- For the lore and history please see Stormtalon's Lair (cave)
Stormtalon's Lair is one of the four Dungeons that players can currently access in WildStar, and is generally the first that will be visited by the Exiles (for the Dominion starter dungeon, see Ruins of Kel Voreth). The entrance is located in Southern Galeras, just beyond the Thundercall Village nested in Galewind Canyon.
There are two versions of this dungeon; the Normal version has a minimum level requirement of 17 and will become available on the Group Finder at level 20. The Veteran version of the dungeon is accessible at level 50, and contains more powerful enemies and encounters designed to make the Dungeon more challenging.
This page covers both the Normal and Veteran versions of the dungeon. Veteran-specific mechanics appear in Italicized font.
Trash Pulls Edit
Stormtalon's Lair has a large number of Trash Pulls that must be dealt with by the players. These are groups of mobs that generally don't drop any loot and serve as obstacles to the dungeon's main Bosses. All of the trash pulls listed here are linked and must be pulled and fought together. There are only a few in Stormtalon's Lair that can be skipped, and there are several that roam the dungeon on a set patrol path. Players should only attempt to engage one pull at a time, and it is recommended that players either engage the patrols or wait for them to clear the area before pushing further into the dungeon.
These creatures appear as a large mob of Pell at the beginning of the dungeon, and are engagable after a short cinematic.
They are individually weak and do only basic white damage. The only danger of running into an issue is if the tank or another player rushes ahead into the group before the rest of the group is ready.
Thundercall Sentinel & ShamanEdit
These two creatures will always appear together. One appears large and heavily armored, the other is smaller and unarmored. The Sentinel wields a sword and deals moderate melee damage. The Shaman has a staff and does ranged damage.
- Shockwave (Sentinel); The Sentinel places a wide, rectangular telegraph in his front facing. Completing the cast sends a shockwave outwards that deals heavy damage. This ability is interruptible.
- Rejuvenate (Shaman); The Shaman channels a healing spell on both himself and the Sentinel for approximately 6 seconds. The Shaman has 1 Interrupt Armor while casting this spell.
- Shockwave deals heavy damage but is easily avoidable by rolling away from or behind the Sentinel. It is not necessary to interrupt this spell, except if the players want to take advantage of a Moment of Opportunity. Note that the telegraph also covers the ground directly on top of where the Sentinel is standing, so it's recommended to keep a little bit of distance to avoid getting hit.
- Rejuvenate heals a large amount of damage for both the Sentinel AND the Shaman, so it is recommended that the player group immediately interrupt this spell. Failing to do so could extend the length of the fight unnecessarily.
- The Shaman has a ranged standard attack, which can make it tricky to keep both creatures on top of each other or pull the group out of the path of a patrol. The tank can move the Shaman more easily by moving out of the line of sight of the Shaman (making him attempt to re acquire it by running toward the tank) or by simply running back out of range.
Thundercall Storm-Watcher & Thunderbeak FleshrippersEdit
One Storm-Watcher will always appear with two Fleshrippers. The Storm-Watcher is a moderately armored Pell that wields a club, and the Fleshrippers appear as small red-ish birds. All three mobs in the group do a moderate amount of white, melee damage.
- Hack and Slash (Storm-Watcher); A short, narrow telegraph that extends approximately 10m in front of the Storm-Watcher. The Pell chains several melee attacks together that can do heavy damage if a player is hit by all of them. The Storm-Watcher has 1 Interrupt Armor while casting this spell.
- Rampage (Storm-Watcher); Similar to Hack and Slash, but with a slightly longer range and a circular telegraph at the end. The Storm-Watcher does a quick charge, and then ends with a leaping smash that can do critically heavy damage to lightly armored players. The first attack in the combo does a knockdown. The Storm Watcher has 1 Interrupt Armor while casting this spell.
- Hack and Slash is the most commonly used ability by the Storm-Watcher, next to his white damage. Completely avoiding damage from this spell can be tricky, but players can generally roll out of it after taking the first hit. Rampage is by far a much more dangerous spell, as the leaping smash at the end of the combo can easily one-shot lightly armored players. Players should be looking for this spell at all times to avoid it, or interrupt it to proc a Moment of Opportunity.
- Even though the Fleshrippers have no special abilities of their own, their moderate damage output combined with the Storm-Watcher make this one of the more difficult healing encounters in the dungeon. The Tank should be ready to activate and rotate his mitigation abilities as soon as his health gets low, and the group should try as often as possible to stun-lock the Fleshrippers to reduce the amount of incoming damage to the tank. On Veteran difficulty the Fleshrippers have 1 Interrupt Armor each.
Thundercall Storm-Weavers will only appear on their own, either as an individual trash pull or a patrol. They appear as robed Pell wielding a staff, and deal moderate ranged white damage.
- Static Paroxysm; A group-wide debuff that deals a moderate amount of damage over time. This ability is stackable, and will not be removed from the players until it is dispelled or the Storm-Weaver is killed. There is no cast time for this spell, and therefore cannot be interrupted.
- Conduction; The Storm-Weaver stuns a single player in the group (generally not the tank), and centers a 5m circular telegraph over them. The telegraph channels a lightning bolt that strikes where the player was standing every second for a large amount of damage. Note that sometimes if the player avoids getting stunned (such as if the player had interrupt armor when he was hit by the spell), the channel may continue to cast and do damage, so the targeted player must make sure to move to avoid damage and other players must be aware not to stand in it. On normal difficulty the Storm-weaver has 1 Interrupt Armor while casting this spell. On Veteran the Storm-Weaver has 2 Interrupt Armor.
- The damage done by Static Paroxysm can quickly become unmanageable if it is allowed to stack too high, so it is highly recommended that it is dispelled from the group immediately after it is cast. Apart from avoiding Conduction, there is no real reason for players to move during this fight, so they should all stand where a healer can easily hit all of them.
- Conduction is an exceptionally high-output damage spell, and should be interrupted whenever possible to avoid losing a player. A player can use a CC break to remove the stun, but it is recommended that the group instead interrupt the Storm-Weaver to proc a Moment of Opportunity. The Storm-Weaver generally won't target the tank with this spell, but can target the healer, so it's recommended that the group not simply rely on the healer to out heal through the damage.
- Pulling Storm-Weavers can be tricky due to their fairly long-ranged white damage, and their proximity to other trash mobs and patrol paths. The group should clear around Storm-Weavers as much as possible before attempting to engage them, and even then the tank should attempt to pull them back as far as possible by taunting and running directly away from them. More often than not, pulling a Storm-Weaver along with ANY other group will result in a wipe, due to the high damage output of both of its abilities.
Skyborn Tempests will only appear on their own, either as an individual trash pull or a patrol. They appear as large Wind Elementals, and deal high white melee damage.
- Tornado Ally; The Tempest rushes a random player in the group that causes a short knockback and leaves a wide trail of static electricity on the ground. The static deals a high amount of damage every second to players that stand in it. Note that players must move AROUND the static to avoid taking damage; it is not possible to jump over it.
- Manifest Cyclone; The Tempest targets a random player in the group and begins casting a large circular telegraph. Once the cast is finished, a large circular telegraph appears where the player was standing that deals light damage and dissipates rather quickly. The Tempest has 2 Interrupt Armor while casting this spell.
- Players should have a fairly large area to engage Skyborn Tempests. The Tempest can maintain up to 3 Tornado Allys at a time, and also the knockback from his initially charge can push careless players into other groups. Manifest Cyclone does not deal a lot of damage, but can be easily interrupted to proc a Moment of Opportunity.
- Due to the high white damage dealt by the Tempest, healing the tank can be difficult, especially if the rest of the group is not being careful to avoid damage from Tornado Ally. The Tank should move as little as possible for this fight, only to avoid a Tornado Ally himself. Other members of the group should be careful to move AROUND Tornado Allys to return to the Tempest after a rush, and must try not to be careless and attempt to cross them.
NOTE: The Tempest generally deals melee damage, but will occasionally bug at the end of a charge and behave like it is casting ranged damage instead. The tank should quickly work to move back into melee range with the Tempest and start re-acquiring threat. The Tempest moves very quickly, and can be difficult to control once the tank loses aggro.
Sub Bosses Edit
Stormtalon's Lair has two "Sub Bosses" that can be defeated by the player party. These creatures are more powerful than the regular trash pulls, but their encounters aren't as complex or difficult as the Dungeon's regular Bosses.
Player's will only encounter one of the two Sub Bosses during a single run of Stormtalon's Lair. Which one they fight is randomly determined once they enter, and the soonest the players will know is immediately after defeating the first Boss, once it's revealed which of the two they need to defeat as a Secondary Objective. Either will always spawn in the same location; Overseer Drift-Catcher will appear on a ledge in the room immediately after the first boss's chamber (accessible by a bouncy pad), while Arcanist Breeze-Binder appears halfway up the ramp leading to Stormtalon, standing in front of a computer-type device.
Either isn't present, a regular mob will be standing in his place instead.
Overseer Drift-Catcher Edit
Overseer Drift-Catcher is a large robed Pell that roams a large circular path on the ledge immediately after defeating the first boss. His aggro range is fairly large, and players must be careful not to pull him after landing from the bouncy pad.
Drift-Catcher deals moderate to heavy ranged white damage.
- Gust Convergence; Drift-Catcher stuns a target player and begins to channel a spell. If the spell is completed, three small wind elementals appear and immediately start attacking the targeted player. Drift-Catcher has 3 Interrupt Armor while casting this pell.
- Static Paroxysm; A group-wide debuff that deals a moderate amount of damage over time. This ability is stackable, and can only be removed by dispelling it. There is no cast time for this spell, and therefore cannot be interrupted.
- Lightning Storm'; Drift-Catcher knocks back all the players in the group and starts channeling a lightning storm. The storm takes the form of rectangular telegraphs that randomly target the players and deal heavy damage and a knockdown if hit, and continues until Drift-Catcher is interrupted or finishes channeling the spell. Drift-Catcher has 3 Interrupt Armor while casting this spell. On Veteran difficulty, Drift-Catcher gains an absorb shield that must be destroyed before the party can interrupt the spell.
- The adds spawned from Gust Convergence can be taunted and don't have a terrible amount of HP, but they can deal high damage in a group and can quickly squash the tank when combined with the heavy white damage from Drift-Catcher. They can also be difficult to deal with if they're summoned right as Drift-Catcher transitions into a Lightning Storm, as players will be running around to try and avoid damage. Every player in the group should make sure he doesn't cast this spell.
- On Veteran Diffuculty, Drift-Catcher gains an absorb shield while channeling Lightning Storm, that must be brought down before the players can interrupt his spell. Players can attempt to simply ride out the spell or burn through the shield, though either can be tricky depending on the make up of the group and how he's positioned. It's recommended that players try to catch Drift-Catcher in the middle of his room (as opposed to in a corner or by a wall) so that players have more space to run around while avoiding the Storm.
Arcanist Breeze-Binder Edit
Arcanist Breeze-Binder is a large robed Pell located approximately halfway up the ramp leading to Stormtalon's chamber. He wields a staff that does moderate white, ranged damage.
- Manifest Cyclone; Breeze-Binder targets two random players in the group and begins casting a large circular telegraph on each. Once the cast is finished, a large circular telegraph appears where either player was standing that deals light damage and dissipates rather quickly. Breeze-Binder has 2 Interrupt Armor while casting this spell.
- Gust Convergence; Breeze-Binder stuns a target player and begins to channel a spell. If the spell is completed, three small wind elementals appear and immediately start attacking the targeted player. Breeze-Binder has 2 Interrupt Armor while casting this spell.
- Do to his lower Interrupt Armor and smaller pool of abilities, Breeze-Binder is by far the easier of the two sub bosses in Stormtalon's Lair. As with Drift-Catcher, players should attempt to interrupt his Manifest Cyclone spell. His fight can be tricky to initiate however do to his much closer proximity to surrounding adds and a patrolling Stormweaver. Players should take care to clear the area around Breeze-Binder as to not pull anything else accidentally.
Stormtalon's Lair has three bosses that must be defeated by the players in order to complete it. The boss order is linear, meaning that players must defeat one in order to gain access to the next and so on.
A brief list of the bosses and where they are found is below. For detailed information on how to defeat each boss, click on their link to visit their own wiki page.
Blade Wind the Invoker is the first boss that players will encounter in Stormtalon's Lair. He is found in the second major chamber in the dungeon, immediately after rounding the first bend. Players will have to clear out the front of his chamber before they are able to engage him.
Aethros is the second boss players will have to defeat in the dungeon. He appears by himself in the fourth major chamber of the dungeon, following the room where the prisoners and the first Skyborn Tempests are found.
The dungeon's namesake, Stormtalon is the third and final boss of his lair. His chamber is reached via a large circular ramp that players find right after killing Aethros. Defeating Stormtalon is considered having completed the dungeon, and there exists nothing else players can do beyond him.
Secondary Objectives are mini quests that can be completed by the party while running the dungeon. They can include collecting specific items, using certain abilities on trash mobs or defeating specific sub bosses.
None of these objectives are required to complete the dungeon, however players will be required to complete all of them in order to be eligible for any Medals. The exact Objectives that players must complete are randomly determined and may not be revealed until certain points in the dungeon.
Note that once players defeat the final boss of the dungeon, they may NOT go back and complete any remaining Secondary Objectives. The party should make sure they've completed all Secondary Objectives before engaging the final boss, if possible, if they wish to obtain any Medals.
Gold Challenges are similar to Secondary Objectives, but are generally more difficult to complete. They can include defeating enemies within a certain time frame or avoiding a specific attack from a Boss.
Unlike Secondary Objectives, players receive an item reward immediately after completing a challenge, so players always have incentive to complete them regardless of whatever medal requirement they're trying to meet.
As their name implies, Gold Challenges are a requisite for meeting the Gold Medal criteria, and are also randomly assigned at certain stages of the dungeon.
Players can earn medals for meeting certain criteria while running the dungeon, which can increase the number of items they receive after completing it. Some items are only attainable after getting certain medals, or are exceptionally rare otherwise.
- Bronze : Complete all Secondary Objectives
- Silver : Complete the dungeon in under 30 minutes
- Gold : Complete all of the Gold Challenges, and complete the dungeon without any player in the party dying.
Medal requirements are cumulative, meaning that in order to get Silver, players must meet all the requirements for Bronze and so on.