Thread subject: World Domination Enterprises :: PvE Strategy: Engineer Lahulahu - Steel Rake

Posted by Richardo on 04-11-2009 13:25
#1

The engineer is one of the harder bosses in steel rake and has 2 possible strategies the first "easy" strategy depends on having a good Cleric in your group who can time heals well, and the second "hard" strategy requires good play from all party members with skill at observing and moving at appropriate times.

Engineer abilities:
"Iron fist":- deals approx 2k damage to your tank and is always followed by..

"Iron Leg kick" deals approx 3000 damage to all in 15 meters and knocks them down, it is essential that your healers are outside of this range or the knockdown will interrupt healing, causing a wipe. This ability will be a test of your melee's movement abilities, your healer cannot take much time out from healing the tank, and a melee who fails to move away once he sees Iron Fist, will most likely die from accumulated damage, if the healer switches to heal the melee individually, a wipe is a high possibility due to spike damage killing tank.

"Activate Steam Vent" is an occasional AoE causing 3000 damage, melee need to have heal serums ready for this, and should go and wait with ranged for AOE healing after vent if the healer can't bring them back to full HP.

"Pincer" the tank will be lifted into the air by the boss, causing damage and incapacitating the tank for a short while.

Periodically the vents on the floor will release pink gas, a few seconds after the gas is released, damage will be dealt to all in 12.5 meters range of the vent by a short duration DoT. Initial damage 500 HP per tick, <25% damage 1000 HP per tick.

Later on in the fight 75%/50%/25% the damage from the vents will increase, and the frequency of vents will increase. It is strongly recommended that DP skills/long CD skills are saved for the last 25% to burn down the boss ASAP before your healer becomes overwhelmed with damage.

At various points in the fight the boss will run off and turn on valves positioned on the columns around the room, do not chase the boss, he will return to the tank once he has turned the valve on.

Tanks with some block manastones seem to take less damage than full HP tanks, using steel wall will prevent the boss' Pincer move.

Easy strategy:
Positioning:-
There are 2 ways to position your group, one way is for ranged to stand on one vent closely bunched, and the tank to stand on the next vent adjacent. Personally I dislike this positioning as it means the tank/melee will be taking vent damage at a different time to the rest of the group, requiring much more healing. this does make sure that the distances are perfect, guaranteeing the healer wont get stunned by Iron Leg Kick.

The second, preferred method of positioning, is for the ranged to stand in the very corner between one of the columns around the room, and the wall of the room, and the tank to stand in the facing corner at the next column, the tank should not stand to tightly in the corner as the boss may evade and reset. Using this positioning all members of the group will get vent damage at the same time, and can be healed with a single Healing Wind. Diagram below, click for bigger picture.

img510.imageshack.us/img510/6870/lahulahu.jpg

Healing Method:-
A lot of Clerics won't do this fight without a chanter to off heal, it is perfectly possible to solo heal this as a cleric, even at level 40.

Allow your tank to get down to approximately 75% HP then start casting radiant cure, once this lands, top off with Healing Light until radiant cure is ready again, allow him to drop to 75% then re-start the cycle.

When you see the pink steam from the vent that will effect your group, keep the tank topped with Healing light while waiting for the first damage tick from the vent, then start casting Healing Wind. The steam vents place a short Dot on the party, using Healing wind too early (for example when you first see the pink steam) will only heal the first dot tick.

Use Light of recovery and flash of recovery to deal with tank spike damage (activate steam vent) and slow melee who take Iron leg damage.

Stigmas Splendor of recovery and flash of recovery will make this fight easier to heal, especially <25%.

Obviously taking a Chanter to off heal trivializes the fight, Cleric uses the heal rotation above, chanter throws heals on melee if they take an Iron Leg, and helps on tank if he goes under 30-40% hp.

Be aware vents will still be activating for a short while after the boss dies so be prepared to heal any low HP group members. Entering the room after the boss is dead can also trigger the vents so be careful not to be at low HP if you need to go through the engineer's room.

Edited by Richardo on 06-11-2009 00:14

Posted by Tyran on 04-11-2009 13:38
#2

Great Guide Rich