CUTTER'S CRY: One of the optional dungeons. However if you would like to increase in rank on your Grand Company, part of your grand company requirement is to complete their Grand Company Hunting Log, which involves killing a few trash and the first boss of this instance. There are damage zones and some dangerous mobs like self-destructing bombs that can probably one shot you if you do not dodge. There are chests that can contain gear that may be useful, but these are optional. The instance can be easy to very hard. Especially the last boss since it involves a lot of dodging and healing.
Difficulty Multiboxing: Easy - Very Hard.
Boss1: This one is cake if you know what to do and your dps is solid. Its a bit complicated with sch healer but as a whm you should be able to beat it fairly easily. The boss does nothing but frontal cone aoe, and silence on random target. Around 60% she spawns an add that will cast regen on her. The trick I use, which is also commonly used on Pugs is the healer gets the initial aggro for all mobs except the boss. She the sprints and runs the outer area of the field in circles. Idea is to keep the adds and the regen casting add away from the boss, while the DPS and tank burns down the boss itself. Both times I have done with my healer running worked just fine without even using limit break.
Video:
https://youtu.be/M0N-CHaJQuIBoss2: This one involves following and running away. Most of his mechanics can be dodged by making your members follow the tank. Pull the boss, tank it to the center. Keep your healer, slaves near the entrance but make sure you are in range of heal. When he submerge, get your other members follow the tank. His initial submerge phase he moves from north of the field to the south. Drive your group away from his path since once he reaches the other end he will emerge and that causes a high amount of damage. Once you have dodged, park your members on the edge of the field and tank the boss in the middle. Around 50% when he submerges, again make your members on follow and put auto run on all members if possible toward the exterior of the field, meaning make them auto run to the walls. The boss will first create a whirlwind on the ground which will pull all your members toward the middle, followed by emerge + dive damage that he has been doing initially. If you have done it correctly, you get no damage or your damage will be minimal. Around 30%-0% he will change the submerge mechanic again, however this time its easier. Just stay away from the middle and heal through the random sandpit damage he causes. Also an important note, he will also dot a random member. If you got stoneskin or barrier it can negate this since it only applies a dot if you get damaged. But if not, cure it asap since it hurts a ton. If you are a scholar, make sure you come here at 40 and have done the quest for curing debuffs.
Video:
https://youtu.be/Sng5Y7zSw-oBoss3: So far the worst boss I have fought while multiboxing. He has more or less 3 phases.
Phase1: 100% - 80% ish. He randomly casts 3 types of front-side aoe. The flame breath cannot be dodged, the other two can be dodged. The lightning aoe will put a paralise debuff on you if you do not dodge. The Ice aoe will put a heavy (slow movement) debuff on you if you don't dodge.
Phase2: 80% - 50% ish. Here it starts to get chaotic, or still a breeze. After he performs the frontal aoe phase, he will either cast a melee range aoe or a ranged aoe. Melee range aoe your tank gets affected unless you have a melee dps too. This damages you for quite a bit + adds a dot on top of that. The ranged aoe has a very wide range, the safe spot is where the boss is standing which means you have to move to melee range. Whats annoying about this aoe is not the damage but it will also put a paralise debuff on every member that gets hit. The damage is lower but the paralise is very frustrating since it can screw your casting/moving.
Phase2.5 (yes 2.5): > 50%. Starting from 50% onward he will cast an additional spell on random target. He spawns an orb that will target a random player except the tank. The orb will follow that target until it gets near. Then it explodes dealing minor aoe damage. What is more annoying is that this orb's aoe also adds paralise on you. So thats 3 aoes to worry about.
Phase 3: 40%-0%. Now, I don't know if he performs the phase 2.5 orb and this aoe at once, but I believe he does. I could be wrong. At this phase, he will also start casting ground target aoe on a random player except the tank. This will cause initial high damage + Leave a patch of ice on the floor which is a damage field. Anyone in here will get a dot debuff.
Keep in mind that the Aoe starting from phase 2 does not have a telegraph printed on the ground. The way to determine what aoe is comming is by looking at the chat message of the effect the boss has before performing it. If its ice which is the RAM head, then its the melee aoe. If its the lightning which is the DRAGON head then the ranged aoe will come. You should also put the boss on focus so that you can see what he is casting. Although you only have like 2 second window to initiate your dodge, or else you will get hit.
Video:
https://www.youtube.com/watch?v=Bn4PRzN_b5sTHE STONE VIGIL: The trash mobs are a pain, they hit like a truck to your tank so from here onwards unless you use CC, you need to constantly top the tank off specially when fighting un-CC-able mobs.
Boss1: His frontal cone leaves a nasty dot, so cleanse it. When the boss starts moving to a position, he will face a random target and performs a large frontal AOE toward that direction. I put my characters on follow till the boss positions and faces his aoe and dodge. Then park my members near him and the tank goes to the other side since soon after he does the frontal AOE, he will do his frontal cone Fire aoe (with dot), and if other members are in that area you will probably wipe. The frontal aoe he does once, but after 50%, he will perform two of those before he faces the tank.
Video:
https://www.youtube.com/watch?v=f8P390xonr4Boss2: Tank stayed at the entrance. Other members were on FOLLOW with the healer. Once tank pulls, I positioned the others near the 3 canons. After a while a dragon will come down near one of the canons. I used my healer to activate it to counter it. However after around 50%, the boss will spawn a twister toward one of your members (except the tank). That twister does significant amount of damage if not dodged, and it will stay for a while. What I did is to put again the others on follow to dodge the twisters. If the twister gets parked near the canon that the dragon is, ignore it. You will probably die trying to activate it.
Video:
https://www.youtube.com/watch?v=9NJ8QKyQwpsBoss3: Like the dragon in Braveflox, he has a high damaging frontal breath and a random ground target aoe. Similar mechanics but the ground aoe leaves a patch of ice that deals damage + leaves you a dot on you. Periodically the boss flies in the air and does a zone wide aoe that covers 1/3 of the boss area. My trick is to park them in one of the corners so that can easily dodge them no matter where the breath comes from. Problem is after 50% when the boss flies, he does a ground target aoe on each of your character (so 4 in total), twice before doing his breath. He breath twice before comming down. A note to remember, he will always land near the tank and does a small splash damage on landing. Be sure your other members are not near him.
Video:
https://www.youtube.com/watch?v=DwlmgGCT0LcDZAEMEL DARKHOLD: Optional dungeon, yet it is required if you wish to step up in rank for your Grand Company. Again, there are many chests here that are optional but contains some good gear around 44. However due to the artifact armor being level 45, it may not be so useful till long unless its the body piece. Your pulling technique will be tested here since one screwed up pull can lead to a wipe. Patrolling eye at the begining cannot be killed, his aoe hurts but can be reduced when you are inside the crystal veil that is spread across the dungeon.
Difficulty Boxing: Easy - Medium
Boss1: Kill the boss inside the veil where his invulnerability fades. Ignore or Kill the adds as they spawn. Remember to keep moving to the next veil area when your current one fades, it shows a message in your chat box.
Video:
https://youtu.be/ZVmHTIccrkYBoss2: This is yet another annoying yet not that bad compared to Cutter's cry AoE fest. He has a frontal and backward cone aoe (short range, melee range only) that he keeps doing. However at 90%? maybe 80% of his health he will call untargettable adds around the field, which will start casting spells on your members (consider it as a visual dot). However those adds also does ground target aoe on every member of your team. Constantly. The first phase they do it once or twice I believe. Just straffle your team mates left and right. But around 50% they start doing it again. This time I think it lasts for like 10 rounds. So you are constantly having to move around your team mates. My stratergy is dodge with tank, then straffle others left then right then left etc. Keep doing till it ends. Best if you clump other members into one position so that you don't place the aoe all over and get damaged. It can be hard but possible.
Video:
https://www.youtube.com/watch?v=xzUIJ5szuuQBoss3: Boss 1 has a lot of close ranged aoes. Tank buster attacks happen often so watch his/her health use cool downs when needed be. The crystals spawns in this order: LEFT, NEAR ENTRANCE, RIGHT. Hopefully the video is clear enough on what you need to do.
Video:
https://youtu.be/mwUh81G7yZEAURUM VALE: The last leveling dungeon in ARR. Depending if you want to gain exp or not (past 50 its not that great) it can take a while to complete. The very first room are packed with loads of trash mobs, patrols, ranged mobs etc. You will need to pull carefully or else you can end up with 6+ mobs hitting your tank. There are seeds that will activate when you get near. If you don't kill fast it will hatch causing to spawn a mob per seed. This is good if you are after exp, if you just want fast clearing kill them before it hatches.
Difficulty Multiboxing: HARD - VERY HARD
Boss1: Probably the hardest to deal as multiboxer. The boss field is pretty large. There are some seeds on 4 different locations. Make sure you position each of your characters near one of them. The boss periodically does a field wide aoe that adds a poison stack on each of your characters. As a whm this is easier to deal with since you can regen each member and not lose much of their hp. However I suggest to use the seed when you have 2 stacks, thats what the seeds are for. This ALSO includes the tank. They respawn exactly where they were in time. You can dodge its ground target aoe or just heal through, you can stun the boss 3 times before diminishing return kicks in.
Video:
https://www.youtube.com/watch?v=uAy8ShrV11g (notice I used different group config for this boss)
Boss2: This is just like the boss fate in Coerthas. If you follow these steps, you won't even get hit except the tank. The Swipe, which the boss swings his club in the air is a frontal cone aoe, just go through him to dodge. The glowering targets any ranged character and deals a non telegraphed frontal line aoe toward that person which deals damage + paralise. Straffle left or right to dodge. The eye of the beholder is a circle non telegraphed aoe. Safespot is melee range. His eye will glow purple a bit before starting the cast. His 100 ton swing is the melee killer, get away from him to dodge. He will grab his club with his two arms when he performs this. All these attacks has a cast time so if you do it right, only the melee attacks should hit the tank.
Video:
https://www.youtube.com/watch?v=LOgGlnxrC7wBoss3: This one also has seeds but the seeds do respawn slower, has more seeds around. This boss also periodically does field wide aoe. Instead of a DoT this is a pure damage aoe, but it leaves a debuff on you and each debuff stacked it will cause more damage when the boss deals this aoe. At 3 stacks you would want to use the seed to get rid of it. The boss will also randomly target someone to increase the stack of this debuff. Around 50% onward after specific time he will go to a corner and spawn seeds. This is the same seed you have been encountering during the dungeon, so kill them fast before it hatches or you will be overwhelmed. The adds will also add those debuffs so better not let them spawn. If you got hit by his bad breath, use the seed and it will also cure everything.
Video:
https://www.youtube.com/watch?v=hrpM1W1A9NQNote: if you can see the time remaining for the first and last boss, thats all the wiped I had to get the clear. Summoners are good against mechanic heavy boss since dots and pets keeps doing damage while dealing with heal/mechanic.