Hell Rising: Dungeon Overview
Normal and Elite Versions
Hell Rising is the first of three dungeons where the players travel into the dimension of Hell. In this version, the players are introduced to Wicker and some of the other NPC’s in the hell story. Apparently, hell is a steampunk inspired wasteland.
Hell Rising LORE (numbers wrong, all are approximates)
|3||HR||250, 259||Parking Lot|
|4||HR||297, 318||Top of ramp|
|5||HR||311, 319||After jump off|
|6||HR||377, 279||After Anitmony|
|7||HR||386, 285||Before Corroder|
|8||HR||392, 347||Atop a gear|
|9||HR||392, 347||Atop a gear|
|10||HR||508, 385||After Hardwired Fleshtank|
|11||HR||569, 507||Among columns, after traumadriver|
|12||HR||570, 493||By double door|
|13||HR||447, 471||After Machine Tyrant|
|14||HR||forgot to write loc|
|15||HR||forgot to write loc|
Hell Rising (normal) is a QL5 dungeon, intended for players in the QL4 to QL5 gear range. None of the fights require specific builds, although the second to last boss benefits from ranged dps and possibly hinder effects.
The elite version of Hell Rising is a Q10 instance. The instance is tuned for players in blue Q8/Q9 gear from the final normal dungeons. Players entering the dungeon in full green, Q10 gear may find progress difficult. The elite bosses have the same mechanics as the normal bosses. However, damage is substantially increased. DPS and Healers should consider a minimum of two hp talisman to survive periodic special effect damage.
Hell features more trash mobs and environmental effects than players saw in Polaris. Many of the these encounters can be bypassed if players explore for alternate side paths.