Dungeon Guides: Elite 5+

Hell Raised

It’s all very similar to NM Hell Raised!

Antimony Ministrix: She casts Macroshock more often than one stun can cover. It chains, Corrupts, and can one-shot anyone but a tank, so must be interrupted. She needs to be kited out of the big purple AoE as it travels around the area. She also periodically Lifeburns everyone, which must be cleansed.

Corroder: He hasn’t changed from Elite 1 - 4 to Elite 5+, except hitting harder and having more HP.

He’s casts an uninterruptible doughnut shaped Caustic Outpouring–stand not outside his bubble of safety. His attacks hit in an arc in front of him, so unless you are the tank, keep behind him. Otherwise, fight him in the middle of the canyon, as both sides fill up with dangerous hellfire, moving to meet in the center.

Hardwired Fleshtank: He hasn’t changed from Elite 1 - 4 to Elite 5+, except hitting harder and having more HP.

His main attack is Searing Brand, which can be interrupted or dodged, though he casts it too often to interrupt with only one skill. Each platform catches fire, and Fire Is Hot. He also hits in an arc in front of him, so as a rule, don’t stand there.

Traumadriver: On top of his unstoppable Stripmine, which places an AoE under a random person’s feet, he also casts an interruptible Searing Brand and an uninterruptible Molten Metal. The last does more damage the closer you are, plus afflicts with Lifeburn. Either be far away, have people bring Catastrophe Shelters to protect the group, lots of Unification gadgets, or solid blood shields. Otherwise, the room fills up with fire starting from the entrance, and the pylons along the side make the area a bit cramped at times with purple AoE.

In my experience, the best time to start the fight is when the purple AoEs are starting their return trip; watch for one to start right behind the Traumadriver and run in then. That will leave just enough room for everyone to move from one side to the other when the purple AoEs make their circuit and the fire wall is coming up to the center of the hallway. It’s very tight at that point; before it, bring him to the middle of the hallway, and after it’s safe to take him all the way to the end. The center of the hallway has a different pattern on the floor; instead of grating, it is solid.

Recursia, Many-in-One: She means business. Arcane Halo can’t be interrupted, so everyone get inside the small save space near her. Macroshock is interruptible; it inflicts Corrupted and can one-shot. Her basic attacks also chain, so standing next to the tank is dangerous.

When Recursia casts Infernal Criticality, she’ll afflict everyone with two stacks of Lifeburn and her Triggerthings will start zooming into the center of the room toward her in order to achieve an explosive union. She’ll also drop an Anima Eruption, an AoE that shields enemies that stand in it with dangerous reflect shields. Shoot not what is shielded for you will surely die; tanks can use crowd control to reposition a shielded Triggerthing if necessary since the damage tanks do reflected back won’t kill them. If a Triggerthing succeeds in casting Biomeltdown, you will probably die; if you don’t, you’ll be afflicted with Lifeburn and have a sliver of health left. Hinders, roots, stuns, knockbacks, yanks, they all work on the Triggerthings. Stunning a Triggerthing mid-Biomeltdown instantly destroys it.

Recursia will cast Infernal Criticality three times, summoning more Triggerthings each time; the third time, the tank should dodge away from her so she doesn’t end up shielding herself, then come back when she drops her Anima Eruption

Machine Tyrant: He initially begins shielded by dangerous reflect barrier called “Anima Overcharge” which needs to be removed by dragging him through one of the anima vacuums. They look like wells, and everyone calls them wells, but look carefully, they are sucking anima out of Hell! Wells are deadly when touched; only tanks can safely walk over one. When his shield is removed, he gets a 23 second “Anima Depleted” debuff, and can be damaged. Waiting until there is 5 or so on this debuff before walking him through a well usually keeps the wells coming on time.

That said, the first set of wells likes to time itself a little off, so that even the fastest tank may leave a mmoment or two od shield on the Machine Tyrant, so DPS must be careful.

Machine Tyrant periodically Lifeburns the party and comes complete with a three minute timer before he enrages and burns everyone to death. Lifeburn must be cleansed. Dance in the yellow circles for the best chance at defeating the Tyrant before he turns this section of Hell into an inferno.

Elsewise, Machine Tyrant cleaves, so standing in front of him is a tad dangerous; he occasionally casts Demolish, a big AoE that does big damage, which can be interrupted or just walked out of. and sometimes summons red reticles that chase people down. The red reticles will kill. When he goes into the middle of the arena, he fills it with bullet hell yellow circles, though they have a pattern and the strong of stomach and fleet of foot can safely move through them. He’ll also normally reshield after a trip to the center, but if his health is low, he won’t bother.

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