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Dungeon Guide: Darkshade Caverns Veteran Mode!

Tiarna de na Ulchabhan Corcra
Tiarna de na Ulchabhan Corcra
  • GW2: Jairone.6270
  • ESO: @Ytterin
Posted On: 04/21/2015 at 11:53 AM
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The basics!:

1.  Special attacks are the red aura bash to interrupt attacks.
2.  Heavy attacks are the yellow aura block required type attacks.
3.  Ground effects will always be discussed as AOE.  I will attempt to make sure I discuss where these are placed.
4.  Shrug off refers to the ability to remove effects that stun you with both mouse buttons, just like the bash attacks.
5.  Incidental AOE is damage that affects additional targets near a main target, when the ability is part of your single target attack setup.

The Fallen Foreman:

Fire caster boss.  Uses ranged magic attacks and AOE.
Adds.  Lots of Adds.  Kill them.

Transmuted Hive Lord:

Two adds.  Kill them.
All three do knockdowns on the tank.  Not generally a big deal.
Every so often, the adds burrow, and the Hive Lord does a big AOE.  DPS his health shield to stop the effect.  Healing will be heavy during this phase.

3 Allits:

These are 3 allits, with standard allit mechanics... except if they are not all dead within a certain time they rez each other to about 1/8th health.  Get them all very low, and finish strong!

Grobull the Transmuted:

The boss warps around, summons adds, and places large self centered red circles which are lightning attacks.  Due to this, no tank is really needed, tank may dps.
Kill adds, ignore boss, until the boss is knocked to the ground.  Then dps the boss, as it is only vulnerable at this time.  Repeat.

Dwemer Corps:

This is a boss event without a main named boss.  Waves of spiders, spheres, and centurions will come out.  The tank should make sure to pick up the centurions, and try to get what else they may.  AOE is your friend here.

The Engine Guardian:

Adds, lots of waves of 3 spheres.  Kill them fast so you can dps the boss.  They use a ground line AOE as most spheres do, and a self centered one.  Avoid both AOEs.
This boss has multiple energy phases.  Due to the danger for melee, ranged dps is recommended.  No tank is really needed.  Tanks may help heal or dps.
Fire phase:  The boss spins, whirling fire around itself, as well as throwing ranged fire-bombs.
Lightning phase:  The boss shocks anyone too close, don't get shocked!
Poison phase:  The boss floods the room with poison, it must be healed through for the gold key.  Alternatively, you may pull levers in the center of the room to clear the poison.
Generally the group should stack.  Kill adds as a priority.  Then DPS the boss.  DoT effects are very valuable for against the boss, as it constantly moves around the room, and much of the time the group will be either killing adds or avoiding the boss's energy mechanics.  With patience, you will win.

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