Destiny of Velious Part 2 - Heroic Instances

bjcasey

ISX Specialist
This is a work in progress. Information needed:



I thought that having a thread devoted to the community giving tips on how to beat the various named encounters in this expansion would be useful. Feel free to post tips and I'll edit this post to include the information. Thank-you to all of you who contribute strats.

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

Please submit strategies in the following format to save me time in editing:
Zone Name

Zone Tip:

Named Name

FYI:
AOE:
Strat:

Table of Contents

DoV Part 1 Thread <---- CLICK HERE
Covenant District <---- CLICK HERE
Lyceum of the Recondite <---- CLICK HERE
Dracur Prime <---- CLICK HERE
Skyshrine: Underdepths <--- CLICK HERE
Sleeper's Tomb <--- CLICK HERE
 
Last edited:

bjcasey

ISX Specialist
Covenant District

Easy Mode



Challenge Mode

Captain Veezaran Veeshan-Scale

Has 2 AE's, Spear of Fate and Pike Strike. Pike Strike is a frontal only AE and will one shot anyone that's not a fighter class.

Also casts two single target abilities, Rending Gash(whomever has agro) and Will of Dracur(random group member). Will of Dracur is a a high damage ticking stifle.

IIRC, Spear of Fate and Will of Dracur are curable, the rest are not.

The named also memwipes, which he announces by saying perhaps he should pick on a "weaker link".

Like the EM version, he has a buff that makes him take significantly less damage. The normal mechanic is to wait for the drakes to start spawning and kill them instead of the named, as each drake death knocks ~20% HP off his total until you get to ~10%, at which point you just have to DPS the named down. When a drake dies, he spawns a pillar that supposedly gives you some immunity to his effects, but they also block LoS so they tend to be harder to make use of and I just ignore them. Alternatively, you can just try DPS'ing just the named but the drakes put out a non-trivial amount of damage when there's 3+ of them, at least for someone in heroic gear.

Drakes have the standard SS drake abilities, Wing thingamy(knockback+stun) and Ravaging something or other(damage and power drain).

For the fight, I keep all healers and mages at range and only allow scouts to engage at melee range.

Zyerek Onyxblood

On pull casts a curse on the whole group(can't be avoided as best I can tell either via range of AE blockers) that inflicts a percentage on health damage every few seconds, reduces attack speed and also incoming healing. However, it's easy enough to heal through.

Throught the fight he summons adds(drakes) which can either be killed off or ignored(not an option in heroic gear as again, the DPS output becomes non-trivial at the 3+ mark). There's a cubby hole at ~-120, 0, -190 where I like the place the group at one side and the tank at the other. It will neutralise the effects of Wing Beat from the named and the adds while keeping everyone in melee range.

Velkron the Stalwart

I suppose you're supposed to tag and kill the orbs/husks before they get to the named but I just heal through whatever affect they might have. Tank and spank.

Berserking Defender

Largely tank'n'spank, although he does have some very high damage melee range AE's. Depending on gear and classes, you might want to keep healers and mages at range. Like Velkron, I ignore the adds and any impact they might have on the fight.

Commander Mirraker the Soul Merchant

Note, all other named have to be dead before he'll spawn.

Has two adds. Named casts an AE fear occasionally and will also memwipe. Like the EM version, when one of the adds dies it spawns a mass of spiritual energy which, if left up, will eventually combine. As such, kill the named first and then try to kill the adds as closely to each other as possible. Note, the adds will constantly memwipe when the named is dead and sometimes one gets a full heal when the named dies.

The mass's don't depop on the encounters death, so consider just evac'ing once the chest has poppped.
 
Last edited:

bjcasey

ISX Specialist
Lyceum of the Recondite

Easy Mode


Olivas

FYI:
AOE:
Strat: Spawns an add. Kill it and then focus on the named.

Termagore

FYI: Lots of HP.
AOE:
Strat: Tank and spank.

Lektus

FYI:
AOE:
Strat: Tank and spank.

Necranaut Dolk

FYI:
AOE:
Strat: Spawns an adds. Kill them and then focus on the named.

Arch Necranault Yolth

FYI: Must kill the add to stop him from healing.
AOE:
Strat: Spawns an add. Kill it and then focus on the named.


Challenge Mode

Ovilas Ironwing

Like the EM version of the fight, he spawns spheres every now and then which, if not killed, will trigger a massive AE knockback and damage effect. You can use the statues on the side to mitigate the knockback(position the PC in the middle, not too far up as you can have LOS issues.

This fight is all about doing target swaps as quickly as possible and burning the adds. The longer they're left up, the more likely you'll have a group member knocked away, which if you're unlucky can put them at the complete opposite side of the courtyard.

Note, if a group member is outside of melee range of Olivas for over a certain time period, he'll summon those out of range to him begin to cast a AE called Firebrand Tides. As best I can tell, the AE can't actually be interrupted(but the casting bar can be made to disappear). The only way to avoid it is to use an AE blocker or to move out of range of Olivas. The AE blocker will still result in at least one person dying(as the AE is targetted).

Lektus Kolfyrn

Tank'n'spank. Either range the fight, joust the red text announce or pop a group AE avoid.

Termagore the Butcher

Has a frontal AE that is fairly fatal to non-fighters, so insure that everyone is behind him. Throughout the fight sludges spawn at the alter in the center. If the sludes are left up for more than ~10s, they will encase a random group member in a "vile prison". If the prison is left to expire(~30s) it'll case an uncurable AE fear on the group.

Kill the sludges as soon as they pop and, depending on group makeup, either kill the vile prisons, use an AE avoid or use abilities like Death March(time it carefully) to mitigate the fear. The sludge pop rate speeds up the longer the fight carries on, so this is very much a DPS check.

The named also has a throwback AE it sometimes casts if you don't have enough interrupts running, which will throw all those behind him a fair distance.

Necronaut Dolk the Corpseblade

Tank'n'spank. I suppose you could try mez/offtank the adds rather than let the named absorb them but I don't bother. Note, the orbs do a fair amount of damage, so make sure to tag them with the tank.

Named casts an occasional knockback.

Arch-Necranaut Yolt the Everliving

Named only spawns when all other named are dead.

Tank'n'spank. There is a script: he pops a orb near the altar that if left alone will give him some extra ability and he pops a golem add at ~50% which he begins to drain.

However, I've found it easier to just stay on the named. Once the golem has popped he'll memwipe occasionally so keep your snaps handy(his auto attack damage is pretty insane on non-fighters and he has a high AE auto percentage as well).
 
Last edited:

bjcasey

ISX Specialist
Dracur Prime

Easy Mode

Nenlarn

FYI: Knockback
AOE:
Strat: Tank and Spank

Valagas

FYI:
AOE: Large damage aoe. He roots himself when he casts this so you can joust out.
Strat: Burn the named in between the aoe.

Hammilkor Barka

FYI: Stoneskins when his add is up.
AOE:
Strat: Kill the add and then focus on the named.

Mardonn

FYI: Comes with two named adds, 1 healer and 1 mage. The mage has some kind of reactive damage shield or PBAOE that hurts melee characters in range. The healer heals Mardonn if he gets too low on hp.
AOE:
Strat: There will be small adds throughout the fight, they need to be killed as they come in. Named priority is Mage, Healer, Mardonn. After the mage dies kill the healer, but if you can't kill the healer due to incoming adds and it healing itself switch to Mardonn.

Tigloth the Conqueror

FYI: Knockback. This is a DPS check.
AOE:
Strat: AoE Tank and Spank. Focus on the named and ignore the adds. There will eventually be too many adds incoming for you to kill anyway.



Challenge Mode
Nenlarn
AoE: Grimscale Wrath - interruptable and AoE avoidable but does massive damage
Memwipes once a minute or so
Spawns a group of 3 heroic adds on top of someone randomly every 30 seconds or so starting at about 15 seconds into the fight.

Find a spot near where Nenlarn sits where you can wedge yourself in as a tank to avoid the ample knockbacks from both the named and his adds. Bladedance in incoming or make sure you interrupt grimscale wrath while you position him. He will stop to cast a number of abilities while you try and position him so make sure you're not pulling him over the top of your group or he'll just one shot people with his auto attack since when mobs are rooted or aren't moving due to casting they will target random people around them.

Positioning and getting the first 15 seconds stable is the most difficult part of this fight. The adds do a good amount of damage and since they can spawn on top of anyone in your group its important to grab them fast and probably have something like equilibrium or divine guidance running if you can when they spawn.

Once positioned, I just stay on the named and burn it as fast as possible. Taking time to target adds makes it much more likely that Nenlarn will cast grimscale wrath.. which will almost always kill at least one person unless wards were just refreshed. The adds also tend to just die to AoE damage if your scouts have decent AoE auto attack and you're running with an SK tank :)

I generally kill this mob in about 2 minutes with 700-900k dps. Almost always takes me several pulls before i can position the mob properly and grab the first set of adds without half the group dying to either an aoe.. his retarded aggro at the start.. or the adds popping on someone other than me.


Valagas
This fight is pretty easy if you have the dps (~900k)
Spawns a group of 3 adds every 30 seconds or so starting 15 seconds in
Abilities
Fire of the Fyrm - same as what all caster dracurians cast - interruptable
Cataclysmic something or other - high damage aoe that he roots himself for. It ticks twice for about 30-40k damage on group members that are behind him. And it will tick twice on the tank first for minimal damage and then for 300k damage. Recast is 60 seconds.
Spontaneous combustion - no cast time so not interruptable that i'm aware of. He casts it every 45 seconds starting at around 40-45 seconds into the fight. It will kill people but appears to be aoe avoidable (except for whoever he targets it with of course.. which if it isn't the tank means they die)

Strategy
I rush the named where he stands and interrupt fyre of the firm as soon as i see him cast. He will then immediately start casting the cataclysmic aoe. Just make sure your group is warded and they get topped off once the first tick hits and it shouldn't one shot anyone. As an SK tank.. let the first tick hit you then use hateful respite (our only magig stoneskin) to absorb the second tick for 300k.

Adds will spawn.. aoe them to pick them up but ignore them. Continue burning the named and at about the 38 second mark hit equilibrium if you have it since spontaneous combustion is about to hit and will kill a bunch of people otherwise.

Continue burning and at around the 1 minute mark he will start casting cataclysmic aoe again. Its super long casting so when he starts casting it just hit blade dance. By using BD now you can avoid this aoe and the next spontaneous combustion aoe. As an SK this is the point in the fight where i hit divine aura since i will sacrifice a bloodletter trigger on the second tick of cataclysmic and having DA up doesn't make me sacrifice more than i have to since the aoe seems to leave me at 0% hp after BL triggers and i've found i will lose more triggers to dumb little hits by the adds at this point if i don't pop this temp.

Once you've gotten this far.. its basically just making sure you have the dps to kill it before he starts his next cycle of AoE's. I generally have the named dead at around the 2 minute mark with 900k dps and then spend a minute killing the rest of the adds that are up.
 
Last edited:

bjcasey

ISX Specialist
Skyshrine: Underdepths

Easy Mode

Tel'koran Crimsonmaw

FYI:
AOE:
Strat: Has 2 adds, his adds have to be killed first. If you burn him down first, he'll just heal to full. There was some red text when each add died indicating a curse had been released, but it didn't seem to do anything.

Theldek the Stinger

FYI:
AOE:
Strat: Summons adds at certain percentage points. Unless your tank is beyond terrible, just DPS him down.

Dagarn (Can be turned into challenge mode)

FYI: There are 3 groups of mobs in this room that drop a potion which can be used to turn the next set of encounters in Challenge versions. The potion needs to be used after they drop a certain amount of HP and you get some flavour text.
AOE:
Strat: Dagarn spawns fiery plasamoids that should be killed as quickly as possible as they give you a buff. Note, the plasamoids doing quite a bit of DPS(quad 8k's on a priest per plasamoid) so try to avoid letting them agro on a squishy.

Balor the Primeval

FYI: If you're doing the zone in quest, return to the start NPC before engaging Balor. Otherwise you'll have to reset the instance to do the second quest in the series.
AOE:
Strat: Is in the middle of a bridge and is permarooted. When you engage him, sections of the bridge will fall away and depending on your distance to him he'll random port you either away(melee) or port you to him(ranged). Because of the gaps in the bridge I suggest turning off bot movement and then either decide if you want to manually run characters back or just suffer them sometimes being out of range.

Conflagrator Belkreiz Blazeclaw

FYI: On engage you get a buff that increases DPS rather drastically but also has a downside(no idea what though, the description is vague).
AOE:
Strat: He also summons golems and apparently absorbs them which gives him a buff that increases his outgoing damage. Didn't seem to make all that much difference as I just burned him down. Tank and spank.

Ikatiar (Can be turned into challenge mode)

FYI: Knocksback.
AOE: Envenomed breath curses everyone within range and is a 5 second fear and 50% hp health per tick drain.
Strat: Tank it against the wall of the pit and use AOE avoid spells when he starts casting the AOE.

Sevalor Gorescale

FYI:
AOE:
Ogrebot Tip: If you're using Ogrebot you can use the built in autotarget tab to automatically target the vile prisons when the spawn so you can kill them quickly.
Other Tip: You can use Poulet's autotarget script located in the script release forums to target the vile prisons to kill them.
Strat: He casts a comet spell(Fist of Fyrn?) on occasion(~99% hp tick every 2 seconds if you're in the area it lands) as well as encasing a random group member in a vile prison. DPS the vile prison when it pops(if you let the buff expire it'll at the very least do a 50% group power drain and fear, although I suspect it does more). At 50% he activates a golem and goes immune. Switch to the golem. The immunity seemed to swap between the two ever now and then, just keep switching targets. Eventually you'll get a message saying he's drawing power from the golem, kill said golem as quickly as possible and then kill Sevalor.

Malteor Flamecaller

FYI:
AOE:
Strat: Spawns a named add at a certain HP percentage, kill it. I ignored all of the other adds that popped as they had too much HP to DPS down while keeping up with the pop rate. Adds don't despawn when the named dies.

Dozekar the Cursed (Can be turned into challenge mode)

FYI: You must have Ancient Skyshrine Control Wand which was dropped from the two previous named in order to kill this named if you have heroic/em raid gear. If you are HM raid geared and a complete beast (you know who you are) you can kill this encounter without it.
AOE:
Strat:
1. Set up the group near the ramp where you came in, but make sure that you are close to a wall so that you can't be knocked back over the ledge.
2. Select someone in your group who has Ancient Skyshrine Control Wand in their inventory (I would choose either a bard or chanter). They will not be controlling their character for the entire fight. Instead they will have a much more important role. This person will now be referred to as Wand Person.
3. When everyone is ready have the Wand Person engage the named from max range and then run back to the group. When they get to the group they should immediately start spam clicking the wand. If the named is in range it will change the Wand Person's view into a robot that they will control for the next 90 seconds.
4. As the Robot, they need to engage the named and pull him to the far side of the room away from the group. Use the combat arts on the hot bar, but don't use the AOE taunt.
5. Repeat steps 3 and 4 for the rest of the fight.
6. At 90% health you will have a chance to activate hardmode if you desire. At 80% there will be a group of 3 linked adds that will join the fight and rush the group. These adds will continue to spawn in waves the rest of the fight.
7. Have the group kill the adds off.



Challenge Mode
 
Last edited:

bjcasey

ISX Specialist
Sleeper's Tomb

Easy Mode

175% crit avoidsnce, you need 275% crit chance. I did the entire zone in SS heroic armor and SS CM heroic jewelry.

Master of the Guard

FYI:
AOE:
Strat: Tank'n'spank. He has an emote/announce that triggers a knockback and high damage DD on the tank, but it was fairly ignorable.

Eudoxxus

FYI:
AOE:
Strat: Got "stonelike" which puts a high damage DS on him. You can DPS through it if your healers don't suck. Starts to pop adds(timing or HP %, seems to be somewhat related to him going into stone mode) that put out quite a bit of DPS on non-tanks. Snap adds, kill, DPS named if you can survive the DS.

Paldar Bladesoul

FYI:
AOE:
Strat: Comes with an add, doesn't seem to do anything extra when you kill it. Otherwise the only notable thing he does it cast a AE target clear/teleport/HP % tick DoT that is arcane curable

Ingolfa Arnar

FYI:
AOE:
Strat: Drops acid things on the floor that will put a noxious curable % HP DoT on group members, ports a random group member out of his room every now and then, and summons adds. Move away from the green blobs(you can let them stack up if you want depending on cure rate/hps ability)

Overseer

FYI:
AOE:
Strat: (tank'n'spank) that will be around where the first named was. Not sure if required but it was a free tradeskill popper drop.

Final Arbiter

FYI:
AOE:
Strat:When you get close enough you'll get 4 waves of adds from the portal, during which the Arbitor may or may not also engage(you get the waves regardless). At ~60% you get some red text to close the portal if you want the non-challenge encounter.

Challenge mode(needs 375% crit for 100% crit rate): not sure if this is a bug, but keep your distance from the portal while fighting the arbitor otherwise adds(including a somewhat nasty extra) will pop throughout the fight. If you keep him away from the portal you only get adds at ~20%, at which point the fight becomes something of a burst DPS check. The add waves increase in frequency as he gets lower in HP % and/or possibly time elapsed. I killed add waves until he was at ~5% and then went full burn.


Challenge Mode
 
Last edited:

Kannkor

Ogre
Zone: Covenant District
Mode: Normal

My gear level:
33% HM drunder
66% DoV HM

Entire zone was an absolute joke.
I started pulling 10 mobs at a time, and if a named got in there, a named got in there.

I'll do it again on challenge mode later to see if there's actually any strat. But when names die in 20s and seem to do nothing... not much I can say.
 

ike016

Active Member
Where are the zone ins for these zones? I found the city and run through the districts just unable to find the zone ins.
 

accelerant99

Active Member
Lyceum of the Recondite- Easy

Olivas( Drakota)- Has an add that spawns, kill add and tank/spank
Termagore- Lots of hp. Tank and spank nothing special
Lektus-Tank& spank
Necranaut Dolk- Must kill adds when they spawn. Tank & spank after adds dead
Arch Necranault Yolth- Kill the add to stop him from healing and tank spank.

Dracur Prime-Easy
Nenlarn( Drakota)- Nothing special except knockback t&s
Valagas- He casts a big damage AOE it's long casting and he roots himself. So run away so no one dies. Burn him in between the big aoe.
Hammilkor Barka(golem)- He will stoneskin when his add is up and his adds remind me of the bouncy thigns in palace of the awakened kill them then kill him.
There is a droag on the floor as you clear each section. You hail him and he still ask you to let him die. You say no blah blah. Adds will comes and you kill them all until no adds comes in and hail him again and tell him to get his lazy ass up and fight. He says thanks and gives you a gem for i believe a TS apprentice.
Final named in dracur prime is a healer/mage/tank which i havent figured out yet. All i can say it's a pain.

Hopes this helps. As far as Convenant District named goes.. i forgot to write them down.
 

Kannkor

Ogre
Lyceum of the Recondite- Easy

Final named in dracur prime is a healer/mage/tank which i havent figured out yet. All i can say it's a pain.
Kill the mage first.

I then just killed the healer next, but you'll have to burn through his healing which is annoying... could try killing the named after the mage... I just afked it after the mage died :p
 

accelerant99

Active Member
Actually Mardonn and his two adds isnt the final named as i thought they were... Mardon- kill them all down with close to the same health if one gets low it will equalize all of them to the average hp. Long fight, kill adds and fight through the invalidate type buff on the tank.

Now i'm working on Tigloth the conqueror- i get him down to 60% and i get wtf powned by too many adds. There is a debuff he puts on you that gives you infravision. The calm before the storm my guess if it goes off near your group it's a mana drain and hp drain too with some type of stun. Damn dragon....my gear level is majority of EM and some HM pieces mixed in.
 

snnr

Member
dps check. I used solo heal.

Actually Mardonn and his two adds isnt the final named as i thought they were... Mardon- kill them all down with close to the same health if one gets low it will equalize all of them to the average hp. Long fight, kill adds and fight through the invalidate type buff on the tank.

Now i'm working on Tigloth the conqueror- i get him down to 60% and i get wtf powned by too many adds. There is a debuff he puts on you that gives you infravision. The calm before the storm my guess if it goes off near your group it's a mana drain and hp drain too with some type of stun. Damn dragon....my gear level is majority of EM and some HM pieces mixed in.
 

eddie43302

Senior Member
the first raid zone you unlock is a joke also nice red slot trash loots.. ive downed 2 named in there and im only 91 and there red.. there just tank and spank.. ill try others tonight once isx is back up.
 

macker0407

Active Member
Now i'm working on Tigloth the conqueror- i get him down to 60% and i get wtf powned by too many adds. There is a debuff he puts on you that gives you infravision. The calm before the storm my guess if it goes off near your group it's a mana drain and hp drain too with some type of stun. Damn dragon....my gear level is majority of EM and some HM pieces mixed in.
Guessing this is just a plain AOE DPS fight, and not a terribly big one at that(only did 400k DPS). I ignored the advancing storm spores and just killed Tigloth and the plaing "a storm spore" that popped occasionally. The advancing spores didn't really start to pile on until ~10% at which point I just went for a pure burn on Tigloth.

One tip I can give is to put the group against the wall in a corner with one of the pillars, and then use the tank to move Tigloth around. His hitbox is fairly large and it stops everyone else in the group getting constantly thrown around.
 

macker0407

Active Member
(this might get updated when I attempt to run the zone again in a bit)

Skyshrine: The Underdepths

(zone in is the central portal in the zone in hub)

Tel'koran Crimsonmaw

Has 2 adds, his adds have to be killed first. If you burn him down first, he'll just heal to full. There was some red text when each add died indicating a curse had been released, but it didn't seem to do anything.

Theldek the Stinger

Summons adds at certain percentage points. Unless your tank is beyond terrible, just DPS him down.

Dagarn

(note, there are 3 groups of mobs in this room that drop a potion which can be used to turn the next set of encounters in Challenge versions. The potion needs to be used after they drop a certain amount of HP and you get some flavour text)

Dagarn spawns fiery plasamoids that should be killed as quickly as possible as they give you a buff. Note, the plasamoids doing quite a bit of DPS(quad 8k's on a priest per plasamoid) so try to avoid letting them agro on a squishy.

Balor the Primeval

(if you're doing the zone in quest, return to the start NPC before engaging Balor. Otherwise you'll have to reset the instance to do the second quest in the series)

Is in the middle of a bridge and is permarooted. When you engage him, sections of the bridge will fall away and depending on your distance to him he'll random port you either away(melee) or port you to him(ranged). Because of the gaps in the bridge I suggest turning off bot movement and then either decide if you want to manually run characters back or just suffer them sometimes being out of range.

Conflagrator Belkreiz Blazeclaw

On engage you get a buff that increases DPS rather drastically but also has a downside(no idea what though, the description is vague). By way of example, my ST group DPS is ~450k, with his buff the fight DPS was ~980k.

He also summons golems and apparently absorbs them which gives him a buff that increases his outgoing damage. Didn't seem to make all that much difference as I just burned him down.

Ikatiar

Largely turn and burn, but has a knockback and a breath AE(assuming frontal only but not 100% sure) that will curse everyone it hits with a stun and 50% HP ticking DoT. If your healers get hit with it, expect to wipe. I just used AE avoids from ~75% on the second attempt to avoid anyone getting hit with the AE, minus the tank.

After having done it again, I have no clue how you're supposed to avoid the AE breath without AE avoids. But I may be missing something about the encounter.

edit: Updated Dagarn(I got it wrong the first time) and Ikatiar
 
Last edited:

eddie43302

Senior Member
Who else got myths? i got 3 x mythicals for my toons this weekend (discoed them).. omg so aber lol...
 
Last edited:

quan

Active Member
so umm has anyone killed dozekar? where exactly do you use the wand? seems to me that it is the wand to unlock the merc.
 

Kannkor

Ogre
so umm has anyone killed dozekar? where exactly do you use the wand? seems to me that it is the wand to unlock the merc.
Yes.. many people have.

I have killed him without the item, so that's possible, but difficult.

You use the item in combat and you turn into a robot. I personally have never done it... but it's clicking an item... If it doesn't "work", target him, target yourself, target nothing...
 

quan

Active Member
thanks for the heads up. I did get it to work. All the golems in the zone need to be dead first i believe. still seems a tricky fight when 6 boxing even with using the golem. maybe there is something i am missing but he seems to kick you out of the golem form every so often...
 

Kannkor

Ogre
thanks for the heads up. I did get it to work. All the golems in the zone need to be dead first i believe. still seems a tricky fight when 6 boxing even with using the golem. maybe there is something i am missing but he seems to kick you out of the golem form every so often...
Don't think he kicks you out of it, it only lasts (50?) seconds.
 

macker0407

Active Member
The Underdepths part 2:

Sevalor Gorescale

He casts a comet spell(Fist of Fyrn?) on occasion(~99% hp tick every 2 seconds if you're in the area it lands) as well as encasing a random group member in a vile prison. DPS the vile prison when it pops(if you let the buff expire it'll at the very least do a 50% group power drain and fear, although I suspect it does more). At 50% he activates a golem and goes immune. Switch to the golem. The immunity seemed to swap between the two ever now and then, just keep switching targets. Eventually you'll get a message saying he's drawing power from the golem, kill said golem as quickly as possible and then kill Sevalor.

Note, if you kill the golem and then die to Sevalor, the encounter bugs and doesn't reset properly. If this happens, you'll have to skip the named.

Malteor Flamecaller

Spawns a named add at a certain HP percentage, kill it. I ignored all of the other adds that popped as they had too much HP to DPS down while keeping up with the pop rate. Adds don't despawn when the named dies.

Dozekar the Cursed

If you're not Kannkor, the following strat might work: pick a group member you don't care all that much about(bard in my case) that isn't the tank and give it the wand that dropped from the previous named. Move the group off to the side, agro Dozekar with the wand possesor and click it as soon as it becomes active. You'll turn into a golem thing. Agro Dozekar move a good distance from the group. Let the golem fight Dozekar. When the golem buff fades, re-click the wand as soon as you can. The important part here is to keep Dozekar a good distance from the wand user so that you have time to reclick before he gets within melee or breath AE range.

At ~80% adds start to pop, which will move towards the group. I just had the tank snap them and kill them.

Repeatedly kill add waves while managing the golem as/when you can and you'll have a dead Dozekar in ~10 minutes.

I know the golem has a buff that will agro the add waves, but I found it somewhat unreliable and sometimes timing would also work against you in the the golem buff would drop at the same time as the add wave is incoming.
 

Kannkor

Ogre
Dozekar the Cursed

If you're not Kannkor, the following strat might work: pick a group member you don't care all that much about(bard in my case) that isn't the tank and give it the wand that dropped from the previous named. Move the group off to the side, agro Dozekar with the wand possesor and click it as soon as it becomes active. You'll turn into a golem thing. Agro Dozekar move a good distance from the group. Let the golem fight Dozekar. When the golem buff fades, re-click the wand as soon as you can. The important part here is to keep Dozekar a good distance from the wand user so that you have time to reclick before he gets within melee or breath AE range.

At ~80% adds start to pop, which will move towards the group. I just had the tank snap them and kill them.

Repeatedly kill add waves while managing the golem as/when you can and you'll have a dead Dozekar in ~10 minutes.

I know the golem has a buff that will agro the add waves, but I found it somewhat unreliable and sometimes timing would also work against you in the the golem buff would drop at the same time as the add wave is incoming.
I took a much weaker group there just today, so here's my 2 methods of killing it.

1) OP group: If you have a very well geared group, you can just burn him down. I would grab the adds and burn them to 60%'ish then back on the named and AEs would finish them off. He should die in 2 minutes or less. The biggest thing is keeping your tank alive, make sure you are using anything to help your tank alive. In my case, Brawlers tenacity, then priest death prevents, etc etc.

2) More realistic option. Do exactly as macker mentioned. I personally used my chanter because I wanted my bard available to res.. but once you get it down, no one is going to die. Set up your group on 1 side of the room, set your robot person FAR away from them (like revive spot), then fight the dragon FAR away from both the robot person and the group. In a perfect situation, all the adds go to your group and you kill them, while robot solos the dragon.
 

pelly

Active Member
Who else got myths? i got 3 x mythicals for my toons this weekend (discoed them).. omg so aber lol...
I got 2 while doing my access quests. A healer symbol and fighter bow, both disco'd on my server. Bow was off Yolth and symbol off Tilgoth.

I have to think they were mistakes though. Hoping I get to keep them, but expecting the nerf bat.
 

ike016

Active Member
I got 2 while doing my access quests. A healer symbol and fighter bow, both disco'd on my server. Bow was off Yolth and symbol off Tilgoth.

I have to think they were mistakes though. Hoping I get to keep them, but expecting the nerf bat.
I got the bow and was also first on my server. I am hoping they don't nerf them.
 

pr517

Active Member
For Dozekar I ended up using my Brigand as the robot, because the others kept getting one-shotted once they dropped from robot form. The Brigand has higher mit and Safehouse.
 

eddie43302

Senior Member
Yes i believe the myths will be taken away. I dont mind it was fun to use them for a couple days farming... as with dozer fight its one tough fight even my my guys full hardmdode and drunder loots.. i dont see how the hell anyone can kill it with out the robot..i still havent killed it yet cause a soon as i lose the buff my troub gets one shotted and i try to get in it again with another t oon or the troub and the epic is raping my group and throwing me everywhere.. guess ill bypass him for now its not like he is an important kill the mount is meh.,
 

snnr

Member
Doable with 1 toon using the wand. When the robot buff is about to get off, pull the epic as far away as possible from your camp/bard, so you get a few seconds buffer time to reclick the wand.

I did the update with help of a guildie who was dedicated to the robot. I got him to 40% when I did it alone. My problem was group getting pwned by adds because botting tank couldn't hold the adds.

Yes i believe the myths will be taken away. I dont mind it was fun to use them for a couple days farming... as with dozer fight its one tough fight even my my guys full hardmdode and drunder loots.. i dont see how the hell anyone can kill it with out the robot..i still havent killed it yet cause a soon as i lose the buff my troub gets one shotted and i try to get in it again with another t oon or the troub and the epic is raping my group and throwing me everywhere.. guess ill bypass him for now its not like he is an important kill the mount is meh.,
 

Kannkor

Ogre
Yes i believe the myths will be taken away. I dont mind it was fun to use them for a couple days farming... as with dozer fight its one tough fight even my my guys full hardmdode and drunder loots.. i dont see how the hell anyone can kill it with out the robot..i still havent killed it yet cause a soon as i lose the buff my troub gets one shotted and i try to get in it again with another t oon or the troub and the epic is raping my group and throwing me everywhere.. guess ill bypass him for now its not like he is an important kill the mount is meh.,
"full hardmode" doesn't mean anything anymore, because HM Drunder and HM DoV were VASTY different. HM DoV was very close to EM drunder.

I killed it without the robot (cause I wasn't aware of the robot lol) with about 30% HM Drunder gear, the rest was DoV HM. Was it easy? No, not at all, I definitely used all the tricks of the trade. However, using the robot makes the fight completely trival. If your robot person is dying after they come out, you are doing it wrong. It has been posted 2-3 times EXACTLY what to do.
 

eddie43302

Senior Member
on a different note anyone else that uses a necro having there necro go ld on every single time they pull the drakota mobs in underfoot the ones that have like a ton of them in a group,,for some reason my necro goes ld on every single time i engage a group of these.
 
Newbie to posting here, but I've read the forum for a long while. It's the most comprehensive EQ2 mob info site on the internet, methinks.

My question: How is the script supposed to work on Ovilas, the named drake in Lyceum?

I'm not geared well enough to max burn and avoid the script, but not undergeared either (1 minute sustained DPS about 400K). I feel like I should be able to do it, unless it's a full DPS test. I think I'm missing something obvious in the emote hints.

The first emote is something like "only the fires can release you" followed shortly by "the flames shall blister..." which I associate atm with the add popping.

She rooted on the altar, so I run the tank up , the group stays on the up ramp, burn her until the first add, kill the add, resume burning, and get to the next add, etc. I'm getting knocked across the room when the add pops, so expect if I knew what to do to avoid the knockback, I'd have been done. The knock and subsequent recovery, including burning the add, sucks DPS time off the mob. Loss of players during the knockback sucks the dps down also.

Recovery is to locate and kill the add, run back and resume, but that costs DPS, sometimes we're slowed, and sometimes a group member dies. Running single healer, as not much heal load, means can't stop to rez the dead somewhere across the room either. If possible I'd just like to brass it out with the survivors.

At certain times, seemingly random, a group wiping aoe occurs. It can be in the before first add appears, or can be after several, unknown as to why. Also, if the group is not back on the ramp in time (slowed?) they are teleported to the ramp, conveniently, but then it's not long until the group wipe aoe occurs. If the AOE is a fail condition, I don't know how it triggered before the first add pop. If random, well, just revive and pull again.

Questions: it is a pure DPS test, or is there a slow patient way to win the fight? Is there a way to avoid the knockback (don't hit the blob until at range, run to the purple flame, etc) or do I just have to prepare to eat it? Normally I enjoy figuring these out for myself, but I'm at the frustration point atm, thinking it'll will be obvious when someone points it out, so SPOIL AWAY, please.
 
Last edited:

Kannkor

Ogre
Newbie to posting here, but I've read the forum for a long while. It's the most comprehensive EQ2 mob info site on the internet, methinks.

My question: How is the script supposed to work on Ovilas, the named drake in Lyceum?

I'm not geared well enough to max burn and avoid the script, but not undergeared either (1 minute sustained DPS about 400K). I feel like I should be able to do it, unless it's a full DPS test. I think I'm missing something obvious in the emote hints.

The first emote is something like "only the fires can release you" followed shortly by "the flames shall blister..." which I associate atm with the add popping.

She rooted on the altar, so I run the tank up , the group stays on the up ramp, burn her until the first add, kill the add, resume burning, and get to the next add, etc. I'm getting knocked across the room when the add pops, so expect if I knew what to do to avoid the knockback, I'd have been done. The knock and subsequent recovery, including burning the add, sucks DPS time off the mob. Loss of players during the knockback sucks the dps down also.

Recovery is to locate and kill the add, run back and resume, but that costs DPS, sometimes we're slowed, and sometimes a group member dies. Running single healer, as not much heal load, means can't stop to rez the dead somewhere across the room either. If possible I'd just like to brass it out with the survivors.

At certain times, seemingly random, a group wiping aoe occurs. It can be in the before first add appears, or can be after several, unknown as to why. Also, if the group is not back on the ramp in time (slowed?) they are teleported to the ramp, conveniently, but then it's not long until the group wipe aoe occurs. If the AOE is a fail condition, I don't know how it triggered before the first add pop. If random, well, just revive and pull again.

Questions: it is a pure DPS test, or is there a slow patient way to win the fight? Is there a way to avoid the knockback (don't hit the blob until at range, run to the purple flame, etc) or do I just have to prepare to eat it? Normally I enjoy figuring these out for myself, but I'm at the frustration point atm, thinking it'll will be obvious when someone points it out, so SPOIL AWAY, please.
I'm way overgeared, but this is how I did it on HM.
As soon as the adds spawn, turn and kill them. I was blowing them up VERY VERY quickly, and as long as I wasn't asleep in targeting them, I never took a knockback.
If you're an Ogre user, you can use AutoTarget tab to do the targeting for you. Aside from killing the add very quickly, I'm not sure he has a script at all.
 

bob_the_builder

Well-Known Member
How do yall deal with Olivas?

Shes the bird on the top of a pyramid that spawns these bouncing balls every 10%. She is rooted so we have to run up to her. The balls bounce my toons as soon as they spawn and even with CS-JO-JI set the toons can't run back since they have all that CRAP on the floors all over these damned zones.

Im bitching a little since I hate obsticles in paths ...

Anyways, any suggestions fro Olivas? Like were to set the toons? do you camp them there? etc.
 

dwdavis2

Member
I do her with a group that tops out around 300k, so it's not a DPS check.

I just run everyone up the middle of the ramp and campspot in front of her right after the ramp flattens out. The adds' knockback will still occassionally get someone caught on the geometry, but mostly they make it back and I'll just ctrl+alt+# over to point any stragglers in the right direction.

I don't use the autotarget but I probably should because it'd be easier. I target the adds using the on-screen assistant whenever they appear. I also don't leave the campspot to look for the adds; I wait for them to come to me.

The failure condition I haven't seen, but my guess would be if there's no one within a certain range of Olivas.
 

cmh

Member
Newbie to posting here, but I've read the forum for a long while. It's the most comprehensive EQ2 mob info site on the internet, methinks.

My question: How is the script supposed to work on Ovilas, the named drake in Lyceum?

I'm not geared well enough to max burn and avoid the script, but not undergeared either (1 minute sustained DPS about 400K). I feel like I should be able to do it, unless it's a full DPS test. I think I'm missing something obvious in the emote hints.

The first emote is something like "only the fires can release you" followed shortly by "the flames shall blister..." which I associate atm with the add popping.

She rooted on the altar, so I run the tank up , the group stays on the up ramp, burn her until the first add, kill the add, resume burning, and get to the next add, etc. I'm getting knocked across the room when the add pops, so expect if I knew what to do to avoid the knockback, I'd have been done. The knock and subsequent recovery, including burning the add, sucks DPS time off the mob. Loss of players during the knockback sucks the dps down also.

Recovery is to locate and kill the add, run back and resume, but that costs DPS, sometimes we're slowed, and sometimes a group member dies. Running single healer, as not much heal load, means can't stop to rez the dead somewhere across the room either. If possible I'd just like to brass it out with the survivors.

At certain times, seemingly random, a group wiping aoe occurs. It can be in the before first add appears, or can be after several, unknown as to why. Also, if the group is not back on the ramp in time (slowed?) they are teleported to the ramp, conveniently, but then it's not long until the group wipe aoe occurs. If the AOE is a fail condition, I don't know how it triggered before the first add pop. If random, well, just revive and pull again.

Questions: it is a pure DPS test, or is there a slow patient way to win the fight? Is there a way to avoid the knockback (don't hit the blob until at range, run to the purple flame, etc) or do I just have to prepare to eat it? Normally I enjoy figuring these out for myself, but I'm at the frustration point atm, thinking it'll will be obvious when someone points it out, so SPOIL AWAY, please.
Try to spread out your charecters. The AE knockback from the add have a very small range. I kill it with 5 toons, and they dont have any raid gear at all. I have the tank in the front, 1 healer behind the mob, 1 dps on each side, and my last healer with one of the dps toons on of of the sides.

When the knockback happen will i normal only get knockback on 1 toon.
 
How do yall deal with Olivas?

[Shes the bird on the top of a pyramid that spawns these bouncing balls every 10%. She is rooted so we have to run up to her. The balls bounce my toons as soon as they spawn and even with CS-JO-JI set the toons can't run back since they have all that CRAP on the floors all over these damned zones.]


Some of the time I escape the knockback, but mostly not, and I can verify it happens very soon after they spawn. I took a few deliberate wipes after it turned out not to an easy fight, to gather data. I timed adds spawning, and it looks like 45s, 40s, 35s, 30s, 25s, so a mild DPS check if you let it go too far. There may be as much as as a 5 second error on those pop times.

My tank is a pally, so can survive the blobs, so I went 10 mins with the rest dead, just to see if there was a fail timer, and there wasn't. Periodically he'd get ported back to the Named, who can kill him, but if he moved away, he was fine. The blob spawned on him, where ever he was, slowed him, and knocked him within a max of 5 secs after spawning, usually sooner. Something terminates the blobs if you don't kill them, so you don't wind up with more then 2 blobs, ever, even if you never kill any.

I've tried holding the blobs on the tank and just killing the named, but no joy. The knock hits all. AOE blockers don't block it. Pinning the tank against one of the pillars on her altar works much of the tme, and holds against the knock. That just leaves him there and the healer gone. I'll try the healer on an adjacent column one of these times.


As for killing the blobs, I autotarget sychronously by name between every CA firing, so practically instantly. The blobs can be killed quickly if you don't get knocked, but require rerun time to begin killing them if you are. The dominate issue is recovering from the knock and locating the blob to get it killed. The adds seem to pop on random group members, and do some lifetap/soultaps, so can eventually kill an unhealed member, as well as members get hung up around the zone, etc and not returning. Then there is the slow. I've not attributed it to a detrimental, but it must be one. It's really bad when the healer is not in range to group heal, as returning to the altar takes forever.

I add this data to the pile. I didn't want to open with it to bias the discussion, but have concluded it's not a DPS test from this discussion, and my prior work. I've not learned how to avoid the knock. I've killed the at times without any knock, enough to verify that merely hitting them did not cause it. My run around the room with the pally test showed a wide variation in time for the knock to go off, and if I got far enough away I could not get knocked. (360 melee range? dunno)

Since my group is casters, I've tried jousting off the altar pre blob pop, and that works pretty well, but eventually they ported to the altar and almost instantly knocked, then it goes sideways.

Thanks for the input. Will keep plugging. I can see that with either really high DPS or a good rhythm this could become a easy farm, but until I get either of those, it's fragile at best.
 
Last edited:

bob_the_builder

Well-Known Member
Yeah thanks for all the input, it seems easy sometimes... like we don't get knocked back and we dont get the aoe fail condition... but sometimes its pandomonium .. and the damned benches on the ground as obsticles SUXS. My group is around 300k dps

I've never used autotarget, though Im pretty fast at targetting the add (which seems to always spawn on the pillar).
 

ike016

Active Member
Newbie to posting here, but I've read the forum for a long while. It's the most comprehensive EQ2 mob info site on the internet, methinks.

My question: How is the script supposed to work on Ovilas, the named drake in Lyceum?

I'm not geared well enough to max burn and avoid the script, but not undergeared either (1 minute sustained DPS about 400K). I feel like I should be able to do it, unless it's a full DPS test. I think I'm missing something obvious in the emote hints.

The first emote is something like "only the fires can release you" followed shortly by "the flames shall blister..." which I associate atm with the add popping.

She rooted on the altar, so I run the tank up , the group stays on the up ramp, burn her until the first add, kill the add, resume burning, and get to the next add, etc. I'm getting knocked across the room when the add pops, so expect if I knew what to do to avoid the knockback, I'd have been done. The knock and subsequent recovery, including burning the add, sucks DPS time off the mob. Loss of players during the knockback sucks the dps down also.

Recovery is to locate and kill the add, run back and resume, but that costs DPS, sometimes we're slowed, and sometimes a group member dies. Running single healer, as not much heal load, means can't stop to rez the dead somewhere across the room either. If possible I'd just like to brass it out with the survivors.

At certain times, seemingly random, a group wiping aoe occurs. It can be in the before first add appears, or can be after several, unknown as to why. Also, if the group is not back on the ramp in time (slowed?) they are teleported to the ramp, conveniently, but then it's not long until the group wipe aoe occurs. If the AOE is a fail condition, I don't know how it triggered before the first add pop. If random, well, just revive and pull again.

Questions: it is a pure DPS test, or is there a slow patient way to win the fight? Is there a way to avoid the knockback (don't hit the blob until at range, run to the purple flame, etc) or do I just have to prepare to eat it? Normally I enjoy figuring these out for myself, but I'm at the frustration point atm, thinking it'll will be obvious when someone points it out, so SPOIL AWAY, please.
Honestly this fight is much easier than it looks. I ofollow all on my SK at 8 and then run up the side turning it so that all have back and then just DPS. Once the orb spawns, first one usually at around 60% I target it using OSA and once i get booted back i push forward so that it doesn't throw me back to the benches. I then run back up to the center and turn it so that all my toon follow me up and then get his back. I may get one more orb and when I do I just rinse and repeat. I kill it with 5 toons at about 250K DPS.
 

eddie43302

Senior Member
easiest way to do that fight is run all your toons to the drake.. campspot right on top of the drake.. once add pops switch to kill it. you will get thrown once before it dies but since you got campspot on your toons automatically run back to spot or in mid air they will move back themselves.. pretty simple.. i use camp spot alot with ogre bot..
 
I killed it last night. Still a bit fragile, but I expect to be able to do it regularly with a little polish. I can understand the comment "could do it afk", but I'd not reached that level of karma with the fight yet.

More updates, for those who want/need:

1. I also formerly put all on follow on my Pally, like the poster above, and ate the knock, the ran back. Using the side ramps (the long direction of the building room) you don't have as many hazards on the floor for the runback. That approach lowered overall beating time on the Named and in my analysis was the reason for failure. Eventually somebody key died, and it went sideways.


2. I expected from the text hints that there was a safe haven somewhere, and there is. The clue "only the fires can save you" or whatever gives it away. Put your backs to the pillars on the altar (the ones with the fires on top). They're pretty much knock absorbers, so peeps stay around, and the DPS stays ongoing. I'd started by putting the tank's back there, but went to running them each individually to a pillar after getting the tank/healer combo in place and everybody firing. It doesn't matter if 2 or 3 are on the same pillar.

The positioning is fragile. Occasionally a jitter will get one to a place it gets knocked, or where for some strange reason you get "cant see target" even thought it's in plain sight in the open 3 meters away. So keep tweaking them as the fight goes on, and occasionally get one run back here or there.

3. Once I certified that it wasn't a DPS check, just kill the adds and go back to work on the named, I dropped the 4th caster and brought in the 2nd healer, a fury, who can do semi good dps as well as either touch up healing, or can switch to main healer if you loose the other healer, saving a fight that's nearly won but the healer suddenly warped to the back of the room. Just an insurance policy.

4. As for the group wiping AOE's, one is a curable "Wings of Misfortune" that's sort of a delayed big dot. ACT yells at me to cure it when it appears, so that went away as a threat. The other one "Firebrand Tides" occurs occasionally, is an insta-wipe so must be a fail condition, but I don't know what triggers it. I haven't gotten it since I stopped eating the knocks, so it might be not having enough peeps near to or beating on the Named mob after a certain time. It hit everyone but the tank for nearly 200K damage, so wasn't going to be cured or healed through. The fail condition is just speculation. I really haven't a clue what triggers it.
 

bob_the_builder

Well-Known Member
Would you say that as a group a good progression would be to clear the EM Skyshrine zones then go back and do Drunder Challenge then go and do Skyshrine challenge? Or at some time I have to go and do atleast EM DOV Raids?
 

Kannkor

Ogre
Would you say that as a group a good progression would be to clear the EM Skyshrine zones then go back and do Drunder Challenge then go and do Skyshrine challenge? Or at some time I have to go and do atleast EM DOV Raids?
uhh... what...? Drunder challenge..?

If you're talking heroic progression, there's no challenge drunder.

For heroic, realistically, there's no reason to do any zone other than the new ones. They are much easier, and drop better loot.
 

eddie43302

Senior Member
ive actually so far cleared 2 hardmode skyshrine zones.. lyceum and district.. also the trash drops some nice stuff.. im getting discoes from trash items and named.
 

snnr

Member
Is there any drunder x4 hm support at the moment? A guildie (also ogre user) and I were trying to 2 group the first named in Sullon hm but it seemed we couldn't get the priest debuff on both of the splits..

uhh... what...? Drunder challenge..?

If you're talking heroic progression, there's no challenge drunder.

For heroic, realistically, there's no reason to do any zone other than the new ones. They are much easier, and drop better loot.
 

Kannkor

Ogre
ive actually so far cleared 2 hardmode skyshrine zones.. lyceum and district.. also the trash drops some nice stuff.. im getting discoes from trash items and named.
How did you kill Termagore the Butcher in Lyceum HM? Cause I'm stuck on him... I can ramp up to 800k on him, and I have tried killing all the adds, I've tried killing only the vile prisms, the best I ever got him was 30% before I was killing viles 100% of the time.

It seems that I'm missing something obvious about this fight...
 

snnr

Member
i am not 100% sure about that fight cuz i only tried him once...

it appeared to me that you can joust out the vile..

How did you kill Termagore the Butcher in Lyceum HM? Cause I'm stuck on him... I can ramp up to 800k on him, and I have tried killing all the adds, I've tried killing only the vile prisms, the best I ever got him was 30% before I was killing viles 100% of the time.

It seems that I'm missing something obvious about this fight...
 

eddie43302

Senior Member
How did you kill Termagore the Butcher in Lyceum HM? Cause I'm stuck on him... I can ramp up to 800k on him, and I have tried killing all the adds, I've tried killing only the vile prisms, the best I ever got him was 30% before I was killing viles 100% of the time.

It seems that I'm missing something obvious about this fight...
not 100% sure but if you get the prison in a certain time the adds dont pop?.. but i was just burning prisons and or adds if they popped then back on named and pumping out huge dps via bolstered necro life burn, soul burn etc....kinda disappointed though seems the dam hardmode modes keep dropping the same crap over and over and some of the dam quest fabled you get is better :/

Atm iam playing in Guild Wars 2 Beta and its pretty sweet.
 
First, thank you for the info. on Dozekar (wish I had the firepower of Kannkor's group) to just burn him down, thats wicked. Also it is a bummer that we can only hold 1 [Dozekar Head] per toon at a time.

Started working on Covenant district [Challenge] now and am having a little bit of a tough time with Captain Veezaran... On normal everything in zone is tank and spank but what's the deal with him on challenge?
 

eddie43302

Senior Member
I dont have names down yet is he the one that memwipes and spawns adds.. for him right before he is about to memwipe he says something like im going to try and kill one of your weaker buddies or something like that.. i use either use holy ground or coercer shout to snap the aggro back.. and when he spawns adds just kill the adds.. most named are all tank and spank like the drake in that zoen that pops adds. i just bypass adds and burn the named and i end up tanking about 10 adds while im doing it..
 

yabong

Active Member
Knockbacks in general....on all toons, I turn off/cancel any ability/mount that does float/glide/hover or the like.

If campspot is on for ALL characters, toons getting KB should look like a "small" rubberband stretching out/in....versus getting "punted" across the zone.

Ogre can push the forward button on all toons faster than i can :)


.....works for me
 

pelly

Active Member
First, thank you for the info. on Dozekar (wish I had the firepower of Kannkor's group) to just burn him down, thats wicked. Also it is a bummer that we can only hold 1 [Dozekar Head] per toon at a time.

Started working on Covenant district [Challenge] now and am having a little bit of a tough time with Captain Veezaran... On normal everything in zone is tank and spank but what's the deal with him on challenge?
I'm stuck on him as well. IMO, it's not as simple as tank and spank unless you are OP. I'm wearing EMx4, plus some new raid and challenge mode gear. If I try to tank and spank, I don't last past 80% without getting 1 shotted in various ways. I've got him past the 3rd add and down to 15% a few times only to have him wipe group. I think its his pike strike that kills my toons.

What I am doing currently is pulling him and leaving my casters and healers at max range. When he spawns his adds, grab them and burn down. When he emotes about killing someone weaker, switch back to him and snap him when he changes targets using OSA. I try to use Coe shout and Holy Ground, but he moves out of range so fast sometimes I need to use a longer range single target snap and that doesn't always work either. He is real fast when he changes targets that 50% of time, he kills 1-2 group members even before I can get off a snap. I jump back on add and burn down casting my group AE block and tank stoneskin at 10% since he seems to do something nasty after the adds die. When pillar pops, move close to it until it disappears and grab next add. Repeat and rinse. Somewhere around the 3rd add, he starts doing somne nasty things I haven't been able to figure out, but that is where I mostly getting owned. Group members just drop in 1 shot and it doesn't appear tank is losing aggro.

It may just be a gear thing, but I easily killed the other 4 mobs without any issues and this guy seems to be in another league. So maybe I am also missing something.

Any tips would be greatly appreciated. Thanks!
 

Kannkor

Ogre
I'm stuck on him as well. IMO, it's not as simple as tank and spank unless you are OP. I'm wearing EMx4, plus some new raid and challenge mode gear. If I try to tank and spank, I don't last past 80% without getting 1 shotted in various ways. I've got him past the 3rd add and down to 15% a few times only to have him wipe group. I think its his pike strike that kills my toons.

What I am doing currently is pulling him and leaving my casters and healers at max range. When he spawns his adds, grab them and burn down. When he emotes about killing someone weaker, switch back to him and snap him when he changes targets using OSA. I try to use Coe shout and Holy Ground, but he moves out of range so fast sometimes I need to use a longer range single target snap and that doesn't always work either. He is real fast when he changes targets that 50% of time, he kills 1-2 group members even before I can get off a snap. I jump back on add and burn down casting my group AE block and tank stoneskin at 10% since he seems to do something nasty after the adds die. When pillar pops, move close to it until it disappears and grab next add. Repeat and rinse. Somewhere around the 3rd add, he starts doing somne nasty things I haven't been able to figure out, but that is where I mostly getting owned. Group members just drop in 1 shot and it doesn't appear tank is losing aggro.

It may just be a gear thing, but I easily killed the other 4 mobs without any issues and this guy seems to be in another league. So maybe I am also missing something.

Any tips would be greatly appreciated. Thanks!
Use the Robot... It makes the fight completely trival.

For the pure burn strat, you can do this if you want.
Set up assists and an autotarget on someone (NOT your tank), that way your tanks target never changes from the named, and you can focus on snaps when he memwipes, rather than changing targets and then snapping.

I'm honestly not sure the pure burn strat is really worth while until you are VERY OP as shit, because if you wipe a few times, it woulda been faster to snore fest it with the robot. Having said that.. the burn strat is much more fun :)
 

pelly

Active Member
Use the Robot... It makes the fight completely trival.

For the pure burn strat, you can do this if you want.
Set up assists and an autotarget on someone (NOT your tank), that way your tanks target never changes from the named, and you can focus on snaps when he memwipes, rather than changing targets and then snapping.

I'm honestly not sure the pure burn strat is really worth while until you are VERY OP as shit, because if you wipe a few times, it woulda been faster to snore fest it with the robot. Having said that.. the burn strat is much more fun :)
Just to clarify, I am on challenge mode Captain Veezaran. After trying a few more times, it seems some of the toons get 'can't see target' messages during fight when they are standing near target with no obstacles. Maybe something to do with pillars.
 
Last edited:

pelly

Active Member
Just to clarify, I am on challenge mode Captain Veezaran. After trying a few more times, it seems some of the toons get 'can't see target' messages during fight when they are standing near target with no obstacles. Maybe something to do with pillars.
I just got Captain Veezaran (Challenge) finally. I moved tank away from where the pillar spawned after killing each add even after it despawned. With all the combat effects it is hard to notice, but the pillars apparently spawn light blue mist from the ground that block movement or LoS every other sec. After you kill him, they remain up and its pretty obvious. So staying clear of them seems to be the difference.
 
Last edited:

eddie43302

Senior Member
I dont even notice the lost of target or w/e in that fight i just keep all my dudes in the same spot i dont even kill the adds.Also on dozekar i finally got him killed what did was put one group on one side of the area and get in robot suit and pull him all the way away not even in site.. and have the group just sit idle til adds pop and i solo him with the robot.. one you get kicked out of the robot you pop back in your body. since im so far away literally gives me like 10-15 seconds to get back in before my group lays eyes on dozekar.
 

bob_the_builder

Well-Known Member
So far I've found the 1st three zones EM have been simply retarded stupidly easy.

I just read up and found out there's a 4th zone, Underdepths.. I went into the raid zone i think... Hopefully that's more challenging. I do run with 2 healers ...

SHK, Troub, Coe, Wiz, inq, mystic (about 450k max encounter)... btw I love the Inq script for DPS someone posted :)


So if I clear all 4 zones; farm them as needed for my toons.. where should I go next as a single group? Go back and do HM Drunder? EM Kael RAID?
 

bjcasey

ISX Specialist
So far I've found the 1st three zones EM have been simply retarded stupidly easy.

I just read up and found out there's a 4th zone, Underdepths.. I went into the raid zone i think... Hopefully that's more challenging. I do run with 2 healers ...

SHK, Troub, Coe, Wiz, inq, mystic (about 450k max encounter)... btw I love the Inq script for DPS someone posted :)


So if I clear all 4 zones; farm them as needed for my toons.. where should I go next as a single group? Go back and do HM Drunder? EM Kael RAID?
Heroic progression goes like this:

Contested Skyshrine --> Covenant District --> Lyceum --> Dracur Prime --> Underdepths

That's it. There's nothing else after Underdepths for heroic gear. If you're looking at moving into raiding with 1 group you could go back and do EM DoV Part 1 Raids, but you won't get any gearupgrades. EM X4 Drunder raids won't give you gear upgrades either. HM x4 Drunder raids may give you an upgraded piece, but it depends on the item and slot. You won't be 1 grouping HM x4 Drunder Raids.

After getting fully GU 63 heroic geared you could probably 1 group a few of the x4 Underdepths named if you have a shit ton of survivability and dps at that point.
 

pr517

Active Member
How did you kill Termagore the Butcher in Lyceum HM? Cause I'm stuck on him... I can ramp up to 800k on him, and I have tried killing all the adds, I've tried killing only the vile prisms, the best I ever got him was 30% before I was killing viles 100% of the time. It seems that I'm missing something obvious about this fight...
Tank it near the central pillar, since that is where the adds spawn. The adds will cast the vile prison if you don't kill them fast enough. Obviously, you will get to a point where there are so many adds up at a time that you will have prisons to kill as well. At that point, only kill prisons and ignore adds. Then when you get near the finish line <10%, ignore prisons as well and take him down.
 

pelly

Active Member
I dont even notice the lost of target or w/e in that fight i just keep all my dudes in the same spot i dont even kill the adds.Also on dozekar i finally got him killed what did was put one group on one side of the area and get in robot suit and pull him all the way away not even in site.. and have the group just sit idle til adds pop and i solo him with the robot.. one you get kicked out of the robot you pop back in your body. since im so far away literally gives me like 10-15 seconds to get back in before my group lays eyes on dozekar.
Yes, if can OP the Captain V script and just tank and spank it and ignore the adds, it is much less complicated. Killing the adds, spawns the pillars which launch the mists which cause the LoS issues even if you are right next to someone. The LoS issues were blocking heals causing toons to wipe. In some cases, the mists can cause toons to get stuck as well blocking movement. I tried to tank and spank, but I don't have the gear yet.

Killing the adds also do about 20% damage to Captain V, so its not really much slower provided you move away from the pillars to avoid the mists after killing the adds.
 

quan

Active Member
if you read the text during the fight after you kill an add

it says the person closest to the pillar will receive a defensive buff, so i have been killing adds moving closer to the pillar than mob, rinse and repeat... this will get the named down to approx 15% health and from there its a burn until death.

the fight was previously bugged where the add's had millions of HP. This must have been ninja fixed as the fight seems trivial now if you focus on the adds.
 
Last edited:

cybs

Member
Covenant District (Challenge)

Beserking Defender (x2)

AOE: AoE Curse- Battering Onset: short range AOE curse that does a lot of damage. It may be interuptable.

Spawns adds: arcane refuse

It was pretty much a tank and spank. Kill adds, back to named and Joust the AOE.
 
Top Bottom