Kael Drakkel Contested Dungeon
Almost all named in here are pure tank and spank. If you can't kill them, the most likely scenario is you lack the gear. Below are the little (mostly obvious) extra pieces of information.
All named have a curse, which tends to range from a group wipe to a stun/fear and minor damage.
Location 1: One of the rooms by Tormax
Strat: He puts uncurable stuns on people, then also puts invisible stuns (doesn't show in your det. window). He mem wipes also. I just sit and beat him down over time, I do about 33% DPS to him as opposed to a namer that doesn't stun this much.
Sven the Exactor
Location 1: Entrance left side.
Strat: He AE knockbacks and fears (or used to fear).
Location: Don't remember..
Strat: He puts an uncurable on people (I think range based), then he does Annihilation - Anyone that has that uncurable on them gets raped in the face. My tank can handle it, but no one else in the group can. I just tank him far away and when he does anni just move your tank away. No one else will have the buff.
Oh, and he memwipes to add to the fun.
Strat: Spawns an add at 50%, add has next to no health so burn it.
Strat: Knockback, memwipe, uncurable stun. Tank and spank.
Interrex Grankr - Knockbacks, memwipes a lot and summons orbs(flames of Kael, frost of Kael) which have to be AoE'd down.
Faber Jonenry - comes with two duhjalm friends with a stupid amount of hp(10mil each). Tank'n'spank.
Praefectus Ptor - summons an add which needs to be switched to straight away, as ignoring them seems to result in more spawning faster(record was 7 before I wiped, and they don't depop with the named).
(Legendary Weapons/Forearms Patterns) - http://eq2.zam.com/db/mob.html?eq2mo...603842a9658ea2
FYI: Has a knockback.
Strat: Tank and spank.
(First Room on the Left)(Legendary Ear/Hands Patterns) - http://eq2.zam.com/db/mob.html?eq2mo...11c39a65316019
AOE: Damage aoe. Squishies stay out.
Strat: Tank and spank.
(First Room on the Right)(Legendary Weapons) - http://eq2.zam.com/db/mob.html?eq2mo...a51df9dd665afe
Strat: Drops embers on the ground. Move away from them as they blow up and hurt really bad.
(Top Left)(Legendary Charms/Fabled Ear) - http://eq2.zam.com/db/mob.html?eq2mo...7074441bbb2de4
FYI: Minor knockback. Fully crowd
Strat: Comes with 2 adds. Something "ports" you around a little bit. They put out quite a bit of DPS until you get the adds killed. Pulls any trash left in the zone at 5%.
(Top Right)(Legendary Wrist) - http://eq2.zam.com/db/mob.html?eq2mo...fe5049eee43503
Strat: Has a knockback+knockup+memwipe+elemental dot he casts periodically(might be HP linked). DOT needs to be cured asap or it'll tick for stupid damage. I found it best to have the bots pushed into a corner and the MT with his back against the nearest bed. Get ready to use lots of snaps as his memwipe rate is about 2x the other named.
(Legendary Neck/Fabled Range) - http://eq2.zam.com/db/mob.html?eq2mo...c1883876b37c8e
FYI: Adds can be mezzed. Adds change from "Charging" to "Aiding" based on if they are engaged by the name. Once they have changed to "Aiding" they give a dps buff to the named until killed.
Strat: Tank and spank with summoned adds(time based I suspect). I had 3 of the adds by the time he hit 9%(160k DPS), so I just ignored them and healed through the damage. Has a knockback and memwipe.
Throne of Storms
Wolfmaster Oor, Treachery and Ragefrost
(Legendary Cloak/Head Pattern) - http://eq2.zam.com/db/mob.html?eq2mo...ab38765129f797
Strat: You'll be target locked to one of the wolves(the druid I think) until it's dead, otherwise it's a tank and spank, making sure everyone but the tank is in front. Didn't memwipe IIRC.
Allectus Prime Karsgard
(Legendary Ear) - http://eq2.zam.com/db/mob.html?eq2mo...3c66103d433a4c
FYI: Summons 3 adds starting at 80% health. AOE Knockback. An orb that needs to be moved or killed away from group to prevent a stun.(?)
AOE: Nasty frontal.
Strat: Tank and spank switching off to the adds as they come in or mezz the adds as they come in and burn really fast.
Weapons Master Korin
(Legendary Ring) - http://eq2.zam.com/db/mob.html?eq2mo...69dd77bfe34ce0
FYI: Massive memwipes. Curse cures are important.
AOE: Nasty frontal.
Strat: Tank and spank.
(Legendary Waist/Fabled Ring) - http://eq2.zam.com/db/mob.html?eq2mo...dac7a7d6c97f67
Strat: Summons an add every ~10-15% health, kill the add quickly or he heals up. Otherwise a tank and spank.
Decanus Prime Vundr
(Legendary Charm/Shoulder Pattern) - http://eq2.zam.com/db/mob.html?eq2mo...07b684bc2412c9
rops orbs which does a forced target clear. It's possible there's away to stop them, but I just blue AE'd them down. Turns into a lion at low health(don't remember the percentage), at which point it becomes a straight up tank and spank.
(Need loot confirmed) - http://eq2.zam.com
FYI: This guy is brutal compared to the rest of the zone. Has 3 linked guards who memwipe, debuff and heal on their own. Hagandr manadrains, AE dd+knockback and starts throwing out ~40k focus AEs at 20% every few seconds.
Strat:1) Position healers and DPS near the blue dot
2) Run tank and coercer out to ~15m of the closest giant in the encounter
3) Use the Coercer encounter mez and pray at least two of the normal giants gets mez
4) Engage ranged attack on Hagandr and DM on SK to get agro and pull him back to the cubby near the blue spot
5) Let the rest of the bot group kill Hagandr and up to 1 add while I manually maintain mez's with the Coercer and move back to manaflow/cloak/PoM/whatever for ~30 seconds before refreshing single target mez's
6) At 20% hit Bladedance
7) 10% use Verdict
8) Kill the adds one at a time
I tried tanking all 3 adds at once but couldn't do enough DPS to kill Hagandr(due to him being healed), hence the mez route.
Temple of Rallos Zek
Scerd the Gutless (Sets the difficulty of the zone)
Strat: Killing this guy makes the zone easy mode. Leaving him up sets hard mode.
Neocorus Rikrlander (Easy Mode)
Strat: Tank and spank.
Arch-Castigator Godahus Rekkr (Easy Mode)
He puts a debuff on you, that if it expires, you explode and die. It lasts for 60 seconds. Running through the entrance way refreshes the debuff back to 60 seconds but does a bit of damage (making it so you can't stand in the hall way). So every 50 seconds (I do 30 seconds so I don't fall behind doing 6 people) run into the entrance to fresh your buff, then back out.
I tank him on "inside" of the room (on the ground), while everyone else is outside (up on the lip). Other than that debuff - tank and spank.
Setup a camp spot location and tank him away from it. When the uncurable is about to expire, joust out and use a mage, druid, root, anything to keep him in place long enough for the aoe to go off. Joust in and repeat as necessary.
Arch-Judicator Solfleinn (Easy Mode)
Strat: Spawns an add around 25% (Maybe 50%?) called Malaxxinan. I simply ignored him (tank had aggro) and kept burning the Arch. Arch died and Malaxxinan disappeared.
Prime Imperium Hammarmund (Easy Mode)
Strat: 3 mobs. Kill them all at the same time. When you kill a mob, it makes him stronger. He knockbacks A LOT. I place with my tanks back up against the round thing he spawns near, since this negates the knockback completely. Usually I kill 1 of his adds off by accident early on, and have to deal with him in beef mode for a bit. Try to avoid this unless you're very well geared.
Idol of Rallos Zek (Easy Mode)
FYI: When he stoneskins you can use a dispel to remove it.
Strat: Tank and spank, but it's a tank gear check.
Neocorus Rikrlander (Hard Mode)
Strat: I go close to where the name is and there are 2 pillars i set my zerk on one side and the whole grp with DFCS on the other side "before the bump for KBs and range to tank" in the middle of the pillar. DPS name down you need 450kdps + for this guy throughout the fight you will get adds that memwipe, I burn the name down and usually end up with about 5 adds.
Arch-Castigator Godahus Rekkr (Hard Mode)
Strat: As soon as u enter his "circle" there are 2 entries I use the closest to where u come from the begining. I set all my guys with the same DFCS a few steps to the right from the middle of the V as soon as u get in the room on the ground not on top of it. and my tank on top of the left side there is a V as well I put him right in the middle of the V. I pet pull him so i my tank doesnt take the KB and then i wait on the middle of the room so i can place my self right infront of him with my back against the wall, if u have him on the side or not right at 12 oclock at about 50%-60% he will do a huge kb that will send u flying across the room or outside the room and if he goes outside the room he will get a buff that makes him pretty much impossible to beat. What i usually do is clear my curse at 65% and then at 35% and not based on time on the curse what i usually do is go to the others tab and hit jump that will refresh the curse on everyone other than my tank due to the fact that he is up on the ledge so i get down of the ledge with the tank i simply jump and i refresh the curse. Here is a pic of how i pull him.
Arch-Judicator Solfleinn (Hard Mode)
Strat: Tank and spank. Same strat as Easy Mode.
Prime Imperium Hammarmund (Hard Mode)
FYI: Will cast Equalize (Uncurable Curse) on a target (See screenshot below).
Strat: Similar idea as the EM version, but includes the beefed up damage and chaos you would expect from a HM named. Positioning is up to you, but I have included a picture below of how I setup. To start the fight you will generally want to focus on Hammermund first. How far you take him down before switching to one of his adds depends on your group's AOE dps. You'll want to kill his adds really close together in health and hopefully have Hammermund close to death as well.
Idol of Rallos Zek (Left and Right) (Hard Mode)
FYI: Will cause rocks to fall on you from the ceilling. Damage and knockback. The longer the fight the more rocks that drop.
Strat: Start with the Enraged. Burn to 75% and when it stoneskins switch to Empowered. Burn to 85% and when it stoneskins switch back to Enraged. Continue in 20% incriments until dead.