RuneScape:Events Team/Strategies/Beastmaster Durzag

Beastmaster Durzag is the first boss of the Liberation of Mazcab raid. There are no hard requirements for facing him, though surviving the kill requires high combat stats and good gear.

Kick warning
The fight has several mechanics and different phases to look out for. After the horde phase and Beastmaster Durzag spawns, there will be designated tanks for the pets Krar and Tuz and then for Durzag himself. Listen to ranks when they call for you to get off a target and switch to a different one. Participants should pay attention to these calls and also not attempt to provoke the pets or Durzag off the tanks. Those who do not listen to directions or who provoke the targets will be kicked.

Equipment
Durzag attacks with AOE melee, and anyone close to him will get enrage stacks. Therefore, at this event, we will only take participants using magic or ranged. Additionally, this is end-game PvM content and requires high combat stats and good equipment. Because the fight only allows a maximum of 10 players at a time, those with better gear (t90 power armour, t90 weapons) will be prioritised and at most one or two participants with gear meeting the minimum criteria (t70 power armour, t75 weapons) will be allowed in each fight to ensure smoother kills.

The table below covers the best equipment to bring. Either ranged or magic gear is necessary, and dual-wield versus 2-handed weapons is up to your choice. Participants will be DPS only, meaning that you should ideally be using your best power armour and not tank armour, if it can be avoided.

Magic = Bring a Guthix staff as a weapon switch for access to the Weapon Special attack Claws of Guthix, a one minute target stacking debuff.

Range=

Magic

 * Bring runes for the best spell you can use. On the standard spellbook, Air Surge is typical.  If on the Zaros spellbook, you can use Shadow Barrage for the accuracy debuff on your target, or you can use Blood Barrage if you are worried about food.  Ice Barrage is typically not advised because we do not want the pets Tuz and Krar to be bound often.
 * If you are using a 2h weapon, you can bring a Guthix staff and use the weapon's special attack, Claws of Guthix to apply a stackable defence debuff to the pets and especially Durzag.
 * Keep Torment on at all times if you have 95 Prayer.

Ranged

 * Remember to bring the ammo required by your weapon.
 * Keep Anguish on at all times if you have 95 Prayer.

All

 * Bring an Enhanced Excalibur for handy healing.
 * Dreadnips (of any style) are great for use on the pets and Durzag; bring them if you have them.
 * Stat-boosting potions should absolutely be used - Supreme overloads are the best, though you can use Holy overloads or regular Overloads if you don't have them.  If you don't have overloads, bring the best extreme or super ranging/magic potion you have available.  One potion should be enough for each kill.
 * If bringing Saradomin brews, remember to bring 1 dose of Super restore for every 3 doses of brew.
 * Bring enough prayer for the whole fight. If using the level 95 Prayers, Torment for magic and Anguish for ranged, bring 12 doses of prayer potion.  If you do not have 95 Prayer then you can bring 8 doses.
 * Ring of vigour switching when using ultimate abilities enhances DPS and is an important asset for high level PvM.
 * Adrenaline potions are very useful when used in conjunction with ring of vigour switching after using an ultimate ability in order to rapidly use threshold abilities while in your Sunshine or Death's Swiftness.
 * Bring a shield in case of emergencies.
 * The teams will have strong tank roles and 1-3 experienced DPSers, while the rest of the team will be comprised of regular event participants. Experience and gear will vary, so kills will be longer if the DPS output of the team is slow.  Thus you should fill the rest of your inventory/BoB with at least sharks, though cavefish or rocktails would be preferred.  It is not recommended to take a DPS familiar (Steel titan, Nihil) in case you end up using more food than anticipated.
 * Remember to get a bonfire boost before the kill; there is a permanent fire at the Raids entrance.
 * Set quick prayers to Protect Item, Deflect Ranged/Deflect Melee, and Anguish/Torment if you have 95 Prayer.

Before the start
All participants in each kill will have to be invited to a Liberation of Mazcab - Raids group via the grouping system. Everyone needs to mark themselves as ready in the group, then the leader will complete the group and teleport everyone to the Raids entrance. Enter through the portal and run northwest and jump down into the Pit of Trials. When all 10 members are present in the arena, the team leader will speak to the Goebie in the middle of the arena to initiate the fight.

Horde phase


After speaking to the Goebie, a counter of 39 Tuska-related monsters will appear at the top of the screen. From the four gongs on the walls of the arena, there will be several waves of melee Chargers and melee and ranged Airut that appear. Focus on killing the Airut and then the Chargers, taking special care to watch for whether you are being meleed or ranged by the Airut. 'These Airut are much'' stronger than normal, and you can be killed very quickly if they spec you. If you die during the Horde phase before you attack BM, you will not be eligible for loot! When the counter hits 21, the first pet Cormes will appear from the western gong''' and a designated pet tank will provoke its attention away from the DPS pile. While Cormes is alive, your priority is to kill the Airut, attack Cormes, and keep the Chargers alive. If these Chargers die before Cormes is dead, the next wave of Airut will appear and this phase will be more difficult on the team, with an increased risk of death. After Cormes dies, finish off the Chargers and continue killing the rest of the Airut waves until the counter hits 0 or 1.

Beastmaster spawns
The Horde phase ends when all the Airut and Chargers are killed.