Altar Of Malice - Heroic Instances

bg50

Active Member
Pov
He ports you away from him 3 times and spawns shadow adds. If an add is killed the person landing the deathblow is ported back to the named and must be careful not to 'wake' him. When 5/6 of the group is back they can click on the remaining player's 'bird thing' to continue fighting the named. At 25% he will cast something that blows everyone across the zone.

Stonefang
Every 15% he casts something you have to duck out of the room to avoid.

Kessastras
Drains power if a group member is outside 15m of each other but also casts an arcane fear spell that (I think) is a targeted AE. About 4-5 times throughout the fight Kessasras will fill the room with click-able copies of herself and grant someone a vision of where she really is. The real copy needs to be clicked in about 30s.

Kesa
A few times throughout the fight she spawns a bunch of adds that slowly make their way back to her. If they hit her they give her a buff. If they hit you they do damage and a power drain. Also, at times during the fight if you are not in the middle of the room someone gets Zapped.

Rhag and disciples
Throughout the fight there is a curse that ticks down for 60s and is passed to another group member when it is cured. If the curse goes uncured it passes to another group member and gets reapplied. Also, throughout most of the fight, there are spots on the floor that you have to avoid.
This first part of the fight is a warrior. He has a memwipe but is straightforward. After you kill him Rhag will come out and death touch your tank.
Next is two summoners that are stationary. They will periodically call adds.
The last part is two shissar. At this point the things on the ground stop spawning.
 

Kannkor

Ogre
Pov
He ports you away from him 3 times and spawns shadow adds. If an add is killed the person landing the deathblow is ported back to the named and must be careful not to 'wake' him. When 5/6 of the group is back they can click on the remaining player's 'bird thing' to continue fighting the named.
As soon as 1 person is out, they can click everyone else out.
 

Taubstumm

Member
How do you guys do the first namer in Thresnet? I have on Ogrefollow, kiting the namer, but the pools overwhelm me too fast.
 

Midnyte_ride

Active Member
How do you guys do the first namer in Thresnet? I have on Ogrefollow, kiting the namer, but the pools overwhelm me too fast.
If, when he starts casting Shralok Infection, your tank is not in melee range and his target changes, he'll cast it on everyone in range. If your tank is in melee range when he casts it, it'll only apply to the tank. I found it quite difficult moving around a lot because he'd often end up casting the curse on my whole group and it became overwhelming. These days if I expect he'll cast infection again shortly I just keep my crew still until he finishes casting it. I'd estimate he casts it every 45-60sec, but I haven't gotten an exact timer down. When I see him casting the memwipe + kb I hit him with a force target just incase.
 

lixleon

Member
Is anyone get through Ossuary: Choir of T'Vyl ? This is last zone I didn't get finished.
The first namer are hitting so hard, Is some strait on him or just bugged out?
Anyone can confirm this?
 

pelly

Active Member
Did Sanguine the other night. Everything worked great, pretty easy until High Inquisitor. Was getting random hits on group members by named for 7-8 million called "deliver verdict". Tank had aggro the whole fight and I didn't see any red texts or cast bar for this ability. Was dispelling magic on my Coe every time it was up, not sure if that mattered. Once group member dies, they had a detriment on them preventing from being rezzed back. Tried running them back but they died as soon as they got back. Was 10 min into the fight and Raudin was at 70% still. With 3 dead group members that can't be rezzed, pretty much a wipe.

Tried manually and using BJ script and same result.

Anyone know how to get past this insta kill and rez prevent? I'm sure I am missing something pretty basic.

Group is Guard, Coe, Dirge, Ranger, Def and Warden. Resist 140k+ and wearing 4/4 blue or green with a few gems.
 

bjcasey

ISX Specialist
Did Sanguine the other night. Everything worked great, pretty easy until High Inquisitor. Was getting random hits on group members by named for 7-8 million called "deliver verdict". Tank had aggro the whole fight and I didn't see any red texts or cast bar for this ability. Was dispelling magic on my Coe every time it was up, not sure if that mattered. Once group member dies, they had a detriment on them preventing from being rezzed back. Tried running them back but they died as soon as they got back. Was 10 min into the fight and Raudin was at 70% still. With 3 dead group members that can't be rezzed, pretty much a wipe.

Tried manually and using BJ script and same result.

Anyone know how to get past this insta kill and rez prevent? I'm sure I am missing something pretty basic.

Group is Guard, Coe, Dirge, Ranger, Def and Warden. Resist 140k+ and wearing 4/4 blue or green with a few gems.
That is the fight. Don't let anyone die and if they do die, they are out for the fight. It's a shitty fight. There's a reason for the verdict, but I can't remember what it is right now.
 

bjcasey

ISX Specialist
Oh, I think I remember what causes verdict. He will check power throughout the fight. If someone is below a certain threshold he will kill them.
 

Luclore

Well-Known Member
Is anyone get through Ossuary: Choir of T'Vyl ? This is last zone I didn't get finished.
The first namer are hitting so hard, Is some strait on him or just bugged out?
Anyone can confirm this?
My last zone to complete as well....there is a known bugged on that named if you wipe you pretty much have to zone out and back in to reset the bug. But still trying to figure out the strat - currently my thinking is to kill the 4 bone piles at the same time since the replacement adds for those hit a lot less than if you just stay on named and he calls the piles to him at 90%.
 

North101

Well-Known Member
Saw someone mention tonight that Gudre can be a straight tank/spank. Tried it tonight and fo sure those grimlings can stay up there. I'm mostly 4 gem blue with some 1 gem green. zerk/brig/dirge/coer/mystic/warden. Script is a life saver at lower gear points...but nice to know you can hit a point and not worry about the tapestries. Hope this helps.

North
 

eddie43302

Senior Member
Anyone know what's up with second named in ossuary of malice.seems I do fine til 50%. Then something happens and he starts hitting harder.I use bj scripts for the mob but I don't see any debuff or anything he is casting don't know why I do fine til then
 

Apop!

Member
Just tried it, works exactly like it should mate. not sure if you're doing something wrong. are you controling your tank or letting the script do everything ? letting it do everything has just worked flawlessly for me.
 

Yorkie

Active Member
Has anyone sussed out what to do with Achiun K'dal casting "bone spear" in Resonance of malice the triplets named.. damn its a pain.. I can manage to do the zone, but cant seem to sus how to survive that cast he does.

many thx
K...........

Nm sussed it, after trying different things seems that if you stun Achiun it stops casting the long cast of "bone spear". So even at other end of room I pause my swash and run over and stun then run back and un-pause, works a treat hardly any deaths.... yay

K..........
 
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Yorkie

Active Member
Ossuary: Sanguine Fountains

The Sanguine Fiend:
He has an effect on him that lasts for around 10s that must be dispelled with absorb magic, it is called Harden Bones, other than that its jousting according to the red text and killing the add which will turn into a semi copy of the named if he gets too close, you can stand in between him and the named and he dies pretty easy. I have attached a little script that helps with the dispel you can run it on any mage.

How do you use and where do you put these scripts? not used one b4, many thanks.

K........
 

Sam1314

Member
Has anyone sussed out what to do with Achiun K'dal casting "bone spear" in Resonance of malice the triplets named.. damn its a pain.. I can manage to do the zone, but cant seem to sus how to survive that cast he does.

many thx
K...........

Nm sussed it, after trying different things seems that if you stun Achiun it stops casting the long cast of "bone spear". So even at other end of room I pause my swash and run over and stun then run back and un-pause, works a treat hardly any deaths.... yay

K..........
It's one of the most annoying fights ever. There shouldn't be a mob that one shots anyone in the group if the person in that groups is wearing the best armour they can wear at that given point. It's really annoying that the only real strat to this fight is to zerg it.
 

bjcasey

ISX Specialist
Pov
He ports you away from him 3 times and spawns shadow adds. If an add is killed the person landing the deathblow is ported back to the named and must be careful not to 'wake' him. When 5/6 of the group is back they can click on the remaining player's 'bird thing' to continue fighting the named. At 25% he will cast something that blows everyone across the zone.

Stonefang
Every 15% he casts something you have to duck out of the room to avoid.

Kessastras
Drains power if a group member is outside 15m of each other but also casts an arcane fear spell that (I think) is a targeted AE. About 4-5 times throughout the fight Kessasras will fill the room with click-able copies of herself and grant someone a vision of where she really is. The real copy needs to be clicked in about 30s.

Kesa
A few times throughout the fight she spawns a bunch of adds that slowly make their way back to her. If they hit her they give her a buff. If they hit you they do damage and a power drain. Also, at times during the fight if you are not in the middle of the room someone gets Zapped.

Rhag and disciples
Throughout the fight there is a curse that ticks down for 60s and is passed to another group member when it is cured. If the curse goes uncured it passes to another group member and gets reapplied. Also, throughout most of the fight, there are spots on the floor that you have to avoid.
This first part of the fight is a warrior. He has a memwipe but is straightforward. After you kill him Rhag will come out and death touch your tank.
Next is two summoners that are stationary. They will periodically call adds.
The last part is two shissar. At this point the things on the ground stop spawning.
What zone is this for?
 

Sam1314

Member
Ossuary: Sanguine Fountains

Gore: What a boring fight, here is the step by step for this fight in case anyone is struggling.

1/ take your mage off of assist so it can target the gore directly
2/ put absorb magic at the top of the mage cast list
3/ make a macro to "/target sanguine spray"
4/ pull the mob so your group is between it and the lava pool thing, you can move scouts behind it during the fight
5/ watch for the adds and use the macro
6/ rinse and repeat for ages, it's so dull

If bjcasey fancies scripting that it would be great to do it all with one button press ;)
 

bjcasey

ISX Specialist
Ossuary: Sanguine Fountains

Gore: What a boring fight, here is the step by step for this fight in case anyone is struggling.

1/ take your mage off of assist so it can target the gore directly
2/ put absorb magic at the top of the mage cast list
3/ make a macro to "/target sanguine spray"
4/ pull the mob so your group is between it and the lava pool thing, you can move scouts behind it during the fight
5/ watch for the adds and use the macro
6/ rinse and repeat for ages, it's so dull

If bjcasey fancies scripting that it would be great to do it all with one button press ;)
It is already done, but not released yet.
 

Kannkor

Ogre
Ossuary: Sanguine Fountains

Gore: What a boring fight, here is the step by step for this fight in case anyone is struggling.

1/ take your mage off of assist so it can target the gore directly
2/ put absorb magic at the top of the mage cast list
3/ make a macro to "/target sanguine spray"
4/ pull the mob so your group is between it and the lava pool thing, you can move scouts behind it during the fight
5/ watch for the adds and use the macro
6/ rinse and repeat for ages, it's so dull

If bjcasey fancies scripting that it would be great to do it all with one button press ;)
Ogrebot will handle the mage absorb magic automatically.
Use Autotarget to handle the sanguine spray.
 

Cheesy

Well-Known Member
It's one of the most annoying fights ever. There shouldn't be a mob that one shots anyone in the group if the person in that groups is wearing the best armour they can wear at that given point. It's really annoying that the only real strat to this fight is to zerg it.
Just set your Chanter to auto target that named, and put one of his interrupts long range (See Hemorhage/Ultraviolet Beam) near to the top of cast order for that fight. Job done.
 

Sam1314

Member
Cheesy: Do you move your group around because the caster mob is out of range 2 out of 3 of the pull spots on mine?
 
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Yorkie

Active Member
Ogrebot will handle the mage absorb magic automatically.
Use Autotarget to handle the sanguine spray.
I tried using "set up for gore" (and tried other names) and nothing happened even when pulled, I checked all my settings as I had to reset some of them as was using BJ's earlier. Is it supposed to work yet? thx

K..........
 

Kannkor

Ogre
I tried using "set up for gore" (and tried other names) and nothing happened even when pulled, I checked all my settings as I had to reset some of them as was using BJ's earlier. Is it supposed to work yet? thx

K..........
There isn't a set up for gore.
If Grind Options are checked, any mage will handle the absorb magic automatically. Just do not have autotarget on them, and do not have absorb magic in their cast stack. They will do it by themselves.
 

Sam1314

Member
BJS - your script for the fiend, when he calls out the warning about being far away the group run far away. I have to manually call them to me, is it only happening for me or has anyone else noticed this?
 

bjcasey

ISX Specialist
BJS - your script for the fiend, when he calls out the warning about being far away the group run far away. I have to manually call them to me, is it only happening for me or has anyone else noticed this?
Make sure your OgreBot Grind Options are off if you want my stuff to work. Kannkor coded the zone after I did, so I don't have it disabling Grind Options right now. Next patch will do this for you.
 

Yorkie

Active Member
For some reason I just couldn't get past the inquisitor in fountains, my coercer's mana flow just wasn't fast enough to replenish mana b4 someone dies there was a right delay. I tried casting before he cast his spell to take all the mana away but mana flow just hung for ages and sometimes just didn't work at all, I even looked at my AA's. I re-zoned and that didn't work, I hope its bugged or something cos I've done it loads b4. And my dirge after he died kept casting his buffs as it said he didn't have enough space left but I had changed nothing and had to log out/in again to stop it..
distguntled
lol
K.......
 

Sam1314

Member
For some reason I just couldn't get past the inquisitor in fountains, my coercer's mana flow just wasn't fast enough to replenish mana b4 someone dies there was a right delay. I tried casting before he cast his spell to take all the mana away but mana flow just hung for ages and sometimes just didn't work at all, I even looked at my AA's. I re-zoned and that didn't work, I hope its bugged or something cos I've done it loads b4. And my dirge after he died kept casting his buffs as it said he didn't have enough space left but I had changed nothing and had to log out/in again to stop it..
distguntled
lol
K.......
Do you run with a Mystic? I cast GDP and Spirit Tap on pull then go get a coffee.
 

Kannkor

Ogre
Ssraeshza Temple: Taskmaster’s Echo [Event Heroic]

Quite an easy zone now.

When you start the fight, there are like 8 guys in a circle who are perma rooted, and a bunch of other trash. I think the rooted ones are called "something invokers". The longer they are up, the more they buff the first named. I move around the room killing the invokers, while just AEing down the other trash.
Once everything is dead, the first named spawns. Best I can remember she does nothing. You can see her stacks, and I'm not sure it matters.

Four orbs then spawn in the corner of the middle room. Kill these (they have a 50% feedback, so fast casting scouts like rogues may eat it a time or two). Once all 4 of those die, I think another named spawns that does nothing.

Once he dies, move out of the room, the next named is the Orb guy.
From where you zoned in, move to the left. (OgreBot users) Campspot everyone (tank included) and do a 'set up for Shakaz'. This fight is completely handled.
Having said that, the strat is as follows.
You get increments the closer you are to him, the faster they go up.
Once you hit 50 increments you explode all around you. (That's why everyone is spread out).
You will see orbs floating around the room. If one of the orbs hits him (blue one I think?), it heals him 2%. If a black orb hits him... mana drain? I don't recall. After the nerf I just ignore them.

Onto the boss, Echo of M....
OgreBot users can campspot everyone (tank included) and do a 'set up for echo'. Make yourself an autotarget list for the adds, and this is a long 15 minute boring fight. Drink some coffee.
The strat to the fight is:
Throughout the entire fight, he will cast moonbeam on someone (called out in red text), that person must get into a tube when it finishes casting, or take massive damage (after the nerf, I don't think it kills you anymore... ).
Every 10% he alternates what he does.
The two different effects are:
Effect 1: Reprimand. This is an uncurable effect that goes on the entire group. ONE person must stand in a tube for about 10 seconds, which changes the effect on everyone to curable. Ogrebot just has a person with moonbeam wait longer. If this is not cured before the next 10%, you blow up.
Effect 2: He starts summoning adds. You get a message that only one being can be in a tube at a time. There are 8 tubes. You will get 8 adds unless you figure out a way to put a "being" in as many tubes as you can. Hint: YOU are a being. Ogrebot will move non-tanks into their own tube so adds don't spawn. Tank stays still so he doesn't frontal people. You will get 3 adds instead of 8. Kill them off.

This happens the ennnnnnnnnnnnnnnnnnnnnnntire fight.
 

Sam1314

Member
Use
cant see that on mine only got Ancestral savior. whats the grp one called cant find that one.. thx
K......
Use Tunares Watch from the warden? Unless you are only running 1 healer of course. You probably don't need GDP on pull.
 

Yorkie

Active Member
Ok in sanguine fountains its got to be bugged for me cos this is what's happening to me, yesterday couldn't get inquisitor down due to him casting his mana drain and my coercer not casting soon enough his mana flow and when he does its real slow at replenishing mana so someone dies, even if I manually do it myself it doesn't work and if I cast manasoul which does work he cast his mana drain before timer is ready on manasoul.
Today I went back in and had a look at my coercer and don't know if its relevant but his absorb magic was de-selected in his cast stack so tried again with that on, when pulled inquisitor everything was going great he wasn't even casting his mana drain so I thought maybe it was something to do with the absorb magic, when he got to 40% all singular focus was turned off everything going great again now when one of his side kicks died the inquisitor healed back up to 100%. So evac'ed and tried again this time he went back to how he was before casting mana drain and all the problems from before, so I zoned out and tried again this time all was ok no mana drain till one of his side kicks died when he was 30% ish so he healed back up to 100%...
my team :- SK, war,mys,dir,swash,coer
This surly has to be bugged as I have done this mob quite a few times before and there was never a problem.

thx
K.......
 

Sam1314

Member
Ok, if you kill the adds to early he will go back to 100%, you have to kill it between 30% - 25% health as Kannkor's notes tell you. Absorb Magic has nothing to do with this fight but you will need it for final named. Run bria on the dirge for this fight, I do. We have the same group setup btw except for the tank. Get all your mana buffs on pull and kill the adds when the named is between 30-25% health and all is well, even if he heals to 100% then you just have to kill him again with a straight tank and spank.
 

Yorkie

Active Member
Thx Sam, I didnt know about killing the adds too early must have been just lucky all the other times, unless with having better gear they just die quicker. I've just tried it again and yep he healed back up to 100% so I let it run and this time it was just a tank and spank I got no increments of Divine Misguidance on me at all.. he died yay.. thx again.

PS, Thx Kannkor for Ssraeshza Temple: Taskmaster’s Echo [Event Heroic] works a treat shame about the long ass fight for crappy leg loot (muted).

Thx both
K...............
 

Loppy

Active Member
I'm having trouble in Zavith'loa with Council. I have BJScripts running but the tank seems to be taunting the lava mob off the dirge and ranger.

I'm very new to this and can't for the life of me work out how to stop this happening. I have put the Guardian in singular focus, changed its stance but nothing seems to work.
 

bjcasey

ISX Specialist
Did you try turning off Shoulder the Burden on your guardian? Do you have Magnetic Note for you Dirge? Did you turn off Enraging Demeanor on your Coercer?
 

Loppy

Active Member
Thanks, yeah I got there in the end.

It was a case of stripping out the deaggro from Dirge and Ranger (evade, evasive manoevres etc) and adjust aggro feeds. Its a fiddly fight but was glad to see them drop :)
 

bjcasey

ISX Specialist
Thanks, yeah I got there in the end.

It was a case of stripping out the deaggro from Dirge and Ranger (evade, evasive manoevres etc) and adjust aggro feeds. Its a fiddly fight but was glad to see them drop :)
if you want to feature request it, i can turn off their deaggros from their cast stack. I just didn't think about it.
 

Taubstumm

Member
I just want to put it out there. I hate the scripting you guys did for Elder in RoM. I put my guys in a circle and hit campspot. It made the fight easier and faster - less running. Easier to get my casters casting again.
 

Kannkor

Ogre
I just want to put it out there. I hate the scripting you guys did for Elder in RoM. I put my guys in a circle and hit campspot. It made the fight easier and faster - less running. Easier to get my casters casting again.
I recoded it so it's exactly like that on the right wall. Just hasn't been released yet.
 

bjcasey

ISX Specialist
I just want to put it out there. I hate the scripting you guys did for Elder in RoM. I put my guys in a circle and hit campspot. It made the fight easier and faster - less running. Easier to get my casters casting again.
That's what my script does. Makes a circle and camp spots.
 

Bigdaddyt

Member
Is it possible there is a dps check on the embodied Gore. Getting wrecked n havent been able to figure out why. Brought in double heals same result. His outgoing dps is overwhelming. I had the mob on farm status and then xfered servers. Now that Im on a different server mob is running train on me.
 

Sunomi

Senior Member
Is it possible there is a dps check on the embodied Gore. Getting wrecked n havent been able to figure out why. Brought in double heals same result. His outgoing dps is overwhelming. I had the mob on farm status and then xfered servers. Now that Im on a different server mob is running train on me.
I don't believe it's a dps check. However, from my experience the last two fights have always been buggy. From what I've seen/tested, if anybody dies on the Inquistor and you don't wipe completely (same for Gore), your entire group takes massive damage when you fight Gore. I've also seen where if you zone out or evac during the Inquis or Gore fight and come back in (it only takes one toon), the Gore fight is not doable as you take group damage on pull. I'm still not sure what's up with it but I did clear it this morning. I also wiped on the inquis (burned down too fast and got the Verdict stick) and revived, ran back, pulled and killed it. Then pulled Gore with no issues.
 

Sunomi

Senior Member
Pov
He ports you away from him 3 times and spawns shadow adds. If an add is killed the person landing the deathblow is ported back to the named and must be careful not to 'wake' him. When 5/6 of the group is back they can click on the remaining player's 'bird thing' to continue fighting the named. At 25% he will cast something that blows everyone across the zone.

Any advice on how to setup for the last 25%? I think I've tried everything in the book and it gets me everytime. I can clear just about every other zone with no issues but this one mob one-shots most of my group on the knock back and that's with blade dance running, spirit tap, you name it.

My only other option to try is to see if I can move all of my toons down below before the 25% but when I jumped down at 28% with one of my scouts it instantly died.
 

Eyedea

Active Member
Pov
He ports you away from him 3 times and spawns shadow adds. If an add is killed the person landing the deathblow is ported back to the named and must be careful not to 'wake' him. When 5/6 of the group is back they can click on the remaining player's 'bird thing' to continue fighting the named. At 25% he will cast something that blows everyone across the zone.

Any advice on how to setup for the last 25%? I think I've tried everything in the book and it gets me everytime. I can clear just about every other zone with no issues but this one mob one-shots most of my group on the knock back and that's with blade dance running, spirit tap, you name it.

My only other option to try is to see if I can move all of my toons down below before the 25% but when I jumped down at 28% with one of my scouts it instantly died.
It doesn't say it directly but.... if you hit set up again below 25% the group will move. I made my own MCP button for the move tbh though...

  • Pov Xin'Kaas
    • Added 'set up for pov'
      • Pre-pull/ while he has 25% health or more, this will place the group just behind the named.
      • If Pov is under 25% health, this will place the group on the ground (to the north).
    • When a toon comes out of the blackness, they will click bodies. Starting with whoever is nearest to them.
    • When he hits 25% and starts casting his spell, you should probably do "something". Here is my recommendation.
      • Use some kind of death prevent/group wide damage reduction, then hit your set up button. This will get them to the ground where they can start healing again. This also allows for the tank to easily bring the mob back. You'll want to be careful about having the frontal thing hit the group when you bring him back (again, group dp will help).
      • If you don't have a group DP... well... Figure it out.
 

Sunomi

Senior Member
It doesn't say it directly but.... if you hit set up again below 25% the group will move. I made my own MCP button for the move tbh though...

  • Pov Xin'Kaas
    • Added 'set up for pov'
      • Pre-pull/ while he has 25% health or more, this will place the group just behind the named.
      • If Pov is under 25% health, this will place the group on the ground (to the north).
    • When a toon comes out of the blackness, they will click bodies. Starting with whoever is nearest to them.
    • When he hits 25% and starts casting his spell, you should probably do "something". Here is my recommendation.
      • Use some kind of death prevent/group wide damage reduction, then hit your set up button. This will get them to the ground where they can start healing again. This also allows for the tank to easily bring the mob back. You'll want to be careful about having the frontal thing hit the group when you bring him back (again, group dp will help).
      • If you don't have a group DP... well... Figure it out.
Hot damn! I'm going to try this again now. However, I thought the nasty aoe/kb happened at 25%. I'm now assuming that I need to probably group DP in order to survive the kb at 25% in order to re-setup at the north? Or are you saying I shoudl use re-setup before the kb?

Either way I'll suppose I'll try it both ways.
 

Kannkor

Ogre
Hot damn! I'm going to try this again now. However, I thought the nasty aoe/kb happened at 25%. I'm now assuming that I need to probably group DP in order to survive the kb at 25% in order to re-setup at the north? Or are you saying I shoudl use re-setup before the kb?

Either way I'll suppose I'll try it both ways.
I changed it, it's now under 30%, so you can do it the second he starts casting.
 

Apop!

Member
for those struggling with the mana part with inquisitor in fountains. Set your coercer or someone up to purely mana drain as fast as possible. do it quick enough, then he wont cast the mana drain on your tank.
 

eddie43302

Senior Member
I still cannot kill the 2nd named in Resonance of malice.. I use bj script and everything goes good and fine til a certain percent sometimes its random once 50% this time at around 20% my group keeps getting hammered by something like ever 2 seconds.. my toons go from full health to almost dead in 1 -2 hits.. I don't know the hell is happening and there in mostly green gear.
 

Sunomi

Senior Member
I still cannot kill the 2nd named in Resonance of malice.. I use bj script and everything goes good and fine til a certain percent sometimes its random once 50% this time at around 20% my group keeps getting hammered by something like ever 2 seconds.. my toons go from full health to almost dead in 1 -2 hits.. I don't know the hell is happening and there in mostly green gear.
Eddie,

What healers do you run? The problem I had when I switched to my second group (mage) was that I was running a cleric and a druid. If you look at BJ's group role settings under BJ Movement they are both defined as Group 2. If you are doing the same, simply change one of the healers to group role 3 (priest) for the fight and you'll win. If that's not your issue, then make sure you have Grind options turned off as Kannkor's code uses it whereas BJ's doesn't. You can do that for all toons using the uplink.
 

Cheesy

Well-Known Member
I still cannot kill the 2nd named in Resonance of malice.. I use bj script and everything goes good and fine til a certain percent sometimes its random once 50% this time at around 20% my group keeps getting hammered by something like ever 2 seconds.. my toons go from full health to almost dead in 1 -2 hits.. I don't know the hell is happening and there in mostly green gear.
Is that the one with the green pools?

If so, put your enchanters Stifle (Speechless or Silence) to the top of its cast order. After that it's a joke.
 

eddie43302

Senior Member
I use mystic/warden and no its the one where your dudes are in a circle.. 2nd named on reasonance ossuary after the priest that does bonewall in the little cubby hole lol..
 

Bigdaddyt

Member
He casts sacrifice. Whomever sacrifice is on is a devastating aoe. Sounds like your guys are not returning to their original position after they got ported on top of the person with sacrifice on them. As long as your not standing on top of that toon the fight is cake. I pause the bot and put my guys in a circle, about 5 - 10 meters apart, against the wall then cs jo ji then hit joust out. I then pause the tank pull the mob then hit resume. Its kinda similar to Mojaina for positioning but it is very important your guys run back to their original position. More heals wont help the fail condition. Less heals and more dps would be better.

Is there a revised strat for Embodiment of Gore for the baddies that cant make the dps check? I was used to getting roflpwnd because of the inquiz bug but the fight definitely looks like its been patched to fix the x2s. Best Ive done is gotten them to 30% before they morph. Tried more heals and that was a no go.
 
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eddie43302

Senior Member
I use bj script and watch my guys return back to the spot.. unless they neeed to be furth apart looks far enuff to me../shrug I dunno
 

macker0407

Active Member
Is there a revised strat for Embodiment of Gore for the baddies that cant make the dps check? I was used to getting roflpwnd because of the inquiz bug but the fight definitely looks like its been patched to fix the x2s. Best Ive done is gotten them to 30% before they morph. Tried more heals and that was a no go.
No real need for revised strats. He's still not control effect immune and the x2's don't do meaningful damage to appropriately geared tanks, so can be ignored beyond having the tank tag them when they become mobile to make sure they don't take out a DPS.

The only change to the fight is that you now need 6-800k HPS, assuming you're not being an idiot and running around in ToV jewelry, which is trivial to achieve with a 2 healer group even in 4/4 blues.
 

toleranse

Member
Yep, that was exactly it. Thanks!
It's not JUST that... something else is going on with this guy and I can't figure out what it is... On one group i never have a problem... he never hits anyone with verdict... and they follow the script beautifuly. On my second group he kills random people randomly but ALWAYS early in the fight. Also I am hawking their mana bars and they are absolutely full but still get slammed. if I then revive, leave the zone, come back and run back once their mana has regened to full they generally pick up the fight and they dont get verdict'd again.

The question i have between the groups however is this. the group that has no trouble has a brigand in it. It used to be a necro but i swapped that character with my second group. So basically whichever group the brig is in has no trouble with the fight... OR... is it whichever group the necro has in it ALWAYS has trouble with this fight. interestingly enough its never the necro that seems to get verdict'd. However I am wondering if it is something the necro is or isnt doing or if its possibly something in the brigs combat stack that is preventing the verdict... Still can't tell for sure either way.
 

Gorrok

Active Member
Castle Highhold: Insider Treacher
Named on the Left through Portal -
Spawns lots of Grimlings that rush towards your group every 10s or so. Everytime you kill one, it will spawn a clickable orb in which you must click. Once you click this, it spawns a none aggro portal like mob which will self destruct after 20s.
You must kill the portal mobs before they blow up, or you'll take increased group damage.
If you don't click the orb, it will float towards the named and spawn extra adds.
Not sure if there is an Apply_Verb method which could be used on these, but just clicking/killing seems to work well enough.
Make sure after its dead to pick up the Orb that spawns where the named was stood.
Have have been stuck on this guy (Insider T'Shal) for some time now.
I have actually managed to kill him twice but not 100% sure what I did to kill him, I have asked around but still have to find a strat that works.

Rumour 1
Kill all the grimlings and the orbs without letting any get back to the portal and none explode.
- This seems to result in running out of grimlings and then you have to evac or die.

Rumour 2
Let one or more blue orbs get back to the portal and kill the Grimling chargeress and his yellow orb that he spawns
- have tried this , killed up to 3 of them and still no luck
- if you let the Chargeress yellow orb get back to the portal then a x2 spawn
- I killed the x2 (which was very slow) and still no victory.

Rumour 3 <Kannkor Special>
Kill the grimlings and let the orbs explode , they will cause you to take more and more damage.
- It appears that you cant range them for less damage
- around 3 exploding orbs the damage gets ALOT , Kannkor recommend dropping Death prevents at this point.
- at 4 - 5 exploding orbs the fight is over.
* I have yet to survive this far

Does anyone else have something that work for them or truly understand the mechanics of this fight.
 

macker0407

Active Member
Just let all orbs go back. No clicking them. No killing them.

I'm fairly sure the yellow ones are actually the orbs that you want to get back to the portal(don't stop them/kill them) as the NPC at the portal complains about "not wanting to see any more recallers" when they start going into the portal.
 

pelly

Active Member
It's not JUST that... something else is going on with this guy and I can't figure out what it is... On one group i never have a problem... he never hits anyone with verdict... and they follow the script beautifuly. On my second group he kills random people randomly but ALWAYS early in the fight. Also I am hawking their mana bars and they are absolutely full but still get slammed. if I then revive, leave the zone, come back and run back once their mana has regened to full they generally pick up the fight and they dont get verdict'd again.

The question i have between the groups however is this. the group that has no trouble has a brigand in it. It used to be a necro but i swapped that character with my second group. So basically whichever group the brig is in has no trouble with the fight... OR... is it whichever group the necro has in it ALWAYS has trouble with this fight. interestingly enough its never the necro that seems to get verdict'd. However I am wondering if it is something the necro is or isnt doing or if its possibly something in the brigs combat stack that is preventing the verdict... Still can't tell for sure either way.
The power issue was my main problem initially, but since I've cleared this on a few different groups and none has a brigand. I have seen random people get wiped quickly after pull from time to time. Now I just toss a group death prevent or group stoneskin, or even preheal with some big wards, that seems to do the trick. Long fight regardless, as North said, usually good time to make a sandwich.
 

DaggerSplicer

Active Member
Did Sanguine the other night. Everything worked great, pretty easy until High Inquisitor. Was getting random hits on group members by named for 7-8 million called "deliver verdict". Tank had aggro the whole fight and I didn't see any red texts or cast bar for this ability. Was dispelling magic on my Coe every time it was up, not sure if that mattered. Once group member dies, they had a detriment on them preventing from being rezzed back. Tried running them back but they died as soon as they got back. Was 10 min into the fight and Raudin was at 70% still. With 3 dead group members that can't be rezzed, pretty much a wipe.

Tried manually and using BJ script and same result.

Anyone know how to get past this insta kill and rez prevent? I'm sure I am missing something pretty basic.

Group is Guard, Coe, Dirge, Ranger, Def and Warden. Resist 140k+ and wearing 4/4 blue or green with a few gems.
I tried this fight again last night. This is what I discovered. First off it took three attempts. The first attempt I burned the adds immediately causing him to hit like a truck. The second attempt I went SF (singular focus with no AE), he healed up twice to 100% by killing the adds. Last attempt, I allowed him to kill one add healing to 100% but I took out the 2nd add at 50% cause the fight to be an easy burn and he got to only 6 increments on me. He seem to have it out for my healers taking them out of the fight. If this happens, after about one minute you can revive and run back to the group just make sure you have the chanter cast channel focus with manasoul but give instant power. He will randomly pick a member to drain life/mana instantly. I think he has a remote that indicts something like, " Let's see if we can put that damage to use". I do not know the exact wording, but at that point I had my inquisitor cast equilibrium and DP the tank just in case preventing the death. Oh btw, if you use a mystic use spirit tap. Hope this helps.
 

North101

Well-Known Member
Never had a problem with the inquis. My bitch is Gore. Never have I seen a buggier mob in this game. Fought him where the script worked flawless, by this I mean soe's script. I've fought him with me taking absolutely no damage the entire fight. I've also had him hitting like a freight train right off of pull and having 2 bones on me the entire fight. Dp's and spirittap save my ass, but some days its a no go he just punks the group . All in all he's an asshole. lol


North
 

toleranse

Member
Never had a problem with the inquis. My bitch is Gore. Never have I seen a buggier mob in this game. Fought him where the script worked flawless, by this I mean soe's script. I've fought him with me taking absolutely no damage the entire fight. I've also had him hitting like a freight train right off of pull and having 2 bones on me the entire fight. Dp's and spirittap save my ass, but some days its a no go he just punks the group . All in all he's an asshole. lol


North
Gore isnt too bad... i tried the scripts but i think its overkill and just setting a few things up ahead of time makes this kind of a tank and spank. Have an enchanter stifling at all times. move that to the top of the cast stack and ignore duration. This will keep blood spray from landing which makes the fight easier. Can still heal through it if he lands blood spray but before i geared up some this really was the difference maker for me. Also make sure the chanter is hard targetting the named so that when the blobs spawn and you have your group burn them down the chanter is still stifling Gore. Then set the tanks auto target list to have the blobs first (their exact name escapes me atm) and the named next. Ignore the larger adds, and you can pretty much face roll him right at the top of the stairs. Also make sure you have the named pulled away from the fountain with your group between him and the fountain so that when the adds come, they come to your group and dont touch him healing and buffing him. Setup like this. walk away.. make a samwich... come back to loot.. USUALLY.

Caveat for me is again the group with the necro... stupid pet sometimes steals agro on the named and repositions him causing blobs to touch if im not there paying attention.

I have come to the conclusion that Kannkor is right and that pet classes are the Devil
 
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appleuser

Well-Known Member
Qworux

Some more info to help when coding this encounter.

At 88% the named casts "withdraw" and moves to the ceiling position. The first person to cure their arcane is the one the adds will attack, so the tank should have arcane pots and click this fast.

When he comes back down again have your group range him until 50% when he withdraws again (again, tank pot cure arcane fast).

Rinse and repeat, withdraws again around 20%.

I found it safe to range him at approx 35m when he's up in the ceiling, if a slow burn.
 
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