Darkening Deeps (Expert 70)

Darkening Deeps is a level 70 Expert Dungeon released with Starfall Prophecy. It is a remade version of the level 50 expert and lower level normal with almost everything being exactly the same. 2000 hit is required to enter and it can be queued for as a expert.

Contents

1. Overview
2. Alchemist Braxtepel
3. Michael Bringhurst
4. Tegenar Deepfang
5. Glubmunk
6. The Gedlo Council
7. Scarn

 


Getting There

There are two different methods. Depending on the group each may be faster with stronger groups or more inexperienced groups preferring to kill mobs on the way down. One of the the most often quoted reasons for killing is this is one of the few experts that have drops and the ones here fetch 1+ platinum on these, in particular the peppers used to make Gedlo Curry Pots.

Run and Rez:Your priority should be to let the group know you are doing this and make sure they do not pick up aggro. If they do pick it from them. Don’t really stop as you travel down the ramp. Watch out for the red AoE’s on the ground.There are two main areas that groups wipe at here. One is at the very bottom where it changes from the ramp to dirt. If so have someone soul walk and stand on the rocks an CoTA. The other way if you can run a little more towards boss is directly right of the boss. You will not get aggro. Make sure each member is not targeting a mob before accepting rez.

Run and Kill: Kill on the way down just like you were making pulls. No enemy should one shot a player so you do not have to worry about them getting hit. Best bet is to run a ways stop, let party catch up while doing some damage. Rinse and repeat. See above if you wipe towards the bottom.

 

Alchemist Braxtepel

There are two minions who accompany the alchemist named Mark Mursh and Squersh. Mark Mursh and Squersh one and two (not that it matters most DPS won’t pay attention but it does help).

Make the pull, if mobs are still up from suiciding make sure the group knows to stay near the boss. I pull the boss to one side or the other by the exit to next area. When ground AoE spawns pull to other side. It does not hurt you so much but any melee will take a serious pounding. Rinse and repeat until all 3 are dead.


Getting There

There are two different methods. Depending on the group each may be faster with stronger groups or more inexperienced groups preferring to kill mobs on the way down. One of the the most often quoted reasons for killing is this is one of the few experts that have drops and the ones here fetch 1+ platinum on these, in particular the peppers used to make Gedlo Curry Pots.

Run and Rez:Your priority should be to let the group know you are doing this and make sure they do not pick up aggro. If they do pick it from them. Don’t really stop as you travel down the ramp. Watch out for the red AoE’s on the ground.There are two main areas that groups wipe at here. One is at the very bottom where it changes from the ramp to dirt. If so have someone soul walk and stand on the rocks an CoTA. The other way if you can run a little more towards boss is directly right of the boss. You will not get aggro. Make sure each member is not targeting a mob before accepting rez.

Run and Kill: Kill on the way down just like you were making pulls. No enemy should one shot a player so you do not have to worry about them getting hit. Best bet is to run a ways stop, let party catch up while doing some damage. Rinse and repeat. See above if you wipe towards the bottom.

Alchemist Braxtepel

There are two minions who accompany the alchemist named Mark Mursh and Squersh. Mark Mursh and Squersh one and two (not that it matters most DPS won’t pay attention but it does help).

Make the pull, if mobs are still up from suicide make sure the group knows to stay near the boss. I pull the boss to one side or the other by the exit to next area. When ground AoE spawns pull to other side. It does not hurt you so much but any melee will take a serious pounding. Rinse and repeat until all 3 are dead.


Getting to Deepfang
Suicide to Third, Everyone goes down

Unless you have a strong group, it is quicker to suicide this one. If you have a strong group, run to the end and have them AoE everything at once. Everyone will die if you suicide and someone does not have a slip away, so before running someone can switch to a spec with this.

If you do kill as you go it is advisable to rang DPS the hives before killing the spiders as more just keep spawning.

Tegenar Deepfang

Tegenar Deepfang has a frontal cleave so the tank should face it away from the rest of the group. The rest of the group should stack on him as close as possible.Stack on the rear: The reason for this is a member, not the tank, will be cocooned and many times the cleave is enough to get them out. Otherwise your group tends to have tunnel vision and they will stay cocooned. Unfortunately many people tend to ignore this and will stay at ranged so normally someone will end up cocooned through most of the fight.

Adds: Occasionally a whole bunch of adds will spawn. The tank should be prepared to pick these up. Expect to have them at the end of the fight. All alone. When the party runs to the next mob and you’re left alone with adds. What nice folks.


Glubmunk

There are four adds on the way to the next boss. These can be fought individually, as  a group, or preferably right along with the boss as Glubmunk is not much of a challenge. Pick these up and run straight into the room with the next boss.  Wait until everyone is in the room (if they are not and you pull boss they will be locked out) and go ahead and pull the boss with the adds.

They do not hit hard. The boss will put a green aoe on the ground that hurts. A couple adds will spawn you need to pick up. If you are strong enough hold all these and run far enough into next room to mark the next bosses.


The Gedlo Council

There are three of them and each of them applies a buff to the remaining bosses.

  • Incinerator Gerbik (Mage): When he dies there will be fire that spawns as an AoE on the ground.
  • Warlord Swedge (Warrior): When he dies the remaining enemies will gain a buff reducing magic and physical damage taken.
  • High Shaman Nuggo (Cleric): When he dies the remaining mobs will do more damage and also will cast a Heal Over Time which is purgable.

The recommended kill order is High Shaman Nuggo (1), Incinerator Gerbik (2), adlast Warlord Wedge (3). The one you really want to focus on especially if you have weak damage dealers is making sure that wedge is last to die. There is an achievement for killing each first however.

Special Note to people cleaving and AoE: Don’t be bad and try to show how high your AoE is here. When one dies the others all get full health again, so you really just look like an idiot..

Mark the shaman one and the incinerator two. Face towards the entrance and have the group stack on bosses. We do this because one of the bosses will charge the farthest player away. It does not do a lot of damage but hinders the ability of your party to kill them. Occasionally there will be an AoE put under you. Move them out of his and a little farther back so the group can also move out and keep stacked.


Scarn

After riding the elevator down (or jumping) you see he last boss, Scarn. He is a dragon and as with all dragons your party should not be on his butt or head. I normally pull him right where he is at and turn him so his body is facing where the entrance to the room is.  This allows the group a full range of movement in case he does not die befre hegoes into the air.

He does an aoe damage that is easily mitigated by most aoe heals. If he fight goes long he will rise up in the air and spit down fire on players which they must move out of.

The only other thing to watch out for here is the skeletons on the ground that litter the area. Make sure your group does not stand on these as they catch fire and fire on skin is bad

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