Tears of Veeshan - Heroic Instances

amyglyn

Active Member
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+.
I just gotta say, while this post is not bad advice (far from it), you don't need anywhere near 50% uncontested block to clear any of the heroics (even dominion) as a plate tank. For the only zone that really hits hard (dominion) most of the bosses will strike through anyway, but yeah make sure you get your mitigation up as much as you can.
 

Yorkie

Active Member
Is anyone actively botting dominion? I only ask cos my grp who have ok gear I guess(sk, dirge, swashy, inq, mys, coer) can do all the zones real easy and even the 1st name in dominion but that's where it ends, cos any of the others in dominion I don't even get close (damn they hit hard lol). It's either positioning or something or maybe my tank, am using Dudester's profile and AA setup
Regards
K.........
 
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Kannkor

Ogre
Is anyone actively botting dominion? I only ask cos my grp who have ok gear I guess(sk, dirge, swashy, inq, mys, coer) can do all the zones real easy and even the 1st name in dominion but that's where it ends, cos any of the others in dominion I don't even get close (damn they hit hard lol). It's either positioning or something or maybe my tank, am using Dudester's profile and AA setup
Regards
K.........
People have been bot-clearing dominions since the first week of the xpac. Tons of advice has been given in this thread on previous pages.
 

Midnyte_ride

Active Member
Dominion is the kind of zone you need to know your toons intimately to get through. If you're just throwing on someone elses profile and AA spec without really understanding them (especially your tank and healers for this zone) you're gonna run into problems.


After the changes to the zone Ahrmatal is a little different. Moving out of the flames is a LOT more important, and his auto attacks aren't one shots anymore, but he fires off a lot of 250-300k hits in succession. It's less about having saves up all the time and more about using saves at the right time (like when you're moving out of the flames and your healers aren't healing). The changes to his damage also make things like DG and spirit tap much more useful. Also don't take him out of the circle on the floor that he starts in (not the little one he's literally standing in, the bigger one with the lip that you enter to pull him).
 

macker0407

Active Member
I just gotta say, while this post is not bad advice (far from it), you don't need anywhere near 50% uncontested block to clear any of the heroics (even dominion) as a plate tank. For the only zone that really hits hard (dominion) most of the bosses will strike through anyway, but yeah make sure you get your mitigation up as much as you can.
50% uncontested block was given as a trivial baseline to hit if you actually behave yourself and use tank gear.

Like a good percentage of general botting advice, like running 2 healers, it's aimed at providing a known to work baseline. Min/max'ing beyond that devolves very quickly into a game of relative gear levels, player skill, group class composition, etc.
 

Cheesy

Well-Known Member
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.
Did the named last night and it rooted every time, with 4 or 5 roots on the joust (2 grouped).

Only thing I can think of, is that you have a toon that is attempting to root the named and giving it immunity (Even though you can't actually root them), Warden Undergrowth used to make it happen in PoW on boar if I remember correctly.
 

mistahmikey

Active Member
Finally got Arhmatal down. Had to go to mega overheal mode on my def and inq - no maintained hots/wards/heal buffs - virtually everything (except long recast save-asses) being cast combat on my tank (monk) and MA (ranger). Went down pretty slow, but except for one near-death flames experience, was fairly smooth (those flames Suuuuuck!)
 

macker0407

Active Member
For completeness sake:

Chamber of Statis

Critical Avoidance

  • 425

Deviator Yothsra
  • Loot: Stuff
  • Strat: Tranforms into either spiders or beetles, and summons adds along with the transform. Also summons a storm, which is a knock up. Either stay at range or joust it.
    • Spider form: gets an "on damage" DoT proc, which is multiplied by the number of spider adds up. So detarget Deviator when it goes into spider form and concentrate on the adds
    • Beetle form: Deviator beetle has a 100% stoneskin, adds get a 90% stoneskin while in proximity to the named beetle(model is larger than the rest). Just kite the adds around so that they get some distance from the named.

The Twins: Nemesis Elementox and Nemesis Arcanox
  • Loot: Stuff
  • Strat: Arcanox summonds a "blackhole" on a random group member, which needs to be moved out of or anyone near it will be ported into the air over the edge. Elementox summons a fire dervish behind the group, which does high fire damage on anyone it it's path. Joust away from it. It's entirely possible you're supposed to do something with the books, but they didn't seem to make any difference to the fight. The blackhole/dervish stuff also appears to be somewhat random. Some fights they seem to trigger every 30 seconds, others you'll not see either. It might be interrupt related, as both are casted spells.

Ziskaya
  • Loot: Stuff
  • Strat: Keep it and the group in the center of the platform, as it has a knockback. If you have have sub-3mil DPS and shitty tank then you might have to consider killing the offerings as they become active. Each one that reaches the blood pools powers her up. Otherwise tank and spank.

The Guardian Icon
  • Loot: Stuff
  • Strat: Tank and spank. Summons 2 adds, which if left alone combine and become a single add which will intercept damage for the named. No meaningful fight time difference between killing the adds or just staying on the named. Guardian will occasionally say it's disabling magic around it, which puts a curable stifle on everyone. Joust, AoE block or cure it using a control cure.

The Chamber Warden
  • Loot: Stuff
  • Tips: Someone has to be sacrificed to activate him(and if you wipe, it has to be done again). While DP's will prevent the sacrificee from dying, it'll also usually agro the warden.
  • Strat: While the Icon's are up, Warden has a damage reflect. You can either use a combination of LoS and pet pulling to kill the icons first, or tag the Warden with your tank and sit in a corner while the rest of the group moves around and kills the icons. Note, the icons need to remain >~10m from the warden, otherwise everyone in the group gets a force target on the warden. Once the icons are all dead, Warden becomes a tank and spank.
 

uiyice

Active Member
Thanks, I red it but forgot about it. So easy now.
Wait, this still works?

I haven't been able to get a pet to successfully pull an icon in a couple of weeks, it just says my pet is not allowed to attack that target. I figured it was 'fixed', so I stopped trying.

If it's still working for others, I'm going to have to give it another try. (Not that doing it 'right' is terribly difficult)
 

amyglyn

Active Member
Wait, this still works?

I haven't been able to get a pet to successfully pull an icon in a couple of weeks, it just says my pet is not allowed to attack that target. I figured it was 'fixed', so I stopped trying.

If it's still working for others, I'm going to have to give it another try. (Not that doing it 'right' is terribly difficult)

Uhhh. Yeah, it works same as always. =p It's basically: you need line of site to pet pull something. Apparently this is a valid way to do the encounter (as well as using soothe or w/e the templar spell is on it).
 

amyglyn

Active Member
Finally got Arhmatal down. Had to go to mega overheal mode on my def and inq - no maintained hots/wards/heal buffs - virtually everything (except long recast save-asses) being cast combat on my tank (monk) and MA (ranger). Went down pretty slow, but except for one near-death flames experience, was fairly smooth (those flames Suuuuuck!)
I discovered something amazing in this zone. I used to have trouble with this guy on my monk's group. (group makeup: monk/warden/mystic/dirge/brigand/Coercer.) Now, not so much. What's your group makeup? I discovered something amazing in this zone, done right I think I could sub my monk out for another DPS and the zone would still be clearable (in theory, in practice positioning would be annoying) lol. (I don't want to post it just yet, but put two and two together and it will dawn on you "man, wtf, i am spam healing it but it's life only moved 1%!") =p
 

larrydoyle

Senior Member
Uhhh. Yeah, it works same as always. =p It's basically: you need line of site to pet pull something. Apparently this is a valid way to do the encounter (as well as using soothe or w/e the templar spell is on it).
Sometime they switched it up so the whole dying and then pulling Icons no longer works.
 

macker0407

Active Member
Pulling icons still works fine, just make sure that when you sacrifice someone they don't have a ward, hot or reactive up as that'll agro Warden. Warden's agro range is fairly small(and remember the rule about feet), so you can get to both the nearest icons by just walking to them, and that puts the other two within LoS.
 

bjcasey

ISX Specialist
Sometime they switched it up so the whole dying and then pulling Icons no longer works.
ISXBJ - BJ Movement now handles this encounter for you. From the Patch # 76 notes:

Code:
The Chamber Warden - Full Auto
Set up for BJ Warden
Must have either a bard or enchanter in the group for this script to work. It chooses whichever is highest on the group list.
Fighters, Priests and the Group have different camp spots. Loads an auto-target list on the bard or enchanter. Disables blue aoes on Fighters.
Full patch notes can be found here: http://bjscripts.com/home/index.php/14-isxbj-patch-notes/35-isxbj-2013-12-23-patch-76
 

leatherwolf

Well-Known Member
So anyone have any more advice on Ahrmatal? Best I get him to is around 50% and usually seems to be luck when I get that far. I move out of the flames & stay in the inner circle. I have yet to figure out the blindness...only had it a few times but its a fail when I do get it. The uncurable curse on the group sometimes kills me....other times I live I'm assuming it's something that can be healed through. My group make up is Pally, Inquis, Mystic, Illy, Troub & conjurer.
 

Eyedea

Active Member
So anyone have any more advice on Ahrmatal? Best I get him to is around 50% and usually seems to be luck when I get that far. I move out of the flames & stay in the inner circle. I have yet to figure out the blindness...only had it a few times but its a fail when I do get it. The uncurable curse on the group sometimes kills me....other times I live I'm assuming it's something that can be healed through. My group make up is Pally, Inquis, Mystic, Illy, Troub & conjurer.
blindness is just like Stanis, the two people have run to each other to cancel it. stack everybody up and its a non issue
 

Kannkor

Ogre
So anyone have any more advice on Ahrmatal? Best I get him to is around 50% and usually seems to be luck when I get that far. I move out of the flames & stay in the inner circle. I have yet to figure out the blindness...only had it a few times but its a fail when I do get it. The uncurable curse on the group sometimes kills me....other times I live I'm assuming it's something that can be healed through. My group make up is Pally, Inquis, Mystic, Illy, Troub & conjurer.
Blindness - two people get blinded, those two people must get on top of each other. Assuming your group is either following you, or campspotted, this will always clear itself unless it happens to your tank. If that is the case, just run onto your group.

The uncurable you just heal through.

That's it. The fight is relatively simple, just have to get into a pattern for moving.
 

mistahmikey

Active Member
Regarding the Ahrmatal fight, here is what I can offer after getting my ass handed to me countless times before I finally got to the point I can beat this unless I am unlucky.

My group is monk,ranger,dirge,coercer,inquisitor,defiler. So yes, with this incredibly weak group, it can be beaten.

But, even within weakness, if you look hard enough, greatness can emerge.

There are four main issues in this fight:

1) keeping the tank alive (duh!)
2) avoiding the blindness fail condition,
3) killing the periodic add,
4) keeping the group out of the flames

Regarding 1), there are so many different ways to do this, I am not even going to attempt to address it in any detail - max tank spec, mob debuffs, tank stoneskin, tank 100% avoid, tank death prevent, continual (i.e, combat, not maintained) tank wards/hots comprise the basic prescription. Your tank/group will dictate the specific dosage of each you need to be successful. Bottom line: this fight is a full out assault on your tank (virtually no AE damage at all on the group unless you run afoul of the flames), so if your preference is to spec your team for DPS, unless you are Kannkor-geared, good luck.

Dealing with 2) is easy. Just keep everyone grouped together in front of the mob. When you get the blindness detrimental, it will go away without any additional movement of the group.

Dealing with 3) is easy too. Just designate an off-tank MA (I use my ranger) and use auto-target to first target the add, then the named. The add dies very quickly.

Assuming you can deal with 1), which IMO is the really hard one for the great unwashed, here is how I have been able to have good (well maybe better) luck dealing with 4):

I campspot my group behind Arhmatal on the perimeter of the "stared" area to start, pre-ward, and pull him to the group. I then try to keep him positioned tangential to the circle that circumscribes that star and then move him incrementally along that perimeter (doesn't matter whether the movement direction is clockwise or counter-clockwise). When the flames spawn, they usually, but not always, create a corridor that is parallel to his tangential orientation. Keep the group in front of the mob on top of the tank at all times. If his knockbacks change this tangential orientation, work him back into that orientation by making small movements of the tank and then repositioning the group back on top of the tank (keep in mind, when your healers are moving, they aint healing). Each time he knocks-back, I try move the group a small distance around the perimeter. Using this positioning strat, if you are reasonably lucky, you will not experience a situation where your group is so deeply immersed in the flames that you cannot pull them out before they die. But, every so often you are likely going to have to pull the group a bit of distance to safety, but the direction you need to go is usually along the perimeter of the stared area. You just have to respond VERY quickly or the flames will likely decimate your group.
 
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Yorkie

Active Member
Am working or razorwing in dominion (only cos I feel it's a tad easier than tagrin), and can get him to about 50% with my sk,dirge,swash,inq,mys,coer all in fabled gear (up to dom) with 3 items with full green gems and sk buffed to 1.2mil. Now do the adds that spawn need to be killed or keep on name and let aoe's sort em out. I have tried both ways and having my swashy kill em kinda works but then razor goes down slower and the run out of death prevents. Trying him up on wall too like someone mentioned in forums at the moment.

Many thanks
K.....
 

leatherwolf

Well-Known Member
Am working or razorwing in dominion (only cos I feel it's a tad easier than tagrin), and can get him to about 50% with my sk,dirge,swash,inq,mys,coer all in fabled gear (up to dom) with 3 items with full green gems and sk buffed to 1.2mil. Now do the adds that spawn need to be killed or keep on name and let aoe's sort em out. I have tried both ways and having my swashy kill em kinda works but then razor goes down slower and the run out of death prevents. Trying him up on wall too like someone mentioned in forums at the moment.

Many thanks
K.....
I used Amyglyn's strat on this guy, was mentioned on page 9 of this thread, the add dies very fast. The turning point for me in this zone was getting my mitigation higher the block gear wasn't cutting it for me on my Pally. I'm still around 52% uncontested block but had to get my mitigation to around 14,500 before I was able to start surviving hits in this zone.I don't think I needed any death prevents to survive this fight....just using stonewall when my health dipped low so the heals would catch up.
 

Eyedea

Active Member
I used Amyglyn's strat on this guy, was mentioned on page 9 of this thread, the add dies very fast. The turning point for me in this zone was getting my mitigation higher the block gear wasn't cutting it for me on my Pally. I'm still around 52% uncontested block but had to get my mitigation to around 14,500 before I was able to start surviving hits in this zone.I don't think I needed any death prevents to survive this fight....just using stonewall when my health dipped low so the heals would catch up.
simple answer is Mit > Block. Your block chance is based on the protection level of your shield as a plate tank, I'll leave it at that.
 

slam666

Active Member
Hi,

I am having some trouble with first name in Dominion, I bring him to about 50% then all my group die. Seem to be some kind of curse or something like that. Any strat on that?
I move him to the barrel at 75% to remove stoneskin.

Thanks.
 

macker0407

Active Member
For completeness sake part 2:

Halls of the Betrayer

Critical Avoidance

  • 450

Neragul
  • Loot: Cloak
  • Strat: Kill the deacon first, otherwise tank'n'spank. Casts a curable stifle that supposedly mages are supposed to cure, but control immunities and standard cures seem to work.

Captain Stinas
  • Loot: Weapons
  • Strat: Everyone in the group needs to be ~10m away from each other at all times, except when 2 members have an uncurable curse, at which point they need to within ~1m of each other to dispel it. Don't dispel the curse in time, you die. Stay too close when the curse first hits, you die.
  • Tips: If you don't use Ogre(which has scripting for the fight) and/or want to script it yourself, I use the following waypoints for initial setup:
    Code:
    WayPoints:Insert[525,0,725] - Tank
    WayPoints:Insert[525,0,740]
    WayPoints:Insert[525,0,710]
    WayPoints:Insert[540,0,725]
    WayPoints:Insert[510,0,725]
    WayPoints:Insert[540,0,740]

Grendish the Betrayer/Grendish's Icy Breath
  • Loot: Charm
  • Strat: Tank'n'Spank
  • Tips: Don't fly too close to Grendish and kill all of the drakes in the area to spawn the Icy Breath's. He'll run away after you kill them and spawn a chest on the platform where he was.

Welkus, Guardian of Wurms
  • Loot: Neck
  • Strat: Spawns portals at either end of the large area he's in. While up, he's immune to damage and if the portals aren't killed quickly they'll power up and eventually spawn a giant elemental(which seems to empower Welkus). Either start the fight in the center(so you're ~150m from each possible portal spawn spot) and drag the group around or place a DPS sort on either end and kill the portals as they pop.

Fherin the Ancient
  • Loot: Belt
  • Strat: Linked to the two planeshifters. Tag named with tank, kill the planeshifters with the rest of the group. There's an uncurable curse that ticks for ~100k that hits a group member at random. The text suggests you can do something about it, but it's relatively easy to heal through.
 

amyglyn

Active Member
Am working or razorwing in dominion (only cos I feel it's a tad easier than tagrin), and can get him to about 50% with my sk,dirge,swash,inq,mys,coer all in fabled gear (up to dom) with 3 items with full green gems and sk buffed to 1.2mil. Now do the adds that spawn need to be killed or keep on name and let aoe's sort em out. I have tried both ways and having my swashy kill em kinda works but then razor goes down slower and the run out of death prevents. Trying him up on wall too like someone mentioned in forums at the moment.

Many thanks
K.....
If you are having issues w/the tank dying and you have a coercer, make sure you are using Charm. If your charmed mob for one reason or another doesn't have a ton of hp, kill it and charm a different one (there's really only one type of mob you'll be charming in vulak's, you can figure it out).

Don't put de-aggro on the charmed pet. Assuming your group doesn't have aggro problems, if your tank ever dies the pet should be number 2 on the list. It has so much hp that if your tank dies, the pet can tank the boss (even final boss is np) for as long as you need to get your tank rezzed and back up.
 

leatherwolf

Well-Known Member
Regarding the Ahrmatal fight, here is what I can offer after getting my ass handed to me countless times before I finally got to the point I can beat this unless I am unlucky.

My group is monk,ranger,dirge,coercer,inquisitor,defiler. So yes, with this incredibly weak group, it can be beaten.

But, even within weakness, if you look hard enough, greatness can emerge.

There are four main issues in this fight:

1) keeping the tank alive (duh!)
2) avoiding the blindness fail condition,
3) killing the periodic add,
4) keeping the group out of the flames

Regarding 1), there are so many different ways to do this, I am not even going to attempt to address it in any detail - max tank spec, mob debuffs, tank stoneskin, tank 100% avoid, tank death prevent, continual (i.e, combat, not maintained) tank wards/hots comprise the basic prescription. Your tank/group will dictate the specific dosage of each you need to be successful. Bottom line: this fight is a full out assault on your tank (virtually no AE damage at all on the group unless you run afoul of the flames), so if your preference is to spec your team for DPS, unless you are Kannkor-geared, good luck.

Dealing with 2) is easy. Just keep everyone grouped together in front of the mob. When you get the blindness detrimental, it will go away without any additional movement of the group.

Dealing with 3) is easy too. Just designate an off-tank MA (I use my ranger) and use auto-target to first target the add, then the named. The add dies very quickly.

Assuming you can deal with 1), which IMO is the really hard one for the great unwashed, here is how I have been able to have good (well maybe better) luck dealing with 4):

I campspot my group behind Arhmatal on the perimeter of the "stared" area to start, pre-ward, and pull him to the group. I then try to keep him positioned tangential to the circle that circumscribes that star and then move him incrementally along that perimeter (doesn't matter whether the movement direction is clockwise or counter-clockwise). When the flames spawn, they usually, but not always, create a corridor that is parallel to his tangential orientation. Keep the group in front of the mob on top of the tank at all times. If his knockbacks change this tangential orientation, work him back into that orientation by making small movements of the tank and then repositioning the group back on top of the tank (keep in mind, when your healers are moving, they aint healing). Each time he knocks-back, I try move the group a small distance around the perimeter. Using this positioning strat, if you are reasonably lucky, you will not experience a situation where your group is so deeply immersed in the flames that you cannot pull them out before they die. But, every so often you are likely going to have to pull the group a bit of distance to safety, but the direction you need to go is usually along the perimeter of the stared area. You just have to respond VERY quickly or the flames will likely decimate your group.
Thanks everyone for the great advice & this strat works really well for me I actually first pulled him when I tried it like this (some luck involved of course).I think I'm still borderline on mitigation(around 14,700), not sure what a good amount would be in this xpac. I know I play my pally completely different this xpac & actually heal a lot more than I used too. My hps last Ahrmatal fight was Inq 189,500, Mystic 157,070 & Pally at 97,800. Not sure where that measures up since I haven't raided with a guild or been boxing any raids with anyone yet this xpac.
 

macker0407

Active Member
Anyone that has issues in Dominion is either undergeared or running around with a tank and/or healers in DPS gear. The fights aren't complicated(not even Ahrmatal), the zone is almost entirely focused on tank survivability. Tank spec and gear for tanks, heal spec and gear for healers.
 

Yorkie

Active Member
Anyone that has issues in Dominion is either undergeared or running around with a tank and/or healers in DPS gear. The fights aren't complicated(not even Ahrmatal), the zone is almost entirely focused on tank survivability. Tank spec and gear for tanks, heal spec and gear for healers.
Well am struggling a bit not sure if it's position or what but I have a sk with (12.5k self buffed, 15k in grp and up to 18k mitigation in fight) I can get razorwing to about 20-25% and dagrin a lot less. Got a decent grp all with good gear and all top adorns. Guess I'll keep plugging away. I'll get there in the end. Am also buying the stuff dropped in there from others peeps to help.
K.......
 

mistahmikey

Active Member
Well am struggling a bit not sure if it's position or what but I have a sk with (12.5k self buffed, 15k in grp and up to 18k mitigation in fight) I can get razorwing to about 20-25% and dagrin a lot less. Got a decent grp all with good gear and all top adorns. Guess I'll keep plugging away. I'll get there in the end. Am also buying the stuff dropped in there from others peeps to help.
K.......
I assume you are killing the "pods" that spawn in the Dagrin fight before they become Magmatic. If you are not, then that is a certain fail condition.

Initially, I tried pulling my group to the pods to kill them. They spawn over a very wide area, so you need to use the radar to see the pods so you know where to run. After a while I got tired of this because its a huge pain, so I wrote a script to send my Dirge after them. This makes that fight much easier - you just camp your group, pull Dagrin to them, turn his back to them, and tank and spank. The only thing you have to be on top of is the flames effect he spawns (didn't pay attention to the name) because it will knock the tank back quite a ways if you don't attempt to mitigate it. Its easy to mitigate, however, because you can place the tank underneath Dagrin and fairly far rearward and he will maintain his position facing you. When the flames spawn, just push forward a bit, and the knockback will be small enough that Dagrin will not move.

That said, you still need a very tank-spec'ed tank and a very heal/debuff-spec'ed healing team to get through this, as well as all other fights in this zone (I use two healers, although I think I could get away with one now.)

As regards Getiar, the key to this fight is having at least one mage in your group to cure the "Glacier Smash" effect that renders all beneficial spells inoperative - your tank will likely die if this is not immediately cured. I use a coercer and use the Priority tab to cast "Cure Magic" on my Inquisitor, Defiler, and Tank. Once you get that going, then its very similar to the Ahrmatal fight - use a MA, have it target the add/target the named. When you enter the zone, the first slab you come to is where I camp the group, placing them at the end nearest Getiar. I then preward and pull, running the tank to the the opposite end of the slab, and he always stops just a little past the group. Getiar will port you short distances around this slab, but its not problem and he never moves off his perch; you just have to run the tank back into position (TBH, once your tank can survive the hits, you could probably campspot the tank and AFK it).

And, if you have a coercer, there is another thing you can do that can greatly improve your ability to get through the occasional tank one-shot by keeping the mob away from the group until the tank can get back up. I will leave it to you to figure this out (its not too difficult if understand coercer abilities) :)
 
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Yorkie

Active Member
And, if you have a coercer, there is another thing you can do that can greatly improve your ability to get through the occasional tank one-shot by keeping the mob away from the group until the tank can get back up. I will leave it to you to figure this out (its not too difficult if understand coercer abilities) :)
Thx For your reply i'll give it a try, as for your coercer thing and you saying keeping the mob away I can only guess you mean "blink"

regards
K...
 

amyglyn

Active Member
And, if you have a coercer, there is another thing you can do that can greatly improve your ability to get through the occasional tank one-shot by keeping the mob away from the group until the tank can get back up. I will leave it to you to figure this out (its not too difficult if understand coercer abilities) :)
Hahaha I'm waiting patiently for it to be nerfed, as all good things are. It's funny to cast big heals on it and watch the hitpoints not even visibly move. I don't know how much life it has, but it's gotta be 10 million or more. I dunno. I should figure it out, maybe tomorrow I'll calculate it.
 

Yorkie

Active Member
Hahaha I'm waiting patiently for it to be nerfed, as all good things are. It's funny to cast big heals on it and watch the hitpoints not even visibly move. I don't know how much life it has, but it's gotta be 10 million or more. I dunno. I should figure it out, maybe tomorrow I'll calculate it.
??? another clue plz hehe
 

macker0407

Active Member
I have a sk with (12.5k self buffed, 15k in grp and up to 18k mitigation in fight)
Got a decent grp all with good gear and all top adorns.
Nope. My SK has 17.5K mit in group(idle, lifetaps, mist, etc. will bounce that up to 20k), and that's with 4 pieces of Arcane because the RNG doesn't like me much. Gear and spec smarter even if it means completely fucking over your SKs DPS.
 

amyglyn

Active Member
Nope. My SK has 17.5K mit in group(idle, lifetaps, mist, etc. will bounce that up to 20k), and that's with 4 pieces of Arcane because the RNG doesn't like me much. Gear and spec smarter even if it means completely fucking over your SKs DPS.
Yeah get mitigation up is most important thing in Dominion imho! Block is useful but i think the bosses must have high strike through in there. Timing temps is important.

If you are a monk or bruiser tank, imho it's wise to get tag team. If guard/bers imho it's wise to get U.Grip and Perfect Counter both. Shrug.

Edit: i think 17.5k is over the cap though for level 103 mobs. I could be wrong on this, however. It's somewhere around there though I bet. I thought it was 16.something. But I don't know, you might get some benefit from it being higher. What if there was a harder to resist trauma aoe or something. I'm honestly not sure.
 
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macker0407

Active Member
Block is useful but i think the bosses must have high strike through in there.
Not really on the strikethrough. Check your avoidance report in ACT and, if you're feeling bored, play with adjusting your uncontested avoidance and you'll see the avoidance %'s track fairly closely. I probably wouldn't go into the zone with less than ~50% uncontested avoidance but that's really not hard to hit as a crusader. However, avoidance means nothing when a hit actually gets through so you absolutely still need to push for mitigation.

Edit: i think 17.5k is over the cap though for level 103 mobs. I could be wrong on this, however. It's somewhere around there though I bet. I thought it was 16.something. But I don't know, you might get some benefit from it being higher. What if there was a harder to resist trauma aoe or something. I'm honestly not sure.
I doubt 17.5k is the cap, as mitigation has always been subject to a fairly steep diminishing returns curve against higher level NPCs. I suppose it should be fairly easy to test though, which I may do this evening if I'm feeling bored and feel like giving myself a repair bill.
 

Kannkor

Ogre
Edit: i think 17.5k is over the cap though for level 103 mobs. I could be wrong on this, however. It's somewhere around there though I bet. I thought it was 16.something. But I don't know, you might get some benefit from it being higher. What if there was a harder to resist trauma aoe or something. I'm honestly not sure.
Pretty sure we can't hit the mit cap at all.

Remember, these aren't just level 103 mobs, they are epic x2. If it was easier to maintain exact'ish mit numbers I'd consider trying to test. But requiring debuffing and so much mit changing... would be difficult to get an actual idea. Next time I do VD, I'll try to compare with my primary group vs secondary group. Group make up/profiles/aa's are identical. So may be able to see decent average hits etc.
 

eddie43302

Senior Member
doesn't a monk have 100% strike through Immune.. has anyone tried tanking on one of them dominion.Might be worth while to make one lol..
 

smiker

Well-Known Member
What type of group you use for kill the last named in Dominion? I'm using guardia, beastlord, defiler, inqui, dirge and coercer with no luck by now.
 

Dylan2001

Member
What type of group you use for kill the last named in Dominion? I'm using guardia, beastlord, defiler, inqui, dirge and coercer with no luck by now.
Sk, assassin, inq, defiler, coercer and dirge

However I did have to change Sk, inq and defiler's AA to make it easy.
 

amyglyn

Active Member
Pretty sure we can't hit the mit cap at all.

Remember, these aren't just level 103 mobs, they are epic x2. If it was easier to maintain exact'ish mit numbers I'd consider trying to test. But requiring debuffing and so much mit changing... would be difficult to get an actual idea. Next time I do VD, I'll try to compare with my primary group vs secondary group. Group make up/profiles/aa's are identical. So may be able to see decent average hits etc.
Will definitely be curious to know what/if you find anything.


doesn't a monk have 100% strike through Immune.. has anyone tried tanking on one of them dominion.Might be worth while to make one lol..
It's only up for the duration of a temp. The brawler strikethrough immune was nerfed back in Velious days wasn't it? Guards have one too with defensive minded. Definitely would rather have the guard right now!

Any clue for inqui and defiler AAs for Dominion?
Sure, for defiler use left hand side prestige. Wraithwall is very important because of the % damage reduction.

In heroic tree max out spirituality. In shadow tree get the AA that buffs Atrophy (Ancestral Curse). Don't worry about the AA that makes stat debuffs stronger imho, it can't hurt to cast your stat debuff, but they don't seem to make any noticeable difference to me, at least not worth the AA buffing them. Just my opinion.

Grand master Tendrils of Horror. It's also a nice DPS/Attack speed debuff. It's last upgrade is lvl63.

Then as the rest of the thread has said many times, make sure your tank doesn't suck(tm). :)
 

uiyice

Active Member
Then as the rest of the thread has said many times, make sure your tank doesn't suck(tm). :)
For my crappy little group, +1500 Mit made the difference between a ugly series of failures, and a fairly easy run.

13,500 Solo, 15,000 Group, Buffs spiking to 18,500 - Bad
15,000 Solo, 17,500 Group, Buffs spiking to 20,000 - Good (Didn't even use a bloodletter, but did use a lot of temps)
 
After a while I got tired of this because its a huge pain, so I wrote a script to send my Dirge after them.
hi ive been only using ogre for a month or two , i can clear the zone np but im wondering what setting i need to change to be able to make a toon come back to my tank/mob ass after running so far away , they seem to never do return and just get stuck after killing the stone, thx.
 

smiker

Well-Known Member
Thank you for the information about defiler AAs and Tank Mit.

My tank have 11K Mit solo... I think need to work on this first...
 

amyglyn

Active Member
For my crappy little group, +1500 Mit made the difference between a ugly series of failures, and a fairly easy run.

13,500 Solo, 15,000 Group, Buffs spiking to 18,500 - Bad
15,000 Solo, 17,500 Group, Buffs spiking to 20,000 - Good (Didn't even use a bloodletter, but did use a lot of temps)
What else helps (was more noticeable on my monk to be honest) is that war rune that gives 5% physical damage received is prevented.
 

mistahmikey

Active Member
hi ive been only using ogre for a month or two , i can clear the zone np but im wondering what setting i need to change to be able to make a toon come back to my tank/mob ass after running so far away , they seem to never do return and just get stuck after killing the stone, thx.
Command I use to initialize my campspot:

relay all OgreBotAtom a_MoveToCampSpot <campspot for who> <min distance> <max distance>

<max distance> by default is 125 - depending on where you camp, you must set this number much larger (I use 700).
 

amyglyn

Active Member
What type of group you use for kill the last named in Dominion? I'm using guardia, beastlord, defiler, inqui, dirge and coercer with no luck by now.
my groups (both clear it)

1. berserker/mystic/inq/illy/troub/necro
2. monk/mystic/warden/brigand/dirge/coercer
 

eddie43302

Senior Member
I assume you are killing the "pods" that spawn in the Dagrin fight before they become Magmatic. If you are not, then that is a certain fail condition.

Initially, I tried pulling my group to the pods to kill them. They spawn over a very wide area, so you need to use the radar to see the pods so you know where to run. After a while I got tired of this because its a huge pain, so I wrote a script to send my Dirge after them. This makes that fight much easier - you just camp your group, pull Dagrin to them, turn his back to them, and tank and spank. The only thing you have to be on top of is the flames effect he spawns (didn't pay attention to the name) because it will knock the tank back quite a ways if you don't attempt to mitigate it. Its easy to mitigate, however, because you can place the tank underneath Dagrin and fairly far rearward and he will maintain his position facing you. When the flames spawn, just push forward a bit, and the knockback will be small enough that Dagrin will not move.

That said, you still need a very tank-spec'ed tank and a very heal/debuff-spec'ed healing team to get through this, as well as all other fights in this zone (I use two healers, although I think I could get away with one now.)

As regards Getiar, the key to this fight is having at least one mage in your group to cure the "Glacier Smash" effect that renders all beneficial spells inoperative - your tank will likely die if this is not immediately cured. I use a coercer and use the Priority tab to cast "Cure Magic" on my Inquisitor, Defiler, and Tank. Once you get that going, then its very similar to the Ahrmatal fight - use a MA, have it target the add/target the named. When you enter the zone, the first slab you come to is where I camp the group, placing them at the end nearest Getiar. I then preward and pull, running the tank to the the opposite end of the slab, and he always stops just a little past the group. Getiar will port you short distances around this slab, but its not problem and he never moves off his perch; you just have to run the tank back into position (TBH, once your tank can survive the hits, you could probably campspot the tank and AFK it).

And, if you have a coercer, there is another thing you can do that can greatly improve your ability to get through the occasional tank one-shot by keeping the mob away from the group until the tank can get back up. I will leave it to you to figure this out (its not too difficult if understand coercer abilities) :)

care to share this script? :)
 

mistahmikey

Active Member
care to share this script? :)
Unfortunately, no. I have been creating scripts for quite a while now, and as a result, have developed an infrastructure of reusable components upon which this script relies. Uploading that environment is more than I care to undertake, not to mention taking the time to explain how all the pieces of the infrastructure work. If I wanted to do that, I would go the route of Kannkor/BJ and create a product. I simply don't have the time or desire to do that.

I have no problem helping folks develop their own scripts if they have specific questions, like the one I answered a few posts back. Your best bet is to ask Kannkor or BJ to tweak their offerings to include things like this - I am sure they could do it quite easily.
 

Kannkor

Ogre
Unfortunately, no. I have been creating scripts for quite a while now, and as a result, have developed an infrastructure of reusable components upon which this script relies. Uploading that environment is more than I care to undertake, not to mention taking the time to explain how all the pieces of the infrastructure work. If I wanted to do that, I would go the route of Kannkor/BJ and create a product. I simply don't have the time or desire to do that.

I have no problem helping folks develop their own scripts if they have specific questions, like the one I answered a few posts back. Your best bet is to ask Kannkor or BJ to tweak their offerings to include things like this - I am sure they could do it quite easily.
I have code for Dagrin that will be available once v17 is more readily available. I have support code for Engineer and Scorcher also. To be clear, this won't be available until v17 is more complete. It's not a "separate" script so I can't just post it or add it anywhere. It is, however, coming.

Edit: While I quoted mistahmikey, the response wasn't really for him, just in response to asking me to include it.. :)
 

Kevinshp

Well-Known Member
I have code for Dagrin that will be available once v17 is more readily available. I have support code for Engineer and Scorcher also. To be clear, this won't be available until v17 is more complete. It's not a "separate" script so I can't just post it or add it anywhere. It is, however, coming.

Edit: While I quoted mistahmikey, the response wasn't really for him, just in response to asking me to include it.. :)
And release date for 17?
 

macker0407

Active Member
For completeness sake part 3:

Temple of Veeshan: Vulak'Aerr's Dominion

Critical Avoidance

  • 500

Zone Tips
  • Tank mitigation should be at ~16k and HP at ~1 million out of combat, at a minimum, if you expect to clear the zone and that will likely still result in a number of deaths. 17.5k mitigation is the crossover point where it becomes significantly easier
  • HPS requirements are ~55k to ~400k(if your tank is borderline geared for Ahrmatal)
  • Gear and war runes can bring the top end down to ~300k HPS
  • DPS and haste debuffs matter
  • While the mobs have up to 100% strikethrough, this only reduces your uncontested avoids by 50%. Block, etc. still matter and should not be sacrificed completely for mitigation

Aegragis the Engineer
  • Loot: Belts
  • Strat: Note the barrels on both the platform and surrounding it. The named will periodically stoneskin and you need to get him to cast his AE while standing near them to dispel it. His AE must be jousted, AE avoids and group wide DPs won't save you. Additionally, throughout the fight he'll summon a "engineered gearbox" which puts a ticking AE DoT on group members. Kill it to get rid of the DoT. He will also summon "Protector Hapaiou" and "Protector Jauhe" during the fight. Never seen them do anything interesting, but they have low enough HP that if your AE DPS is decent they don't live for very long.
  • Tips: Occassionally the graphic for the AE will pop under the platform. If you see him casting "Flames of Kerafyrm", move.

Dagrin the Defiler
  • Loot: Ranged
  • Strat: Summons a "Magmatic Malformation" periodically which has to be killed or it'll turn into a mob that hits for several million. The Malformations can spawn up to ~200m away from the center of the platform he wanders around, so I use a bard. They have no appreciable HP, and a single bow hit generally destroys them. Dagarn himself hits fairly hard and summons an AE wave that starts from the center of his model and moves forward and does a minor knockback and damage. I generally ignore it, but if you want to play positioning tricks you can avoid it on everyone except the tank.
  • Tips: Debuffs matter

Getiar Razorwing
  • Loot: Neck/Wrist
  • Strat: Largely tank'n'spank, but casters must be set to cure the arcane. Immunities and AE blockers don't work reliably. He also summons the occasional add, but I just ignore it.
  • Tips: When entering his room, don't drop down too early. The pool around his room sometimes bugs and kills you.

Geradin the Grotesque
  • Loot: Cloak
  • Strat: On incoming, and periodically throughout the fight, casts a AE curse that can't really be avoided and does poison damage to the group. First 50% is a tank'n'spank, at which point he dismounts and you have to fight his wyvern(Jhul Vespan). At this point he'll start to red text that he has his eye on someone, which puts an uncurable detarget on that person. Not much you can seemingly do about it and if it hits one of your healers, and depending on gear level, you might have to blow some temps on your tank to carry you through. Once the mount is dead he returns and the fight continues the same as before, but with the detarget hitting random people until he's dead.
  • Tips: Agro transfer can be tricky for when his mount spawns, so depending on the HP of your group and/or if you have a priest that can groupwide DP you might want to range the fight.

Ahrmatal the Scorcher
  • Loot: Weapons/Charms
  • Strat: Fight him in the circle. Supposedly the uncurable AE DoT does less damage/higher mana drain the closer you are to the center, and vice versa. Or it's the other way around. I haven't noticed much of a meaningful difference to bother optimising positioning. Lots has been said about this fight, but the mechanics are basically:
    • You will get an uncurable AE DoT that has to be healed through, and ticks for ~40k every 2 seconds
    • He will knockback the group and ~5 seconds latter trigger a fire effect on the platform
    • Anyone standing in the flames gets a curable elemental DoT that will hit for ~40k-150k every second
    • At random people in the group get blindness and have to move to the rest of the group to dispel it. Not an issue if the group is clustered together
    • He summons an add at certain intervals
    • He has no meaningful direct AE damage, so if you don't want to script the encounter you can just have everyone following the tank for moving out of the flames
    • He puts out a fairly brutal amount of melee DPS on the tank
  • I don't use any complicated strategy. I run in, lock my groups position, watch for the knockback, when it hits, get the group ready to move and if the flames spawn on them, move. Otherwise, relock and wait for the next knockback. Liberal use of temps on the tank when moving and group DP's for those occasions when the group gets completely buried in flames is all I've found I need.
 
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bjcasey

ISX Specialist
Hi, are you planning to do raid zone also?
That was a typo. It should have read that all heroic zones now have viable strats instead of scripts.

I will be coding the raid zone, but I have no ETA as to when it will be released.
 

slam666

Active Member
Hi, need help with Getiar,

My mage has cure magic in top priority. One for each of my healer.
My healers have group cure in top priority.
But it seem that the cure is not cured fast enough.
Any hint on how to have the cure removed faster?

My tank is a SK with 2 bloodletter, 3 temp and still cant survive. Mit is not perfect but pretty good. I can kill Dagrin.

Thanks.
 

Dylan2001

Member
Hi, need help with Getiar,

My mage has cure magic in top priority. One for each of my healer.
My healers have group cure in top priority.
But it seem that the cure is not cured fast enough.
Any hint on how to have the cure removed faster?

My tank is a SK with 2 bloodletter, 3 temp and still cant survive. Mit is not perfect but pretty good. I can kill Dagrin.

Thanks.
I had the same problem when I first started the zone. My fix was by making a button to have my mage cure my inq. I'd kinda do a "pre-cure" by watching Getiar's cast bar. Then it was pretty easy.
 

macker0407

Active Member
If you're having problems with Getiar, start stripping down your cast orders. Left spec both healers. Remove anything DPS related. Ignore duration for maintained heals/wards('cept Clearwater on druids) to increase the likelihood of having a near full buffer when the stifle hits. If your mage is taking too long to cure, strip his cast order down as well even as just a test.

I know I'm starting to sound like a stuck record but: this zone is a gear and spec check. If you're dying your gear sucks and/or you're not spec'ing your healers and tank correctly. There is no magic trick. Mechanically the fights are braindead simple.
 

amyglyn

Active Member
this zone makes me wanna betray back to paladin... my zerker is almost done everyone I know says they rule this zone.
SKs are great in this zone too. I clear it w/my sk group that I just made, np. And it's in crappy gear, some arcane stuff, stuff with no gems, yadda yadda :). You can do it, I promise!
 

Kevinshp

Well-Known Member
If you're having problems with Getiar, start stripping down your cast orders. Left spec both healers. Remove anything DPS related. Ignore duration for maintained heals/wards('cept Clearwater on druids) to increase the likelihood of having a near full buffer when the stifle hits. If your mage is taking too long to cure, strip his cast order down as well even as just a test.

I know I'm starting to sound like a stuck record but: this zone is a gear and spec check. If you're dying your gear sucks and/or you're not spec'ing your healers and tank correctly. There is no magic trick. Mechanically the fights are braindead simple.
one other tip is to have your coercer or mage set to cancel spell cast to cure. this way it will cure right away and not wait for that 2sec spell to go through to cure.
 

appleuser

Well-Known Member
One of my issues with Getiar is that although the strat says to ignore the adds and just aoe them down, my tank consistently targets them. Tried using BJ's script and just using ogre.
 

appleuser

Well-Known Member
OK, that's cool. I was just unsure if something was wrong. Guess I need to look at healer profiles again :(
 
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