The Polaris (Dungeon)

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The Polaris (Dungeon)
The Polaris (Dungeon).jpg
Map Coordinates: (380,980)
Region: Solomon Island
Zone: Kingsmouth
Type: Dungeon



The Polaris is the first Dungeon players encounter in the game. It is accessed via a helicopter sitting near Ann Radcliffe and Harrison Blake. The quest for this dungeon is given by Ann Radcliffe and is called Dead in the Water.

Background

The Polaris, originally reported missing in the Atlantic, August 14, 2007 is now run aground near the coast of Solomon Island. It was once part of an area of wreckage in a navigational dead zone in the Atlantic Ocean. Following fisherman from the Lady Margaret, "unwitting" tomb robbers, the Polaris brought both Draug and the mysterious fog that now plague Kingsmouth.

Somewhere in the Atlantic Ocean, wreathed in strange weed and an eldritch fog, lies a warped place.

Seafaring cultures for as long as there have been seafaring cultures have run afoul of the strange magic of this navigational dead zone.

Their ships have endured as forsaken monuments, their unfortunate crews transformed into the aquatic corpse-horrors known as the Draug.

Few who have seen this cursed place ever leave it. Those that do are marked, doomed to be reclaimed by drowning, or by the rare visitations of the pale Draug. And so, when the fishermen of the Lady Margaret escaped as unwitting tomb-robbers, they drew the full attentions of its dark powers.

The Draug rode out in pursuit on a pale carrier -- The Polaris, a cargo ship, broken loose from the outermost ring of derelicts and carried across the sea north and west by the roiling, creeping fog bank. In its hold, an ancient lord of the creatures, long since outgrown its human form, exercised its powers to command flesh and fog alike.

The ship's passage was inexorable, but unmanned, running aground on a rocky outcrop not far from the coastline of Solomon Island. Spilling from the wreck, the Draug and the fog continued across the waves towards the unsuspecting community of Kingsmouth.

What no one knows, however, is that a greater threat has traveled in the wake of the ship. An immense beast, born from the material that re-made the first Draug, and formed in an echo of the terrible thing dreaming beneath the sea:

The Ur-Draug, watching over its foul progeny from between dimensions, waiting.[1]

Map

Environmental Hazards

  • Electrified Water - There are a couple places in the area where the water has been electrified. When you encounter these patches of water, stay on land or atop cargo containers. Although the containers themselves can become electrified as well and players will need to move to another container that has not been electrified yet.

Mission Guide

Main article: Dead in the Water
  • Examine the Orochi tactical map.
  • Board the helicopter.
  • Proceed into the island channel.
  • Defeat The Varangian.
  • Locate the shipwreck.
  • Explore the wreck of the Polaris.
  • Destroy the Primordial Dweller.
  • Board the helicopter.
  • Overcome the Ur-Draug.

Boss Encounters

Haugbui Jarl

Main article: Haugbui Jarl

Abilities

  • Charged Hack - Significant damage done to the tank (highest threat target), can be interrupted. This attack can hit anyone in front of the boss and should be avoided by everyone but the tank.
  • Deep Calling - Places a black AoE ground effect.
  • Mjolnir's Echo - Knocks down the tank and drops hate, can be interrupted.

Strategy

  • Avoid the Deep Calling ground effect.
  • Interrupt the Mjolnir's Echo as much as possible to avoid the tank losing threat on the boss.
  • Tanks can avoid the Charged Hack by running/dodging out of the visible circle before the attack hits.
  • Healers prepare for the large amount damage the tank will receive if they are taking the damage from the Charged Hack.
Haugbui Jarl
Haugbui Jarl.jpg
Level: Normal:12
Elite:?
Nightmare:?
Type: Draug
Difficulty Rating: World Boss
HP: Normal:74,000
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Polaris

Balarbane Sorceress

Main article: Balarbane Sorceress

Abilities

  • Can Cast: Ill Runes – Single target attack dealing significant damage to the highest threat target
  • Can Cast: Death Squall – Places a purple-black smoky AoE ground effect
  • Can Cast: Tide Wall – Places an absorption shield around the boss
  • Can spawn adds named Sea Burial in groups of 3

Strategy

  • Try to clear out any Brood Pods in the area before engaging to limit the number of adds you have to deal with.
  • When she casts Death Squall, the tank should pull her out of the smoke, and the rest of the group should get out of the smoke as well.
  • When she spawns Sea Burial adds, take them out, then go back to her.
Balarbane Sorceress
Balarbane Sorceress.jpg
Level: Normal: 12
Elite: ??
Nightmare: ??
Type: Draug
Difficulty Rating: World Boss
HP: Normal:12,631
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Polaris

The Varangian

Main article: The Varangian

Abilities

  • Can Cast: Charged Hack – Single target attack dealing significant damage to the highest threat target, can be interrupted
  • Can Cast: Deep Blast – Point blank AoE (black ground effect) and melee knockback
  • Can Cast: Mjolnir’s Echo – Knocks down the tank and drops hate, can be interrupted
  • Can spawn adds named Sea Burial in groups of 3-5

Strategy

There are 2 basic phases to this fight.

Phase 1: You fight him where you find him. Although at 3 different times, he will disappear beneath the water and summon a swarm of Sea Burial. Once you kill them, he will reappear (in a new location within that area) and the fight will continue

  • Stay out of the black water when he casts Deep Blast
  • When he pops back up in a new location, after disappearing, give the tank a moment to get to him and engage before DPS sets in
  • When he runs out of this area, he is heading to Phase 2

Phase 2: He runs to the next area, and summons some Sea Burial to cover his trail. Kill the Sea Burial spawns and follow him. He will stop in an area that is mostly surrounded by cargo containers.

  • Fight ontop of a cargo container. The water he is standing in will be electrified and do damage.
  • When the container you are fighting on starts to show electricity as well, move to a new container that does not
The Varangian
The Varangian2.jpg
Level: Normal: 12
Elite: ??
Nightmare: ??
Type: Draug
Difficulty Rating: World Boss
HP: Normal:22,273
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Polaris

Haugbui Mother

Main article: Haugbui Mother

Abilities

  • Permanent Effect: Triggers – Buff on the boss so that when she applies a penetrating hit, the target receives a Bleeding counter.
  • Can Cast: Corpulent Slam – Frontal cone damage, can be interrupted.
  • Can Cast: Eversion – Boss splits into 3 Sea Horrors.
  • Can spawn adds named Volatile Host which explode if not killed quickly enough.

Strategy

There are 2 basic phases to this fight.

Phase 1: You fight her as you find her.

  • Avoid her slam attack
  • Kill any adds as soon as they appear before continuing to kill her
  • When she starts a red-mist looking AoE, which is Eversion back out of it and phase 2 will start.
  • If you have high DPS there is a risk you can kill her before she finishes casting Eversion. Should this happen you will not receive any loot for this stage.

Phase 2: After casting Eversion she splits into 3 separate Sea Horror mobs

  • Nothing complicated to this fight other than watching for DPS grabbing aggro of one of the 3 versions.
  • In Nightmare mode, someone will need to use a group cleanse ability (e.g. Cleanup) when Eversion is cast.
Haugbui Mother
Draug Broodsource.jpg
Level: Normal: 12
Elite: ??
Nightmare: ??
Type: Draug
Difficulty Rating: World Boss
HP: Normal:17,543
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Polaris

Primordial Dweller

Main article: Primordial Dweller

Abilities

  • Can Cast: Synapse Spasm TAoE ground effect (black water) cast on a random player.
  • Can Cast: Tide Wall – Spawns an aborption shield on the boss.
  • Can Cast: Psychic Death Zone – Boss becomes immune and spawns Primordial Spawns.
  • Can spawn adds named Volatile Host (470 HP), which explode if not killed quickly enough, in groups of 2.
  • Can spawn adds named Primordial Spawn (423 HP) in groups of 8+.

Strategy

This is really the players first encounter with a technical boss that requires strategy beyond "stay out of the bad stuff on the ground.

The Primordial Dweller will cast Synapse Spasm more and more often as the fight progresses. If the players do not kill him fast enough, it will be almost impossible to avoid the multiple AoE's on the ground. There is no "white circle" visible when it is cast, but when you see yourself standing in black water, you have a second or two to get out of it before it explodes.

He will also summon more and more Volatile Host and Primordial Spawn as the fight progresses, again to the point where the players will not be able to fight both the Primordial Dweller and the multiple spawns at the same time.

The Tank, along with any Melee DPS will need to watch out for the casting of Psychic Death Zone - either a casting bar over his health, or the white ground effect lines. Getting caught in that causes the player to take damage, be knocked back, and Impaired for a couple seconds. A quick Active Dodge backwards should get you out of the range of the AoE.

While the Death Zone spell is active, approaching within melee range causes the character to take damage from a lightning shield around him. There will also be multiple Volatile Host and Primordial Spawn adds that appear during this time. Typically, the group healer will instantly draw aggro from all of these adds, and so while the Death Zone is active, the tank should try to gather up any adds running around while the other players take them down.

The fight will continue like this (Attack, Death Shield, Adds, Attack, etc) until either the Primordial Dweller is killed or the AoE's and Adds overcome the players.

In Nightmare mode, Primordial Dweller's attacks cleave so Melee DPS will need to stand as far away from the tank as possible. Typically the tank will take the rightmost side so that the left most side is safe.

The ability Sleight of Hand can be used to grant temporary immunity to the Volatile Host explosions, cast it when they are near you. Highly useful in nightmare.

Primordial Dweller
Primordial Dweller.jpg
Type: Draug
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:48,000
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Polaris
Game Version: TSWicon.png TSW

Ur-Draug

Main article: Ur-Draug

Abilities

  • Permanent Effect: Relentless
  • Can Cast: Slam – Frontal cone attack (red/orange waves), can be interrupted.
  • Can Cast: Rending the Veil – Environment turns blue and foggy, boss cannot be engaged, Ur-Things spawn.
  • Can Cast: Cosmic Sundering – Stun and significant damage attack (if not instant kill) on any player who does not LoS the boss during.
  • Can Cast: Pulverize – Destroys a pillar, rendering it unusable for Line of Sight. This is only cast while the Ur-Draug is in it's "Rendering the Veil" form.
  • Can Cast: Cosmic Gaze – Chanelled ability (blue breath) that places a significant DoT on the target (near instant kill), can be interrupted.
  • Can Cast: Extinction – Significant point blank AoE on the boss
  • Can summon Ur-Thing (1,400 HP) a few at a time during Rending the Veil, which themselves can cast Primordial Hysteria.

Strategy

This encounter is mostly a race against time. Can the players kill the Ur-Draug before they make a fatal mistake and get killed. Technically, it is not difficult but errors are typically fatal.

There are 3 basic "Phases" to this fight, although he will alternate between the first two phases for awhile.

Phase 1: (Normal Phase) Is your typical fight. The tank gets his attention, and everyone tries to kill him as fast as possible

  • All players except the tank should stay behind, or to the side of, the Ur-Draug. His Slam and Cosmic Gaze attacks will typically kill any DPS character caught in it. Additionally, in nightmare mode his attacks cleave and can easily one shot most DPS.
  • When the Ur-Draug returns to his starting position on his own (and you should also get a text/radio report about dimensional shift) he is about to cast Rending the Veil and go into the other phase.
  • He will sometimes disappear under water, come back up in a different location, and start casting Extinction. This is an extremely large AoE that covers most of the area. It will be noticeable by "white waves" coming out from him over the water. The only way to avoid taking damage from this attack is to find a rock to hide behind before he finishes casting it.

Phase 2: (Blue Phase) After casting Rending the Veil the world goes "bluish". During this time, the Ur-Draug is extremely deadly, and players must not only avoid him but even avoid being seen by him.

  • The Ur-Draug will walk around the area looking for players
  • Hide behind the rock pillars so he cannot see you
  • He summons Ur-Things to find you and attack you. Do not let them pull you from your hiding place while fighting them, and do not forget to keep an eye out for the Ur-Draug approaching.
  • If he catches any player in the open, he casts Cosmic Sundering on them. This freezes them in place and starts a TAoE on them. The initial target, and anyone else caught in the AoE are tossed for a significant distance, take a serious amount of damage, and if they survive must look for a new rock to hide behind as quickly as possible.
  • As the fight progresses, he will use Pulverize while in this phase to destroy a rock column. That column no longer provides cover for players, and any using it to hide behind must find a new hiding spot before getting caught in his Cosmic Sundering.
  • After a period of time, he will drop below the water, the "bluish" tint will disappear, and he has returned back to phase 1 of the fight.

Phase 3: (Fake Blue Phase) If the Ur-Draug appears to cast Rending the Veil and the world goes blueish, without him returning to his original start position, this is a "fake blue phase". Players should not avoid him like a normal blue phase, but should continue to attack him using the same strategies as a normal phase.

Ur-Draug
Ur-Draug.jpg
Type: Draug
Difficulty Rating: World Boss
Level: {{{level}}}
Damage Type: No Data
HP: Normal:97,000
Elite:?
Nightmare:?
XP Awarded: Normal:??
Elite:?
Nightmare:?
Region: Solomon Island
Zone: The Polaris
Game Version: TSWicon.png TSW

Other Monsters

Residents

  • None

Loot

Loot comes from Dungeon Cache boxes, which can be opened if you have a Dungeon Key

Legends

  • Legend:The Polaris can be found within this dungeon, see that article for more information

Achievements

Media

Images


References

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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