Put together a 'guide' to Kel Voreth (first dungeon dominion side, level 20). First dungeon in the game and shit's difficulty was about as high as flex raiding in WoW. Roughly. I don't know. They give healers and tanks pretty shit loot from quests up to that level, so tanks and healers aren't geared to perform their role. I've run this dungeon with 5 different groups, none of which beat it (furthest one had a dungeon wide crash right after the third boss).

Mind you when I say 'flex difficulty' I mean under-geared pub flex difficulty.

* Recommended Level: Upon hitting level 20 you unlock this dungeon, however it may be worth waiting another level or two before attempting it. Proper gear is especially important for tanks and healers, as insight gear with the proper stats has been rare up until this point. If you've been leveling crafting up to this point, you can get some gear there to help.

* Entrance: In order to queue for a dungeon, you must first discover its entrance. The entrance to Kel Voreth a tattered Voreth stronghold in the south-southeast quadrant of Auroria. The entrance is on the western side of the fortress at the top of a set of stairs. It’s possible to run past most mobs inside with a mount, as they’re melee.

* First Boss Trash: At the very start of the dungeon, down the stairs and to the left you’ll find a shop where you can repair and sell equipment. Ahead will be an arena full of enemies. Once you jump down into it you can’t get back out. The arena is full of traps that look like a ring of white spikes sticking out of the ground. When stepped on by a player or enemy, they trigger, stunning the target for 2-4 seconds. Of the mobs there will be a few necromancers. Necromancers continually summon skeletons as fast as you can kill them, so ignore the skeletons and simply kill the necromancer. The melee mobs are fairly straight forward. Upon killing enough mobs, the first boss, a giant pig-hound, will appear and the rest of the mobs will leave.

* First Boss: Tanks should stay away from party members, as the boss’ basic attack is a cone telegraph. Dps should stick to his sides as he will do a rear kick, knocking down anyone behind him, if people stay there too long.

Every once in a while the boss will abruptly face someone in the party and charge them, dealing significant damage and knocking them back and down. For this reason it’s best if everyone faces the boss from different directions, as multiple people getting hit can make healing back up difficult.

Periodically the boss will kick in a counterclockwise rotation, erupting a line of rocks out of the ground that damage and knock down hit players. The spell becomes easier to dodge the further away you are, but it can also be avoided by running around the boss if you are near the first line he kicks up when it starts.

As the boss becomes low he will flop on the ground and “scratch itch”, spawning 4 fleas. Fleas can be instantly killed by dragging them into traps, and relatively low damage. A single dps can pick them up and drag them over the traps scattered around the arena, resulting in more overall dps on the boss and less healing.

* Second Boss Trash: All the trash here is fairly straight forward. You can disable the lasers shooting from the sky at you by activating small satellites around the area, jumping up the series of platforms they spawn, and deactivating one of the lasers. Most mobs will deaggro you if you get to a higher up platform. The second boss will be walking in circles on a slightly elevated area next to one of the series of laser platforms. She looks like a larger Voreth necromancer.

* Second Boss: First off, the tank should try to be within melee range of her as much as possible. If they are not, she switches to a much harder hitting ranged attack. The boss will frequently assault players black spikes in the form of circular telegraphs placed at the players’ feet. Getting hit by these hurts, so I’d recommend avoiding rooted-cast spells as it’s possible to strafe out of the telegraphs if you continuously move.

There’s a semi-frequently cast X shaped poison aoe that deals heavy damage and severely slows anyone caught inside. The aoe persists for around 8 seconds, during which the boss usually assaults players with more black spikes. Seeing as you’re split up during this and the boss is casting her ranged attack from within the poison, Medics may want to consider taking as many longer ranged healing spells as they can.

The last ability she casts is a huge aoe with a roughly 1.5 second cast time which blinds all players facing her. Quite simple: turn away, don’t get blinded.

Third boss trash are same second boss.

* Third Boss: For the first 20% of this boss’ health, he doesn’t do much. Upon hitting 80%, he goes inside a giant eldan portal and an intermission begins. Two dozen or so probes come streaming out of the portal. Your party will have to dps one down quickly, as after a while every probe will explode, one-shotting anyone caught in their aoe. Currently there are a few safe places along eldan gate wall where you can avoid the blast, but that’ll most likely be changed.

After coming out, the boss will tether all party members in place and begin to cast a shockwave that takes the form of cascading rings of telegraphs. Getting hit by a wave deals moderate damage and knocks you down, getting caught in the center of the telegraph, however, means being chain knocked down to death. The waves don’t have any particular pattern to how close or far apart they are, but the next one almost always launches before the first hits the edge of its range. Healers and will most likely need help breaking their tether.

Once the boss is down to 40% he passes into the eldan portal for a second intermission. A target appears above a player’s head and large probes stream out of the portal. Currently this intermission is bugged and the bots just float there once they come out of the portal, letting you kill them easily.

Upon coming out the boss casts the same shockwave spell again, minus the tether, but moves around while the shockwaves ripple out. All that’s left from here is to finish him.