Destiny of Velious Part 2 - Heroic Instances

macker0407

Active Member
Another Dozekar script for those interested.

The script is aimed at AFK'ing the fight, rather than 100% effeciency. The script will lock everyone's position at launch(to combat Dozekar's knockback AE), and has options to nominate a wand user and to also scan for adds(this is usually the tank, but I suppose you could enable it on everyone). The golem fights Dozekar largely in the middle of the room, so I like to setup my healers/casters near one of the pillars at the entrance to the platform, the tank ~10m away and then the wand user off to the side.
 

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ike016

Active Member
OK my group consist of SK, Inq, Brig, BL, Coercer. Probably not the best make up but parsing in the ranges of 400 to 500K. Challenge zones are handing it to me. Any suggestions or advice when running these I need to be aware of?
 

eddie43302

Senior Member
OK my group consist of SK, Inq, Brig, BL, Coercer. Probably not the best make up but parsing in the ranges of 400 to 500K. Challenge zones are handing it to me. Any suggestions or advice when running these I need to be aware of?
Just 5 toons? one healer? not gonna cut it.. you need a warder.... i use mystic/inquis.
 

macker0407

Active Member
OK my group consist of SK, Inq, Brig, BL, Coercer. Probably not the best make up but parsing in the ranges of 400 to 500K. Challenge zones are handing it to me. Any suggestions or advice when running these I need to be aware of?
As already suggested, not having a warding healer is going to make things difficult for you especially if you're not HM+ geared and will likely make certain named impossible(like the Captain in CD which is a survivability endurance test).

However, as some general tips:

1) Target caster types first, as they cast the "Fist of Fyrn" comet spell. In challenge instances you pretty much *have* to joust it(it hits you with a near 100% HP ticking uncurable DoT), but it's interruptable so its better to just stop them casting it in the first place
2) Related to the above, but get in the habit of pulling with your tank a few steps away from the group. If a caster decides to throw out a comet, it's more likely to center on the tank and you then only have one character to joust out
3) Prioritise cures. There are several curables that, if allowed to tick, will decimate your group. Pretty much the same situation as the Kael instances at DoV release and the initial version of the elemental dot
4) Try to pay attention to where you're pulling. Some of the zones are littered with annoying shit that will completely screw up your bots ability to move around
 

larrydoyle

Senior Member
So I killed the first 4 named in CD:HM, and got the last named (Commander Mirrakar) to spawn. In EM it was so easy, I never noticed a strat on him. But I killed one of his drake buddies and a bunch of adds spawned and wiped my group. So do you burn him down first, or does anybody have a basic strat they could share for this fight? I'd love to knock a HM zone off my list :)
 

macker0407

Active Member
Kill the named first, kill the drakes as closely to each other as you can. You can't avoid popping adds, just how many happen to spawn before the whole encounter is dead.
 

quan

Active Member
Try to keep them all around the same health. The ogre On Screen Assistant is great for this. I main tank with a zerker so i just wait till they are all under 10 percent and then I pop battle frenzy and kill them off.

One of the drakes seems to heal to 40 percent or so if he doesnt die at the exact same time as the other. So it make take 10 seconds or so to kill him, thus to stay alive save all of your temp buffs for your tank and spam them. Or if your a zerker battle frenzy alone does the trick. ;)

Now if i could only beat that damn walking skeleton in the second instance...
 

Reddo

Member
For Termagore HM, I leave both my healers meleeing the named (Inquisitor mostly for interupts) and I just use ranged auto to grab the grubsthen burn them down. If cage pops I finish add then burn cage (the effect from it doesnt trigger for a long time) Cycle temps like Bladedance, DG, Equilibrium when 2 adds spawn at once. Is a pretty simple fight as long as you keep the named interrupted.
 

pr517

Active Member
I'm stuck on DP [Challenge] Hammilkor Barka and Xerxis Mal'Fyrm. Can only last about 90 seconds on each. Anyone have ideas on those?
 

Socal001

Active Member
So i am stuck right now on two bosses, one in DP and the other in UD. First, my group setup consists of: SK, inq, dirge, sin, illy, lock. I have a mystic that i swap out the lock with on occasions, but on these two mobs swapping hasn't made a difference. All of my characters are skyshrine contested or instance geared. On average I can do around 400-500K dps. Second: the bosses, 1st is the 2 named in DP that come with mardonn. I have tried using the strat. in the writeup but I cant seem to get it to work. I can get to the 2nd spawn of adds( mage around 50 ish health ) and then i end up getting killed asap. I tried setting up a camp spot to have my toons run to since it seems there is an aoe that does some pretty decent damage. I have auto target set up to target the adds but it seems that doesnt work as well. So any advice would be helpful. My second boss is Sevalor in UD. When I swap to the golem he casts that fist of fyrm ( SP ) and one shots my group. Since i am targeting the golem I have no idea when he is casting it. My question is does he cast the fyst after a vile prison hasn't been killed fast enough? I have set up auto target like the strat suggests but when one surrounds one of my toons I seem to die about 2 secs afterwards. Any help would be appreciated. I am not sure I have the correct AA set up but i generally copy the high end characters on GUK using eq2UI for their set up. Also if anyone plays on GUK and wants to team up let me know. I get bored doing this stuff solo some company would be nice to have tag along or help out. Send me a message here and ill /tell ya in game. Thanks all
 

dwdavis2

Member
For both of those fights I just keep everyone camped 20m away. It costs me some dps which I why I prefer my caster-based group, but neither of those fights is really a dps race so it still works when my assassin and dirge are just using bows. With that addition, I'm just using the standard strategies.

As far as I know, the Fist of Fym is unrelated to the vile prison, except that the initial hits sometimes come inconveniently close together. Fist seems to always be cast on whoever has aggro and you just need to get out of the circle of fire on the ground (the one you're probably used to ignoring every other time it appears). The vile prison seems to get cast on someone randomly. Since everyone except the tank is camped outside the circle of fire, the only time anyone dies is when my tank gets prisoned and can't move in time, but even then I can just get a rez.
 

Socal001

Active Member
K so tonight I was able to beat the 3 bosses in DP, using..get this..the power heals button on my mystic. I have no idea but it wasn't checked off before on my mystic profile. I was also able to beat sevalor. Like you suggested just move out of the way, and yes I was ignoring it. Now my new nemesis is Maeltor but now that my mystic is actually healing I may be able to beat him. I use to get him to 20% solo with my INQ so now i should be able to kill him. Thanks for the input Ill report back how it goes.
 

Quigly4000

Active Member
Anyone here killing Termagore the Butcher (Challenge) without any raid gear equipped toons? I have pretty much the best of what heroic content has to offer up until HM lyceum/dracur prime. Which puts my toons at all over 300 crit chance and over 200 cb/potency. Best I was able to do was get him to 20% with just a full burn on him and ignoring the scripts. Between him randomly one shotting someone in my group and getting multiple adds in a round, i don't seem to be making any progress.

Presumably that ability he has to one shot someone is interruptable? Too bad the loot in this zone is still bugged which makes actually progressing here worth nothing more than the accomplishment of having done it.
 

Tantroth

Well-Known Member
K so tonight I was able to beat the 3 bosses in DP, using..get this..the power heals button on my mystic. I have no idea but it wasn't checked off before on my mystic profile. I was also able to beat sevalor. Like you suggested just move out of the way, and yes I was ignoring it. Now my new nemesis is Maeltor but now that my mystic is actually healing I may be able to beat him. I use to get him to 20% solo with my INQ so now i should be able to kill him. Thanks for the input Ill report back how it goes.
I just put my back to the pillar in front of Malteor, kinda between that square torch thing and it, and just burn him straight down.
 

larrydoyle

Senior Member
Anyone here killing Termagore the Butcher (Challenge) without any raid gear equipped toons?
I've had no success killing him, and I have 2 toons (tank and healer) in full raid gear and the others in the SS fabled. I think I just don't have a combo with enough dps to burn through the adds and poison prisons fast enough and keep him burning down (Pally, Defiler, Templar, Wiz, Illy, Troub). A previous post said to interrupt him, but I've not seen that helping much. Sad thing is I can easily kill all the other mobs in the zone flawlessly, so either I'm missing something about how to do this fight or it is just significantly harder than anything else. I could go down to 1 healer (I have one which is HM geared) to get more DPS, but I suspect that would be a fail strat. Would welcome anybodys other positioning/strat suggestions.
 

pr517

Active Member
The adds create vile prisons after a certain amount of time being alive. As the encounter goes on, you will get more and more adds simultaneously. If you're trying to keep up with the adds while making negligible progress on the name, eventually the DPS required will be greater than what you can produce. Therefore, your strategy must be dynamic. This is what I did for my first kill with mediocre gear:

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.
The penalty on letting the vile prison detriment expire takes a while to kick in. The moment that you ignore adds and prisons will start that final countdown timer. You need to pick a moment such that you have enough time to finish off the name based on your DPS.
 

TheHaydens

Well-Known Member
K so i am up to Dozerker now he is tough with just SS gear..the adds get me every time
Doz Dragon Fight is kind of tough, but checkout the link + how I do it... I only had Basic SS gear and pull it off flawlessly.. Any questions just ask, But my technique seems to weed out any "Potential Problems" Only issue I am having is sometimes the adds leash to the name and the SK has to sprint across zone + Myth clicky one + encounter taunt to leash them back to group ASAP!! But other than that how I do it worked out a bunch of "Freak situations" that are encountered in the 13-15min fight

http://www.isxgames.com/forums/show...-Dozekar-the-Cursed-Fight!!?p=36521#post36521
 

Quigly4000

Active Member
Question on Hammilkor Barka: Challenge

The wisps.. they appear to be time based.. is this correct?

At 45% he activates invulnerability.. i haven't passed this portion of the fight yet. That happens no matter what.. for a certain period of time just like on ezmode right?

I tried burning the wispies when they spawned but it seemed like another set spawned as soon as i killed the first set... so not really sure how to proceed on this fight.

Hopefully others have some input!
 

pelly

Active Member
I have a question on a raid mob.

Anyone know if SOE changed the mechanics of the Dagarn EMx4 fight? I've killed him flawlessly many times so far, however today, I am wiping very early in the fight. The Incindiary Destruction is hitting regardless where I position the groups. Used to be if they were in the water, they were safe, now 3/4 of raid dies every 30s or so - about 125k damage.

Their update notes said they changed the HM encounter, I am thinking there was a stealth change to EM as well. Regardless, its dam near impossible now using the current strategy and I can't seem to figure an alternative.

I remember hearing someone in chat channel complaining about this a few days ago, but didn't hear what the responses were.
 

macker0407

Active Member
Anyone here killing Termagore the Butcher (Challenge) without any raid gear equipped toons?
Finally managed to do this as a heroic geared scrub group(well, the SK has a UDx4 belt and cloak, but that's it). I landed up ignoring the vile prisons as long as either an AoE avoid was ready or up(T-Shell and Bladedance) or Death March was ready on the SK. I switched to and killed adds until ~30% and then just went into burn mode(popping every survivability ability on the SK near the end as I had ~5 adds up at once). ~711k DPS for the fight.

As for the one shot, make sure that everyone except the tank is behind Termagore. He has a melee AE which has a pretty wide "frontal" arc.
 

Quigly4000

Active Member
Finally managed to do this as a heroic geared scrub group(well, the SK has a UDx4 belt and cloak, but that's it). I landed up ignoring the vile prisons as long as either an AoE avoid was ready or up(T-Shell and Bladedance) or Death March was ready on the SK. I switched to and killed adds until ~30% and then just went into burn mode(popping every survivability ability on the SK near the end as I had ~5 adds up at once). ~711k DPS for the fight.

As for the one shot, make sure that everyone except the tank is behind Termagore. He has a melee AE which has a pretty wide "frontal" arc.

Thanks for the reply -- I have since killed this guy about 5 or 6 times. Since i finally got him down it now dies in 1-2 pulls. I'm using the same strat as you except I never tried bladedance -- i was just relying on timing death march with the fear towards the end of the fight. Knowing bladedance prevents the fear will make this fight even easier.. can begin my final burn much earlier (had previously been waiting till ~15-20% to start ignoring prisons.
 

Quigly4000

Active Member
I have a question on a raid mob.

Anyone know if SOE changed the mechanics of the Dagarn EMx4 fight? I've killed him flawlessly many times so far, however today, I am wiping very early in the fight. The Incindiary Destruction is hitting regardless where I position the groups. Used to be if they were in the water, they were safe, now 3/4 of raid dies every 30s or so - about 125k damage.

Their update notes said they changed the HM encounter, I am thinking there was a stealth change to EM as well. Regardless, its dam near impossible now using the current strategy and I can't seem to figure an alternative.

I remember hearing someone in chat channel complaining about this a few days ago, but didn't hear what the responses were.
http://forums.station.sony.com/eq2/posts/list.m?topic_id=519249

Seems you're not the only one having issues.
 

pr517

Active Member
Yep, the adds are "aqua" (or water) and you kill them to douse the soon-to-be exploding bombs in the corner depressions. Healing through the remaining damage from only killing one add in any one corner should be easy enough.
 

popo

Active Member
I'm trying to find Challenge zone strats for Cov / Lycium / DP. Any chance for the bits and pieces to be pulled together like the EM strats show? Or maybe there aren't any....I did a simple search and didn't find much help.

Any of you Pro groups care to share your strats in the Challenge Sections I would appreciate it!
 

bjcasey

ISX Specialist
I'm trying to find Challenge zone strats for Cov / Lycium / DP. Any chance for the bits and pieces to be pulled together like the EM strats show? Or maybe there aren't any....I did a simple search and didn't find much help.

Any of you Pro groups care to share your strats in the Challenge Sections I would appreciate it!
I'm not feeling well enough right now to search through this thread and update the main page. I'm pretty sure all of the HM strats are located within this thread. If i'm feeling better in a few days I'll update the main post.
 

bob_the_builder

Well-Known Member
Ive done CD and Lyceum and the CM modes are identical to the EM scripts.
Meaning when I did EM i just DPS through the scripts cause its dumb but in the CM I have to work with the scripts.

So if you know what the EM scripts are supposed to do then just take the same strats to CM.

I could be 100% wrong on this but so far every CM named I fought has been idetnical to the EM mob except harder (more fun cause the scripts work).
 

macker0407

Active Member
I'm not feeling well enough right now to search through this thread and update the main page. I'm pretty sure all of the HM strats are located within this thread. If i'm feeling better in a few days I'll update the main post.
Covenant District: 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.

Lyceum of the Recondite: 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).

HTH.
 

larrydoyle

Senior Member
Great summary of the first 2 zones ... now, does someone have strats for Dracur Prime? On the ones I've pulled, there seem to be extra adds in the fights, and I'm having trouble figuring out positioning and how to keep my healers/squishys alive.
 

Quigly4000

Active Member
Great summary of the first 2 zones ... now, does someone have strats for Dracur Prime? On the ones I've pulled, there seem to be extra adds in the fights, and I'm having trouble figuring out positioning and how to keep my healers/squishys alive.
I've only killed 2 named in Dracur Prime Challenge. The Nenlarn and Valagas but I'll share what i know about them.

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.

Hammilkor Barka - haven't killed this guy
Spawns 3 wisp adds every 30 seconds or so starting at about 15 seconds in
Each of these wisps does a 15-20k damage aoe and knockback so they basically will rape your whole group if not warded and at least 1 killed really fast.
Abilities
Large damage trauma aoe that seems to be interruptable
@45% he stoneskins and I think killing a set of adds dispells this stoneskin similar to easymode but I haven't been able to survive long enough so far to get him past this point.
 

bjcasey

ISX Specialist
Updated the main post with the information recently posted. I'll be editing it to make it easier to read soon.
 

Eyedea

Active Member
Is anybody clearing CM DP? Stepped in there for the first time yesterday and didnt have much trouble with the first two named. Minor tweaks and positioning they went down no issues. Was going to head back in today and try the third named, but I'll have to wait for the update I guess.
 

shadow1385

Active Member
Hammilkor Barka

Burn the wisps as they spawn. If he gets 3 wisps up at any time a massive aoe will go off and wipe the group. Tumble is the name of the aoe. Kill wisps and kill named. Stay Ranged

Working on Xeris.
 
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dtgreer

Member
Hammilkor Barka

Burn the wisps as they spawn. If he gets 3 wisps up at any time a massive aoe will go off and wipe the group. Tumble is the name of the aoe. Kill wisps and kill named.

Working on Xeris.
How much DPS does your group put out to keep up with the wisps?
 

shadow1385

Active Member
How much DPS does your group put out to keep up with the wisps?
I'm averaging between 750k to 1m dps group wide. So much of this zone is a harsh dps and group makeup check. I've walked away from trash fights with 40k heal parses. Its been a fun challenge though.
 

shadow1385

Active Member
Hammilkor Barka

Burn the wisps as they spawn. If he gets 3 wisps up at any time a massive aoe will go off and wipe the group. Tumble is the name of the aoe. Kill wisps and kill named. Stay Ranged

Working on Xeris.
I was so close on this one. Tumble must be interrupted or aoe blocked. It's on a timer between 60-90 seconds and has an emote before he casts. I will find the emote when I'm back home. He also has the standard mem-wipe that all the named seem to have. I still burn down the whirl winds as they spawn.
 

macker0407

Active Member
Ready for Sleeper's Tomb strats. Post them in this thread and i'll update the main post.
175% crit avoidsnce, you need 275% crit chance. I did the entire zone in SS heroic armor and SS CM heroic jewelry.

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

Going left:

Statue wyvern thing: will 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.

Evac/use the port to go back to the start of the zone.

Going right:

First spectre dude: 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

Second spectre dude: 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)

Evac/use the port to go back to the start of the zone.

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

Portal will be up where the second spectre dude was. Go back and click. Admire pretty colours. Head down the ramp, clearing trash as you move around until you see the Final Arbitor(or whatever he's called). 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.
 
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dtgreer

Member
First golem dude: tank'n'spank

Going left:

Statue wyvern thing: will 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.

Evac/use the port to go back to the start of the zone.

Going right:

First spectre dude: 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

Second spectre dude: 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)

Evac/use the port to go back to the start of the zone.

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

Portal will be up where the second spectre dude was. Go back and click. Admire pretty colours. Head down the ramp, clearing trash as you move around until you see the Final Arbitor(or whatever he's called). 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.
In Main Hall
Master of the Guard

Has a big knockback so make sure and face away from the ledge. Turn and Burn.
Has 3 attacks (Massive Slam, Primal Burst, Addling Blow). Nothing special.

Paldar Bladesoul
Has the same effct as all spectres in the zone called "Life Remembered" which beyond changing your screen color clears the target on your tank and prevents retargetting until it wears off ~25 secs. Truthfully though, with the small amount of DPS they put out I could probably tank it with my Troubie.

Paldar does have a nasty knockback so put your back to a wall.

According to ACT, Paldar did like 11k DPS and has > 67 mill HPS.

Ingolfa Arnar
Easy Mode
A solo mob but summons 3 adds about every 45 seconds. they do not have many hp's nor do they add much DPS. I AoE grabbed them and switched back on the named. Found that my Aoe's killed off the adds without ever getting too many.

She drops a pool of slim which puts a curse on toons in it. Doesn't appear to tick for excessive damage so I did not bother moving my group but can certainly move them out of the slime.

Will occasionally teleport a random party member out of the room. Happened twice to me.

Is basically a turn and burn mob. Once the named dies, the adds pop.

Hard Mode
I found out accidentally, if you pull her out of the room she starts in it makes this battle Hard Mode. I was wiped but from what I can tell it dramatically increases the rate and number of adds. Increases damage to tank significantly.

Eudoxxus
Emotes red text and begins spawning adds about every 10-15 secs. Do a non trivial amount of dmg to non tanks. AoE snap them and continue on named.
Adds do not have many hp’s so could probably switch off and kill them if cannot get the named down before being overwhelmed. More than likely though if you have enough DPS to kill the adds as they pop you have enough DPS to ignore and just power down the named.
Adds do not pop after named goes down.
Named has 3 attacks (Crystalline Shards, Abrading Claws, Feasting Gaze)

Final Arbiter
Upon approaching the encounter will get four groups of 4 adds then the named will engage.
Once you get him down to approximately 80%, will have the option to close the portal for to make the encounter easy mode. IF you want hard mode, don’t touch the portal.
Named has a pretty good knockback so make sure and position against staircase or in my case against a pillar.

Easy Mode
Is straight forward just DPS down the named

Hard Mode (Becomes the Enkindled Arbiter has about 260 mill hps)
Starting around 18% will start getting groups of three adds. They start adding in waves about every 30 seconds but rapidly increase in frequency and number. Soon, you will be overwhelmed killing the adds.
I killed the first two groups of adds then around 5-10% just focused on the name and ignored the adds.
 
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Taubstumm

Member
Just an added tip for Eudoxxus. If you kill his add right away, they don't spawn as often. I had one spawn at around 75%, another at ~30%. At 10%, burn the namer quick, he started spawning adds like crazy. Ended with 4 adds at his death.
 
Can you guys help me out with an exact location for where you pull the last name? I seem to be getting adds from the portal starting at like 53% even when I pull away from there. And I can't pull any farther or it breaks. I don't know if it was buggy then or they fixed it in the patch or what.

Also talking about HM in Sleeper's Tomb, since I didn't clarify, lol.
 

macker0407

Active Member
Just the two as best I can tell. Dicked about quite a bit with the rest and couldn't get them to do anything special.
 

pz

Active Member
Can you guys help me out with an exact location for where you pull the last name? I seem to be getting adds from the portal starting at like 53% even when I pull away from there. And I can't pull any farther or it breaks. I don't know if it was buggy then or they fixed it in the patch or what.

Also talking about HM in Sleeper's Tomb, since I didn't clarify, lol.
i used the nearest pillar to him for my backstop and i didn't see adds til 20%, odd.
 
Lol, I had it bug out in a new way today. Raptor-dude adds were coming starting at 99% then the adds that come before name becomes aggro came at 20%. I'm just going to assume this fight is buggy as hell.
 

bjcasey

ISX Specialist
Updated Sleeper's Tomb with basic strat information. I will be refining/modifying the strats when I get a chance to run the zone myself. There is more information available in this thread. Scroll up!

Thanks to all those who post strats/information.
 

dtgreer

Member
Updated Sleeper's Tomb with basic strat information. I will be refining/modifying the strats when I get a chance to run the zone myself. There is more information available in this thread. Scroll up!

Thanks to all those who post strats/information.
I added the names of the named above if you want to add them to the post.
 

quan

Active Member
one thing to note about the two last encounters in heroic challenge mode...

ive noticed that these 2 named seem to randomly mem wipe on certain pulls. it almost seems like a 50/50 chance. obviously it is much easier to kill them if they dont mem-wipe. so if you wipe due to this just try again till you get a non mem wiping version.

its the difference between an afk fight and watching like a hawk...

strats are as follows....

<goo ghost>... i fight in the outside hall and seperate my group prior to the fight so everyone is approximately 10 meters apart forming an M pattern with healers on the bottom points mages at the top and bard in the middle and then i tank right by the door approx 18 meters away from the healers.

campspot on joust out is great for this fight if your an ogre user. if you have low dps and want to do challenge mode make sure you kill the adds. if your a real tank (zerker) the adds really dont matter.

it seems that the way to avoid the mem wiping version of the challenge mob is to fight the easy version until it spawns a first set of adds and then leave the room. I am not sure if this was how the fight was intended but it works and is significantly easier.


<statue>.... i take the outter edge to avoid all trash and while i am walking along the wall i stop the second i get the red text. i leave my group there and move 18 meters towards the portal. once again camp spot is great if your an ogre user.

after 4 waves of misc trash the statue adds. after he converts to his challenge mode its a straight burn until 20% and you get your first wave of adds. at 10% you get 2 more waves at the same time and they keep coming from there. The last 10% is a straight burn and verdict doesnt seem to work. It doesnt hurt to throw up some emergency wards and death prevents in case the trash gets a lucky shot on inc. I keep everyone at 18 meters to avoid soaking up group wards etc.

if your a low range dps group it is possible to position the mob between your group and still stay 18 meters away allowing melee for both you and your group while keeping the add dmg off of your group. Just hope that you dont have the mem wiping version of the mob.
 
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larrydoyle

Senior Member
Did they change the final mob (Arbiter) for HM? I pulled him over 10 times today, and every time got memwiping mob. I got non-memwiping before, but now I can't. Is there some trick, like the previous mob in not pulling out of chamber before adds spawn, that makes the version that does not memwipe?
 

larrydoyle

Senior Member
BTW, while it is fun to just dps through the scripts, on Eudoxxus you are supposed to stop attacking when the chat text "Eudoxxus hardens in place and ceases to move". If you target yourself and stop attacking, no adds will spawn. Just wait until you see him start moving again and then you can continue to DPS. I actually find this quickens the fight, because you don't waste time on adds and I think he heals when you stike him while he is frozen.
 

macker0407

Active Member
It seems to be completely random and somewhat streaky. Just keep resetting the encounter or learn to deal with the memwiping version. 50/50 chance of winning as a heroic scrub and rotating my snaps with some intelligence, as it's pretty easy to time.
 

shadow1385

Active Member
I've been lucky and only gotten the mem wipe mob once or twice in the past few days.
The things I've noticed. Not that anyone of these are what makes or breaks the mem-wipe version:

I keep him in close proximity to the portal the add come out of.
Don't try to reposition him when he becomes active. Move the group to wherever he is standing.
Don't pull him too close to the wall.

That's the best luck I've had with him. I honestly think the proximity to the wall and trying to reposition him have the biggest impact.

my 2cp
 

ike016

Active Member
What is a good Parse for the Arbiter CM. Trying to guage wether to start trying him or just wait until I get a bit higher DPS.
 

uiyice

Active Member
What is a good Parse for the Arbiter CM. Trying to guage wether to start trying him or just wait until I get a bit higher DPS.
@650K, it's a non starter. The adds at the end of the fight will flatten you
@780K, it's a crap shoot. The last 4% you cross your fingers and pray
@880K, you're free and clear. Sure, you can still mess it up, but the last 10% goes by so fast you have very little time to screw up.

[One mans opinion - your mileage may vary]
 

shadow1385

Active Member
New strat on The Enkindled Arbiter...

Mem wipe seems to be time related. If you do a slow burn on The Final Arbiter before he red text pops up, he hasn't mem wiped on me yet. I did 6 runs last night and didn't have a mem wipe.


Anyone have any luck with the UD mobs on challenge?

Dagarn and Ikatiar still give me fits....
 

popo

Active Member
fyi - 2nd to the last name mem-wipes if you miss a cure.

I will try the slow burn on the last guy. I have yet to see a non-memwipe over the last few days.

one more note: if you do get mem-wipes on last guy they are ~40 seconds apart.
 

dtgreer

Member
How do you enable challenge mode for the goo ghost?
If she leaves the room she starts in it becomes CM.


Also, I have discovered most like a bug but one that makes this battle easier. If you camp your group in the room that she starts in and start the battle in EM. I wipe out the first group of spawns then pull her out of the room to activate the CM (leaving group camped in the starting room). I immediately pull her back into her starting room. She no longer mem wipes. Makes the battle trivial at this point. In my case, I have to switch off and kill the adds but without the mem wiping it is just a matter of time.
 

Garp74

Member
For Ingolf Arnar, I camp spot just outside the doorway, in the corner to the right. My tank pulls her out of the room and I set her up with her back facing my group about 5m away. I alternate between burning her and her adds. I have snaps ready for when she memwipes, which as a previous poster noted, is about every 40 seconds. Group is Guardian - Coercer - Inquisitor - Defiler - Assassin - Dirge:

(04:18) Ingolfa Arnar: 910349
ASS | 307k DPS
COE | 209k DPS
GUA | 151k DPS
DIR | 147k DPS
INQ | 53k DPS
DEF | 43k DPS

For The Enkindled Arbiter, I set up in the second alcove as you run towards the portal from the edge of the room. There's a spot that when you cross, starts the encounter. I camp spot right before that, again in the corner. I find doing it there gives me enough room to set the MOBs where I want them, and pickup adds in the last 20%. I do a normal fast burn until he hits 20%, snapping as I need to. When he 20%, I wait for the first adds, then taunt them to me. Then I hit Divine Recovery to boost the group's potency, and unleash from there, staying on the arbiter full time (with a Bladedance up, and rotating through temps and Divine Guidance and Divine Aura on the INQ). Again, group is Guardian - Coercer - Inquisitor - Defiler - Assassin - Dirge:

(07:12) The Enkindled Arbiter: 974793
ASS | 301k DPS
COE | 218k DPS
DIR | 172k DPS
GUA | 164k DPS
INQ | 82k DPS
DEF | 39k DPS
 

macker0407

Active Member
Ingolfa memwipes every 45 seconds, Enkindled Arbiter wipes every 30 seconds(if you get a memwiping version). The memwipe timer appears to only start when you're back at 100% agro, so depending on how fast you react and whether you are using positional snaps or force target snaps the timers will begin to drift.
 

Eyedea

Active Member
Anybody else getting weird bugs with The Enkindled Arbiter today? Ive had the adds start spawning at 50% and a whole new add start spawning out of the portal right off the start called "a flamecaller devout"...
 

macker0407

Active Member
There are essentially 3 versions of the CM Arbiter:

1) Non-memwiping, tank'n'spank to 18% then adds
2) Mem-wiping, tank'n'spank to 18% then adds
3) Non-memwiping, continous add waves with a fail condition "devout" add(if you have two up at the same time you go splat)

1 and 2 are the most common, 3 happens every now and then.
 

Taubstumm

Member
Someone told me it's an HP issue. I know you need to have him between 30-50% before he turns HM in order to just get the 18% adds. Not sure what the %'s are for the others, but at least you have a goal.
 

swamp42

Member
This Bitch...
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)
There has to be something more to her. We have a group (not raid, six lvl 95's most 320: templar, paladin, troubador, beastlord, warden, monk) and we cannot get her to drop. There is also something about the physical vs arcane on the ads, but the ads are not named correctly, they are all the same. She is super healing herself and after 10+ minutes (we can keep up with the ads and the fear curse is not an issue) she just delivers an AOE that kills most of the party and then another that kills the rest. Did I mention she has a super heal? Oh yeah. Super heal. We had her at around 30% and next thing you know, back up to 70% and then a few seconds later... 92%. WTF with this bitch? Is she broken or are we completely missing something?
Please help!
Thanks!
 

macker0407

Active Member
I'm assuming this is challenge mode Ingolfa(where you pull her out of the room and she goes primal or whatever), because the standard version is trivial. There's no trick to the CM version, it's a fairly standard gear check. Either you have the HP to survive the raw damage, the HPS to heal it and the DPS to overcome the adds or you don't.
 

Dylan2001

Member
That is the strat for Ingolfa. I haven't done that zone since the xpak but if I remember correctly the adds heal her. I basically park my guys just inside her room and pull her out then back into melee range. I have lots of AE damage, focus on her for the most part. May target the adds some just to get them out of the way, I'd probably say kill the adds then go back to her on your setup but I dont know your DPS (Mine was usually around 1.5-1.8mil back then). Also she mem wipes (usually 2 times before i killed her and it normally happened around 75% and 30% at a rough guess).

I also have all potions click on just for curing purposes that seemed to help on first attempts.
 
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