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Maklamos the Scryer- Infernal Dawn Guide


Date: May 08 2012 Views: () Comments ()

Maklamos the Scryer Guide - Infernal Dawn Guide

*This guide's reprinting is authorized by riftstrats.com. Thank you riftstrats for offering such a brilliant guides.

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May 2nd Update

This fight received a few minor changes on Wednesday, May 2nd. I am not going to rewrite the entire guide yet, since I think there are still a few things that are not working as Trion intended and may change again in the future. You may want to read the rest of the guide before reading this update, since I will be writing it under the assumption you are already familiar with most of the mechanics.

For our second kill we decided to use 4 tanks: 3 tanks for a normal tanking rotation and one whose job was to do nothing but soak the orb from Crystalline Desolation. We had all 19 of our players (everyone but the orb soaker) stack up in melee range. However, we were careful to stack on the opposite side of the orb soaker, and at max melee distance, to try to make sure the raid didn't receive too many damaging ticks from the orb. Since the orb always picks the furthest target, this mostly trivialized that mechanic, and shouldn't even require any major cooldowns for that soaker. See the video at the bottom of the guide for exact positioning.

Also, as of Wednesday, you may no longer just ignore the Crystal Lasers. You will actually need to "solve" them now. Again, refer to our video for ideal positioning. We chose that spot because it was in line of sight of all three crystal piles so that the players running out could still easily receive healing. Remember that lasers will always follow a Desolation, so just look on the raid frames and call out the debuffs of the 3 players who get the lasers.

As far as adds went, we decided to not try to interrupt any of them. We just let them heal to full and killed the first 2 adds as soon as they spawned, and then off-tanked the third add for the remainder of the fight.


Basic Information

  • Difficulty level: 6/10
  • Health: 12.4m
  • Hard enrage timer: Unknown

Ideal Raid Composition

  • 3 tanks
  • 5 healers
  • 2 support (1 bard, 1 archon)
  • 10 DPS (with only warriors running melee specs)

Strategy

Maklamos is a slightly weird fight in that it remains almost entirely the same from start to finish. Once you are able to survive the first add spawning then you are fully capable of defeating the rest of the encounter. Earth resist is not required to defeat this fight, but it certainly helps.

On our first kill we ran 3 chloromancers that all used 51 chloro/15 pyro with each using synthesis on a tank, since the tank damage is the only real threatening damage in the fight. In addition to that we used one cleric tank healer and one DoL cleric. When you're first learning the fight it wouldn't hurt to use 6 healers, just to help you become more comfortable and familiar with the mechanics.

The most difficult part of this encounter is ensuring that you have proper tank swaps. Both Maklamos and the Juggernaut adds that he spawns will apply stacking debuffs to their targets. You will need a 3-tank rotation where you swap tanks at every 3 stacks of Crystalline Missile (applied by Maklamos). The rotation should go as follows:

Tank A tanks Maklamos to 3 stacks, after which Tank B taunts Maklamos and Tank A taunts the add. After Tank B receives 3 stacks from Maklamos he taunts the add, Tank C taunts Maklamos, and then Tank A does nothing until both of his stacks wear off. Then Tank A taunts Maklamos once Tank C receives 3 stacks. This should work out to be a rotation where each tank will tank Maklamos for ~15 seconds, then tank the add for ~15 seconds, and then do nothing for ~15 seconds.

Maklamos the Scryer Guide - Infernal Dawn Guide
Juggernaut add

As you enter the room you will see 4 crystal piles. The middle pile is where the boss is (and cannot be moved from), the closest pile is the red pile, far left is blue, and far right is green. Due to line of sight reasons, we found it best to stack all of our ranged players on the green (far right) pile.

Maklamos the Scryer Guide - Infernal Dawn Guide

(Check out the original/larger one)

The reason for stacking players like this is that every minute or so Maklamos will cast Crystalline Desolation. This is a 5 second cast that serves only as a warning until it finishes, at which point Maklamos will choose a random ranged player to apply a rift-prison-like effect to and send a blue orb that slowly floats towards their location. When this happens, all of the ranged players should run towards the orb, take one tick of damage, and then move out of its path. Each tick of damage that is absorbed will cause the rift prisoned player to take less damage when the orb reaches its final destination. You should have at least half of your raid helping to soak and weaken the damage from the orb.

Maklamos the Scryer Guide - Infernal Dawn Guide

(Check out the original/larger one)

Notice why you also want to make sure that all of your ranged players are far away before the 5 second cast finishes. The more room you have to work with, the better. This is the only part of the fight that has intense AoE healing, so healers should have some type of AoE cooldown prepared for this (wild growth, flourish, etc.).

After every Crystalline Desolation, Maklamos will choose 3 random players to link together with Crystal Lasers. These are color-coded. The intention of this mechanic is for the players to run the color that they receive to their respective pile. However, as of April 29th, this mechanic is bugged and can be almost entirely ignored. Simply have the 3 players that receive the debuff stand slightly away from the raid and then proceed to out-heal the damage. This will probably be fixed on May 2nd, so be prepared to know how to actually handle them at that point. Also be aware that you can mouseover your debuff if you're not certain which color you received.

Maklamos the Scryer Guide - Infernal Dawn Guide

There is one final mechanic to the fight, and that is the Juggernaut adds. These are currently bugged as well. One will spawn shortly after the fight starts and begin casting a spell that heals him by 10% every cast. The add's first cast must be allowed to go off or it will cause it to bug, making it either spawn at full health or stay up for the next attempt. After that, every cast that goes off will heal it for 10% (and should be interrupted). The lower the HP of the add: the faster the cast. The first add with 1.7m health has a cast time of about 2 seconds, the second add with 3.4m health has a cast time of 3 seconds, and so on. After interrupting long enough the add will become active with whatever health it currently has (if it does not reach 100% health before that), so it is entirely possible for an add to activate with 10% health and then you will be able to kill it with ease. Despite however much health the add enters the fight with, you simply want to have all DPS swap to the add when it goes active while tanking it in the middle of the room, on top of the boss. There are three adds total.


Video

(Looks best viewed in full screen at 1080p)


If you found this guide useful please consider donating. $5 per guild is suggested, but any amount - big or small - is greatly appreciated!



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