Tips for Darkflame Cleft?

I’m a Brewmaster Monk, 2323 rating, it’s one of the last 2 dungeons I don’t have full rating with, I did 3 M+ of it so far, 3, twice at 10, once at 9. Every. Single. Group. Disbands. On. Candle. King.

I haven’t have a single run where the boss didn’t get a singular cast of his fear which wiped us, or where people were not smart enough to not stack on the same statue with all 3 circles… Why is it so hard for people and is there anything I can do to help the team do their mechanics as the tank?

Honestly the main thing in the fight is keeping stacked. If you have range in the grp (including the healer), make sure they know before the fight starts to stack and stay stacked throughout the hole fight. Otherwise its tougher to get all the wax pools and the dot dmg your group takes may overwhelm the healer. Who ever gets the pick needs to try and get the furthest wax pool. Aside from that, just kicks on the fear and use of personals/defensives and CDs.

DFC is deemed one of the easier M+ but can be one of the hardest to heal with the 2nd and 3rd bosses if the group doesnt do mechanics properly.

That boss only needs two people to kick.

At the start of the dungeon, tell the group that you will kick first and then ask someone who wants to be the second kick.

Then you two just alternate.

Before you pull the boss, type in party chat to remind people who is doing the kicks.

Set an interrupt rotation if you must. You could try marking quadrants and making sure you’re pulling the boss to the ranged on pull (so they aren’t busy casting and having wax figures spawn all over the place).

Or just invite better players and cross your fingers

Rock throwers in the first hallway have a minimum range on the attack they spam iirc.
Can reduce party-wide damage just making sure you stay grouped close and stack everything on them.

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Tips for Candle King:
Everyone stack all the time except for running circles to statues.
Aim hatchet throw at the statue in the direction you’re going or if there’s one in a bad spot where it can’t be caught by a following circle.
Every statue should be melted if not hit by hatchet.
Don’t let a single cast go off, do whatever is necessary to do it (interrupt order if necessary of tank > melee > ranged/healer)

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If casts going off is a problem, use your interrupt as late as possible. Chances are someone are overlapping their interrupt with yours, and if you use it at the very last second you give your teammates the chance to interrupt before you do.

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