Terrors Of Thalumbra - Heroic Instances Guide

bjcasey

ISX Specialist
This is a work in progress and will be unlocked after the expansion is released on November 17, 2015.

Legend:
Very Easy
Easy
Difficult
Very Difficult
Insane


By Difficulty:

Stygian Threshold [Heroic] – Tier 1 - [Very Easy]
Kralet Penumbra: Submerged Lair [Event Heroic] – Tier 1 - [Very Easy]
Kralet Penumbra: Rise to Power [Heroic] – Tier 1 - [Very Easy]
Kralet Penumbra: Temple of the Ill-Seen [Heroic]– Tier 1 - [Very Easy]
Maldura: Bar Brawl [Event Heroic] – Tier 1 - [Easy]
Maldura: District of Ash [Heroic] – Tier 1 - [Easy]
Stygian Threshold: The Toxic Pools [Event Heroic] – Tier 1 - [Easy]

Stygian Threshold: The Howling Gateway [Event Heroic] – Tier 2 - [Easy]
Kralet Penumbra: Tepid Depths [Heroic] - Tier 2 - [Difficult]
Kralet Penumbra: Uzulu Deep [Event Heroic]– Tier 2 - [Difficult]
Maldura: Algorithm For Destruction [Heroic] – Tier 2 - [Very Difficult]
Maldura: Palace Foray [Event Heroic] – Tier 2 - [Very Difficult]

Kralet Penumbra: The Master's Chosen [Heroic] - Tier 3 - [Insane]

By Zone Name:

Stygian Threshold [Heroic] – Tier 1 - [Very Easy]
Stygian Threshold: The Toxic Pools [Event Heroic] – Tier 1 - [Easy]
Stygian Threshold: The Howling Gateway [Event Heroic] – Tier 2 - [Easy]

Kralet Penumbra: Submerged Lair [Event Heroic] – Tier 1
- [Very Easy]
Kralet Penumbra: Rise to Power [Heroic] – Tier 1 - [Very Easy]
Kralet Penumbra: Temple of the Ill-Seen [Heroic]– Tier 1 - [Very Easy]
Kralet Penumbra: Tepid Depths [Heroic] - Tier 2 - [Difficult]
Kralet Penumbra: Uzulu Deep [Event Heroic]– Tier 2 - [Difficult]
Kralet Penumbra: The Master's Chosen [Heroic] - Tier 3 - [Insane]

Maldura: Bar Brawl [Event Heroic] – Tier 1 - [Easy]
Maldura: District of Ash [Heroic] – Tier 1 - [Easy]
Maldura: Algorithm For Destruction [Heroic] – Tier 2 - [Very Difficult]
Maldura: Palace Foray [Event Heroic] – Tier 2 - [Very Difficult]

Read through the OgreBot grind options here.
Read through the BJ Movement encounter options here.
 
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bjcasey

ISX Specialist
Stygian Threshold [Heroic] – Tier 1

Recommended Resists: About 180K resists
Location: /waypoint
_______________________________________________________________________________________

Special notes: Zone has 2 timed missions (i.e., kill x number of mobtype within a timeframe for extra currency). There are 6 shinies in the zone.

Grozgar

Spawn: up upon zoning in

General Info: Mostly DPS check. Periodically spawns barkgut harbringers (2 at a time). These cause a buff on the named (Gift of Below) that gives damage reduction and autoattack increase to named. If it hits 10 increments, he enrages.

Personal Strat: Pull mob, and group move behind him (where he stood). Adds will flow into the fight and get to tank first. Focus on keeping only 4-6 adds at any time up and otherwise focus on named. Tank make sure to pick up incoming adds so they don't aggro on group.

Metamorpous

Spawn: up upon zoning in

General Info: Spawns adds. When adds die, they explode and do a knockback.

Personal Strat: Tank name and burn him. Just hold adds. When you get the named to certain health percentages the adds will despawn, and then the cycle will repeat again (seems to be about every 20% such as between 70% and 50%).

Timbergrod

Spawn: kill trees in area and they drop small chest with 1 branch. Collect 5 branches. Go to 183.14, 31.1, -380.16 to find spot for bonfire. Click the image to use your 5 branches. Then click finished bonfire picture to spawn named.

General Info: During fight (timed) he falls over and spawns 3 adds (a furious storm). The named will heal up which may be related to how much burn you get on the adds before he stands up. The adds generate a nox AOE while up that does not hit too hard. The named also casts a root and then curse on 3 group members per "cycle". The curses can be cured or just left to expire.

Personal Strat: Burn named mostly, but do enough damage to adds to ensure they die before the next "cycle" of the named dying and spawning new adds occurs

Diurna and Nocturna

Spawn: They spawn just north of the area you kill Timbergrod after you kill enough "a twinkling of the night" fairies that randomly spawn on the group as you move around the area. You will get a message when you have killed enough and they spawn.

General Info: After the start of the fight, they separate and create a colored area around them. They are initially rooted and have a 100% damage reduction shield.

Personal Strat: Once they have separated, use Absorb Magic to unroot one of them. Then have the tank pull the unrooted named over to the other one. Keep the group at distance, because once the two named get together there will be an explosion and small knockback (which won't be an issue for a tank). At that point, the named you moved will be attackable, so just burn it down. If that named ports back to it's protective area, simply rinse and repeat to unroot it and move it back to the other to make it attackable. After one named dies, you can just burn down the remaining named.

The Ink Walker

Spawn: This is a pita. In the ink river area, kill all the aggro mobs. You will be left with 6 ink walkers (stalk looking mobs with tentacle legs. You must "walk" each of the six into the river and to the spot where the named will spawn (looks like a stalky rock formation sticking far out of the water in the middle of the river). When each one is in place, you will get chat text telling you it has gone far enough. Once all six are in place (they end up in a row), the named will spawn.

General Info: Has no special abilities that were noted.

Personal Strat: Just turn and burn.

Heracyne

Spawn: Becomes active after you kill all the spider-type mobs around him

General Info: Periodically casts "Mother's Rage" that is a knockback and also will FD the group. You can just press your "X" key to standup and resume the fight. There are corpse mobs in the area that allow you to click them and "suture" them. The chat text indicates that the named "feeds" from these corpses.

Personal Strat: This fight may not be working as intended, because you could just ignore the whole corpse mobs part and burn the named (while just dealing with the knockback and FD. You can just park your tank against a wall and burning it. Best guess is that you are supposed to have a team member run around and "suture" the corpses, but it did not seem necessary.

Zaraxia

Spawn: Active after Heracyne is killed

General Info: Sits in a cave that does significant noxious damage when entered. Named also does powerdrain if you are close to it. Finally, the named has a buff that does a small stun to whomever does damage to it.

Personal Strat: Position tank at entrance of cave, just outside of where he would get the cave nox. Position group at range about 15m away from the tank (also outside the cave). Pet pull the named and tank it at the entrance of the cave so it does not leash. With this positioning, it is tank and spank.

Mawz Harak

Spawn:
Spawns once all other mobs are dead.

General Info: Has a big knockback and stun on tank. There is a crystal in the room that sits just below the top platform area that can be clicked once the fight begins. It gives you a buff that allows the "ghost" kobolds to be clicked (3 of them before the buff has to be reacquired by clicking the crystal). When the kobolds are clicked, they attack the named and reduce his damage shield.

Personal Strat: As you go to the upper platform where he spawns, there is a sharp indent in the wall geometry where you can wedge the tank (with his back into the V). The group should stand just over 15m away from where the named will be to avoid the stun affect. Someone in the group must continually do the crystal and kobold clicking to debuff the named and allow the group to burn him. Note that the runner will take some damage occasionally, so they may need to come up close to the group to get heals. Do the clicking and dps, and he will die.
 
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bjcasey

ISX Specialist
Stygian Threshold: The Toxic Pools [Event Heroic] – tier 1

Recommended Resists:
Location: /waypoint
_______________________________________________________________________________________
 
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bjcasey

ISX Specialist
Maldura: Bar Brawl [Event Heroic] – Tier 1

Recommended Resists:
Location: /waypoint
_______________________________________________________________________________________

Dalkuhm
BJ Setup Command: Set up for BJ Dalkuhm


- Tank and Spank. He disarms a random player and cure curse rearms that player.

Barnum & Bailey
BJ Setup Command: Set up for BJ Bingling


- 3 rings spawn in the fight. In order to do dmg, you have to be standing in the ring of the right color. The correct ring matches the color of their buff. Tank and Spank.

Vengeful Elder
BJ Setup Command: Set up for BJ Fast Elder or Set up for BJ Slow Elder


- Kill the fungal sprout when it spawns (only spawns once). After that, he creates a ring of spores around him - Don't touch them! Each one you run into turns into an add. Lastly, he summons more adds that are manageable.
 
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bjcasey

ISX Specialist
Maldura: District of Ash [Heroic] – Tier 1

Recommended Resists:
Location: /waypoint
_______________________________________________________________________________________
 
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bjcasey

ISX Specialist
Kralet Penumbra: Submerged Lair [Event Heroic] – Tier 1

Recommended Resists: Did the whole zone with average 170k on each toon.
Location: /waypoint 460.23, 6.95, -758.65
_______________________________________________________________________________________
Named 1: Cephax Kurcan & Korphax Kurcan
Spawned by: Clearing all the "a deep feeder" mobs in the room.

General Info:
They will alternate a huge damage reduction between them. Kill whichever does not have the reduction.
Will spawn occasional adds, which don't do much. AoE them down.
Each named will drop a rock under its feet. This rock must be clicked by someone in group, and then that person must run to the Pool of water, and click the water (No need to go into water).
Failure to move rocks caused AoE trauma.

Personal Strat:
Camp spot tank against a wall, ignore rocks, and burn it down. Tank and Spank effectively.

Named 2: Pyromorphida & Icethidae
Spawned by: Clearing all the "a deep feeder" mobs in the room.

General Info:
One is an 'Ice' mob, one is a 'Heat' mob.
They will cast an uncurable AoE on the group, which can only be cured while the other mob is casting their ability. E.G - If you have Ice uncurable on you, this can be cured at the time the heat mob is casting his AoE.
Random adds pop, AoE them down again.

Personal Strat:
Ignored and AoE and just burnt one mob down, then the 2nd. Tank and Spank effectively.

Named 3: Abyssral
Spawned by: Killing 2 previous nameds. Spawns underwater.

General Info:
Pre-Pull, in each of the two previous rooms there is a clickable orb, you can pick up and move to a Brazier underwater. You can place both Pre-Pull.
The named is 99% damage immune until he is within range of the brazier + orb. When he is within this his DR drops.
You can only spend so long in each orb, before he will knock the orb out with a depth charge, and you have to either move to the other brazier, or have someone run and pick up the orb and replace it.

Personal Strat:
Camp spot in 1 spot, when orb gets picked out, run and find it with dirge, replace it, and repeat till dead.
 
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bjcasey

ISX Specialist
Kralet Penumbra: Rise to Power [Heroic] – tier 1

Generally, an easy zone.

All non named mobs have a frontal AoE so be sure to turn them and several have a small Kb. Usually best to put your back to a wall if possible.

Recommended Resists: ~185k. I did with an average of 170k ish

For those curious all Bosses have approx 5 billion hps according to Detect Weakness

Dossvor - Tank N Spank. Emotes the same thing over and over. It looks like it places a detriment but was able to cure without noticing any damage. Does occsionally port a part member to a different location close by. Otherwise cake.
Korlaadrec - Tank N Spank. Starting at 90% health and periodically afterwards he summons adds. I just stayed on the named and burned through it.
Delakoor - Tank N Spank. Couldnt tell he did anything other than occasionally putting a detriment on a toon but was easily cured.
Xexon - Tank N Spank. I actually pulled him down to the lower level so didnt have to worry about fighting on the platform. Cake.
Xacx-kahda - Really only mob in the zone that has a script that you have to worry about. Starting at 90% will emote red text and with a few seconds will cast a tower (Waterspouts) on a random toon. Will kill any toon within that area. What I did was create two campspots before hand on the platforms of one side. I would then alternate between campspots when he emoted. The Waterspouts will stay but as far as I could tell do nothing after there initial cast. He will also occasionally port a toon to another location but generally manageable. After i figured out the campspot swap the fight is pretty easy.


Campspots

Cmp 1 --------------------- 0
| |
| |
| ---------------0------------|
| |
| |
Cmp 2 -----BOSS---------0

Best representation of what i did.

the 0's are the platforms in a square pattern.
 
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bjcasey

ISX Specialist
Kralet Penumbra: Temple of the Ill-Seen [Heroic]– tier 1

Recommended Resists - ~185k

All of this zone is Tank N Spank with the appropriate or close resists and decent DPS, this zone will be a piece of cake.

Grelikor- Comes with 2 adds. Curses periodically but didnt do much. Just a Tank N Spank.
Klandoth - Due to where he is located you will get two adds with his pull. Casts an ability called "Crushing Torsion" which says that it prevents you from changing targets but not sure why you would want to. Just stay on the named and burn him down. Does have a kb so try to position yourself with your back to a wall.
Tlat a tor - Tank N Spank with a mem wipe (fairly frequent). didnt matter though as he couldn't kill the non tank that he changed too and my group isnt super equipped (yet).
yagg kythor - Comes with a big pull and summons beetle adds. I just stayed on the named and burned him down. Was able to keep the adds from becoming overwhelming. The adds come quite often so not sure that much would be served in killing them because if you cannot DPS to kill the named you wouldnt keep up with the adds anyways.
Xoth - Big beetle that summons more beetle adds. I just stayed on the named. He does mem wipe but like Tlat a tor, didnt seem to matter if he was beating on one of my non tanks.
 
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bjcasey

ISX Specialist
Kralet Penumbra: Tepid Depths [Heroic] - tier 2

Zone Note: This zone has a trash mob, an Aberrant spell-shield, that has a high damage mental spell (Mental Detonation). The mob usually comes in a group of 3 (with an Aberrant mind-ripper and an Aberrant entwiner). If you have an enchanter, you should mess/stun the spell-shield to reduce the frequency of him using this ability. If you have a tank with a mental blocker (like Legionnaires' Conviction), they can block on pull and turn the mobs quickly to burn the spell-shield. Other tanks need to put up stoneskins or reflects. Priests can also use deathsaves on the tank during the pulls. Burn sequence should be the spell-shield, then the mind-ripper, and finally the entwiner (if there is one). Also note that due to the zone geometry, it is very easy to accidentally pull other groups of walls with AOEs (either because they are above or below you, or simply because of DB fail walls). So tanks need to learn the zone and pull carefully only one group at a time. Fortunately, the named are all pretty easy.


Named spawn in sequence, so no unusual spawn rituals needed. As usual, kill trash in rooms before engaging named.


Polyph


Strat: Just turn and tank/spank. He sometimes memwipes (almost all named in this zone do that) and maybe has a curse to cure (also usually in script on named)


Caphelon of Many Tentacles


Strat: Comes with a bunch of adds that you can just AOE down (they don't respawn). Place your group in the hall at least 15m from tank, and have tank pull so that named and adds are in los. Periodically, the named will put up a red text and begin an ability called Tentacle Onslaught which produces high slashing damage. Just stoneskin or block through it. He does it twice quickly in last 10-15% of the fight.


Kith-Lu


Strat: He paths in his room. Make sure you pull both sets of trash on either side of him to clear room. Then just rush into the center of the room and tank him there. He will periodically port people around the room, so just run back to the center. He also curses people and target locks. During the fight, he spawns "a martial bloodless ghast" and "a cleric bloodless ghast". Just kill them ... they may be increasing his damage or healing him, but I could not tell. They don't have many hitpoints and will die to reasonable AOE damage.


Marakai, hand of Mrwar


Strat: He does not hit hard but has disease and mental damage. The big thing he does is powerdrain. With enough power regen in your group, you may just be able to push through it and ignore the script. But periodically during the fight, a blue shimmering light appears near him, and if you get into the light it prevents the powerdrain for a while. If you stack up on the named, and just move around/through him when the light is up, you seem to get the protection often enough that the powerdrain is not a big issue.


Mrwar, the Destroyer


Strat: Go down the circular steps, into the water and then down below (make sure you have water breathing on). There is a little trash to kill in front of him. When you pull him, the group can just stand behind him and dps. He occasionally will fear someone, so just run back after it is cured or wears off. He memwipes. He does multiple curses which you just need to heal through (you can cure, but there are too many of them to keep up) Periodically, he will spawn an add called "an arcane creation". If it dies (or after a period of time), it will explode with an AOE. If you have enough healing, you can just heal through it. Otherwise, you would need to keep the group at ranged or do some movement strategy to keep it away from the group. He also can spawn "a reborn octoyogg elder". If you burn it down, it won't heal him. But if your group has enough dps, you can just let him heal and keep burning him -- they don't spawn often enough to be a worry.
 
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bjcasey

ISX Specialist
Stygian Threshold: The Howling Gateway [Event Heroic] – Tier 2

Recommended Resists:
Location: /waypoint
_______________________________________________________________________________________

Clear the Barkgut hunters and Barkgut gatherers.
  1. Note: Killing all the hunters makes Hagrash attackable; killing all the gatherers makes Gagrash attackable.

Slay Gagrash and Hagrash.
BJ Setup Command: Set up for BJ Gagrash or Set up for BJ Hagrash

Use intercept on group member who gets detriment or stop them attacking. Tank and spank really.


Right-click or Ogre MCP Special to dissolve the two barriers ( 53, 80, 186 ) . They must be done quickly, one right after the other.
BJ Setup Command: Set up for BJ Dissolve Barrier

Click the Howling Seal ( 62, 90, 222 ) - all group must do this together. Ogre's Special_ZoneSpecific button will work.

Slay Bagagrash, the Ancestral Alpha Kobold.
BJ Setup Command: Set up for BJ Bagagrash

Gains alternating buffs that turn him from spirit form to solid and takes almost no damage in this form.

When he gains Form of the Hunter, loot a Trinket of the Hunter from the dead Barkgut hunters laying on the ground and use it, then look for a non-aggro stalker kobold around the edge of the platform. Kill the stalker to return Bagagrash to spirit form.

When he gains Form of the Gatherer, loot a Trinket of the Gatherer from the dead Barkgut gatherers laying on the ground and use it, this will cause him to revert to spirit form again.
 
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bjcasey

ISX Specialist
Kralet Penumbra: Uzulu Deep [Event Heroic]– tier 2

Recommended Resists:
Location: /waypoint
_______________________________________________________________________________________
The normal mode is OK.

Puzzle 1: Bottom Left > Top Right > Top Left > Bottom Right

Puzzle 2: Bottom Left > Bottom Left > Bottom Left > Top Right

Puzzle 3: Top Right > Bottom Left > Top Right > Bottom Left > Top Right > Top Left

Note: clicking the middle pillar just resets the puzzle and will spawn 2 adds

First named you have to joust out of sight. I usually F1 target myself and run my group round the corner every time the named says something. Sometimes just moving behind works, but other times it doesn't.

Second name spawns adds but is just tank and spank.

Uzulu is tougher, she has a nasty AE if you get the responses wrong.

Generally I plant my group at the zone in and tank her facing away from them at the end of the corridor at the zone in. So my group is ranging her. I think the further away the better for her AE.

Every 20% she talks to a group member.
For tanks the response has "I'm a Veteran of ...."
For scouts it's "Sorry Pal..."
For mages it has "Arcane" in the text
For Priests it has "Free yourself..." in the text.

Trick is whenever named unveils himself, to get those adds to him before he has a chance to cast his long red cast bar. Once they get close they will scare him away and you won't have to worry about death saves etc.

Once the 2 immolated adds are dead it reverts pretty much to the easy mode version, hitting harder but same deal with the questions.
 
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bjcasey

ISX Specialist
Maldura: Algorithm For Destruction [Heroic] – Tier 2

Recommended Resists:
Location: /waypoint
_______________________________________________________________________________________

Old Doclin
BJ Setup Command: Set up for BJ Doclin

Run tank to Malduran citizens while sweeping up aggros and click on them. There's 5 in total around his spawn point. Each one you get reduces the frequency he casts his cloud effect.

Once done, clear adds and tank and spank, moving occasionally to get away from his ash cloud.

Arachmech
BJ Setup Command: Set up for BJ Arachmech

Pull into water, kill add when it spawns, loot an elecrto charged battery, and use to power him down. Rinse and repeat as necessary if you can't burn him after one click.

Stonerend

Watch Stonerend. He's not aggro, but if you touch him he'll hit you for 600K. A white circle will appear on the ground in front of him, he'll walk into it and bounce his arms up and down. Click on that white circle to put a crystal in it. When Stonerendsmashes the crystal, he takes 20% of his health in damage. He's surrounded by four Dark Gear necromancers. Kill three of them - they're not aggro now, but they'll attack if Stonerend dies, and if you kill all 4 Stonerend attacks. Which necromancers are still alive determines Stonerend's pathing.

The Undying Apprentice, The Undying Mechanic, and The Undying Technican.

Technician first, then mechanic, then Apprentice. Apprentice is rooted so keep others away from him first, he becomes unrooted once others are dead. Tank and spank

Black Bolt

By far the hardest to keep your group doing what you want - lots of NoMove commands and F1 to target yourself.

NoMove and range him to start, then F1 and take your group up to where he was. Take note of the color of portal, and NoMove and click Special so everyone goes through.

Attack him on platform, making sure your group doesn't fall off.

He ports away, you then have to choose the same color portal as before to go to him. Make sure you NoMove and F1 before you click Special.

Once all through the portal, it's going to repeat for the rest of the fight. He also does a knockback on "stay away!" which can really screw you up, so I always run my group into a good spot to avoid the knockback, and then NoMove and then go in with my tank.
 
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bjcasey

ISX Specialist
Maldura: Palace Foray [Event Heroic] – Tier 2

Recommended Resists: Tank at 190k, group at 160k Average.
Location: /waypoint 197.39 63.79 -1.03
_______________________________________________________________________________________

NPC at start gives you 2 items - MCP these as "UseItem" "all" "a wolf whistle"/"a boar horn"

Named 1: Dreadtusk
BJ Setup Command: Set up for BJ Dreadtusk

Spawned By - Using 'a boar horn' on a boar not engaged in combat. You turn into the mob, and then can see 3 mobs around the named. Hit them, and rest of group can then see/kill them. Kill all 3 and named turns aggro.

General Info:
Will cast uncurable curses on group members. These must be removed within 8s or so by using the boar horn.
Will gain auto attack buffs if he kills people.

Personal Strat:
MCP Button for the Boar Horn, any time you see an uncurable curse, click it. Not the quickest way, but worked flawlessly for me.


Named 2: DreadMaw
BJ Setup Command: Set up for BJ Dreadmaw

Spawned By - Using 'a wolf whistle' on a wolf not engaged in combat. You turn into the mob, and then can see 3 mobs around the named. Hit them, and rest of group can then see/kill them. Kill all 3 and named turns aggro.

General Info:
Trauma Hit on tank, negligible damage unless woefully undergeared (I did it in 2/2 Red AoM armour).
Will emote "Dreadmaw bares his claws at <Groupmember>" at which stage, that group member must use his wolf whistle.

Personal Strat:
I MCP'ed 'a wolf whistle' as an Use Item for all. On emote, just press that and it does it.
Tank and spank other than that.


Named 3: Dragoon Z'Koz
BJ Setup Command: Set up for BJ Dragoon

Spawned By - Clearing other 2 nameds, heading up top of ramp, and surviving the ring event.

General Info:
Named + 2 Hound adds. Named is rooted until Hounds die.
Hounds will frequently memwipe/target lock to whoever the named casts a curable arcane on. Cure the arcane, and decent group heals makes it tank and spank.
Once hounds are dead, named unroots.
Will emote that "<Group Member> recieves Death's Will!" - That player must then move 80m away from group. Does not appear to be a time to stand at that distance, just move 80m away asap.
Named also had a Deathtouch effect, reasonably long cast bar. Can just survive that.

Personal Strat:
Camp spot group, pull mobs, kill. On emote, alt tab to Group member to run, pause, run, unpause and let it rejoin fight.
 
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bjcasey

ISX Specialist
Kralet Penumbra: The Master's Chosen [Heroic] - tier 3

Recommended Resists:
Location: /waypoint
_______________________________________________________________________________________

Just completed this zone, and anything in Ogre will be patched out with 17.079.

Golguth - Joust is automatic.
Sevitor - Entire fight is automatic after a set up. Just be strong enough (resists+HP) to not die.
Ogabo - Kill adds then named.
Xal'gilah - Kill adds then named. - DPS Check - You have roughly 7 mins to kill him before he starts to hit really hard.
Yothshaval - Tank and spank. Bot will try to assist with draining your power.
 
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Cheesy

Well-Known Member
Kralet Penumbra: Submerged Lair [Event Heroic]– tier 1

Recommended Resists:
Location: /waypoint
_______________________________________________________________________________________
Difficulty: Easy.

Location: 460.23, 6.95, -758.65
Reccomended Resists - Did the whole zone with average 170k on each toon.

Named 1: Cephax Kurcan & Korphax Kurcan
Spawned by: Clearing all the "a deep feeder" mobs in the room.

General Info:
They will alternate a huge damage reduction between them. Kill whichever does not have the reduction.
Will spawn occasional adds, which don't do much. AoE them down.
Each named will drop a rock under its feet. This rock must be clicked by someone in group, and then that person must run to the Pool of water, and click the water (No need to go into water).
Failure to move rocks caused AoE trauma.

Personal Strat:
Camp spot tank against a wall, ignore rocks, and burn it down. Tank and Spank effectively.

Named 2: Pyromorphida & Icethidae
Spawned by: Clearing all the "a deep feeder" mobs in the room.

General Info:
One is an 'Ice' mob, one is a 'Heat' mob.
They will cast an uncurable AoE on the group, which can only be cured while the other mob is casting their ability. E.G - If you have Ice uncurable on you, this can be cured at the time the heat mob is casting his AoE.
Random adds pop, AoE them down again.

Personal Strat:
Ignored and AoE and just burnt one mob down, then the 2nd. Tank and Spank effectively.

Named 3: Abyssral
Spawned by: Killing 2 previous nameds. Spawns underwater.

General Info:
Pre-Pull, in each of the two previous rooms there is a clickable orb, you can pick up and move to a Brazier underwater. You can place both Pre-Pull.
The named is 99% damage immune until he is within range of the brazier + orb. When he is within this his DR drops.
You can only spend so long in each orb, before he will knock the orb out with a depth charge, and you have to either move to the other brazier, or have someone run and pick up the orb and replace it.

Personal Strat:
Camp spot in 1 spot, when orb gets picked out, run and find it with dirge, replace it, and repeat till dead.
 

Cheesy

Well-Known Member
Maldura: Palace Foray [Event Heroic] – tier 2

Recommended Resists:
Location: /waypoint
_______________________________________________________________________________________
Difficulty - Medium.

Recommended Resists: Did it with Tank at 190k, group at 160k Average.
Location: /waypoint 197.39 63.79 -1.03
NPC at start gives you 2 items - MCP these as "UseItem" "all" "a wolf whistle"/"a boar horn"

Named 1: Dreadtusk
Spawned By - Using 'a boar horn' on a boar not engaged in combat. You turn into the mob, and then can see 3 mobs around the named. Hit them, and rest of group can then see/kill them. Kill all 3 and named turns aggro.

General Info:
Will cast uncurable curses on group members. These must be removed within 8s or so by using the boar horn.
Will gain auto attack buffs if he kills people.

Personal Strat:
MCP Button for the Boar Horn, any time you see an uncurable curse, click it. Not the quickest way, but worked flawlessly for me.


Named 2: DreadMaw
Spawned By - Using 'a wolf whistle' on a wolf not engaged in combat. You turn into the mob, and then can see 3 mobs around the named. Hit them, and rest of group can then see/kill them. Kill all 3 and named turns aggro.

General Info:
Trauma Hit on tank, negligible damage unless woefully undergeared (I did it in 2/2 Red AoM armour).
Will emote "Dreadmaw bares his claws at <Groupmember>" at which stage, that group member must use his wolf whistle.

Personal Strat:
I MCP'ed 'a wolf whistle' as an Use Item for all. On emote, just press that and it does it.
Tank and spank other than that.


Named 3: Dragoon Z'Koz
Spawned By - Clearing other 2 nameds, heading up top of ramp, and surviving the ring event.

General Info:
Named + 2 Hound adds. Named is rooted until Hounds die.
Hounds will frequently memwipe/target lock to whoever the named casts a curable arcane on. Cure the arcane, and decent group heals makes it tank and spank.
Once hounds are dead, named unroots.
Will emote that "<Group Member> recieves Death's Will!" - That player must then move 80m away from group. Does not appear to be a time to stand at that distance, just move 80m away asap.
Named also had a Deathtouch effect, reasonably long cast bar. Can just survive that.

Personal Strat:
Camp spot group, pull mobs, kill. On emote, alt tab to Group member to run, pause, run, unpause and let it rejoin fight.
 

larrydoyle

Senior Member
Stygian Threshold [Heroic]

Note: Group was running at about 180K resists in previous expac raid gear.

Special notes: Zone has 2 timed missions (i.e., kill x number of mobtype within a timeframe for extra currency). There are 6 shinies in the zone.

Grozgar

Spawn: up upon zoning in

General Info: Mostly DPS check. Periodically spawns barkgut harbringers (2 at a time). These cause a buff on the named (Gift of Below) that gives damage reduction and autoattack increase to named. If it hits 10 increments, he enrages.

Personal Strat: Pull mob, and group move behind him (where he stood). Adds will flow into the fight and get to tank first. Focus on keeping only 4-6 adds at any time up and otherwise focus on named. Tank make sure to pick up incoming adds so they don't aggro on group.

Metamorpous

Spawn: up upon zoning in

General Info: Spawns adds. When adds die, they explode and do a knockback.

Personal Strat: Tank name and burn him. Just hold adds. When you get the named to certain health percentages the adds will despawn, and then the cycle will repeat again (seems to be about every 20% such as between 70% and 50%).

Timbergrod

Spawn: kill trees in area and they drop small chest with 1 branch. Collect 5 branches. Go to 183.14, 31.1, -380.16 to find spot for bonfire. Click the image to use your 5 branches. Then click finished bonfire picture to spawn named.

General Info: During fight (timed) he falls over and spawns 3 adds (a furious storm). The named will heal up which may be related to how much burn you get on the adds before he stands up. The adds generate a nox AOE while up that does not hit too hard. The named also casts a root and then curse on 3 group members per "cycle". The curses can be cured or just left to expire.

Personal Strat: Burn named mostly, but do enough damage to adds to ensure they die before the next "cycle" of the named dying and spawning new adds occurs

Diurna and Nocturna

Spawn: They spawn just north of the area you kill Timbergrod after you kill enough "a twinkling of the night" fairies that randomly spawn on the group as you move around the area. You will get a message when you have killed enough and they spawn.

General Info: After the start of the fight, they separate and create a colored area around them. They are initially rooted and have a 100% damage reduction shield.

Personal Strat: Once they have separated, use Absorb Magic to unroot one of them. Then have the tank pull the unrooted named over to the other one. Keep the group at distance, because once the two named get together there will be an explosion and small knockback (which won't be an issue for a tank). At that point, the named you moved will be attackable, so just burn it down. If that named ports back to it's protective area, simply rinse and repeat to unroot it and move it back to the other to make it attackable. After one named dies, you can just burn down the remaining named.

The Ink Walker

Spawn: This is a pita. In the ink river area, kill all the aggro mobs. You will be left with 6 ink walkers (stalk looking mobs with tentacle legs. You must "walk" each of the six into the river and to the spot where the named will spawn (looks like a stalky rock formation sticking far out of the water in the middle of the river). When each one is in place, you will get chat text telling you it has gone far enough. Once all six are in place (they end up in a row), the named will spawn.

General Info: Has no special abilities that were noted.

Personal Strat: Just turn and burn.

Heracyne

Spawn: Becomes active after you kill all the spider-type mobs around him

General Info: Periodically casts "Mother's Rage" that is a knockback and also will FD the group. You can just press your "X" key to standup and resume the fight. There are corpse mobs in the area that allow you to click them and "suture" them. The chat text indicates that the named "feeds" from these corpses.

Personal Strat: This fight may not be working as intended, because you could just ignore the whole corpse mobs part and burn the named (while just dealing with the knockback and FD. You can just park your tank against a wall and burning it. Best guess is that you are supposed to have a team member run around and "suture" the corpses, but it did not seem necessary.

Zaraxia

Spawn: Active after Heracyne is killed

General Info: Sits in a cave that does significant noxious damage when entered. Named also does powerdrain if you are close to it. Finally, the named has a buff that does a small stun to whomever does damage to it.

Personal Strat: Position tank at entrance of cave, just outside of where he would get the cave nox. Position group at range about 15m away from the tank (also outside the cave). Pet pull the named and tank it at the entrance of the cave so it does not leash. With this positioning, it is tank and spank.

Mawz Harak

Spawn: Spawns once all other mobs are dead.

General Info: Has a big knockback and stun on tank. There is a crystal in the room that sits just below the top platform area that can be clicked once the fight begins. It gives you a buff that allows the "ghost" kobolds to be clicked (3 of them before the buff has to be reacquired by clicking the crystal). When the kobolds are clicked, they attack the named and reduce his damage shield.

Personal Strat: As you go to the upper platform where he spawns, there is a sharp indent in the wall geometry where you can wedge the tank (with his back into the V). The group should stand just over 15m away from where the named will be to avoid the stun affect. Someone in the group must continually do the crystal and kobold clicking to debuff the named and allow the group to burn him. Note that the runner will take some damage occasionally, so they may need to come up close to the group to get heals. Do the clicking and dps, and he will die.
 

larrydoyle

Senior Member
Kralet Penumbra: Tepid Depths [Heroic]

Zone Note:
This zone has a trash mob, an Aberrant spell-shield, that has a high damage mental spell (Mental Detonation). The mob usually comes in a group of 3 (with an Aberrant mind-ripper and an Aberrant entwiner). If you have an enchanter, you should mess/stun the spell-shield to reduce the frequency of him using this ability. If you have a tank with a mental blocker (like Legionnaires' Conviction), they can block on pull and turn the mobs quickly to burn the spell-shield. Other tanks need to put up stoneskins or reflects. Priests can also use deathsaves on the tank during the pulls. Burn sequence should be the spell-shield, then the mind-ripper, and finally the entwiner (if there is one). Also note that due to the zone geometry, it is very easy to accidentally pull other groups of walls with AOEs (either because they are above or below you, or simply because of DB fail walls). So tanks need to learn the zone and pull carefully only one group at a time. Fortunately, the named are all pretty easy.


Named spawn in sequence, so no unusual spawn rituals needed. As usual, kill trash in rooms before engaging named.


Polyph


Strat: Just turn and tank/spank. He sometimes memwipes (almost all named in this zone do that) and maybe has a curse to cure (also usually in script on named)


Caphelon of Many Tentacles


Strat: Comes with a bunch of adds that you can just AOE down (they don't respawn). Place your group in the hall at least 15m from tank, and have tank pull so that named and adds are in los. Periodically, the named will put up a red text and begin an ability called Tentacle Onslaught which produces high slashing damage. Just stoneskin or block through it. He does it twice quickly in last 10-15% of the fight.


Kith-Lu


Strat: He paths in his room. Make sure you pull both sets of trash on either side of him to clear room. Then just rush into the center of the room and tank him there. He will periodically port people around the room, so just run back to the center. He also curses people and target locks. During the fight, he spawns "a martial bloodless ghast" and "a cleric bloodless ghast". Just kill them ... they may be increasing his damage or healing him, but I could not tell. They don't have many hitpoints and will die to reasonable AOE damage.


Marakai, hand of Mrwar


Strat: He does not hit hard but has disease and mental damage. The big thing he does is powerdrain. With enough power regen in your group, you may just be able to push through it and ignore the script. But periodically during the fight, a blue shimmering light appears near him, and if you get into the light it prevents the powerdrain for a while. If you stack up on the named, and just move around/through him when the light is up, you seem to get the protection often enough that the powerdrain is not a big issue.


Mrwar, the Destroyer


Strat: Go down the circular steps, into the water and then down below (make sure you have water breathing on). There is a little trash to kill in front of him. When you pull him, the group can just stand behind him and dps. He occasionally will fear someone, so just run back after it is cured or wears off. He memwipes. He does multiple curses which you just need to heal through (you can cure, but there are too many of them to keep up) Periodically, he will spawn an add called "an arcane creation". If it dies (or after a period of time), it will explode with an AOE. If you have enough healing, you can just heal through it. Otherwise, you would need to keep the group at ranged or do some movement strategy to keep it away from the group. He also can spawn "a reborn octoyogg elder". If you burn it down, it won't heal him. But if your group has enough dps, you can just let him heal and keep burning him -- they don't spawn often enough to be a worry.
 

mattb

Member
Maldura: Algorithm For Destruction [Heroic]

Old Doclin

Run tank to Malduran citizens while sweeping up aggros and click on them. There's 5 in total around his spawn point. Each one you get reduces the frequency he casts his cloud effect.

Once done, clear adds and tank and spank, moving occasionally to get away from his ash cloud.

Arachmech

Pull into water, kill add when it spawns, loot an elecrto charged battery, and use to power him down. Rinse and repeat as necessary if you can't burn him after one click.

Stonerend

Watch Stonerend. He's not aggro, but if you touch him he'll hit you for 600K. A white circle will appear on the ground in front of him, he'll walk into it and bounce his arms up and down. Click on that white circle to put a crystal in it. When Stonerend smashes the crystal, he takes 20% of his health in damage. He's surrounded by four Dark Gear necromancers. Kill three of them - they're not aggro now, but they'll attack if Stonerend dies, and if you kill all 4 Stonerend attacks. Which necromancers are still alive determines Stonerend's pathing.

The Undying Apprentice, The Undying Mechanic, and The Undying Technican.

Technician first, then mechanic, then Apprentice. Apprentice is rooted so keep others away from him first, he becomes unrooted once others are dead. Tank and spank

Black Bolt

By far the hardest to keep your group doing what you want - lots of NoMove commands and F1 to target yourself.

NoMove and range him to start, then F1 and take your group up to where he was. Take note of the color of portal, and NoMove and click Special so everyone goes through.

Attack him on platform, making sure your group doesn't fall off.

He ports away, you then have to choose the same color portal as before to go to him. Make sure you NoMove and F1 before you click Special.

Once all through the portal, it's going to repeat for the rest of the fight. He also does a knockback on "stay away!" which can really screw you up, so I always run my group into a good spot to avoid the knockback, and then NoMove and then go in with my tank.
 

mattb

Member
Howling Gateway Event Heroic

Clear the Barkgut hunters and Barkgut gatherers.
  1. Note: Killing all the hunters makes Hagrash attackable; killing all the gatherers makes Gagrash attackable.

Slay
Gagrash and Hagrash.

Use intercept on group member who gets detriment or stop them attacking. Tank and spank really.


Right-click to dissolve the two barriers ( 53, 80, 186 ) . They must be done quickly, one right after the other.

Click the Howling Seal ( 62, 90, 222 ) - all group must do this together. Special does not work, but Zone does to make everyone click.

Slay
Bagagrash, the Ancestral Alpha Kobold.

Gains alternating buffs that turn him from spirit form to solid and takes almost no damage in this form.

When he gains Form of the Hunter, loot a Trinket of the Hunter from the dead Barkgut hunters laying on the ground and use it, then look for a non-aggro stalker kobold around the edge of the platform. Kill the stalker to return Bagagrash to spirit form.

When he gains Form of the Gatherer, loot a Trinket of the Gatherer from the dead Barkgut gatherers laying on the ground and use it, this will cause him to revert to spirit form again.
 

Taubstumm

Member
Maldura: Bar Brawl [Event Heroic] pretty darn easy.

Dalkuhm - Tank and Spank. He disarms a random player and cure curse rearms that player.
Barnum & Bailey - 3 rings spawn in the fight. In order to do dmg, you have to be standing in the ring of the right color. The correct ring matches the color of their buff. Tank and Spank.
Vengeful Elder - Kill the fungal sprouts when he casts them. They have a timer and if they aren't killed in time, they spawn adds. He also casts "children of the spore" which creates a ring of spores around him - Don't touch them! Each one you run into turns into an add.
 
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dtgreer

Member
Kralet Penumbra: Rise to Power [Heroic] – Tier 1


Generally, an easy zone.

All non named mobs have a frontal AoE so be sure to turn them and several have a small Kb. Usually best to put your back to a wall if possible.

Recommended Resists: ~185k. I did with an average of 170k ish

For those curious all Bosses have approx 5 billion hps according to Detect Weakness

Dossvor - Tank N Spank. Emotes the same thing over and over. It looks like it places a detriment but was able to cure without noticing any damage. Does occsionally port a part member to a different location close by. Otherwise cake.
Korlaadrec - Tank N Spank. Starting at 90% health and periodically afterwards he summons adds. I just stayed on the named and burned through it.
Delakoor - Tank N Spank. Couldnt tell he did anything other than occasionally putting a detriment on a toon but was easily cured.
Xexon - Tank N Spank. I actually pulled him down to the lower level so didnt have to worry about fighting on the platform. Cake.
Xacx-kahda - Really only mob in the zone that has a script that you have to worry about. Starting at 90% will emote red text and with a few seconds will cast a tower (Waterspouts) on a random toon. Will kill any toon within that area. What I did was create two campspots before hand on the platforms of one side. I would then alternate between campspots when he emoted. The Waterspouts will stay but as far as I could tell do nothing after there initial cast. He will also occasionally port a toon to another location but generally manageable. After i figured out the campspot swap the fight is pretty easy.


Campspots

Cmp 1 --------------------- 0
| |
| |
| ---------------0------------|
| |
| |
Cmp 2 -----BOSS---------0

Best representation of what i did.

the 0's are the platforms in a square pattern.
 
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appleuser

Well-Known Member
Maldura: Bar Brawl [Event Heroic] pretty darn easy.

Dalkuhm - Tank and Spank. He disarms a random player and cure curse rearms that player.
Barnum & Bailey - 3 rings spawn in the fight. In order to do dmg, you have to be standing in the ring of the right color. The correct ring matches the color of their buff. Tank and Spank.
Vengeful Elder - Kill the fungal sprouts when he casts them. They have a timer and if they aren't killed in time, they spawn adds. He also casts "children of the spore" which creates a ring of spores around him - Don't touch them! Each one you run into turns into an add.
If you lack dps / survivability and don't want any adds, pull all the trash mobs to one spot to kill them, and pull named mushroom on top of that spot. Have everyone on the mushroom's ass, that way you're always inside his mushroom ring, and you can easily kill the sprout before it turns into an add.
 

dtgreer

Member
Kralet Penumbra: Temple of the Ill-Seen [Heroic]– tier 1

Recommended Resists:
Location: /waypoint
_______________________________________________________________________________________
Recommended Resists - ~185k

All of this zone is Tank N Spank with the appropriate or close resists and decent DPS, this zone will be a piece of cake.

Grelikor- Comes with 2 adds. Curses periodically but didnt do much. Just a Tank N Spank.
Klandoth - Due to where he is located you will get two adds with his pull. Casts an ability called "Crushing Torsion" which says that it prevents you from changing targets but not sure why you would want to. Just stay on the named and burn him down. Does have a kb so try to position yourself with your back to a wall.
Tlat a tor - Tank N Spank with a mem wipe (fairly frequent). didnt matter though as he couldn't kill the non tank that he changed too and my group isnt super equipped (yet).
yagg kythor - Comes with a big pull and summons beetle adds. I just stayed on the named and burned him down. Was able to keep the adds from becoming overwhelming. The adds come quite often so not sure that much would be served in killing them because if you cannot DPS to kill the named you wouldnt keep up with the adds anyways.
Xoth - Big beetle that summons more beetle adds. I just stayed on the named. He does mem wipe but like Tlat a tor, didnt seem to matter if he was beating on one of my non tanks.
 

dtgreer

Member
Kralet Penumbra: Submerged Lair [Event Heroic] – Tier 1

Recommended Resists: Did the whole zone with average 170k on each toon.
Location: /waypoint 460.23, 6.95, -758.65
_______________________________________________________________________________________
Named 1: Cephax Kurcan & Korphax Kurcan
Spawned by: Clearing all the "a deep feeder" mobs in the room.

General Info:
They will alternate a huge damage reduction between them. Kill whichever does not have the reduction.
Will spawn occasional adds, which don't do much. AoE them down.
Each named will drop a rock under its feet. This rock must be clicked by someone in group, and then that person must run to the Pool of water, and click the water (No need to go into water).
Failure to move rocks caused AoE trauma.

Personal Strat:
Camp spot tank against a wall, ignore rocks, and burn it down. Tank and Spank effectively.

Named 2: Pyromorphida & Icethidae
Spawned by: Clearing all the "a deep feeder" mobs in the room.

General Info:
One is an 'Ice' mob, one is a 'Heat' mob.
They will cast an uncurable AoE on the group, which can only be cured while the other mob is casting their ability. E.G - If you have Ice uncurable on you, this can be cured at the time the heat mob is casting his AoE.
Random adds pop, AoE them down again.

Personal Strat:
Ignored and AoE and just burnt one mob down, then the 2nd. Tank and Spank effectively.

Named 3: Abyssral
Spawned by: Killing 2 previous nameds. Spawns underwater.

General Info:
Pre-Pull, in each of the two previous rooms there is a clickable orb, you can pick up and move to a Brazier underwater. You can place both Pre-Pull.
The named is 99% damage immune until he is within range of the brazier + orb. When he is within this his DR drops.
You can only spend so long in each orb, before he will knock the orb out with a depth charge, and you have to either move to the other brazier, or have someone run and pick up the orb and replace it.

Personal Strat:
Camp spot in 1 spot, when orb gets picked out, run and find it with dirge, replace it, and repeat till dead.
If you struggle on the Cephax Kurcan & Korphax Kurcan fight, you can manually use one of your toons to pick up the rocks and drop in the water. This prevents the adds and AoE. Made encounter very easy.
 

pelly

Active Member
Anyone do Toxic Pools and figure out how to spawn the 2nd boss? I've killed 1st boss and the only thing in the main cavern are 4 non agro mobs and I have been killing them for an hour and nothing is spawning and nothing seems clickable. No other exits. I'm sure I am missing something dumb.

Thanks!
 

fl0pster

Active Member
When you get the blobs past 50pct (iirc) they will enrage or something of the like.. pull all 4 and get them all to enrage to start the event.
 

Taubstumm

Member
Kralet Penumbra: Rise to Power [Heroic]

Every namer (except the last) is tank-n-spank. When you kill the first namer though, you are timed on how long it takes to kill the next two.

Xacx-Kahda: Force follow the group on top of you. When you get the red message, move back about 10 meters. This keeps the rainspout from kicking you across the room. At about 20%, he'll port people around the room. I just did my best to collect the team and finish him off.
 

Taubstumm

Member
Maldura: Algorithm of Destruction [Heroic] – Tier 1

Old Doclin: Pull him to the area by the gates where its mostly dirt ground. He catches fire and needs the dirt to keep him from catching everyone else on fire. But the next problem is, he kicks the dust up and it creates a dust shield. You have to move him around the area to remove the shield.

X-O Arachmech: Slows his fighting when you are in the water & makes his KB inert. His adds need to be killed in order to take down his dmg prevetion shield. Once you kill and add, you receive a battery. Click on him and he takes dmg again.

Stonerend: Same as advanced solo. Put the gem at his feet so he crushes them and dies. The summoners hit like a truck, recommend pulling them one at a time.

Undying 3: Tank and spank. One does a knock up, the other adds a buff that can be dispells, the other has a dmg prevent until the other two are dead.

Black Bolt: When he ports, you need to remember the color of the portal. You'll need to use that same color portal in the next port or face instant death. Using force follow, make sure your team is almost touching the portal. When using ogre, use the Special_ZoneSpecific mcp button. (make sure you tell them to nomove, or your team will chase you). Tedious fight.
 
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Taubstumm

Member
Kralet Penumbra: Temple of the Ill-Seen

Grelikor: Tank & Spank - Summons adds that pose no threat.

Klandoth: Tank & Spank - I set up on the landing across from him. He's sometimes port someone to the center. If you campspot on the landing in front of the stairs. No issue.

Tlat-a-Tor: Tank & Spank - Sometimes aggros a party member.

Yagg-Kythor: Tank & Spank. Summons a bunch of bugs every so often and feared the group once. Campspot and aoe everything dead.

Xoth: Tank & Spank. Basically Yagg fight, only more bugs.
 

mattb

Member
Does anyone know how to do Uzulu Deep Challenge?

Uzulu seems to death touch every minute or so and I just can't seem to get anywhere.

Group make up is Zerk, warden, mystic, dirge, coercer, ranger

I have figured out that the immolated need to be close to Uzulu to make her go away, but she still DTs so often I don't have enough saves. The priest ones seem to do nothing bar the warden group DS. And the 3 I have on my zerk get eaten quick.
 

dtgreer

Member
Does anyone know how to do Uzulu Deep Challenge?

Uzulu seems to death touch every minute or so and I just can't seem to get anywhere.

Group make up is Zerk, warden, mystic, dirge, coercer, ranger

I have figured out that the immolated need to be close to Uzulu to make her go away, but she still DTs so often I don't have enough saves. The priest ones seem to do nothing bar the warden group DS. And the 3 I have on my zerk get eaten quick.
I would love to know the strats for this zone. I am stuck on what to do.
 

mattb

Member
I would love to know the strats for this zone. I am stuck on what to do.
The normal mode is OK.

I assume you've figured out how to spawn the names by getting all the braziers the same color.

First named you have to joust out of sight. I usually F1 target myself and run my group round the corner every time the named says something. Sometimes just moving behind works, but other times it doesn't.

Second name spawns adds but is just tank and spank.

Uzulu is tougher, she has a nasty AE if you get the responses wrong.

Generally I plant my group at the zone in and tank her facing away from them at the end of the corridor at the zone in. So my group is ranging her. I think the further away the better for her AE.

Every 20% she talks to a group member.
For tanks the response has "I'm a Veteran of ...."
For scouts it's "Sorry Pal..."
For mages it has "Arcane" in the text
For Priests it has "Free yourself..." in the text.
 

appleuser

Well-Known Member
Does anyone know how to do Uzulu Deep Challenge?

Uzulu seems to death touch every minute or so and I just can't seem to get anywhere.

Group make up is Zerk, warden, mystic, dirge, coercer, ranger

I have figured out that the immolated need to be close to Uzulu to make her go away, but she still DTs so often I don't have enough saves. The priest ones seem to do nothing bar the warden group DS. And the 3 I have on my zerk get eaten quick.
Trick is whenever named unveils himself, to get those adds to him before he has a chance to cast his long red cast bar. Once they get close they will scare him away and you won't have to worry about death saves etc.

Once the 2 immolated adds are dead it reverts pretty much to the easy mode version, hitting harder but same deal with the questions.
 

macker0407

Active Member
Maldura: Palace Foray [Event Heroic] – Tier 2


Named 3: Dragoon Z'Koz
*nsip*
Will emote that "<Group Member> recieves Death's Will!" - That player must then move 80m away from group. Does not appear to be a time to stand at that distance, just move 80m away asap.
Minor correction to this, as either Cheesy didn't notice or it's been changed since: Death's Will is a curse, and if cured does not require running away. So if you're running 2 healers or a templar you can just have everyone stay in place and not bother with the joust.
 

mattb

Member
Minor correction to this, as either Cheesy didn't notice or it's been changed since: Death's Will is a curse, and if cured does not require running away. So if you're running 2 healers or a templar you can just have everyone stay in place and not bother with the joust.
I did not realise this! I was running away when I'd probably already been cured!!
 

Loppy

Active Member
Black Bolt

Really struggling with this mob.

Firstly, the knockback scattering the group all over the place then death as I haven't found a decent tank spot that minimises it.

Secondly, getting the group to move together to the portal. I've tried using Ofollow but to no avail and once he ports the detrimental is pretty brutal.

Just hoping BJ comes to the rescue soon as I really like this instance :)
 

bjcasey

ISX Specialist
Black Bolt

Really struggling with this mob.

Firstly, the knockback scattering the group all over the place then death as I haven't found a decent tank spot that minimises it.

Secondly, getting the group to move together to the portal. I've tried using Ofollow but to no avail and once he ports the detrimental is pretty brutal.

Just hoping BJ comes to the rescue soon as I really like this instance :)
There's a reason I didn't code him. All of his portals share the same actor name, which means through code we can't see the difference between them. Quote from Amadeus on the subject: https://forge.isxgames.com/issues/1561

Amadeus said:
Also, I just heard from someone that this request comes from a single fight mechanic. If this is the case, then I'm not interested in working on it. The reason is simple: I've said for years that the way to fight botting in the game is not to ban players or things of that nature, it's to design content that cannot be botted. If they've put that much effort into creating a fight that cannot be beat with the tools that I've created and refined over the past 10 years, then I'm inclined to leave it alone.
The strat for Blackbolt is simple. You can see him start to cast something that is his knockback. His knockback is melee range around him so move away from him when he starts to cast it. If you are bad at moving, just range him, he's rooted. Once he ports away, you will take extra damage until you get closer. He also spawns an add that will kill you if it reaches you. Take note of the colour of the portal before you do a hold-up and then special. Kill the adds. Attack Blackbolt. When he ports away, press LetsGo and then move to the correct colour portal. Hold-up. Special. LetsGo. Rinse and repeat until he's dead.
 

Loppy

Active Member
Thanks for the replies and advice on the fight.

I'll go back in tonight and will hopefully drop him.

Edit: Got him third pull tonight so thanks again for the help. Once I got into the rhythm of it and kept it ranged it was all ok. Not quite cake but hopefully with a bit of practice next week it'll be on farm now.
 
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Kannkor

Ogre
The strat for Blackbolt is simple. You can see him start to cast something that is his knockback. His knockback is melee range around him so move away from him when he starts to cast it. If you are bad at moving, just range him, he's rooted. Once he ports away, you will take extra damage until you get closer. He also spawns an add that will kill you if it reaches you. Take note of the colour of the portal before you do a hold-up and then special. Kill the adds. Attack Blackbolt. When he ports away, press LetsGo and then move to the correct colour portal. Hold-up. Special. LetsGo. Rinse and repeat until he's dead.
Be campspoted near the portal, then use "Special_ZoneSpecific" and it will get you through the portal safely without you touching any other buttons.
 

Kannkor

Ogre
Kralet Penumbra: The Master's Chosen [Heroic] - Tier 3 - [Insane]

Just completed this zone, and anything in Ogre will be patched out with 17.079.

Golguth - Joust is automatic.
Sevitor - Entire fight is automatic after a set up. Just be strong enough (resists+HP) to not die.
Ogabo - Kill adds then named.
Xal'gilah - Kill adds then named.
Yothshaval - Tank and spank. Bot will try to assist with draining your power.
 

Isnewbie

Well-Known Member
Have you figured out how to negate Sevitor's aoe pulse? would require some serious hp stacking and resist to survive the pulse without a shielding priest.
 

Kannkor

Ogre
No. It is the "hard" instance of the xpac. I was rolling around with 220k'ish resists, but I'm still using old jewelery with 26k resists in some/most slots. I suspect if you pushed your resists to 230++ the pulse would be much easier.

But with my group it's np. Could be because Guardians are amazing, and so are defilers.

I did the zone 3 times today (first time ever) and most parses were around the same.
For reference:
Servitor of Yothshaval
Defiler: 1.2m - 1.4m HPS
Warden: 400k HPS

If you meant the boss Yothshaval, Acolyte of Penumbra...
Defiler: 1.9m HPS
Warden: 1m HPS
That's with my script trying to help with mana.. first time I killed him I didn't have the script and heals were this:
Defiler: 2.3m
Warden: 1.7m
 

Isnewbie

Well-Known Member
It's the Servitor of Yothsaval aoe pulse that's giving some problems when I run a group without a shaman though. The 3mil+ pulse pretty much one shot everyone. Someone said that there was a way to make it so the aoe pulse doesn't happen at all, still trying to figure that out. Or maybe they don't know jack squad and spewing some horse manure.
 

Cheesy

Well-Known Member
It's the Servitor of Yothsaval aoe pulse that's giving some problems when I run a group without a shaman though. The 3mil+ pulse pretty much one shot everyone. Someone said that there was a way to make it so the aoe pulse doesn't happen at all, still trying to figure that out. Or maybe they don't know jack squad and spewing some horse manure.
Stifles.

Same for first named. Keep it stifled, and you don't get the AOE pulse on Servitor, or the Joust on Golguth.
 

Kannkor

Ogre
They cant be Stifled , at least for me. Servitor is most difficult one in this zone.
Agreed.
If you need to, to get past him, use a Arcane banner (boosts Arcane resists), and Sigil of the War Prince (boosts Max HP% of the group, they stack).

There are also other items/temp items/scrolls etc you can use that will further boost Arcane resists and/or health.
 

Isnewbie

Well-Known Member
For awhile the jousting mechanic rarely appeared, depending on which group I ran. I think this is partly because of stifle like you said.

Since last patch though, the curse appears consistently no matter which group I ran.

Servitor's AoE has always been there though. But now that ethereal scare fixed, I hope I can get one of my gimpy group through.
 

lixleon

Member
For awhile the jousting mechanic rarely appeared, depending on which group I ran. I think this is partly because of stifle like you said.

Since last patch though, the curse appears consistently no matter which group I ran.

Servitor's AoE has always been there though. But now that ethereal scare fixed, I hope I can get one of my gimpy group through.
Wearing both effects Channeled Redirection && Prismatic Reaction will make this fight easy walk.

Channeled Redirection gives your crews 6.5% magic damage reduction.
Prismatic Reaction will maintain almost 600k wards on your crews.
 

mattb

Member
Kralet Penumbra: The Master's Chosen [Heroic] - Tier 3 - [Insane]

Just completed this zone, and anything in Ogre will be patched out with 17.079.

Golguth - Joust is automatic.
Sevitor - Entire fight is automatic after a set up. Just be strong enough (resists+HP) to not die.
Ogabo - Kill adds then named.
Xal'gilah - Kill adds then named.
Yothshaval - Tank and spank. Bot will try to assist with draining your power.
FYI, Golguth jousting isn't 100% reliable. I have had my coercer fail to run out when he should, usually when its hit straight after he should be close by.

edit - yep, definitely when going directly from The Chosen One to Yoth Curse
 
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Kannkor

Ogre
FYI, Golguth jousting isn't 100% reliable. I have had my coercer fail to run out when he should, usually when its hit straight after he should be close by.

edit - yep, definitely when going directly from The Chosen One to Yoth Curse
Hmm...

Do your curses over lap? I wonder if it's because I run with a swash and he has tswipe. Nothing like this should ever be able to happen unless some how you end up with both curses... Then it's a shit show.
 

TeamGaggle

Member
Hmm...

Do your curses over lap? I wonder if it's because I run with a swash and he has tswipe. Nothing like this should ever be able to happen unless some how you end up with both curses... Then it's a shit show.
I did this last night and the magic # is 3. When 1 toon gets the finger or the fist debuff 3 times in a row, he will not run in or out on that round. I simply switched to that toon on the 3rd one (that happended on two different toons) and manually ran them in (Fist) or out (Finger). Finger out - Fist in...
 

mattb

Member
Hmm...

Do your curses over lap? I wonder if it's because I run with a swash and he has tswipe. Nothing like this should ever be able to happen unless some how you end up with both curses... Then it's a shit show.
They may overlap, but if they do it's very quick.

I basically watched who got the curse each time and moved them out if they needed help.

Now trying to do Servitor which is proving tricky. Had to stop all casting of any pets as them dieing seems to contribute a wipe when the detriment is up just like a player. This includes temp buffs like Sniper Squad and Hawk Attack.

My set up is Berserker, Warden, Mystic, Ranger, Dirge, Coercer.
 

Kannkor

Ogre
RE: Golguth
Okay, seems like when I coded it, there was a curse, a delay, then another curse, then a delay... etc etc.
Now there is no delay. Technically the curses overlap (by a fraction of a second). Which caused the issue. I've recoded the fight and will be released with patch 17.081.
 

mattb

Member
Yothshaval - Tank and spank. Bot will try to assist with draining your power.

He puts incriments on group members that increase damage received. Any idea how to remove/reduce these?
 
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