and it may be impossible to get completely outside of the doughnut. The safer bet it to get up close to her, inside the safe "doughnut hole" area.
  • Recursia will target a random party member and cast a lightning attack which will chain. It can and should be interrupted.
  • When she places a rune-circle on the floor she ill shortly teleport to the center of the room and begin phase 2

Phase 2 (Triggerthing Phase): While in phase two, Recursia is immune to any damage, and will not attack either.

  • Triggerthings will appear under force bubbles in each of the alcoves around the room.
  • While they are under the domes, they are immune to all damage.
  • Once they leave their dome (and they will leave 2 or 3 at a time) they will slowly walk towards Recursia, ignore the players and any damage they may do to them.
  • If the Triggerthing is able to reach Recursia before being killed by the players, they will merge with her and trigger a massive AoE.
  • Once all Triggerthings have been killed, or triggered, then Recursia goes back to Phase 1.

Phase 3 (Final Phase): - The third time Recursia casts her runic circle, instead of going to the center of the room and starting phase 2, she remains where she is, and starts phase 3.

  • The Triggerthings appear just like phase 2
  • The Triggerthings come out a couple at a time and approach Recursia just like phase 2
  • Any Triggerthings that make it to Recursia will cause an AoE damage just like phase 2
  • However, Recusia is not immune to damage, and will continue to attack the players. Depending on how close to death she is and how the group is faring, it may be more advantageous to ignore the Triggerthings and focus on finishing her off before they reach her rather than killing them to keep them from reaching her.

Loot

Item Type Role
Haemophage Weapon Blade
Wrath Neck Talisman DPS
Resentment Finger Talisman Tanking
Greed Occult Talisman Healing
Gluttony Luck Talisman Tanking
Recursia, Many-in-One
Recursia.jpg
Type: Hellspawn
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:127,196
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Solomon Island
Zone: Hell Raised
Game Version: TSWicon.png TSW

Machine Tyrant

Main article: Machine Tyrant

Abilities

  • Shield - Makes him immune to damage. On Nightmare, this will reflect damage to any player that hits Machine Tyrant while it is in effect.
  • Wave of Immolation - AoE orange runic circles that appear when Machine Tyrant in the centre.
  • Firmament Barrage - AoE red targets that home on a player, will damage anyone caught in them.
  • Can Cast: Demolish - A PBAoE attack.

Strategy

The theory of this fight is similar to the final boss-fight in The Polaris - Players have to whittle down the boss while not making an errors. The mechanics are fairly simple, but any errors are often fatal.

This fight requires players to be constantly moving while fighting. It is especially difficult for melee DPS characters who may not always be able to keep moving to avoid hazards while remaining close enough to the Machine Tyrant to attack him. Players are expected to have mastered attacking while on the run as well as using Active Dodge to avoid obstacles.

Players, especially DPS, should also be equipped with their own Energy Drinks (Healing and/or HoT), or have some form of self-healing, since it is unlikely that the Healer will be able to reach all players.

On nightmare difficulty, players will need to worry about a fire debuff that is periodically applied. There are two main routes to counteract this debuff: Cleanup and Perjury.

Perjury is a passive ability that removes negative buffs whenever an attack penetrates or hinders. In this strategy, all players must slot Perjury and have a high penetration rating. This is potentially the easiest route as it requires no active triggering of abilities, however it may be difficult for low geared people or some healers due to the penetration rating requirement.

Cleanup is an elite active ability that will cleanse the group of the fire buff when used. Due to the long cool down on Cleanup, each of the 3 DPS will need to slot it and will need to determine their order in which they will use theirs (typically by calling cu1, cu2, or cu3 in chat). It is important to maintain the order in which you use Cleanup otherwise next time when the buff is applied you may not have one available to use. Also it is worthy of note that you can use Cleanup from the well should you die, particularly if you had been attempting the perjury route you can slot it and still try to help should your team be lacking the penetration attacks.


There are 2 main Phases to this fight:

Phase 1: Keep away from ground effects, do not attack while the shield is up, remove the shield from the Machine Tyrant by having the tank lure him through an anima well.

  • Avoid the Machine Tyrant's Demolish PBAoE - It will do significant damage as well as tossing players for a distance
  • Avoid the red target circles when they appear. They will home in on a nearby player, and chase that player until the timer on the circle expires. Players caught by a circle will take significant burning damage. Note that while trying to avoid a circle, keep an eye on other group members, you do not want to trap them with a circle that is chasing you.
  • Periodically the Machine Tyrant will stop chasing the tank and return to the centre of the arena on his own, when he does this, prepare for phase 2.
  • In Nightmare mode, Machine Tyrant's attacks cleave so avoid standing behind the tank or between the tank and the anima well.

Phase 2: Get to the edge of the arena while the Machine Tyrant is carpet bombing the area with Wave of Immolation.

  • Orange circles appear on the ground, getting caught in one of these circles causes massive damage.
  • Initially the circles spread out, trying to convince players to run towards the Machine Tyrant to avoid them. But, then they will spread out from the Machine Tyrant catching anyone who ran towards him instead of of the edge of the arena.
  • Once the orange circles have all exploded, the Machine Tyrant will return to phase 1, typically with his invulnerability shield activated.
    • If possible, the tank should look for the orange anima well that removes the invulnerability shield and try to make his way towards it while the bombing is happening, this allows him to remove the shield as quickly as possible after phase 1 starts again.

Loot

Item Type Role
The Black Heart Weapon Blood Focus
Crushed Will Weapon Assault Rifle
Shattered Dreams Weapon Shotgun
Saber Claws Weapon Fists
Taipan's Last Resort Weapon Pistols
Pride Head Talisman DPS
Envy Finger Talisman Healing
Violence Wrist Talisman DPS
Excess Waist Talisman Tanking
Gluttony Luck Talisman Tanking
Machine Tyrant
Machine Tyrant.jpg
Type: Hellspawn
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:?
Elite:?
Nightmare:?
XP Awarded: Normal:?
Elite:?
Nightmare:?
Region: Solomon Island
Zone: Hell Raised
Game Version: TSWicon.png TSW

Monsters

Residents

  •  ??

Loot

The following is the bosses that drop dungeon-specific named loot items:

Boss Loot
Hardwired Fleshtank
2x of the following:
Item Type Role
Crushed Will Weapon Assault Rifle A Warlock's Dying Wish Weapon Elemental Focus
Sloth Neck Talisman Tanking
Arrogance Occult Talisman Tanking
Envy Finger Talisman Healing
Lust Waist Talisman Healing
Recursia, Many-in-One
2x of the following:
Item Type Role
Haemophage Weapon Blade
Wrath Neck Talisman DPS
Resentment Finger Talisman Tanking
Greed Occult Talisman Healing
Gluttony Luck Talisman Tanking
Machine Tyrant
3x of the following:
Item Type Role
The Black Heart Weapon Blood Focus
Crushed Will Weapon Assault Rifle
Shattered Dreams Weapon Shotgun
Saber Claws Weapon Fists
Taipan's Last Resort Weapon Pistols
Pride Head Talisman DPS
Envy Finger Talisman Healing
Violence Wrist Talisman DPS
Excess Waist Talisman Tanking
Gluttony Luck Talisman Tanking

Lore Locations

Achievements

Media

Images

Video

References


Dungeon
Dungeon ▪ The Polaris ▪ Hell Raised ▪ The Darkness War ▪ The Ankh ▪ Hell Fallen ▪ The Facility ▪ Hell Eternal ▪ The Slaughterhouse
Raid ▪ Manhattan Exclusion Zone
Seasonal ▪ The Cat God