Destiny of Velious: Heroic Instances Tips

dwdavis2

Member
The next two easiest (the only two others I can kill anyway) are the spider and the librarian. Of those two the spider is by far the easier because as long as I take care of the half-drained corpses I never have more than one add at a time. The librarian I can barely kill.
 

mamrono

Active Member
Thanks for the suggestions. I was able to kill both those. What's the next two I should work on (or are possible)?
The order i kill the is
Xalgoti
Zorglim
Librarian (very hard)
Romero
Vethilot the Corpsemonger
Cara Omica
Spider
and Evac guy (death)
I skip the other 3, manifestation, vhalsera and last name is way too much trouble for the shittie loot they drop.
 

larrydoyle

Senior Member
The order i kill the is
Xalgoti
Zorglim
Librarian (very hard)
Romero
Vethilot the Corpsemonger
Cara Omica
Spider
and Evac guy (death)
I skip the other 3, manifestation, vhalsera and last name is way too much trouble for the shittie loot they drop.
Impressive you can kill Librarian. Are you doing that with just a group of 6 and one tank? I've usually seen people use an off-tank in normal situation.
 

bjcasey

ISX Specialist
In full EM raid gear I can kill everything except the last named. Gear makes a huge difference for this zone.
 

macker0407

Active Member
Librarian is doable in a mix of Ry'gorr and Drunder armor, you just need to learn to rotate anything that increases survivability whenever a DPS spike is due(red text and add waves).
 

mamrono

Active Member
Impressive you can kill Librarian. Are you doing that with just a group of 6 and one tank? I've usually seen people use an off-tank in normal situation.
Yeah my guys have pretty good gear, although since i have 2 melee and they deal so much aoe i have to leave my bard out or they eat all the wards.
 

Kevinshp

Well-Known Member
Has anyone have issues with last named in EOW bugging out. Seems every time I have been in there he spits into 4mobs or he'll split into 2 and the next will split into 4. Isn't it supposed to split into 2 then 2 and 2?

Anyway seeing if anyone else has had that issue.
 

Kannkor

Ogre
Has anyone have issues with last named in EOW bugging out. Seems every time I have been in there he spits into 4mobs or he'll split into 2 and the next will split into 4. Isn't it supposed to split into 2 then 2 and 2?

Anyway seeing if anyone else has had that issue.
First mob splits into 2.
So you have 2 mobs. Lets call them mob A1 and A2.
When you kill either one, lets say A1, they split into B1 and B2.
So now you have 3 mobs:
A2, B1, and B2.
If you kill A2, it splits into B3 and B4.
You now have 4 mobs:
B1, B2, B3, B4.
This is obviously a more difficult route to take.

Do it this way...
When you have A1 and A2, kill A1.
Then you have A2, B1, and B2.
Kill B1 and B2, you are then left with only A2.
Kill A2, spawning B3 and B4.
Kill B3 and B4.
Loot chest.
 

Kevinshp

Well-Known Member
First mob splits into 2.
So you have 2 mobs. Lets call them mob A1 and A2.
When you kill either one, lets say A1, they split into B1 and B2.
So now you have 3 mobs:
A2, B1, and B2.
If you kill A2, it splits into B3 and B4.
You now have 4 mobs:
B1, B2, B3, B4.
This is obviously a more difficult route to take.

Do it this way...
When you have A1 and A2, kill A1.
Then you have A2, B1, and B2.
Kill B1 and B2, you are then left with only A2.
Kill A2, spawning B3 and B4.
Kill B3 and B4
Loot chest.

Ya I know but I am getting A1 A2 A3 A4! Or if I only get A1 A2 then I kill A1 and then I get B1 B2 B3 B4 plus A2 is still there.

I did it once with some guildies and it worked like you said. But have do zone 4 times now and same shit happens on final named.
 

Kevinshp

Well-Known Member
Ya I know but I am getting A1 A2 A3 A4! Or if I only get A1 A2 then I kill A1 and then I get B1 B2 B3 B4 plus A2 is still there.

I did it once with some guildies and it worked like you said. But have do zone 4 times now and same shit happens on final named.
dont let someone have a elemental detonation rune in your grp, elemental detonation doubles the kill count and therefore scripts that go on on kills like this script, will count as double spawn, like the mirrors in tserrina access fight where you can just kill 3 mirrors with elemental detonation and the mob will attack you after 3 mirrors, cause 3x2 is 6 mirrors. And also a conji tank buff apparently will cause this as well

Read this on forums and found this and my dirge had it on. I didn't fight yet with it off but when I do I'll confirm here.
 
Last edited:

Kevinshp

Well-Known Member
First mob splits into 2.
So you have 2 mobs. Lets call them mob A1 and A2.
When you kill either one, lets say A1, they split into B1 and B2.
So now you have 3 mobs:
A2, B1, and B2.
If you kill A2, it splits into B3 and B4.
You now have 4 mobs:
B1, B2, B3, B4.
This is obviously a more difficult route to take.

Do it this way...
When you have A1 and A2, kill A1.
Then you have A2, B1, and B2.
Kill B1 and B2, you are then left with only A2.
Kill A2, spawning B3 and B4.
Kill B3 and B4.
Loot chest.


OK dont let someone have a elemental detonation rune in your grp, elemental detonation doubles the kill count and therefore scripts that go on on kills like this script, will count as double spawn, like the mirrors in tserrina access fight where you can just kill 3 mirrors with elemental detonation and the mob will attack you after 3 mirrors, cause 3x2 is 6 mirrors. And also a conji tank buff apparently will cause this as well

I killed him toady took about 6 pulls before I got movement down I have to reset ogre camp-spot as I can't finish by the time I get to other side of the zone. But I did kill him and he never split incorrectly so it definitely was the war run that triggers the extra splits. Frigen awesome.
 

eclipsed

Member
Any more advice for the second boss (triad) in Spires of Rage?

Been trying to use the enchanter to mez aktu and run the rest around killing essences. Just can't seem to keep everyone alive from all the crazy aoe dmg which causes me not to be able to get all 3
 

Kevinshp

Well-Known Member
Any more advice for the second boss (triad) in Spires of Rage?

Been trying to use the enchanter to mez aktu and run the rest around killing essences. Just can't seem to keep everyone alive from all the crazy aoe dmg which causes me not to be able to get all 3
need to run big circles stay as far away from named in center
 

mistahmikey

Active Member
Skullwielder help

Managed to get to this mob in Spires, but am having difficulty killing it. Everthing goes well until I get the adds at 65%. I am usually able to kill two of them, but then something happens that one shots the entire group, which I have not been able to pinpoint. So is there a fail condition of some sort I need to avoid?
 

macker0407

Active Member
It's probably Crushing Sweep that's killing you. It, at random, seems to do an insane amount of damage(70k+ to every group member) and the only pattern I've been able to figure out is that there might be a distance and/or frontal arc component to the AE.

My strategy for the fight is to do it ranged for everyone except the tank. Everyone stays AF on my defiler, whom I then move around depending on the hammers. Defiler stays at near max healing range from the tank, staying in the frontal arc of Grolla(rotate the tank as needed as you deal with the hammers). I usually tank Grolla in the middle of the room and then run around the edge of the big circle.

Depending on group makeup(I run a fury instead of an inq as my second healer) I tend to blow an AE avoid just before the adds are due to help mitigate any spike damage. However, you *really* want to keep an AE avoid ready for when Grolla enrages at 30%, as Crushing Sweep will proc the effect on Enrage, so depending on your luck you might get hit for 40k+ damage if she decides to proc Crushing Sweep shortly after porting up to her dais.

BTW, when Grolla enrages, unless your tank is a complete beast you'll want to kite her. She procs ~20k damage and manadrain on every hit when enraged. Some people say the pools the adds make are meant to be used for this, but I just use SK/Fury snares to help keep distance.
 

mistahmikey

Active Member
Thanks very much for the info. :)

However, I am unclear on what are you doing with respect to the hammers. I have been tanking grolla in one spot, and I haven't noticed the hammers doing much damage, just knocking folks around. I have noticed they do some sort of emote on an individual group member, but I am not sure what the result of it is. I have tried moving around when the hammers pop, but it looked to me like they move with the group, so I gave that up.

I have also determined that if I set my group behind grolla at max cast, they seem to take tremendous damage from AEs shortly into the fight. If they come up right behind, they take almost no damage. So when you say "stay in the frontal arc", are you suggesting that the group stay in front of Grolla at all times?

Finally, during the "enraged" phase of the fight (which I have yet to enter), are you saying grolla must be ranged down? My tank is very well geared (full raid armor, 3 HM pieces, all EM/HM raid jewelry), but I am gathering that tanking it in place is not a viable option?
 

dwdavis2

Member
I tank her in place with a tank with no raid gear, so it's possible. I camp my group in a triangle for her, with everyone about 15m from each other. The tank is at the top, two healers in the next row, then enchanter/dirge/dps in the back row (with the dirge in the middle to be in range to rez either healer).

I tank her with my back to the rest of the group, so she's facing everyone but I didn't notice any real problems with frontals from doing it. From what I can tell, the hammers get cast on a particular character and continually knock back and interrupt anyone in the vicinity, but with them spaced out I only have to worry about one character being taken out of commission at a time (it was usually having both healers getting knocked around at the same time that got me killed me before going with this setup). At 30% I just hit blade dance and then start cycling through immunities and death saves for the tank.
 

macker0407

Active Member
However, I am unclear on what are you doing with respect to the hammers. I have been tanking grolla in one spot, and I haven't noticed the hammers doing much damage, just knocking folks around. I have noticed they do some sort of emote on an individual group member, but I am not sure what the result of it is. I have tried moving around when the hammers pop, but it looked to me like they move with the group, so I gave that up.
They shouldn't be moving with the group, but they have a largish range. The emote tells you who will get the hammers cast on them, but it doesn't seem to be a warning. So, hammer pops and I just move the defiler(which moves the whole group minus the tank).c

I have also determined that if I set my group behind grolla at max cast, they seem to take tremendous damage from AEs shortly into the fight. If they come up right behind, they take almost no damage. So when you say "stay in the frontal arc", are you suggesting that the group stay in front of Grolla at all times?
I also noticed the close range, less damage thing but the adds do AoE auto damage and my healers couldn't keep up with the outgoing damage and/or pathing is so fucked in this game currently trying to bunch them and Grolla together just isn't viable.

It's possible that Crushing Sweep has a danger zone in the 5-25m range, so if you keep everyone at range behind Grolla, healers will still need to be within 25m to heal the tank. Keeping everyone in her frontal arc, but at range, will put your healers outside the 25m range from Grolla herself, as she'll be 3-5m from the tank.

Finally, during the "enraged" phase of the fight (which I have yet to enter), are you saying grolla must be ranged down? My tank is very well geared (full raid armor, 3 HM pieces, all EM/HM raid jewelry), but I am gathering that tanking it in place is not a viable option?
Eh, you can try but I honestly found it easier to just kite her. The manadrain on the enrage proc means your tank will be powerless within ~2 hits, so I don't see much value in trying to tank her during that stage. But then my group is pretty focused on ranged DPS(even my troub is essentially bow spec'd and prioritizes ranged abilities over melee stuff).
 

eclipsed

Member
Having a ton of trouble with Grolla as well. My real problem is that occasionally she says in say, "noone will remember your deeds" and then 1 shots my entire group no matter where they are in the room. They can be right on her or on the other side of the room and still get one shotted. It seems to be triggered somehow as I have seen her do it back to back. Can't figure out how to deal with it.

I have beaten her twice now, but still can't figure out how I managed. I guess it was just luck.

Would appreciate any advice, doing 60+ pulls on her every night is getting really old really fast.
 
Last edited:

macker0407

Active Member
Having a ton of trouble with Grolla as well. My real problem is that occasionally she says in say, "noone will remember your deeds" and then 1 shots my entire group no matter where they are in the room. They can be right on her or on the other side of the room and still get one shotted. It seems to be triggered somehow as I have seen her do it back to back. Can't figure out how to deal with it.
That's just her "I killed something" text.

I had a look at Sweeping Crash again, and the max listed damage is ~51k, so this entire fight is pretty much luck based if your HP us under that. Stuff everyone with as much HP as possible(Stout augs, HP adorns, HP % character traits, HP % AA's, etc.) and/or hope the RNG doesn't bite you in the ass.

edit: That also explains why I would have better luck surviving the AE's while in melee range. Between Spiritual Leadership from my defiler(procs on melee attacks) and Tribal Spirit from my Fury(procs on any damage but it seems more reliable on melee hits) I had an extra 6k+ ward buffer on everyone. Of course, I'm now curious if either will proc off wand damage.
 
Last edited:

macker0407

Active Member
Well that's no fun. I guess my priests get to keep their Healing Abundance proc items in their ranged slot then.
 

eclipsed

Member
Finally figured out a strat that works for my group. I spread my 2 healers and coercer across the pad in the middle, with both healers in range to rez each other but not in range that if one gets hit with a hammer that the other gets hit too. I set my dirge and assassin on camp at the front of the circle closest to her but on joust in. Then I just burn her and the pigs down to rampage. This has worked out well as I just ignore any of the casters that get the hammer and have less movement which allows my melee to get more dps going.

With 3 out of the equation the group wards are enough to keep the melee up most of the time. But occasionally one in the middle gets one shotted, but they just get rezzed back up. Once she hits rampage though I joust out the melee and kite her around the circle while cycling saves and stoneskins. The melee just have no hope of surviving Sweeping Crash during rampage. Still get a lot of deaths during the fight but I am getting her down much easier now.

Now onto Korok Hai... Man those adds suck...
 

macker0407

Active Member
The Korok Hai fight requires 350k DPS minimum to do(otherwise you'll have too many adds when Korok joins the fight). So bring a warlock.

Additionally, prioritize killing the gorefiends when they reach you. They proc a trauma detriment(it's curable, but it'll just land again a second later) called Gore that will massively increase the amount of incoming DPS your tank will take from the pigs.
 

eclipsed

Member
Hmm, looks like I have some farming to do then. Only getting about 300k out of my group atm :(

Oh and btw my ACT shows hits of up to 68k on Sweeping Crash. Granted that was on the dirge and not the tank.
 
Last edited:

eclipsed

Member
On another note, just wondering if anyone who has downed Manifestation in ToFSx2 has any hints on how to handle her. It seems to me that it is meant to be 2 tanked. Tried tanking both at once, way too much damage to handle. Tried having my scout tank the add, couldn't do it. Has anyone found a way to kill her other than just bringing 2 tanks?
 

insanitywiz

Senior Member
On another note, just wondering if anyone who has downed Manifestation in ToFSx2 has any hints on how to handle her. It seems to me that it is meant to be 2 tanked. Tried tanking both at once, way too much damage to handle. Tried having my scout tank the add, couldn't do it. Has anyone found a way to kill her other than just bringing 2 tanks?
It's basically a gear check without 2 tanks. Make sure you are switching to the add as soon as it spawns and burn.
 

mamrono

Active Member
The problem becomes of who deals the killing blow on the adds, if u have anyone else but the tank kill the adds she goes bezerk and deals way more dmg.
What i do is start on the first add all the way til between 5%-10% and target her and kill her with my tank with aoes then i staight burn her i can hold up to 5 adds more than that i get raped, hope it helps.
 

quan

Active Member
TOFS x2

I have recently been able to one group the whole tower....

the manifestation is a tank gear check... i kill the first hand and then burn the named. if you position the mob so your group is right behind it your tank can pick up the additional hands as they spawn.

when i first started doing this encounter i had to change my tank diety to marr i believe. there is a god buff that reduces all dmg by 20% this is very useful for large dps encounters until you get better gear.
 

Sunomi

Senior Member
I have recently been able to one group the whole tower....

the manifestation is a tank gear check... i kill the first hand and then burn the named. if you position the mob so your group is right behind it your tank can pick up the additional hands as they spawn.

when i first started doing this encounter i had to change my tank diety to marr i believe. there is a god buff that reduces all dmg by 20% this is very useful for large dps encounters until you get better gear.
I can also one group MOST of the tower except the last named. I just pile my toons together and turn and burn. I do tank with a bruiser and I make sure to use all of my saves including my two preists DP's throughout the fight.

Quan, any suggestions on taking out the final encounter? I've even brought in a friend who boxes and after she flies away, getting a group up to one of the mirrors up top always ends up a disaster.
 

quan

Active Member
TOFS x2 Final Encounter

Well for me to win the final encounter i need two things to happen.

First at least one of the portals needs to be on the ground. Run to that portal and take it out immediately. If both portals are on the ground then your job is easy If both are in the air typically too many adds spawn for me to handle. After the one portal on the ground is destroyed line everyone up with regular autofollow on and make sure your diagnal to the jumpy circle thing on the ground, approx 45 degree angle. Keep killing the adds as they come down and there always seems to be a lull at some point. At this point I run for the jumpy circle and fly up.

The second part i found very challenging was clicking all 6 shinies in time to trap tserrina. To do this i memorized their positions and after killing both portals i pre set up my group right on the shiney spots. So when she reaches the point when they need to be clicked i just have to swap instances of eq2 real quick and click.

Let me know if that helps! I dont always nail it on the first try but persistance pays :)
 

Sunomi

Senior Member
Well for me to win the final encounter i need two things to happen.

First at least one of the portals needs to be on the ground. Run to that portal and take it out immediately. If both portals are on the ground then your job is easy If both are in the air typically too many adds spawn for me to handle. After the one portal on the ground is destroyed line everyone up with regular autofollow on and make sure your diagnal to the jumpy circle thing on the ground, approx 45 degree angle. Keep killing the adds as they come down and there always seems to be a lull at some point. At this point I run for the jumpy circle and fly up.

The second part i found very challenging was clicking all 6 shinies in time to trap tserrina. To do this i memorized their positions and after killing both portals i pre set up my group right on the shiney spots. So when she reaches the point when they need to be clicked i just have to swap instances of eq2 real quick and click.

Let me know if that helps! I dont always nail it on the first try but persistance pays :)
This is solid info so I'll have to try it today when I get home. I didn't know (and I hope its true) that the add's would have a break in coming out of the mirror(s). I always get one mirror on the ground and one in the air (bad luck maybe). The one on the ground I can burn down in seconds. But I'm hoping that I will be able to just burn any adds coming out of the second mirror and run up and burn it down then move onto the next step.
 

Sunomi

Senior Member
Arch Confessor Aytali (Pants/Waist) - http://eq2.zam.com
FYI: Named and two war boars on pull (Sloth and Wrath) - Requires two tanks
Two curses - MT group needs to cure curse from named / OT group MUST NOT curse cure
Power drain throughout the fight

AOE: Random 360 knock-back from named
Strat: I pulled the named down the bottom of the stairs where he is standing. The other group is about 30 meters behind us to pick up another set of adds that spawn every 30-45 seconds.

Set a campspot with the second group and have them burn/joust in on Sloth and Wrath on pull to help out the MT group. After 30 seconds have the second group be prepared to pick up other adds called Essence of (something). These are war boars that come VERY slowly from two corners of the room. They have a smaller amount of HP but must be picked up or nasty stuff happens to the raid. Additionally, once you burn those down a pillar or shire looking object appears for 3 seconds. This places a temporary buff on whoever is standing closest to it which also seems to last about 3 seconds. IF that toon is able to hit the next war boar coming from the corner, that toon can almost 1 shot the mob, thus giving you another shrine or temporary buff.

*Note* - The MT group and OT group need to be out of range of each other. After the fight starts, the MT group will get a curse from the named which needs to be cured. The OT group gets a curse from the adds which MUST NOT be cured. Use the uplink to turn off cure curse after the pull.

After you burn down Sloth and Wrath the MT group is FT on the named with the OT group turning and burning as they clear the random adds that spawn.
 

quan

Active Member
More info

This is solid info so I'll have to try it today when I get home. I didn't know (and I hope its true) that the add's would have a break in coming out of the mirror(s). I always get one mirror on the ground and one in the air (bad luck maybe). The one on the ground I can burn down in seconds. But I'm hoping that I will be able to just burn any adds coming out of the second mirror and run up and burn it down then move onto the next step.
Ya i stay on the ground killing the adds until none are up on the ogre on screen assistant, i dont know if this is a lull per say or if i just dps'd the last add down fast and the next one hasnt popped out. But i usually take that as my signal to run for the jumpy thing.
 

quan

Active Member
Offtank

Hmm, I have always cured all the curses, what is the effect of you are referring too?
when a boar add dies it spawns a pillar that gives a detriment/buff that allows you to kill the opposing boar faster. the detriment buff goes to the person standing closest to the pillar when the boar dies. so once you get into a good pattern its very easy to kill the boars, it doesnt even neccessarily take a full group.

i dont think the detriment is even curable, i cant recall, but if it is, obviously you dont want to cure it.

now figuring out how to one group this encounter... thats the hard part... the odd thing is im almost positive i could one group the final mob, i just need to figure out a way past this one.
 

amyglyn

Active Member
For drunder1:
Ended up doing something extremely similar to Eclipsed's strat that he posted for final boss (thanks!). Spread everyone out throughout the middle. I didn't use campspot though, if someone got hammered i just slightly moved them. I use all ranged dps so no biggie. The enraged portion of the fight was no problem because I have a conjurer in group and winds of velious completely trivializes it.

Drunder2:

Korok is a pain in the ass. I only have raid gear on my necro, the rest don't have. I also don't have a warlock. I did end up beating it. Keep in mind it took me almost an hour of wiping to get the fight down, was very difficult for my group (defiler/guard/conj/necro/illy/fury). Here's what I did:

1. Dual wield on guard, only swap in shield when Korok joins the fight.
2. Elemental detonation war rune on necro.
3. Damage shield potions on tank.
4. I made a priority of taking out things on two legs over things on four legs. When the final boss comes use death saves and such and then burn the final two leg *adds* down before working on boss. Once those final two legged adds die the incoming damage is a joke, actually! But while they still live, wowzers, ouch-lol. Make a targeting macro if needed to get them through the mass of adds.

If you have summoner(s) in group like me make sure you spec for detonation. :)
 

amyglyn

Active Member
This made me giggle.
Hahaha it's true though!

Anyway, on the subject of drunder:

1. Drunder 3 (TOT) the buff package on the mobs lies. With 150 crit mit you'll still get crit non stop, even though the buff package only says 140--the stuff has some innate crit. Not sure the exact number, though.
 

Sunomi

Senior Member
Queen Vorticia V'uul (BP x2 / Ranged / Mount) - http://eq2.zam.com
FYI: Need two groups unless you can crank out 500kdps AND live through tons of mobs beating and mem wiping all over.

Named with 8 adds or so at the start then 4 come and party around 50% it appeared.

AOE: N/A
Strat: *Note* There was two of us both boxing our own groups*

We tried multiple strats and what ended up working was basically doing a full on burn, ie...we brought the ruckas. There is a curse cure which we cured on at least the tank (believe it was a huge stat/mit debuff).

Named has a knockback so place your tanks against a wall, have your groups ranged. One tank pulls the named, two tank the mob due to occasional mem wipe or taunting off of adds. Bring your groups into melee if they have the CM for added dps.

Around 50% I believe there are 4 Essence of something (look like Rallos Zek) that bring the pain. We basically ignored them and did a full on burn on the named.

Save your big saves (stoneskins, DP's, etc...) at 30% then pop them and burn hard and you can ignore any script that exists.

We got two very nice BP's, a meh bow, a brigand master, and a pretty decent mount.
 

Ardon

Well-Known Member
Strategist's Stronghold update

I have an update for Prime Shini-Zonn Hypatia in Strategist's Stronghold.

After a few days of looking at the logs from what I am finding you do not want to kill the "A fragmented soul shred" and you really want to kill "a saddened soul sliver."

Here are my notes:
1. If assisting through a PC turn off the assists auto target when hated option.
2. Turn off ALL auto attack AE's, and Blue AoE's. This prevents specific soul from killing the group (see #3)
3. Kill off all soul's but the "a fragmented soul shred" as it will do AE focus damage to everyone around it.
4. If "a saddened soul sliver" is up kill it, it will perform focus damage on Hypatia.
5. Watch the messages, there are some that will state you should be attacking Hypatia, think they were white messages - need to redo the zone and find out.
6. If Hypatia puts up a shield don't attack her kill the other souls - unless it's the fragmented soul shred if you have nothing to attack then F1 and wait.


Log Examples:
Death of a saddened soul sliver
\#00CC00Upon its demise, a small amount of revenge is exacted by the slivered soul!
YOUR Sadness of Souls hits Prime Shini-Zonn Hypatia for 2766918 focus damage.

Death of a fragmented soul shred
[Date xx:35:24 2011] ThePlayer has killed a fragmented soul shred.
[Date xx:35:24 2011] YOU are hit by Soul Fragmentation for 41107 focus damage.
 

eclipsed

Member
I also kill the asphyxiating soul shards. Don't really have to worry about the fragmented. If you use move into melee range or ogrefollow just drag her away from them, they don't move often or fast.
 

amyglyn

Active Member
I also kill the asphyxiating soul shards. Don't really have to worry about the fragmented. If you use move into melee range or ogrefollow just drag her away from them, they don't move often or fast.
What I do on that is kill sad and asphyxiating, and ignore the others. If none of them are up and she is shielded just stand there and do nothing until that changes. She doesn't hit very hard.
 

quan

Active Member
1 group Arch Confessor Drunder x2

Hey Folks,

I have been able to get the arch confessor to 30% by tanking her and adds together. I always seem to die to some mass AE. I looked it up on ACT and it is listed as...

Call of the Razorback.

it is cast by the adds the essence of greed and essence of envy.

anyone know if this is some sort of fail condition? I seem to do fine killing the adds and tanking but it always seems that around 30 percent this hits.
 

macker0407

Active Member
Someone was pestering me on IRC about this a while back and I said I'd post something. And then forgot to do just that. So, er, sorry.

Some clarifications/corrections on the Drunder zones, written by someone on the heroic gear side of the spectrum rather than raid geared:

Spire of Rage

Ragebourne Maculla: strat as given if good. Adds can be mez'd, however not doing so is a good test of whether your tank has the survivability and your healers the HPS to do the rest of the zone.

Aktu, Drewsho, Sumora a.k.a. Triad of Elements: this has already been discussed, but the strat I use is to kill the fire/frost essences first while keeping Aktu mez'd, until D and S are down and then move around.

It takes 4 essences in total(doesn't matter who absorbs it) before they go into rape mode, so as long as you don't miss any frost/fires and move around quickly enough you should be fine.

I use an auto-target script on the tank for this, code may or may not be useful to you:
Code:
/* This code has been modified to not use certain internal objects */
variable index:actor EssenceActor
variable uint ActorID
variable uint ArraySize
variable uint ArrayCounter
variable uint LoopTimer
variable uint LoopInterval=500
variable bool EssenceFound=FALSE

function main(int Range=35)
{
    while 1
    {
        EQ2:GetActors[EssenceActor,byDist,radius,${Range}]
        ArrayCounter:Set[1]
        ActorID:Set[0]
        ArraySize:Set[${EssenceActor.Used}]

        do
        {
            EssenceFound:Set[FALSE]
            ActorID:Set[${EssenceActor[${ArrayCounter}].ID}]
            if ${Actor[${ActorID}].Distance}<=${Range}
            {
                if ${Actor[${ActorID}].Name.Find[essence]}>0
                {
                    EssenceFound:Set[TRUE]
                    if !${Actor[${ActorID}].IsDead} && !${Target.Name.Find[essence]}
                    {
                        /* Depending on botting framework, this will likely
                            need some changes */
                        relay all KillTarget:Set[${ActorID}]
                        Actor[${ActorID}]:DoTarget
                        wait 3
                        eq2execute autoattack 2
                    }
                }
            }
        }
        while ${ArrayCounter:Inc}<=${ArraySize}

        if !${EssenceFound}
            Actor[${Me.ID}]:DoTarget

        if ${Math.Calc[${Script.RunningTime}-${LoopTimer}]}<${LoopInterval}
            wait ${Math.Calc[(${Script.RunningTime}-${LoopTimer})/10]}
    }
}

About the standards that you can kill before the Triad is active: earth is actually a revenge buff on the mob(damage dealt is visited back on the dealer), frost is an AE manadrain and fire is buff on the Triad which I completely forget what it does now. The triad always gets the heal, it has nothing to do with the banners.

You can also kill all 3 banners before Triad becomes active if you're fast enough, but it's really not necessary. Half the time I just ignore them and fight it fully buffed.

Hamslammer: Casts an uncurable AE stun before every add wave. I tend to use either an AE avoid or, if it's up, Death March at around 91% so that I'm not standing around like a gormless idiot for 5 seconds.

Thana Llac: She has 2 AE's, one of which is shared by adds. Scream of Vehemence(~25m range, interruptible), DD and mana drain and Malevolence(not interruptible, but stun will delay its timing), a trauma DD and curable stun that adds also get. Malevolence has a range component that makes it hit harder the closer your are to the mob. At ~5m range, it'll hit for ~20k. While not an issue on its own, this can be problematic when the adds and Thana decide to AE all at the same time. I prefer to keep everyone except the tank at range for this reason. The floor has some large circles on it, and I like to place the tank on the rim of the outer circle and everyone else on the rim of the inner circle, which puts them at ~25m range from the tank.

Thana can also cast a single target spell on the tank called "Cowering Presence", which is a 5 level arcane curable debuff. It's interruptible, which is the preferred option for dealing with it.

As noted, the adds don't depop when Thana is killed, but you do *not* want to kill them before Thana is dead. If you do, she'll start to chain summon and absorb memwiping orbs, healing herself every time she absorbs them. You would need > 400k DPS to get over the healing effect, so kill Thana first. At that point you can either kill the adds, let the group die and revive in the same room or evac and run back up. There is a 4th option, but I'll let you try figure out what it is.

Grolla Skullwielder: This has been discussed quite a bit already. My strategy is to have everyone minus the tank AF on my defiler, no movement(so AF is preserved) and to keep everyone at >25m range from Grolla. Everytime I've deviated from this strategy I land up with someone being killed by Sweeping Crash. Adds are killed first when they pop, and I'll blow an AE avoid when she rampages and go into full burn mode for the last 30%.

Strategist's Stronghold

Prime Marus Nhak: As described, with the caveat that the heatseekers have a tendency to gravitate towards DPS classes. They don't do any meaningful damage so I tend to ignore them and just burn Marus. I usually get 3-4 waves and the only impact seems to be that it's a good way to level the focus skill on my caster alts.

Djuul Ripclaw: Doesn't do anything interesting except cast the occasional curse and stun.

Warning about the adds after the lift: They are invis and have a habit of casting a knockback/knockup and stun on whomever agros them first. Try to tank them with the tanks back to a wall.

Shini-Zonn Livia: There's a room to your right(facing Livia). I put everyone in the corner and the tank at the first pillar. Avoids any issues with a knockback. She'll pop a dark-somethingorother on a person in the group. Everyone within ~15m range of that person takes ~75% HP damage. AE avoids don't stop the damage, but my Fury doesn't appear to have any problems healing through it.

At 55% the dogs spawn. They're not nearly as rough as they used to be. Kill order is generally R, C and T. After they're dead you then have to wait for Livia to become active again, at which point she'll eventually spawn the dark-somethingorother again and then fragment looking mob that will cast "Winds of Drunder" on everyone, which is a DD and manadrain. Winds is blockable with an AE avoid, so I tend to just cast one ~30 sec after she becomes active again and just burn. If you don't have an AE avoid, you'll need to move ~15m away from the Winds to not get hit by it.

Prime Shini-Zonn Hypatia: I don't kill or even bother to target any of the adds. The outgoing DPS of everything in this encounter appears to be fairly negligible so even with the AE stun from the saddened essence doesn't do anything terrible.

She doesn't charm the tank anymore(not that I've noticed), nor have I seen an arcane effect that does anything. And when she throws her shield up I just keep DPS'ing her.

Technically, you're meant to killed saddened and asphyxiating essences, while leaving envious and fragmented alone. If you're having problems, try killing them although if you don't have the HPS/survivability to just burn her you're probably not going to get anywhere with the next boss.

Korok Hai: This is a pure DPS check. If you're Ry'gorr/X2 geared, bring an SK and warlock. You're aiming for ~400k DPS during the waves to have enough stuff dead by the time Korok Hai decides to add that your tank won't get turned into a red smear. Korok Hai himself memwipes 1-2 times, so keep your snaps handy.

Korok Hai will also periodically cast an elemental DD+stun throughout the fight even during the add waves.

About the adds: priority should be gorefiends, arenamasters(I think that's what they're called) and then piggies. Gorefiends cast a curable trauma that will massively increase the incoming DPS your tank takes.

Tower of Tactics

Note, if you're not in 90% Drunder armor, X2/rare named jewelry, you're probably going to get nowhere in this zone.

Blademaster Anival: Either bring a second tank(I keep a monk on my DPS account for this purpose), have a scout that can tank one of the adds or attempt to play a snaring class that can kite one of the adds(Stoic is snareable IIRC). Both the original blademaster and his split adds cast a AE DD+minor knockback, so pay attention to positioning during the fight. The knockback seems to increase in frequency as they get lower in health.

Arch-Bishop Rektor: HP check. If you have anyone under ~45k HP, expect them to die to an AE at least once.

Lord Kefzaanin: Kannkor got the strat slightly wrong. The start of the fight is as expected, burn him to 75%, hour glass becomes active and you need to kill it before the adds overwhelm you.

However, the trick to dealing with the maidens is to move everyone *except* the tank up to the platform where he starts, into the glowing circle thing, and tank him on the start of the platform. When the maidens trigger, run the tank out, agro them and then move back to the top of the platform and let the maidens memwipe onto the rest of the group. There's a timer to this stage(dunno what it is), but as long as you keep Kefzaanin out of the glowy circle he won't heal.

Lady V'uul: From official forum posts it sounds like this encounter is bugged. As it currently is, it's a pure survivability/DPS check, although not a hugely difficult one if you've managed to get this far into the zone. Target V'uul, and burn, burn, burn. She'll knockback the tank occasionally and you'll need to pickup adds as they pop. If you can ignore the adds and just tank them while you burn V'uul, you'll probably win. If the incoming DPS from the adds is too much, then you probably won't.

Warmaster Deynka Packlasher: Doable with 250k DPS(my coercer decided to take the shortbus once). I think this is more a survivability check than DPS as Deynka will push out quite a bit of AE damage for your healers to deal with, in addition to the tanks incoming damage. There seems to be some kind of knockback mechanic in effect if people aren't within a certain range of Deynka, so I just put everyone onto the center platform where she stands, swapping to the incoming adds as they popped and then back to Deynka.
 

amyglyn

Active Member
Someone was pestering me on IRC about this a while back and I said I'd post something. And then forgot to do just that. So, er, sorry.

snip

About the standards that you can kill before the Triad is active: earth is actually a revenge buff on the mob(damage dealt is visited back on the dealer), frost is an AE manadrain and fire is buff on the Triad which I completely forget what it does now. The triad always gets the heal, it has nothing to do with the banners.

You can also kill all 3 banners before Triad becomes active if you're fast enough, but it's really not necessary. Half the time I just ignore them and fight it fully buffed.

Hamslammer: Casts an uncurable AE stun before every add wave. I tend to use either an AE avoid or, if it's up, Death March at around 91% so that I'm not standing around like a gormless idiot for 5 seconds.

Thana Llac: She has 2 AE's, one of which is shared by adds. Scream of Vehemence(~25m range, interruptible), DD and mana drain and Malevolence(not interruptible, but stun will delay its timing), a trauma DD and curable stun that adds also get. Malevolence has a range component that makes it hit harder the closer your are to the mob. At ~5m range, it'll hit for ~20k. While not an issue on its own, this can be problematic when the adds and Thana decide to AE all at the same time. I prefer to keep everyone except the tank at range for this reason. The floor has some large circles on it, and I like to place the tank on the rim of the outer circle and everyone else on the rim of the inner circle, which puts them at ~25m range from the tank.

Thana can also cast a single target spell on the tank called "Cowering Presence", which is a 5 level arcane curable debuff. It's interruptible, which is the preferred option for dealing with it.

As noted, the adds don't depop when Thana is killed, but you do *not* want to kill them before Thana is dead. If you do, she'll start to chain summon and absorb memwiping orbs, healing herself every time she absorbs them. You would need > 400k DPS to get over the healing effect, so kill Thana first. At that point you can either kill the adds, let the group die and revive in the same room or evac and run back up. There is a 4th option, but I'll let you try figure out what it is.

Grolla Skullwielder: This has been discussed quite a bit already. My strategy is to have everyone minus the tank AF on my defiler, no movement(so AF is preserved) and to keep everyone at >25m range from Grolla. Everytime I've deviated from this strategy I land up with someone being killed by Sweeping Crash. Adds are killed first when they pop, and I'll blow an AE avoid when she rampages and go into full burn mode for the last 30%.

Strategist's Stronghold

Prime Marus Nhak: As described, with the caveat that the heatseekers have a tendency to gravitate towards DPS classes. They don't do any meaningful damage so I tend to ignore them and just burn Marus. I usually get 3-4 waves and the only impact seems to be that it's a good way to level the focus skill on my caster alts.

Djuul Ripclaw: Doesn't do anything interesting except cast the occasional curse and stun.

Warning about the adds after the lift: They are invis and have a habit of casting a knockback/knockup and stun on whomever agros them first. Try to tank them with the tanks back to a wall.

Shini-Zonn Livia: There's a room to your right(facing Livia). I put everyone in the corner and the tank at the first pillar. Avoids any issues with a knockback. She'll pop a dark-somethingorother on a person in the group. Everyone within ~15m range of that person takes ~75% HP damage. AE avoids don't stop the damage, but my Fury doesn't appear to have any problems healing through it.

At 55% the dogs spawn. They're not nearly as rough as they used to be. Kill order is generally R, C and T. After they're dead you then have to wait for Livia to become active again, at which point she'll eventually spawn the dark-somethingorother again and then fragment looking mob that will cast "Winds of Drunder" on everyone, which is a DD and manadrain. Winds is blockable with an AE avoid, so I tend to just cast one ~30 sec after she becomes active again and just burn. If you don't have an AE avoid, you'll need to move ~15m away from the Winds to not get hit by it.

Prime Shini-Zonn Hypatia: I don't kill or even bother to target any of the adds. The outgoing DPS of everything in this encounter appears to be fairly negligible so even with the AE stun from the saddened essence doesn't do anything terrible.

She doesn't charm the tank anymore(not that I've noticed), nor have I seen an arcane effect that does anything. And when she throws her shield up I just keep DPS'ing her.

Technically, you're meant to killed saddened and asphyxiating essences, while leaving envious and fragmented alone. If you're having problems, try killing them although if you don't have the HPS/survivability to just burn her you're probably not going to get anywhere with the next boss.

Korok Hai: This is a pure DPS check. If you're Ry'gorr/X2 geared, bring an SK and warlock. You're aiming for ~400k DPS during the waves to have enough stuff dead by the time Korok Hai decides to add that your tank won't get turned into a red smear. Korok Hai himself memwipes 1-2 times, so keep your snaps handy.

Korok Hai will also periodically cast an elemental DD+stun throughout the fight even during the add waves.

About the adds: priority should be gorefiends, arenamasters(I think that's what they're called) and then piggies. Gorefiends cast a curable trauma that will massively increase the incoming DPS your tank takes.

Tower of Tactics

Note, if you're not in 90% Drunder armor, X2/rare named jewelry, you're probably going to get nowhere in this zone.

Blademaster Anival: Either bring a second tank(I keep a monk on my DPS account for this purpose), have a scout that can tank one of the adds or attempt to play a snaring class that can kite one of the adds(Stoic is snareable IIRC). Both the original blademaster and his split adds cast a AE DD+minor knockback, so pay attention to positioning during the fight. The knockback seems to increase in frequency as they get lower in health.

Arch-Bishop Rektor: HP check. If you have anyone under ~45k HP, expect them to die to an AE at least once.

Lord Kefzaanin: Kannkor got the strat slightly wrong. The start of the fight is as expected, burn him to 75%, hour glass becomes active and you need to kill it before the adds overwhelm you.

However, the trick to dealing with the maidens is to move everyone *except* the tank up to the platform where he starts, into the glowing circle thing, and tank him on the start of the platform. When the maidens trigger, run the tank out, agro them and then move back to the top of the platform and let the maidens memwipe onto the rest of the group. There's a timer to this stage(dunno what it is), but as long as you keep Kefzaanin out of the glowy circle he won't heal.

Lady V'uul: From official forum posts it sounds like this encounter is bugged. As it currently is, it's a pure survivability/DPS check, although not a hugely difficult one if you've managed to get this far into the zone. Target V'uul, and burn, burn, burn. She'll knockback the tank occasionally and you'll need to pickup adds as they pop. If you can ignore the adds and just tank them while you burn V'uul, you'll probably win. If the incoming DPS from the adds is too much, then you probably won't.

Warmaster Deynka Packlasher: Doable with 250k DPS(my coercer decided to take the shortbus once). I think this is more a survivability check than DPS as Deynka will push out quite a bit of AE damage for your healers to deal with, in addition to the tanks incoming damage. There seems to be some kind of knockback mechanic in effect if people aren't within a certain range of Deynka, so I just put everyone onto the center platform where she stands, swapping to the incoming adds as they popped and then back to Deynka.
Good info, here's my take on some of the stuff...I run a weird group, too, with only one guy having any x4 gear, so I think if I can do it most can. :)

Drunder1:
Ragebourne Maculla: If you can survive the waves of trash, you'll have zero difficulty with the boss, lol. The adds do little damage, you can kill them, mez them, or simply kill the boss. I usually kill them, they die pretty fast. But really, the trash is way harder than this boss.

Protip for trash: If you have a defiler and usually don't have them do combat arts (or are like me and have debuffs only on for bosses), make an exception in this zone and turn malicious spirits on. This makes the trash go from annoying to super easy.

Triad of Elements: Most annoying fight in zone. Park mezzer with cure pots or 2nd healer. Mez aktu. Run around killing orbs. I usually will mez the orb on aktu's side giving a tad bit more time to run over and kill it. I usually try to run around and kill all three per round. If you miss one no biggie though. Annoying as if someone gets knocked back behind one of the platforms, it can require some micro-management.

Grolla Skullwielder: I just kind of spread everyone out around the center and pull boss to the middle. I leave everyone on no move and don't use campspot. If someone gets knocked back honestly I either just let them (dps), or alt tab and move them a little (healer)...At 30% i use t-shell and run the snared boss around the outside of the room over and over until he dies, if he gets loose I use guardian group stoneskin and death save. Can be super annoying fight until you figure out what works for your group. Most regular groups on server use the "move around the outside of the room" strat, for what it's worth.

Drunder2: Overall a much easier zone than Drunder1.

Shini-Zonn Livia: I pull into room as well as described (one accros from door)..in my experience t-shell does block the "deathwalker attacks xxx" AOEs, I use it immediately and then again at 30% or so. You have a ton of time after the dogs die for cooldowns to come up, anyhow. I don't think dog kill order matters though, they don't really do much damage anyway. Move away from the weird thingy (looks like a giant turd on shader model 1, shard thingies with shader model 3 on) when she drops it (the trap emote).

Hypatia: Super easy, does almost no damage. Kill saddened and asphyxiating ignore others, imho. I suppose you can burn it but imho I kill the souls. The focus nuke from killing goes through her shield. I don't move her around or try to kite her or move her away from souls or anything. I just park everyone all together in corner and tank right by the group--even the illy or conjurer won't die if boss gets on them, outgoing damage is super low, so don't over think this fight--I use a macro to target the two souls to kill.

Korok Hai: Annoying fight. I don't have a warlock. It's completely doable, though. I use a macro to target gorefiends easily, prioritize killing them over everything else imho, completely agree. If DPS is close, and it can be for me, I do things like drink int pots on caster, str pot on tank, etc. I use dual weild and offensive and use everything right away, incoming damage isn't too bad until final boss adds. Once final boss adds I use cooldowns again and kill the remaining gorefiend, then throw on a shield and kill the boss. If you have a warlock or some other really good AOE dps you can probably do this with ry'gor gear and no x2 jewelry. If you don't, you're going to want it.

Drunder3:
Blademaster Anival: super annoying, always takes me at least two tries to get this guy. I have one guy root the split over and over. If the guy doing the rooting has one of those new focus item wands TAKE IT OFF, lol.
 

Ardon

Well-Known Member
Arch-Bishop Rektor Fight

Wanted to add a few of my notes:

1. Kill "a Gindan Darkblade" first. It has a special AoE called "Viral Stirke" that does over 30k of damage every 3 seconds. I have done just about everything I could think of from and it's pretty difficult to avoid the AoE based on position as well as staggering the toons in 11m increments. I'm guessing the AoE is something like 20 or 30m radius but can't find any supporting evidence.

2. Next kill "a Gindan Blademaster" This guy flurries and does frontal damage, however not as bad as the Viral Strike spell.

3. Kill Arch-Bishop.
 

amyglyn

Active Member
Had some good luck in the drunder x2. First named pair was a little dicey, wiped once but got it the second time. Will be easier once my troubador has 300aa and some more gear. Had troubador tank the one on the right, backed up by a defiler healing and fury helping as well. Guardian tanks the one on the left (incoming damage from it isn't an issue, barely get hurt at all, group heals are enough to keep the guard up). Troubador can get a bit iffy--am using a shield which helps immensely but he's still fairly squishy.

For 2nd named in drunder x2: Kill trash in room first. Trash can drop stuff in here, have gotten some cloaks that are better than the easy mode x4 cloaks imho (have casting speed on them, and a good amount of it at that). Throw all your guys into one of the little rooms. Whoever is cursed runs out to the table. Incoming damage from these guys is super low, just have tank take both of them. Extremely easy fight, just long and boring.

Spare rib: Couldn't get him down. Tried burning and tried killing adds...got him to 20% with burn method, trying to kill adds didn't work very well. Anyone know if there is a way to keep the curse from spreading to everyone?

Guardian of Vuul: Easy mob. Don't need to clear the trash in his room. Can simply pet pull him out into the hallway. :)
 

quan

Active Member
drunder x2

sparerib - i have heard that the person who gets the curse needs to move and stand on one of the tables... however its far easier to just bladedance and burn him down in the back hallway behind where he spawns.
 

mamrono

Active Member
Ok killed the first name in HM EoW.
1. Randomly ports a player a short distance.
2. Memwipes.
3. Single target curse that force targets the player. (Curable)
4. Starts summoning adds at 70%. (Time Based) They also cast the same curse as above.
AOE:
Strat: Mostly DPS burn fight. Switch to adds as they come in and then get back on the named.

He memwipes a lot more than em and if the get close to your other toons he does 3 aoes that usualy kills everyone. The way i did it was CDFT, i let my troub loose for more dps. I keep everyone at 20m, whenever i get an add i switch immediately (im guessing if u dont kil the add in a certain time he memwipes not sure about this) if he got loose i would hit BD. Is a tough fight.

Second name, I did not kill. Main name is hiting my tank for about 27-30k a pop and sometimes multi attacks, adds hit for 8-10k and they ma too. When you get Melvin (i think thats his name) to around 70% they summon the adds like when u get the main name to 70% in the em, you also will get ^^^ adds and not ^ adds. I couldnt pass these part. My tank is sitting at 300 CM and my lowest CM toon has 255 so idk what i need to survive these.
 

Kevinshp

Well-Known Member
Had some good luck in the drunder x2. First named pair was a little dicey, wiped once but got it the second time. Will be easier once my troubador has 300aa and some more gear. Had troubador tank the one on the right, backed up by a defiler healing and fury helping as well. Guardian tanks the one on the left (incoming damage from it isn't an issue, barely get hurt at all, group heals are enough to keep the guard up). Troubador can get a bit iffy--am using a shield which helps immensely but he's still fairly squishy.

For 2nd named in drunder x2: Kill trash in room first. Trash can drop stuff in here, have gotten some cloaks that are better than the easy mode x4 cloaks imho (have casting speed on them, and a good amount of it at that). Throw all your guys into one of the little rooms. Whoever is cursed runs out to the table. Incoming damage from these guys is super low, just have tank take both of them. Extremely easy fight, just long and boring.

Spare rib: Couldn't get him down. Tried burning and tried killing adds...got him to 20% with burn method, trying to kill adds didn't work very well. Anyone know if there is a way to keep the curse from spreading to everyone?

Guardian of Vuul: Easy mob. Don't need to clear the trash in his room. Can simply pet pull him out into the hallway. :)
on the first named what did you do to pull them and break them apart. In ToT which has the same fight but easyer with a single named that splits. I set my two scouts on one side with camp spot and my healers in middle before I pull. In the X@ the two named are there already so my way won't work.
So how do you handle pulling them and splitting them?
 

Kevinshp

Well-Known Member
Ok killed the first name in HM EoW.
1. Randomly ports a player a short distance.
2. Memwipes.
3. Single target curse that force targets the player. (Curable)
4. Starts summoning adds at 70%. (Time Based) They also cast the same curse as above.
AOE:
Strat: Mostly DPS burn fight. Switch to adds as they come in and then get back on the named.

He memwipes a lot more than em and if the get close to your other toons he does 3 aoes that usualy kills everyone. The way i did it was CDFT, i let my troub loose for more dps. I keep everyone at 20m, whenever i get an add i switch immediately (im guessing if u dont kil the add in a certain time he memwipes not sure about this) if he got loose i would hit BD. Is a tough fight.

Second name, I did not kill. Main name is hiting my tank for about 27-30k a pop and sometimes multi attacks, adds hit for 8-10k and they ma too. When you get Melvin (i think thats his name) to around 70% they summon the adds like when u get the main name to 70% in the em, you also will get ^^^ adds and not ^ adds. I couldnt pass these part. My tank is sitting at 300 CM and my lowest CM toon has 255 so idk what i need to survive these.
I get the first named to 30% and he goes crazy and brings adds much faster.
 

amyglyn

Active Member
on the first named what did you do to pull them and break them apart. In ToT which has the same fight but easyer with a single named that splits. I set my two scouts on one side with camp spot and my healers in middle before I pull. In the X@ the two named are there already so my way won't work.
So how do you handle pulling them and splitting them?
You can go real close and set up without them aggroing. What I do is put most of group and main tank over on the left (one that charms) and use camp spot (except on tank obviously, which i'm playing). Then I run the defiler and the troub over to the right and camp spot them there...defiler a bit behind the troub. Camp spot on for them (that way when troub gets ported he runs right back). Troub tanks the one on the right, real tank tanks the one on the left. Defiler heals troub, off healer and necro heal real tank. Once mob on left is dead, move over and kill the one on the right. My troub doesn't even really have raid gear (no x4 gear), so he gets beat up but it's doable.
 

Plavok

Active Member
Hey, would anyone be able to post the coordinates where the bonewing setup works for ogre? I tried the whole left side yesterday and it didn't work.

Thx in advance!
Plavok
 

Kevinshp

Well-Known Member
Hey, would anyone be able to post the coordinates where the bonewing setup works for ogre? I tried the whole left side yesterday and it didn't work.

Thx in advance!
Plavok
Is that last named in eow? If yes then set camp spot on all toons on left side of zone I space the tank away from rest of toons a bit. Then once fight starts All toons will move across the zone I can't quite kill it by the time it gets all the way over so just put lets go run back other side hit come tome the reset camp spot and finish him.
 

toleranse

Member
Anyone have any tips on the final stage of Tserrina X2? How do you get the 6 shinies clicked while boxing before she goes back to 50% and spawns the portals again?

Ok.. found Quan's post in this thread about memorizing the Shiny positions... definately gonna need some luck cause it feels like my gear as right at the fringe of being able to do this encounter but I sure would like some BP's. I have gotten her to the point that the shinys spawn about 3 times in 15 pulls before I came here to find some help. I really am a masochist but here I go again...
 
Last edited:

Kevinshp

Well-Known Member
Anyone have any tips on the final stage of Tserrina X2? How do you get the 6 shinies clicked while boxing before she goes back to 50% and spawns the portals again?

Ok.. found Quan's post in this thread about memorizing the Shiny positions... definately gonna need some luck cause it feels like my gear as right at the fringe of being able to do this encounter but I sure would like some BP's. I have gotten her to the point that the shinys spawn about 3 times in 15 pulls before I came here to find some help. I really am a masochist but here I go again...
The bp off idol em in palace is better than Tserrina x2. Fyi
 

toleranse

Member
Fairly certain that hasnt been true for a month or two since they nerfed the ToRZ BP to be barely better than the one from spire.

Still struggling with Tserrina and not sure its a gear issue so much as a pull spot issue. I eventually wind up with a healer stuck up by that floating blue orb because they pathed by the jump pads after getting picked up by Tserrina.

Any tips on a good spot to conduct business for that first 50%?


edit...
Have managed to get her to the point that the green shinies spawn a few times now but I just don't seem to be fast enough on clicking them all. Best I have done is 4 and was about to click on the fifth when she went back to 50% and the portals respawned. Not worth the effort at this point.
 
Last edited:

Trax

Member
EM- EOW

I have been trying to farm for some pants @easy EOW. The problem i'm having atm is Bonewing isn't scripting correctly or I am doing something that's causing him to not split into the 2 smaller versions of himself after the 2nd part of script. I was wondering if anyone having similar issues or any thought on whats causing him to have a brain fart? It's just been frustrating killing him over and over and it's not spawning the split like it should be doing. Symptoms- First split ok- 2nd split fail. I don't know what the heck is causing the 2nd part of script to go south. thanks in advance for your input.
 

Kevinshp

Well-Known Member
Are you using ogre or eq2 bot? In any case if the dead body gets looted to quickly it breaks the script so dis able and auto loot bodies.
 

Trax

Member
yes a forum search for bonewing will probably bring up the discussion.
/Breaks out reading glasses.... doh!

DoV/Drunder Heroic CLEARED!

Quote Originally Posted by mistahmikey View Post
Well, what do you know? There is a bit of info about this in the release notes, albeit a bit cryptic. I made the mistake of thinking it would be described under the "Grind Options" topic. Silly me.

So, what does "MOAR LEFT... (You now start further on the left side)" actually mean? Do I position my team anywhere on the left side of the zone, type "/g set up for bonewing", and begin the fight? And is there anything special I must do during the fight?

I did devine from other posts that if I position my guys on the left side of the zone, set a default campspot, and start the fight, its seems that when the rift spawns and I move, my team moves with me automatically. But I did not do the /g command above. Does this add anything else?

As an aside, I have found this fight to be horribly bugged. When I kill the first bonewing, and next two spawn, and I kill one of them, the next two that are supposed to spawn almost never do. So I am left with one, I kill it, and nothing happens. Have had this happen about 8 times now. Anyone else experiencing this?
yes just need to have grid options set not need to type a command. The zone is bugged but a little bird "Primalz" told me take auto loot option off of all toons from ogre and they split the way they are suposed to.
 

shaggy5

Member
Someone was pestering me on IRC about this a while back and I said I'd post something. And then forgot to do just that. So, er, sorry.

Some clarifications/corrections on the Drunder zones, written by someone on the heroic gear side of the spectrum rather than raid geared:

Spire of Rage

Ragebourne Maculla: strat as given if good. Adds can be mez'd, however not doing so is a good test of whether your tank has the survivability and your healers the HPS to do the rest of the zone.

Aktu, Drewsho, Sumora a.k.a. Triad of Elements: this has already been discussed, but the strat I use is to kill the fire/frost essences first while keeping Aktu mez'd, until D and S are down and then move around.

It takes 4 essences in total(doesn't matter who absorbs it) before they go into rape mode, so as long as you don't miss any frost/fires and move around quickly enough you should be fine.

I use an auto-target script on the tank for this, code may or may not be useful to you:
Code:
/* This code has been modified to not use certain internal objects */
variable index:actor EssenceActor
variable uint ActorID
variable uint ArraySize
variable uint ArrayCounter
variable uint LoopTimer
variable uint LoopInterval=500
variable bool EssenceFound=FALSE

function main(int Range=35)
{
    while 1
    {
        EQ2:GetActors[EssenceActor,byDist,radius,${Range}]
        ArrayCounter:Set[1]
        ActorID:Set[0]
        ArraySize:Set[${EssenceActor.Used}]

        do
        {
            EssenceFound:Set[FALSE]
            ActorID:Set[${EssenceActor[${ArrayCounter}].ID}]
            if ${Actor[${ActorID}].Distance}<=${Range}
            {
                if ${Actor[${ActorID}].Name.Find[essence]}>0
                {
                    EssenceFound:Set[TRUE]
                    if !${Actor[${ActorID}].IsDead} && !${Target.Name.Find[essence]}
                    {
                        /* Depending on botting framework, this will likely
                            need some changes */
                        relay all KillTarget:Set[${ActorID}]
                        Actor[${ActorID}]:DoTarget
                        wait 3
                        eq2execute autoattack 2
                    }
                }
            }
        }
        while ${ArrayCounter:Inc}<=${ArraySize}

        if !${EssenceFound}
            Actor[${Me.ID}]:DoTarget

        if ${Math.Calc[${Script.RunningTime}-${LoopTimer}]}<${LoopInterval}
            wait ${Math.Calc[(${Script.RunningTime}-${LoopTimer})/10]}
    }
}

About the standards that you can kill before the Triad is active: earth is actually a revenge buff on the mob(damage dealt is visited back on the dealer), frost is an AE manadrain and fire is buff on the Triad which I completely forget what it does now. The triad always gets the heal, it has nothing to do with the banners.

You can also kill all 3 banners before Triad becomes active if you're fast enough, but it's really not necessary. Half the time I just ignore them and fight it fully buffed.

Hamslammer: Casts an uncurable AE stun before every add wave. I tend to use either an AE avoid or, if it's up, Death March at around 91% so that I'm not standing around like a gormless idiot for 5 seconds.

Thana Llac: She has 2 AE's, one of which is shared by adds. Scream of Vehemence(~25m range, interruptible), DD and mana drain and Malevolence(not interruptible, but stun will delay its timing), a trauma DD and curable stun that adds also get. Malevolence has a range component that makes it hit harder the closer your are to the mob. At ~5m range, it'll hit for ~20k. While not an issue on its own, this can be problematic when the adds and Thana decide to AE all at the same time. I prefer to keep everyone except the tank at range for this reason. The floor has some large circles on it, and I like to place the tank on the rim of the outer circle and everyone else on the rim of the inner circle, which puts them at ~25m range from the tank.

Thana can also cast a single target spell on the tank called "Cowering Presence", which is a 5 level arcane curable debuff. It's interruptible, which is the preferred option for dealing with it.

As noted, the adds don't depop when Thana is killed, but you do *not* want to kill them before Thana is dead. If you do, she'll start to chain summon and absorb memwiping orbs, healing herself every time she absorbs them. You would need > 400k DPS to get over the healing effect, so kill Thana first. At that point you can either kill the adds, let the group die and revive in the same room or evac and run back up. There is a 4th option, but I'll let you try figure out what it is.

Grolla Skullwielder: This has been discussed quite a bit already. My strategy is to have everyone minus the tank AF on my defiler, no movement(so AF is preserved) and to keep everyone at >25m range from Grolla. Everytime I've deviated from this strategy I land up with someone being killed by Sweeping Crash. Adds are killed first when they pop, and I'll blow an AE avoid when she rampages and go into full burn mode for the last 30%.

Strategist's Stronghold

Prime Marus Nhak: As described, with the caveat that the heatseekers have a tendency to gravitate towards DPS classes. They don't do any meaningful damage so I tend to ignore them and just burn Marus. I usually get 3-4 waves and the only impact seems to be that it's a good way to level the focus skill on my caster alts.

Djuul Ripclaw: Doesn't do anything interesting except cast the occasional curse and stun.

Warning about the adds after the lift: They are invis and have a habit of casting a knockback/knockup and stun on whomever agros them first. Try to tank them with the tanks back to a wall.

Shini-Zonn Livia: There's a room to your right(facing Livia). I put everyone in the corner and the tank at the first pillar. Avoids any issues with a knockback. She'll pop a dark-somethingorother on a person in the group. Everyone within ~15m range of that person takes ~75% HP damage. AE avoids don't stop the damage, but my Fury doesn't appear to have any problems healing through it.

At 55% the dogs spawn. They're not nearly as rough as they used to be. Kill order is generally R, C and T. After they're dead you then have to wait for Livia to become active again, at which point she'll eventually spawn the dark-somethingorother again and then fragment looking mob that will cast "Winds of Drunder" on everyone, which is a DD and manadrain. Winds is blockable with an AE avoid, so I tend to just cast one ~30 sec after she becomes active again and just burn. If you don't have an AE avoid, you'll need to move ~15m away from the Winds to not get hit by it.

Prime Shini-Zonn Hypatia: I don't kill or even bother to target any of the adds. The outgoing DPS of everything in this encounter appears to be fairly negligible so even with the AE stun from the saddened essence doesn't do anything terrible.

She doesn't charm the tank anymore(not that I've noticed), nor have I seen an arcane effect that does anything. And when she throws her shield up I just keep DPS'ing her.

Technically, you're meant to killed saddened and asphyxiating essences, while leaving envious and fragmented alone. If you're having problems, try killing them although if you don't have the HPS/survivability to just burn her you're probably not going to get anywhere with the next boss.

Korok Hai: This is a pure DPS check. If you're Ry'gorr/X2 geared, bring an SK and warlock. You're aiming for ~400k DPS during the waves to have enough stuff dead by the time Korok Hai decides to add that your tank won't get turned into a red smear. Korok Hai himself memwipes 1-2 times, so keep your snaps handy.

Korok Hai will also periodically cast an elemental DD+stun throughout the fight even during the add waves.

About the adds: priority should be gorefiends, arenamasters(I think that's what they're called) and then piggies. Gorefiends cast a curable trauma that will massively increase the incoming DPS your tank takes.

Tower of Tactics

Note, if you're not in 90% Drunder armor, X2/rare named jewelry, you're probably going to get nowhere in this zone.

Blademaster Anival: Either bring a second tank(I keep a monk on my DPS account for this purpose), have a scout that can tank one of the adds or attempt to play a snaring class that can kite one of the adds(Stoic is snareable IIRC). Both the original blademaster and his split adds cast a AE DD+minor knockback, so pay attention to positioning during the fight. The knockback seems to increase in frequency as they get lower in health.

Arch-Bishop Rektor: HP check. If you have anyone under ~45k HP, expect them to die to an AE at least once.

Lord Kefzaanin: Kannkor got the strat slightly wrong. The start of the fight is as expected, burn him to 75%, hour glass becomes active and you need to kill it before the adds overwhelm you.

However, the trick to dealing with the maidens is to move everyone *except* the tank up to the platform where he starts, into the glowing circle thing, and tank him on the start of the platform. When the maidens trigger, run the tank out, agro them and then move back to the top of the platform and let the maidens memwipe onto the rest of the group. There's a timer to this stage(dunno what it is), but as long as you keep Kefzaanin out of the glowy circle he won't heal.

Lady V'uul: From official forum posts it sounds like this encounter is bugged. As it currently is, it's a pure survivability/DPS check, although not a hugely difficult one if you've managed to get this far into the zone. Target V'uul, and burn, burn, burn. She'll knockback the tank occasionally and you'll need to pickup adds as they pop. If you can ignore the adds and just tank them while you burn V'uul, you'll probably win. If the incoming DPS from the adds is too much, then you probably won't.

Warmaster Deynka Packlasher: Doable with 250k DPS(my coercer decided to take the shortbus once). I think this is more a survivability check than DPS as Deynka will push out quite a bit of AE damage for your healers to deal with, in addition to the tanks incoming damage. There seems to be some kind of knockback mechanic in effect if people aren't within a certain range of Deynka, so I just put everyone onto the center platform where she stands, swapping to the incoming adds as they popped and then back to Deynka.
I was curious about this script - how and where doyou implement it - or is it easier to just make target macros?
 

bob_the_builder

Well-Known Member
I was curious about this script - how and where doyou implement it - or is it easier to just make target macros?
Create (or copy a current script) in the \Innerspace\Scripts\ directory. For example I copied the file corpse.iss and then renamed it to triad.iss. Open and paste the code over the existing code.

Then when you are ready to use it open the console and type "run triad". When done "endscript "triad"
 

Poulet

Member
So I went in EoW HM, killed the first name and then ... tryed the second one !

Good news is that, after the nerf, Terrinon doesn't flurry like crazy on the tank or the group so it's ok to survive.
Managing the crystals is ok as well (thanks to a little scripting)
Dealing with the adds is ok too.

No the only problem I have is that Meldin is simply healing himslef too much !
I have all dps focused on him, except when the adds spawn. At this point I kill the adds and come back to him.
Usually at the beginning of the fight I get him to 75%, then he starts healing and his health bar stays green forever.

My toons have a mix of EM and HM gear and my ping is pretty bad (300~400ms) so it is higly possible that I simply lack the necessary dps to take him down.
But maybe there is something I'm missing and these mobs have a script that I don't understand.
Meldin and Janus are saying things in volant that I don't understand cause my toons don't speak with birds so maybe I'm missing something.

Anyway, if someone knows a strat I'm interested.
(mezz ?)

Poulet++
 

shaggy5

Member
For EoW EM - I have looked over the strats for EoW EM - killed all but last mob - first split i always wipe - no matter how many death prevents I put up, but this is not my issue. I have gone back to EoW EM now like 3 more times - and all of a sudden now all I can kill is the first named - and wipe on terrinon right after his adds die. Now I do miss some of the crystals when they pop and go flying, but the toons come right back to me. Now in your opinions, is there something or a script for EoW specifically to spot crystals and warn you, or some kind of timer script since they seem to pop on a timer? Not sure if is the crystals killing me or not - they do like no damage to anyone. I am just racking my brain how I killed this mob before, and now it is just wipe after wipe. I have not changed my profiles, maybe someone has a CA/Priority set up for an inqy/mystic combo?
 

pr517

Active Member
So I went in EoW HM, killed the first name and then ... tryed the second one ! ... Anyway, if someone knows a strat I'm interested.
(mezz ?)

Poulet++
Kill Janus first, he does the most damage of the adds. The heal will hit at around the 15-20 second mark, so don't temp up until then. Mezzing only works on the non-named adds, so don't have your enchanter waste time with mezzing at the start or it just loses DPS. If you can't kill him before the next full heal just zone out until you are stronger. It is just a DPS check. Also, if you are constantly wiping at the 1 minute mark, it is because Terrinon's debuffs are falling. Don't let that happen or your tank will get smoked.
 

speedycerv

Active Member
Anyone have a breakdown for how the tserrina in the 2x version of TOFS? I do about 23 mill damage to her and only at 87%, also she kills everyone fast like :p In addition she keeps porting people into the bubble at the top and then once i swim out of it my chars just fall to their deaths.
 

insanitywiz

Senior Member
It's never been worth the trouble to code from what I gather. Way too much going on in that fight when you can instead just go do an x4 zone with 6 toons for better gear and less effort.
 
Top Bottom