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.