Guide to salvaging 5'th room of foundry

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Snakes

A snake gets stuck

Silzesh and General Yendzarsh

If one of these snakes are stuck, the mesmer who talked to it should get as close to it as possible to avoid enemies spreading out.

  • Monk: Seed the emo and put SoA on the snake. Put EoE if you have it.
  • Emo: Keep the snake alive with infuse and spirit bond. If it's the General who's stuck, try to keep yourself covered with both burning and sb.
  • Mesmers: Start spiking right away. Caller puts EoE after VoR if they have it.

Captain Valkyss

  • TT: If Captain gets stuck on dream riders, you should get close to attempt to make them scatter.
  • MLK: Try to position yourself so that the path becomes clear for the snake.

A snake dies

If Silzesh or Captain Valkyss should die before completing Foundry Breakout, but General Yendzarsh is still alive, and the gate to the Black Beast has already been opened, the run can be recovered, so long as someone in the party did not yet take Foundry Breakout.

Once the Black Beast and its group are dead, it is possible to take the quest and accept the reward. For this reason, teams usually assign the MLK to not take Foundry Breakout, although you should take the first quest so that you can quickly grab Foundry Breakout in the event of a snake dying.

If Silzesh or Captain Valkyss die after completing the quest, this will not make a difference - the reward can still be taken from General Yendzarsh without anyone having to re-take the quest.

MLK

  • Make your way back to the quest giver at the start of the room.
  • Once the snakes are no longer visible in the party window, take the quest.
  • Rejoin the team and take the quest reward once the TT is ready.

Trench Tank

  • Clear the way for the MLK.

The rest

  • Let the MLK know when it is safe to take the quest (once you killed every mob in the Black Beast group).
  • Stand close to the wall when the quest is taken to avoid getting aggro of the Fury group.

The Fury

Heal aggro

Though rare, it is possible that the Ki's in the Fury group will attempt to heal the snakes if they spawned close to their location. Should a mesmer or backline aggro them, they need to react quickly by stepping out to die and not bring aggro to other team members. If the emo is forced to die this way, remember that the MT is no longer bonded, so focus on killing the fury group as fast as possible.

Main tank aggro

Should the Main tank aggro the Fury group (likely by the quest being taken too early), pulling it like normal becomes impossible. There are a few ways to solve this:

Cave pull

If the trench tank can aggro the Fury group (while held by the MT) using a longbow, they can then tell the team to move into the cave and the MT to recall out. Then:

  • Have the MT die to get rid of shared aggro.
  • Make a ball of the Fury group at the cave entrance (restack and pull in passive dream riders).

Drop shared and do another pull

If you think the MT can re-pull without aggroing the Fury group, this is a good option.

  • Have both tanks recall out to break any shared.
  • MT goes back in, making sure not to aggro the Fury group.
  • TT does the pull like normal.

Break the Fury group

If the TT does not yet have aggro (no shared), simply breaking it off the MT may be a good idea:

  • MT runs away from the Fury's spawning position (towards where third snake is taken).
  • Once the Fury group is fully broken, the TT grabs aggro of it.
  • MT grabs other breaking enemies.

Note that the Fury ball may have to include Margonites or Torturewebs. Avoid including the Titans that will break from the MT.