Hunter-Killer Fabricants
Two verminous fabricants form the vanguard of the forces pouring through the rift. They prowl the area looking for possible threats. |
Abilities
Charged Gore: The Hunter Killer impales the target with its horn, causing a bleed.
Shock Lash/Static Cascade: The Fabricant whips its tail around and launches small orbs of lightning.
Lightning Lunge/Predatory Programming: Fabricant lunges at a target a short distance away. This can be blocked to avoid Predatory Programming. Otherwise, The Fabricant pounces and begins eating his victim. This ability should be interrupted.
Rending Leap: Used on players that are out of melee range, doing damage and applying a snare.
Snap/Residual Static: Base attack that also has a chance to drop (50%) a lightning area effect (Residual Static) on the ground. Residual Static damage increases with prolonged exposure.
Proximity Static: As the Fabricants get close to each other, they form a visual bond. The longer they are close together, the more damage they do. This bonus damage slowly fades after they are separated. Players that intersect this visual bond take high damage. This bond is used to break the shields on the Refabricated Spheres so they can be damaged and Spheres take increased damage the longer they are intersected with the beam.
Additional Monsters
Refabricated Spheres
Shield: Protected by a shield until it is broken via Proximity Static.
Venom Burst/Venom Injection: Ability, which does damage and puts a stacking Damage Over Time on players. Venom Injection can be removed via cleanse abilities.
Taking Aim: Interruptible high damage attack.
Super Charged: Spheres do bonus damage once one of the Hunter-Killers has been killed.
Shalk Fabricant
These are ordinary fabricant shalks that appear twice throughout the fight.
Strategy
Players need two tanks for this fight. Each tank taunts and keeps a Hunter-Killer Fabricant busy while DPS players attack them. As Refabricated Spheres spawn, the tanks need to bring the Hunter-Killers close enough to form a Proximity Static bond to break the shield. DPS should then focus on and kill the Spheres.
As the fight progresses, more and more Spheres appear, making this job all the more difficult. Once the shield is broken, the Tanks should separate the Hunter-Killers so as not to allow the Proximity Static buff to increase damage too much.
Once a Hunter-Killer is killed, players are no longer able to force Proximity Static, which means they no longer are able to break shields on the Spheres. In order to prevent becoming overwhelmed, both Hunter-Killers should be killed relatively close in time to one another.
Note that there is an achievement, Kill Process, which requires that one of the fabricants be killed, while the other still has at least half of its health remaining—making this fight even more challenging.