Dex's Uber BSD Guide

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(GUIDE IS STILL A WORK-IN-PROGRESS)

Enemies

Tuskers (Weakest to Fire)

Virindi (Weakest to Slash)

Wisps (Weakest to Slash)

  • Inferno Wisp: Spawn mostly in boss fights and cast fire related war and life spells. Uber weak to cold. They can not be hit by melee.
  • Stamina Blight Wisp: Spawns in most fights except for the gauntlet. Casts stamina drain spell that completely drains targets stamina. They can NOT be hit by missile.
  • Mana Blight Wisp: Spawns in most fights. Casts mana drain spell that completely drains targets mana. They can NOT be hit by magic (they can be affected by life magic).

Drudges (Weakest to Lightning)

  • Elite Drudge Seraph: Stationary drudge that spawns in most boss fights. Casts nether and creature spells.
  • Drudge Fanatic: High health, high damage, fast and annoying drudge that deals melee fire damage. Every time you are hit by this drudge it will cast a random drain spell on you (health, stamina, mana). Once this drudge goes below 50% health it will cast a heal on itself and scream in the chat. A few seconds later it will cast a deadly tugak and kill any player in its range. Spawns in most boss fights.

Hollow Minions (Weakest to Cold)

  • Elite Hollow Minion: High damage hollow minion found throughout the second half of the dungeon.
  • Hollow Creation: High damage, ethereal Hollow Minions that spawns after the Ancient abomination dies.

Other

  • Flame sentry: Low attack range, high damage Elementals meant to prevent shield walls during fights. They spawn throughout the entire dungeon. They are commonly referred to as, “ankle biters” or “hall monitors.” These can not be attacked.
  • Nightmare: Small, low damage, low health Grievver that spawns after the Ancient Horror dies. These Grievvers will cast a random drain on you when they attack (health, stamina, mana). They can only be hit by magic.

Preparation

  • It is recommended that all of the melees bring fully upgraded singularity weapons and attack mod/meleeD tinked slash rends.
  • It is also recommended that the melees bring lots of dispel gems or the corrupted rare dispel gem.
  • Multiple melees are highly recommended.
  • At least one mage is recommended with either a healers heart, BSD war orb or the Viridian Rise life wand(for fast healing)
  • Be ready to die

Encounters

The Gatekeeper

  • The party leader will start the fight by using the door.
  • Your focus should be Wisps → Tuskers → Drudges → Virindi
  • Wave one spawns Virindi, 2 tuskers and 3 Inferno Wisps
  • Wave two spawns Virindi, 2 tuskers and 3 Mana Blight Wisps
  • Wave three spawns Virindi boss, 2 tuskers, 3 Stamina Blight Wisps and 2 drudge seraphs.
  • Once the boss dies, loot the cache and proceed through the unstable portal.

First Hall

  • The party leader will guide the party through the hall fighting along the way.
  • It is recommended to stay out of 4-way intersections to prevent unwanted fire damage
  • Trying to stand in the safe spot, kill any tuskers that aggro onto you. Kill the virindi once all the tuskers are dead to proceed into the next section of the hall. Dispel when needed.
  • Once all of the Virindi have died the fire wall spells will stop casting and the fire wall barriers despawn.
  • Proceed into the next hall (east side).

The Quartermaster

  • Once the door is used to start the fight no party members will be able use the unstable portal to enter the dungeon. So gather your party before entering.
  • The stationary boss will teleport once attacked by a melee.
  • The boss can only be attacked by melees and has impossibly high magicD making slash rends the best option for this boss.
  • The boss also has incredibly fast regen, so high DPS is necessary.
  • Every time the boss dies he will teleport again to different sides of the room then the center totaling 5 teleports.
  • Every time the boss teleports, he will spawn 2 Tuskers and occasionally Inferno Wisps.
  • The boss will also occasionally spawn Inferno Wisps and Drudge Fanatics before he teleports.
  • While Inferno Wisps are alive, fire walls (the spell) will spawn down the halls similar to the previous section of the dungeon.
  • The Inferno Wisps Should be Missile Weapons primary target, followed by drudges then tuskers.
  • During the final phase, (when the boss is in the center of the room) fire wall spells will cast whether or not Inferno Wisps are alive. Dispelling when you’re fire vulned is highly recommended.
  • Once the boss dies, loot the cache and go into the south room to get your weapon of choice, this will be upgraded later. (See chart below)
  • The Unstable portal is accessible again when the fight is finished or inactive.
Weapon Class Weapon Type
Heavy Weapons Virindi Sword
Light Weapons Virindi Spear
Finesse Weapons Virindi Dagger
Two-handed Weapons Virindi Greatsword
Missile Weapons Virindi Bow
Missile Weapons Virindi Crossbow
Missile Weapons Virindi Atlatl
War Magic Virindi War Orb
Void Magix Virindi Nether Orb

The Alchemist

  • Return to the first hallway and go down the now open door on the west side.
  • Once your party is ready, open the door at the bottom of the hall and have everyone run it at once.
  • Clear the room and do NOT attack the altars until the room is clear.
  • It is highly recommended for summoners to not summon anything in this room to prevent unwanted boss spawns.
  • Each of the Altars spawn a different boss with the Altar of Pain spawning the Hollow Minion boss and the Altar of Sorrow spawning the Grievver boss.
  • Once both of these bosses have been killed the final Virindi boss will spawn.
  • Kill the virindi boss and loot its cache.

Cache Guards

  • From the gauntlet room you can choose to go west (damage weapon upgrade) or east (defense weapon upgrade). These fights are exactly the same the only difference is the reward.
  • You can only have one upgrade per weapon, so it’s really only worth it to fight one boss per run.
  • The fight starts when the Cache Guard is aggroed. At this point 2 tuskers will spawn along with various wisps and drudges.
  • It’s a simple fight but you should target the monsters in this order, Wisps → Hollow Minions → Drudges → Tuskers.
  • Once the boss dies head into the south door and use a cache to get your upgrade gem.
  • You will not be able to use this shard until after the next part of the quest.

Black Spawn Obliterator

  • Position your party outside of the door to the next fight. Once your full party is ready, open the door and run in.
  • It’s recommended that your party stands in a tight group to prevent the Obliterator from moving a lot.
  • The Obliterator will occasionally teleport you to the middle of the room. If this happens just run back to the group.
  • He will also occasionally drop fire vortexes on the ground that deal massive DPS. It’s recommended to move out of these to prevent death.
  • There is a glitch which will sometimes not visually show you these fire vortexes but you can still take damage from them.
  • Once the boss dies, loot the sack that spawns in the northern part of the room and apply the heart to your virindi weapon. You can now apply the upgrade shard from the previous room onto your weapon.

Second Hall

  • Attacking a solo virindi will spawn the rest of the mobs for that section along with the Flame sentries in the alcoves.
  • The aggro range of the Flame sentries is slightly larger than the alcoves themselves, so stay clear of the alcoves all together.
  • Make your way through the hallway and kill everything except for the Flame Sentries.
  • The recommended targets are Wisps → Hollow Minions → Virindi → Tuskers → Drudges.

The Overseer

  • Loot Arbrim's Note from the floor.
  • Use the Field Theodolite on the Hearthseeker Mana Siphon.
  • There are two sets of levers on the east and west side of the room. Each lever opens the next door and eventually the doors that lead to the final room.
  • The doors close quickly, so someone in your party should bug the final doors.
  • Both doors need to be open.
  • Once your party is in both doors, one side presses the blue lever in the hall to open the opposite door. Half the party runs in and opens the other door by pressing a lever next to *the door.
  • Your entire party should attack the Ward of Armor and have one person (preferably not a melee) pick up the Orb of Imperil.
  • The debuff on this orb lasts for 10 seconds.
  • Cycle to the Ward of Blade Protection and have another person pick up the Orb of Blade Vulnerability.
  • The debuff on this orb lasts for 5 minutes.
  • Cycle to the Ward of Regeneration and have yet another person pick up the Orb of Festering.
  • The debuff on this orb lasts for ? minutes.
  • Lastly, kill the Ward of Invulnerability and have a 4th person pick up the Orb of Vulnerability.
  • The debuff on this orb lasts for ? minutes.
  • If the wards respawn the orbs will disintegrate in your inventory, forcing you to kill them again.
  • Have each person cast their debuffs on The Overseer and all melees attack The Overseer with singularity weapons.
  • Once The Overseer reaches 75%, 50% and 25% HP he will spawn Wisps, Virindi, Tuskers and Drudges. Have the melees break off The Overseer and attack them in the order listed along with the missiles and mages.
  • If The Overseer dies all other mobs will too.
  • Repeat the process until The Overseer is killed.
  • Loot the cache to receive your rewards.
  • Each person randomly gets a Tiny Fiery Shard, Small Fiery Shard, Fiery Pyreal Shard, or a Blazing Pyreal Shard. You can combine these shards like Pyreal Motes to eventually obtain the Blazing Pyreal Shard. This is used to upgrade your Black Spawn Weapon.

Turn-in