RuneScape Wiki
No edit summary
Tag: rte-source
No edit summary
Tag: rte-source
Line 27: Line 27:
 
* The minions will need to be focused once Durzag reaches 750k health as he becomes immune standard damage and only reflects can hurt him at that point.
 
* The minions will need to be focused once Durzag reaches 750k health as he becomes immune standard damage and only reflects can hurt him at that point.
 
* Always focus the Chargers and Airuts. The Chargers do increased damage to their target over time.n addition, the Airuts in the arena are stronger then the ones found elsewhere, and their rapid pummels can easily kill an unsuspecting player.
 
* Always focus the Chargers and Airuts. The Chargers do increased damage to their target over time.n addition, the Airuts in the arena are stronger then the ones found elsewhere, and their rapid pummels can easily kill an unsuspecting player.
* Durzag builds enrage against his current target, requiring the tanks to alternate and refresh the enrage meter. Wait for a message saying that Durzag has fogotten about you; this tells you that his rage on you has been reset.
+
* Durzag builds enrage against his current target, requiring the tanks to alternate and refresh the enrage meter. Wait for a message saying that Durzag has forgotten about you; this tells you that his rage on you has been reset.
 
* Enslaved Goebies will assist you throughout the pre-phase fight, however they are quite weak and are more of a distraction for the pre-phase units.
 
* Enslaved Goebies will assist you throughout the pre-phase fight, however they are quite weak and are more of a distraction for the pre-phase units.
   

Revision as of 05:00, 15 July 2015

Beastmaster Durzag is one of the two Raids bosses that can be fought on Mazcab. He must be fought in a 10-man team and the team must be organized through the grouping system, or they will not be allowed in.

Optimal Team Setup

Role Quantity
Magic Tank 2
Melee Tank 1
Ranged Tank 1
Mage Dps 3
Range Dps 3

Notes/Tips

  • Durzag is affected by Blood Necklace, deflection prayers, weapon poison and Dreadnips.
  • Durzag uses AoE melee attacks, so make sure your tank and melee DPS are on opposite sides to eachother.
  • The minions will need to be focused once Durzag reaches 750k health as he becomes immune standard damage and only reflects can hurt him at that point.
  • Always focus the Chargers and Airuts. The Chargers do increased damage to their target over time.n addition, the Airuts in the arena are stronger then the ones found elsewhere, and their rapid pummels can easily kill an unsuspecting player.
  • Durzag builds enrage against his current target, requiring the tanks to alternate and refresh the enrage meter. Wait for a message saying that Durzag has forgotten about you; this tells you that his rage on you has been reset.
  • Enslaved Goebies will assist you throughout the pre-phase fight, however they are quite weak and are more of a distraction for the pre-phase units.

Pre-Battle

To begin the fight, talk to the trapped goebie in the middle of the arena. Once you free him, he will run off to find his friends and they will all come out in panic. A bar above will tell the team to kill 40 Tuska-related units, which are enhanced Airuts (same as a normal Airut but hits much harder) and Chargers will appear from the gongs that the goebies came out of. Halfway through the bar, Cormes will appear from the western gate. Severely weaken and not kill it, or Durzag will gain a slight buff when he appears. Once all 40 Tuska-related units are killed, Durzag will appear with his two other pets. Kill Cormes when he appears.

Fight Overview

Durzag himself has 1,500,000 lifepoints and his two pets have 700,000 lifepoints each. When he appears, the arena will be lined up with 20 cages containing Chargers. They can be released and attacked to kill them. It is highly advised to do this because failing to do so when Durzag hits the gong will result in them all appearing at once and swarming the player.

Two tanks should grab his pets' attention and have them face away from Durzag, as their attacks are similar to that of Dagannoth Supreme, hitting those within an 180 degree area they are facing. Four players should focus on Durzag while the others deal with his pets. Rotating tanks are required, as Durzag's damage will increase towards his target over time and kill them eventually with damaging attacks. Durzag's accuracy is dependent on the distance between him and his pets, although his accuracy is still quite high. It can be reduced temporarily by smashing a gong near him when it is repaired. Tuz and Krar may Barge towards the main tanks, so the pet tanks will need to use Provoke and run to their respective corners to force them to barge back at their target.

At 750,000 lifepoints, Durzag becomes invulnerable to standard damage, so Tuz and Krar must be killed. Killing one of them will cause Durzag's damage to increase and make him use more abilities:

  • Bomb throw: After the first minions' death, Durzag will now throw rocket bombs onto the field, one for every player remaining in the arena. They can follow players, so Surge is needed to escape if you don't defuse them. If they explode near a player, they will be dealt for 2000 damage and most of their defensive abilities will be reset.
  • Quake: Durzag pounds the ground, dragging 1 or 2 players that haven't enraged him, stunning them and dealing very heavy melee damage on them.
  • Cage throw: Durzag throws several cages with Chargers near him. Not unlocking them will cause them to be freed a while later and attack the tanks. He may do a variant of this move where he will throw cages on players that haven't enraged him, stunning them for a few seconds. Allies can free them or wait for the cages to disappear.

It is advised to unlock the cages and use bleeds on him to increase the damage dealt, since he will be throwing charger cages and bombs very frequently if not being walked. Three tanks should be used after 750,000 lifepoints due to his increased damage output from the deaths of his pets, and should walk if needed to make the kill much more smoother. Any bombs he throws will need to be defused immediately as they can deal heavy damage and potentially kill a needed role if too much hit them.

Pets

  • Cormes: This monster will always appear from the western gate and has 500,000 lifepoints. Killing him does not cause Durzag to use any abilities, but doing so before he spawns will give him a slight buff.
  • Tuz: This monster may appear with Durzag when he appears via north gate, and has 700,000 lifepoints. Otherwise, it will spawn in the southeast corner after they spawn.
  • Krar: This monster may appear with Durzag when he appears via north gate, and has 700,000 lifepoints. Otherwise, it will appear shortly in the southeast corner after they spawn.
Stub
This article is a stub.
A stub is an article which does not cover all information available about the topic. You can help by expanding it.