Welcome to the Veteran Ruins of Mazzatun dungeon guide! (vRoM)
This walkthrough will mainly focus on doing Ruins of Mazzatun on Veteran difficulty including both Hard Mode and the standard last boss battle.
If you are on normal difficulty, it will all be the same only a lot more forgiving. If you are doing it on normal, pay attention to the mechanics even though you don’t have to as it will help you a lot when going for veteran mode!
Ruins of Mazzatun is part of the Shadow of the Hist DLC and was released along with the Cradle of Shadows. There are some DPS races in here, high damage is definitely rewarded, so keep that in mind.
Table Of Contents:
- Dungeon Overview
- Dangerous Trash Monsters
- First Boss: Zatzu
- Second Boss: Mighty Chudan
- Third Boss: The Arena
- Fourth Boss: Xal-Nur the Slaver
- The Symbols Puzzle (Calendar)
- Final Boss: Tree-Minder Na-Kesh
- Final Boss: Hard Mode
Ruins of Mazzatun is located in north-western Shadowfen.
Dangerous Trash Monsters
These turtle-like creatures will bury themselves and attack in a straight line, they will also send out rocks in the direction they face. The tank should face them away from the group.
The tank needs to pick these up first as they can easily one-shot any of the other group members.
The stone shaper can one-shot squishy players and will perform an attack identical to the first boss’ Rock Hurl attack. The only way to interrupt this is by chain pulling while they are channeling, bashing won’t work. Everyone should block when they are hurling rocks.
First Boss: Zatzu
The first boss in Ruins of Mazzatun is quite straightforward and shouldn’t cause you too much trouble. If you are struggling and you understand the mechanics, you may need to go improve your gear, level up and come back later. Things will get a lot more difficult after this boss.
- Zatzu will jump in the air and land in a random spot, you will see where she is about to land by the red circle that appears. She will attack and one-shot anyone who doesn’t move out of the way.
- The boss will start shooting rocks at all players – everyone must block when this happens.
- Tank – make sure to block a lot, the boss performs a lot of heavy attacks.
The boss will jump up in the air, quite high and then slam down into the ground. Anyone standing where she lands will get taken out instantly. She will also shatter the ground, sending out rock projectiles in all directions, make sure to put some distance to where she will land so that you can easily avoid the rock projectiles.
When she jumps up, you will see a red AOE circle where she is about to land, making it quite easy to avoid the slam.
Zatzu will get a golden beam on top of her and start shooting rocks at all players. The rocks will be forming from the ground in random locations (they don’t come from the boss directly), and fly into random players. She does this for 10 – 15 seconds and then stops, everyone must block when this is happening.
Second Boss: Mighty Chudan
The second boss in Ruins of Mazzatun is where the difficulty ramps up. This fight will test your teamwork skills and coordination, make sure you understand the mechanics. You will wipe if you don’t. 🙂
- Face the boss away from the group.
- The tank should pull in and taunt the archer adds.
- A Spellbinder will spawn with an electric shield around it causing lightning damage to everyone – read further under the mechanics section to understand how to deal with this.
- Chudan will charge at a random player – we use this attack to deal with the Spellbinder.
Spellbinder and Chudan’s charge
A spellbinder will spawn with an electric shield around it and shoot electric balls at all players dealing increasingly more damage the longer it stays alive. You cannot attack the Spellbinder directly, we must use Chudan to kill it.
Chudan will target a random player (you will get a red circle under your feet), shortly after he will bury himself and charge at the targeted player. You must make sure Chudan charges right into the Spellbinder. The easiest way to do this is to put the Spellbinder between you and Chudan, this ensures that he will charge right into the Spellbinder and kill it.
If you fail to direct Chudan into the Spellbinder, the group will very likely wipe, this is the main mechanic for this boss and what causes most groups to wipe.
Tip: Always make sure you are fairly close to the Spellbinder so that you can quickly run to it when targeted. Don’t stand too close though as the damage from the Spellbinder increases the closer to it you are.
There will also be adds coming in on this fight, damage dealers should focus on getting them down or they will eventually overwhelm your group. The tank should try to chain pull them in or range taunt as many as possible. Having the Spellbinder shoot lightning while archers are shooting at the group is not going to be fun.
Third Boss: The Arena
The third boss in Ruins of Mazzatun is not actually one boss, it’s an arena with waves of enemies coming in from the sides.
- Loads of trash monsters will be coming in from the sides, some enemies should be paid extra attention to.
- Try to clump them up as much as possible, chain pulling archers is really useful here.
- Chain pull the Stoneshapers when they are sending rocks at everyone.
- Face the Haj Motas away from the group.
- Taunt the Overseers first as they can one-shot squishy players.
There really aren’t any mechanics to this fight apart from making sure to taunt the most lethal units and killing the worst ones first. Let’s go over the most dangerous enemies you’ll face in this encounter.
Stoneshaper: The stone shapers can quickly kill squishy players and will perform the same attack as the first boss (Rock Hurl). The rock hurl can be interrupted using chain pull, bashing will not work. The damage won’t be as bad as the first boss but everyone should try and block when this is happening.
Overseer: The overseers are heavy hitters and will easily one-shot squishy players, the tank needs to pick these up first.
Haj Mota: These turtle-like creatures are the same as you’ve encountered earlier in the dungeon. Make sure to face them away from the group as they send out rocks in the direction they are facing along with charging.
Make sure to focus fire on the units mentioned above and let the rest die from AOE damage.
Fourth Boss: Xal-Nur the Slaver
The fourth boss in Ruins of Mazzatun is actually quite easy once you understand how to play the mechanics, but can be next to impossible if not all players know what to do. Make sure your party is aware of the mechanics and you’ll be fine.
- The boss will drop a spice (green circle on the ground) that a player needs to pick up and carry to the active geyser that will spawn on either side.
- The Wamasus held in chains surrounding the area are your friends. They will help you kill the adds if you kill the slavers holding them back.
- Face the boss away from the group!
- The boss will charge at random players, the tank can mitigate this by standing in the boss’ path and blocking.
- Tank – keep the boss in the middle of the fight room.
The spice and geysers
The boss will drop a spice on the ground, it will appear as a green circle. There will also be a geyser spawning on either side of the area, you will see a pool of water on both sides if you look around. The geyser will spawn in either of these pools.
The boss will be immune to all damage during this phase until the geyser has been plugged with the spice.
The spice needs to be picked up by a player (simply walk into it to pick it up), the tank should not be the carrier as he/she would be dragging the boss along. The spice needs to be carried to the active geyser in order to suppress it.
Note: The geyser will spawn in the pool of water that is furthest from the boss. This is why we want to hold the boss right in the middle between the two pools of water.
The player carrying the spice will be significantly slowed down and take a lot of damage from the adds coming in (lots of heals required). The longer you carry, the slower you will become. Once it gets to be too much you can press your synergy button to drop the spice, another player can pick it up and take it the rest of the way.
Adds and Wamasus
When the boss drops the spice, adds will also come running in from the sides. The easiest way to deal with the adds is to release a Wamasu. You can release a Wamasu by killing the slaver that is holding it back with a chain. The Wamasu will not attack you, it will run around and take out the adds quite quickly.
You should assign a player in your group to release the Wamasus so you don’t accidentally release two.
Note: The boss will kill the Wamasu after the adds are down so only release one Wamasu at a time. The next time the boss drops a spice, you can release the next Wamasu.
Charge (Tank – read this)
The boss will charge at a random player, the targeted player has to roll dodge this (except tank). The tank can however interrupt this charge. You will see the boss screaming and a small AOE circle will start growing underneath him, this is the tell sign that he is about to charge.
The boss will charge in the direction he is facing. Tank, run up to the boss, stand in front of him and hold block, this will cause the boss to run into you instead of your party member and he will be stopped.
If all the above is done correctly, this fight actually becomes quite easy. Remember to prioritize adds and make sure someone is responsible for releasing the Wamasus and you will be fine.
The Symbols Puzzle (Calendar)
You will be faced with a circular calendar on the ground, get close to it and activate it. A symbol on the ground will be glowing. Your job is to find the same symbol on one of the standing stones. Once you identify the same symbol, go ahead and activate it.
Note: You don’t HAVE to activate the same symbol, but you get an achievement if you do.
Every time you activate a symbol on a standing stone, a bunch of trash monsters will spawn from the sides and attack you. Do NOT activate more than one stone at a time unless your group is very powerful.
Final Boss: Tree-Minder Na-Kesh
The final boss in Ruins of Mazzatun is quite difficult. In order to beat this boss, we need to understand the mechanics and everyone needs to put in their best effort.
- A totem will spawn which will drain resources from everyone around it, the closer you are to it, the faster it will drain. Damage dealers should focus max damage on the the totem as soon as it appears.
- A random player will become cursed, you need to destroy one of the statues surrounding the room. Only a non-cursed player will be able to see which statue you need to destroy, team communication is key here. Further instructions below.
- You will fight Mighty Chudan and Xal-Nur the Slaver again but in their spirit form, they have the same attacks as in the actual fight.
- Adds will spawn, the tank should chain pull them in and clump them up.
- In the last 20% the boss will send vines in all directions, don’t worry about the vines. They don’t deal too much damage. Watch out for the small AOE circles instead, they will hurt you a lot more than the vines.
Between each phase (mini-bosses) a totem will spawn. This totem will drain all players that are close to it of ALL resources, and it will do this quite quickly. The closer to it you are, the faster it will drain you.
The tank should move away from the totem to not get drained, if you run out of stamina and need to block a heavy attack you will get one-shot.
Damage dealers and the healer should focus fire the totem as soon as it appears. You have to deal with this as quickly as possible to not have the whole group run out of resources. Dropping Ultimates here is not a bad idea.
The boss will summon phantom spirits of the bosses you’ve already fought earlier in the dungeon, namely, Mighty Chudan and Xal-Nur. The main boss also goes invulnerable during this phase so you can focus on the mini-boss.
At 70% the boss will summon a Phantom of Mighty Chudan. He will perform the same attacks as when you fought him last time, with the exception of the Spellbinder, you won’t have to deal with that again 🙂 You will take him out quite quickly, he only has 725K health.
At 50% health the boss will summon a Phantom of Xal-Nur. Again, he has the same attacks as in the real boss fight but without the mechanics (spice and geysers). He will charge like last time, the tank should try and block the charge. Xal-Nur will start with 750K health making this quite a quick kill as well.
Curse and statues
A random player will become cursed by one of the statues surrounding the room, you will notice right away if you are cursed as your entire screen will turn dark and desaturated. You will be silenced and lose your weapons during this time so you can’t do anything until you’ve cleared the curse.
To get rid of the curse, we need to identify which statue is cursing you. The problem is, the cursed player can’t see which statue is cursing them, but ONLY the cursed player can destroy the statue. Discord helps a lot here.
The non-cursed players will see which statue is cursing the player, there will be a bright glow surrounding the statue, you need to point out which one it is for the cursed player. You can synergize with the statue to reveal the statue to the cursed player.
If you are cursed, wait for a team member to reveal the statue for you, you now need to run up to the statue and punch it until it is destroyed. The curse will now lift and you can return to the fight.
Pools of Amber Plasm
The boss will throw out pools of Amber Plasm, the adds will attempt to run into these pools, when they do, they will enrage, dealing a lot more damage. You can prevent them from enraging simply by running into them. Everyone should help keep an eye out for pools and just run into them when you see them.
Last 20% – Vines everywhere
When the boss hits 20% we enter the burn phase. The boss will shoot vines out in all directions. This looks scary, but the vines are not actually that terrible, blocking helps of course. What you really need to watch out for are the smaller AOE circles that spawn randomly everywhere, they can be a bit tough to spot in the vines mayhem. The small AOE circles will deal a lot more damage than the vines, focus on staying away from them while nuking the boss as hard as you can.
I recommend saving up your Ultimates for this part as it will help a lot. The quicker you burn down the boss at this point the better.
Note: If a totem appears, you HAVE to take out the totem, unless the boss is really low on health, you won’t make it. It will make things more difficult but you really have to focus on the totem before returning to the boss. It can be good to slow down damage around 30%, wait for a totem, deal with it and then burn the boss.
Final Boss: Hard Mode
Hard Mode is not terribly hard, but it is of course a bit harder than regular veteran mode. Make sure you understand the regular fight 100% before attempting Hard Mode.
To activate Hard Mode in Ruins of Mazzatun, read the “Alchemist Notes” located to the left, right before entering the boss room.
Main differences from the regular fight:
- The boss will have 4.4M HP instead of 3.5M.
- You will have additional adds. Stoneshapers will be present on HM, the tank MUST prioritize pulling these adds first as they deal lots of damage.
- You will no longer be able to synergize with the statues to reveal them for your cursed team members. Good communication is key here. Generally, run to the glowing statue and jump to indicate which one it is. If you are on Discord, this becomes a lot easier.
The fight isn’t all that different from regular mode, the main thing is the additional adds. The tank MUST be quick about pulling in the Stoneshapers or they will start killing off your party members. The added health of the boss of course makes it a bit of a longer fight. But really, if you can do this fight on regular veteran mode, you can do it Hard Mode as well. Keep working on it and you will get it!