Liar of Lostmauth (LOL / ELOL)

One of the three red dragon lords of Tuern that claimed the underground temple as his lair, which was built by seafaring barbarians of Tuern in service to him. As a red dragon, his greed and vanity manifest in his throne room with glorious mounds of gold coins and molten gold snaking through – a courageous yet foolish thief’s dream. But what does Severin want with Lostmauth? Do you dare to find out?

Getting there

After entering the dungeon we must kill four enemy groups to progress to the first boss. Individual Golems count as full groups because they are extremely sturdy. The easiest way to complete the task is to aggro the first Golem near the entry and then run straight to the group of cultist in the top left corner. The first Golem will follow and you can kill two others and the patrol at once, avoiding three other groups of patrolling cultists and completing the task as fast as possible.

The Drake Rider

The first boss guards the entrance to Lostmauth’s Lair. There are two phases. In the first phase he will sit on his Drake Mount and use the following attacks:

  • Throwing Spear: His spear can one or two shot any non-tank class in the game. It is automatically triggered if you are too far away from the boss, no matter how many aggro your tank has. How far is too far? You can orientate with the circle on the ground of the arena. If the boss is in the center, you shouldn’t step outside that circle. Ranged classes should stay in mid-range to the boss to be save.
  • Maul and Claw Attack: Melee classes should avoid the front of the Drake Rider. While in the first phase the Drake makes a bite and claw attack in a small, NOT DISPLAYED, AoE in front of him. This attack is as powerful as the spear attack and can one or two shot any none tank class in the game. The best way to position is to stay sideways to the boss.
  • Jumping Attack: Also the boss likes to jump around. Avoid being hit by it and try to stay close to his landing area because if you are too far away he will start throwing spears.

Second phase

At 50% health the second phase starts with the Drake Rider de-mounting. Now you must fight against the Rider and his drake separately. The Mount has the same attacks like any other drake. He will jump his target doing medium damage, bite (similar to the Maul and Claw attack) and make an AoE attack around him that will drain the live of any none tank class very fast.

The Rider has three different attacks. He makes medium damage with his spear and two very powerful telegraphed attacks. One is a shield bash attack and displayed as a cone shaped AOE in front of him. Everyone in this cone will be proned and receive a lot of damaged. The other is some kind of roundhouse strike with his spear. The Rider telegraphs this attack by lifting one arm holding the spear to charge it up for about 3 seconds, every none tank class should leave the melee range if he starts doing that.

How to approach the fight?

Nothing unusual has to be done. The tank starts taking aggro of both bosses and other party members just have to be aware of the AoE attacks and start backing off a bit. If one of the two dies, the other one will get a power up displayed by growing in size. This is a nice effect but nothing to worry about.

THE WAY DOWN

Now adventurer’s delve deeper into Lostmauth’s cave. The path you will take to the next boss is decided by Lostmauth himself, players have no say in it. After clearing a room full of adds, one out of three doors open randomly and lead players to different obstacle runs. While the middle and right ones are relatively easy to accomplish, you only fight against multiple groups of monster with a bit of falling debris or some fireballs that are easy to dodge, the most challenging is the jumping path on the left.

The jumping puzzle

The one way with the fewest monsters to fight awaits behind the left door. Here you will encounter a jumping puzzle and only one Golem in the middle of the track.

Before we start, here’s a small reminder: You can jump higher and farther by holding the spacebar instead of shortly tap it. This is crucial! Also you jump farther with a higher movement speed.

The jumping puzzle starts off with some kind of weird stairway filled with Lava and Fireballs crossing the sideways. The easiest way to bypass the fireballs is to go to the left or right side of the track. That way fireballs can’t properly hit you because they actually end before of the end of the stairs, leaving a save spot.

After the Golem the next part of the jumping puzzle is a pond of lava. It has small platforms in it and some contraptions shooting fireballs. If you have plenty of Hit Points to spare you can try to jump into the lava and simply run straight to the other side before you are burned to death, but that rarely works well unless you want to feel like a well done steak. Which means you must jump across on the platforms and avoid being hit by fireballs. The easiest way to cross this part is to use the most left platforms. These will partially lead you outside the pond with a cliff underneath you that instantly kills you if you fail. The platforms however are very close to each other. Even classes with a low movement speed shouldn’t run into much of a problem and also no fireball can hit you there.

Scorpions

Lostmauth isn’t the only dangerous creature in this cave. He has a pair of giant Elemental Lava Scorpions as pets. Sounds dangerous? It is! (and beautiful, wish I had one as Mount…) Every attack in this fight has the potential to instantly kill any non-tank class. The Twin Scorpions have four attacks to unleash upon your group:

  • Claw Attack: A full frontal claw attack. Avoid staying in front of any scorpion.
  • Fire Breath Attack: Within a very large cone the Scorpion will telegraph a fire breath attack in front of him. More reasons to avoid staying in front of him.
  • Lava Attack: The scorpion will use his tail to spill out a small puddle of Lava in front of him. This is an attack even the tank should avoid. Being hit by it will not instantly kill the tank but makes him prone and does a tremendous amount of damage over time. In case you are unlucky to fall prone in the lava puddle even your tank can die.
  • Fire Rain: Every now and then the scorpion will generate a rain of fire around him. These are small AoE fields that target every character. As soon as this attack starts you should try to back off a bit and wait like six to ten seconds until this attack is over. Your tank should be save by using his shield.

How to deal with it?

There are two ways to approach the fight. If your tank is capable enough he can tank both scorpions. Best way is to have one scorpion in front of him and one to his left or right. That way it’s easy for the remaining group to stays behind both scorpions. Additionally it shields the group from being hit by the fire breath attack and the tank can easily back of a few feet as soon as one scorpion starts the dangerous lava attack. In any case the DPS should focus one scorpion, it will get way easier as soon as the first is dead.

If your tank has trouble with the incoming damage from two scorpions, someone else must play bait. While the tank gets aggro from the left scorpion, another party member takes the right one and pulls him to the end of the arena. To avoid incoming damage you simply have to run around in circles a bit. But beware! Don’t let the front of the scorpion aim at the direction of your teammates. The fire breath attack is extremely large and can hit them. As soon the teammates killed the left scorpion, the tank overtakes aggro and the group can finish it off.

After you slaughtered a very trivial wave of Cultists, you enter the vault of Lostmauth. Sadly the riches shown here are only mere decoration.

Final dragon



Useful Information:

The arena itself is small, making it difficult to avoid attacks. You’ll have to be aware of your surroundings unless you want to end up one of Lostmauth’s meals.
Though Lostmauth has no true “minions” in this fight, the various amounts of hazards might be even worse, as they won’t disappear at the slash of a sword. By far the most troublesome are the fireballs that come from the sides of the stage due to their ability to knock an adventurer back.
Using the Fang, Scales, and Claw of Bahamut will help you out in the long run. Artifact-wise, Kessell’s Spheres of Annihilation are quite effective due to the number of spheres that hit Lostmauth’s hulking figure.
Easter Egg: The molten gold around the platform will not damage you once Lostmauth is killed so feel free to find out what it’s like to swim in blazing hot gold.


Class Specific Strategies:

Guardian Fighter – Expect to have the wind knocked out of you left and right as you desperately try to block the entire kitchen sink Lostmauth throws at you. Being the slowest class, you’ll get the chance to make a lot of new friends in the form of fireballs. When Lostmauth starts to use his draconic gaze ability, your job is to get in the way and either block or act as a meat shield, so keep your eyes peeled. Even though Lostmauth doesn’t move it won’t be easy to keep him targeting you, but that is your goal throughout the fight.

Recommended Skills:

Iron Warrior: A Hail Mary card in desperate situations.
Into the Fray: The amount of AoE attacks you’ll need to dodge makes the Run Speed buff all the more useful.
Supremacy of Steel: We would choose this over Knight’s Challenge, as Lostmauth can do enough damage to kill you in one hit if he doubled his damage. With Supremacy of Steel, you can at least do a portion of that damage back to him.


Great Weapon Fighter – Unstoppable is your best friend.
Pummel Lostmauth with single target attacks while Sprinting around each AoE attack. Pretty straightforward.

Recommended Skills:

Restoring Strike: A nice single target attack that can heal a small portion of your health that was probably kidnapped by a fleeting fireball or stalactite.
Flourish: One of the better single target attacks. Its speed might be a problem, but you’re a GWF. You should have enough HP to survive at least one attack.
Indomitable Battle Strike: A quick whopping dealing massive damage!


Devoted Cleric – Good luck, brave acolyte! With everyone running around like headless chickens, as a support class, you will have your hands full. Avoid any power that has you standing in the same spot for more than a second (like Bastion of Health). Astral Shield might not be a good choice for this fight, but if you are great at placement, then by all means feel free to use it.

Recommended Skills:

Divine Glow: The small battlefield means a higher chance to buff your party members.
Forgemaster’s Flame: Same with Divine Glow, but with healing instead.
Sacred Flame: A more consistent AoE heal you can throw out whenever.
Hallowed Ground: Due to the gigantic range of this Daily, this should cover virtually the entire platform or at least half of it.Trickster Rogue – Much like the GWF, you’re pure DPS. Use as many single-target heavy hitting attacks. Unlike the GWF, you’re pretty squishy and don’t have Unstoppable so don’t go running in blindly. Not like you would anyways; you’re a Rogue! There’s quite a few ways to avoid AoEs in your arsenal of powers, but they’re not all worth the risk or payoff.

Recommended Skills:

Wicked Reminder: Great for the whole party when a Rogue is usually greedy.
Lashing Blade: Your main damage-dealing power. Use it in Stealth whenever possible.
Shadow Strike: Builds Stealth, which means you can technically throw out two Lashing Blades in a row.
Lurker’s Assault: Increases damage and Stealth regeneration. Sounds like Rogue heaven!


Control Wizard – Control Wizards can deal ridiculous amounts of damage either by utilizing Smolder and Rimefire or lightning passives. Chill is virtually useless as Lostmauth neither freezes or moves, but it might be worth it for Rimefire. A CW can just blindly shoot off their single-target spells and avoid the AoEs. You’d be surprised at how much periodic damage is dealt.

Recommended Skills:

Ice Knife: Fire this off as much as you can. It’s awesome.
Ray of Enfeeblement: Use this in Spell Mastery to help not only yourself, but your entire party.
Icy Rays: Since both the rune and the target will be Lostmauth, this will be particularly effective.
Shard of the Endless Avalanche: Even if you miss, the mere size of Lostmauth means you might hit him when the shard explodes.


Hunter Ranger – With nowhere far to run and long startup times for powers, a HR might have some trouble with Lostmauth. You might find a safe spot to fire off a power, but get knocked by a fireball from behind and get interrupted; all those precious seconds wasted! I’d avoid Aimed Shot, Marauder’s Escape, and Hawk Shot. Grasping Roots also don’t work on Lostmauth, but it’s not like he moves anyways.

Recommended Skills:

Rapid Shot: Probably your best At-Will because it’s…rapid.
Cold Steel Hurricane: Like the other dragons, the orbs from this power will hit Lostmauth multiple times.
Fox’s Cunning and Shift: A free dodge and quick damage.
Rain of Arrows: Since Lostmauth doesn’t move, this is pretty good, but the startup might be a problem.


Scourge Warlock – Still a somewhat new class, there are numerous ways to go about fighting Lostmauth with a SW. Obviously, don’t use anything that requires the death of an enemy like Dark Spiral Aura or Dark One’s Blessing. Focusing on Soul Puppets might not benefit you as well as a Soul Puppet will most likely die very fast due to the fact that it can’t dodge willingly. Keep your Curse on him at all times and suck his life away with single target spells.

Recommended Skills:

Vampiric Embrace: A Hail Mary card in case you get hit.
Flames of Phlegethos: One of the better single target Dailies.
Warlock’s Bargain: A hit or miss. If you’re not great at dodging or are slightly masochistic, this is the power for you.
Killing Flames: Though you won’t spawn a Soul Puppet, this still deals decent damage, especially when Lostmauth’s HP is low.

Attacks and Mechanics:

@100% Health

Fire Breath: An iconic attack of the red dragon, Lostmauth will let loose a scalding stream of fire that will melt anyone caught in it in a second. Deals heavy damage with the potential to push you back into the molten gold.

Fire Burst: This move is present throughout the entire fight and will be one of Lostmauth’s main attacks. It comes out lightning fast and spreads over the entire arena. Deals light damage but is almost constantly present so be careful.

Tail Swipe: A mighty swipe behind Lostmauth that can heavily damage unsuspecting players.

Bite: Quick snap in front that deals medium damage.

@~90%

Fireball Hazards Start: Multiple fireballs are summoned and spiral around Lostmauth. These fireballs may not hit for much damage, but they have a very large knockback effect and can easily disrupt planning. Be very careful to avoid them or you may end up in the pools of gold surrounding the arena.

Fire Claw Strike: A quick claw swipe that sends out a burst of fire. This move can hit targets that are close by and far away from him.

Fire Field: Releases a fireball that travels to a location and leaves a burning area on the ground. This area lasts for 25 seconds and deals damage over time.

@~80%

Wing Buffet: Lostmauth rises into the air and causes a large gust of wind that will heavily damage anyone in a large area around him as well as send you flying.

Dragon’s Roar: A fierce roar that stuns all targets around him for a brief period of time.

@~70%

Environmental Obstacles: At this point, stalactites will begin to fall and hit anyone standing under them. Watch the two red splats; once the inner one reaches the outer, the stalactite will drop. These will deal light damage but can be a problem since they can disrupt you while you attack. Lostmauth will also begin to submerge certain portions of the arena in molten gold. You can tell which ones are about to be covered by looking for the red outlines on the zone of the arena that appear for 6 seconds before the attack. Players caught in the gold will have the Molten Gold debuff and take damage while they are in it. While not an instant kill, you would be wise to avoid it as much as possible.

Rain of Fire: Similar to the Fire Field attack, this move causes smaller but many more Fire Fields around the arena. They will start spreading across the arena but will become more clustered as the fight goes on.



@~60%

Eye Laser: Lostmauth singles out a target and begins tracking his eye laser on them. This tracking will last for a few seconds before blasting the target for heavy, near fatal damage. This attack can be blocked by the Guardian Fighter’s Guard ability and can also be intercepted by another player, though this is more difficult than it sounds since there is always another attack going on as well.

@~50%

Field of Gold: Lostmauth will flood the entire field in molten gold. You will have no choice but to just try to survive using healing potions and skills to endure through the attack.

Lostmauth now begins submerging 2 zones in gold.

@~40%

After flooding the area, Lostmauth will fly into the air, giving you time to heal and get your buffs renewed before he returns. During this time, you can still be hit by falling debris so be careful while you get ready.

@~20%

Towards the end of the fight, Lostmauth will now begin to submerge 3 zones in molten gold. This will cover a whopping 60% of the arena and can be difficult to navigate.