I know there is an official guide, but let's try to make something a bit better.
The final boss in temple of the spider is no different from any boss in this game. It requires you to stay aware of most of the events happening in the arena, to position yourself accordingly, and execute a couple of simple action. If there's a difference, it's not in nature, it's the degree. You'll have to be fast, you'll have to wipe for several hours during a few days to master the fight.
Let's solve the part about being aware of the events happening during the fight: type /gfxsetdefaultfov 80 in your chat window. Default value is 50 but normally you don't want to go back to it afterwards.
This boss fight has two different phases. The first one is to some extent a dps race and a tanking check. The boss engages your team with a large cone attack without a red zone on the ground, it deals around 80k damage raw, which means it's not a one hit kill unless you're still playing with lvl 60 gear. This attack will occur every 15s or so, one or two seconds after she teleports, so be ready. It's easy to dodge/block/get out of the way or out of range.
During the first phase, the boss has a strong melee attack. It's a small AoE cone without red warning on the ground, it deals around 90-120k damage, which means that in no way you can stand right behind the tank or next to him. Surround the boss, stay near your cleric as much as you can, but pay attention to who she's looking at.
Small spiders and blademasters will spawn regularly. Spitter spiders have to be dealt with as soon as possible, they have to be controlled and killed in a timely manner. Usually, a CW or ranger can do that, but a TR may do it if you don't have two ranged characters. It's more risky and the TR will have to use smoke bombs. Ranged class are better to do that because they can do it while standing in the cleric's buff zone (if you have one).
Blademasters aren't too much of an issue. They may jump in your back and stun you but it's not a one hit kill. Killing them is of course better but not a priority.
Boss has some small targeted AoEs. They look like spider webs, they're red and circular, it's a root with a DoT, and it can be deadly. Do not step in them.
At some point during that phase, syndrith starts eating her adds. While it makes adds management less of an issue, it also means that you're playing a dps race. This is the dps check part of the fight.
At 66% or so, the second phase starts.
She fully heals herself and turns into a big spider. She also teleport herself into the middle of the room, making the tank's job a lot easier. She usually looks at the chest. Do not turn her. Instead, pull her a bit further towards the chests until the tank is inside the spikes or on the edge of that zone. Adds keep spawning and you don't want them to stab your tank in the back. She will not teleport anymore.
She has a melee attacks (claws) but the cone is a lot smaller, but still deadly for non tank characters (~100k damage). She also keeps her web targeted attacks.
Two ghost spiders will appear in the back of the arena. The red one on your left fires a red laser beam which may be deadly. To avoid it, if you're a tank, block it, if you're a paladin, build up damage resistance, if you can dodge, dodge, if you're a GWF, it may not kill you but someone else can soak it for you dodging in time between you and the spider, in the area of the beam. The tank may also soak it for you if he's properly positioned.
This laser beam becomes smaller as time passes and when the two red stripes become one, the beam is fired, which gives you a few seconds to move away from your team not to kill others by accident (which is your number one priority) and stay alive.
The ghost spider on your right heals the boss for 6M dmg if it hits her successfully, so someone has to intercept that beam by standing between the boss and this spider. You don't have to hug the spider to do so, (especially if there are webs around the boss) all you need is being under that beam. It's the healer's job to do so, it will not kill him.
Adds keep spawning and still have to be dealt with. Melee spiders are added to the spawns, and they hit for 100k/hit, so they have to be killed before they reach anyone. Control spells will of course help a lot. Sometimes, two adds can spawn at the same time. They may still be eaten by the boss, but not as frequently as in phase one, so adds not being killed fast enough is the first cause of wipe during that part of the fight.
After 10 minutes or so, if your team didn't do too many mistakes, she's dead and you can loot her corpse (or not).
Full size:
http://img11.hostingpics.net/pics/633329tos.png
And a video to show you how it's done in a real fight:
https://www.youtube.com/watch?v=UsSnzHin2zg
Comments
Our strategy is very simple: 1 DPS (prefered GWF) + 1 CW on adds, Tank takes both rays of death, DC debuffing and myself on boss.
Syndrith doesn't really need to be tanked, she's very slow and predictable. So it's just about avoiding her attacks.
Here's a couple of videos, with different group composition, following the strategy that I've mentioned:
https://youtu.be/aZkVok9PZ6A and https://youtu.be/z8T4caiTaTw
I hope this helps some players.
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
Lazaroth, with all due respect, your strategy guides are next to useless to most players, because you have such awesome gear that is out of reach of most players.
It would be much more helpful if you could demonstrate how to do it with a 2k GWF instead of a 4k one.
1. I presume that the HR absorbs the red laser hit by using Fox Shift. But what if you don't have an HR in your party? (Or the HR screws up and dies?) What then?
2. In the first phase, do you suggest assigning a CW or ranged player to take care of the adds? If that is the case, then that player can't contribute very much to DPSing the boss. The last time I tried this dungeon, that was the conundrum that our team faced: when the CWs were efficient in dealing with the adds, then it was very very slow in trying to kill the boss. But when everyone focused on the boss, then the adds were deadly and we kept wiping. Either way, out of about 8 attempts, our team only made it to the second phase once. What do you do in this situation?
3. When the GF/OP has to tank the laser beams because there are no other tanky characters on the team, how do you suggest positioning the boss?
Thanks.
Done it last night again,
2 GWF, 1 SW, 1 DC, 1 OP.
No CW needed, done all 3 bosses first attempt, hoorayyyy!
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
Look, taking two 4k GWFs and a Fabled SW along doesn't really count. How about if you discuss how ordinary parties with ordinary gear might accomplish this.
As you have mentioned, "most" players doesn't mean every player and there are a few of them with high item lvl who also require some help. Yesterday, there was a CW complaining about how difficult was the T2 content even with 4k i.lvl. Everyone deserves some help.
Thanks for being so respectful. If only more player were like this, this would be a much better forum.
All Epic DD require such close coordination that a simple randomly queued group has no chance to win
This is one of the major issues to be addressed
Urlord
That is why sometimes we have to carry weaker parties to help them gear up.
军医骑士 超过三千水平 突破极限释放开
Daily: Granworm Sword
Enounter: Vow of Enmity | Worm Smasher | 縮退砲
Class Feature: Kabbalah System
Aura: Warp Field
IGN: Faluzure 19k Tenebrous Soulbinder Scourge Warlock
(The Corrupted) (Retired)
the fastest way is all damage dealers+ controler to switch to adds because that way adds will die from players and not from syndrith to heal herself.Doesnt mean because they are adds which you can control
must handle them alone as wizard all pt must help.
about the red laser absorbs it guardian fighter or paladin and if a player has the laser go stand behind gf or op is the exactly same laser as lostmauth.
my gf stand to left side and other player block the green laser standing between syndrith and green or i stand with my gf between syndrith and green and the same time i turn to red to block it too.
and those of us who have fortunate enough to have been carried are really grateful... really not being sarcastic
I have not been carried in Mod6 but I must admit I am so embarrassed by my performance that I turn down many unsolicited invitations because I suppose I expect they are trying to put a a useful party together and frankly at this time I am not very useful.
On the other side I here the opposite comments about minimally geared folks being put into a group and then kicking them.
The real problem is the chooser should have higher minimum GSs and some "intermediate" DDs which are aimed at random groups trying to gear up and learn how to handle the more difficult DDs
IMHO this would help me and I expect others
I don't think it's that bad if you are actually able to premade. It becomes a problem in instances like Tiamat where you are forced into weak groups or if the gear you need to complete the dungeon takes unreasonably long to acquire.
Anyway, great read! Here are other guides of ToS and GWD.
It's a HR icon but I don't know if HRs have immunity frames from dodge. When i mean a ranged player can soak hits for GWFs or tanks, I'm thinking about doing it with my DC. Fox shift works though, and indeed it's better not to waste the buff on the GWF but that's quite marginal, if you have fox in your team no one needs to intercept the red beam.
I suggest two ranged players take care of the adds. This is the easiest strategy I've found. That's why you need a good TR or GWF on the boss with a solid dps, and CWs who don't take 20s to kill a spiderling to be back on the boss. Like I said, a GWF is better because their damage is absurd in this mod and because they can easily switch to weapon master's strike to help dealing with blademasters with 1M or more HPs.
The tank has to tank his own red laser beam (shielding up/buidlng DR). Tank on spikes remains the easiest thing to do. The cleric can do the blue one, because it does 6k damage. Actually anyone can do it but the DC is the one with the most freedom in the arena due to the lack of aggro. That's why he can be a good garbage man, as long as the tank doesn't need to be babysitted every second of the fight.
My favourite team comp for this boss is: GF, DC, GWF, CW & HR. GFs are far better tanks due to their two years experience and the ease of use of their shield, which is much more forgiving than spells and cooldowns.
diogene and sw is good you remember the yesterday run? tyranical threat and adds down.AND something else why to point fingers( no offense question)those are ranged go deal with adds what happens if they dont have the damage to do it? Dont you think all damage dealers-controlers should deal with adds?Example 2 spiderlings aproach gf while blocking red laser spiderlings was next to gwf over than 5 seconds so gwf ignore adds why to do that?why let them attack gf when he can kill them ( gwf has the damage) are next to him.2ND example add is again next gwf red laser after cw standing behind gf to block it gwf again blind keep hit boss add spiting on him he dies is range class fault?NO all damage dealer-controlers should switch to adds for a safest run.AS CW i will stop them attack pt members +some damage and damage dealers do actually their job kill them.
The red beams can be absorbed by another player if you cross the beams over him. Generally we'll have our DPS stand behind the spider, and if they get beams, they'll drag them over the tank to absorb. Also, the healing beam puts a pretty nasty ticking poison DOT on whoever absorbs them, so just be aware of it. If you're getting heals, it's not deadly...so just make sure you're being healed
We also found that in phase two, if you can drag the tank to basically be under the red spider ghost, and then position the rest of the party up on the alter, you'll agro fewer adds. Most of the time, it's just the orange spiders that will run up to the altar, but they've quickly murdered down by the focused fire going on around the boss. Rarely will the blade masters agro, which is one less add to deal with.
Strategy is crucial now. Hope more and more good PvE players will post the strategies to complete the new T2 dungeons. It wil lsave time as less experienced players can read the strategy and you don't have to explain them what to do during the run.
Nice guide, spot on.
AT DRIder phase we continued that adds priority boss secondary till 30% hp something happened with the lasers missunderstood the poeple( was their first attempt.)MY point : adds first boss only after no adds in the room.IS the safest for random parties.
From my experience in the past it is indeed just down to having a tank who can make the adds focus on him/her when they are summoned, along with having some control to help prevent the tank & healer from being overwhelmed and like has been said positioning close to each other near the boss, otherwise adds will chase after you and the tank/healer won't be able to help much.
the problem is tank cant aggro the adds if do that have to face the laser the adds and syndrith one add to hit his back = at least 90k damage.in module 6 the adds more smart than before they look always to go your back for combat advantage.As gf vs syndrith a good rotation is lunging into the fray valor.WIth lunging you increase for 4 seconds your dr by 50% and also you jump imidiatelly on her when she teleport on first phase.
stick near boss at the AS and cast TT alternating + spam soul Scorch
it would be an easy task to deal with adds, since Soulbinder focus damage is even better than hellbringer and SS+TT is insane damage in short time if you cast 5 in a row accuratly when TT pops up
on top SB can tank this beam in case high deflect+ selfeheal