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The Slaughterhouse Nightmare

Posted by Vikestart on February 5, 2014
Last updated by Vikestart on August 6, 2015
Zone Starting Location Rewards
Agartha Portal (650,140) XP

1 077 140

PAX10 000  BB6
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This dungeon is relatively hard and so it is recommended that you have an experienced tank on the group as that role is very important here. Furthermore, there are a few intense DPS tests in this dungeon, so you should get as much purple gear from the other nightmare dungeons before attempting this one.

It is recommended that the healer bring blood shields for this dungeon as that would be adventageous for at least two of the boss fights.

Psychoassailant

392 353

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This fight is relatively straightforward. There is nothing specific that needs to be impaired and there are no hidden mechanics to be aware of.

The tank does not have to impair anything during this fight, however, if any of the robot adds wake up, the tank should drag them out of the electrical bursts coming from the power rods.
DPS players’ only job during this fight is to focus all their might and power towards the boss to down him as quickly as possible.
The healer just has to make sure everyone stays alive.

Beware the eletrical pulses that the power rods release periodically.

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Frost Grapple
The boss will occassionally cast this ability which snares the tank’s movement down to 10%, however it does not deal any damage, so unless you need to get to the other side of the room, you can just let the boss cast this attack. If you want to break out of this attack, you can use dash abilties like Death From Above to get out of range.

Charging Sphere
With this ability, the boss will give himself a buff that triggers a DPS race. If your group do not deal enough damage to the boss within 10 seconds, the tank will be killed instantly. It is not too hard to meet the DPS requirements for this one, so it’s usually not a problem.

NKL-107

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This boss fight can be quite tricky to get right and there are probably several variations of how to do it. Feel free to leave your suggestions in the comment field at the bottom of the page if you have any.

The tank has to pull the boss and keep aggro of course. Move the boss to the other side of the room at the beginning of the fight. This will give the group more time to deal damage to it when he goes off to cast Burning Plasma. When the boss casts Alternating Current, the tank has to interrupt that attack using an impair.
DPS players have to focus their attacks on the boss and down him as fast as possible. If the tank is getting overwhelmed by adds, you may want to take them down, but the primary goal is to deal as much damage as possible to the boss.
The healer should avoid healing team members when it’s not necessary, for example when hiding behind the pillar, to avoid inadvertently catching aggro.

The blue aura around the boss will wake up the other adds in the room if it comes near them. Make sure that this does not happen, or at least avoid having many of them awake.

Alternating Current
It will attempt to cast this ability at some point during the fight. The tank should immediately impair this one to avoid having some of the arena rendered dangerous.

Burning Plasma
The boss will at several points during the fight go to the central point of the four pillars and cast this ability which will send a blue smoke flying across the entire arena. It is crucial that everyone hides behind the pillars, preferably the one near the corner of the room.

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Obyeckt 279

326 961

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This is a pure DPS race. There are no special mechanics besides beating the boss fast enough and staying away from the activating rods.

The tank should pull the boss and move it to the right side of the room as the eletrical rods on the left side of the room will activate first. If your group is struggling to kill the boss before all the electrical rods activate, the tank can switch to being a DPS as Obyeckt 279 doesn’t deal a lot of damage. No impairs needed.
DPS players need to deal maximum damage to the boss. There is not room for relaxation here, you will all have to do your absolute best. Any buffs such as Breaching Shot and Deadly Aim should be activated immediately as the boss will place a shield buff on himself about 10-20 seconds into the fight.
The healer doesn’t really need to much during this fight as the boss doesn’t really deal a lot of damage. Leech healing is recommended for this encounter so that the group can achieve a higher dps and take down the boss faster.

As mentioned above, stay on the right side of the arena as the rods on the left side will activate first, then the rods in the middle and then the ones on the right side.

There is an alternative way to get by this encounter if your group has relatively low DPS, does not have a leech healer and does not have a powerful tank. What you can do is to have the healer use blood shields. As soon as the electrical rods on the right side activates, the healer shields everyone with blood shields and everybody has to get to the left side of the arena as fast as possible as the rods will be deactivated over there.

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Cybulski

980 882

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This fight has an interesting mechanic that you cannot ignore. There is no DPS race and no impairs are needed as they won’t do any good in particular.

The tank pulls the boss and avoids the boss’ various AoE ground attacks.
DPS players must concentrate their fire on the boss most of the time, but after the boss’ large AoE attack that you have to hide from, the DPS should make sure that some scientists are sent towards the boss. Do this by shooting at them from the opposite direction. The boss will need to release his aggression onto somebody, this is what the scientists are there for.
The healer will need to use blood shields. Cybulski will place a grenade AoE on a random player. The grenade cannot be avoided, but a blood shield will completely nullify the damaging effect. Cold Blooded is recommended.

Avoid the bosses AoE attacks. There are two of them; one is blood coloured and the other one is blue-green glowing.

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Throw Off
The boss will cast this ability several times during the fight. It will send the tank flying backwards and the boss will move to the centre of the room. It is important that everyone hides behind the consoles as the boss will activate a large AoE attack that will kill anyone within line of sight.

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After the large AoE, the boss will be extremely aggressive and needs to release his aggression onto somebody. Shoot at scientists to have them move towards the boss so that he can release his aggression onto one of them. If a player is caught by him instead, that player will be killed.

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Vampiric Plunderer

326 961

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This is perhaps the easiest fight in many ways, however, this is actually a DPS race, though it’s not very hard to get by.

The tank will only need to keep aggro. It is also possible to impair the boss’ cone attack if desired, but it’s not necessary in any way.
DPS players need to concentrate all their fire and bring down the boss as fast as they possibly can to get by the DPS race.
The healer has no specific tasks here. It’s pretty easy to heal through this fight, though leech healing can help getting through the DPS race.

Close Encounters
The boss will activate a cone attack every now and then. It can be impaired or avoided.

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What consitutes the DPS race is the adds coming out of the tanks. If they reach your team, you will all die a horrible death, so get DPSing!

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Aleksei-Chetyre

1 252 231

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This fight is a bit complicated, especially in nightmare mode, but we’ll deal with every element one by one. This fight has two main phases.

Phase 1

The tank has to get aggro and move the boss around the outer edges of the room. There are no attacks that need impairs.
DPS players need to do their best to drain the boss’ health. Additionally, if any group member gets imprisoned in an ice cube, which can happen, they immediately need to destroy that ice cube before the player dies.
The healer has no specific tasks other than to do their best at healing and stay out of AoE attacks like everyone else, however, blood shields will help mitigating the damage of the red AoEs that are placed at the feet of several group members.

Ice Shot
This attack will put red AoE circles around multiple players. What you need to do is to get away from each other so that your circles aren’t overlapping. You can survive one of these, but not two at once.

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Ice Bombs & Adds
The boss will at several points of this phase return to the far end of the room and start shooting ice bombs at the floor that explodes and spawns adds. You have to deal with those adds immediately. Don’t let them come within melee range for too long or you’ll die.

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Ice Cluster Imprisonment
This might not happen during your encounter as it’s a bit random, but sometimes the boss will imprison one of the players (most often the tank) inside a big cluster of ice. You have to destroy this ice cluster as fast as possible before the player inside dies. Do not underestimate this attack.

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Eventually, the boss will have shot so many ice bombs at the floor that the floor will break and you’ll all fall down, a transition that reveals the unexpected second phase.

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Phase 2

You will find yourself in a cellar filled with flesh overgrowth. Go to the other side of the cellar and combat the flesh boss called Aleksei-Dva.

Note! If you die during the second phase, you will not need to redo the first phase. Instead, you will spawn at an anima well down in the cellar allowing you to resume the fight from the beginning of this phase.

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The tank should approach the boss directly while DPS players and the healer should stand on the left or right side. Aleksei-Dva has a frontal cone attack and will usually also spawn a few adds. Down this boss as fast as possible.

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Warning! If an eletrified add called Conducting Experiment spawns, one of you will have to use the ability called Chaotic Pull on it to make it vulnerable, otherwise it cannot be killed and it will gradually kill all team members.

Once you have defeated Aleksei-Dva, go back to the other side of the cellar to combat Aleksei-Chetyre who now grows huge.

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Much like the Ice Cluster from the previous phase, Aleksei-Chetyre will cast Splatterhouse to trap the tank in a flesh clump. This attack can not be impaired, instead you must dodge and break line of sight.

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As you keep draining Aleksei-Chetyre’s health, Aleksei-Dva will return from the dead. All DPS players should switch focus to the flesh boss and kill that one first!

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When the Flesh boss is dead again, switch focus back to Aleksei-Chetyre. Once you get him down to 1 HP, he will become invulnerable and another boss called Aleksei-Raz spawns. You will need to kill that one before you can kill Aleksei-Chetyre and you only have 60 seconds to do this before the entire team is instantly killed.

Aleksei-Raz is completely invulnerable from all attacks except from behind. The tank will need to alternate between the two bosses, and it’s important that the tank makes the shield-boss Aleksei-Raz turn around so DPS players can kill it.

Once Aleksei-Raz is dead, finish off Aleksei-Chetyre and be victorious!

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Comments

  • Impia

    One quibble, you’re missing Cybulski’s grenades and they’re not really an optional mechanic. Every 30s a random party member gets a chalk circle, it cannot be dodged or impaired or pre-empted or anything, and it will one-shot DPS or the healer. However, if the target has a barrier, it does no damage. So the healer more or less has to bring Cold Blooded, use it immediately when the first grenade circle shows up, and use it immediately once it comes off cooldown every time for the rest of the fight. Otherwise, everyone needs barrier potions or something – don’t recommend this as cooldowns are a problem.

    NKL is a huge stumbling block for most runs, mainly thanks to the adds casting 5k Volts to slaughter the team at a distance. So for what it’s worth:
    -See the big blue aura around the boss? Whenever that aura touches an inactive or dead add, it starts waking up.

    -Living adds that are within that aura are invincible.

    -You can pull the boss in a way that he won’t wake any adds on the pull. It may take some practice.
    -At least one add, at random, will be woken up every time the boss casts Burning Plasma.

    -Each add will beeline for the first player it sees. The healer should hide as far away as possible during Burning Plasma – eg in that corner with the barrels, near the pillars.
    -During the Burning Plasma casts, note that the boss is away from any awoken adds, which are thus temporarily mortal. You can quickly and carefully kill them, once pulled far enough away that the boss won’t wake them back up.
    This is the key to surviving this fight – getting the positioning perfect, so you wake as few adds as possible, ensure they go for the tank and not the healer, and quickly kill them out of the way so they stay dead. It’s mostly up to the tank, and unfortunately, being great at tanking every other fight in the game doesn’t necessarily mean you’ll be good at this one.
    Do also note that after the second or third Burning Plasma, the boss starts running around the room ignoring the tank – and waking up all the adds it comes across. This is the enrage, more or less – kill it ASAP before you’re swarmed with adds.

    For what it’s worth, the ice prison attack in Aleksei phase 1 is called Ice Imprison and is impairable. The flesh blob attack in phase 2 is called Splatterhouse, and it’s not impairable, but it can be LOS’ed – circle around behind the boss while he’s casting it, and it won’t hit you. You can also use a dash or active dodge to go directly through the boss. In my personal experience, most groups will expect the tank to dodge it, and they won’t be prepared to free you, unfortunately.

    Blood shields are also useful for Aleksei phase 2 – when the water gets
    electrified, barriers again negate all damage. If you’re having trouble
    keeping the tank up after Chetyre spawns again, taking blood shield and
    spamming it when the water electrifies is probably a good idea.

    • Chester Rico

      I just tanked it today for the first time, wish I’d read this beforehand… it took over an hour but we did it in the end (and by killing 3 of the bosses with ultimates…)
      And yeah, NKL took us countless wipes before I got it right.

  • Belladawna

    On Boss 6 Aleksei-Chetyre will cast Slaugherhouse to trap the tank in a flesh clump. This attack can not be impaired, instead you must dodge and break line of sight.

    • Vikestart

      Thanks, clarified that part :)