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Hell Raised Nightmare

Posted by Vikestart on November 23, 2013
Last updated by Vikestart on August 12, 2015
Zone Starting Location Rewards
Agartha Portal (825,460) XP

576 170

PAX6 670  BB2
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Be wary of the Lifeburn damage-over-time effect in this dungeon. It’s present in all of the encounters. It is special in the way that it has to be cleansed stack by stack.

The Nightmare buff on creatures in this dungeon gives them higher defence rating. This means that you will glance more often unless you counter it, for instance by using abilities like Fever Pitch or Paradigm Shift.

Antimony Ministrix

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The first important danger to be aware of is the towers. They will continually deploy purple effects of doom, rotating around the battlefield. This means that the tank will have to move the boss around and around to avoid everyone dieing from that. Basically, the group needs to be on the move during the whole fight.

Also, everyone should have at least 3200 HP because due to the boss casting Macroshock on a random person in the group. 1970 HP which is standard for DPS will not be enough to survive that attack, so equip a health piece.

Macroshock: An ability she casts on a random person in the group, dealing between 2000 and 3000 damage. No way to predict who she will hit.

Just keep doing all of the above until she falls dead.

Corroder

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This boss is by far the easiest one in the whole dungeon. Let the tank go and get the boss. All team members except the tank needs to stand right behind this boss as he will damage everything and everyone in front of him with his cleave attack.

Caustic Outpouring: The boss will spawn an AoE attack that has a safe zone close to him. Everyone needs to stand close to the boss. The tank will remain in front the boss and everyone else will stand behind it.

Just keep going like this until you deplete the boss’ health.

Hardwired Fleshtank

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This boss is a little trickier. The five platforms will alternately catch fire and damage everyone standing on them. Move around with the boss to platforms that are safe. Eventually, all platforms will catch fire simultaneously which marks the end of the DPS test. You should defeat the boss before this as it is quite hard to stay alive when all platforms lit up.

Searing Brand: A powerful single target attack that the tank should impair unless confident about being able to sustain the attack. The boss will periodically cast this ability.

If the healer is powerfully geared, it is possible that you don’t need to move around as the healer could be strong enough to heal everyone through the damage dealt by the fire.

That is pretty much everything about this boss. It is quite straightforward, just keep moving away from burning platforms and drop the boss’ health until the fight is over.

Traumadriver

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This is a pure DPS race with the most important task being to take down the boss as fast as possible before the threatening fire coming from behind fills up the whole arena and kills everyone. This boss has a diverse set of abilities:

Searing Brand: A powerful single target attack that the tank should impair unless confident about being able to sustain the attack. The boss will periodically cast this ability.

Molten Metal: A large AoE attack that not only hits moderately hard, but puts a flame debuff on you that keeps reducing your HP. This can be cleansed or healed through if the healer is strong enough. However, the best approach is to keep a distance from the boss to avoid the attack altogether.

Stripmine: A dangerous AoE attack that the boss use against a random player in the team. This ability will instantly kill anyone who is caught by it. This ability cannot be impaired, so be sure to avoid it.

Avoid the purple effects of doom placed alternately by the towers along the walls. Keep dropping the health of the boss until you are victorious.

Recursia, Many-In-One

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This boss will also test the DPS skills of your group. There will be periodic interludes with adds that will slowly move against the boss. If they reach the boss, they will nuke the battlefield and kill everyone. Also, DPS players and the Healer must remember to equip a health piece because, like the first boss, Recursia will attack a random player with macroshock.

Phase 1

Arcane Halo: An AoE attack that covers the whole battlefield. There is a safezone near the boss, but the tank can easily impair her to stop this attack from playing out.

Macroshock: An ability she casts on a random person in the group, dealing between 2000 and 3000 damage. No way to predict who she will hit.

Infernal Criticality: This is the ability that will initiate Phase 2 the first time, then Phase 3 the second time and Phase 4 the last time. This ability simply cannot be interrupted. Continue to read below about the various phases.

Phase 2

Recursia will position herself in the middle of the battlefield and become untargetable. Adds will spawn near the wall that stretches all around the room. They will attempt to reach Recursia, and if they do, they will produce a nuke that will kill everyone. Stop them from reaching her to continue the fight with Recursia herself.

You should avoid getting to close to her as she will periodically place a temporary area spell on the ground that will make all adds that crawl inside invincible for as long as they are inside. Having this placed near Recursia can be catastrophic. Returns to Phase 1 after all the adds have been dealt with.

Phase 3

Same as the previous interlude, however, more adds will spawn this time. Spread out and take out all the adds as they crawl towards Recursia. Returns to Phase 1 after all the adds have been stopped.

Phase 4

Recursia will spawn adds again, but she will not become invincible this time around. Kill her as fast as you can before the adds reach her. She will most likely cast a yellow shield-area again. She also moves around a bit, so if she steps into the yellow shield-area, DO NOT attack her, or else you will die. Wait until she steps out of the yellow shield again.

Machine Tyrant

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Time for the real challenge. This is by far the hardests boss of all the three first nightmare dungeons. There are many attacks that you need to avoid.

Lifeburn

The Lifeburn effect is very dangerous in this encounter as it is applied quite often. Every 15 second or so, everyone currently alive will receive 2 stacks of the Lifeburn effect. It will deal a lot of damage if you allow it to stack up.

There are mainly two ways to deal with this.

1) Three team members use Cleanup, an elite shotgun ability in turns. You should agree on a rotation on beforehand, so you do not end up using them at the same time.

2) The other option is for everyone to slot the Perjury passive. Make sure your penetration rating is high enough for this though. If the healer is not a leech healer, then blood ability Tranfuse and Abuse can be used, possibly with a backup Win-Win.

 

Cleave

The Machine Tyrant’s main attack is a nameless cleave attack that deals damage to everyone in front of it. Consequently, nobody but the tank should be in front of this boss.

Demolish

A large and extremely devastating insta-kill AoE ability that can be impaired or avoided as you see fit.

Shield

This boss is shielded by the large portal tower. In order to deactivate the shield temporarily, make the boss step into the anima pool that appears on random locations on the battlefield. Do not stand in this anima pool yourself as it will gradually kill you, but the tank should lure the boss into stepping into it.

The boss will then lose the shield temporarily. Watch his debuffs to see when the shield is coming back up. STOP ALL ATTACKS if or when the shield comes back up or else you will die. Often the tank will be able to move the boss into new anima pools before it comes up at all, but be cautious.

Firmament Barrage

Large red circles will periodcally appear on the ground and chase a random player. The area inside the circle will continuously be bombarded. Avoid it or you will die. More and more of these will spawn later into the fight and will follow different players.

Wave of Immolation

Well into the fight, the boss will begin to sometimes run to the centre of the battlefield and shoot rockets that will hit extremely many places of the battlefield. You should run to one of the corners in the arena to avoid these attacks as they are extremely hard to avoid since they cover all the ground near him.

The boss will reconsitute his shield after this, so do not attack him again until the tank has successfully moved him across a new anima pool.

With all of the above in mind, keep going until you are victorious!

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Comments

  • Onee

    Might want to add that the stacking DoT effect in Hell Rasied NM is “Lifeburn”- It stacks to 10 and inflicts a considerable amount of damage at 10. It is present in all encounters.

    • Vikestart

      There is now a note about this at the top of the guide. :)

  • Onee

    Also, the new trend on Machine Tyrant is to use the Perjury passive that cleanses one detrimental effect on penetrating hits (3 second cooldown). If you have 600 ish pen rating, you should be able keep yourself clean most of the time. Having one Cleanup and a Win-win in addition to Perjury is needed if you want to be safe.

    • Vikestart

      The Machine Tyrant part has been revised, and does now include information about Perjury and other alternatives.

  • Onee

    Might also be worth to mention the Powerslave mechanic some bosses in this instance have. At least this is very relevant on Machine Tyrant.

  • Onee

    Might want to mention another core mechanic of this instance. Glancing hits. How this was explained on TL by a dev : After hit calculations; another 10% chance to glance is added. This means that the only way to reduce that 10% is to use percentage reduction effects like from Fever Pitch, Paradigm Shift etc..

  • Onee

    Might be worth to mention : Recursia : In phase 4 she changes her strategy on shield placements. In earlier phases she places the shield on a random player location. In the 4th phase she only place shield on the tanks location. This is something you experience in lower dps groups. A good strategy for the tank is to stand away from her once the 4th phase start, but not so far away that she moves to you. She moves away from you when you are close.. and follows you when you are too far away. Find the sweet spot in the middle, around 10m distance. She normally cast the shield early in phase 4 so you can engage her after this. Make sure you push her away from adds. She will plant more reflect shields on the tank if the fight drags on. Probably every 20 seconds ish.