KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Last edited
Spoiler Warning! For those of you who wish to figure out the dungeon mechanics on your own, I would avoid reading this thread.

If any information is missing or incorrect please let me know. If you have other tips and tricks you would like added, post them below and I can edit it in. Feel free to ask questions as well!

Heroic Red Cloister is the 2nd Dungeon to be added to V&H. As a disclaimer, I will not be covering any of the following topics as the Dungeon NPC will answer those for you. This guide is strictly for mechanics and strategies.:
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Party Composition

Below are some recommendations for party roles. That is not saying that this is the best or only possible composition. Just that it accounts for all of the mechanics that players can expect going forward and takes advantage of each class's unique attributes. Form your own optimal parties with your friends but keep in mind some of the roles I discuss below. Some are obviously more vital to a successful run than others (Tanks & healers for example).

Raid Leader Tank
The raid leader does not have to be a tank but it does speed the process up as they are the ones who normally initiate battles (Tip: Liberty Drams are very useful in this zone!). It is imperative to have one raid leader who understands the mechanics and is able to chat instructions while the run is in progress. The raid leader also needs to have navigational and map awareness as bounties will spawn in different locations each session. This primary tank is often either a lightning warrior or earth shaman.

Off-Tank
Off-Tanks are not a necessity if the raid leader is a proficient high level tank but the party would benefit from having an off-tank for certain bosses which will be covered later. The off-tank does not need to have full knowledge of the dungeon but should check the raid leader's route and ensure they are not missing any bounties or steps. Off-tanks are also effective for when the DPS classes draw off monster aggro, and they can regain control of the battlefield while the primary tank focuses on maintaining the main boss's aggro. The off-tank is often either a lightning warrior or earth shaman.

Primary Healer
The primary healer focuses solely on preserving the health of the main tank(s). With bounty perks such as blasting it can be necessary to have a dedicated pocket healer to ensure the tanks remain alive. If the tank falls then the entire raid can devolve into chaos, with enemies scattering to attack the squishy DPS classes. Healers are generally holy priests or water shaman. They keep the tanks targeted throughout the run and buff them using procs. They may also wish to throw in AoE healing and shielding as well as swap targets if needed in dire situations.

Secondary Healer
For larger groups spanning multiple parties it can be quite beneficial to have a secondary healer. These players ensure that the DPS players are properly healed and shielding. Make sure that if both the primary and secondary healer are the same class, that they coordinate their HoT spells effectively. Otherwise they will overwrite each others abilities which is a waste of mana.

Crowd Control DPS
Crowd Control classes such as wizards are useful for defeating large enemy packs. Many of the tasks require dealing with groups of minions, so crowd controllers will come in handy with their AoE spells and stuns.

Single Target DPS / Support
Single Target DPS classes such as hunters, shadow priests and fury warriors are effective against dealing with boss battles and bounties. Some specs such as fury warrior and marksman hunter also have great party support spells including war-cries and dash. These will give the team an extra edge during conflicts.

Initial Preparation

Before starting the run, the crew should scour the highlighted area for 2 enemies known as Oddsy and Endsy:
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An easy way to spot their locations without checking every single room manually is to search the mini-map for individual red dots. Both Oddsy and Endsy are split off from the other groups in their chamber so they will appear slightly off to the side.
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Both NPCs are small so once you suspect they are within a certain room, reconfirm their position for yourself. Note that they could spawn in the same chamber. They will also spawn randomly in one of many different preset locations upon defeat, so do not expect them to be in the same spot for your next run.
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Oddsy and Endsy will each drop half of a key upon defeat. Oddsy will drop the Garden Key Bow and Endsy will drop the Garden Key Bit. These items will bind upon pickup - meaning that they cannot be traded. Both halves are needed in order to combine them into a single key. If two different players each take half, then the run will not be able to progress past the Dire Mother and Father bosses. One person needs to collect both halves and combine them into a single key. Each half also expires in 5 minutes, so the team must collect the second half quickly upon collecting the first.

Once a party member has both halves, they can combine it into the full Garden Key. Wait until one of the timers is nearing expiry though before combining them, as the full garden key also has a 5 minute expiration time. This key will be used directly after the fight with the Dire Mother and Father to open the gate into the Queen's Garden. Select which player will be looting the key components prior to beginning the run. Ensure that all other party members are aware NOT to loot the keys, and remind them as you fight Oddsy and Endsy. If two separate players loot each component you will have to start over.
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If you find yourself short on time during the Dire Mother and Father boss fight and the Garden Key is about to expire, you can drag both the bosses through the gate and finish the confrontation there.

The final step to take before beginning your run is for the Raid Leader to chart out a course for Stage 1. The leader should go ahead and accept the quest and hover over the instructions with the map open to plan out a route. Once the actual run begins, the raid leader can reset the quest.
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Below is an example path for the bounty configuration listed above. Note that bounties will appear in different locations but the combinations will always remain the same. Also take note of how the path utilizes the locations of Oddsy and Endsy which we found earlier to make sure we are not back-tracking or hitting extra chambers we don't need to be. This is how to chart a route efficiently. Remember that Oddsy and Endsy will spawn in random spot out of a preset pool!
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Stage I

Once the initial preparation is complete, the run can begin! Stage one tasks the team with defeating 4 out of 8 potential bounties while also slaying 25 Rose Chamberlains along the way. The route to defeat the 4 bounties should have been charted out prior to beginning. Each bounty is surrounded by 4 Chamberlains which means that 16 of the 25 Chamberlains will be defeated alongside of the bounty kills. Note that the Chamberlains and / or bounty can be invisible! They will show up once you have engaged in a conflict with the visible members of their group. There are a few options when it comes to defeating the remaining 9 Chamberlains. Either defeat the enemy pockets along the hallway as shown below (numbers indicate the amount of Chamberlains in the group). The goal should be to try and estimate the kills to the point where when the final bounty is completed, so too are the minion kills:
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Or defeat enemy packs that are within the same chambers as the bounties. Not all bounty chambers have additional enemy groups within them though, so this may be something to look for when charting the initial bounty route. There are a few methods which can be used to save time during this stage. For example the tank could draw out bounties and their minions from within their chambers using a ranged attack. This is risky however as the doorways are narrow and often the minions will get stuck on a wall attempting to exit. A less risky version of this is to head into the chamber and draw the bounty and its minions nearer the door. This will allow for a quick exit and will also stack minions closer together, making it easier for crowd control classes to dish out damage.

While you're completing your Stage 1 tasks you will need to collect the Garden Key as was explained in the initial preparation section. Let a single party member loot both parts and combine them into the full key. If Oddsy and / or Endsy spawned in either of these two areas then defeat them and loot their key component along the way to prevent the need to backtrack.
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This also means you will only have 5 minutes to complete your remaining minion and bounty kills so that you can defeat and loot the key from the other key holder before the first component expires. You should loot the second half of the key after you've completed the Stage 1 tasks. Remember to combine both halves into the full key before either half expires. If there is plenty of time left on both components then wait a bit before combining them, as the full key also has a 5 minute timer.

Once you've defeated and looted the drops from Oddsy and Endsy, you will want to defeat an enemy known as Spite. It will always appear in the far left section outside the 3 chambers:

Upon its defeat, Spite will grant nearby players a temporary speed boost. That will assist the group with running to the Dire Mother & Father. Be careful not to accidentally aggro Spite before you are ready for the boost, as it is out in the open.
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Stage II

Stage 2 will task the team with defeating the Dire Mother and Father. Both of these enemies are right next to the gate which leads to the Garden. They both also have the Templar attribute, which means that when one dies, the other will regain all of their health. Coordinate all of your firepower onto a single boss as to not waste DPS. If there is an off-tank in the group, that player alone should be holding aggro on the other boss. This is so that heavy damage AoE attacks from DPS classes will not pull it away from the tank who is focusing on the main boss.

Stage III

Stage 3 will task the team with defeating 10 Spectrals (or one Zingara), one of the two bounties within the Garden, and Maggwood the Garden boss. Before attacking anything, it is important to scout the garden for the zingara. As soon as the team enters the gate, split up and search each of the 4 grids for the Zingara. Alternatively, you could defeat Oddsy and Endsy during the preparation phase, scout for the Zingara in the Garden, and then relocate Oddsy and Endsy in 5 minutes once they respawn before starting the run. This saves time during the run itself but adds additional time during the preparation phase.
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Some players should split off right while the others head straight. Meet in the top-right grid if a Zingara is not found. The Zingara appears as a lone Zombie named Hogg the Wanderer. If it is found, then shout out to the rest of your team and wait for them to arrive before engaging. The Zingara will attack on proximity so do not get too close.
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Defeating him will complete the task to slay 10 spectrals. Depending on where this Zingara was, your next task should be to defeat the nearest bounty. This will be either Nora Withertouch or Percy Growthbane. These bounties are accompanied by Spectrals so use Grave-Bolt to pull it out or simply focus solely on the bounty and run away once it is defeated.

If no Zingara was found then the entire team will congregate in the top-right grid of the Garden. Start using ranged abilities to pull Spectrals to a central location. The pond in the center of the zone is the perfect spot. There are 3 individual Spectrals as well as the bounty Nora. Nora is accompanied by 3 Spectrals as well, totaling 6. Drag them all to the pond and defeat them. This will complete the bounty as well as 6 / 10 Spectrals
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From there move into the top-left grid (where Maggwood resides) and defeat the remaining Spectrals. These are a bit more spread out so you will not be able to drag them all into one location. It is possible to fight 3 of them at the same time as you initiate the Maggwood boss if you wish to save time as well. The 4th one at the bottom of the grid is out of range however.
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The only thing left for Stage 3 at this point will be Maggwood. He is located in the center of the top-left grid. Maggwood has a few important abilities that the team should be aware of.

Maggwood is a melee boss who will get up close and personal with the tank. Every 10 seconds Maggwood will release an AoE wave known as 'Mana Maggots'. This effect will continue to multiply for every charge that the player is affected with, and will increase everyone's mana costs. The longer the battle drags on, the worse this effect will become until players are essentially unable to use abilities at all.
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Traditional cure spells will not alleviate this ailment, however, there is another method to rid yourself of Mana Maggots. Throughout the fight sequence, 'Strange Fungi' will spawn periodically around the trees in the battleground. Keep an eye on the mini-map for red dots near the boss area as those will typically be the fungi. They'll grow larger over time and eventually explode after 40 seconds, so teams need to figure out their spawn pattern and destroy them quickly. Players must be near the strange fungi when it is destroyed in order for their mana maggots to be cured.
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Strategy: The tank should begin by keeping the boss in the center of the battleground. Keep an eye out for Strange fungi either through your peripheral or the mini-map. Once it has been spotted, drag the boss towards the fungi. DPS player should stay within close proximity of the tank at all times so that they are in range for their mana maggots to be cured. Once everyone is close enough to the fungi, DPS players should quickly destroy it. Normally players will have 2 to 3 charges of mana maggots whenever they destroy a mushroom. Repeat this process for each mushroom the tank spots. Mana will be very difficult to conserve during this encounter. Players should have a decent amount of mana potions at their disposal.

Once the boss is defeated, the effect will clear automatically. Players can then head into the nearby door (no key needed) for Stage 4.

Stage IV

Stage 4 requires teams to defeat 20 Chamberlains and 4 bounties. The leader will not have had a chance to prepare a route ahead of time, so they will need to navigate on the fly. The bounties spawn in different locations each run as well, so there is no set path that can be used each time. The combinations are the same however, and are as follows:
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There are no zingaras or keys that need to be accounted for in this stage. Simply follow the procedure used in Stage 1 and eliminate bounties and Chamberlains along the way. Each bounty will have 4 Chamberlain minions meaning that only one additional pack of 4 will be needed to finish off the stage. There are a lot of Chamberlains in the hallways however, and you may find yourself killing extras to clear a path. In this case have Grave-Bolt ready to use on any bounties where you don't need to kill their minions. Once this stage is complete, head into the chamber of the final boss: Benedicta!

If you find that you need to defeat a bounty at the top end of the hall, then key an eye out for Malice. He looks identical to Spite and spawns in the same chamber as the bounties:
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Due to the randomized spawns you may find yourself needing to visit the top-most chamber in order to complete one of Stage 4's bounties. Malice is there to provide your party with a speed boost that helps reduce the time lost backtracking through the hallways. Make sure to kill Malice after the bounty in order to gain the full value of its boost.

Just like Spite, Malice goes down very quickly so avoid killing him early with collateral if possible. Also, neither of them are on a set 5 minute respawn timer so they may not be up for every single run. Malice will grant the team a 30 second speed boost. Use this wisely!

A potential strategy that can be used for Malice if you don't need to kill bounties in the top-most chamber is to send a wizard ahead directly after the Maggwood confrontation to check for it. The wizard should use blazing speed so that they are well ahead of their party. If Malice is up, the wizard can drag it back down the hallway to their approaching team. Defeat it and earn yourself the 30 second speed boost.

Stage V

Lady Benedicta is a powerful boss that requires proper teamwork and coordination. Every so often she will release an AoE shadow wave that has a chance to inflict each player with a 'Shadow Bomb' effect. This will cause the player to glow, and each individual should keep track of whether or not they are glowing or if their allies are. In 15 seconds time, anyone affected by the Shadow Bomb spell will detonate and deal damage to all of their nearby allies. If many players explode near each other this compounding damage may be enough to kill them all. If you are glowing, back away from your allies. Likewise, if your ally is glowing then move away from them. This effect cannot be cured.
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Once she reaches the 75% health mark, she will begin to spawn Dopplegangers:
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These minions will target and paralyze their namesake, putting them out of action until they are defeated. They can go after the tank as well! Allies need to focus on defeating these minions otherwise before they know it their entire group will become incapacitated. If an off-tank is available for this fight, and they are not paralyzed themselves, they can be useful for maintaining aggro on the minions so the DPS classes can take them out as the primary tank focuses on Benedicta. The Shadow Bomb effect will continue throughout the fight so you need to keep track of both that and the minions at the same time.

Shadow Bomb Strategies: The detonation from shadow bombs is a fairly large circle around the player. People will need to spread out farther than they may estimate. A potential strategy is for each player to stand by a pillar and remain there for the entire duration of the fight. This will keep enough distance between players who detonate while allowing them a line of sight on the boss. Alternatively, teams could just have a bit more awareness of the proximity of their allies, and maintain proper distance throughout the conflict.

Doppleganger Strategy 1: If an off-tank is available, the main tank should focus on holding the boss at the altar while the off-tank drops off from attacking Benedicta once her health reaches around 80%. At this point the off-tank should stand still and keep an eye on the DPS classes and healers, and jump in as soon as one of them gets cloned. Get aggro on the doppleganger and drag it near the center of the chamber so the other DPS classes can see. Ensure to keep proper distance in case shadow bombs detonate!

Doppleganger Strategy 2: If there is only one tank, that tank should have their camera angled in such a way that they can see all of their party-members at all times. When Benedicta begins spawning clones, the tank should have lightning bolt at the ready. Try to use lightning bolt sparingly on Benedicta so that it is available for the clones. As soon as you spot a clone, select it and use lightning bolt - do NOT run towards the clone. Use this ranged taunt to drag the clone to you. Note that it takes a few seconds for your threat to register. DPS classes should try not to attack or stun the clones until the tank has successfully dragged it to Benedicta. Otherwise, the clone may decide to go after the DPS classes or remain stunned for too long and diminish the value of this tactic. Once the clone has arrived at Benedicta, DPS classes as well as the tank should target and defeat it.

Final Countdown: When Benedicta is on her final stages she will spawn clones more often. It is up for the team to decide at which point they should swap their priority from defeating the clones, to finishing off Benedicta. If her health is very low it is recommended to quickly end her as that will be faster than trying to defeat the remaining clones.

Good luck!
 

chocaholic

Great Adventurer
Platform
Android, PC
Thank you for the tips, just explored this area. Much easier to follow now I have read this guide. Appreciate your post.
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Thank you for the tips, just explored this area. Much easier to follow now I have read this guide. Appreciate your post.
Thank you very much! Glad to hear it :D
 

Ru Ru

Huntress
Characters
Ru Ru
Platform
Android, PC
Thank you so much for the guide!! :)

Btw, Oddsy and Endsy do appear in the same chamber. I'm just not sure if they're beside each other or not because I'm not the one to discover them that time.
 
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KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Thank you so much for the guide!! :)

Btw, Oddsy and Endsy do appear in the same chamber. I'm just not sure if they're beside each other or not because I'm not the one to discover them that time.
Oh that's good to know! I've updated the guide to include that information, thanks
 
Reactions: Ru Ru
  • Likex1

Queeny

Citizen
Royal Guardian
Characters
Jenny The Brave ...
Platform
Android, PC
ty Skaavveek, your guide is on the Wikipedia now :)
 
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Karma

Citizen
Characters
Karma, Boot
Platform
Steam
A great guide and outstanding amount of work!

Thank you very much!
 

Sinjin

Jack Of All Trades
Platform
iOS
Personally, I’d like to thank you for all the effort running the dungeon, testing and lastly all the time it took to write this up. You’re a huge asset to the community. I look forward to when we can add this new content to the weekly US3 server-wide dungy rotation :)
 
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Dawnfire

Great Adventurer
Royal Guardian
Characters
Athon Dawnfire
Platform
Android, PC
Amazing guide (as always ;) ), I think you covered pretty much everything there is to know
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
ty Skaavveek, your guide is on the Wikipedia now :)
Great news, thank you for doing that!

A great guide and outstanding amount of work!

Thank you very much!
Amazing guide (as always ;) ), I think you covered pretty much everything there is to know
I appreciate it, glad you found it helpful :)

Personally, I’d like to thank you for all the effort running the dungeon, testing and lastly all the time it took to write this up. You’re a huge asset to the community. I look forward to when we can add this new content to the weekly US3 server-wide dungy rotation :)
Thanks a lot Sin! I can't wait to get this added to the server runs too. Might try it on Sunday as a quick training demo
 

Giruv

Merchant
Characters
Verrier
Platform
PC
Thanks for the spoiler warning! just finished my first run, it went so fast that i can't really tell what was happening, this guide is very helpful and make me understand most of the detail. Just want to add a little, I believe all of the priest bounty have divine hammer, so you might want to use dram of liberty here, especially if you're the player that will have to pull the second group of enemy, because if you're caught of position and then stunned with divine hammer you could die. As for DPS class don't forget to bring mana potions it helps a lot on Magwood fight (the treant elder)

Also can you please explain this part a bit more @SKAAVVEEK
Traditional cure spells will not alleviate this ailment, however, there is another method to rid yourself of Mana Maggots. Throughout the fight sequence, 'Strange Fungi' will spawn periodically around the trees in the battleground. They'll grow larger over time and eventually explode, so teams need to figure out their spawn pattern and destroy them quickly.
it needs more detail like should you attack this fungi or should we stand nearby it when it is destroyed, or just destroy it whenever you see it?
 
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Roak

Squirrel
Platform
PC
Thanks for the spoiler warning! just finished my first run, it went so fast that i can't really tell what was happening,
Ah,so you were with me (Gold,baby!) :)

One thing I can say about this Dungeon is that it requires from the leader good preparation and quick thinking in upper part.
I'm still a bit puzzled about the shrooms,still havent seen any.
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Thanks for the spoiler warning! just finished my first run, it went so fast that i can't really tell what was happening, this guide is very helpful and make me understand most of the detail. Just want to add a little, I believe all of the priest bounty have divine hammer, so you might want to use dram of liberty here, especially if you're the player that will have to pull the second group of enemy, because if you're caught of position and then stunned with divine hammer you could die. As for DPS class don't forget to bring mana potions it helps a lot on Magwood fight (the treant elder)
Good tips I've added them into the post thanks!

Also can you please explain this part a bit more @SKAAVVEEK

it needs more detail like should you attack this fungi or should we stand nearby it when it is destroyed, or just destroy it whenever you see it?
Yes you will want to stand by the fungi when it is destroyed to rid yourself of mana maggots, I've added that in now as well.

One thing I can say about this Dungeon is that it requires from the leader good preparation and quick thinking in upper part.
I'm still a bit puzzled about the shrooms,still havent seen any.
I'm really glad that leadership and communication is an important part of this dungeon! I hope this trend continues. I'm happy I'm not the only one who noticed the lack of fungi spawning. When I went alone to get the screenshots I saw plenty of them, however, whenever I fight the boss with a group I hardly see a single one or sometimes none at all. I think it may be a bug so if it happens again it's worth bug reporting.

In any case, I wouldn't even worry about the shrooms in the current setup. The boss can be defeated easily enough without destroying them, I made a post about it here if you agree: https://www.madottergames.com/forums/threads/red-cloister-maggwood-feedback.1304/
 
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Imtabled2

Citizen
Characters
Orla, Rowahn, Amrin
Platform
iOS, PC
Thank you so much for the guide!! :)

Btw, Oddsy and Endsy do appear in the same chamber. I'm just not sure if they're beside each other or not because I'm not the one to discover them that time.
I've been running around in this dungeon a lot today. I don't know if this changed with the patch, but oddsy and endsy have not once been in the same chamber and a few times they were on opposite ends of Stage 1. So it is definitely best to scout them both out in advance. If they are on opposite ends, I would wait until you have killed all the minions and bounties in stage one before going after them or one of the key frags will expire.
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Quick update: Added a few Benedicta strategies at the end, please post your own!
 
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Ru Ru

Huntress
Characters
Ru Ru
Platform
Android, PC
I've been running around in this dungeon a lot today. I don't know if this changed with the patch, but oddsy and endsy have not once been in the same chamber and a few times they were on opposite ends of Stage 1. So it is definitely best to scout them both out in advance. If they are on opposite ends, I would wait until you have killed all the minions and bounties in stage one before going after them or one of the key frags will expire.
I ran the dungeon a lot too and seen them 3 times in the same chamber.Once before the fix. I've seen them near each other, and sometimes one is near the doorway, while the other is on the back of the room xD Thats why yeah, better to scout them first. Even tho they stand separately with other minions, sometimes the red dots are cluttered anyway that it won't be obvious there are red dots isolated. And if they stand next to each other, then they wouldn't look like isolated ?
 

Giruv

Merchant
Characters
Verrier
Platform
PC
@SKAAVVEEK I think this could be added to the guide, I think the stage IV task always the same. So with this list the leader should be able to prepare a route before starting
Red cloyster 4th task.png
 

KAVE

Adventurer
Royal Guardian
Characters
See Signature
Platform
PC
Sorry for the delay. I will update this guide when I get back home in a week.
 
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