I’d like to thank WhiteLady from www.rift-mmorpg.com for giving me an extremely solid base to write these guides from. Credit for the basic strategy and overview easily belong to her
|Citybreaker Zidae|| Loop Of The Siegemaster
|Citybreaker Zidae|| Ring Of The Forgotten
|Citybreaker Zidae|| Cord Of Cruelty
|Citybreaker Zidae|| Indomitable Chain
|Citybreaker Zidae|| Magnifying Band
|Vellion the Pestilent|| Radiating Pendant
|Vellion the Pestilent|| Pestilent Necklace
|Vellion the Pestilent|| Stranglevine Armguard
|Vellion the Pestilent|| Gauntlets Of The Broken Beast
|Telaphalon|| Tectonic Treads
|Telaphalon|| Augmented Coxa
|Telaphalon|| Ferric Spiked Spaulders
|Telaphalon|| Chitinweave Boots
|Telaphalon|| Tremor-fused Stompers
|Sandstorm Onslaught|| Legplates Of Unwavering Determination
|Sandstorm Onslaught|| Sandstorm Cannon
|Sandstorm Onslaught|| Chitin Plated Siegehelm
|Sandstorm Onslaught|| Greaves Of The Hidden Scout
|Sandstorm Onslaught|| Duelist's Blunderbuss
|Baron Slagstorm|| Sword Of Earthen Fury
|Baron Slagstorm|| Swift Glance Blade
|Baron Slagstorm|| Quake-surge Chestguard
|Baron Slagstorm|| Blade Of Stone Intent
|Baron Slagstorm|| Storm Wielder Wraps
|Baron Slagstorm|| Empyreal Shielding Matrix
|Baron Slagstorm|| Steps Of The Architect
|Baron Slagstorm|| Mantle Of Shattered Foes
|Baron Slagstorm|| Baron's Lightning Blade
Storm Breaker Protocol is a new kind of dungeon never before seen in Rift. For the first half of it you’re controlling a Mech (a robot). This is a love or hate dungeon – you’ll either love it, or hate it.
When you get into a Mech, your new abilities display on your primary action bar. This means for people who hide the primary action bar (myself included), you can’t do this dungeon without displaying it. Kind of annoying since the mech seems prevalent through this expansion. (There’s a chronicle and this is also used in the Crucia raid encounter – though only for one person).
When you hop into your mech, you’ll get these abilities:
- Robo Rumble: Melee. Best used in 3′s.
- Eradication Pulse: Ranged. For this ability to work you press it once to charge your cannon, then press it again to deal damage.
- Inferno Cannon: Ranged with 30 meter range. This should be used mostly for AOE, but does high amounts of damage and has a 30 second cooldown.
- Rocket Salvo: Deals mediocre AOE damage. Keep in mind while you pew-pew, you can do other abilities as it doesn’t interrupt it.
- Shield Matrix: It has 40 seconds cool down and it reduces the damage you take by 70% for 6 seconds.
- Overcharged Defibrilator: It has a 5 seconds cast and a 30 seconds cool down, and is used used in (or out of) combat to resurrect dead players. Keep in mind, though, that sometimes the encounter bugs out and the dead players Mech can disappear.
The trash is long and annoying. If you position yourself correctly at the end of the tracks, and figure out the method – you can jump onto the platform and and skip the trash. Otherwise you can just run through it all to the boss, and usually someone lives and can res everyone when they get there. If you decide to do the trash legit, here’s what you need to know:
- Sandstorm Swarmer: 100k HP, easy kill, low damage.
- Standstorm Flyer: 125K HP, since they’re in the air they are kind of annoying.
- Sandstorm Drone: 250k HP. Should be killed last.
- Sandstorm Hive: 626k HP – Priority. When you see a Hive, kill it.
- Sandstorm Progenitress: 584k HP, explodes and spawns Sandstorm Swarmers.
- Sandstorm Queensguard: 584k HP. Should be the second thing on the priority list. They buff themselves with Silicon Barrier which deals 19k damage per tick. If the Hive is dead, kill these.
- Sandstorm Landlauncher: 250k HP. They place yellow circles that do 25K AOE Damage. These are also high on the kill list.
This boss is fairly simple. Dodge yellow and red, and you win.
To make the fight faster you can remove his shield and increase the amount of damage he takes. Drag him on top of a barrel and make it explode. This will remove one of his stacks and also give you a Green Orb to heal in case you took damage.
His threat table is based on proximity. The best way to deal with this is to rotate shields and run in and out of melee range. If you’re taking too much damage, and need to heal, just blow up a barrel and grab the Green Orb.
Before you can get to the next boss you will have to survive a 2 minutes 30 assault (or gauntlet) by the Sandstorm Legion. How we handled this was by having someone guard the gate, while the four other mech suits when and kill the hive to the right of the gate. (If you’re facing away from it). Once the hive was destroyed the four members returned to the gate and helped defend. Shield on CD, Kite as much as you can. Kill what you can. When the timer runs out – you win. Just keep the adds OFF THE GATE.
Vellion the Pestilent
Vellion’s Right Trunk: (576k HP)
Vellion’s Left Trunk: (576k HP)
Pestilence Spewer: (751k HP)
Vellion’s Exposed Viscera: (1.4m HP)
This is the last mech suit fight in the encounter.
Damage: don’t stand in red, don’t stand in purple.
Healing: if you are in need of Green Orbs kill the Pestilence Spewer (his arm). Though, if you don’t stand in bad you shouldn’t bother with this as it’s just a waste of time. A lot of the times it will die by incidental AOE damage.
Boss: to You need to kill his left trunk and then his right trunk. After this is done, you just simply jump near him and land on his back. This is when you’ll want to spam your high damage abilities to finish him off. It should take two or three rounds of this to knock him down. NOTE: When you’re on his back, you can still target his pestilence spewer. Ensure you’re targeting: Vellion’s Exposed Viscera.
The first boss you’ll face in your.. ahem, actual form.. is Telaphalon.
- Magma Torrent: 3 seconds cast, initial hit is for 3.5k, leaves a 8 seconds dot that ticks for 2.3k. Dispellable.
- Molten Ground: Deals 8K per tick in a puddle at the bosses feet. Needs to be moved out of this immediately.
- Chitin Weave: A player gets wrapped into a cocoon. Another player will have to run to melee range of the player, and use their reactive ability on the cocoon and then run away to break it. You have 8 seconds before the player dies. While this is happening the boss will cast Tectonic Rupture:
- Tectonic Rupture: 8 seconds cast, deals 200k damage at the end of the cast. This ability can only be interrupted after Chitin Weave has been removed from the player who is wrapped. DO NOT INTERRUPT UNTIL PLAYER IS REMOVED FROM THE COCOON or you will wipe
Strategy: The boss needs to be tanked underneath the bridge for reasons I will get into below. The primary thing you need to worry about is unwrapping the player who is affected by Chitin Weave and then having Tectonic Rupture interrupted afterwards. Almost everything can be healed through so long as the party isn’t made from bad. The tank needs to move out of stuff, things should be cleansed, etc etc.
The other part of the fight to take note of is that about 15 seconds or so into the fight (after the first Magma Torrent cast), a control panel will be available on either side of walls underneath the bridge. When clicked it will teleport a player on top of the bridge.
This is because waves of adds will be running towards the boss. If any reach him – he gets a 10% damage buff per add.
The person who gets teleported above the bridge needs to click the control panel and then their action bar will change to the following abilities:
- South Flank Salvo: Deals damage to the adds below.
- South Flank Static Field: Snares or slows the adds below.
- South Flank Concussion Blast: Stuns the adds for ~6 seconds.
The cannons can and will kill other parties in the player, which is why you want to hide under the bridge when below it.
Strategy for upstairs: It’s very easy to control the panel up top, you slow the adds with static field and spam salvo on them, if you get a close call, use concussion blast and spam salvo. All attacks are an AOE type clicking ability. So you have to use the ability and click where you want it to land.
Before you can fight Baron Slagstorm you will have to Storm the Estate and fight your way through the plaza and then fend off waves of enemy troops.
To speed up this event, everyone has to pick up an objective. Everyone should use the mines.
Everyone will pick up a mine, and go to every stage, drop their mines and the tank should tank the waves of the adds on where the mines were dropped. Once the waves stop, pick the mines up and move on to the next stage. After you get upstairs you’ll see a large platform. There you will have to fight 2 large waves of mobs. We found it was easiest to have two or three healers and have the mines do the work, but it’s fairly simple either way.
- Chain Lightning: 3 seconds cast, hits 4 people. Deals 6.5k on the initial hit and leave a 8 seconds dot that deals an additional 3.5k damage per second. Has to be dispelled.
- Iron Shield: 4 seconds cast, buffs himself with a 10 seconds reflective shield. Purge this.
- Iron Surge: 20 seconds channel. Before the channel reaches the end you need to pick up the Crystal Core, run it to the Energy Crystal (125k HP)and kill the crystal. All the DPS should run to the crystal, while the tank and the healer can remain on the main platform.
Strategy: This is one of the easier fights in Stormbreaker. Essentially – noting the abilities listed above – you have to kill the crystals when you need to, and heal/dispel chain lighting. Some things to note during the fight:
Adds: The boss summons 2 Storm Legion Guards with 167k HP. Cleave them down with the boss. Depending on how geared your tank is, you may be able to just ignore them.
Chain Lightning: Try to stack as close together so the chain lighting spreads quicker – it allows you to dispel sooner and makes it easier to heal.