Gain Access
7,600 Item Level and level 70
Guild run composition including max newbies
1 Tank – Paladin or GF
1 Healer (Optional) – Paladin or DC
3-4 DPS - CW, TR, GWF, SW, DPS Cleric and DPS Paladin or GF
Tactics/Game Play
*This guide was done up by https://blog.nwo-uncensored.com/epic-cragmire-crypts-strategy-guide-by-thefabricant/
To get to the first boss, you will be fighting the traditional mobs and lighting braziers to gain access to the different parts of the dungeons.
First Boss:
This guy is the easiest boss fight in the whole dungeon. That being said, before you engage him, if you are an uncertain group then open the door at the back of the room so that if you die, you can get back quickly. Mechanically, he does 3 things. He has a ranged AoE attack, an AoE attack centred around himself and he spawns waves of adds. It is important to use AoE to deal with the adds, whilst nuking him down. His attacks are telegraphed, making them easy to dodge or block and if you have a decent healer, it might be advisable for the tank to stand close and block rather then dodge as it keeps the fight more stable. Your CW can optionally use ray of enfeeblement here as one of his skills, to accelerate the killing of the boss. If you have a devotion pally and a GF, the party is safe from the red through the protection of shield of faith and KV. If your party is really struggling, I recommend pulling kallos back a bit to the sarcophagus in the middle of the room and then use it as a line of sight block to play cat and mouse with him.
After some more mobs,, and teleporting you arrive at the second bosses.
Second Bosses:
There are 2 ways of doing this, so I will list them both. The first, if you are not very confident in your groups capability, is to have the party wait outside the corridor in the previous room around the corner, then have the tank pull them back 1 room. This is effective as it groups them all up as they come down the corridor whilst allowing you to space out and lets you nuke them all at once, rather then fighting them spaced out. It makes it easy for you to get away from their AoE and concentrates their AoE in a small space. The second Option is to dive right into the room and fight them where they stand. It is more messy and less safe, but if you want to beat Traven, you will want to be able to dive right in anyhow. Either way, you will still want to focus down Shaek (the healer) first, followed by the CW's, finishing with the GWF. Your CW should probably not switch to Ray, as this is an AoE based fight anyhow. The important thing to do is to watch out for and dodge steal time from both CW's as well as Shaek's daily. The stuns and prones can easily wipe a party and are far more dangerous then the damage that the group is dealing. Fortunately, all of these mechanics are telegraphed and if you see a red circle, you know you should be getting out, or, if you are a tank, blocking.
After some more mobs, some more teleporting and some careful bridge walking you will arrive at the third boss.
Final Boss:
This fight is very technical when you are playing it safe. I have broken it down a bit to make it a bit more understandable and user friendly.
The first 2 important facts to take note of is that when he gets to 66% HP, he spawns a wave of death-pledged and when he gets to 33% HP, he spawns 2 hexers.
As the fight goes on, he will occasionally spawn in some random monsters composed in groups of cut throats and archers.
One or two players should spend some of their time add clearing these, with a third some times jumping in. Something to note is that the adds will never run through Traven's fire bombs, meaning that if their spawn points are covered in flames, they will sit around and glare at you, but not move towards you and if there is no way to get to you but through a fire bomb, then they will just stand still.
Traven himself has 5 attacks.
The first is a teleportation skill, where he teleports behind you and then does a slow, telegraphed melee attack. The attack is dodge able and it hits for a very large amount, if you see him pop up behind you, you definitely want to move.
The second attack he does is a quick barrage of hits in a 180-degree cone. Once again, this is telegraphed with a red cone being placed on the ground. The hits each hit for approximately 70k and so whilst they won't kill you individually and you can probably take 1 to the face, the fact that there is more then 1 hit means that the 2nd or 3rd will kill you, unless you got a heal OP in the party, who can heal you up before the next attacks in the salvo occur.
The 3rd attack of Traven's is a very hard kick, which prone’s whoever it hits. This attack is not very well telegraphed, although you can predict it if you watch the visuals. The melee and tank will have to be alert for this attack, especially the tank, as a tank being proned at an inopportune moment will wipe the party.
The 4th attack is his fire bomb, which is telegraphed through the placement of a large red circle on the ground, which he targets one of the players in the group with. Unless you have over 90% DR, or divine protector up, this attack will 1 hit you. My devotion paladin has over 90% dr and still gets hit for over 90k, only barely surviving, so be very careful and make sure not to be in the way. The important thing to note about the fire bomb is the AoE, after the initial bomb does remain in the instance on the ground and deal a fire damage dot if you stand on it for about 12k damage/second, the dot will remain until the keg is used.
Bloodbath is a trickster rogue ability that hits 6 times, after pulling the keg, Traven takes more damage for a brief period of time, but also hits a whole lot harder. It is recommended to not pull the keg if the party is in an unstable situation, as you will more then likely wipe. Due to this, it is best to pull the keg a little early sometimes if you are in a good position, as you can get in extra dps and not be forced to pull it later when things are a bit shaky.
Strategy:
Firstly, this is a lot easier with someone to lead the group via voice chat. What you do is you have 1 ranged character attack the boss from a distance when entering the arena. This will aggro him to the ranged character and have him throw his first fire bomb on the ranged character, having it be placed on the bottom right, which is by the door where you enter. You want to always stand on the outer edge of a red circle together, moving from right to left, then up and left to right, in a zigzag pattern, so that his fire bombs land close together and you can sustain the fight as long as possible without popping the keg.
An alternate strategy to zigzagging is to pop the keg after a fixed number of firebombs, for example, pop it after every 3. Before you get the boss to 33% or 66%, you will want to pop the keg. This is so that you have plenty of space in which to deal with the death-pledged and hexers, which are a major problem when the floor is covered in red. If you are running with a protection paladin, you will want him to have divine protector up the moment you pop the keg. If you are running with a DC, you will want the DC to have an empowered astral shield on the ground which the group stands in, the moment you pop the keg.
These precautions are taken to prevent the bloodbath from killing you, as it can be very dangerous. Either way, during the interim before his second bloodbath, you should quickly build up AP and have your abilities get off cool down, in order to use them again to protect from the really big hits of the 2nd bloodbath. Once the 2nd bloodbath is finished, the group should collectively move down to the bottom corner where you entered the dungeon and repeat the zigzag strategy which is outlined above. This is because you do not want firebombs close to the keg starting off as then it is hard to use the keg later down the road. During the fight, ideally you want slashers mark on the boss as well as ray of enfeeblement, as the extra damage and dodges make a big difference.