Tears of Veeshan - Heroic Instances

Eyedea

Active Member
Why do I even post on this site? I'm always proving myself wrong. There is no dps/healing add. If they are next to Fherin, they heal just as quickly as he does.

I was able to kill him last night. I took off hate decreasers and set up in a straight line:

{add1} ----------- 40m ---------- {Fherin} ------------ 40m --------- {add2}
[coercer] -20m- [defiler] -20m- [tank] -20m- [inq] -20m- [dirge & ranger]

I paused the bots. Said no-move. Turned off assist on the dps. Manually targeted the adds with the 3dps. Then unpaused. Once {add2} died, I moved the scouts to help with {add1} and {Fherin}. Fherin was down to 50% when add2 died, but add1 was migrating to close. Had to move the dragon around.

This line setup rocked because everyone was getting cures and was within heal range.
Any reason you dont just pile everybody up, move into aggro range of Fherin, campspot them and pew pew the adds down?
 

Midnyte_ride

Active Member
Some more for Vulak's...

Getiar Razorwing hits smaller but very fast, just chained temps and didn't have any trouble staying alive. He casts Winged Death which pulls your tank behind him, just move back into position. Glacier Smash looked like it was the same mechanic as Neragul's aoe in halls, whole group can't do anything until a mage cures it or cures a priest who cures it. Just don't fall into the water (there are some puddles on the right side of the platform, stick to the center and left) and tank and spank him.

Geradin the Grotesque hits reasonably hard, not enough to one shot my tank. If anyone dies during the fight he'll spawn an add, but it's pretty hard to die honestly. At the start he'll curse everyone with a det that ticks aoe damage every few seconds, it didn't seem to do much. My healers cured two people automatically and I didn't notice the groups health wavering at all from it. At 50% he'll split into two mobs, his mount and himself. Geradin ports away from you and just shoots you with his bow, Jhul Vespan is his mount who stays put and attacks you. For the rest of the fight Geradin will red text that he's targetting someone, that person gets a no-change-target det that lasts a good while. It hit my tank on our first pull and really sucked waiting it out. Anyway, the mount has crap for hp, it dies in a few seconds. After it dies Geradin comes back, just tank and spank him. He didn't seem to hit any harder the second time, nor have any more hp, just the annoying force target issue.

Didn't get very far on Ahmatal the Scorcher. Some kind of aoe blind followed by a red text about not being able to see an attack coming. It didn't register any damage in ACT, so dunno what that's about. His auto attacks just fuckin' hurt. My tank is a bruiser and it's easy enough to survive the first 30sec or so with avoidance temps, but when I'm forced to use Brawler's Tenacity he eats all 3 triggers in about 10sec (even with DG & Draconic Shout increasing my hp, rockskin and a 25% damage reduction clicky, ouch!). Will work on him a bit more, but I suspect further gearing up will help, and high dps is a must.
 

amyglyn

Active Member
Some more for Vulak's...

Getiar Razorwing hits smaller but very fast, just chained temps and didn't have any trouble staying alive. He casts Winged Death which pulls your tank behind him, just move back into position. Glacier Smash looked like it was the same mechanic as Neragul's aoe in halls, whole group can't do anything until a mage cures it or cures a priest who cures it. Just don't fall into the water (there are some puddles on the right side of the platform, stick to the center and left) and tank and spank him.

Geradin the Grotesque hits reasonably hard, not enough to one shot my tank. If anyone dies during the fight he'll spawn an add, but it's pretty hard to die honestly. At the start he'll curse everyone with a det that ticks aoe damage every few seconds, it didn't seem to do much. My healers cured two people automatically and I didn't notice the groups health wavering at all from it. At 50% he'll split into two mobs, his mount and himself. Geradin ports away from you and just shoots you with his bow, Jhul Vespan is his mount who stays put and attacks you. For the rest of the fight Geradin will red text that he's targetting someone, that person gets a no-change-target det that lasts a good while. It hit my tank on our first pull and really sucked waiting it out. Anyway, the mount has crap for hp, it dies in a few seconds. After it dies Geradin comes back, just tank and spank him. He didn't seem to hit any harder the second time, nor have any more hp, just the annoying force target issue.

Didn't get very far on Ahmatal the Scorcher. Some kind of aoe blind followed by a red text about not being able to see an attack coming. It didn't register any damage in ACT, so dunno what that's about. His auto attacks just fuckin' hurt. My tank is a bruiser and it's easy enough to survive the first 30sec or so with avoidance temps, but when I'm forced to use Brawler's Tenacity he eats all 3 triggers in about 10sec (even with DG & Draconic Shout increasing my hp, rockskin and a 25% damage reduction clicky, ouch!). Will work on him a bit more, but I suspect further gearing up will help, and high dps is a must.
I'm working on this zone now.

Finally got Ferin down. I don't know what happened, but after I upgraded a couple gear pieces to 3/3 green gems, Ferin (may be spelling it wrong) was suddenly quite easy. Enough that I was quite confused. Hey, whatever, right.

Getiar Razorwing: for him I just fought him up on the wall. I don't know. I killed the little fire balls as they spawned. The port thing didn't seem to move my tank behind him all the time, it seemed like it was random, but that could have been because I was up on the wall. At that point I went to bed I was tired lol, trying the rest of the zone noe lol.

Edit:
Geradin the Grotesque. Super easy. Turn on prophetic ward if your group has a mystic. If you are having trouble (i didn't, but you might if you are undergeared...then again I guess you wouldn't have made it this far if you were) spread everyone out a ways.

Edit: Now on the final guy, I'll try it a couple times then go do other stuff for a while then come back. lol
 
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Some people prefer to take the difficult path.. :D

wish I understood the easy way, been getting my ass handed to me on my monk, did the split, did the line thing, tried the campspot ( was insta wipe on that one) did the run in spin mob have the dps run to adds. None really working for me... Best I got was in the line and that I had one dead and was working on the second but didn't pan out. gonna try again tomorrow when it isn't 3:30 am and my brain is fried.
oh team is a monk, 750kish, inq, mystic, illy, dirge, ranger
 

Kannkor

Ogre
wish I understood the easy way, been getting my ass handed to me on my monk, did the split, did the line thing, tried the campspot ( was insta wipe on that one) did the run in spin mob have the dps run to adds. None really working for me... Best I got was in the line and that I had one dead and was working on the second but didn't pan out. gonna try again tomorrow when it isn't 3:30 am and my brain is fried.
oh team is a monk, 750kish, inq, mystic, illy, dirge, ranger
I used my alt group and ran it and did both ToV zones the same way as my primary group. This alt group is massively undergeared compared to my main group. These were the first zones I've ever ran on them, so I had a few pieces of arcane hand-me-downs, and coe gear.

Move semi close but not within agro range, buff up (wards/reactives), then set up for him. Target him on your tank as you are running in, then switch to the adds.
I just watch and do absolutely nothing.

What are people dying too? Like, specifically. The uncurable should be very easy to heal through, unless your profiles don't have any heals in them at all.
 
I'll do the fight when I get home and let ya know how it goes. I am curious on one point tho, are you saying that you don't even move the adds away?
 

Yorkie

Active Member
Well I can finally kill Fherin and I must say I use a similar straight line strat that Taubstumm mentioned (thx a lot taubstumm)in a earlier post and find it real easy now, no drama or anything just a nice steady fight. I must ask though and its a bit of a noob question, this "set up for----" on some of the mobs I take it you type it in consol? but the problem I have is when I type it, it says "unknown command 'set' " am I missing something? I have tried the search function here but nothing comes up and when I look at wiki it just says "Command: set up for experiment"

many thanks
K.............

P.S on to labs now lets see how that goes :)
 

Wescondley

Active Member
You guys are wayyyyyy over thinking this. Man I'm almost afraid to post this as I know it'll get changed eventually....but meh...lol.

1. Have someone you don't care about (BUT DON'T ADMIT IT, BOTTED CHARACTERS HAVE BIG EGOS AND ARE KNOWN TO /EXIT WHEN YOU NEED THEM MOST) eat the death sacrifice.
2. The rest of the group stands back out of aggro range.
3. Rez the person who died.
4. Get coffee, whatever. The boss won't aggro you.
5. Use a pet to pull an icon to the group and kill it. The boss will not aggro unless you are incredibly stupid. Rinse, repeat (like shampoo...boycott shampoo, demand real poo).
6. Once all icons die, kill the boss. YAY!
I don't know how you made this work. No matter how, or who I sacrifice, the Warden still comes to the rest of the group and kills them. I've paused the bot, gotten as far away as possible, nothing seems to work. I'm guessing they changed the fight where this isn't possible anymore?
 

Wescondley

Active Member
Well I can finally kill Fherin and I must say I use a similar straight line strat that Taubstumm mentioned (thx a lot taubstumm)in a earlier post and find it real easy now, no drama or anything just a nice steady fight. I must ask though and its a bit of a noob question, this "set up for----" on some of the mobs I take it you type it in consol? but the problem I have is when I type it, it says "unknown command 'set' " am I missing something? I have tried the search function here but nothing comes up and when I look at wiki it just says "Command: set up for experiment"

many thanks
K.............

P.S on to labs now lets see how that goes :)
You type the command in gsay after you set the to camp spot
 
I used my alt group and ran it and did both ToV zones the same way as my primary group. This alt group is massively undergeared compared to my main group. These were the first zones I've ever ran on them, so I had a few pieces of arcane hand-me-downs, and coe gear.

Move semi close but not within agro range, buff up (wards/reactives), then set up for him. Target him on your tank as you are running in, then switch to the adds.
I just watch and do absolutely nothing.

What are people dying too? Like, specifically. The uncurable should be very easy to heal through, unless your profiles don't have any heals in them at all.

ok so just tried this twice, temp buffs, all that stuff and all that happens is I camp in front of him in a group. everyone stays with the tank in front of the named and they tried to range the adds when I target them. Fight lasted 2:20 had one down to like 40%. my question is this, is the whole group meant to stand right with the tank and get all the frontals from the named? my healers put out 70k and 45k hps on the last fight. keeping them together to range the mob my ranger gets no back shots and the damage from the name seems to just be way too much for the them to handle.
I'm gonna try the "hard" style you talk about to see if that works cuzz my team just can't take the damage from being in front on these mobs.

If the case is that I just need to get more gear for more hp I guess i'll just keep farming snakes, gobbies, bees, and the nexus till I have the hp.
 

amyglyn

Active Member
I don't know how you made this work. No matter how, or who I sacrifice, the Warden still comes to the rest of the group and kills them. I've paused the bot, gotten as far away as possible, nothing seems to work. I'm guessing they changed the fight where this isn't possible anymore?
Nope it still works just fine. Make sure you don't cast any heals or death saves on the person who is going to get sacrificed. *shrug*


For Fherin, here's an easy strat that doesn't require anything special to do:

Position like this (all out of aggro range by like 5 meters)

ADD 1 ------------- Fherin ----------- ADD 2


---------------------Tank--Healer(s)--DPS

Just have your DPS all assist one of your DPS people. When ready to engage, target the ADD 2 w/your dps assist person (maybe put ignore npc hp on temporarily and then just have everyone paused, when ready just hit resume? w/e method you wanna use). They'll start attacking it. At the same time, simply step into aggro range of Fherin with your tank and hit him with an arrow, spell, flying trout, or whatever.

The add on the right will stay pretty much put. Just keep your tank in heal range of your healer(s). Seriously if I was able to beat this with my monk with only the warden healing the monk (the mystic was helping DPS the adds), trust me, you can do it lol. Trust me.

Anyway, add number 2 will die. Yay. At this point, you have two easy choices!

One: move your DPS/Healer guys over to the left, start hitting the add number 1, then move Fherin to the right a bit w/your tank.

Two (laziest option): target the add number 1 with your dps assist guy. Tank hits some temps and then runs all the way over to the left, both Fherin and the add will mozey along w/you. You'll be out of heal range for like 10-15 seconds (rough guess) but hey that's what temps are for. Once the DPS start hitting the add a bunch, it should stop moving. At that point just drag Fherin back over to where he was. If they don't position how you want or something just run it around again till the add is where you want it to be. Victory!
 

pelly

Active Member
I used my alt group and ran it and did both ToV zones the same way as my primary group. This alt group is massively undergeared compared to my main group. These were the first zones I've ever ran on them, so I had a few pieces of arcane hand-me-downs, and coe gear.

Move semi close but not within agro range, buff up (wards/reactives), then set up for him. Target him on your tank as you are running in, then switch to the adds.
I just watch and do absolutely nothing.

What are people dying too? Like, specifically. The uncurable should be very easy to heal through, unless your profiles don't have any heals in them at all.
This is how I do it as well and have pretty average gear. Killed him a few times with no problems. Group is wearing mostly new heroic gear from zones with some older COE EMx4 raid gear. On the adds, I sometimes manually move my brig over to them to dps faster but that is not really necessary. I run Monk, Defiler, Warden, CoE, Dirge and Brig.
 
Well tbh I don't know why I'm failing so hard, I gave up and just went to labs for the first time thinking I would give that zone a go, and and i just finished the whole zone, in fact I got the extreme urgency on it. only mob in zone I had any issue with was the failed experiment, took me a few pulls to figure out I needed my toons to stay less than 5 meters from me so I could move when he drops the pools.
So thanks for the help, I'm just gonna run the other zones a little more so I can upgrade the gear I have and then go back in a few days when I'm not so mad =p
 

Midnyte_ride

Active Member
Ahmatal the Scorcher (Vulak'Aerr's Dominion) - stoneskin/avoid as much as you can, he'll one shot your tank no matter how well geared you are. Death prevents work, but try to have something going at the same time like damage reduction, or he'll just chew through them. This fight is very much just a burnfest. Kill it before it kills you. Fire will appear all around his platform and move around for a little while. Didn't notice it doing anything other than a small amount of damage (like 15k every couple of seconds, nothing major), but it doesnt hurt to avoid it anyway. I respeced my healers and tank to give every possible defensive advantage I could and tanking him wasn't too bad at all. Killed it with ~5mil dps, 2:20sec fight.

edit: Oh, hey KBs too occassionally. Actually helped me move out of the flames a few times. He'll blind a couple people now and then too. It says you can't see an attack coming, but it didn't seem to do anything. The only major concern in the fight is his auto attacks.
 
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Yorkie

Active Member
You type the command in gsay after you set the to camp spot
Many thanks m8.

another question please and its about the failed experiment in labs the red blob guy. "peternov01" mentioned "I needed my toons to stay less than 5 meters from me so I could move when he drops the pools". I cant do this mob yet and could do with my team moving real close with me while still in combat, is this what peternov01 is on about? if so what setting is that cos "move in front" and trying to get em to move fast enough with me when he drops the blobs just doesn't work fast enough.

regards
K.......
 

amyglyn

Active Member
Ahmatal the Scorcher (Vulak'Aerr's Dominion) - stoneskin/avoid as much as you can, he'll one shot your tank no matter how well geared you are. Death prevents work, but try to have something going at the same time like damage reduction, or he'll just chew through them. This fight is very much just a burnfest. Kill it before it kills you. Fire will appear all around his platform and move around for a little while. Didn't notice it doing anything other than a small amount of damage (like 15k every couple of seconds, nothing major), but it doesnt hurt to avoid it anyway. I respeced my healers and tank to give every possible defensive advantage I could and tanking him wasn't too bad at all. Killed it with ~5mil dps, 2:20sec fight.

edit: Oh, hey KBs too occassionally. Actually helped me move out of the flames a few times. He'll blind a couple people now and then too. It says you can't see an attack coming, but it didn't seem to do anything. The only major concern in the fight is his auto attacks.
Nice strat. I think the blindness might be curable by moving to the other person who is blind, but I'm not positive, I only gave it two tries the other day, got it to about 50%. I'll try going back through the zone tonight or tomorrow. Need to find another group on crushbone (I have 2 groups) to give the first raid zone a try. (and start getting strats worked out for it and posted) ;-)
 
Many thanks m8.

another question please and its about the failed experiment in labs the red blob guy. "peternov01" mentioned "I needed my toons to stay less than 5 meters from me so I could move when he drops the pools". I cant do this mob yet and could do with my team moving real close with me while still in combat, is this what peternov01 is on about? if so what setting is that cos "move in front" and trying to get em to move fast enough with me when he drops the blobs just doesn't work fast enough.

regards
K.......
On the follow tab you can pick how far they are from you before they move, I want to say default is 30, but I could be wrong. I did it the first time setting em to 5 meters but the second run in the zone I just put it to 2 meters and when he drops the pool I back up and hit "come to me" just to be safe. oh and I pulled him up on the first ledge and moved around that .
 

Cheesy

Well-Known Member
Many thanks m8.

another question please and its about the failed experiment in labs the red blob guy. "peternov01" mentioned "I needed my toons to stay less than 5 meters from me so I could move when he drops the pools". I cant do this mob yet and could do with my team moving real close with me while still in combat, is this what peternov01 is on about? if so what setting is that cos "move in front" and trying to get em to move fast enough with me when he drops the blobs just doesn't work fast enough.

regards
K.......
If using Ogrebot, read This Thread, Camp spot at one area, move one direction all the way, then move to the opposite side, and move back the other way.

Move 4 <---- Move 3 <---- Move 2 <---- Move 1 <---- Start
|
|
|
V Move 5 -----> Move 6 ----> Move 7 -----> Move 8 -----> Move 9 etc.

Should be dead within a few of those moves, job done. If you can position on tank well, can have mobs back facing group full time too.
 

Yorkie

Active Member
On the follow tab you can pick how far they are from you before they move, I want to say default is 30, but I could be wrong. I did it the first time setting em to 5 meters but the second run in the zone I just put it to 2 meters and when he drops the pool I back up and hit "come to me" just to be safe. oh and I pulled him up on the first ledge and moved around that .
Doesn't this only work when not in combat? If your on about the auto follow and auto follow within ( ) options in setup tab.

Many thanks
K.......
 

Midnyte_ride

Active Member
Ahmatal the Scorcher (Vulak'Aerr's Dominion)
He'll blind a couple people now and then too. It says you can't see an attack coming, but it didn't seem to do anything.
So the last couple of times the blind is followed by a one-shot. Can't seem to figure out what causes the blind or who is chosen (seems completely random). I guess I'd stumbled across the solution in the past without knowing it. If anyone has more info it'd be appreciated.
 

amyglyn

Active Member
Boss 1 in Accursed Sanctum (Raid zone). I two grouped it. Trying to find a fellow botter on crushbone to run with that is chill and relaxed, but nada yet. sniffles. lol.

Anyway, for the first boss:

Accursed Custodian

1. The boss summons adds. I believe you need around 7 million DPS to get everything down before more adds spawn, but I could be wrong. It's not too many honestly, my second group is poorly geared, the adds were not a problem.

2. The boss does a black-hole type effect on the ground. This must be moved out of immediately or everyone will die. This can land on the tank.

3. The boss does a root/stiffle periodically (maybe just a stun i'm not sure). This will land on your tank. This is obviously a problem with the black-holes on the ground. Work around it with immunities from a mystic, a war rune, spec into Experienced Insight temporarily, or do whatever you need to do. Again not sure if it's a root+stiffle or a flat out unresistable/uncurable stun. Either way, it can't be cured by your healers (immunities seems to work though).

The boss drops forearms.
 

Yorkie

Active Member
Any good info on Merrig the Necrosplicer in labs please, I have my inq/mys full on healing using there death saves but I can only get him to about 25-30%. Just too many adds. My team is sk, dirge, swashy, inq, mys, coer.
Just so many adds lol

regards
K.....
 

Midnyte_ride

Active Member
Any good info on Merrig the Necrosplicer in labs please, I have my inq/mys full on healing using there death saves but I can only get him to about 25-30%. Just too many adds. My team is sk, dirge, swashy, inq, mys, coer.
Just so many adds lol

regards
K.....
That's the guy with all the snakes, ya? I'm pretty sure you can pull the snakes first so at least some of them aren't alive for the named fight. I know I managed to pull the left-most group of snakes and kill them before one of my toons went crazy and pulled the whole lot, so I imagine it's possible to pull all of them if you're careful enough. If not, I'd just suggest starting with DG and when that runs out spirit tap, and then cycle temps with your tank. Should give you a good 1:30 to kill him.
 

amyglyn

Active Member
Accursed Sanctum (raid zone) Boss number 2. (Forget the name right now sorry, it's late).

1. DPS check fight. Not sure what is needed, but i did it with two groups.

2. Summons adds periodically. These need to be burned down ASAP. The adds, if they live very long (not sure what the timer is, might be 1 minute, but might be less, i didn't time it) begin to memwipe and will kill your group fast. There seems to be an aoe power drain but it is negligible and doesn't matter imho.

3. Make sure to have cross-group cure curse on. There is a curse that is a fail condition if not cured fast enough. It will spread and wipe your raid if not cured ASAP.

So basically: cure curses fast, burn adds as fast as possible then get back to the boss. It drops boots.
 

Yorkie

Active Member
That's the guy with all the snakes, ya? I'm pretty sure you can pull the snakes first so at least some of them aren't alive for the named fight. I know I managed to pull the left-most group of snakes and kill them before one of my toons went crazy and pulled the whole lot, so I imagine it's possible to pull all of them if you're careful enough. If not, I'd just suggest starting with DG and when that runs out spirit tap, and then cycle temps with your tank. Should give you a good 1:30 to kill him.
Awesome nice one m8, didn't realise they were in separate encounters, killed all grp's of snakes then him, easy peasy. Killed the experiment also on 1st pull that was esay too now on to the last mob the x2 one, god know how am gonna do him, any help would be greatly appreciated. Seems it could be tough especially with his casting of that heal thing and the adds too could be difficult to monitor.

Regards
K.......................
 

Yorkie

Active Member
now on to the last mob the x2 one, god know how am gonna do him, any help would be greatly appreciated. Seems it could be tough especially with his casting of that heal thing and the adds too could be difficult to monitor.
forget this post I killed him on the 1st pull and flawless too, I ignored the adds and think a script in orge stopped attacking when the heal thing was up.. anyway 2 zoners down 1 to go.. thx all who gave me help much appreciated :)

Regards
K............
 

mistahmikey

Active Member
Nice strat. I think the blindness might be curable by moving to the other person who is blind, but I'm not positive, I only gave it two tries the other day, got it to about 50%. I'll try going back through the zone tonight or tomorrow. Need to find another group on crushbone (I have 2 groups) to give the first raid zone a try. (and start getting strats worked out for it and posted) ;-)
When you get the blindness, there is an add that spawns, "a Scorching" something or other. It appears the blinded players must be near this add to cure themselves of the blindness. If it is not cured, the afflicted person dies. If the toon you are playing gets the det, you can't see shit (the screen goes black), but you can use the radar to locate the add and run to it. To cure the other folks, just pull the add through the group. You have to be careful to not kill the add before other folks are cured, because it dies fairly quickly if you attack it. I think 2 toons at a time get this, and I am not sure if one of them is always the tank, so whenever I see the add, I just pull it to the group.

That said, I have been unable to kill this mob, because eventually it oneshots my tank. There is another det it puts on the group called Exacerbation, and the text of it seems to indicate the mob can "take the soul away" with an attack. Have been unable to figure out a way to avoid this. But I think the only way to kill this named is to have a lot of stoneskins/save asses available to you and perhaps make sure you keep them on your tank when Exacerbation is on it.
 

Yorkie

Active Member
For Aegragis the Engineer in Vulak's domminion has anyone killed him on the floor? I tried where he is but seems a bit cramped so I pulled him to floor and got him to about 60% but then my chars started acting weird not moving when they should then moving all over the place mybe lag or memory lag or something.. got 16G in though so dunno it happens now and again.
Anyway any info/strat in Aegragis the Engineer? plz I looked at the one on page 7 here by amyglyn so trying that but maybe on floor see how that goes

thx
K...........
 

Cheesy

Well-Known Member
For Aegragis the Engineer in Vulak's domminion has anyone killed him on the floor? I tried where he is but seems a bit cramped so I pulled him to floor and got him to about 60% but then my chars started acting weird not moving when they should then moving all over the place mybe lag or memory lag or something.. got 16G in though so dunno it happens now and again.
Anyway any info/strat in Aegragis the Engineer? plz I looked at the one on page 7 here by amyglyn so trying that but maybe on floor see how that goes

thx
K...........
I do it behind the pillar thing where he is. On the same level.

Camp spot group in a safe place far away from barrels, pull named to barrels, jst-in.
Red ring appears - Jst-out. Ring disappears, pull named back to barrels, jst-in.

Repeat till dead. Dispelling when needed. Killing engineer toolboxes on joust out.
 

Yorkie

Active Member
Thx cheesy, but managed to kill him on the floor. My strat was attack him, move when red ring appears, either move the way krannkor mentioned here:- https://www.isxgames.com/forums/threads/6945-ToV-Instances-Guide-to-winning
Or just use come to me. Kill any adds in between red ring things. At 75% and 25% when stone skin up move him to some barrells that are around that take stone skin off. Extra add at same 75% and 25% kill them too. Eventually he goes down. Crappy belt loot that also drops in labs and halls and this was a x2 mob. Rubbish :(

anyway au only tried the next one once and got owned cos didn't have a strat forgot its name it's a big Wurm thing up top of the left hand side ramp

regards
K......
 

amyglyn

Active Member
Thx cheesy, but managed to kill him on the floor. My strat was attack him, move when red ring appears, either move the way krannkor mentioned here:- https://www.isxgames.com/forums/threads/6945-ToV-Instances-Guide-to-winning
Or just use come to me. Kill any adds in between red ring things. At 75% and 25% when stone skin up move him to some barrells that are around that take stone skin off. Extra add at same 75% and 25% kill them too. Eventually he goes down. Crappy belt loot that also drops in labs and halls and this was a x2 mob. Rubbish :(

anyway au only tried the next one once and got owned cos didn't have a strat forgot its name it's a big Wurm thing up top of the left hand side ramp

regards
K......

There really is no strat for the big wurm (Fherin). Well, other than kill the portals when they spawn. It's a matter of shaman debuffing him so he doesn't one shot your tank (as much) and dps'ing him down before your tank runs out of saves.

It seems glitchy to me, it's strange. DPS debuffs are the biggest help.
 

mistahmikey

Active Member
There really is no strat for the big wurm (Fherin). Well, other than kill the portals when they spawn. It's a matter of shaman debuffing him so he doesn't one shot your tank (as much) and dps'ing him down before your tank runs out of saves.

It seems glitchy to me, it's strange. DPS debuffs are the biggest help.
Mind sharing what specific debuffs you are using? I run with a monk, inq, and defiler, and I tried putting every debuff they have on him, but it didn't seem to matter much. The only way I can beat this encounter is to judiciously use my monks's numerous avoidance buffs (stoneskins/100% blocks) supplemented with the monk and priest death prevents when all avoidance buffs are down.

And for those reading this thread, there is a typo in amyglyn's post - the wurm's name is Dagrin in Vul - Fherin is the wurm in Halls :)
 
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Cheesy

Well-Known Member
The only way I can beat this encounter is to judiciously use my monks's numerous avoidance buffs (stoneskins/100% blocks) supplemented with the monk and priest death prevents when all avoidance buffs are down.
Pretty much this.

Get hit, you are dead as a monk. Unless you have a channeler, even then its very risky.

SoE are however looking at this zone apparantly, wouldn't be surprised if it saw some changes sooner rather than later.
 

amyglyn

Active Member
Mind sharing what specific debuffs you are using? I run with a monk, inq, and defiler, and I tried putting every debuff they have on him, but it didn't seem to matter much. The only way I can beat this encounter is to judiciously use my monks's numerous avoidance buffs (stoneskins/100% blocks) supplemented with the monk and priest death prevents when all avoidance buffs are down.

And for those reading this thread, there is a typo in amyglyn's post - the wurm's name is Dagrin in Vul - Fherin is the wurm in Halls :)
LOL yes my bad, Dagrin the Defiler. Was late forgive me!

Okay, the ones that seem to help the most, on the mystic are the two that debuff DPS. Umbral trap is one of them. I believe that's shared w/defiler. Make sure you get that one on asap. There is one other DPS debuff, defilers get one as well. I believe the defiler one is "Atrophy". Could be wrong. I also have 10 points in the heroic tab AA that makes the debuffs stronger. I'm not sure how much it helps, but it sure can't hurt.

I actually went into this zone last night on my second group (fairly crappy gear, mystic/warden/dirge/brigrand/monk/coercer). I was able to beat him without too much issue, got him on the first try, which was suprising. Having warden instead of the inquisitor really cheeses it though since you get two death saves, inf thorns, cyclone, and sandstorm. No way I could beat the final boss w/that group's gear though, hah.

Oh, also for the Defiler dude...at some point he seems to cast some sort of "reflective skin" ability (i believe that's the name of it). You can try to absorb magic it, not sure on the details of it really lol.
 

pelly

Active Member
Mind sharing what specific debuffs you are using? I run with a monk, inq, and defiler, and I tried putting every debuff they have on him, but it didn't seem to matter much. The only way I can beat this encounter is to judiciously use my monks's numerous avoidance buffs (stoneskins/100% blocks) supplemented with the monk and priest death prevents when all avoidance buffs are down.

And for those reading this thread, there is a typo in amyglyn's post - the wurm's name is Dagrin in Vul - Fherin is the wurm in Halls :)
I run a similar setup (Monk, Defiler, Warden, Coe, Dirge and Brig) and killing him fairly easy. I am in 5/7 potent gear with no upgrades. Here is what I do. I am not really targeting Fherin during the fight so little of my single target debuffs are actually on him, however I have my defiler's encounter debuffs Malicious Spirits and Umbral Trap on him as well as my Dirge encounter debuffs. My monk has SG at 50% and IF at 40% and BT at 25% in priority tab and mountain stance in named cast order. Monk is at 25137/16175 avoid/mit. I am using Kan's campspot settings and leave toons in front of Fherin, but usually control my brig and run over to debuff and dps the flame things left first (facing Fherin) then right one. Warden in dps spec.

Hope that helps.
 

amyglyn

Active Member
Also: *shakes fist at that healer charm (the one that drops the ward area on the ground) always dropping and ev charm never dropping*
 

Eyedea

Active Member
Pretty much this.

Get hit, you are dead as a monk. Unless you have a channeler, even then its very risky.

SoE are however looking at this zone apparantly, wouldn't be surprised if it saw some changes sooner rather than later.
I hope not, SoE dumbs down enough shit cause people just suck.
 

amyglyn

Active Member
[HR][/HR]
I hope not, SoE dumbs down enough shit cause people just suck.
/agree.

And monk is not bad. I was able to clear everything but the final boss in dominion w/my group 2, w/monk tank. And it has crappy gear. Not everything is adorned. Almost nothing is gemmed/upgraded. None of the gruop has a mount with stats lol.

The thing is, it isn't like the olden days where you could be uber dps and uber tank all at once.

Now you need to go left hand side for the hard hard hitting mobs, so you have bob and weave to chain. Remember to get two end lines in the heroic tree, get tag team! It is another 8 second temp to chain! If you are working on the raid zone and are having any tank survival issues, you have a monk, and your monk isn't tanking, remember to play smart and your monk can give your main tank an awesome "oh crap" temp as well. Play smart.

Yes you'll need to get a good bit of the tank/block/mitigation gear. Moreso than you might need on a berserker/guardian. However, you also need to consider this: when you are tanking as the monk, you are dual weilding, they are using a shield. So it evens out.

If you are short on mitigation, give your monk Bolster instead of using Bolster on your dps. Etc. ;-) Other tips are if you are using a monk, consider a warden instead of inquisitor. I know, I know. But sandstorm boosts your uncontested avoidance so high that you almost never get hit unless mobs have super high strike-through (in which case, use temps). ;-)

Monks do need a few buffs though. Mainly the spell damage ward needs boosted up a bit, and the proc ward needs boosted a bit as well.


Edit: finally beat Ahrmatal the scorcher tonight. Phew. Nice to say, beat him before they nerf him tomorrow lol.
 
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wolfppo

Active Member
Chamber of Stasis

The Chamber Warden (Zone Boss)
Loot: Ranged Weapon

Strat: Turn all programs off or pause them Stand full group on the elevator pad as far away from the name as possible have a scout go up and sacrifice him/her self.

The name will not aggro the group res toon and bring him to the rest of the group.

Have a petter pet pull the four Idols to the group and don't attack them till they are on the group to avoid aggroing the name.

After all four idols are dead the name is Tank & Spank just back out when you see red text.
 

Gorrok

Active Member
Chamber of Stasis

The Chamber Warden (Zone Boss)
Loot: Ranged Weapon

Strat: Turn all programs off or pause them Stand full group on the elevator pad as far away from the name as possible have a scout go up and sacrifice him/her self.

The name will not aggro the group res toon and bring him to the rest of the group.

Have a petter pet pull the four Idols to the group and don't attack them till they are on the group to avoid aggroing the name.

After all four idols are dead the name is Tank & Spank just back out when you see red text.
If that works then you sir are a legend :)
Cant wait to go and give that a go.
 

Yorkie

Active Member
Anyone down'd the ragefire mob from one of the idols at the end of all the zones? It seems it's all I get latley and with no strat or anything it's a bit of a mess. Lol

Regards
K.....
 

amyglyn

Active Member
Chamber of Stasis

The Chamber Warden (Zone Boss)
Loot: Ranged Weapon

Strat: Turn all programs off or pause them Stand full group on the elevator pad as far away from the name as possible have a scout go up and sacrifice him/her self.

The name will not aggro the group res toon and bring him to the rest of the group.

Have a petter pet pull the four Idols to the group and don't attack them till they are on the group to avoid aggroing the name.

After all four idols are dead the name is Tank & Spank just back out when you see red text.
Lol hey that strat is from me =p
 

Midnyte_ride

Active Member
Anyone down'd the ragefire mob from one of the idols at the end of all the zones? It seems it's all I get latley and with no strat or anything it's a bit of a mess. Lol

Regards
K.....
It's a pretty simple fight from what I've seen (haven't successfully killed it yet though). Every 15sec he'll spawn the red circles on the ground, each one does a fairly significant damage hit after a few seconds. You need to move so that you're standing in at most 1 circle, preferably none. The adds continually spawn and do the same force-target curse BS the other bonus boss adds do.

The problems: First, the adds have a ton of hp, so unless you're doing a crazy amount of dps you can't keep up. Best bet is to have everyone assisting someone besides your tank and burn ragefire before the adds pile up enough to become unmanageable. After about the second wave of adds your tank won't be targetting ragefire anymore. The second problem is the circles spawn in succession (one after the other), sometimes resulting in the first circle's damage hitting before the last even lands. I've made two serious attempts to get this down, first in ToV: Halls of the Betrayer, which had 4 circles spawn each cycle. The second was in Chamber of Stasis, which sometimes clocked in at as many as 7 circles in a cycle. I don't know what caused the discrepancy, but 4 is definitely easier to handle than 7. Anyway, the problem with them landing in succession is if you start moving (say to a different camp spot) after the first circle it's quite likely the remaining circles will 'chase' you.
 

wolfppo

Active Member
On the last mob in Halls of the Betrayer

Cheesy wrote:

Fherin the Ancient:
Named + 2 adds. If named is near adds, they will heal quicker than you can dps. Named must be kept Rooted/Mezzed, and adds killed seperate. Personally I set up auto target on the adds, positioned group near one of them, and just manually mezzed with Coercer.
Once both adds die, named is at 10% due to script, kill it.


What I do is split my group up 2 healers and MT on name tank where he stands no mezzing needed I then have my Dirge, Swashy and Coercer go and kill the adds as none of the mobs will move.
I also move the secondary healer about halfway to the adds for cures have killed him first pull evrey time.
 

Cheesy

Well-Known Member
On the last mob in Halls of the Betrayer

Cheesy wrote:

Fherin the Ancient:
Named + 2 adds. If named is near adds, they will heal quicker than you can dps. Named must be kept Rooted/Mezzed, and adds killed seperate. Personally I set up auto target on the adds, positioned group near one of them, and just manually mezzed with Coercer.
Once both adds die, named is at 10% due to script, kill it.


What I do is split my group up 2 healers and MT on name tank where he stands no mezzing needed I then have my Dirge, Swashy and Coercer go and kill the adds as none of the mobs will move.
I also move the secondary healer about halfway to the adds for cures have killed him first pull evrey time.
That was the strat before they fixed it. Now just set up for fherin, tank on named, group on adds, survive and win.
 

blackmolly1

Active Member
is there a way to get the shiney i see in the veeshan zones that is behind the zone out point? or are they there just to tease us? lol
 

Cheesy

Well-Known Member
Hi,

do you have to move anyone if you set up for Fherin or is the script taking care of everything?

Thanks.
Only extra thing I do, is turn off scouts moving behind target, and then tell hit CS-JO-JI, so healers/mages stay put, and scouts go in and melee, but dont go out of heal range. Its not needed, but speeds it up.
 

slam666

Active Member
Looking for some assistance...
In: Laboratory of Mutation
Fight: The Experiment

Something continually puts a no beneficial spells on non-tanks.

Friend and I both tried this fight. Him on a crusader said he just had to continually cure his priest, then they could cure and continue. Me on my guardian, don't have this option. I have to assume I'm missing something, but I just can't survive for long enough with 0 heals for 5+ minutes at a time.

I've tried the standard, keep him far away, separate him from the adds, tried killing the adds (time based, every 15s), spread the group 10m away from each other, etc etc. Any more info about this would be great.
The Experiment is easy, just kill the adds as they come, after like 6 they will stop coming, burn down the name.
 

slam666

Active Member
I must be doing something wrong, I campspot, then set up for Fherin, but everyone is targeting the name and they don't attack the adds.

Any idea why?

Thanks.
 

Kannkor

Ogre
The Experiment is easy, just kill the adds as they come, after like 6 they will stop coming, burn down the name.
lol... Go do him pre-nerf and tell me how easy he is :p

Adds weren't killable, they never stopped. It was a pure dps check, kill him before the adds perma locked down the group.
 

slam666

Active Member
lol... Go do him pre-nerf and tell me how easy he is :p

Adds weren't killable, they never stopped. It was a pure dps check, kill him before the adds perma locked down the group.
Never tried him before nerf, didn't know that. So I guess he is easy now compare to before ;)
 

slam666

Active Member
Any idea why Fherin keep killing my tank so easy?

SK, I have 670k health,74.2% Mit. 75.7 Avoidance with 93.6% Block

I have Inquisitor and Mystic healing me and my health go down super fast in big chunk, I go thru bloodletter in no time then die.

Any hints?
 

Cheesy

Well-Known Member
Any idea why Fherin keep killing my tank so easy?

SK, I have 670k health,74.2% Mit. 75.7 Avoidance with 93.6% Block

I have Inquisitor and Mystic healing me and my health go down super fast in big chunk, I go thru bloodletter in no time then die.

Any hints?
Put your mystic on the named for debuffs.

Rotate saves and stuff on SK. Fherin does hit kind of hard at times, especially if somewhat undergeared. If curse lands on you, put something up to block melee and it makes healing through curse generally easier.
 

Eyedea

Active Member
Any idea why Fherin keep killing my tank so easy?

SK, I have 670k health,74.2% Mit. 75.7 Avoidance with 93.6% Block

I have Inquisitor and Mystic healing me and my health go down super fast in big chunk, I go thru bloodletter in no time then die.

Any hints?
As a plate tank the only "block" you should be concerned with is "Uncontested" which is checked against the protection level of your shield. At 93% Block, I'd imagine your uncontested block chance is low. Hover over your avoidance, it should break down your base avoidance, block, parry, riposte, blah blah blah. You can get white block adornments for your chest, primary and secondary slots also you should be wearing the purple block adornment for your shoulders and get the purple armor adornment for your chest slot. You're going to get some varying opinions here but I'm of the opinion that a tank should spec like a tank. Meaning you should be wearing jewelery and gear that has +mit/block over dps/ma/haste.

Are you running ACT? What kinda HPS are your healers putting out? Scan through your logs, figure out what is killing you. Run the debug tab in Ogre, see if your healers are getting stuck trying to cast something. There are a lot of reasons why your tank could be going splat...
 

Kannkor

Ogre
As a plate tank the only "block" you should be concerned with is "Uncontested" which is checked against the protection level of your shield. At 93% Block, I'd imagine your uncontested block chance is low. Hover over your avoidance, it should break down your base avoidance, block, parry, riposte, blah blah blah. You can get white block adornments for your chest, primary and secondary slots also you should be wearing the purple block adornment for your shoulders and get the purple armor adornment for your chest slot. You're going to get some varying opinions here but I'm of the opinion that a tank should spec like a tank. Meaning you should be wearing jewelery and gear that has +mit/block over dps/ma/haste.

Are you running ACT? What kinda HPS are your healers putting out? Scan through your logs, figure out what is killing you. Run the debug tab in Ogre, see if your healers are getting stuck trying to cast something. There are a lot of reasons why your tank could be going splat...
To add, you also need more mit. Sure, it says "75%", but that's against a level 95 solo no ^ mob.

I'm with Eyedea on this one. If your tank doesn't have every single piece, every single adorn to make him the best tank possible, then you are doing this to yourself. I'd say 90% of every person I've talked too, claims they go 'full tank spec', and they aren't. They don't take that aa cause they give up too much dps. They don't use that rune cause they want the AE instead. etc etc etc.

Same goes with priests, do you want them healing and debuffing (important!), or do you want them throwing a ward and dpsing?
 

amyglyn

Active Member
Yeah or at the very least go left hand side if needed, for the damage reduction.

The thing is though you don't have to wear all defensive gear all the time. Since you will get pieces each time you run things and complete them, you can build up a dps set and a more tanky set as needed and swap pieces in and out.

Now a strat or two:


Accursed Sanctum (the raid zone)

Boss Number 3 (Boss w/4 adds): (i'm at work and I don't remember the name now lol)

Here's what I did...I got the feeling I was missing something, but I was able to kill it anyway. If someone has a better way please do tell!

1. Set your group up at range and have joust in set on melee dps.
2. I used an off tank that I had my group assist for this fight.
3. Pull the named, it comes with the four adds. DPS the adds down as fast as possible.
4. Move the named a ways away from your group (>20 meters seemed safe).
5. The named will do a red text AOE thing. It looks like he's surrounding himself with a star trek teleporter effect. ^_^ At this point, joust everyone out other than your main tank.
6. An add will come. Pull the add away from your main tank with your off tank (I didn't have to touch my off tank at all I just used auto target on my off tank to target adds then the named, do what works for you). Your group should be assisting your off tank and will kill the add then get back on dps'ing the named.

Now, here's the rub. The named doesn't seem to root or anything when it does the red text. The effect is a massive pulse of damage over and over. I felt like I was missing something. What I had to do was just stand there with my main tank and deal with it. My tank is a berserker. Might be easier w/a guard, duno. But at any rate it died, yay.



Boss number 4 (again, I'm at work so I forget the name at the moment):

This boss is incredibly easy.
1. The boss summons a tornado-like effect that drains power. Move away from it.
2. The boss will start summoning adds. Kill them as they come (you might be able to just ignore them but I killed them, they don't hit very hard).
3. The boss summons a yellow circle on the ground. DO NOT MOVE. Once you see the yellow circle, everyone needs to stop movement entirely.

The only remotely challenging thing about this fight is that the boss can summon both the power drain tornado and the yellow circle at the same time, keeping you from being able to move out of the power drain for a while. Once the circle disappears you can run out of it though. Power wasn't an issue for me though between spirit tap, hearts, tap essence, and all the other power regens available now. If it's an issue for you use the cloak of crystalline waters summoned item and potions!
 

larrydoyle

Senior Member
Now a strat or two:
Accursed Sanctum (the raid zone)
Amyglyn, just curious. Are you doing the raid zone with 2 groups, or are you using 3 or 4? I'm working to get my second group in full pot gear (be a lot easier now with exchange guy), but I'm uncertain whether I can pass DPS checks on named with only 2 groups. Take a long time to get 2 groups with mostly upgraded pot gear, and then the energized gear would only be minor upgrade. Hard to figure out how to approach gearing this expac.
 

Midnyte_ride

Active Member
Any idea why Fherin keep killing my tank so easy?

SK, I have 670k health,74.2% Mit. 75.7 Avoidance with 93.6% Block

I have Inquisitor and Mystic healing me and my health go down super fast in big chunk, I go thru bloodletter in no time then die.

Any hints?
I've experienced this the other night too. With my full group Fherin is a push over, but lately I've run zones with just 3 toons and Fherin gave me a nasty surprise. At the same time the curse(s) landed the adds started spamming a high damage nuke sometimes multiple times per second, to the point where even with a melee block up my tank was taking 500k damage instantly between the nukes and the curse. The only real difference between how I was approaching the mob was with my full group I set the tank and forget him, and control my dps to kill (and tank) the adds, vs having my tank hold everything in the case of my half group. Healing became substantially easier once I had my dps tanking one of the adds. I have no idea how others do this fight, whether their tank holds all 3 mobs or not, but try having someone besides your tank holding at least one of the adds and see if it makes the difference.

While I agree with everyone that getting your tank more sturdy is a good thing, it's not necessarily whats hurting you on this fight. To put it in perspective, on my first few failed attempts that night Fherin himself was hovering around 50k dps, while the adds were putting out nearly 200k.
 

amyglyn

Active Member
Amyglyn, just curious. Are you doing the raid zone with 2 groups, or are you using 3 or 4? I'm working to get my second group in full pot gear (be a lot easier now with exchange guy), but I'm uncertain whether I can pass DPS checks on named with only 2 groups. Take a long time to get 2 groups with mostly upgraded pot gear, and then the energized gear would only be minor upgrade. Hard to figure out how to approach gearing this expac.
I'm using two groups.
 

Cheesy

Well-Known Member
Boss Number 3 (Boss w/4 adds): (i'm at work and I don't remember the name now lol)

Here's what I did...I got the feeling I was missing something, but I was able to kill it anyway. If someone has a better way please do tell!
The named does root when he red texts, and if you stay in with tank, he'll give you a no hostiles + No beneficials 30s duration debuff. Best to joust it if you can.
Other than that, You can pretty much ignore the add, it cycles through damage immunities between scouts, then mages etc. Best to just hold it and burn down named.

4th named:
Pretty much as you said. If using a mystic, can just stampede through drains, but a coercer should cope with it enough anyway.

5th named:
Need 2 tanks on named as one will get charmed,
Adds are a pure dps check, stacking them up as much as possible helps to get them dead.
Rinse and Repeat till dead.
 

amyglyn

Active Member
The named does root when he red texts, and if you stay in with tank, he'll give you a no hostiles + No beneficials 30s duration debuff. Best to joust it if you can.
Other than that, You can pretty much ignore the add, it cycles through damage immunities between scouts, then mages etc. Best to just hold it and burn down named.
Maybe it roots if the add dies, but with the add up it absolutely does not root. I promise you this. If it is supposed to root when it red texts, it was completely broken. I'm absolutely 100% positive it was not rooting. I was thinking it would root, too, which is why I kept thinking I was missing something, it just didn't make any sense. But it was not, and jousting would not work because the named would just come right along with us. And yes the 4 adds from the start were dead at that point, too. So either it doesn't root, doesn't root until the add dies, or was flat out broken.
 

macker0407

Active Member
SK, I have 670k health,74.2% Mit. 75.7 Avoidance with 93.6% Block
Just to pile on: those stats are bad especially if those are your grouped stats. You should be running a minimum of ~140% block(~50% uncontested), make sure your uncontested dodge, riposte are capped according to the tool tip(parry as well, although that requires more effort) and ~15k mitigation. And grouped HP should be 800k+.

So, white block adorns on primary, secondary, chest, purple(or yellow+red) block adorns on shoulders, purple(or yellow+red) mitigation adorns on chest, use only the defensive armor pieces from ToV, defensive jewellery, cloaks and belts, etc.

And as an SK tanking, either run dual conversion or spec completely left side(I find Chaotic Blade of limited use in heroic content, YMMV). You absolutely need Crusaders Faith, the Heroic duration extension and the damage reduction from the prestige line. It's basically 25-30 seconds of tanking immunity out of every 60, which can then be rotated with other temps(both on the SK and from other classes) to extend the immunity to 2-3 minutes.
 

Zigge

Member
I have a question, on Dagrin in Dominion is there a way to change the max distance for autotarget in any way? It feels to me a bit luck based atleast for me depending on where the "eggs" pop and my toons are in range to target them, if I kill it or not. Missing 1 egg is manageable but after that it kinda hurts:) Would be cool if you could perhaps extend the range to 200 on auto target?

I try to place my toons as much as possible in the middle of his platform, but sometimes those eggs are just waaay off and running with the mob is somewhat iffy :)
 
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