Forsaken Island

Forsaken Island

posted in: Dungeon (PVE) Guide | Updated: Sep 15 2016

5-man Forsaken Island dungeon, coming with the Knockout patch! This guide covers Normal and Hard mode. However, the Knockout patch releases only Normal Mode. Hard Mode will be released in the Dawnfall patch, alongside the revamped Island of Dawn and Dreadspire Season 2.


Level Requirement: 65
Item Level: 397 (Normal), 402 (Hard)
Format: 5-man

Forsaken Island Normal Mode Drops:

  • BoE Dreadnaught gear (rare)
  • Captain’s Earrings
  • Superior Cleansing Brooch
  • VM6 Material: Sea Ash, Ghostly Seal
  • Desolarus Treasure Chest
  • Dyad Niveot Structure
  • Tier 8 Feedstock
  • Dread Ore
  • Ancient Wish
Vanguard Rewards:
  • 60 Vanguard Credits
  • 280 Gold
  • 50 Tier 8 Feedstock
  • 1 Tier 8 Master Enigmatic Scroll
  • 7 Tier 8 Spellbinds

First Boss: Rokdos


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Mechanics:

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(1) Double Swing

Boss swings twice in a row towards the tank.

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(2) Triple Swing and Sweeping Slash

Boss swings three times towards the tank, and then does a doublehanded charging sweep that hits twice.

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(3) Fan Slash

The boss swings once with his left sword. He will then swipe towards his right, turning around 180 degrees. The boss crosses his weapons, points at the target, and then deals damage in front of him as a cone.


(4) Back Razor

Rokdos does a Double Swing starting with his left sword. Rokdos then turns around and deals damage in a cone of 3 lines after a Double Swing (1). Can be avoided by standing in the right positions [see GIF].

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(5) Pounce

Rokdos will back away and then pounce on a target. If someone gets hit, they will get stunned for 5 seconds, and then the boss will spin in a large AoE. This spin is not blockable. The boss can follow this up with a Fear Blast and/or Doublehanded Sweep.

If the boss is targeting the tank, Rokdos will not move forwards if the tank is within melee range. Party members also in melee range should be aware in case the boss does not move and be prepared to iframe. The tank should move backwards if Rokdos targets If the boss is not targeting the tank, Rokdos will pounce past the tank.

Hard Mode – If the boss is targeting the tank, he will spin only if someone gets stunned. If the boss is not targeting the tank, he will spin regardless of whether someone was hit by the stun. The spin is much faster. The stun and pounce cannot be blocked.


(6) R.I.P.

Donuts: This pattern is similar to the donuts in Bathysmal Rise.
The boss will announce “This is where you die.” before creating a donut either close- or mid-range from him. It can go either close-midrange or midrange-close order, so be on your toes to dodge. If you get hit, you will take damage, be stunned for 10 seconds (uncleansable) and spawn a mini tombstone that your party will need to destroy. If the tombstone is not destroyed, the player will die.

Hard Mode – The donuts will oneshot instead; a tombstone will be created if a player is hit and does not die. Players near this tombstone will be feared.

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Hard Mode Only – Curse of Rokdos

The boss will say “Who hungers for my curse?” and cast a curse on the two members closest to the boss every minute. The debuff ticks for 8% of your max HP every 2 seconds per stack, and puts a red circle above your head. The bleed lasts for 2 minutes, and stacks to 3. At 3 stacks, the player will die. If a player dies, Rokdos will say “My curse is inescapable!” and cast another Curse.

The optimal strategy for this mechanic is alternating four party members in groups of two. The first two players will take the first curse. The other two players will take the debuff when Rokdos casts it again. If Rokdos casts Curse again earlier than expected, the fifth person and a summoned entity (Gunner ST, Warrior Smoke Aggressor, and Mystic Thralls and Warding Totem) should take it. This will buy enough time for the original two to take the next debuff after the summon dies. It is advised to not take two stacks of the curse as it will make the fight very stressful for the healer for the next two minutes.
Tip: The boss will always do R.I.P donuts (Attack Pattern 6) after the Curse Debuff.
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(7) Fear Blast

The boss turns around and releases a far-reaching fear blast. If hit, you’ll take 70,000 flat damage and be feared for 7 seconds (cleansable).

Hard Mode – This attack will push players back instead of fearing and can only be casted after a Pounce.

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(8) Spirit Tombstone (Normal Mode Only)

A tombstone appears and spawns a spirit mob that does 35,000 damage per hit. Destroy the tombstone to get rid of the spirit menace.

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(9) – Spiral Beam (Normal Mode)

The arena turns purple as beams fall from the sky. The boss will jump and explode, giving all players Vital Thought or Vigorous Thought debuff.

Vital Thought prevents players from regenerating MP.
Vigorous Thought prevents players from regenerating HP.


Hard Mode Only – Spiral Beam (Hard Mode)

Every 20% (80% / 60% / 40% / 20%), the boss will move away and spawn pillars, announced by “The living have no place here!“. The boss will then do the Spiral Beam pattern, but you must break the pillars in time to give everyone a 3 second barrier to prevent a one-shot wipe. Destroy the pillar as the boss is about to take off into the air. It is advised that the tank positions the boss away from entrance of the room so that the pillars are not accidentally destroyed.

Tip: A Lancer can use Chained Leash on the boss to destroy all the pillars at the same time.
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Second Boss: Viyor


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Image Credit to dakotera

Mechanics:

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(1) Jump

Just a standard jump that deals damage in an AoE around the boss.

Hard Mode – This attack will push players back.

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(2) Ghost Lines

The ghosts on the edge will fire off lasers that deals damage (50,000 flat damage per hit). Be aware that this mechanic happens in sync with any mechanic Viyor is doing, so be careful.

Hard Mode – Lines do 70,000 flat damage per hit instead. Unlike Normal Mode, these lines are more likely to come in short bursts rather than all at once.

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(3) Explosion Axe

Viyor’s axe will glow as he raises it in the air, and the boss will randomly target a player and slam his axe in a large AoE on the ground. After a second, the axe will explode again, dealing damage and pushing players back. Both hits are blockable (block towards the boss).

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(4) Thunderclap

The boss raises his axe, says “span class=”lime-text”>Be gone!” and pauses before swinging down and summoning thunder where everyone was. If hit, deals damage and silences for 3 seconds (like touching a ghost). This is blockable (block towards the center of the AoE).

Hard Mode – The thunder AoE damage deals 100,000 flat damage as well as applying the debuff. There is no warning message. The damage is applied when Viyor’s axe slams into the ground, not after.

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(5) Normal Mode Only – Thunderclap (single)

Viyor will target a player before swinging down and summoning thunder onto one player. If hit, it deals damage. This is blockable (block towards the center of the AoE)


(5) Hard Mode Only – Puddle

Viyor will target the player furthest away and throw an AoE puddle towards that person. Staying in this puddle will slow players and deal damage. This will disappear over time.


(6) Extermination

Once the boss reaches 80% health, he will start doing this attack every 1 minute 30 seconds. The boss runs to the center and glows purple, before slamming the ground and releasing an energy wave that deals 150k damage. To survive, touch any one of the ghosts running around the edge of the run for a 3 second buff that deals damage over time and prevents you from using abilities but renders you immune to this attack.
(Note: Touching the ghost gives ‘Curse of the Spectre’ for the achievements ‘Ethereal Chills’ and ‘Touched by Darkness’)

Advanced Tip: If every member has above 110k HP, your priest can Kaia’s Shield instead and burst heal after.
(7) Hard Mode Only – Paralyze

A modification of one of normal mode’s basic attacks, Viyor’s eyes will glint red and he will do a swing that will stun targets hit.


(8) Hard Mode Only – Ghost Bursters

Ghosts will spawn (announced by “A spirit rises!“) and follow players until they catch up, at which point they burst and deal 100,000 damage

Third Boss: Desolarus


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Image Credit to dakotera

Mechanics:

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(1) Spirit Bombs

The boss targets a random player and will target 4 spirit bombs at that player’s location. The bombs do hurt, so simply move away from the location after being targeted.

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(2) Cloverfield

The boss shows a clover-shaped indicator before exploding damage in that area twice. Getting hit by both hits will kill you.


(3) 3-line Vortex

The boss releases lines of 3 attacks, first to left and right sides, and then front and back. After all waves of lines are released, the boss vortexes and sucks in nearby players. Stay close to the boss to avoid being vortexed and taking damage.

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(4) 3-line Release

Similar to 3-line Vortex, but does not vortex in players. The boss release lines of 3 attacks, first front and back, and then to the left and right sides. After all waves of lines are released, the boss releases a wave of energy that deals damage.

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(5) Pillars of Doom (pt. 1)

The boss will say “All things… die!” and summon four pillars. Unless these pillars are destroyed, each pillar will explode in the second half of this attack.

bern-cloverpillar
(5) Pillars of Doom (pt. 2)

After three blinks, pillars will explode, dealing 50,000 damage to all players (iframeable). Players can destroy these pillars before they explode to prevent the damage from that pillar.


(6) Checkered Lines

The boss will say “So… Cold…” and rise up and disappear, and lines will appear in a checkered patterns. These lines will deal 25,000 damage per tick if stepped on. Remember the safe squares and stay in that zone.

Third Boss: Nightmare Desolarus


bernstein-final

Image Credit to dakotera

Mechanics:


(1) Spirit Bomb and Dybbuk Chests

Unlike Normal Mode, the arena is surrounded by many Dybbuk Chests (translucent, ghostly pillars). Occasionally, the boss targets a random pillar on the edge with a large Spirit Bomb. When the bomb hits the pillar, it will release a very large carpet on the ground, killing anyone who remains in the area after a short delay.


(2) Cloverfield

The boss releases two large attacks in a clover-shaped pattern. Getting hit by both hits will kill you. Unlike Normal Mode, there is no orange indicator. Players will need to look out for a distinct blue charging animation on the chair’s legs or for the red skull warning indicator on the boss’s health bar.


(3) 3-line Vortex

The boss releases lines of 3 attacks, first to left and right sides, and then front and back. After all waves of lines are released, the boss vortexes and sucks in nearby players. Stay close to the boss to avoid being vortexed and taking damage.


(4) 3-line Release

Similar to 3-line Vortex, but does not vortex in players. The boss release lines of 3 attacks, first front and back, and then to the left and right sides. After all waves of lines are released, the boss releases a wave of energy that deals damage.


(5) Rokdos’s Spectre

After 90% HP, Desolarus will become immune and summon Rokdos. It has the same attack patterns and mechanics except for the Spiral Beam Pillars. Red pillars will occasionally spawn. A Spirit Surge gauge fills up that will cause a wipe at 100% and red pillars will speed up this process. Desolarus will also come back and fight alongside Rokdos if the fight takes too long.

Important tips the Rokdos fight:

  • The friendly Baraka ghost will come and decrease the Spirit Surge gauge. Be aware that you can also kill the Baraka using the Dybbuk Chest lines.
  • After defeating Rokdos, all of the Cursed players will lose their curse.

(6) Doom of Desolarus

Once Rokdos is defeated, Desolarus will start casting his own Curse, warned by “Who hungers for my curse?“. This curse is mostly the same mechanic as on Rokdos, where it will deal 10% max HP every 2 seconds per stack for two minutes and at three stacks, the player is instantly killed. Players will need to alternate the Curse again. Unlike on Rokdos, Desolarus will not cast it again when an entity dies, so it is a good idea to use skills like Gunner STs, Mystic Thralls and Warding Totems, and Warrior Smoke Aggressors.


(7) Viyor’s Spectre

After 50% HP, Desolarus will become immune and summon Viyor. It has the same attack patterns and mechanics except for Extermination. Red pillars will occasionally spawn. A Spirit Surge gauge fills up that will cause a wipe at 100% and red pillars will speed up this process. Desolarus will also come back and fight alongside Viyor if the fight takes too long.

Important tips the Viyor fight:

  • The friendly Baraka ghost will come and decrease the Spirit Surge gauge. Be aware that you can also kill the Baraka using the Dybbuk Chest lines.
  • Thunderclap is warned by “I will wipe you out!
  • Hostile ghosts will attack random targets and deal 100k damage a hit (similar to Darkan’s ghost servants, though much slower).
  • The hostile ghosts and the pillars can be destroyed by using the Dybbuk Chest mechanic. A player (usually the healer) should kite the Hostile ghost until it lines up with a red pillar, then destroy a Dybbuk Chest on the edge to create a Carpet. This carpet will destroy the ghost and the pillar if done properly.
  • When you kill Viyor, the ghosts will not despawn. It is important to kill them after defeating Viyor using the Dybbuk Chests.

(8) Desolarus’s Thunderclap

Once Viyor is defeated, Desolarus will start casting his own Thunderclaps (small, one-shot orange AoEs) warned by “I will wipe you out!“. Players will need to look out for a distinct pink/purple charging animation on the chair’s legs or for the red skull warning indicator on the boss’s health bar.


(9) Carpets

After Viyor is defeated, Desolarus will use this mechanic every 90 seconds. Desolarus flies up into the air and there will be a very high amount of large one-shot carpets appearing randomly around the map. It would be a good idea to stand in a cross intersection as this allows you to avoid these by simply walking. Players can avoid single carpets by walking, but might have to iframe any consecutive carpets. This will last 30 seconds.

Tip: Desolarus will usually cast a Cloverfield after every Carpets mechanic.

 

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Changelog
3/1/2016
  • Updated VG Rewards for FIHM.
  • Updated text announcements for each Nightmare boss in FIHM.
  • Fixed the numbering in the Nightmare Rokdos’ Spiral Beam illustration for 60%.
2/25/2016
  • Updated 1st and 2nd Boss (Hard Mode)
  • Added 3rd Boss (Hard Mode)
11/29/2015
  • Updated 1st and 2nd Boss (Normal and Hard Mode)
  • Updated 3rd Boss (Normal Mode)

37 Responses

  1. Profile photo of Pizzaboy

    For the pillars of doom (part 2), is it safe to assume that the burst damage from the pillars happen after 3 flashes from the pillars? In the gif, the pillars flash 3 times and then the burst occurs on the 4th flash. For speed runs, would it be ideal to just ignore the pillars and just time the burst?

  2. Profile photo of Pizzaboy

    Are the ghost lines iframeable or do you have to avoid them by running away like the lines in the kuma boss in TSHM?

    Are the carpet lines one-hit KOs?

  3. Head up with the crystals, he yell’s “All things… die!” then they spawn

  4. Cleared it earlier with the guild, I find he does 3-Line Vortex FAR more often than 3-Line Release in NM. In fact, I didn’t even see him do any Releases during my last run. Is it much more prevalent for him to do both types in HM? (I guess it’d be similar to the Turtle in BR, in NM he does the spin attack a lot less than in HM, where it’s equivalent in consistency with the donut AoE.)

  5. I’ve experimented a bit with what is and isn’t blockable in nm, but are things still blockable in HM?

    Don’t wanna repeat my foa mistake of blocking nm fulminar’s back thrust/ shoulder attack thing, and then reflexively doing it when hm released and eating huge damage as a result…

  6. Great guide, and are there any blockable attacks in the final boos?
    As a zerk i don’t want to lose my 15s iframe on something i can block.

  7. Ty for the guide, been trying to find a good place to read up with pics/videos.
    (And the layout is good on mobile too :3 )

  8. He has a DPS check too. If you fail to kill him in 10 minutes, he goes enraged. Speeds up skills, increased damage output, decreased defense by 35%

    Some of his skills will then start overlapping. Carpet + pillars = GG

  9. Profile photo of Silindez

    Second Boss: Viyor , the (4) Thunderclap does it deal fixed damage? Because it 1-shots me all the time (reaper +12 schisma).

    • Profile photo of essentialmana

      It’s not fixed damage but it’s a pretty big hit. If you have the right rolls and enough defense (possibly need Dreadnaught or Lucid), you might be able to survive getting hit. But in Hard Mode, it becomes a one-shot so I suggest learning to time your iframe for it.

  10. The Ghost Lines at the second boss have a fixed timing. They appear every 50 Seconds or at least it seems like it cause I watched some Videos and checked the Timing of them.

  11. How do you dodge the front and back, and then to the left and right sides 3-line release?
    And, any Hard Mode Guides for FI yet(last boss)?

  12. Can I get link video from this warrior where u took out the gifs? Ty

  13. is the (5) Extermination iframable ? e.g warrior DFA?

    • Profile photo of fluffy_tails

      You can’t iframe it with standard iframes like Warrior DFA, but you can “iframe” it with Gunner Recall, Sorc Warp Barrier, and Reaper Retribution. It also only does 150k so if you have 110k+ HP, a Priest can use Kaia’s Shield and you can facetank the damage and get healed afterwards.

  14. for the pillar of doom (part 2) at the last boss.

    does the crystal pillar burst in slightly different time? (0.5 s different)?

    my feeling that they dont burst at exact the same time as some are slight delay(a very very small delay?

    so the best time to use DFA is still at the 3rd flash on the ground or before the 3rd flash?

    thanks..

  15. hey, wanted to ask something about Rokdos debuff phase. In MC it was possible to let mystic`s thrall or warrior`s ghost to take the debuff instead of a player. Will it also work in here, or did the beast get smarter? 🙂

    btw awesome guide, awesome page, great job guys, big thanks to you 🙂

  16. For hard mode carpets on Desolarus, I’ve seen a video where people broke open a Dybbuk Chest to run into the alcove behind it. The carpets didn’t reach into the alcove so they just sorta waited around. That seems a lot easier than trying to dodge the carpets manually.

  17. On Viyor, the GIF showing the single thunderclap (for normal mode) seems to be incorrect. That gif is showing the general thunderclap and is identical to the GIF right above it.

  18. The ghosts will follow only healers or other players as well?Cuz when ghosts following a dps in my team, he can’t focus to the boss and it always takes an age for us to enter the 3rd phase. How does it work the aggro of ghosts?

  19. My group seems to have a problem with Rokdos’ Curse…
    He casts it twice, first with the message ” Who hungers for my curse?”, then after about 10 seconds with the message “My curse is inescapable!”.
    During that time nobody died and it wasn’t taken with Warriors shadow, is there a reason for this? Like a timed curse and one after the boss reaches a certain HP%?? I know he does curse every minute after the first one, but its the first one that starts like this…

    • Profile photo of essentialmana

      If anything takes the “Who hungers for my curse?” debuff and then dies, he will recast as “My curse is inescapable!”

      This includes mystic thralls, gunner ST turrets, warrior shadows, or if someone just plain dies. So keep an eye on the two people who take the “Who hungers for my curse?” debuff.

  20. I don’t understand how you know when the last boss will do the coverfield in HM. Could you put the image which appears the red skull warning indicator on the boss’s health bar? I cannot see it…

  21. I just ran this (post ninja patch, my first run) and the final boss nm seems to have a mechanic that isn’t mentioned in the guide… It’s similar to the checkered lines but started as only a few random lines and ended up covering almost all the field. I think the only safe spaces were exactly front/back/sides of the boss but I was panicking a bit so not sure! Some of the rest of my team seemed to know where to stand though so maybe this is an old mechanic returning?

    Brilliant website otherwise, I always have this open on my second monitor when I’m new to dungeons!

    • Profile photo of fluffy_tails

      That sounds like the Carpet mechanic. Not sure why it’s not listed, but the mechanic is: Lines start closing in so the safe spots were the front/back or the direct sides of the boss. After the first wave, a second wave comes so you have to get to the other side.

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