Dreadtooth

Things to Know

Group Composition

Recommended: The minimum number of players recommended for 1 Stack Dreadtooth is 8, including 2 tanks, 4 DPS and 2 healers.

If increasing the group size to 16 or 24, increase the number of healers by 1 for every 4 DPS.

I’m Crazy, So Why Not? 1-stack Dreadtooth can be killed with a group as small as four people, with 1 tank, 1 healer and 2 skilled DPS. However, this is not the norm and isn’t recommended for most players.

Recommended: The minimum number of players recommended to kill 3 stack Dreadtooth is 12 – 16, including 2 tanks, 2-3 healers and filling the rest of the spots with DPS. Damage taken and the boss’ health are increased.

I’m Crazy, So Why Not? 3-stack Dreadtooth can be killed with as few as 5-6 players, with a single tank and healer present, though it is not recommended. An extra DPS, if not two, is required to deal with the increase in health. Compensate with an additional healer if needed.

Recommended: The minimum number of players in a 5-stack group is recommended to be 16 to 24, including 5-6 healers, 2-3 tanks and the rest DPS. If bringing newer players through the content, the group must compensate with skilled DPS players to set the group up for success.

I’m Crazy, So Why Not? 5-stack Dreadtooth can be killed with as few as 12 extremely skilled players, including 2 tanks, 3 healer and 8 highly skilled DPS.

Recommended: The minimum number of players you should bring to 10-stack Dreadtooth is 24, including 3 tanks, 5-6 healers and the rest being DPS. Ensure group damage is balanced, as you have an 8 minute timer and a lot of health to chew through. At least two healers will be required to focus target the tank holding Dreadtooth, with the rest dedicated to cleanses and group healing.

I’m Crazy, So Why Not? Going for Dreadful Entity? 10-stack Dreadtooth can be killed with as few as 16 highly skilled players with a group composition reflecting normal 16 man groups (2 tanks, 3-4 healers, and DPS).

Unique Drops

Dreathtooth drops four unique items, depending on the number of stacks/difficulty.

Required for secret bosses like Dreadful Entity and Hateful Entity, this mask is a unique drop that applies a buff called Dreadful Guard. It will protect you from instant-kill attacks (Dread Touched) from the aforementioned secret bosses. One mask drops from 1-stack. Two masks drop from 3, 5 and 10-stack. The most efficient way to accumulate masks is to kill 3-stack.

This is a unique item that can be used on Dreadtooth to increase his difficulty if applied by a player (done one by one by clicking on the item in your inventory when you have the boss selected) with Biochem leveled to at least 400.

  • 1-stack costs none and rewards you with one Dreadful Essence. If looking to accumulate this item, farm 1-stack.
  • 3-stack will reward you with two Essences, one for the kill, and one refunded. This makes it a net zero loss.
  • 5 and 10-stack will also return 2 each, but require 4 and 9 Essences applied respectively, making them both costly and difficult. Be sure you have the group to kill the boss before you expend the Dreadful Essence.

This item is a usable token that drops from 10-stack Dreadtooth only. It is required to use when killing the secret Dreadful Entity boss in veteran mode Terror from Beyond. It has a cooldown that is just under 20 hours. The amulet that drops from Dreadtooth has a bind timer, allowing it to be passed around between your group members in between uses if you want to kill Dreadful Entity multiple times.

This adorable mini-pet means you can have Dreadtooth wherever you go. It is a guaranteed drop from 10-stack Dreadtooth, and a possible drop from 5-stack Dreadtooth.

Increasing Difficulty

Dreadtooth comes in four flavors: 1, 3, 5 and 10 stack. By applying the unique item called Dreadful Essence to the boss, players can increase the difficulty and damage of the boss, as well as the types and quantities of items that killing the boss rewards. Mechanics at 1 and 3 stacks are identical, but easier than mechanics at 5 and 10 stacks, which are also identical.

Each difficulty is called by a different name: Dreadtooth (1 stack), Corrupted (3 stack), Frenzied (5 stack) and Nightmarish (10 stack). The average group can succeed with 1 and 3 stack, while only the most skilled players should attempt 5 and 10 stack.

Encounter Setup

Drouk Hunter Buff

  • Ensure your entire group is within 100 meters of the boss before you engage, else they will not receive the Drouk Hunter debuff.
  • Engaging Dreadtooth applies an 8 minute long debuff to your raid group called Drouk Hunter. This allows you to survive the encounter for the duration, after which the boss will enrage.
  • Any players outside the raid group cannot engage Dreadtooth without dying, as they will not have the Drouk Hunter buff. This makes support groups impossible.
  • Hitting enrage (having Drouk Hunter expire) will cause Dreadtooth to one-shot the group. All players surviving at that point will be instantly killed and will receive a 5 minute debuff called Dread that prevents them from re-engaging as it prevents Drouk Hunter from being applied. It is better to /stuck before enrage if you know your group will fail the DPS check. Players that are dead prior to this will not gain Dread. Dread has a 500 meter range.

Reviving

  • Combat revives are an option, though you must use it wisely due to the 5 minute cooldown. A combat revive will restore the Drouk Hunter debuff. Save combat revives for tanks.
  • Stealth revives or chain revives are impossible to pull off due to the raid wide damage going out on a frequent basis, but in theory would also restore the Drouk Hunter debuff.
  • Remaining out of combat for 3 minutes or more will result in the Drouk Hunter debuff falling off and not appearing even after combat revive.
  • Reviving at med center and running back to the encounter will result in the Drouk Hunter debuff falling off.

1 and 3 Stack Dreadtooth

Mechanics

The main tank should place their back to a wall while tanking Dreadtooth. A threat drop will occur after Sonic Paralysis unless the tank uses a stun break. Tanks can typically stun break every other Sonic Paralysis, so an off-tank can stand to the side and AoE taunt at the end of the channel to grab the boss’s attention as the skill ends. Single target taunting is disabled. This will prevent the boss from turning and targeting the highest threat DPS.

Melee DPS should never stand under or in front of the boss and tanks should never stack up due to conals and AoE attacks centered on Dreadtooth’s target.

Phase I

A few ranged should be in the back for Phase 1 to kite circles, while everyone else stays near mid-range, but somewhat spread out. Healers should keep anyone who gets the Rock Toss debuff cleansed.

Phase II

Everyone should stack up during Shriek for AoE heals, then spread out to avoid Ground Spike which are indicated by red circles on the ground.

Differences Between 1 and 3 Stack

There are no mechanic differences between 1 and 3 stacks. However, 1 and 2 stacks is balanced for an 8 person group, while 3 or more stacks are balanced for 16 person groups.

Abilities

  • Sonic Paralysis: 5 second channel that deals damage and stuns tank. Only occurs sub 75%.
  • Backhand: Knocks back and knocks down tank. Only occurs sub 75%, usually right after Sonic Paralysis. Can be dodged, so sometimes won’t appear to occur.
  • Rock Heave: 4 sec cast that places a red circle under the tank.
  • Phase I (pre-50%):
    • Rock Toss: Deals damage to the furthest player(s) from the boss, and places a cleansable DoT on them.
    • Smash: AoE that deals moderate damage and knocks all players into the air.
  • Phase II (sub-50%):
    • Shriek: 6 second channel dealing raid-wide damage. 45s cd.
    • Ground Spike: Places red circles on random raid members. After a few seconds, a spike of rock will shoot up from the ground to deal massive damage to anyone caught inside, and place a cleansable DoT on them.
    • Rock Toss: Same as phase 1 Rock Toss, but can target any raid member.
    • Smash: No longer occurs.

5 and 10 Stack Dreadtooth

Mechanics

There are a few changes to mechanics for 5 stack Dreadtooth that must be executed properly. Additionally, Dreadtooth will now have considerably more health, and deal much more damage.

Tank Swap: The Smashed debuff means that tanks must now perform a swap. There are two ways this can occur. First, a full tank swap can be performed, where the main tank holds the boss until (if) Backhand occurs, then the off tank grabs the boss. Second, the off tank can grab the boss after sonic paralysis until they get Smashed, and then the main tank can take the boss back. Due to the forced tank swap and the inability to revive players beyond a single combat revive (reviving at the medical center causes you to lost the Drouk Hunter debuff), it is recommended to have an extra (third) tank to take over in case one dies. For details on how to perform the tank swap, refer to Role Tips below.

Phase II Additions

Stopping DPS: DPS and tanks must be careful to watch for the shriek channel once the boss is 50% health and below. As as soon as it is completed, the boss will gain the electrified buff for 9 seconds. DPS who are good at managing actions and travel time can keep casting through Shriek for the extra damage, but generally everyone should stop attacking during shriek, and not attack until after the electrified buff falls off. During Shriek, players should also try to use a defensive and stack up, as the outgoing damage is increased significantly.

Differences Between 5 and 10 Stack

There are no mechanic differences between 5 and 10 stack Dreadtooth. However, Dreadtooth now has more health and deals more damage.

Abilities

Mechanics (in addition to those on 1 and 3 stack):

  • Smashed: Backhand, if not completely dodged, will apply the Smashed debuff, which causes the target to take more damage from Dreadtooth’s cleave and Rock toss.
  • Rock Heave: No longer has a castbar.
  • Phase II (sub-50%):
    • Shriek: Now has a 30 sec cooldown.
    • Electrified: Following Shriek, places a 9 sec buff on Dreadtooth that reflects any damage dealt. Stop DPS partway through shriek.

Role Tips

What you should know if you’re playing a Tank, DPS or Healer in this fight.

  • Positioning: Face the boss away from the group at all times. If you are the main tank, put your back to a solid rock or wall, but not right against it as allowing space for a knockback will ensure tank swaps occur without requiring your death (your fellow tank can taunt in the time it takes for the boss to step forward). Off-tanks should stand to Dreadtooth’s side or with melee DPS. Dreadtooth’s attacks are a mixture of force/tech and melee/ranged damage.
  • Swapping on Sonic Paralysis: A tank can typically stun break every other sonic Paralysis, so if running 1 or 3 stack, you can swap with your co-tank on the second, fourth, etc. The off tank needs to AoE taunt just before the end of the Sonic Paralysis channel so the boss ends that phase with the taunt active. Single taunts do NOT work.
  • Swapping on Smashed Debuff: On 5 and 10 stack Dreadtooth, swapping when/if the main tank gains the Smashed debuff is required. It typically occurs after Sonic Paralysis and is applied by the following melee attack called Backhan Smashd. There is a chance to dodge/defend it and not gain the debuff, but we suggest swapping anyway. The debuff is orange and lasts 30 seconds. Backhand Smash is also a knockback so be sure there is space behind you because gaining the debuff will increase the damage you take from Dreadtooth’s cleave and rock toss attacks twice over and your fellow tank needs time to taunt and move into place. In combination with Sonic Paralysis, this means you can stun break, wait for Backhand to go out, and then swap. This ensures a stun break is always available.
  • Positioning: If melee, stay behind the boss at all times and try to never get too far underneath. As you are knocked around, you will need to pay attention to your positioning. If ranged, know that Ground Spike (red circles) go more frequently to those further away from the boss. All DPS should pay attention to their feet and move if needed, as well as group up during Shriek for AoE heals, before spreading out once more. Never be out of range of your healers.
  • Defensives: Absorb shields as well as defensives that increase defense chance help. Reduce your damage taken by using self cleanses if you get the Bleeding debuff. Look below for specifics about attack damage type.
  • Stopping DPS for 5 and 10 stack: At 50% and below, you must stop DPS for 9 seconds any time that the boss gains the Electrified buff, which occurs as Shriek ends. DoTs already on the boss will not damage you, but any damage done during Electrified will reflect it back to you and kill you.
  • Positioning: Do not stand in front of or under the boss. Ensure the tank is always in range as they take the most damage during spike periods. Fanning out behind the boss with your fellow healers will ensure maximum coverage.
  • Priorities: Your priority is to keep the tank healed. Have one healer dedicated to the tank full time and otherwise helping with cleanses, while other healers assist with group healing and cleansing.
  • Cleansing: Regular cleansing is required. Two healers can typically keep a 16-24 man group cleansed. If a cleanse is on cooldown, a sage/sorcerer healer can shield the damage on a player instead.
  • Combat revives: Save the combat revive for the tank only, unless no healers are alive. A combat revive will restore the Drouk Hunter debuff, but you can only use one per fight.
  • AoE versus Single-Target Healing: Spike healing periods on tanks occur between the Sonic Paralysis and Shriek abilities. Sonic Paralysis and Shriek, as well as Smash, indicate AoE healing periods. It’s best to save AoE heals for periods where players group up during Shriek and Electrified (if doing 5/10 stack), else focus on single target rotations.
Dreadtooth abilities, buffs and debuff icons

Damage Profile

  • Skill Name: Sonic Paralysis
  • Damage Type: Force/Tech > Kinetic Damage
  • Frequency: Starts at 75%
  • Damage Spread: Single target channel that stuns tank.
  • How to Defend: Reflects will work here, and we recommend the stun be broken using a stun break. If your stun break is on cooldown, swap with a fellow tank. If you don’t have another tank, boss will turn to next highest threat after the skill concludes.

  • Skill Name: Rock Toss
  • Damage Type: Force/Tech > Elemental
  • Frequency: Every 15s up until 50%, and then every 6 seconds.
  • Damage Spread: Damages player furthest from boss through 50%, and then random players. Leaves a debuff that should be cleansed.
  • How to Defend: It’s impossible to predict the target, so keep up rotational defensives and damage reduction abilities/buffs as often as possible, and cleanse the Bleeding debuff applied immediately. Single-target healing will be required after a player is hit with this ability. If cleanses are in short supply, it can be absorbed in 1 and 3 stack. In 5 and 10 stack, the debuff MUST be cleansed. Self-cleanses and purges will work.

  • Skill Name: Electrified
  • Damage Type: Force/Tech > Energy
  • Frequency: 9 seconds long, occurs after Shriek ends on 5 and 10 stack Dreadtooth.
  • Damage Spread: Anyone who attacks the boss. Does not damage players who already have DoTs ticking on the boss because they are all purged, but will damage if those DoTs are reapplied.
  • How to Defend: Simply don’t attack. Else, use a strong absorb shield or a defensive that works against Energy attacks. Most strong attacks during this period will result in a one-shot kill.
  • Skill Name: Backhand Smash
  • Damage Type: Melee/Ranged > Melee
  • Frequency: Starts at 75%, tends to occur after Sonic Paralysis. Can be dodged.
  • Damage Spread: Single target, includes a knockback and stun. If doing 5 or 10 stack, this ability applies Smashed and forces a tank swap. Smashed debuff lasts 30 seconds.
  • How to Defend: Melee/Ranged defensives help mitigate the damage of this attack following the end of Sonic Paralysis. Additionally, any skills that increase your health or shield chance will assist mitigating follow-up attacks if the tank swap or healing is slow to occur.

  • Skill Name: Shriek
  • Damage Type: Force/Tech > Kinetic
  • Frequency: (1-3 Stack) Every 45 seconds. (5-10 stack) Every 30 seconds. Starts when the boss reaches 50% health.
  • Damage Spread: Deals raid wide damage.
  • How to Defend: Group up for AoE heals and use absorb shields. For 1 and 3 stack, Shriek never does enough damage if the group is in good health to warrant a stronger defensive. For 5 and 10 stack, DPS and healers must use low-grade defensives (such as absorb shields) and stack up for AoE healing for the duration of the cast. Note that this occurs just before Electrified in 5 and 10 stack so you can call for DPS to stop while the group tries to survive. AoE damage reduction utilities (and skills) are a must.

  • Skill Name: Ground Spike
  • Damage Type: Force/Tech > Elemental
  • Frequency: Starts at 50% health and can go out up to every 6 seconds.
  • Damage Spread: Tends to target players 20 to 70 meters out. If none are present, any players in 70 meters may be targeted. Any players in the red circle will take damage.
  • How to Defend: Simply step out of the red circle. Snipers and Gunslingers can use entrench on 1 and 3 stack. On 5 and 10 stack, never try to stand in the circle. Cleanse the Bleeding debuff that results.

Additional Resources

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Help, input, resources and feedback to create this guide were provided by:

  • Khazad Sanci
  • Erani
  • The Eternal Order

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