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Nightmare Red Guide

Red

Red, the pack leader, is the first encounter in Dxun.
In NiM players are trying to manage their Phosphilapse Corona Buff from the flowers that are located around the map while also trying to manage the adds that spawn at certain thresholds.

Groups have slightly different strategies at some critical sections of the encounter, however, the overall position and strategies are pretty consistent among most groups.
Some groups solo tank, 5 dps, and 2 heal.
Other groups 2 tank, 5dps, and solo heal.
Some groups even solo tank, 6dps, and solo heal.

The advantage of having additional dps ensures adds die quickly and efficiently before they deal too much damage, and ensures the boss doesn’t enrage.

The disadvantage of removing a tank is controlling the Stampeding Bulls that spawn can be a little more tricky with one of the dps having to position it appropriately.

The disadvantage of removing a healer is that if the adds are allowed to eat players freely, or if players are messing up their Red Venom stacks, it can be very difficult to recover.


Boss enrages at 7m 0s.


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Images:

front facing Stalker image
Get gif of tank aiming acidic jet outside cave towards next bull
red_vid11


Table of Contents


General overview of Red

Before we get into any specific strategy, we should quickly go over some of the basic mechanics and damage types of Red. This might be useful for learning what dcd’s you should use on specific attacks when tanking the boss, or if you have to eat a cleave as a dps or healer.

Red

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  • Red is the big boss during this encounter.
  • Red passively radiates a deadly cloud of venom, dealing increased damage unless protected with Phosphilapse Corona.
  • Red’s basic attack, Eviscerate, is a frontal cleave that builds Festering Wounds stacks on its target.
  • When the Festering Wounds stacks expire, or if they reach 30 stacks, they explode on the target.
  • Red has two special attacks that the tanks need to position to avoid hitting the group.
  • Red’s first special attack is a big pink pool that applies a DOT, and temporarily removes protection from Phosphilapse Corona.
  • Red’s second special attack is a pink front beam that deals high damage, and temporarily removes protection from Phosphilapse Corona.
  • Red enrages after 7m 0s.
  • Red’s enrage isn’t usually the thing that wipes the group. After the group runs out of Flowers the group starts building too many stacks to heal through.

Eviscerate

Red’s Basic attack.
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  • Frontal conal cleave.
  • 4m range.
  • 2 second cooldown.
  • Applies 2 stacks of Festering Wounds per hit.

Damage Type: Energy
Attack Type: Melee/Ranged
AOE/Single Target: AOE

Hydrochloric Pool

One of Red’s core abilities. Casts Hydrochloric Pool on Red’s current target. After the channel finishes places a pink pool at the position when the player was when the cast began.
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  • Red’s big pink pool.
  • 2 second cast time.
  • Casts every 45 seconds.
  • Applies the Ruinous Corrosion debuff to anyone that enters.
  • Applies the Chemical Burn DoT to anyone that enters.
  • Can remove the Stampeding Bulls Iron Hide Buff while inside the pool.
  • In Nightmare the first Hrdrochlroic Pool cooldown is set to 15 seconds after the fight starts.

Acidic Jet

Periodically dealing elemental damage to all targets in a forward cone. The caustic digestive juices of the beast begins to melt your flesh.
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  • Red’s frontal conal.
  • 6 second channel.
  • Casts every 30 seconds.
  • Damages the Stampeding Bull while caught inside.
  • Completely removes the Stampeding Bulls Iron Hide buff if hit.
  • In Nightmare the first Acidic Jet cooldown is set to 20 seconds after the fight starts.

Damage Type: Energy
Attack Type: Melee/Ranged
AOE/Single Target: AOE

Festering Wound

Debuff is applied by Red’s Basic attack.
The Pack Leader’s bite is accompanied by a cloud of miasma born from the remains of countless victims.
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  • A Debuff that is applied by Red’s Basic Attacks.
  • Decreases healing received by 1% per stack.
  • Lasts for 30 seconds, or until 30 stacks are reached.
  • Max stacks 50.
  • When the stacks expire, or fall off, Festering Wounds explodes on the target.
  • In Nightmare, reaching 30 stacks forces Festering Wounds to explode on the target.
  • Explodes in a 6m radius center around the player.
  • Damage increases per stack.

Damage Type: Internal
Attack Type: Force/Tech
AOE/Single Target: AOE

Ruinous Corrosion

Reduces outgoing damage, healing done, and defense against all types of damage. While this effect is active any protection against Red Venom is negated. A pungent odor of oxidizing durasteel overwhelms your senses…
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  • Debuff applied if someone steps into a Hydrochloric Pool.
  • Disables the Phosphilapse Corona while this debuff is active. (allowing you to start building Red Venom stacks.)
  • Reduces Damage done by 95%.
  • Reduces Healing done by 95%.
  • Reduces Force/Tech Resistance by 95%.
  • Reduces Melee/Ranged Resistance by 95%.
  • Lasts for 2.1 seconds.

Chemical Burn

Taking intense internal damage every 3 seconds. White hot agony consumes you.
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  • DoT applied after stepping into a Hydrochloric Pool.
  • Lasts for 6 seconds.

Damage Type: Elemental
Attack Type: Force/Tech
AOE/Single Target: Singe Target

Feasting!

Moderately increases damage dealt. Red’s feasting upon the remains of Stampeding Bulls slain by her Acidic Jet!
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  • Buff given to Red if a Stampeding Bull dies within 5 seconds of being hit with Acidic Jet Red; builds 1 stack of Feasting! at a time.
  • Increases damage dealt by 8% per stack.
  • Max stacks 3.
  • If Red reaches 3 stacks of Feasting, he receives the Well Fed Buff.

Well Fed

Massively increases damage dealt by physical attacks!
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  • A secondary Buff given to red if he reaches 3 stacks of Feasting!
  • Removes all stacks of Feasting!
  • Well Fed buff increases Red’s physical damage by 50%.
  • Killing Red while he has this buff grants the Red’s Fed Achievement.

Boss Immunity

Immune to incapacitating and movement-impairing effects.
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  • The normal Boss Immunity buff.

Unshakable

Cast and channel abilities can not be interrupted.
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  • Cast and channel abilities can not be interrupted.
  • Passive buff. Usually applied to most bosses.
  • Immune to interrupts.

Dripping Venom

Outgoing damage is increased for the duration of this effect. Red’s recently fed and is still dripping with venom.
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  • A buff given to Red at the start of the encounter.
  • Increases damage by 45%.
  • Lasts for 55 seconds.

Enraged!

All outgoing damage increased! The Pack Leader has become enraged!
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  • Increases all outgoing damage by 300%.
  • Red enrages after 7m 0s.

Tips:

  • Red starts the encounter with the Dripping Venom buff. Tanks should use a dcd to help mitigate some of the extra damage. (your dcd should be back up when you actually need it again near the third flower.)
  • Red enrages after 7 minutes. The enrage itself won’t wipe the group. When the group runs out of flowers, everyone will start building Red Venom stacks which eventually be too much to heal through.
  • Tanks usually swap after Acidic Jet.
  • Positioning Red, and her special attacks, is the main priority of the Tanks.
    • Hydrochloric Pool drops where Red’s target was at the beginning of the cast. As such you can move after the cast to avoid being hit by it.
  • DPS should only hard focus Red when there are no other adds alive. DPS priority should be Venomous Stalkers > Stampeding Bull > Red.

Red Venom

Red Venom Cloud

Radiating a deadly cloud of venom that afflicts all enemies within a 1 kilometer radius every 5 seconds.
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  • A passive effect from Red that radiates a deadly cloud applying the Red Venom DoT to any player without the Phosphiapse Corona protection buff.
  • Ticks every 5 seconds.

Red Venom

Red’s neurotoxin afflicts the pain centers within the brain which gradually pushes them into a state of shock.
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  • DoT passively applied by Red by not being protected with the Phosphiapse Corona Buff.
  • Lasts max 10 minutes. (although it won’t ever naturally expire).
  • Max 100 stacks. (although it won’t ever get anywhere close to that..)
  • Tick rate of 3.5 seconds.
  • Dying does not reset stacks. (i.e. if you die at 5stacks, you’ll revive with 5 stacks still.)
  • Killing Red after at least 1 player reaches 25 stacks of Red Venom grants the I Have Allergies, Okay! achievement. (usually done in hardmode)

Damage Type: Internal
Attack Type: Force/Tech
AOE/Single Target: Singe Target

Phosphilapse Corona

A Buff applied by the Spores that emit from the Synthium Derpidric Blossoms (flowers) around the map. One of the core mechanics all players need to know in Nightmare.
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  • A Buff applied by the Spores that emit from the Synthium Derpidric Blossoms (flowers) around the map. One of the core mechanics all players need to know in Nightmare.
  • Removes 1 stack of Red Venom if the player currently doesn’t have the Phosphilapse Corona Buff.
  • Doesn’t remove any stacks if the player already has this buff. (it just refreshes the cooldown.)
  • Lasts 45s.
  • Can be temporarily disabled by stepping into a Hydrochloric Pool, or by being hit with Acidic Jet.

Synthium Derpidric Blossom

Spores radiating from an exploded Flower. Applies the Phosphilapse Corona buff to players.
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  • There are a total of 9 flowers located around the map.
  • Activating a flower makes the flower explode, radiating Spores.
All Flower Locations

Spores

Spores radiating from an exploded Flower. Applies the Phosphilapse Corona buff to players.
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  • Spores radiating from an exploded Synthium Derpidric Blossom (flower).
  • 8m radius.
  • Spores last for 15 seconds.
  • Tick rate of 1.5 seconds.
  • Applies the Phosphilapse Corona buff to players if they enter the Spore’s radius.
  • Can refresh the Phosphilapse Corona buff a second time as it expires if a player is within it’s radius as it expires.

Red’s Adds

There are 2 different adds that spawn throughout the fight. Each add has different mechanics, so it might be useful to explain each add in order to have a better understanding of the fight as a whole.

  • Adds spawn in set locations depending on certain thresholds your group is currently located at.

Stampeding Bull

The Stampeding Bulls are the large adds that spawn during this encounter. They’ll actively knock players back with their Horns attack, and with their passive Trample buff.
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  • The Stampeding Bulls are the large adds that spawn during this encounter.
  • They spawn by themselves and charge into the group.
    • There are 3 different locations the Stampeding Bulls can spawn, based on your group’s position.
    • Your group will need to kill 5 Stampeding Bulls, and usually, a 6th one can just be held by the Off-Tank near the end of the fight.
    • You can read more about where the Stampeding Bulls spawn here: Strategy:
  • Tanks usually control the Stampeding Bull and position him to be hit with Red’s next Acidic Jet.
  • The Stampeding Bulls have an Iron Hide buff which reduces incoming damage by 50%.
    • This buff can be removed if hit with one of Red’s special abilities.
  • The Stampeding Bulls actively knock players back with their Horns attack, and with their passive Trample buff.
    • The Horn’s knockback can be interrupted.
  • They are immune to Soft stuns.
  • However, they can be Hard stunned.
    • They gain 1 stack of Fury every time they’re hard stunned.
    • At 3 stacks of Fury, the Bull gets a soft enrage, increasing its outgoing damage by 100% for 25 seconds.

The Horns

Stampeding Bulls active knockback.
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  • Stampeding Bulls active knockback.
  • 0.7 second cast.
  • 6 second cooldown.
  • 4m range.
  • Can be interrupted.

Damage Type: Kinetic
Attack Type: Melee/Ranged
AOE/Single Target: AOE

Trample

Damages enemies within range and knocks them back.
The stampeding beasts cannot and will not stop!
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  • Stampeding Bulls passive knockback.
  • Knocks back any player within 2.3m range.
  • 0.75 second tick rate.
  • Doesn’t knockback while the bull is stunned.
  • Can be avoided by having physics immunity.

Damage Type: Kinetic
Attack Type: Force/Tech
AOE/Single Target: AOE

Iron Hide

Reduces incoming damage. The beast’s hide is as tough as durasteel.
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  • Passive buff on the Stampeding Bull decreasing damage taken by 50%.
  • Can be temporarily removed by standing in Red’s Hydrochloric Pool.
  • Can be permanently removed by being hit with Red’s Acidic Jet.

Stampede!

Immune to fear, root, sleep, physics, lift, blind, hindered, knockdown and snare.
Fear of the pack leader causes a stampede, overpowering most forms of crowd control.
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  • Passive buff on the Stampeding Bull making it immune to all soft stuns.
  • Can be hard stunned.
  • Hard stunning the bull grants 1 stack of Fury.

Fury

Becomes immune to stun effects at 3 charges, deals increased damage. You shouldn’t have messed with that bull…
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  • The Stampeding Bulls mini Enrage buff.
  • 1 stack applied after being hard stunned.
  • Stacks up to 3 times.
  • Makes the Stampeding Bull immune to hard stuns at 3 stacks.
  • Increases damage by 100%.
  • Fury Buff lasts 25 seconds, or unless refreshed with another stun.

Tips:

  • The current Off-Tank is usually the one controlling the Stampeding Bull.
  • If your group is solo tanking, then one of the DPS should control the Stampeding Bull.
  • The primary objective when controlling the Stampeding Bull is to position it so that the next Acidic Jet from Red hits it to remove its Iron Hide buff.
    • Usually, Red is faced away, but the current primary Tank will turn Red right before the Acidic Jet to make it hit the Stampeding Bull.
    • There is usually a set location where the Stampeding Bull will be held and cleaved on. This slightly differs from group to group.
  • DPS should only start trying to kill the bull after its Iron Hide buff is removed. (when Red’s Acidic Jet first starts).
  • Red’s Acidic Jet ideally won’t miss, however, if Red’s Acidic Jet does miss, the group will either:
    • Just burn the bull through the Iron Hide buff,
    • Or the group will position the Stampeding Bull to be cleaved with the next Acidic Jet.
  • DPS priority should be Venomous Stalkers > Stampeding Bull > Red.
  • The Stampeding Bull is hard stunnable.
    • When tanking I personally prefer to have the Tanks completely control the Stampeding Bulls, as such I encourage the Tanks to be the only ones stunning all bulls.
      • Usually, the current Tank controlling the Stampeding Bull will get stun it right before the Acidic Jet goes out.
      • Then the same Tank restuns the Stampeding Bull as the first stun is expiring, so the Stampeding Bull doesn’t move during the Acidic Jet channel. (then this tank usually takes red).
      • Then the other Tank will stun it a Third time and taunt it in case it doesn’t immediately die.
    • Having only the Tanks use their stuns on the Stampeding Bulls completely free’s up the DPS’s stuns for the Venomous Stalker adds.
  • The Horns cast can be interrupted. It’s a 0.7s cast that knocks players back within range if it goes out. It’s not necessary to interrupt this, however, it can help with additional control.

Venomous Stalker

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  • The Venomous Stalkers adds are the little adds that spawn during this encounter.
  • They usually spawn in pairs and spawn more frequently than the Stampeding Bulls.
    • There are 3 different locations the Venomous Stalkers can spawn, based on your group’s position.
    • Your group will need to kill 6-10 Venomous Stalkers based on if your group can avoid pulling additional Stalkers from previous sections.
    • You can read more about where the Venomous Stalkers spawn, and how to avoid pulling additional ones, here: Strategy:
  • They deal High Melee/Ranged damage.
  • Their melee attacks slow their target.
  • They periodically drop a Venomous Bile Pool on their target, and when they die they explode leaving behind a Venomous Bile Pool.
  • Can be hard and soft stunned.
  • Has the Steadfast buff. Making him immune to knockbacks and physics.
  • Tanks can try to help control these adds, however, it usually falls upon the DPS.
  • DPS should prioritize these adds whenever they’re within range.

Venomous Bile Pool

Periodically drops a Toxic Cloud on its target’s location.
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  • Drops a green toxic cloud on its target’s location.
  • 20 second cooldown.
  • 3 second tick rate for the pool.
  • 3.5m radius.
  • Applies the Venomous Bile DoT to players who enter the Venomous Bile Pool.
  • Upon dying leaves behind a Toxic Cloud.

Venomous Bile DoT

Dealing periodic internal damage every 2 seconds. The toxic miasma suffocates your every breath…
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  • DoT applied after stepping into the Venomous Bile Pool.
  • Lasts for 10 seconds.
  • 2 second tick rate.
  • Can stack up to 5 times.

Damage Type: Internal
Attack Type: Force/Tech
AOE/Single Target: Single Target

Envenomed Bite

Venomous Stalkers basic melee attack.
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  • A basic melee attack dealing high melee/ranged damage.
  • Gives the player a Paralyzing Venom Debuff.

Damage Type: Kinetic
Attack Type: Melee/Ranged
AOE/Single Target: Single Target

Paralyzing Venom

Reduces movement speed. The crippling neurotoxin causes your limbs to go numb.
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  • Debuff applied from Envenomed Bite attack.
  • Lasts for 1.1 seconds.
    • In Nightmare and Hardmode, decreases movement speed by 40%.
    • In Storymode, decreases movement speed by 70%.

Pack Leader’s Presence

Buff making Venomous Stalkers immune to soft stuns.
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  • Immune to stun, snare, fear, root, sleep, and hindered. Fighting aggressively, taking and dealing increased damage. The presence of the Pack Leader greatly increases the aggression and ferocity of the Venomous Stalkers.

Tips:

  • Tanks can sometimes help control these adds by AOE taunting. Having a melee/ranged dcd up is advisable.
  • If Tanks are actively trying to control these adds too, they have to still be aware of Red’s, and the Stampeding Bulls, positioning. The Venomous Stalkers should be of lower priority to the Tanks.
  • A lot of groups don’t have the Tanks help control the Venomous Stalkers at all..
  • DPS should focus these adds as soon as they’re in range. DPS priority should be Venomous Stalkers > Stampeding Bull > Red.
  • All players can, and should, hard stun these adds.
  • If your group is having your Tanks solely control/stun the Stampeding bulls, all dps should have their stuns available for these adds.
  • DPS should actively dcd where appropriate to mitigate damage.
  • If no one touches these adds, by default they’ll agro onto a healer.
  • Healers can stun these adds too. Usually, it’s better to spend a gcd stunning if no one else can, instead of spending that gcd trying to heal.
  • Some groups will soft cc with whirlwind/conc missile certain sets of these adds. After the minute of cc they’ll still be agro’ed and come to the group. This just delays when your group has to kill them. Most groups I’ve cleared with don’t soft cc these adds.

Strategy:

In this section, I’ll try to explain some important parts of the fight. Red doesn’t have typical phases like other fights do, however, I tried to break the fight down into sections to hopefully make the fight more easily understood for newer players. I also included some other useful tips that might help. Your group might prefer to do a different strategy at different times. I would encourage all groups to adjust to what will work best for your current group setup and lean on players that are more comfortable doing extra mechanics.

Segment 0: General Encounter Information

Red is passively radiating a deadly red venom cloud while alive. During this encounter, the group will need to progress through the zone going from flower to flower to maintain the corona buff, which protects players from the red venom.

There are a total of 9 flowers located around the map. All the flower locations are displayed below.

The basic path to follow during this encounter. This allows your group to continually progress ensuring you grab all the flowers.

There are 2 types of adds that spawn throughout the fight. The first group of adds spawn only after one of the players pass this tree line. After passing this tree line bulls will continually spawn every minute or so. Where they spawn is based on your group’s current position.

After passing this tree line bulls will continually spawn every minute or so. Where they spawn is based on your group’s current position. I’ll discuss where exactly each bull spawns, and how to deal with them during each Segment of the guide.

General Tips
All players should be aware of the Red Venom mechanic and should actively be ensuring they maintain their Phosphilapse Corona Buff from the Blossoms.
Anyone in the group can click the flowers when it’s time to refresh the Phosphilapse Corona Buff. Most groups assign a healer to do it though.
Some classes benefit from maintaining 1 stack of Red Venom. If you’re playing one of the classes you might want to build up to 2 stacks of Red Venom before entering the first Spore field. (as it’s applying it for the first time it’ll remove 1 stack of Red Venom..)

Tank Tips
Generally speaking, Tanks should be the ones controlling the Stampeding Bull. Ideally, they’re able to position the Bulls, and completely maintain the stuns on them by themselves.
If your group is solo Tanking, then one of the DPS will need to hold and position all Stampeding Bulls that spawn.
Positioning is the most important part of tanking for this encounter. You need to ensure Red’s Acidic Jet isn’t cleaving the group, you also need to ensure the Hydrochloric Pool is being placed in a position where other players won’t be hit, and/or other players won’t need to walk through.

DPS Tips
Apart from maintaining their Phosphilapse Corona Buff, the DPS main focus is to ensure adds die efficiently.
DPS priority should be Venomous Stalkers > Stampeding Bull > Red.
The DPS should actively stun the Venomous Stalkers, and they should actively use their dcds, to help manage the outgoing damage they do.

Healer Tips
Red can be solo healed, even if solo Tanking. Ultimately this just means there’s not a lot of outgoing damage if the fight is done right.
During non-healing intense parts, the healers can help DPS.
It’s sometimes better to help stun Venomous Stalkers if your Tanks/DPS are having issues managing them.

Most groups assign a Healer to click the flowers; this is usually due to the fact healers are usually prepositioned on the next flower and can more easily access them to click.


Segment 1: Start of encounter

For the first segment, we’ll discuss the start of the encounter. This segment covers the first flower and Red’s initial positioning.

Red starts the encounter by herself. No adds spawn until after you pass the second flower. This gives your group about 60 seconds of straight burn at the start of the fight (before the first bull). Red also starts the encounter with the Dripping Venom buff, dealing increased damage. The tank holding the boss at the start should use a dcd to help mitigate some of the incoming damage. After the Dripping Venom buff falls off from Red, the Tanks ideally won’t need a dcd until the first group of adds spawn. (if they’re actively trying to help manage them)


Red Venom Ticks every 5 seconds.
Your group should delay clicking the first flower until at least the first tick of Red Venom goes out. After entering the Flowers Spores it removes 1 stack of Red Venom.

Some classes benefit from maintaining 1 stack of Red Venom. If you’re playing one of the classes you might want to build up to 2 stacks of Red Venom before entering the first Spore field.

As you can see from the clip, we delay activating the Flower until after the first tick of Red Venom goes out, then anyone who benefits from keeping a stack of Red Venom waits until they get a second stack before entering the Spore’s Field.

Red’s first Hydrochloric Pool’s cooldown is set to 15 seconds at the start of the encounter. (usually set to 45 seconds.)
Red’s first Acidic Jet’s cooldown is set to 20 seconds at the start of the encounter. (usually set to 30 seconds.)



Red can be kept close to the flower at the beginning of the fight. After 15 seconds, Red will do her first Hydrochloric Pool. You can either drop it behind the flower close to the wall, or you can move it out further to one of the sides.
In either situation, your tank should be consistent so the rest of the group can become accustomed to where to stand to avoid it.

Shortly following the first Hydrochloric Pool, Red will do her first Acidic Jet. This should be aimed away from the group and away from the path the group will be headed.

If your group is 2 tanking, this is usually where the first Tank swap happens.

After this, the group should progress to the second flower. There’s not a huge rush to get there super fast, just so long as you get there before the group’s Phosphilapse Corona Buff expires.


Segment 2: First Bull

The second segment covers the second flower and the first Stampeding Bull.
Everyone, besides the current Main Tank, should be standing near the second flower at the start of this segment.

After traversing to the second flower, Red’s next special ability will be an Acidic Jet. The tank wants to face this Jet away from the group.
During this Acidic Jet the second flower should be activated, and the Tanks should swap.

Shortly after the second flower Red will do another Hydrochloric Pool. This pool should be placed behind the group so as to not disrupt the group’s progression.

During this time, the second tank should move ahead and pre-agro the first Stampeding Bull. The Tank needs to be careful to avoid going past the tree line and spawning the small adds early.

The Tank holding red should face her towards the incoming Stampeding Bull.
The Tank controlling the Stampeding Bull should position the Bull such that Red’s Acidic Jet will cleave it. This tank can interrupt its Horns attack, or Stun the Bull to avoid the knockbacks/avoid it moving.

The Stampeding Bull only needs to get hit with 1 tick of Acidic Jet to remove its Iron Hide buff, however additional ticks will continue to do damage. Ideally, it gets blasted for the majority of the Red Venom Channel.

Tanks can swap after this Acidic Jet.
If the Bull is still alive it should be held by the current Off Tank, and DPS should focus it down.
The current Main Tank can move ahead with Red and position her for the next Acidic Jet.
After the Stampeding Bull dies the rest of the group can also move ahead and stand by the third flower.


Segment 3: 3 Flower Intersection

The third segment covers the 3 flower intersection, this can be a bit of a prog point for some newer groups. This segment covers the second Stampeding Bull, the next three flowers (flowers 3, 4, and 5), and the first two sets of Venomous Stalker Adds.
Everyone, besides the current Main Tank, should be standing near the third flower at the start of this segment.

The third flower should be activated just before the Phosphilapse Corona Buff is about to expire.

Venomous Stalkers spawn at Yellow Marker and path along the pink towards the group.

The first set of Venomous Stalker adds will spawn while waiting at the third flower. All dps should swap and focus them down. Tanks can help control them if they want, but it’s not required.

The current Main Tank should be keeping Red faced towards the cliff, away from the group, in preparation for the next Acidic Jet.

Tanks can swap after this Acidic Jet.

Immediately following this Acidic Jet Red will do another Hydrochloric Pool.

This Hydrochloric Pool should be placed behind the group.

After the first set of Venomous Stalker adds, and after the Hydrochloric Pool, the group should move ahead to the fourth flower.

The Tank should face Red towards the middle mountain, or towards the trees past the group, in preparation for Red’s next Acidic Jet.

The rest of the group should be stacked close to the fourth flower.

The Tanks can swap again during this Acidic Jet.
The fourth flower can be activated during the Acidic Jet so all players can refresh their Phosphilapse Corona Buff.

Shortly following the Acidic Jet the second set of Venomous Stalker adds will spawn. Just like the first set of Venomous Stalkers, the DPS should burn these adds down quickly. These adds spawn in the same location as the first set of adds.

The current Main Tank should face Red away, closer to the third flower location.
The current Off Tank should get and maintain agro of the second bull.

Red’s next special ability will be Hydrochloric Pool, then immediately after Red will do an Acidic Jet. This Acidic Jet should be aimed towards the Stampeding Bull.

The current Main Tank should drop the Hydrochloric Pool out towards the trees near the third flower.
As soon as Red starts to cast Hydrochloric Pool the Main Tank can pre-move towards the Stampeding Bull. This ensures Red will be aimed toward the Bull after she does her Hydrochloric Pool.

The current Off Tank should position the Stampeding Bull by the edge of the middle mountain. This tank can use the mountain as a backboard if the Bull is knocking him.
When Red starts the cast Hydrochloric Pool this Tank should start stunning the Bull. The Bull should be chain stunned until after the Acidic Jet finishes.

The Tanks can swap during Acidic Jet.
If the Bull is still alive after Acidic Jet the DPS should focus it down.

Shortly following the Acidic Jet, the fifth flower should be activated. As soon as this flower is activated, and after the Bull is dead, the entire group should haul ass into the cave. If you have a mara who can use predation, now is the time.


Segment 4: Cave

The fourth segment covers running into the cave and everything inside the cave. This segment covers the third Stampeding Bull and the sixth flower. In addition to that, it covers the adds that spawn alongside the bull and possible additional adds that may agro from behind the group. Everyone should refresh their Phosphilapse Corona Buff with the fifth flower at the start of this segment before running into the cave.

The group needs to move quickly so that Red is in position for her next Acidic Jet. The group is also trying to avoid aggroing a third set of Venomous Stalkers.

The current Main Tank should position Red facing out the left side of the cave. A new Stampeding Bull will spawn by the seventh flower and will run towards the group. When the Bull is within range, and inside the Acidic Jet, the Tank should stun it.

The Tanks can swap on the Acidic Jet.

Get gif of tank aiming acidic jet outside cave towards next bull
red_vid11

1 Venomous Stalker will spawn alongside the Stampeding Bull, additionally, the group may pull an extra Venomous Stalker add from the previous zone. The DPS should focus these Venomous Stalkers down first, then focus on the Stampeding Bull.

Red’s next special ability will be her Hydrochloric Pool. This Pool can be dropped near the middle section of the mountain.

Following this Pool the group should activate the sixth flower.
After receiving the Phosphilapse Corona Buff from the sixth flower the group should move slightly ahead to avoid pulling an extra set of Venomous Stalker adds from the previous section. New Venomous Stalkers continue to roam in this section and will agro if within range.

Shortly after activating the sixth flower Red will do another Acidic Jet. This Jet should be faced towards the mountain, away from the group.

Tanks can swap on this Acidic Jet again.

And that concludes the “cave” segment of this guide. Just like the 3 flower intersection, the cave portion of the fight can be a major prog point for some groups. Avoiding the extra Venomous Stalkers can greatly increase your group’s chance of progressing.


Segment 5: Outside Cave

The fifth segment covers outside the cave. It covers the fourth/fifth Stampeding Bull and the seventh/eighth flower. Additional adds may agro from behind the group/within the cave, and an additional venomous stalker add spawns by the seventh flower which won’t auto agro. After these adds, no additional small adds should be pulled/dealt with.
At the start of this segment, the group should have just refreshed their Phosphilapse Corona Buff from the sixth flower from inside the cave, and Red should have just finished an Acidic Jet.

The fourth Stampeding Bull spawns just outside the cave. Red needs to be positioned to cleave it with her next Acidic Jet.

The current Main Tank can drag Red to the middle mountain, then spin her so she’s faced towards where the new Stampeding Bull will spawn.

The rest of the group can preposition closer to the seventh flower, away from Red’s Acidic Jet.

The current Off Tank should prepare for the new Stampeding Bull and should immediately try to get agro when it spawns. After a few seconds, the Off Tank can start chain stunning it so it doesn’t move out of Red’s Acidic Jet.

After Acidic Jet, if the Stampding Bull is still alive the DPS should focus it down.

The Tanks can swap on this Acidic Jet.

Immediately after Acidic Jet Red will do a Hydrochloric Pool. This pool should be positioned away from the group, back towards the cave.

The seventh flower should be activated just after Acidic Jet finishes, and the entire group should refresh their Phosphilapse Corona Buff.

After the group refreshes their Phosphilapse Corona Buff from the seventh flower the group can move ahead and prepare for the next Stampeding Bull. Red will do an Acidic Jet during this time. The current Main Tank should face this away from the group, typically into one of the sides of the mountains.

The next Hydrochloric Pool can be placed on the mountainside, immediately following the Pool Red will do her next Acidic Jet.

The fifth Stampeding Bull will spawn in the same location the four Stampeding Bull spawned from. This Bull may take one of 2 paths towards the group, as such the current Main Tank will need to turn Red to cleave it with the next Acidic Jet as it passes.

(this is just one possible way of dealing with this bull, many groups do it in many different ways.)

This should be the final Stampeding Bull the group kills.

The eighth flower should be activated during Red’s Acidic Jet. Again, everyone needs to ensure they refresh their Phosphilapse Corona Buff.

The Tanks can swap on this Acidic Jet.


Segment 6: Burn

The sixth segment covers the burn section of the fight. It covers the sixth Stampeding Bull (which the group shouldn’t need to kill) and the ninth flower.
At the start of this segment, the group should have just refreshed their Phosphilapse Corona Buff buff from the eighth flower and are waiting for Red to do her next Acidic Jet.

Red’s next special ability will be another Acidic Jet. The current Main Tank should again face this away from the group, towards one of the mountainsides. About 10 seconds after this Acidic Jet Red will do another Hydrochloric Pool. This pool can be dropped anywhere along the path towards the ninth flower, as long as no-one walks through it.
Both of these attacks can be dropped anywhere, the group is just trying to progress towards the ninth flower before their Phosphilapse Corona Buff falls off. Once the group’s Buff is close to falling off the ninth, and final, flower should be activated.

Around the time the ninth flower is activated, the sixth Stampeding Bull will spawn. This Bull spawns at the same location as the previous Bulls.

The current Off Tank should hold this Bull by the southern middle mountain, and use it as a backboard so he doesn’t get knocked off the edge. Doing this allows him to stay within range of the healers.

If your group has high DPS, you can kill Red before this Bull spawns.
This Bull marks the 6 minute mark. If it spawns your group would have failed to get the Tour De Beast achievement.

Red’s next special attack will be Acidic Jet. This Jet should be faced towards the northern side of the map, so the Off Tank won’t get cleaved by it when dealing with the Stampeding Bull.

Red will do a second Acidic Jet, then will Immediately do a Hydrochloric Pool. The Acidic Jet can be faced in the same place as the first Jet. The current Main Tank should take care to not drop the Hydrochloric Pool on top of the group.

Shortly after that, if Red still isn’t dead she will do another Acidic Jet.

The group Phosphilapse Corona Buff will be running out around this time. This is ultimately where the overall DPS check comes in. If your group hasn’t done enough damage to Red throughout the encounter, your group will eventually start to build Red Venom stacks. These stacks will eventually do too much damage to out heal.


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