larrydoyle
Senior 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 isThanks for the suggestions. I was able to kill both those. What's the next two I should work on (or are possible)?
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.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.
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.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.
First mob splits into 2.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.
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 wellYa 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.
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.
need to run big circles stay as far away from named in centerAny 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
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).cHowever, 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 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.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?
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).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?
That's just her "I killed something" text.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.
Negative, wand damage is classified as ranged and only things that proc of ranged attack or combat attack can proc from it.Of course, I'm now curious if either will proc off wand damage.
It's basically a gear check without 2 tanks. Make sure you are switching to the add as soon as it spawns and burn.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?
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.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.
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.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![]()
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.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.
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.Hmm, I have always cured all the curses, what is the effect of you are referring too?
This part I know, which is why the Sunomi's strat about not curing the off tank group confuses mei dont think the detriment is even curable, i cant recall, but if it is, obviously you dont want to cure it.
This made me giggle.I made a priority of taking out things on two legs over things on four legs.
Hahaha it's true though!This made me giggle.
Sorry I need to change that, there isn't any affect. One curse isn't curable it seems the other one you just cure.Hmm, I have always cured all the curses, what is the effect of you are referring too?
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.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.
/* 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]}
}
}
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.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.
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.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.![]()
I get the first named to 30% and he goes crazy and brings adds much faster.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.
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.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?
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.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
The bp off idol em in palace is better than Tserrina x2. FyiAnyone 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...
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.
/Breaks out reading glasses.... doh!yes a forum search for bonewing will probably bring up the discussion.
I was curious about this script - how and where doyou implement it - or is it easier to just make target macros?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.
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.I was curious about this script - how and where doyou implement it - or is it easier to just make target macros?
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.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++