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{{Infobox instance
{{Infobox instance
|name=Crypts and Tunnels
|name=Sigmar's Crypts
|aka=CnT
|ss=LS-176-SigmarCrypts.jpg
|ss=LS-176-SigmarCrypts.jpg
|caption=Sigmar Crypts loading graphic
|caption=Sigmar Crypts loading graphic
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== Full Dungeon Guide ==
== Full Dungeon Guide ==


Below you can find a full guide for Crypts and Tunnels, both in video and written format.  
Below you can find a full guide for Sigmar's Crypts in written form.
 
== Party Composition ==
 
This Dungeon is easiest with a standard 2-2-2 composition. (Two tanks, two DPS, two Healers.) In this setup, your off-tank can run a 2H and play more offensively.
 
For veteran players, this Dungeon can also be run in a 1-3-2 (One tank, three DPS, two healers), but note that the final boss difficulty will increase moderately, so ensure your tank is well-geared.
 
For top-tier players and those who enjoy ''going fast'', it's also possible to complete in a 1-4-1, but good gear and mastery of your class is strongly recommended if trying this.


== Sigmar Crypts Guide ==
== Sigmar Crypts Guide ==
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===Boss 1: Cryptweb Queen===
===Boss 1: Cryptweb Queen===
[[File:Crypt Queen.png|thumb|Face the Queen away from your allies, and this first fight is relatively simple.]]
[[File:Crypt Queen.png|thumb|Face the Queen away from your allies, move the boss away from the Spiderling, and be ready for the Heartstopper 50% HP loss.]]
The first fight is a relatively simple warm-up:
The first fight is a relatively simple warm-up:


*Heartstopper: The Queen bites your tank with a potent venom that reduces 50% of their total HP.
*Cleave: As usual, Tanks should keep this boss faced away from their allies.  
*Cleave: As usual, Tanks should keep this boss faced away from their allies.  
*Adds: Extra Spiders will spawn during this fight. Have your tank or off-tank pull them and you can easily burn them down.
*Debuffing Spiderling: Every 30 seconds, this boss will spawn a Spiderling that spits Silken Strands at anyone nearby, debuffing Strength, Ballistic Skill, and Intelligence. This mob will not move.
*Terror: This boss causes Terror, so you can’t rez any fallen allies during the fight.
*Terror: This boss causes Terror, so you can’t rez any fallen allies during the fight.


The difficulty will spike significantly once you hit the Necromancer soon, so get ready!


There are two key mechanics here:
1. Ensure your tank and heals can survive the 50% HP loss + normal damage coming in, (with enough Block and Parry, you should be fine)
2, Decide whether to move the boss away from the spiderling to avoid the debuff, or to cleave it down with AOE dps near the Queen.


===Boss 2: The Reaper ''(Optional)''===
For most groups, especially newer geared players, it's recommended to simply have your tank move around the room so your DPS don't get hit by the Silken Strands debuff from the Spiderling.


The Reaper is an optional boss, and is skipped by almost all groups, so this guide won’t cover most of his attacks. Simply hug the walls as you go around his room to avoid him.
This boss drops the [[Sentinel Set|Sentinel Belt]].


At the time of writing this guide, CnT is both a considerably harder and considerably longer dungeon set than the Destruction equivalent, BB/BE, so it’s highly recommended to save time wherever you can.
 
===Boss 2: The Reaper ===
[[File:thereaper.png|thumb|Move out of The Reaper's purple AOE puddles, and be ready to cleanse the Reaper's Curse in the brazier that spawns in the room's center.]]
Previously an optional boss, The Reaper is now a required fight rebuilt from the ground up, with brand new mechanics.
 
*Forward Cleave: This boss has a cleave that will hit any players standing near the tank.
*Puddles: This boss will drop purple mist puddles on a random player in your group. These puddles stay for a long time, so try to place them near the outer edges of the room to avoid running out of space to fight.
*Reaper's Curse: At 75% HP, the Reaper will curse one of your players at random, and a red light will appear around them. A Fire Brazier will also appear in the center of the room. The cursed player must run to and right click the Brazier within 12 seconds, or they will die.
**At 50% HP, the Reaper will curse two players at random, both of whom must then run to the center of the room and interact with the brazier.
**At 30% HP, the Reaper will curse three players at random, whom must repeat the same mechanic to avoid death.
 
The key mechanics introduced here are the Puddles (which will make a return later) and the Curse, which requires paying attention and interacting with a game object.
 
As long as your group doesn't place a puddle in the middle of the room, you should have no problems cleansing the curse as long as players are paying attention.
 
Make sure that you have all "Center Screen messages" enabled in the Interface tab of your settings, as this will also display in large text the players who get cursed by the Reaper.
 
This boss drops the [[Sentinel Set|Sentinel Gloves]].




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This is where the difficulty jumps very high, especially for those undergeared or unprepared.  
This is where the difficulty jumps very high, especially for those undergeared or unprepared.  


*Tanks: This boss punts you backward, so hold him near the corner where you first enter the room. (See image.)
*Tanks: This boss has an AOE punt. Many groups will tank him near a corner to avoid having to reposition constantly. (See image.)
*Spirit: Every 30 seconds, this boss will spawn a Spirit with the name of one of your party members. Your group needs to DPS it down as quickly as possible.  
*Spirit: Every 30 seconds, this boss will spawn a Spirit with the name of one of your party members. Your group needs to DPS it down as quickly as possible.  
*Healers and RDPS: You can stand behind and a little away from the boss to avoid getting hit by his AOE damage attacks. Most groups place these players in the middle of the room, near the damaged floor.
*Healers and RDPS: You can stand behind and a little away from the boss to avoid getting hit by his AOE damage attacks. Most groups place these players in the middle of the room, near the damaged floor.
*Add Groups: At 80%, 60%, 40%, and 20% Health, the boss will spawn large groups of adds. These can quickly overwhelm or kill your party if left unattended, so the tanks need to pick up aggro on them and the DPS needs to kill them quickly, before going back to the boss.
*Add Groups: At 80%, 60%, 40%, and 20% Health, the boss will spawn large groups of adds. These can quickly overwhelm or kill your party if left unattended, so the tanks need to challenge them and the DPS needs to kill them quickly, before going back to the boss.
** AOE Knockdowns or stuns can be hugely helpful in this section, to buy your team time to manage the adds.
** AOE Knockdowns or stuns can be hugely helpful in this section, to buy your team time to manage the adds.
** If you're running a two-tank composition, the Off-tank should focus on pulling and holding these.
*Damage Spikes: This boss hits hard, and your tank / Melee DPS will sometimes take rapid and huge amounts of damage when both boss and adds are up. Have your tanks use their Morale 3 Bellows, your healers their Melee Absorb Morale 3, and any other damage reductions if you’re having issues surviving.
*Damage Spikes: This boss hits hard, and your tank / Melee DPS will sometimes take rapid and huge amounts of damage when both boss and adds are up. Have your tanks use their Morale 3 Bellows, your healers their Melee Absorb Morale 3, and any other damage reductions if you’re having issues surviving.


This boss drops the [[Sentinel Set|Sentinel Gloves and Belt]].
This boss drops the [[Sentinel Set|Sentinel Shoulders]].


With Malcidious defeated, you’ve cleared one of the harder fights in the run! Now it’s relatively smooth sailing for a few fights.
With Malcidious defeated, make your way all the way back to the start of the dungeon, where you’ll find that the left gate is now open.  


Make your way all the way back to the start of the dungeon, where you’ll find that the left gate is now open. Make your way through it to continue the dungeon.
Continue forward towards the left wing, where the hallway will open into three corridors.  
 
Two of these corridors will have Heros standing in them, so take the left Corridor first.




===Boss Four: Seraphine ‘Pale-Eye’===
===Boss Four: Seraphine ‘Pale-Eye’===
[[File:Crypt Seraphine.png|thumb|You can fight Seraphine in her room or up the stairs. If in the room, be sure to destroy the Chests she spawns.]]
[[File:Crypt Seraphine.png|thumb|Destroy the chests spawned by Seraphine and clear the adds that spawn, then focus the boss.]]
The dungeon will soon branch out in three different directions – left, right, and straight. Begin on the left to fight Seraphine Pale-Eye.
Some groups fight her in the room she spawns in, and others will pull her up the stairs to try and avoid her mechanic. Whichever your group prefers is fine.
Previously, some groups would pull this boss out of her room to avoid the chest mechanic. Doing that now will result in a stacking enrage buff, so it's recommended to fight her properly.
Key Mechanics:
Key Mechanics:


*Add Spawn :Every 25 seconds, Seraphine Spanws Level 41 Champion Tomb Robber adds as the fight continues. Have your DPS kill them then focus the boss.
*Add Spawn :Every 25 seconds, Seraphine Spanws Level 41 Champion Tomb Robber adds as the fight continues. Have your DPS kill them then focus the boss.
*Chest Mechanic: Seraphine will spawn Chests in the room as she takes damage. Have your DPS swap to these and burn them quickly if you’re doing the fight in the room. Strong groups or groups fighting her outside the room can ignore these entirely.  
*Chest Mechanic: Seraphine will spawn Chests in the room as she takes damage. Have your DPS swap to these and burn them quickly.
*Armor Debuff: This boss has an armor debuff that she will apply to your tank.


At 20%, Seraphine Pale-Eye will stop and agree to help you pick a lock, in exchange for letting her live. She’ll become friendly and the fight is over.
At 20%, Seraphine Pale-Eye will stop and agree to help you pick a lock, in exchange for letting her live. She’ll become friendly and the fight is over.
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===Boss Five: Sister Eudocia===
===Boss Five: Sister Eudocia===
[[File:Eudocia.png|thumb|Avoid Eudocia's Pit of Shades-style puddles, and destroy the Skull of Memories she spawns at 30% in the nearby antechamber.]]
The next boss is a Wraith, and you'll find her in a room surrounded by bats.


This boss is a Wraith who really likes bats.  
Previously, many groups would pull this boss into the corridor near the room, but with her new mechanics, this is not advised. Her new mechanics are:


*Tank: Most tanks will pull her into the narrow corridor at the foot of the stairs leading to her room. (See image.) This boss punts your team backwards, so using this room corridor you can reduce the distance they get punted and keep them in fight.
*Pit of Shades: This boss will spawn a floor AOE that uses the Pit of Shades graphic from the Sorcerer class. Quickly move out of this to avoid taking heavy damage.
*Add Spawn: As the fight progresses, this boss will spawn groups of Bats. Have your DPS kill them and your tank pick them up to avoid them hitting your squishier teammates.
*AOE Knockback: This boss will punt your team, so consider your positioning to avoid being punted into one of the damaging shade pits.
*Add Spawn: This boss will spawn a Bat add periodically in the fight. Cleave it down with AOE or ignore it completely if your tank is fine.
*Stun: This boss has a 4 second CC stun that it will throw periodically on your tank.
*Eudocia's Memories: At 30% HP, the antechamber behind the boss room will spawn a glowing skull game object called Eudocia's Memories. While this is active, the boss takes 90% less damage.  
**DPS must quickly burn this down (there are Champion adds in this room too, so send your off-tank to help if you have one.)
*Winds of Insanity: At 50% and 15% HP, the boss will become surrounded by swirling winds, which knock all players back. (Equivalent to the Zealot's Winds of Insanity ability.)
**This can be taunted by your tank to interrupt it. If not interrupted, the boss will begin moving after a short period, and will continue punting your party while on the move.  


This boss drops a [[Sentinel Set|Sentinel Belt]].
 
This fight has a lot of new mechanics and is much more complex than its old tank and spank version.
 
Thankfully, all of these mechanics are fairly simple to understand and have counterplay, so as long as your party is paying attention, you should be able to clear it.
 
This boss drops the [[Sentinel Set|Sentinel Boots]].




===Boss Six: Tobias the Fallen===
===Boss Six: Tobias the Fallen===
[[File:Crypt Tobias.png|thumb|Move out of the fire AOE quickly, and interrupt Tobias when he raises his Warhammer with both hands, as shown here.]]
[[File:Crypt Tobias.png|thumb|Avoid the Fire that will spread throughout the room on this fight, and rotate the boss as a group, avoiding the middle of the room.]]
Buckle up because it's time for another fight with ''actual mechanics'' and if these are missed, your healers will hate you.


Unlike other fights nearby, you will also fight this boss in his intended room – do not pull him up the stairs!
Next up is Tobias The Fallen. This fight is primarily a positioning-based fight.


*NOTE:This boss has a STUN mechanic that will temporarily prevent players from moving or using abilities. If he times this stun with other attacks, it may result in a full wipe on your party.
*Field of Screams: This boss will drop puddles of Fire onto the primary tank. The Tank (and anyone nearby) should quickly move out of these puddles, as they will kill you if you stand in them.
*Spreading Flames: At 75%, 50%, and 25% HP, Flames will begin to appear in the center of the room and spread their way outward. The lower the boss' HP, the further the flames spread.
*AOE Punt: This boss has an AOE Punt that can send you flying into the puddles of fire. Especially as the fight progresses, position yourself carefully to avoid getting punted into the fire.
*True Damage: This boss will periodically hit your tank for 20% of their HP, regardless of their defenses.


*Tank: Your tank should move this boss around the outside of the room.
*Field of Screams: This boss will drop Fire AOE on the floor. Your tank and MDPS should very quickly move out of the fire, as this will kill you rapidly. (Sometimes you will be stunned as this happens, which makes it difficult.) On the combat log, this will appear as “Field of Screams”.
*Interrupt: When Tobias holds his Warhammer with both hands and begins to raise it into the air, your tank should Taunt or a DPS should use an interrupt to stop his attack. If this is failed, the boss can do significant AOE damage to your group and will knock everyone back.


For a specific look at when to interrupt, check out the image on the right.
This fight is all about positioning, movement, and reaction times. Have your tank keep the boss at the outer ring of the room, and slowly rotate through the room.  


Once you have the pattern down, this fight isn’t too bad, but your first attempt may be rough if you miss mechanics or get unlucky with the stagger. Don’t let it dishearten you and keep at it until you finally defeat him!
Avoid placing any players in the middle of the room, as this is where the flames will begin and will continue to spread from. Just in case you don't see the graphics for the Flame visuals in the middle of the room, you can also see the name "Burning Oil" to mark where these are.


This boss drops the [[Sentinel Set|Sentinel Boots and Sentinel Belt]].
This boss drops the [[Sentinel Set|Sentinel Helmet]].


With all three of these bosses defeated, Seraphine will open the Gate to the East and allow you to fight the final boss of the Sigmar Crypts: The Arch Lector Twins.
With all three of these bosses defeated, Seraphine will open the Gate to the East and allow you to fight the final boss of the Sigmar Crypts: The Arch Lector Twins.
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===Boss Seven: The Arch Lector Twins===
===Boss Seven: The Arch Lector Twins===
[[File:Crypt Twins.png|thumb|Even if your abilities are greyed out, Tanks can still spam Taunt and Challenge on this fight. Make sure to keep the twins HP % near each other!]]
[[File:lectortwins.png|thumb|Keep the Twins split apart to avoid their bonus damage abilities (shown here with red beams), and have one healer or Range DPS as your furthest player to drop the puddles.]]
The final boss of the Sigmar Crypts brings its own challenges, and most of the pressure here will fall upon your Tanks and Healers. Range DPS are also king here, due to the mechanic of these twin bosses.
The final boss of the Sigmar Crypts reintroduces many of the mechanics seen previously in the dungeon, but now layered on top of each other.


*Ability Block: If you’re within 30 feet of these bosses and they’re near each other, all of your abilities will show as prevented. However, it’s still possible to spam some instant cast abilities. (Like a Tank’s Challenge or Taunt) and have them go off.
*'''Puddles:''' In this fight, the puddles from The Reaper return again. Here, these will always drop on the ''furthest'' player from the group. Have a healer or a Range DPS stand back and drop these to avoid filling up the room with them.
*Tank(s): If you have a solo Tank, you can either hold the bosses in between the two slabs of Chaos Stone near where they spawn, or run back and forth (not towards your healers in the middle of the room).
**Note: The Twins do have a maximum targeting range, so if you run towards the far entrance of the room, they will lose line of sight with you and may hit a closer player.
*'''Brother's Power:''' If either of the twins are standing near the other, they will each get a buff that increases *ALL* of their outgoing damage by 50%. This bonus also applies to the puddle damage.
**If you have two tanks, this mechanic is easy by having one tank pick up each twin. If you have a solo tank, this is still doable, but will multiply the pressure on your tanks and healers.
*Dual Tank: If you have two tanks, each Tank should pick up and hold one of the bosses, keeping them split on their own sides of the room.
*Dual Tank: If you have two tanks, each Tank should pick up and hold one of the bosses, keeping them split on their own sides of the room.
*DPS: The Boss HP must remain within 10% of each other, or they will both heal rapidly and cost your party a ton of time. Make sure to watch your damage and keep their HP as close as possible to avoid this.
*Split HP: The Bosses HP must remain within 10% of each other, or they will both heal rapidly all the way to full HP, effectively restarting the fight.
*MDPS: If you're a melee DPS, and both bosses near each other, it's possible to stand exactly at 30 meters away to damage the bosses without losing your abilities. It may take some wiggling to get this perfect.
*MDPS: If you're a melee DPS, and both bosses near each other, it's possible to stand exactly at 30 meters away to damage the bosses without losing your abilities. It may take some wiggling to get this perfect.
*Bonus Damage: The bosses will trade a bonus that increases the damage they take. This can be useful to catch up damage on a boss whose HP is far from the other, but also note that if your DPS isn’t paying attention, you will very easily reset the boss HP because of this. Make sure the DPS both have and use their brains here, or this fight will be difficult.
*Winds of Insanity: At 50% and 10% HP, the same mechanic we saw on Eudocia returns here, which is the Winds knockback. Your tank(s) can similarly taunt here to interrupt this and allow your DPS to get back on the boss.  
*Heals / RDPS: Stand in front of the open coffin in the middle of the room, which should put you out of range of most of the ability silences that these bosses can cause. Be ready for intense spikes of damage if you have a Solo Tank or if you have melee players who are not well-geared. If you’re a Range DPS, carry the team like an absolute chad, because this is your time to shine.  
 
This new Twins fight has key mechanics that all players have to watch for, but as long as you manage the furthest-player puddles properly and the DPS pay attention to the Boss HP, you should be able to pull this off.  


This boss drops the [[Sentinel Set|Sentinel Chestpiece]].
This boss drops the [[Sentinel Set|Sentinel Chestpiece]].




With the Lector Twins down, you're through the hardest part of the run - good job!  
With the Lector Twins down, you've cleared the final boss of the re-launched Sigmar's Crypts! Congratulations!  
 
 
== Trivia ==


Next, it's time to kill some Skaven in the Warpblade Tunnels located underneath Altdorf.
*The Damage bonus buff on the Lector Twins is uniquely named per twin. The first reads: "My Brother!", and the second: "Come Join me!", which may or may not be a thinly-veiled reference to [https://www.youtube.com/watch?v=lBdnti4_UUg| this absolutely banging track] from ''Berserk''.

Latest revision as of 21:50, 25 June 2024

Sigmar's Crypts
LS-176-SigmarCrypts.jpg
Sigmar Crypts loading graphic
Location Altdorf
Race(s) Empire
Instance info
Type Dungeon
Advised level 40
Player limit 6

Sigmar's Crypts (Dungeon)

Sigmar's Crypts is a level 40 PvE Dungeon located in Altdorf.

This dungeons drops Sentinel Gear, which grants the Vanquisher Ward, and requires the Conqueror Ward to equip.

The Dungeon contains six bosses, and was updated and re-launched in May 2024 to create a more streamlined and better balanced experience for players.

Why run Crypts?

Besides Sentinel Armor, the Jewelry piece for 4 complete runs comes with a very special Talisman slot, and is almost Best-in-Slot for most classes. (Stats vary by class.)

The most sought-after reward from Crypts and Tunnels is the Sentinel Ring, a jewelry piece granted as the final Influence Reward for clearing bosses within the dungeon.

This ring is special as it can hold the best-in-slot 7-day Talismans given by Stalwart Soulstone. (You could also just grind 9999 War Crests for the Triumphant Ring instead, but this is considerably more effort.)

If you're saving up War Crests for your Warlord or Sovereign Sets, you can also use the Sentinel Set as a free way to grant the Vanquisher Ward without having to buy Vanquisher armor.

Finally, many players will end up combining two pieces of Sentinel alongside other sets as a way to maximize the set bonus gains while also keeping the special bonuses from the Ring Talismans.

Difficulty level

Sigmar's Crypts is slightly more difficult than Mount Gunbad, but as part of the re-balance, many deaths can be avoided by understanding the mechanics of each boss fight.

If you're a new player or group having difficulty clearing a boss, you can check the guides below for more info on the new mechanics!

Full Dungeon Guide

Below you can find a full guide for Sigmar's Crypts in written form.

Party Composition

This Dungeon is easiest with a standard 2-2-2 composition. (Two tanks, two DPS, two Healers.) In this setup, your off-tank can run a 2H and play more offensively.

For veteran players, this Dungeon can also be run in a 1-3-2 (One tank, three DPS, two healers), but note that the final boss difficulty will increase moderately, so ensure your tank is well-geared.

For top-tier players and those who enjoy going fast, it's also possible to complete in a 1-4-1, but good gear and mastery of your class is strongly recommended if trying this.

Sigmar Crypts Guide

Begin by entering the Dungeon underneath the Temple of Sigmar in the West of Altdorf.

As you enter, take the gate on your right and clear your way through the mobs. (These first mobs hit hard - take it slow if you're new!)


Boss 1: Cryptweb Queen

Face the Queen away from your allies, move the boss away from the Spiderling, and be ready for the Heartstopper 50% HP loss.

The first fight is a relatively simple warm-up:

  • Heartstopper: The Queen bites your tank with a potent venom that reduces 50% of their total HP.
  • Cleave: As usual, Tanks should keep this boss faced away from their allies.
  • Debuffing Spiderling: Every 30 seconds, this boss will spawn a Spiderling that spits Silken Strands at anyone nearby, debuffing Strength, Ballistic Skill, and Intelligence. This mob will not move.
  • Terror: This boss causes Terror, so you can’t rez any fallen allies during the fight.


There are two key mechanics here:

1. Ensure your tank and heals can survive the 50% HP loss + normal damage coming in, (with enough Block and Parry, you should be fine)

2, Decide whether to move the boss away from the spiderling to avoid the debuff, or to cleave it down with AOE dps near the Queen.

For most groups, especially newer geared players, it's recommended to simply have your tank move around the room so your DPS don't get hit by the Silken Strands debuff from the Spiderling.

This boss drops the Sentinel Belt.


Boss 2: The Reaper

Move out of The Reaper's purple AOE puddles, and be ready to cleanse the Reaper's Curse in the brazier that spawns in the room's center.

Previously an optional boss, The Reaper is now a required fight rebuilt from the ground up, with brand new mechanics.

  • Forward Cleave: This boss has a cleave that will hit any players standing near the tank.
  • Puddles: This boss will drop purple mist puddles on a random player in your group. These puddles stay for a long time, so try to place them near the outer edges of the room to avoid running out of space to fight.
  • Reaper's Curse: At 75% HP, the Reaper will curse one of your players at random, and a red light will appear around them. A Fire Brazier will also appear in the center of the room. The cursed player must run to and right click the Brazier within 12 seconds, or they will die.
    • At 50% HP, the Reaper will curse two players at random, both of whom must then run to the center of the room and interact with the brazier.
    • At 30% HP, the Reaper will curse three players at random, whom must repeat the same mechanic to avoid death.

The key mechanics introduced here are the Puddles (which will make a return later) and the Curse, which requires paying attention and interacting with a game object.

As long as your group doesn't place a puddle in the middle of the room, you should have no problems cleansing the curse as long as players are paying attention.

Make sure that you have all "Center Screen messages" enabled in the Interface tab of your settings, as this will also display in large text the players who get cursed by the Reaper.

This boss drops the Sentinel Gloves.


Boss 3: Necromancer Malcidious

Tank Malcidious near a corner, kill his spirits and adds quickly, and reduce his damage as much as possible.

This is where the difficulty jumps very high, especially for those undergeared or unprepared.

  • Tanks: This boss has an AOE punt. Many groups will tank him near a corner to avoid having to reposition constantly. (See image.)
  • Spirit: Every 30 seconds, this boss will spawn a Spirit with the name of one of your party members. Your group needs to DPS it down as quickly as possible.
  • Healers and RDPS: You can stand behind and a little away from the boss to avoid getting hit by his AOE damage attacks. Most groups place these players in the middle of the room, near the damaged floor.
  • Add Groups: At 80%, 60%, 40%, and 20% Health, the boss will spawn large groups of adds. These can quickly overwhelm or kill your party if left unattended, so the tanks need to challenge them and the DPS needs to kill them quickly, before going back to the boss.
    • AOE Knockdowns or stuns can be hugely helpful in this section, to buy your team time to manage the adds.
    • If you're running a two-tank composition, the Off-tank should focus on pulling and holding these.
  • Damage Spikes: This boss hits hard, and your tank / Melee DPS will sometimes take rapid and huge amounts of damage when both boss and adds are up. Have your tanks use their Morale 3 Bellows, your healers their Melee Absorb Morale 3, and any other damage reductions if you’re having issues surviving.

This boss drops the Sentinel Shoulders.

With Malcidious defeated, make your way all the way back to the start of the dungeon, where you’ll find that the left gate is now open.

Continue forward towards the left wing, where the hallway will open into three corridors.

Two of these corridors will have Heros standing in them, so take the left Corridor first.


Boss Four: Seraphine ‘Pale-Eye’

Destroy the chests spawned by Seraphine and clear the adds that spawn, then focus the boss.

Previously, some groups would pull this boss out of her room to avoid the chest mechanic. Doing that now will result in a stacking enrage buff, so it's recommended to fight her properly. Key Mechanics:

  • Add Spawn :Every 25 seconds, Seraphine Spanws Level 41 Champion Tomb Robber adds as the fight continues. Have your DPS kill them then focus the boss.
  • Chest Mechanic: Seraphine will spawn Chests in the room as she takes damage. Have your DPS swap to these and burn them quickly.
  • Armor Debuff: This boss has an armor debuff that she will apply to your tank.

At 20%, Seraphine Pale-Eye will stop and agree to help you pick a lock, in exchange for letting her live. She’ll become friendly and the fight is over.


Boss Five: Sister Eudocia

Avoid Eudocia's Pit of Shades-style puddles, and destroy the Skull of Memories she spawns at 30% in the nearby antechamber.

The next boss is a Wraith, and you'll find her in a room surrounded by bats.

Previously, many groups would pull this boss into the corridor near the room, but with her new mechanics, this is not advised. Her new mechanics are:

  • Pit of Shades: This boss will spawn a floor AOE that uses the Pit of Shades graphic from the Sorcerer class. Quickly move out of this to avoid taking heavy damage.
  • AOE Knockback: This boss will punt your team, so consider your positioning to avoid being punted into one of the damaging shade pits.
  • Add Spawn: This boss will spawn a Bat add periodically in the fight. Cleave it down with AOE or ignore it completely if your tank is fine.
  • Stun: This boss has a 4 second CC stun that it will throw periodically on your tank.
  • Eudocia's Memories: At 30% HP, the antechamber behind the boss room will spawn a glowing skull game object called Eudocia's Memories. While this is active, the boss takes 90% less damage.
    • DPS must quickly burn this down (there are Champion adds in this room too, so send your off-tank to help if you have one.)
  • Winds of Insanity: At 50% and 15% HP, the boss will become surrounded by swirling winds, which knock all players back. (Equivalent to the Zealot's Winds of Insanity ability.)
    • This can be taunted by your tank to interrupt it. If not interrupted, the boss will begin moving after a short period, and will continue punting your party while on the move.


This fight has a lot of new mechanics and is much more complex than its old tank and spank version.

Thankfully, all of these mechanics are fairly simple to understand and have counterplay, so as long as your party is paying attention, you should be able to clear it.

This boss drops the Sentinel Boots.


Boss Six: Tobias the Fallen

Avoid the Fire that will spread throughout the room on this fight, and rotate the boss as a group, avoiding the middle of the room.

Next up is Tobias The Fallen. This fight is primarily a positioning-based fight.

  • Field of Screams: This boss will drop puddles of Fire onto the primary tank. The Tank (and anyone nearby) should quickly move out of these puddles, as they will kill you if you stand in them.
  • Spreading Flames: At 75%, 50%, and 25% HP, Flames will begin to appear in the center of the room and spread their way outward. The lower the boss' HP, the further the flames spread.
  • AOE Punt: This boss has an AOE Punt that can send you flying into the puddles of fire. Especially as the fight progresses, position yourself carefully to avoid getting punted into the fire.
  • True Damage: This boss will periodically hit your tank for 20% of their HP, regardless of their defenses.


This fight is all about positioning, movement, and reaction times. Have your tank keep the boss at the outer ring of the room, and slowly rotate through the room.

Avoid placing any players in the middle of the room, as this is where the flames will begin and will continue to spread from. Just in case you don't see the graphics for the Flame visuals in the middle of the room, you can also see the name "Burning Oil" to mark where these are.

This boss drops the Sentinel Helmet.

With all three of these bosses defeated, Seraphine will open the Gate to the East and allow you to fight the final boss of the Sigmar Crypts: The Arch Lector Twins.


Boss Seven: The Arch Lector Twins

Keep the Twins split apart to avoid their bonus damage abilities (shown here with red beams), and have one healer or Range DPS as your furthest player to drop the puddles.

The final boss of the Sigmar Crypts reintroduces many of the mechanics seen previously in the dungeon, but now layered on top of each other.

  • Puddles: In this fight, the puddles from The Reaper return again. Here, these will always drop on the furthest player from the group. Have a healer or a Range DPS stand back and drop these to avoid filling up the room with them.
    • Note: The Twins do have a maximum targeting range, so if you run towards the far entrance of the room, they will lose line of sight with you and may hit a closer player.
  • Brother's Power: If either of the twins are standing near the other, they will each get a buff that increases *ALL* of their outgoing damage by 50%. This bonus also applies to the puddle damage.
    • If you have two tanks, this mechanic is easy by having one tank pick up each twin. If you have a solo tank, this is still doable, but will multiply the pressure on your tanks and healers.
  • Dual Tank: If you have two tanks, each Tank should pick up and hold one of the bosses, keeping them split on their own sides of the room.
  • Split HP: The Bosses HP must remain within 10% of each other, or they will both heal rapidly all the way to full HP, effectively restarting the fight.
  • MDPS: If you're a melee DPS, and both bosses near each other, it's possible to stand exactly at 30 meters away to damage the bosses without losing your abilities. It may take some wiggling to get this perfect.
  • Winds of Insanity: At 50% and 10% HP, the same mechanic we saw on Eudocia returns here, which is the Winds knockback. Your tank(s) can similarly taunt here to interrupt this and allow your DPS to get back on the boss.

This new Twins fight has key mechanics that all players have to watch for, but as long as you manage the furthest-player puddles properly and the DPS pay attention to the Boss HP, you should be able to pull this off.

This boss drops the Sentinel Chestpiece.


With the Lector Twins down, you've cleared the final boss of the re-launched Sigmar's Crypts! Congratulations!


Trivia

  • The Damage bonus buff on the Lector Twins is uniquely named per twin. The first reads: "My Brother!", and the second: "Come Join me!", which may or may not be a thinly-veiled reference to this absolutely banging track from Berserk.