So you have managed to clear all 5 stages for Sea Dragon Nest.
This stage will be the crucial stage for you should you aspire to defeat the dragon at stage 7
The key to this stage or the whole sea dragon nest raid is to have all party members 8/8 survive at the end of stage 6.
This stage is actually pretty easy but the skill damage from the boss is pretty high.
Knowing the mechanics of this stage is of high importance and will be mentioned in this guide.
For the video guide of this fight refer to this page here
Let’s get on with it shall we
Once entering the area, Mountan will spawn.
Everyone except the tank will do nothing.
Main Tank Paladin will then pull Mountan to the platform shown below.
Once in position, the rest will then wait for 6 minutes, stay far away from Mountan while waiting.
Mountan will cast a berserk buff on himself which increases his damage dealt greatly (around 100%, 50k-60k damage per hit), this buff can be removed by “disenchanting howl” of the mercenary which is why you will only engage after this debuff is removed.
While waiting, you can get some of the DPS to reduce the boss hp slowly close to 4.3x to 4.4x HP.
The first boss mechanic that you will experience shortly will be the “poison ring”
The way “poison ring” works such that the player who is marked with it takes no damage, but anyone that steps within the AOE will get 20k-30k damage per second
It is always cast on the player who has the aggro/threat of Mountan which means that it should always be on the main tank
There will an instance where the main tank might not have the “Poison Ring” debuff on him.
1. Main Tank Paladin loses aggro/threat on Mountan (Usually happens after Mountan Re-appears after burrowing underground at 3xHP and at 2xHP)
After waiting for 6 minutes you will see Mountan rage and glow red, see screenshot below.
Once this happens, the Mercenary will go in and cast “disenchanting howl” to remove the berserk buff from Mountan.
Only upon seeing that Mountan is no longer glowing red, will the rest of the party members join in to start DPSing the boss.
I’ll now split the fight into 3 Phases.
Phase 1 (5xHP to 4.1xHP)
Don’t use all your hardest hitting skills when the berserk debuff is removed.
Save it for when you need to burn Mountan from 4xHP to 3.1xHP
If you look at the screen shot above, Mountan is already down to around 4.2xHP.
The next boss mechanic you will need to know is that the boss will cast Poison all over the map except for the raised platforms (where the main tank is standing at) everytime he loses 1 hp bar.
Once you DPS the boss to around 4.1x HP, everyone is to move to the back corner of the platform which the main tank paladin was initially on.
Note: The Main Tank paladin need to keep to his corner of the platform, because he might have the “poison ring” buff while the rest are on the platform, the main tank needs to be extremely mindful of his movements when the rest of the party are on the platform.
See screenshot below to see how the rest of the party should be standing as well as the notification that is displayed once the boss cast his “poison cloud” when he loses close to 1x of his hp bar.
When everyone is on the platform, priest to cast Miracle Relic.
This is because sometime Mountan will not cast the “poison cloud” immediately after he lost 1 hp bar and might still be in the process of attacking.
At this stage of the fight, there’s no need to leave 1 player at the close to the platform but at the bottom area yet.
Once you see that there’s no more ”poison clouds” at the bottom area, you can proceed back down again.
Phase 2 (4xHP to 3.1xHP)
Additonal Boss Mechanics:
- Spitflower Plant (can cast roar which does huge damage and can push players out of the platform, this is why miracle relic must be cast when players gathering on the platform)
- Vines (Can trap party members, must break within 10seconds otherwise trapped player will take 50k damage)
Use all your ultimate skills at this moment to bring Mountan down to 3.1x HP fast.
Once Mountan hits 4xHP he will summon his Flower Plant which the sub-tank paladin will need to provoke to prevent it from disturbing the main tank.
Disturbance can cause main tank’s provoke casting to be cancelled which might result in the loss of aggro, and thus “poison ring” might be cast on players other than the main tank which will prove to be extremely dangerous.
Sub-tank must provoke the flower plant in this manner, because he cannot be provoking Mountan at the same time.
Skills like Time-stop and holy bolt works on the plant which can be used to disable it momentarily.
It is however best that the sub-tank paladin keep the threat/aggro of the spitflower plant away from the main tank.
Bring the boss down to 3.1x HP and gather at the back corner of the platform, and cast miracle relic again.
Wait for the “poison cloud” notification to appear, and this will bring us to phase 3
Note: from 4x HP and below due to the additional boss mechanics of vines leave at least 1 player at the bottom of the platform but still close to it in case of this situation shown below
When such a situation happen, that 1 player who stayed un-stacked with the rest below the platform will remain to be not caught by vines and will be able to break the affect players out of it.
This is extremely important has we have wiped due to this before and though it is extremely unlucky, it can still happen. Our main tank was under the effect of ”poison ring” and will not be able to come and save us.
While waiting on the platform for the poison cloud to be cast disable the spitflower plant with skills like time stop in case it casts roar which can push players out of the platform and deal significant damage.
Phase 3 (3xHP to 2.1xHP)
When the “poison cloud” for 3x HP is over, zombie ghouls will now spawn around the map, and Mountan will burrow underground
Additonal Boss Mechanic:
- Zombie Ghouls Summon (Just once when he burrows at 3xHP and once more at 2xHP)
- Mountan can burrow underground randomly from 3x HP and below
Main Tank must be alert to provoke Mountan once he gets up again, do not dps the boss until main tank gets aggro/threat of mountan and gets back into position on the platform.
Everyone else should continue to stay near the platform behind the boss and the sub-tank paladin will provoke the ghouls to the party to DPS down.
Take this time to heal up and wait for cooldowns if needed.
Clear all the zombie ghouls and start DPS-ing Mountan to 2.1x HP.
Similarly, once that is done, everyone should gather on the platform again, remember to leave 1 player below the platform.
Cast miracle relic (also highlander if you want to be extremely safe) and wait for the Poison Cloud to be cast.
Note: Mountan can burrow again anytime from this period onwards, do not panic. If he burrows at around 2.2x HP, play safe and ensure everyone else is close to the platform in case he cast poison cloud the moment he reappears. Main Tank Paladin must be extremely alert once Mountan burrows so that he can provoke the boss immediately once he re-appear
Once poison cloud is over, everyone is to go back down the platform and Mountan will burrow underground again to summon the zombie ghouls once more.
Phase 4 (2xHP to 1.1xHP)
This phase is exactly the same as Phase 3.
Be wary if Mountan burrows underground at 1.15-1.2xHP
Everyone should be close to the platform if that happens because he has a chance to cast his ”Poison Cloud” the moment he re-appears
Once Mountan summon his “Poison Cloud” for the last time at 1.1xHP, he will not do so anymore.
Remember to cast miracle relic and highlander while on the platform in case of any unfortunate accidents.
Phase 5 (1xHP to death)
The boss is pretty much yours once you hit this phase but don’t get complacent!
Additonal Boss Mechanic:
- Mountan can now jump into the air and land to deal an “earthquake” attack, damage is manageable
To deal with the additional boss mechanic, this will now be a mini-dps race.
This means that the longer you fight the boss the more dangerous it gets.
Use all ultimates and burn the boss while under the effect miracle relic
Mercenary must make sure to use devastating howl to reduce the damage done by the boss.
Remember the key is to ensure that everyone is alive before proceeding to stage 7 to meet the dragon!
Other important information
Manticore Gravity Ball Skill heraldry is extremely useful in this fight in helping to break players caught in vines.
Learn to avoid the boss shockwave skill which deals significant damage especially to DPS Classes
Congratulations in advance if you managed to survive stage 6 with everyone alive!
The sea dragon nest has just began
Once again hope this guide helped make this fight clearer.