Beastmaster Durzag is one of the two Raids bosses that can be fought on Mazcab. He must be fought by a team of up to 10 players and the team must be organised through the Grouping System or they will not be allowed in.
- Durzag is affected by blood necklaces, deflection prayers, weapon poisons and dreadnips.
- Always prioritise the Airuts before main opponents. The Airuts in the arena are stronger than the ones found elsewhere, and their rapid pummels can easily kill an unsuspecting player.
- Attacking Durzag's "pets", Tuz and Krar, should be prioritised before Durzag. The first pet should be brought to 150,000 health, then the DPS should focus on bringing the second pet to 150k health, then focus on Durzag.
- Bring a portent of death or a portent of life as they can save you from death.
- Make sure to hit Durzag when he appears, as if you die during the horde phase or are killed by him or his pets without dealing damage to him, you will be ineligible for any drops.
- Base tank - These maintain Durzag's focus in a corner far from the pets, often southeastern corner. The tank will use Provoke to draw Durzag's aggression whilst using Resonance, Devotion, and Barricade, among other defensive abilities while using Freedom to keep rage down. 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. Although Durzag has a mechanic that effectively gives it 100% accuracy, any hits that would have missed will instead deal half as much damage as if they had not missed.
- 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.
- Solo tanking Durzag while running around the arena is viable, but not recommended as it can hamper teammates' damage outputs and potentially kill them.
- Backup tank(s) - These stand near the base tank (generally, the base tank will stand in the southeast corner with the backup positioned a few squares to the west of Durzag) and stay in communication with the base to Provoke Durzag onto them whenever needed. They should hold Durzag's attention at least long enough for the base tank to lose their enrage stacks, at which point the base will Provoke Durzag back onto them. 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. Cycle through defensive abilities, typically Devotion -> Resonance -> Immortality, until the base is ready to resume tanking.
- Pet tanks - One tank per pet, with one also tanking Cormes without a shield. Teams typically assign pet tanks as "1/3" and "2", with "2" taking the pet that spawns at the same time as Durzag, and "1/3" taking Cormes and the pet that spawns ~1 minute after Durzag. These must repeatedly provoke the pets away from other players and Durzag, keeping their attention in a corner (typically northwest and northeast) far from the boss.
- The most important job of the pet tanks is to be ready for the pets to barge away from them and target another player, and to as quickly as possible use Provoke to recapture their attention. Other than that, they need only stay alive while tanking their pet in a corner, and keep the pet alive until Durzag reaches around 750,000 health.
- Tuz tank can benefit greatly from the use of Revenge which will quickly build up stacks from bleeds. Both pet tanks can switch back to dual-wield or 2-handed weapons while under Devotion to provide more damage.
- 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 clearing - Two DPS roles should contribute to this. At the START of Durzag's spawn, open every charger cage in the walls, luring every charger to you instead of the tanks. Two players can do this, with one freeing the north chargers and the other player freeing the south ones. Using Devotion with melee prayer, clear all chargers. Teams will typically bring all chargers to the southwest corner so they can be quickly killed with AoE abilities such as Corruption Shot/Blast, Bombardment, Tsunami, or any ability using Chinchompas. After the chargers are dead, return to DPS role and reduce the pets' health to 150k each. After the first wave of chargers, Durzag will occasionally summon more of them in cages near him. These will barge to a random target unless released early. Any chargers that get on the main tank(s) during the kill should be voked off by a DPS.
- DPS - Backup as needed.
All players are usually recommended to have Dreadnips and to remember to use them as often as possible. Even though they cannot stun Durzag, they still deal a decent amount of damage.
Ideally, all DPS players should be in power armour or void.
Like Vorago, melee can be used but is not recommended as Durzag's melee attacks get area of effect properties that can deal heavy damage when he reaches half health.
|Uses|| Range or|
|Melee|| Single 2000|
| Ranged or|
| Ranged or|
| Magic or|
|Weak to||None||Crush||Click to defeat||Stab||Water spells||Bolts|
To begin the fight, talk to the trapped goebie in the middle of the arena. Once you free him, he will run off to find his friends and they will all come out in panic. A bar above will tell the team to kill 39 Tuska-related units - which are enhanced Airuts (same stats as a normal Airut but hits much harder) - and Chargers which will appear from the gongs that the goebies came out of at the North, East, South, and West points of the pit.
Halfway through the bar (~21 units remaining), Cormes will appear, always from the western gong, and should be tanked by a player standing in the northwest or southwest corner.
Once all 39 Tuska-related units are killed, Durzag will appear in the northeast corner with one of his pets appearing by the northern gong.
|After the goebie runs, turn on Protect from missiles or Deflect range. Pay attention to the attack style of the airuts that are currently hitting you (ranged or melee). Pray according to the attack style of the airut that is currently attacking you, as their special attacks can deal upwards of 4000+ damage per hit if not reduced by protection prayers. If praying correctly, their special attacks hits up to the low 1000s per hit. These airuts also do not give any warning when they are about to use their ability, so you should watch their attack animation to tell if they are using it or not. If a teammate is being attacked by two airuts, immediately provoke one of them off, as tanking a melee and ranged airut simultaneously is almost certain death. Protect from missiles or deflect range should be every player's default prayer in this phase.
When airuts attack you with melee, switch to protection from melee or deflect melee immediately or walk backwards to impede its damage-dealing special attack and bind it. Switch back to protect from missiles or deflect missiles when the meleeing airut is dead. Prioritise killing airuts over chargers since the airuts are much more dangerous than the chargers. Prioritise killing the melee attacking airuts over the ranged attacking airuts since melee attacking airuts' special attack deals damage much faster than range attacking airuts' special attack and most players will be praying range. Melee airuts stand on two legs while ranged airuts are on all fours. Players should cast ice barrage or use a binding ability to bind melee attacking airuts to prevent them from using their special attacks on players. Otherwise, the target of melee airuts should continuously walk away to stop the melee special attack. In the waves before Cormes appear, one melee attacking airut will spawn from the eastern gong in the middle of these waves while the rest of them will spawn from the southern gong. Players who plan on binding them should face the southern and eastern gongs to bind them quickly.
In the same wave that Cormes spawn, one melee attacking airut will spawn from the northern and southern gongs. All other players should stand so Cormes is not facing them; all pets will launch attacks at every player they can see. When Cormes appears, ignore the supporting chargers that appear and kill Cormes. Do not kill these chargers before killing Cormes or a wave of airuts will spawn, making the fight more difficult. If more airuts do spawn, DPS should prioritise killing them, as they have greater KO potential than Cormes. After Cormes dies, two large waves of only airuts will be next. The one melee attacking airut will spawn from the southern and western gongs in both waves.
|Pet tank 1|
|Although a "tank" is recommended, Cormes does not do enough damage to require a shield in most teams. When killed quickly, a tank is only expected to voke his damage and stacks away from players who may be piled by chargers and airut units.|
After Boss SpawnsEdit
Durzag himself has 1,500,000 life points and his two remaining pets have 700,000 life points each. When Durzag and one pet appear in the northeastern corner, the arena will be lined up with 20 cages containing Chargers. Chargers can be released and attacked to kill them; it is highly advised to do this immediately, because failing to do so when Durzag hits the gong will result in them all appearing at once and swarming the closest players for stacked melee damage.
Either Tuz or Krar will spawn along with Durzag, with the latter spawning in a random corner later in the fight as Durzag calls "HERE BOY!" Occasionally, the pets will be commanded by Durzag to barge towards the player dealing the most damage to Durzag, often the base tanks, so Provoke is required to maintain their attention. If the pet (which can be stunned or bound) is unable to reach its target for an uncertain amount of time, it will target other players. Players in the way of the pets' barges will be stunned, but will not take any damage. The pets will do high melee damage to all players within 2 squares while barging. Pets that stand closer to Durzag increases Durzag's damage and stats.
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. Both nearby chargers and players will be hit for heavy damage if they aren't praying melee. Nearby chargers are always hit for 4470 damage whenever Durzag pounds his target.
- Bombs: Durzag does throw rocket bombs prior to the minions' deaths, however he only throws them one at a time. Once one pet is killed, he starts throwing more bombs, one for every player on the field. The bombs will attempt to follow someone (it does not have to be the nearest person) before exploding, dealing 2000 magic damage in a 4x4 radius (including nearby Chargers and pets) and resetting defensive abilities. Players can defuse the bombs by clicking on them. The team should defuse as many as possible. If there are too many, run away from them. It is essential to defuse bombs targeting the main tanks.
- Flurry: Durzag starts flailing his arms, similar to the enraged attack from Airuts, dragging players that haven't enraged him, dealing very heavy melee damage on them. Durzag seems to stop using this ability after both pets are killed. 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. Anticipation blocks the drag, but this attack seems to have unpredictable timing.
- Cage: Like his bomb throw, Durzag throws cages prior to the minions' deaths. He either throws 4-6 cages containing Chargers, or 1-2 cages at select players which will bind them but the trapped player can still attack. These cages will open after 15 seconds if not opened early by a player. You may wish to open the charger cages and kill the chargers individually, or wait for them to open themselves then kill them; however, most teams choose to ignore chargers when Durzag is below 750,000 health. Opening a cage thrown at a player will free them.
Durzag as well as Durzag's pets and Yakamaru have enraging mechanics, where damage against you increases over time. There are up to 15 enrage stacks that Durzag applies to its main target. One stack is applied every time Durzag uses an auto-attack. Each stack increases damage taken by 6.6% per hit. Durzag will warn you about increased enrage three times, saying "The beastmaster directs his rage at you!" on the 1st enrage stack, " The beastmaster's rage increases against you" on the 5th stack, and '"The beastmaster is furious with you!" on the 10th stack. Using Freedom halves the number of enrage stacks the user currently has, rounding down. Unlike Yakamaru, the 5th and 10th stack will clear all active defensive abilities and send them on cooldown for 3 seconds for the 5th stack and 6 seconds for 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, Durzag's enraging mechanic on that player is reset to 0 stacks. But like Yakamaru, Durzag's enrage increases faster than the base tank's freedom goes off cooldown, so tanks will always have some level of enrage on them unless Durzag is voked onto another player and is not facing an enrage recipient for an extended time.
Also, Durzag can sometimes lose interest towards the base tank and start attacking another player. The base tank should immediately provoke Durzag back on him if this occurs. This happens much less often than the pets barging away.
|The base tank will take Durzag's aggression and lead him to a corner away from the pets, usually the southeast corner. One base tank should stand directly at the southeast 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. From time to time the backup tank will need to draw Durzag's aggression away 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. Freedom is an absolute necessity as he has enrage mechanics that reset defensive abilities and deals increasingly punishing damage towards his target. Using Freedom will halve enrage stacks, thus with experience, the tank will be able to keep Duzag's rage to a minimum. Main tanks should watch out for bites as it means all sources of damage from Durzag (excluding bombs), the two pets and Chargers will increase until their effects pass off. Like Yakamaru, Durzag's accuracy is extremely high, but with high enough defence, armour, or a combat triangle advantage, his attacks can periodically miss. However, similar to Vorago's blue bomb, if Durzag's attacks miss, another unmissable attack will instantaneously hit the player whose damage amount appearing right below the missed hitsplat. This second hit is 50% less damage than the first hit if it did not miss. Therefore, tanks should still try to wear the highest level tank armour they have and gain a combat triangle advantage by tanking in magic combat style.|
|One pet tank must immediately provoke the first spawned pet and run to either the northwest or northeast corner, making sure the pet is facing the corner as well because both Krar and Tuz have similar attack mechanics to Dagannoth Supreme, where the pets will attack all players in front of them, so the pet tanks should have them facing away from the DPS group, as they can hit very high even without biting them, up to 4000s. Cycle between defensive abilities to reduce damage and continue to lower their health.
The final pet tank should stay close to the base tank and DPS Durzag with dual-wield or 2-handed weapons and abilities, praying and killing any chargers attacking them or the base tank until the last pet spawns when Durzag says "HERE BOY!". Immediately pray according to that pet's attack style, provoke that pet, and drag it to an unoccupied corner of the arena and switch to your shield and one handed weapon. Do this fast or the base tank may get bitten or get hit by a powerful magic or ranged attack while they are praying melee.
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.
Make sure Incite is off before attacking Durzag.
|The Charger clearers should focus on opening the cages and killing the Chargers to prevent them from dealing stacked melee damage upon being released. To do this, before Durzag appears, standing next to a charger cage at each of the four corners during spawn. When Durzag spawns, open them quickly and lure all of them to a corner away from Durzag or the pets, usually the southwest corner. Next, kill all the chargers with the help of AoE abilities like Corruption Shot, Corruption Blast, Detonate, Dragon breath, Chain, Tsunami, Bombardment and Ricochet. Continue the fight as DPS.
In professional teams, charger clearers are not used as it wastes a significant amount of time on the pets.
|After killing the caged chargers, the DPS should start attacking the pets and reduce the first attacked pet's life points to around 150k life points and the second targeted pet's life points to around 150k while deploying dreadnips at them. While DPSing the pets, the DPS should have protect from range or deflect range as the default protection prayer 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 HP, the DPS will focus their attention on Durzag, deploying dreadnips as often as possible, watching out for any flurries, bombs or charger cages that he throws since the Chargers will deal increasing damage as long as they stay alive. Once Durzag nears 750,000 life points, kill off Krar and Tuz.
For the first half of Durzag's health, the DPS should kill all chargers that spawn. But throughout the whole fight, the DPS should make sure the base tanks and pet tanks are not attacked by chargers as they can gradually deplete their food. DPS should prioritise killing any chargers that are attacking the tanks over DPSing the pets or Durzag.
In professional teams, DPS ignores the chargers, instead killing the pets immediately as they spawn. This will save a good chunk of time and while the base tanks will be subjected to more punishing attacks, they should be able to shrug off most of them.
At 750,000 life points, Durzag becomes invulnerable to standard damage, so Tuz and Krar must be killed to remove his invulnerability. Killing each of them will cause Durzag's damage to increase by 75%.
Chargers can be dealt with directly by the players or indirectly from Durzag's attacks during the enrage phase; damage must be piled quickly to ensure that the kill will succeed should Durzag kill a player in one hit. Thrown bombs will deal the same amount of damage the player would take to nearby Chargers, while a ground punch by Durzag will deal 4,470 melee damage on them. Devotion is helpful to reduce their attacks while focusing on Durzag.
Although his ranged attacks do not seem to increase and stays the same throughout the whole fight, his melee attacks will hit much more harder even without enrage stacked on it, capable of dealing 7,000 damage without any damage reduction per attack. Players who stay angled away from Durzag can be easily recover health through Soul Split (be careful if using it) or from healing items.
The Portent of death does work against Durzag, and can be used as a last ditch option if there are few players left and Durzag himself has low health.
|Base and backup tanks|
|Rotating tanks is highly useful during the remainder of the fight; a common and effective tactic is to use Devotion to block his punches, 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 base tank Durzag is attacking 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, 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.|
|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.|
Notes About PetsEdit
- Cormes: This monster will always appear from the western gate and has 500,000 life points during the pre-fight phase. Killing it does not cause Durzag to use any abilities, but doing so before he spawns will give him a slight buff.
- Cormes' ranged attack has the ability to make the player's legs numb, making it harder to move by reducing run energy by 5% per attack.
- Cormes' magic attack can burn the player's wounds, causing Combust on them. Freedom cures this bleed as normal.
- Cormes can Barge towards a target, stunning them and any player in their path for a few seconds.
- Krar: This monster may appear with Durzag when he appears via north gate, and has 700,000 life points. Otherwise, it will appear shortly when Durzag calls it.
- 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: This monster may appear with Durzag when he appears via north gate, and has 700,000 life points. Otherwise, it will appear shortly when Durzag calls it.
- 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. The player tanking Tuz will have this bleed for most of the fight until Tuz dies and should try to time the use of Resonance when Tuz's basic attacks are about to hit.
One option while pet tanking for Tuz and Krar is to stand melee distance (MD) to them. While adjacent to them, they'll only use their melee attacks and specials. For Tuz, this can be beneficial because it eliminates his combusting bleed. Consistent melee attacks are easier to use resonance on as well. Their melee specials will increase your damage taken, resulting in larger heals. Be careful while ranging since you are at a type disadvantage. Similarly, always be wary of your pet "jumping" or barging to another target. When you voke it back, remember to swap prayers until you are back in melee distance. One final advantage to standing MD is if your pet jumps, it's likely you'll be closer to where it jumped to and won't have to run towards it first.
The third pet is always spawned by Durzag saying "HEEEEEREEEE BOY!", and a message for whoever he is attacking saying "As Durzag is about to summon his pet, he shatters your defences.", resetting any active defensive abilities and setting them back on cooldown. The pet that appears will need to be provoked immediately, as it is aggressive and can potentially attack the player while their defensive abilities are on cooldown. If the player tanking Durzag receives a bite during this time, they should immediately call for a provoke.
After the FightEdit
Players can loot Durzag's corpse or collect from Fetcher outside the instance (lobby or leave the group to leave 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 that unlocked the ability to reroll the 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 it 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.
There are 5 special challenges that progress towards "the Daredevil" title. In order to complete the feat, the challenge described must be met AND players must finish the kill.
|One More Couldn't Hurt...||Defeat Durzag without killing Cormes.|| Have a third pet tank permanently on Cormes. Keep away from the group as Cormes has same attacking mechanics as Tuz and Krar. Only Cormes tank should attack Cormes outside of adrenaline stalls as he is not immune to reflects and in case someone accidentally hits hard on him.
Note: Cormes doesn't automatically die when Durzag dies.
|Prison Break||Have at least one Goebie survive the fight with Durzag||Provoke and kill pre-wave units (including Cormes) as quickly as possible. Durzag and his two other pets usually don't attack the Goebies.|
|Day at the Pound||Defeat Durzag without opening any of the cages in the walls of the arena.|| Kill chargers as normal, but do not open any of the cages lining the walls of the arena.
All the cages open automatically at the same time soon after Durzag spawns (20-30 seconds). Be ready to face all 24 chargers simultaneously, prioritising any that attack tanks first.
|Animal Cruelty||Have Durzag deal the killing blow to both Tuz and Krar||Lower Tuz and Krar to around 5000-10,000 life points. At 750,000 life points, all non-tanks should drag bombs to the pets, killing pets together. Be careful of increased accuracy and AoE attacks.|
|Gong Maintenance||Defeat Durzag with all gongs built but unused.||Repair but don't use the four gongs. They can be repaired after Durzag spawns.|