The secret world polaris orochi crate,illuminati the new world order facts,the secret psychology of how we fall in love 80s,the secret law of attraction cult jam - Step 2

As I play almost exclusively with a small cabal which attempts to solve instances without looking anything up, (at least not before wiping a good score of times and exhausting all the strategies we can think of), I may be missing easier solutions that are more widely known.
Some monsters have frontal cone or blast attacks that you will not be affected by if you are careful to keep behind them.
Use the less frenetic parts of the fight to position your character appropriately and be aware of what directions are best to dodge in if something happens where you are standing.  It is easier to get out of enemy attacks quickly if you have planned which way you will run. More generally, the environment can include things like fiery jets coming up from the floor, inanimate traps that fire off circle attacks when you stand near them, filthy water pools that damage you while you stand in them, electrical fields, or circles that leave a permanent puddle behind them that continue to exude damage if you walk in them. This can be surprisingly tricky, because you are already trying to watch your colleagues, watch for circles, and if you are the healer or tank, watching everyone’s health bars as well. Listen for audible catch-phrases that indicate incoming attacks or phase changes in the fight.
Watch the boss’s cast-bar and note the names of attacks as the boss casts them, as these can tell you what is about to happen a little earlier and helps you associate attacks with specific emotes. Make sure you read through all your abilites (and easily obtainable potential abilities) carefully.  Lots of skills complement each other, so look for passive abilities that give bonuses to the type of attack your active abilities use (eg.
This seems like it should be ultimately obvious, but it is less so when you are confronted by a fiery pulsing circle on the ground, or a sudden green swirling that might be poison or might be healing…  Player attacks come in many different forms, and as a Noob it is difficult to be familiar with all of them.
In Normal mode, Polaris can be a considerable challenge to an unprepared group, while those with more experience will find it easy to duo (and possible to solo) wearing Quality Level 10 blue gear. If you are encountering the instance with a group of raw noobs wearing Quality Level 3 green gear and you choose not to read instance walkthroughs beforehand, it is a different matter entirely. Considering that starting players typically have Quality Level 3 gear at best when adventuring in Kingsmouth, the instance can be a tricky challenge, particularly in the case of the last two bosses.
You will need a tank and a healer and three DPS characters.  It is helpful, but not vital, if one of the DPS characters has some healing to act as backup healer. This dungeon is all about water and electricity, and you will encounter monsters that look familiar from your adventures along the beach in Kingsmouth.  In typical Secret World style, there are only a few things to kill between boss fights, and these will not usually cause any great problem.
The water in this area is electrified, so you should fight this boss on the narrow strip of beach along the edge of the area.
Ranged members of the group are best off standing at a distance, with melee preferably behind the boss, to more easily avoid his electrical effects (Charged Hack) and the pulsing black pool (Deep Calling) which he casts at his feet, which will punt unwary players. The Tank should keep the boss faced away from the group, moving out of the Deep Calling circle when it is cast, to avoid being punted into the electrified water.  Make sure your back is away from the water, so if you are punted, you don’t land in it. You should have few problems unless you are undermanned, undergeared, have a poor group makeup or are extremely inexperienced. Make sure you are staying out of the circles.  Watch the cast bars to get advance warning on what the boss is doing. Allow the tank to attack the boss alone for the first few seconds so they can get the boss’s attention before anyone starts healing or doing damage.  If this does not seem to be working (tank loses hate), the tank may need higher health gear or more hate building abilities, or the DPS may need to hold off longer on high-damage abilities. She is lurking around a corner in a circular pathway amongst the containers, so proceed with caution or you may start this fight earlier than you had anticipated! Although she has less health than the first boss, the Blarbane Sorceress has higher DPS, which is augmented by periodic waves of adds, consisting of some Sea Burials.
Ideally the tank will keep her at a moderate distance from the ranged members of the group, since her nastiest attack, Death Squall, is a targetted AoE attack which looks like a foggy cloud pulsing with electrical energy.  Her hands glow white when she casts most of her abilities, but purple when she casts Death Squall. The tank should make sure to keep the Boss in Line of Sight of the rest of the group – moving her around a corner will mean no damage and no heals until everyone repositions themselves.
If you get in trouble, you could try kiting this boss around the circle of containers.  This will only work if the healer stays in Line of Sight of whoever is doing the kiting. If you are having trouble with losing your target, and you use a mouse to use your abilities rather than the number keys, turn off “Enable clicking on ground to clear target” in Interface Options – General Tab – Targetting section.  If you have this option set, slightly misclicking the icons (which happens easily in Secret World) will result in you losing your offensive and defensive targetting and can cause headaches for healers and ranged dps.
This boss has a lot of health and substantial DPS, and is probably the first boss with which you will have more difficulty, especially if you are doing the dungeon at level. When reduced to about 50% of his health, the Varangian will suddenly run out of the area you have been fighting in. The Varangian will stop in an area in which there are several platforms, made from old cargo containers, protruding from the water.  The party should climb on one of these platforms, since the water will become electrified and cause damage to anyone still standing in it. The tank should immediately concentrate on picking up the boss, while the DPS first mow down any remaining Sea Burials. During this fight, the various container-platforms become electrified.  I am aware of two different strategies that can be used at this point.

Strategy 1) It is possible to move from one platform to another to avoid the electrified ones.  While doing this, it is important to stay out of the water, because it causes considerable damage. Strategy 2) My group has had greater success (at least at normal and elite difficulty level) in *not* moving from platform to platform, since jumping can be tricky and someone (you know who you are) invariably falls in the water. The Varangian doesn’t cast any black icky pools of punty badness during this part of the fight.  Neither are there any adds. Although you can’t knock the Varangian down, impairments still interrupt some of his abilities, such as Charged Hack.
When the boss disappears and the adds arrive, the tank can help to collect them and keep them off the healer.
The tank should consider saving a defensive ability to use when first mounting a platform and engaging the boss. A little AoE damage is useful in this fight to deal with the adds, but like with the previous bosses, the adds are not overly numerous, and predominantly single-target DPS will end the fight quicker. The Varangian hits hard, especially if you don’t manage to avoid the circles.  A back-up healer can be useful facing this boss, especially if your full-time healer has a tendency to get pulped when the Varangian reappears after the add-waves.
Her main attack of note is Corpulent Slam, a blast-style attack along a path in front of her which does high damage and will punt you.  It is a relatively slow casting attack, and is easy to avoid – much easier than the similar attacks used by Akabs throughout the game. This boss probably does less DPS than the Varangian and has a comparable amount of health.  He is  not so difficult *if* everyone is standing in exactly the right place and doing the right thing at the right time.
You will fight the boss from a sloping cargo-container platform along one side of a pool of water.  The boss will spawn as soon as you begin to approach. Black inky circles spawn in the water throughout the fight, which deal considerable damage and can be difficult to avoid, so minimising time in the water is beneficial. While waiting for it to do so, you will be kept busy with large swarms of adds (Parasitic Swarm, Volatile Hosts).  It is extremely important that the DPS AoE these down with great rapidity.
As soon as the waves of adds are defeated and the cloud has cleared, quickly get back on the platform and refocus on the boss. Generally there will be at least several Psychic Death Zones cast before the boss is killed. Most groups will find this fight straightforward until the first Psychic Death Zone is cast, which is when things will start to go pear-shaped. The tank can usually ignore any small waves of adds that spawn while the group is on the platform, leaving the DPS to mow them down.  The tank should save long-cooldown Area-of-Effect attack and hate building abilities for the larger waves of adds that spawn while you are in the water. Although the DPS must attack the swarms of adds quickly to keep them off the healer, it is beneficial to save big AoE attacks for when the adds are gathered together.
When my group first did this instance, we had not consulted any guides or had any experience with the instance previously, and we thought the Primordial Dweller was the final boss. The Ur-Draug is nasty – he has a ton of health, more than any other boss in the instance, and does a lot of damage.  There is a strong random element to this fight, and it does not always progress predictably.
Again, it starts slowly.  The tank should engage the Ur-Draug from the front, within the ring of stone ‘pillars’ (columns of rock), while everyone else stands within healing range off to one side. The boss has frontal directional attacks (Slam, Cosmic Gaze) which can be avoided by not standing in front of him.  Slam is a frontal cone ability which does serious damage and has a hefty punt which will send them flying out of healing range. If Slam punts your tank, the whole group will typically have to relocate and reposition, which is sometimes fatal.  Getting out of the cone is important. After some time, the boss will enter what I call the ‘Fog’ phase of the fight (Rending the Veil).  A warning message is sounded (“Major dimensional breach.
Usually, this is all that happens during the first phase of Fog, but sometimes, especially if the boss has already taken considerable damage, the boss will destroy a pillar of rock.
After the first phase of Fog, the boss will start occasionally casting an ability called Extinction, which is a zone-wide white storm that does heavy damage.  The signal for this is the boss submerging and becoming untargettable. The Phases get faster and faster as the fight progresses.  This fight is thus a race against time, as the group must take down the boss before all the pillars are destroyed.
Stay together during the Fog phase, as this allows you to more effectively dealing with the adds, which can gang up to kill low health characters.  Once you get one add, the others seem to find you quickly, so avoid them as long as possible at the beginning of the phase.
If members of your group are constantly getting picked off by the Boss in the Fog phase, consider appointing a single person whom everyone should follow as closely as possible.  Pick someone who is good at kiting.
Pour les armes auxiliaires, il faut recuperer 3 schemas d'aspect lootable en donjon Cauchemar ou les acheter a l'hotel de vente.Il vous faudra egalement un outil de fonte auxiliaire (achetable a la station de metro de Londres).
Perhaps these things are true if you are running an instance with a bunch of over-geared people who know exactly what they are doing, but if you are playing with a group of raw noobs who are all there for the first time (perhaps because you are not interested in having the solution completely handed to you by someone else), it is a different matter entirely.

Playing with the Akabs in the Savage Coast (the second zone in Maine) is a good way to practice this. Where you stand and move can be incredibly vital in Secret World, and is often the difference between success and failure. Dodging into walls or objects seldom ends well.  You will be either unable to dodge in that direction, or your dodge is cut short.
Some monsters target you with targetted AoE attacks (circles) that follow you wherever you go.  Running to get out of these circles straight over the top of other players will probably drop circles on top or them and is counter-productive.
In the end, Secret World instances are like puzzles in which working out the correct party-wide combination of abilities can be vital.
Some of them look surprisingly like some monster attacks, and may be bright enough to make it difficult to see hostile attacks. Thus, you may not notice the difficulty if you first encounter the dungeon in the tow of an experienced and over-equipped player that knows what they are doing. When encountered in a mixed group, kill the squishier Sea Burials and Sea Horrors first.  They cast Charged Hack, which is interruptible.
Individually these do not cause any great issue, but when they occur in large numbers, such as in the Primordial Dweller boss fight, they will swarm your healer and can damage a non-tank character quite badly.  It is important to AoE these down as soon as they gather. There are a few Sea Burials and Weed Wreathed Pods in this area, so kill them first with caution, before pulling the boss.
The DPS should kill these adds as soon as they appear, to prevent them from ganging up on the healer.
She will target this attack at the location of whoever has her attention, so be sure to move out of it quickly to avoid damage.
Yet again, the tank should keep this boss away from ranged characters, while other melee characters stay behind him and remain ready to move out of his area-of-effect attacks. The larger platforms that are more closely linked together are probably best for this purpose, since it is easier to jump from one of these to another.
Instead, the tank positions the boss at the top-end of the small L-shaped platform (the one on your right as you come into the area) keeping him angled slightly away from the group, while the DPS and healers stand as close to the other end as practical.  Your healer should be able to keep up with this level of damage, and indeed may find it easier than trying to heal and leap from platform to platform at the same time. This initial part of the second stage is when things can fall apart, because it is difficult to keep everyone healed while the boss is being positioned, the DPS is still dealing with the adds, and people are still finding their places.  Likewise, if your group chooses to change platforms during the fight, changeover times will be more fraught with peril than other times. They spawn from both sides of the area, and will typically swarm the healer if not gathered quickly. Thus it is helpful if the group is not too spread out, although it is often nearly impossible to group up properly because of the spawning inky circles. He has a hunkering-down emote with a yellow glow when the does this.  If you  notice his cast bar is active during the Fog phase, this is what he will be doing (Pulverise). Everyone should hide behind a pillar when it begins until it finishes casting.  It is not difficult to avoid unless all the pillars have been destroyed, in which case it is, as far as I know, impossible. This person’s sole job is to watch for the boss, keeping him targeted at all times, and avoiding him.  It is easy to get distracted by the adds and to miss the boss lurking up in the fog, large though he may be. You can get all the abilities and skills in the wheel if you are willing to put in enough time.  There are numerous guides and decks that specify decks for different roles. Her other abilities, Tide Wall  (her damage shield) and Ill Runes, should cause few problems. Typically he doesn’t do this until the second phase of Fog, and sometimes he destroys a large number of pillars in a single phase.  I am not certain if the rapidity and number of pillars destroyed is tied to how much health the boss has left, but it seems likely.
AoE damage is effective here, for a quicker fight, I suggest mainly single-target DPS, with a smattering of AoE abilities if you are having trouble keeping the adds away from your healer. The destruction of a pillar is highly problematic if you happen to be hiding behind the one the boss smashes – you will typically be caught immediately afterwards.
Thus it is important not only to keep out of the boss’s line of sight, but also as far away as possible during the fog stage.

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