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Event information

Friends Chat – Panjy16

– Panjy16 Location – Pit of Trials entrance, world 39

– Pit of Trials entrance, world 39 Date and time

UTC Pacific Mountain Central Eastern UK Europe East Aus 8:00 pm

Sat, 27 May 12:00 pm

Sat, 27 May 1:00 pm

Sat, 27 May 2:00 pm

Sat, 27 May 3:00 pm

Sat, 27 May 8:00 pm

Sat, 27 May 9:00 pm

Sat, 27 May 7:00 am

Sun, 28 May

The event is over.

Requirements: None to participate in Raids, though we will generally take people with minimum 80 or 80 , 85 , 80 , 71 (deflect melee, though regular prayers are fine), and 67 (war tortoise or pak yak only). Minimum gear requirement is t70 armour and t75 weapons.

None to participate in Raids, though we will generally take people with minimum 80 or 80 , 85 , 80 , 71 (deflect melee, though regular prayers are fine), and 67 (war tortoise or pak yak only). Minimum gear requirement is t70 armour and t75 weapons. Drops distribution: Individual loot





This is a dangerous activity.

lose your items and will need to If you die, you willand will need to reclaim them from Death or your grave

Beastmaster Durzag is the first boss of the Liberation of Mazcab raid. There are no hard requirements for facing him, though surviving the kill requires high combat stats and good gear.

As this is usually a popular event, please familiarise yourself with the fight from this page or a recent video, and gear appropriately so you are ready to join the teams. We will take those who are more prepared first. Also, preferably download Teamspeak, as we will be using it for this event. See the Communication section below for details.

Kick warning

The fight has several mechanics and different phases to look out for. After the horde phase and Beastmaster Durzag spawns, there will be designated tanks for the pets Cormes, Krar, and Tuz and then for Durzag himself. Listen to ranks when they call for you to get off a target and switch to a different one. Participants should pay attention to these calls and also not attempt to provoke the pets or Durzag off the tanks. Those who do not listen to directions or who provoke the targets will be kicked. Also, all participants must have their privacy mode set to Anyone so we can check gear.

Communication

If it's your first time to Beastmaster Durzag or you're not very familiar with the fight, listening to calls is extremely important. As such, most teams try to get together on a voice communication program like Discord. The wiki has its own Discord server, which we very highly recommend using. We will likely use the channel #events and potentially others if there are multiple teams/instances running during the event. You don't need a microphone to speak, it's more important to listen when learning the boss. For those who aren't present on Discord, there will be in-game calls of course.

Equipment

Durzag attacks with AOE melee, and anyone close to him will get enrage stacks. Therefore, at this event, we will only take participants using magic or ranged. Additionally, this is end-game PvM content and requires high combat stats and good equipment. Because the fight only allows a maximum of 10 players at a time, those with better gear (t90 power armour, t90 weapons) will be prioritised and at most one or two participants with gear meeting the minimum criteria (t70 power armour, t75 weapons) will be allowed in each fight to ensure smoother kills.

The table below covers the best equipment to bring. Either ranged or magic gear is necessary, and dual-wield versus 2-handed weapons is up to your choice. Participants will be DPS only, meaning that you should ideally be using your best power armour and not tank armour, if it can be avoided.

Inventory/Gear tips

Magic

Bring runes for the best spell you can use. On the standard spellbook, Air Surge is typical; all Surge spells deal the same damage capped by weapon tier. If on the Zaros spellbook, you can use Shadow Barrage for the accuracy debuff on your target, or you can use Blood Barrage if you are worried about food. Ice Barrage is typically not advised because we do not want the pets Tuz and Krar to be bound often.

Keep Torment on at all times if you have 95 Prayer.

Magic gear/inventory setups High tier Middle tier Low tier

Ranged

Remember to bring the ammo required by your weapon.

Keep Anguish on at all times if you have 95 Prayer.

Ranged gear/inventory setups High tier Middle tier Low tier

All

Bring an Enhanced Excalibur for handy healing.

Dreadnips (of any style) are great for use on the pets and Durzag; bring them if you have them.

Stat-boosting potions should absolutely be used - Supreme overloads are the best, though you can use Holy overloads or regular Overloads if you don't have them. If you don't have overloads, bring the best extreme or super ranging/magic potion you have available. One potion should be enough for each kill.

be used - Supreme overloads are the best, though you can use Holy overloads or regular Overloads if you don't have them. If you don't have overloads, bring the best extreme or super ranging/magic potion you have available. One potion should be enough for each kill. If bringing Saradomin brews, remember to bring 1 dose of Super restore for every 3 doses of brew.

Bring enough prayer for the whole fight. If using the level 95 Prayers, Torment for magic and Anguish for ranged, bring 12 doses of prayer potion. If you do not have 95 Prayer then you can bring 8 doses.

If using the level 95 Prayers, Torment for magic and Anguish for ranged, bring 12 doses of prayer potion. If you do not have 95 Prayer then you can bring 8 doses. Ring of vigour switching when using ultimate abilities enhances DPS and is an important asset for high level PvM.

A Sunspear of the appropriate style augmented with Planted Feet is great for extending Death's Swiftness or Sunshine during the kill.

Adrenaline potions are very useful when used in conjunction with ring of vigour switching after using an ultimate ability in order to rapidly use threshold abilities while in your Sunshine or Death's Swiftness.

Bring a shield in case of emergencies.

The teams will have strong tank roles and 1-3 experienced DPSers, while the rest of the team will be comprised of regular event participants. Experience and gear will vary, so kills will be longer if the DPS output of the team is slow. Thus you should fill the rest of your inventory/BoB with at least sharks, though cavefish or rocktails would be preferred. It is not recommended to take a DPS familiar (Steel titan, Nihil) in case you end up using more food than anticipated.

to take a DPS familiar (Steel titan, Nihil) in case you end up using more food than anticipated. Remember to get a bonfire boost before the kill; there is a permanent fire at the Raids entrance.

Set quick prayers to Protect Item, Deflect Ranged/Deflect Melee, and Anguish/Torment if you have 95 Prayer.

If you have completed Call of the Ancestors, you received 3 Liberation of Mazcab reroll tokens. You may use one of these per kill.

If you have a piece of inferior raids gear or an achto piece and you're looking to get another achto piece, remember that you do not need to bring the piece you already have to the raid. You still get double chance for the next piece with it in your bank. In fact, don't bring them so that you can use better power armour as a DPS.

The fight

Before the start

All participants in each kill will have to be invited to a Liberation of Mazcab - Raids group via the grouping system. Everyone needs to mark themselves as ready in the group, then the leader will complete the group and teleport everyone to the Raids entrance. Enter through the portal and run northwest and jump down into the Pit of Trials. When all 10 members are present in the arena, the team leader will speak to the Goebie in the middle of the arena to initiate the fight.

Horde phase

After speaking to the Goebie, a counter of 39 Tuska-related monsters will appear at the top of the screen. From the four gongs on the walls of the arena, there will be several waves of melee Chargers and melee and ranged Airut that appear. Focus on killing the Airut and then the Chargers, taking special care to watch for whether you are being meleed or ranged by the Airut. These Airut are much stronger than normal, and you can be killed very quickly if they spec you. If you die during the Horde phase before you attack BM, you will not be eligible for loot! When the counter hits 21, the first pet Cormes will appear from the western gong and a designated pet tank will provoke its attention away from the DPS pile. While Cormes is alive, your priority is to kill the Airut, attack Cormes, and keep the Chargers alive. If these Chargers die before Cormes is dead, the next wave of Airut will appear and this phase will be more difficult on the team, with an increased risk of death. After Cormes dies, finish off the Chargers and continue killing the rest of the Airut waves until the counter hits 0 or 1.

Beastmaster spawns

The Horde phase ends when all the Airut and Chargers are killed. At that time, Durzag and the second pet, either Tuz or Krar, will spawn at the north gong. Simultaneously, 24 Chargers will spawn in cages in the perimeter of the arena. DPSers will stay in the center of the arena, while a designated pet tank leads the pet to the northeast corner. The base tank will lead Durzag to the southeast corner, and two event helpers will release the 12 north Chargers and the 12 south Chargers. The Chargers will be lead to the southwest corner and killed quickly with AOEs, then those DPSers will return to the DPS pile in the center.

The regular DPSers will focus on attacking the second pet. Use Death's Swiftness or Sunshine in conjunction with thresholds and reduce the pet's health from 750k to 150k. Shortly after BM spawns, the third pet will spawn in a random corner. Another designated pet tank will take the third pet to an unoccupied corner, usually the northeast corner. Remain on the second pet until their health reaches about 150k, then switch to the third pet in the other corner. Do not kill the second pet. Focus on the third pet and reduce its health to 150k as well. When the third pet's health reaches 150k, everyone will focus on Durzag in the southeast corner.

Randomly during this part of the fight, BM will throw out single moving dynamite-looking bombs that will approach a nearby player. Disarm these if you can, because they will hit 2k magic damage that will reset defence abilities to anyone nearby. He will also throw out caged Chargers near him that will be released on their own after a certain amount of time. Event helpers should release and kill these to prevent them from attacking the base tank.

BM will usually attack a few DPSers with ranged, so pray against ranged if you're receiving that damage. Other damage taken during this phase may come from pets, which can sometimes barge away from the pet tanks and to the base/backup base or the DPS pile. Try to keep your health up in case of a pet jumping to you, which can hit 4-5k with melee. Both pets can jump on you at the same time, as well. In the event that a pet jumps, do not stun the pet and do not stand between the pet and the pet tank so that they can lure the pet back to the northern corners. Because of the jumping pets, if you are not getting ranged attacks, then you may want to use deflect melee.

Lastly, he may do a flurry attack where he pulls in nearby DPSers and deals rapid, heavy melee damage. You can rotate Anticipation to counter this, though it happens randomly. Praying melee also helps with this if you are not getting ranged as well. If you do get pulled in, surge or escape out of it very quickly and then eat up. Regardless, continue DPSing Durzag until he reaches 750k health.

Enrage phase

When Beastmaster Durzag's health hits 750k, he will enter his enraged phase and throw out one bomb for every person in the arena. It is extremely, extremely critical that you defuse these bombs! They will follow players and deal 2k magic damage and reset your defence abilities. Failing to defuse bombs will lead to things like this, which can lose a kill. At this point, get off BM and kill the pets, starting with Tuz and then Krar. Afterward, focus on killing BM, as this is the most difficult part of the fight. He will throw out bombs regularly, and also chargers which will barge to random nearby players if not released from their cages. Watch your health, help clear chargers, and defuse bombs while DPSing BM. The kill is over when his health reaches 0. After BM dies, you can loot his body and reroll once if you have a reroll token or have 5000 Goebie reputation. If you died during the kill, you can either loot from Fetcher outside the Raids entrance or re-enter the instance and loot from BM directly. Congratulations!

Drops

Unlike at most bosses, each person in the kill will receive their own independent loot. Therefore there will be no splitting of drops. It is also important to note that you must survive to the point where BM spawns, and the team must have a successful kill in order to receive loot. Loot received will include Teci, a currency to buy inferior Raids armour from the Armoursmith, and various resources.

There is also a chance to receive a Mazcab ability codex, a tradeable item that can unlock one of the four Raids abilities: Onslaught, Corruption Blast, Corruption Shot, and Storm Shards + Shatter. You may also receive superior (Achto) versions of the Raids gear, namely Tempest, Primeval, and Teralith.

Durzag can also drop two pets, Lil' Tuzzy and Diddyzag. Lil' Tuzzy can only be obtained on loot kills from BM's corpse or Fetcher and can be obtained from a reroll. It has a 1/512 drop chance with no threshold, and is not a requirement for Insane Final Boss. Diddyzag can be received regardless of loot, and is dropped upon Durzag's death rather than in the loot. You must be alive at the end of the kill to have a pet chance. The drop chance is 1/300 with a threshold of 1/60, and it is a requirement for Insane Final Boss.

For a full list of Beastmaster Durzag's drops, see Beastmaster Durzag#Rewards.

TL;DR