Destiny of Velious (DoV): Raid Strategies

bjcasey

ISX Specialist
This is a work in progress. The following information is needed:

Everything

This thread is devoted to using EQ2Bot and OgreBot to progress and kill Everquest 2: Destiny of Velious x4 raid content. The tips and strategies described below are volunteered through this community and are the result of numerous hours of hard work and dedication. Feel free to post tips and strategies and I'll edit the main posts to include the information. Please ONLY discuss Easy Mode x4 content. Thank-you to all of you who contribute.

Disclaimer: I have updated the main posts with a workable strategy. This doesn't mean that the strategy I posted is the only/best way to do it for YOUR unique setup. If you can't kill a mob using the strategy posted in the main section it is recommended that you read through the whole thread for further information, as alternative strategies/helpful hints are often contributed by other players.

Zone Links

Kraytoc's Fortress <-- Click Here


Throne of Storms: Hall of Legends <-- Click Here

Temple of Rallos Zek: Foundations of Stone <-- Click Here
 
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bjcasey

ISX Specialist
Kraytoc's Fortress


Brendegor and Iilatus

FYI:

You have to run up top and use a switch to drop a cage onto either Brendegor or Iilatus. Iilatus is the easier of the 2.

AOE:
Named/adds have damaging AEs that you need to live through.
Named does a red text that you have to joust.


Recommended DPS:
N/A - As far as I know, there isn't any requirement at all as long as you can live.


EQ2Bot Tips:



OgreBot Tips:
Use Limited Raid options to see approximate timers on the red text, and the trauma AE.


Strat:
Pre-fight: You have to run up top and use a switch to drop a cage onto either Brendegor or Iilatus. Doing so aggros them, so either be prepared to handle them, or disband the person from group/raid so they die then revive and you can pull normally.

Three mobs total: The named (which ever one you didn't cage) and 2 trash named. Unless you have an OP tank, you'll want to have an off tank pick up the 2 trash mobs.

Keep the Named at absolute max range to reduce AE damage.

Keep the trash away from the named (so the tanks don't take AE damage from both). Also keep the trash away from the raid so they don't take heavy AE damage.

Kill the adds, then kill the named.

Both named do red text, you need to joust people out. Tank can stoneskin it.



Tert Turganpuncher

FYI:
Two stage fight. Kill Tert, then you have to kill the turtles.


AOE:
Tert - Trauma AOE (doesn't seem to hurt too much)
Tert - Elemental - If it ticks it hurts a LOT more than the trauma.
Turtles do not have AOEs


Recommended DPS:
No requirement.


EQ2Bot Tips:



OgreBot Tips:
Use Limited Raid options to see the timers for the AEs.


Strat:
Two stage fight.
Stage 1: Tert
Note: If someone isn't within a few meters of Tert, you trigger a fail condition and everyone will die. Even if it's only for a few seconds. A corpse does NOT count as being close to him. Keep this in mind when he ports. It matters then too.
Tert is perma rooted, so you have to fight him where he stands, and where he ports (continue reading about the port).
Within 5-10 seconds of engaging him, he will port (50% chance it's where he's standing, 50% chance it's on the other dock). The fail condition will be in effect. This means you must have someone on both docks.
Every 15% (85-70-55-40-25) he ports to the other side of the dock. Again, remember the fail condition when he ports.
At 20%, he ports away and mumbles some random crap. You can ignore him at this stage. He also puts MASSIVE aes on the docks, so you have to get off the docks, and into the water as soon as he does his 20% port.
This takes us into stage 2.
Stage 2: Turtles (Right and Left)
Turtles have cooperative strike. So two different targets(tanks) are required.
Straight forward tank and spank.
If you wipe during Stage 2, the entire encounter resets, and you have to do Stage 1 all over again.


Kreegar Krikneck

FYI:
Drops aggro on target every once in a while. Be ready with snaps, or use 2 tanks.
Every once in a while he does "Massive Smash". It hits for 80k non-crit damage. I personally have no idea what it's from. Some times it hits the tank, other times it hits someone else. I just call it a death touch and deal with it. Doesn't seem to be any reason for it that I know of (not timed etc, not distance based since it can happen to the tank).


AOE:
Some trauma that shouldn't be a big deal.


Recommended DPS:
Minimum DPS is around 300k. Would be an extremely long fight as you would be just sustaining the adds and have very little dps on the named.


EQ2Bot Tips:



OgreBot Tips:



Strat:
Named and adds have cooperative strike. Adds don't hit very hard and don't have many HP. Burn them as they spawn.


Taaltak the Mighty

FYI:
Three stage fight.


AOE:
See strat for details on each fight.


Recommended DPS:
No requirement.


EQ2Bot Tips:



OgreBot Tips:



Strat:
Stage 1: (Need name)
AOE fight. Mobs memwipe over and over. Can kill them in any order.
Stage 2: (Need name)
AOE fight. 1 Named and some trash mobs. Named does a red text that you need to joust. trash mobs memwipe.
Stage 3: Taaltak
1 Named and 6 adds.
Named does a red text you need to joust. You must leave 2 or more adds alive, otherwise he summons his brothers or something and curbstomps you.
At around 15% I think he enrages, just means he does more damage.
Off tank the 2 adds, and joust the red text.


Eireen the Broken

FYI:
Need 2 tanks.


AOE:



Recommended DPS:
If you can make it this far, you have enough DPS to keep up with the adds.


EQ2Bot Tips:



OgreBot Tips:



Strat:
He does an AE that knocks you very high up. Every (45 seconds) or so you have to drag him to one of the pillars. Every once in a while he puts an uncurable stun on your tank. Someone else picks him up and continues the cycle (he will get stunned at some point and your other tank will be unstunned).
Kill the adds as they spawn (or if you have quite high AE dps/survivability, you can just AE them down).


Kraytoc Killingfrost

FYI:



AOE:



Recommended DPS:
No requirement


EQ2Bot Tips:



OgreBot Tips:
Campspot is your friend~


Strat:
Setup on the little pads. Each pad can support 6 people.

Fight him with the tank off the pad, and everyone else on the pad. He ports everyone to the middle, get back onto your pad asap. A blender type thing comes down. You "joust" this by being on the pad. When it goes back up, the tank can get off it quickly, the rest can simply stay on the pad. A Pillar will spawn on the pad making it so you can't move. You will randomly get a curable (elemental?), when you cure it, it makes the pilliar killable. To add to the fun, he also memwipes after the pad goes back up.

You can use the debuff from the x2 (required for HM) on him if you wish, but it certainly isn't needed.
 
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bjcasey

ISX Specialist
Throne of Storms: Hall of Legends
Legatus Prime Mikill

FYI:
Places a curable detriment on you that roots/snares you. He must be kept in constant motion to prevent bad things from happening. A Warden in the MT group with Naturewalk can be a huge asset.



AOE:



Recommended DPS:
Any DPS is fine as long as your tank can survive.


EQ2Bot Tips:



OgreBot Tips:



Strat:
1. Clear the room of trash.
2. Dogpile everyone in the middle of the room.
3. Pull with the tank and kite in circles around the raid force making sure that your tank stays in heal range.


Primus Pilus Gunnr

FYI:



AOE:



Recommended DPS:



EQ2Bot Tips:



OgreBot Tips:



Strat:



Arch Magistor Modrfrost

FYI:



AOE:



Recommended DPS:



EQ2Bot Tips:



OgreBot Tips:



Strat:



Imperator Kolskeggr

FYI:



AOE:



Recommended DPS:



EQ2Bot Tips:



OgreBot Tips:



Strat:



King Tormax

FYI:



AOE:



Recommended DPS:



EQ2Bot Tips:



OgreBot Tips:



Strat:


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bjcasey

ISX Specialist
Temple of Rallos Zek: Foundations of Stone
Prime-Cornicen Munderrad

FYI:
This mob has a time based component to him. You have roughly 3 minutes to bring the named down to 75% of his health and 3 minutes for each next 25%. If you do not meet this challenge you will summon a X4 mob that will kill your raid.


AOE:
The mob will hit your raid with Noxious and Arcane AE's. Noxious is pretty dang nasty.


Recommended DPS:



EQ2Bot Tips:



OgreBot Tips:



Strat:

Periodically spawns adds (glowy energy ball looking) that must be killed quickly. Failure to kill these causes them to despawn and put a stoneskin on the name.

Stoneskin stays up until your raid successfully takes down one of the glowy balls.

There are also two Giant adds that spawn, first one at 50%, which must also be off tanked and killed. If your raid dps is low concentrate your dps first on the energy ball if it spawns so you do not lose dps on the named.

The fight is a DPS check in this zone. If you can not kill the adds in time you will cause too many stoneskins and have a hard time beating this encounter. Your raid will need 200% crit chance during this fight in order to sustain good dps.


Prime-Curator Undr

FYI:
This named does not hit very hard, has 1 elemental ae that is 180 Front/rear, 9 - 15 - 200 meter range. Spawns adds at 75% - 50% - 35%.



AOE:



Recommended DPS:



EQ2Bot Tips:



OgreBot Tips:



Strat:

First add is a Coldain no AEs that we saw, small frontal knockback

Second add is a Wurm, don't remember any AEs that hurt anyone

Third mob is a Giant, has 2 Trauma AEs. Crushing boot is a massive knockup/back (as in all the way to the ceiling, also seems to put feather fall on you so you have to float down, no space bar does not work to fall fast, does large damage on hit and massive damage on ticks if it crits, seems to tick every second. Second AE is Hammerarc Front/rear not sure on ranges, but hits hard.


Proto-Exarch Finnrdag

FYI:



AOE:
Frost Storm - slashing and Elemental-based DoT (recast approx 45 seconds)

Inferno of Zek - High damage elemental-based DoT (recast approx 30 seconds)

Powertap - Arcane-based power drain DoT with small damage (recast approx 45 seconds)


Recommended DPS:



EQ2Bot Tips:



OgreBot Tips:



Strat:
First thing to note about this name is the NPC at the back left corner of the room when you enter; second thing to note is namer does not have a knock back as this might change positioning of MT and raid.

Pull the name and begin to burn to 90% at which point the unattackable NPC will become active and a tank must be ready to attack it as it will not engage you. If this add is not attacked immediately and killed it will spawn a level 100 x4; this add does not have many hit points and will die quickly.

Once the add dies about 30 seconds later the name will emote a red message and this means joust and get out of line of sight. Like the first name in Emperor's Athenaeum in JW you must get behind something so you don't die. Getting a good position for jousting out and also not getting frontals on your raid after the AoE hits will be key to winning this fight.


Supreme Imperium Valdemar

FYI:
Valdemar is a straight dps burn fight.

AOE:
Valdemar only has two AOE's to contend with during the fight. One Arcane and One Trauma. Cure these before they tick the dot on you and you will be in good shape.


Recommended DPS:



EQ2Bot Tips:



OgreBot Tips:



Strat:

Valdemar comes initially with two golem adds that must be tanked by different people. As you gear up this can become one person but keep it two people if you are starting out.

Throughout the fight Valdemar will spawn non-aggro constructs and aggro Enraged Elementals. Ignore the non-aggro mobs as all they do is put a temporary stone skin on the named. The stoneskin buff can be dispelled by a Druid just like on the Leviathan encounter back during the Ruins of Kunark expansion.

The Enraged elementals will probably do more damage to your raid than Valdemar will. They hit very hard and very fast. Burn them asap. These enraged adds will spawn about every 45 seconds.

Heavy sustained dps will win this fight for you. Grab the aggro adds quickly and burn the named hard.


Statue of Rallos Zek


FYI:
The statue of Rallos Zek can be quite intimidating at first but the normal mode version of this fight is quite simple really.

The statue has an emote every 45 seconds or so and you will see a cloud of smoke appear on the ground. You will need to have everyone joust out for this aoe or anyone with in 20 meters of the Statue will die.

Statue does have a curse that you must ignore. If you cure it you will cause the cursed person to become charmed for 2 minutes. Do not cure any curses this fight.

The statue will summon a warboar every 45 seconds or so that needs to be picked up immediately by your OT and burned down. The longer you wait to grab that war boar the more likely you are to be target locked. When target locked you can't target anything so if the MT group gets it you better burn that war boar very quickly so they can target people again.

Scouts will want to cycle their x2 debuffs on the statue to keep his damage output down.


AOE:
Statue has some hard hitting AOE's if you are in close to him. If you stay ranged on Statue your damage from those AOE's should be fairly moderate with decent healers. The two larger aoe's are Noxious and Trauma based.

Recommended DPS:



EQ2Bot Tips:



OgreBot Tips:



Strat:
Now, the goal of the fight is to progressively move the statue to the water fountain so that he is near the fountain at 30%. At 30%-ish he will stomp the ground and summon a small tornado-looking add. The Statue will regen back to nearly full life during this time but don't let it worry you too much. The add will spawn between the water fountain he is near and the main walkway in this massive room. The add is perma-rooted as well.

When you burn down this first tornado you will need to then move Statue to the opposite fountain where another of these tornado adds will spawn right away the second Statue gets close enough. When you kill this add the Statue will die no matter what his health was at.

The biggest thing for this fight is moving the Statue properly so that he is near the fountain at 30%. The more you move and the more mistakes made by moving will hurt your raid. The statue is NOT easy to move because of his size.

Deal with curing the AOE's and grabbing adds right away while making sure he is near the water fountain at 30%. You will need to keep him there until he emotes and spawns the small add to kill.

Remember, do not freak out if he heals because it does not matter. The second he gets near the 2nd fountain and spawns that fountain add he will die when you kill it. Just make sure that you are not ignoring the war boars while you are moving the Statue and that your MT and the rest of the raid are paying attention to the jousts.
 
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Kannkor

Ogre
Kraytoc's Fortress


Brendegor and Iilatus

FYI:

You have to run up top and use a switch to drop a cage onto either Brendegor or Iilatus. Iilatus is the easier of the 2.

AOE:
Named/adds have damaging AEs that you need to live through.
Named does a red text that you have to joust.


Recommended DPS:
N/A - As far as I know, there isn't any requirement at all as long as you can live.


EQ2Bot Tips:



OgreBot Tips:
Use Limited Raid options to see approximate timers on the red text, and the trauma AE.


Strat:
Pre-fight: You have to run up top and use a switch to drop a cage onto either Brendegor or Iilatus. Doing so aggros them, so either be prepared to handle them, or disband the person from group/raid so they die then revive and you can pull normally.

Three mobs total: The named (which ever one you didn't cage) and 2 trash named. Unless you have an OP tank, you'll want to have an off tank pick up the 2 trash mobs.

Keep the Named at absolute max range to reduce AE damage.

Keep the trash away from the named (so the tanks don't take AE damage from both). Also keep the trash away from the raid so they don't take heavy AE damage.

Kill the adds, then kill the named.

Both named do red text, you need to joust people out. Tank can stoneskin it.



Tert Turganpuncher

FYI:
Two stage fight. Kill Tert, then you have to kill the turtles.


AOE:
Tert - Trauma AOE (doesn't seem to hurt too much)
Tert - Elemental - If it ticks it hurts a LOT more than the trauma.
Turtles do not have AOEs


Recommended DPS:
No requirement.


EQ2Bot Tips:



OgreBot Tips:
Use Limited Raid options to see the timers for the AEs.


Strat:
Two stage fight.
Stage 1: Tert
Note: If someone isn't within a few meters of Tert, you trigger a fail condition and everyone will die. Even if it's only for a few seconds. A corpse does NOT count as being close to him. Keep this in mind when he ports. It matters then too.
Tert is perma rooted, so you have to fight him where he stands, and where he ports (continue reading about the port).
Within 5-10 seconds of engaging him, he will port (50% chance it's where he's standing, 50% chance it's on the other dock). The fail condition will be in effect. This means you must have someone on both docks.
Every 15% (85-70-55-40-25) he ports to the other side of the dock. Again, remember the fail condition when he ports.
At 20%, he ports away and mumbles some random crap. You can ignore him at this stage. He also puts MASSIVE aes on the docks, so you have to get off the docks, and into the water as soon as he does his 20% port.
This takes us into stage 2.
Stage 2: Turtles (Right and Left)
Turtles have cooperative strike. So two different targets(tanks) are required.
Straight forward tank and spank.
If you wipe during Stage 2, the entire encounter resets, and you have to do Stage 1 all over again.


Kreegar Krikneck

FYI:
Drops aggro on target every once in a while. Be ready with snaps, or use 2 tanks.
Every once in a while he does "Massive Smash". It hits for 80k non-crit damage. I personally have no idea what it's from. Some times it hits the tank, other times it hits someone else. I just call it a death touch and deal with it. Doesn't seem to be any reason for it that I know of (not timed etc, not distance based since it can happen to the tank).


AOE:
Some trauma that shouldn't be a big deal.


Recommended DPS:
Minimum DPS is around 300k. Would be an extremely long fight as you would be just sustaining the adds and have very little dps on the named.


EQ2Bot Tips:



OgreBot Tips:



Strat:
Named and adds have cooperative strike. Adds don't hit very hard and don't have many HP. Burn them as they spawn.


Taaltak the Mighty

FYI:
Three stage fight.


AOE:
See strat for details on each fight.


Recommended DPS:
No requirement.


EQ2Bot Tips:



OgreBot Tips:



Strat:
Stage 1: (Need name)
AOE fight. Mobs memwipe over and over. Can kill them in any order.
Stage 2: (Need name)
AOE fight. 1 Named and some trash mobs. Named does a red text that you need to joust. trash mobs memwipe.
Stage 3: Taaltak
1 Named and 6 adds.
Named does a red text you need to joust. You must leave 2 or more adds alive, otherwise he summons his brothers or something and curbstomps you.
At around 15% I think he enrages, just means he does more damage.
Off tank the 2 adds, and joust the red text.


Eireen the Broken

FYI:
Need 2 tanks.


AOE:



Recommended DPS:
If you can make it this far, you have enough DPS to keep up with the adds.


EQ2Bot Tips:



OgreBot Tips:



Strat:
He does an AE that knocks you very high up. Every (45 seconds) or so you have to drag him to one of the pillars. Every once in a while he puts an uncurable stun on your tank. Someone else picks him up and continues the cycle (he will get stunned at some point and your other tank will be unstunned).
Kill the adds as they spawn (or if you have quite high AE dps/survivability, you can just AE them down).


Kraytoc Killingfrost

FYI:



AOE:



Recommended DPS:
No requirement


EQ2Bot Tips:



OgreBot Tips:
Campspot is your friend~


Strat:
Setup on the little pads. Each pad can support 6 people.

Fight him with the tank off the pad, and everyone else on the pad. He ports everyone to the middle, get back onto your pad asap. A blender type thing comes down. You "joust" this by being on the pad. When it goes back up, the tank can get off it quickly, the rest can simply stay on the pad. A Pillar will spawn on the pad making it so you can't move. You will randomly get a curable (elemental?), when you cure it, it makes the pilliar killable. To add to the fun, he also memwipes after the pad goes back up.

You can use the debuff from the x2 (required for HM) on him if you wish, but it certainly isn't needed.
 

Johnnyray76

Well-Known Member
Temple of Rallos Zek :

Here is some use full info for this post

Temple of Rallos Zek :

Easy Mode Strat :

Prime-Curator Undr

--------------------------------------------------------------------------------

This named does not hit very hard, has 1 elemental ae that is 180 Front/rear, 9 - 15 - 200 meter range. Spawns adds at 75% - 50% - 35%.

First add is a Coldain no AEs that we saw, small frontal knockback

Second add is a Wurm, don't remember any AEs that hurt anyone

Third mob is a Giant, has 2 Trauma AEs. Crushing boot is a massive knockup/back (as in all the way to the ceiling, also seems to put feather fall on you so you have to float down, no space bar does not work to fall fast, does large damage on hit and massive damage on ticks if it crits, seems to tick every second. Second AE is Hammerarc Front/rear not sure on ranges, but hits hard.
 

Johnnyray76

Well-Known Member
Temple of rallos Zek

Statue of Rallos Zek

--------------------------------------------------------------------------------

The statue of Rallos Zek can be quite intimidating at first but the normal mode version of this fight is quite simple really.

The statue has an emote every 45 seconds or so and you will see a cloud of smoke appear on the ground. You will need to have everyone joust out for this aoe or anyone with in 20 meters of the Statue will die.

Statue does have a curse that you must ignore. If you cure it you will cause the cursed person to become charmed for 2 minutes. Do not cure any curses this fight.

The statue will summon a warboar every 45 seconds or so that needs to be picked up immediately by your OT and burned down. The longer you wait to grab that war boar the more likely you are to be target locked. When target locked you can't target anything so if the MT group gets it you better burn that war boar very quickly so they can target people again.

Statue has some hard hitting AOE's if you are in close to him. If you stay ranged on Statue your damage from those AOE's should be fairly moderate with decent healers. The two larger aoe's are Noxious and Trauma based.

Scouts will want to cycle their x2 debuffs on the statue to keep his damage output down.

Now, the goal of the fight is to progressively move the statue to the water fountain so that he is near the fountain at 30%. At 30%-ish he will stomp the ground and summon a small tornado-looking add. The Statue will regen back to nearly full life during this time but don't let it worry you too much. The add will spawn between the water fountain he is near and the main walkway in this massive room. The add is perma-rooted as well.

When you burn down this first tornado you will need to then move Statue to the opposite fountain where another of these tornado adds will spawn right away the second Statue gets close enough. When you kill this add the Statue will die no matter what his health was at.

The biggest thing for this fight is moving the Statue properly so that he is near the fountain at 30%. The more you move and the more mistakes made by moving will hurt your raid. The statue is NOT easy to move because of his size.

Deal with curing the AOE's and grabbing adds right away while making sure he is near the water fountain at 30%. You will need to keep him there until he emotes and spawns the small add to kill.

Remember, do not freak out if he heals because it does not matter. The second he gets near the 2nd fountain and spawns that fountain add he will die when you kill it. Just make sure that you are not ignoring the war boars while you are moving the Statue and that your MT and the rest of the raid are paying attention to the jousts.
 

Johnnyray76

Well-Known Member
Temple of Rallos Zek

Supreme Imperium Valdemar

--------------------------------------------------------------------------------

Valdemar is a straight dps burn fight.

Valdemar comes initially with two golem adds that must be tanked by different people. As you gear up this can become one person but keep it two people if you are starting out.

Throughout the fight Valdemar will spawn non-aggro constructs and aggro Enraged Elementals. Ignore the non-aggro mobs as all they do is put a temporary stone skin on the named. The stoneskin buff can be dispelled by a Druid just like on the Leviathan encounter back during the Ruins of Kunark expansion.

The Enraged elementals will probably do more damage to your raid than Valdemar will. They hit very hard and very fast. Burn them asap. These enraged adds will spawn about every 45 seconds.

Heavy sustained dps will win this fight for you. Grab the aggro adds quickly and burn the named hard.

Valdemar only has two AOE's to contend with during the fight. One Arcane and One Trauma. Cure these before they tick the dot on you and you will be in good shape.
 

Johnnyray76

Well-Known Member
Temple of Rallos Zek

Prime-Cornicen Munderrad

--------------------------------------------------------------------------------

This mob has a time based component to him. You have roughly 3 minutes to bring the named down to 75% of his health and 3 minutes for each next 25%. If you do not meet this challenge you will summon a X4 mob that will kill your raid.

The mob will hit your raid with Noxious and Arcane AE's. Noxious is pretty dang nasty.

Periodically spawns adds (glowy energy ball looking) that must be killed quickly. Failure to kill these causes them to despawn and put a stoneskin on the name.

Stoneskin stays up until your raid successfully takes down one of the glowy balls.

There are also two Giant adds that spawn, first one at 50%, which must also be off tanked and killed. If your raid dps is low concentrate your dps first on the energy ball if it spawns so you do not lose dps on the named.

The fight is a DPS check in this zone. If you can not kill the adds in time you will cause too many stoneskins and have a hard time beating this encounter. Your raid will need 200% crit chance during this fight in order to sustain good dps.
 

Johnnyray76

Well-Known Member
Proto-Exarch Finnrdag

--------------------------------------------------------------------------------

First thing to note about this name is the NPC at the back left corner of the room when you enter; second thing to note is namer does not have a knock back as this might change positioning of MT and raid.

Pull the name and begin to burn to 90% at which point the unattackable NPC will become active and a tank must be ready to attack it as it will not engage you. If this add is not attacked immediately and killed it will spawn a level 100 x4; this add does not have many hit points and will die quickly.

Once the add dies about 30 seconds later the name will emote a red message and this means joust and get out of line of sight. Like the first name in Emperor's Athenaeum in JW you must get behind something so you don't die. Getting a good position for jousting out and also not getting frontals on your raid after the AoE hits will be key to winning this fight.

There are three curable AoEs; two elementals and one arcane. I can't remember the names of them but will check logs when I get a chance. I know the arcane has a power drain component.

Also: Abilities Information
Frost Storm - slashing and Elemental-based DoT (recast approx 45 seconds)

Inferno of Zek - High damage elemental-based DoT (recast approx 30 seconds)

Powertap - Arcane-based power drain DoT with small damage (recast approx 45 seconds)
 
Gindan Commander Angler

Gindan Commander Angler

Any input on how i can tweak my Illusionist's file to power heal alot more efficient during this fight? TY.
 

brad9999

Member
Destiny of Velious (DoV): Raid Strategies - HM STATUE

Hello, have you been able to appropriately set the curse cures on the HM statue fight - essentially, to not cure the ones that we are not supposed to cure and at the same time, cure the ones that need to be cured?

Thank you!
 

Kannkor

Ogre
Re: Destiny of Velious (DoV): Raid Strategies - HM STATUE

Hello, have you been able to appropriately set the curse cures on the HM statue fight - essentially, to not cure the ones that we are not supposed to cure and at the same time, cure the ones that need to be cured?

Thank you!
Ogrebot raid options handles this.
 
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