Strategies for Beastmaster Durzag

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Invasion plans.png
This article is a strategy guide for Beastmaster Durzag.
Information on mechanics, setups, and tactics is on this page.

Recommended levels and equipment[edit | edit source]

Level recommendations
Style All Large.png
It is recommended to have at least level 90+ in your chosen combat style (Attack & Strength, Ranged or Magic).
Defence.png
It is recommended to have at least level 90+ Defence.
Deflect Melee.png
At least 71 Prayer and ancient curses are recommended to protect against this boss' attacks.
Overload detail.png
Use the best combat potions that you have to increase your hit chance and damage. Overloads are recommended at level 96 Herblore.
Precise.png
Augmented gear with basic perks is sufficient at 86 Invention.
Gameplay
Deflect Magic.png
This boss has mandatory prayer-switching and a secondary action bar with hotkey-bound protection prayers is strongly recommended.
Equipment recommendations
Optional boosts
Summoning.png
Use a damage-boosting familiar to increase your damage: Ripper demon, Kal'gerion demon, Blood reaver, or Steel titan.
Slayer helmet immune.png
This boss does not count as any slayer task, and the slayer helmet damage boost has no effect.
Anti-poison Active (self status).png
This boss is not poisonable: cinderbane gloves and weapon poisons do not deal additional damage.
Inquisitor staff detail.png
The inquisitor staff deals +12.5% ability damage and has a flat +10% hitchance when used against this boss.
Seren godbow detail.png
The Seren godbow's special attack is worth using on this target with Ranged as it is a 4x4 target.

Level recommendations
Style All Large.png
It is recommended to have at least level 90+ in your chosen combat style (Attack & Strength, Ranged or Magic).
Defence.png
It is recommended to have at least level 90+ Defence.
Anguish.png
At least 95 Prayer and ancient curses are highly recommended to improve your damage.
Overload detail.png
Use the best combat potions that you have to increase your hit chance and damage. Overloads are recommended at level 96 Herblore.
Aftershock.png
Augmented gear with advanced perks is recommended at 120 Invention.
Gameplay
Deflect Melee.png
If you deal low damage use protect from melee or deflect melee.
Deflect Magic.png
This boss has mandatory prayer-switching and a secondary action bar with hotkey-bound protection prayers is strongly recommended.
Equipment recommendations
Hybrid.png
Use tier 90 weaponry or better
(see recommendations).
Vengeful kiteshield detail.png
You require a shield switch because you need to use defensive abilities whenever they are on cooldown in order to survive Beastmaster's massive damage.
Optional boosts
Summoning.png
Use a damage-boosting familiar to increase your damage: Ripper demon, Kal'gerion demon, Blood reaver, or Steel titan.
Slayer helmet immune.png
This boss does not count as any slayer task, and the slayer helmet damage boost has no effect.
Anti-poison Active (self status).png
This boss is not poisonable: cinderbane gloves and weapon poisons do not deal additional damage.
Inquisitor staff detail.png
The inquisitor staff deals +12.5% ability damage and has a flat +10% hitchance when used against this boss.
Seren godbow detail.png
The Seren godbow's special attack is worth using on this target with Ranged as it is a 4x4 target.

Overview[edit | edit source]

Beastmaster Durzag is the boss of the first part of the Liberation of Mazcab raid. He must be fought by a team in an instance organised through the Grouping System; up to 10 players can form the team. The team must fight against Beastmaster Durzag and his "pet" mini-bosses Cormes, Krar, and Tuz.

Once the instance has been created use the platform to jump down into the Pit of Trials and speak to the goebie that is tied up in the middle of the arena to begin the fight. The fight takes place over three phases. In the first (horde) phase the players must defeat waves of enhanced airuts and chargers and also take on Cormes. In the second (Durzag) phase the player must fight against Durzag, Krar, and Tuz. This phase also involves caged chargers that will be simultaneously released and swarm the nearest players unless dealt with effectively. When Durzag's lifepoints are decreased by half he will enter the final (enrage) phase and become invulnerable until Tuz and Krar are killed.

Roles[edit | edit source]

The team should be made up players who take on various roles during the fight:

  • Base tanks maintain Durzag's focus by using Provoke whilst using defensive abilities to reduce the damage that they take. Base tanks should gain a combat triangle advantage by wearing high level magic tank armour such as primeval armour and cast the debuff spells Vulnerability and Enfeeble every minute. Base tanks will also need to have dual-wield or 2-handed weapons and ability bar setups because they have to DPS in the horde phase before Durzag joins the fight.
  • Backup tank(s) stand near the base tank and stay in communication with the base tank to take over the base tank role whenever needed. Most base tanks only require a backup once Durzag reaches 750,000 health and enters his final phase, but this should be agreed on between the tanks beforehand. If voice chat is not available for communication, most base tanks will say "Voke" or "V" in chat to signal for a Provoke.
  • Pet tanks - maintain the aggression of pets. Teams typically assign pet tanks as "1/3" and "2", with "1/3" taking Cormes and the pet that spawns ~1 minute after Durzag in the Durzag phase and "2" taking the pet that spawns at the same time as Durzag. The pet tanks can serve as base tanks if one of both base tanks are killed or are low in food. One pet tank can also serve as the second (backup) base tank during the enraged phase if the first base tank can tank Durzag alone during the first half of Durzag's health. Pet tanks will also need to have dual-wield or 2-handed weapons and ability bar setups because they have to DPS in the horde phase and in the enraged phase.
  • Charger clearers/DPS - DPS focus on dealing the maxiumum damage possible to their targets during the fight. At the start of the Durzag phase their objective will be to deal with the large amount of caged chargers.

Phases[edit | edit source]

Horde phase[edit | edit source]

Locations of spawns for each wave (left to right)

Free the goebie in the middle of the arena: he will run off and free other goebie prisoners who will run back into the area in a panic. A bar informs the team that they must kill 39 Tuska-related units. These are the chargers and airuts that spawn in waves from the gongs at the north, east, south, and west sides of the arena.

After the goebie has been freed turn on protect from missiles or deflect range. Prioritise killing the airuts first. They will attack using either ranged or melee: melee airuts stand on two legs while ranged airuts are on all fours. Both types use a special attack where damage is doubled and attack speed is increased (2x increased attack speed for ranged and 4x increased for melee). This can deal over 4,000 damage per hit and unlike regular airuts it is not preceded by an animation.

Pay attention to the attack style of the airuts that are currently attacking you and use the corresponding style of protection prayer as this will reduce damage taken from the special attack to around 1,000 per hit. If a teammate is being attacked by both a melee and ranged airut assist by provoke one of them off as their target will otherwise be dealt large amounts of damage. Prioritise killing the melee airuts if possible as their special attack deals more rapid damage. When attacking a melee airut use an ability to bind it or continuously move away from it to avoid the special attack.

Cormes.png

In the waves before Cormes appears melee airuts will spawn from the eastern and southern gongs: players planning on binding melee airuts should face these spawn points. Cormes appears halfway through the objective, when there are around 21 units remaining, and always spawns from the western gong. Cormes has 500,000 life points and uses ranged attacks, which have the ability to reduce run energy by 5% per attack, and magic attacks, which can cause a combust effect that can be removed with Freedom. Cormes can also Barge towards a target, stunning the target and any other players in its path for a few seconds.

The pet tank 1/3 should stand in the north-west or south-west corner, praying against either ranged or magic, and provoke aggression from Cormes once it has spawned. All other players should stand so that Cormes is not facing them: this will stop Cormes from attacking them, as attacks are only targeted on players that it can see.

In the same wave as Cormes spawning one melee airut will spawn from the northern and southern gongs. Once the airuts are defeated all players should focus on killing Cormes: the chargers that spawn during the wave should be ignored. If these chargers are killed before Cormes a wave of airuts will spawn, making the fight more difficult. If more airuts do spawn, DPS roles should prioritise killing them. The pet tank will need to be ready to reuse provoke if at any point Cormes targets its Barge attack on another member of the team.

Chargers will stop appearing after this wave: the final two waves contain only airuts. One melee attacking airut will spawn from the southern and western gongs in both waves. Once all 39 Tuska-related units are killed Durzag will appear.

Durzag phase[edit | edit source]

Durzag will appear in the north-east corner and one of his pets (either Krar or Tuz) will appear by the northern gong. The arena will be lined with 20 cages containing chargers. Players can release the chargers from the cages individually and kill them. If this is not done Durzag will hit the nearby gong later in the phase; causing all chargers to be released at once and swarm the closest players for stacked melee damage.

After around one minute Durzag will call HEEEEEREEEE BOY! and whichever pet (Krar or Tuz) that did not spawn at the beginning of the phase will appear in a random corner of the arena. Durzag's current target will receive the message As Durzag is about to summon his pet, he shatters your defences.. The target's active defensive abilities will be reset and put back on cooldown.

Pet warning for max enrage stacks

Krar and Tuz have an enrage mechanic where they apply enrage stacks against you over time. Each stack increases damage taken by 6.6% per hit. Up to 15 stacks can be applied by Durzag: one stack is applied to his main target each time that he uses an auto-attack.

Durzag will warn you about increased enrage three times, saying:

  1. The beastmaster directs his rage at you! on the 1st enrage stack
  2. The beastmaster's rage increases against you on the 5th stack
  3. The beastmaster is furious with you! on the 10th stack.

The 5th and 10th stack clear all of the player's active defensive abilities and puts them on cooldown. The cooldown is 3 seconds at the 5th stack and 6 seconds at the 10th stack. At the maximum of 15 stacks Durzag will clear and put defensive abilities on cooldown for 6 seconds with every attack. When the message The beastmaster has forgotten his rage on you. appears enrage is reset to 0 stacks. Using Freedom decreases the player's current enrage stacks by half, rounded down.

Beastmaster Durzag.png

Beastmaster Durzag has 1,500,000 life points. If pets are stood close to Durzag during the fight then his stats and damage dealt are increased.

Durzag's attacks include the following:

  • Melee punch and ranged attack: Durzag punches his main target and throws spines at targets that are not behind him in the same attack.
  • Melee slam: Durzag pounds his main target with his fist, dealing damage to anything in a 3x3 AoE. Nearby chargers are always hit for 4,470 damage. Durzag generally replaces his standard melee attack with this one once one of his pets has died.
Bomb (Pit of Trials).png
  • Bombs: Durzag tosses a walking time bomb near to a random player. The bomb will immediately target a player and move towards them. Roughly five seconds later the bomb will explode, dealing 2,000 magic damage to all players within a 5x5 AoE and resetting all defensive abilities (including effects of abilities that have already been used). Once one of his pets is killed Durzag tosses one bomb per player in the group in the arena.
  • Flurry: Durzag starts flailing his arms and draggs players that haven't currently enraged him towards himself while dealing very heavy melee damage to them. If Durzag drags you towards him immediately pray melee and either surge/escape/run away or use Devotion. You may wish to keep Deflect Melee and one of these abilities in your bar for this purpose or to keep praying melee throughout the first half of Durzag's health only switching when needed. Durzag seems to stop using this ability after both pets are killed.
  • Cage: Durzag will toss cages near players throughout the fight. He may either toss 1-2 or 4-6 cages. When 1-2 are used they will be targeted at a random player; when 4-6 are used the cages will contain chargers. Trapped players cannot move in the cage but can still attack if something is in their attack range. Cages containing chargers will open after 15 seconds and the released chargers will immediately target the nearest player and barge them for stacked melee damage. Cages can be opened early if desired, this will free the player or charger that is trapped in them.
Durzag's accuracy is extremely high but his attacks can occasionally miss. If this happens another, unmissable attack will instantaneously hit the player whose damage amount appeared right below the missed hitsplat. This second hit deals 50% less damage than the first hit would have if it did not miss.

Krar.png

Krar has 700,000 life points.

  • Krar has the ability to bite the player, causing them to take higher damage for 30 seconds.
  • Krar can Barge towards a target, stunning them and any player in their path for a few seconds.
  • Krar attack has the ability to make the player's legs numb, making it harder to move by reducing run energy by 5% per attack.

Tuz.png

Tuz has 700,000 life points.

  • Tuz has the ability to bite the player, causing them to take higher damage for 30 seconds.
  • Tuz can Barge towards a target, stunning them and any player in their path for a few seconds.
  • Tuz can burn the player's wounds, causing combust on them. Bleed damage will increase with time, signified by the messages The beast refuses to stop wounding you deeply! and then The beast is tearing you apart!. Freedom reduces the bleed damage; clearing the bleed if the damage is low enough.

Base tanks

The base tanks will take Durzag's aggression and lead him to a corner away from the pets, usually the south-east corner. One base tank should stand directly at the south-east corner while the second base tank should stand just east of the southern gong. The base tank that Durzag is attacking should cycle between Resonance, Debilitate, Reflect, Devotion, and Barricade. Durzag can sometimes lose interest in the base tank and start attacking another player. The base tank should immediately provoke Durzag's aggression back towards themself if this happens.

Freedom should be used to halve enrage stacks. However Durzag's enrage increases faster than the base tank's Freedom will be available from cooldown, so tanks will always have some level of enrage on them unless Durzag is provoked onto another player and is not facing an enrage recipient for an extended time. From time to time the backup tank will need to draw Durzag's aggression using Provoke to keep the main tank from taking heavy damage. If one base tank is skilled enough they can tank Durzag alone until both pets are dead.

If the base tank happens to be bitten by one of the pets they should immediately call for a provoke.

Pet tanks

Pet tank 2 should immediately provoke the pet that is spawned at the start of the phase and run to either the north-west or north-east corner, making sure that the pet is facing into the corner. Cycle between defensive abilities to reduce damage taken and continue to lower their health.

The pet tank 1/3 should stay close to the base tank at the beginning of the phase and DPS Durzag with dual-wield or 2-handed weapons and abilities; praying and killing any chargers attacking them or the base tank. When Durzag says HEEEEEREEEE BOY! and the final pet spawns immediately pray against the pet's attack style and provoke it and drag it to an unoccupied corner of the arena. Switch to your shield and one handed weapon.

During the fight the pets will sometimes be commanded by Durzag to barge towards the player dealing the most damage to him, often the base tanks, and attack them. The pets will do high melee damage to all players within 2 squares while barging and will stun players in their path. The pet tank must use provoke if this happens to maintain the pet's attention. Make sure the pet tank is at a fair distance from players and Durzag when voking after a barge, so the pets will barge at the pet tank and get further away from Durzag, reducing his accuracy.

The player tanking Tuz will be affected by his bleed attack. They should try to time the use of Resonance when Tuz's basic attacks are about to hit. Tuz's tank can also benefit from the use of Revenge which will quickly build up stacks from the bleeds.

Both pet tanks can switch back to dual-wield or 2-handed weapons while under Devotion to provide more damage.

Magic/Range protection prayers should be used when fighting Krar and Magic/melee protection prayers should be used against Tuz.

Charger clearers/DPS

At the start of the phase focus on opening cages and killing the chargers within them. To do this stand next to a charger cage at one of each of the four corners before Durzag spawns. When Durzag spawns quickly open the cages and lure the chargers to a corner away from him and the pets, usually the south-west corner.

Kill all the chargers with the help of AoE abilities like Corruption Shot, Corruption Blast, Detonate, Dragon breath, Chain, Tsunami, Bombardment and Ricochet. Once the chargers have been killed, join team members in the DPS role.

Then start attacking the pets and reduce their life points to around 150,000. While DPSing the pets you should have range protection enabled to protect against Krar or Durzag's spikes. Otherwise, use Soul Split and switch prayers accordingly when you see Durzag's spikes flying to you or if a pet barges next to you and is facing you. Make sure to switch to melee protection if dragged under Durzag, if walked over by Durzag, or if barged and stunned by a pet.

After lowering pet life points focus attention on Durzag, watching out for any flurries, bombs or charger cages that he throws. Once Durzag is reduced to around 750,000 life points kill off Krar and Tuz.

During this phase the DPS should kill all chargers that spawn. DPS should prioritise killing any chargers that are attacking the tanks over DPSing the pets or Durzag. In more experienced teams DPS ignores the chargers, instead killing the pets immediately as they spawn. This speeds up kill times; though base tanks are subjected to more punishing attacks.

Enrage phase[edit | edit source]

When Durzag is reduced to 750,000 life points he becomes invulnerable to standard damage until Tuz and Krar have been killed. Killing each of them will cause Durzag's damage to increase by 75%. While enraged Durzag gains the same ability as his pets to bite his main target and make them take increased damage with each stack of the bites.

During the final stage Durzag's melee attacks will hit much harder, even without enrage stacks being active, and can deal over 7,000 damage per attack. Damage must be dealt effectively to ensure that the kill will still succeed should Durzag manage to kill any members of the team.

Chargers can be dealt with directly by the players or indirectly from Durzag's attacks during the enrage phase. Thrown bombs and Durzag's ground punch special attack will deal melee damage to them. Devotion may be helpful to reduce their attacks while focusing on Durzag.

Base tanks

Rotating tanks is strongly recomended during the remainder of the fight. A common and effective tactic is for the base tank to use Devotion to block Durzag's punches and use then Barricade to block all of his attacks for 20 seconds worth of invulnerability. After the tank's barricade ends another tank will use the same method until their cooldown expires. Call out when your protection is almost expired and have the other tank provoke.

If there are only two people tanking Durzag the current base tank Durzag should cycle between Resonance, Debilitate, Reflect, Devotion, and Barricade. The other base tank should keep their shield on and build adrenaline to 100%. Provoke Durzag when the other base tank calls for it or when you see them becoming overwhelmed with damage. While on this phase rotating tanks should be at a distance from Durzag as his melee attack range increases to 2 spaces from him and deals heavy damage. Remember to use freedom to reduce enrage stacks while Durzag is not attacking you and kill off any chargers attacking the base tank.

Pet tanks

After both pets are dead, the pet tanks should switch to dual-wield or 2-handed weapons and abilities and DPS Durzag. If a base tank dies or is low on food, a pet tank may need to serve as a base tank and switch back to a one-handed weapon and a shield. Otherwise, continue as DPS.

After the fight[edit | edit source]

Players can loot Durzag's corpse or collect their loot from Fetcher outside the instance after lobbying or leaving the group to leave the instance. One random entrance in the walls of the arena will take you north-east to the canal access tunnel, leading you to the canals and Yakamaru. Players hunting achto armour pieces who have unlocked the ability to reroll loot often do not loot Durzag immediately after killing him,but instead kill Yakamaru, reroll, then loot Durzag from Fetcher. This is because Yakamaru has an increased drop rate of Achto compared to Durzag. If a rare is received without rerolling from Yakamaru, the reroll may be used for Durzag.

Generally, most groups do not spend time finding the entrance to the canals. Instead, all group members should press the "Leave Group" button once to leave the instance (pressing once does not kick you from the group). Once all players have left the instance, the host can change the boss to Yakamaru and re-entering will send players directly to the canals. Players, therefore, should leave the instance in a timely manner so the host can change the boss to Yakamaru.

Players who are offline prevent the owner from changing the boss to Yakamaru. Queueing the team or removing matchmaking requires the entire team to ready up to complete the team. Therefore, it's highly recommended to kick offline players and start the Yakamaru instance, only reinviting players and filling open group spaces after the instance is accessed.