The Top TERA Advice for RMHM

Hey everyone. I'm a console player maining a zerk, and I'm trying rmhm in t10 gear. I've beaten every other dungeon multiple times. Rmhm is brutal. I've cleared it once because the players in my party were significantly better than me. Can anyone give me some tips?

Ready for Infodump? I have a write up for nm and hm, separately so you may have to combine the information:

Front Attack: She slams her scythe in front, you can't block it but can walk out of it easy. From there she can either remove her scythe from the ground quickly and end the attack, or if her scythe lingers in the ground for more than a second, she will make the entire room except for right in front of her an aoe. Call out "front" when the overhead attack lands, dps need to get close at this point to allow easy transition to safe zone, Call "yes" if the scythe lingers and everyone dodges through the boss or just around to get to safe zone in front, Call "no" if the scythe is pulled back up quickly and everyone goes back to regular positioning. Healers and ranged dps can choose to completely out range the aoe if it is, in fact, a yes call, they instead would back away during a front call.

AOE Spin: The boss will kinda sit there shaking her head not really doing much, she is preparing her spin attack, Call out "AOE Spin". Similar to the first boss she has a close aoe and outer doughnut aoe about 5m out. She will indicate and attack either the outside or inside first and immediately follow it up by attacking the opposite, the follow-up attack gives much less time to get in the correct position, make sure you save gap closers/dodges for the follow up more so.

Targeted AOE: Starting at 90% the boss will raise her hands up like casting a spell or conducting music and the text "...FATE" will appear, Call out "walk away AOE". She will put a following aoe indicator on each player, after a few seconds the location of the aoe will stick to the ground then a short time later anything inside it will take damage(usually one shot). Everyone must dodge out after the location of the aoe has been set to the ground. Nearly immediately after the attack hits, she will put an uncleansable debuff on the closest player to her, this debuff will eventually go away, but if you get 2 stacks of this debuff you will automatically die. (edited)May 9, 2018

Tail Attack: If the boss starts her claw combo with her left claw, she will proceed to follow up with a right claw then jump up and slam her tail behind her. Since the tell is difficult for the dps to see, the tank calls "Tail" then everyone needs to make sure they are not directly behind the boss up to around 15m, you must get slightly to the side/back to avoid the hit.

Claw Combo: The boss will generally attack the tank with a 3 hit claw combo starting with her right claw, then left, then right again. These can all be blocked with no issues. Now after she finishes the last swipe, she will either put her claw back to regular position, If the claw lingers on the other side of her body after the third swipe, she will follow up with a frontal cone attack that can't be blocked and can one-shot along with poison you if you survive. The tank must dodge out of this to avoid the hit, the easiest way is to dodge through the boss then walk back into starting position. Note that anyone in front of the boss will get hit and probably die from this attack.

Laser: Usually at random points and every time the healer tries to rez someone, the boss will spawn 3 flying stones each with a gap between them, these stones will fire a laser in one direction, but can hit ppl close enough directly behind them as well. Everyone must walk sidestep to get in between the laser fire, healers trying to get rezes are advised to purposely bait the laser if the boss isn't just starting some other attack. This is done by starting a rez and canceling it almost immediately so you get targeted, after dodging the laser continue on with the rez, the boss will target you pretty much as much as possible if trying to rez unless he is in the middle of a claw combo(best time to rez). Call out "targeting".

Hard mode:
Lachelith: Soul Sphere: At and any time after 70% health the boss with say ..."soul sphere", the boss will walk to the center and shoot out 3 red orbs and 2 yellow orbs, if these orbs hit the edge of the arena they will deal 30k damage to the entire arena and bounce back and duplicate. In order to get rid of these, players must purposely walk into them, they deal a flat 80k damage for the red ones and 40k damage for the yellow ones, the fate debuff causes these orbs to deal twice as much damage, so generally it is best practice to have each player grab one orb, with the debuffed players grabbing the yellow ones. Multiple orbs can be grabbed by a single player as well, with Kaia shield and some other heals or shields in between, this is a viable strategy.

Targeted AOE/Fate: The difference here is debuffs are given to the 2 closest players to the boss, the debuff increases the damage the boss deals to you by 50% and doubles the damage done from the soul spheres. Because of the severity of this debuff, the healer/DPS must alternate back and forth who receives the buff, the tank can't tank very easily if they receive the debuff, bc of the damage dealt by the boss. If someone is dead and can't take the debuff off a player, it is better for a DPS to sacrifice them-self rather than a healer sacrificing them-self and better than the tank taking any stacks of the debuff. .(edited)

Hands of Fate: At 50% and for the rest of the fight the boss will say ..."hands of fate" the boss will begin to swing her tail around her body and 3 aoe's will follow, the aoe's will occur underneath and directly around her first, then hit in a circular doughnut outside of that, and finally a third aoe will occur outside of that previous ring. This attack can be outranged similarly to the front attack. Once this mechanic starts the healer must use their dispel ability on the boss after she finishes the final aoe attack otherwise the boss gets a damage and speed increase that makes her next to impossible to tank, as each circle explodes a buff stacks on the boss, so if dispelled to early, the boss can still get a slight speed increase. Besides out ranging this attack, the easiest way to avoid it is by walking about 8 meters away from the boss, till you see a yellow symbol appear followed directly by a dark explosion, after seeing this dodge/walk/gap close into the closest aoe zone around the boss, before the second aoe lands. The Priest can outrange and just used targeted dispel, while a mystic will have to be with the dps/tank and jump into her first zone in order to use aoe dispel.

Knockback Attack: At 30% health and any time after the boss will hover into the air and the arena will be covered with black energy. She will then knock each player back, dealing damage as well as applying a dot to each player, this dot must be cleaned immediately to avoid dying from the tick. Additionally, one player will have the purple aggro indicator and this player will have a debuff that staggers them for a half second and this occurs nearly every half to 1 second and the boss will target them with dbl lasers and put a circle around them which they can't walk out of till the lasers have finished. The player must attempt to walk/dodge/gap close out of these lasers in order to survive. Thanks for reading and I hope this TERA Guide will help you. Of curse, you can also buy Tera Gold from us, as long as you want more money in this game.

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