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Named for Palace Empty Named for Palace

Post  ashare Sat Jul 17, 2010 2:33 pm

Lieutenant Buldoral
Lt Buldoral is the first named encounter in Palace of Roehn Theer. He will appear in the second wave of a ring event.

When you zone into Palace of Roehn Theer you will be in a large circular room with 4 alcoves. There will be no mobs but don’t be lulled into a false sense of security and go roaming around, stay at the zone in until you are ready.

When everybody is setup, do a countdown and have everybody run towards an alcove at the same time – stragglers and late comers do tend to be squashed for their tardiness. We always choose an alcove that has another alcove on either side (more on this later). As your raid gets about halfway to the alcove, 4 linked adds will spawn and come charging towards you. These are epics and they hit moderately hard (especially if your mitigation is as wimpy as your DPS) so it is very important to let the MT get them under control before weighing in with the DPS. Once they are stable it is easy enough to burn them down one by one.

When the last guard from the first wave dies, Lieutenant Buldoral will spawn on your raid and 3 other epic guards will appear in the other alcoves and start running towards you. The way we tackle this is for the MT to take the boss to one end of the alcove and the OT to take the 3 guards to the other. Again, it is worthwhile waiting until everything is in place before going nuts with the DPS.

Lt Buldoral will do the following:

Bring some buddies, in the form of 3 epic guards who will need to be off-tanked and burned down before going to work on the named.

Drop some books. When Lt Buldoral spawns, a ‘small mauve book’ will appear on the floor of each alcove. Nominate one person to collect this book and place it on their hotbar. At 70% health, the raid will see a big red message announcing that Lt Buldoral is calling upon higher authorities to smite you. The sophisticated tactic to avoid this calamitous AoE is to throw the book at him by clicking it on your hotbar. The nominated person should then run to the next door alcove and pick up another book (this is why we chose an alcove with two neighbours). The next red message appears at 45% and the same tactic applies. In the several times that we have completed this encounter we only see the red message twice so I am not sure why there are four books (but we always pick up a third, just in case). What happens if you don’t throw the book? I don’t know, but I suspect it isn’t good.

Refuses to stand still and die. The walls of the alcove are sloped slightly inwards and Lt Buldoral has a knockback which means that frequently he will punt the MT over himself and turn around where his frontal AoE melee damage will crunch melee DPS and wizards sneaking in to drop Fusion. This is not a showstopper, but it sure dents your chances of a flawless achievement and will slow everything down whilst he gets repositioned. There is a spot right in the corner near the entrance to the alcove where he was stable but the question was raised about whether the chest might end up in the wall. Given the choice between loot and achievements we decided to let the wizards die.

Strategy
Chose an alcove, do a countdown and get the whole raid to run across. Let the MT grab the first wave and burn them down. When Lt Buldoral spawns, split him from his adds and burn the adds down first. Harvest the mauve books and use them on Lt Buldoral at 70% and 45% when the red message appears.

Lieutenant Buldoral has 40,000,000 hitpoints.

Things learned the hard way.
Stay together in a group on the pull for both waves. You want to make it easy for the tank who is grabbing 4 mobs and then 3 mobs.

Do not stand in front of Lt Buldoral unless you are wearing plate armour, anything less and you are cannon-fodder.
ashare
ashare

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Join date : 2010-04-15
Location : Butcherblock

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Named for Palace Empty Re: Named for Palace

Post  ashare Sat Jul 17, 2010 2:44 pm

Azara the Seer
Azara the Seer is the end-boss of a 3 round ring event, reached after catching the lift following the Lt Buldoral fight. As with Buldoral the event will start when somebody moves away from the centre of the room and approaches one of the purple doors, so ensure that your raid is ready prior to that point.

You will need arcane resists for this fight, the more the better – we try and get everybody to about 15K. If your guild is level 90 consider using the arcane resist standard to give you a boost.

Round 1
Four elite guards, one from each door. These hit moderately hard. As we usually have four fighters in our raids we have each one assigned to each door to put a single taunt into the mob and drag them over to the spot near the yellow orb (no special reason, it is just a location that everybody can reference). The MT throws in a group taunt and when they have everything locked down the DPS start doing their thing.

Round 2
Three elite guards and one elemental sorceress, one from each door. The guards are the same deal but the sorceress is annoying. There is no set direction that she can appear from. The MT grabs the guards and takes them to the same spot, the OT grabs the sorceress and takes her to max range where we burn her down first to prevent her AoE from causing any problems.

Round 3
When the last mob in round 2 dies, Azara the Seer will spawn near the south door.

Azara will do the following

Huge arcane AoE. Every minute the raid will see a red message and Azara will become rooted. This is everybody’s cue to get the hell out of Dodge, even the MT, as the ensuing AoE, called Apoclypsis, will one-shot anybody in range. There is no memwipe associated with this so she will head straight for the MT afterwards. For that reason the MT does not joust out with the rest of the raid but instead moves around the outside of the circle. When Azara moves back to the MT, the rest of the raid shifts around to maintain position 180 degrees opposite. In between the red messages it is fine for everybody to run in to DPS.

Dark Wind. Anyone who has done this encounter will be familiar with the Dark Wind AoE. It seems to tick every 5-6s for the whole fight, regardless of cures. Having beaten Azara several times I can say that the general consensus amongst our healers is that it is easier to heal through it than to try and cure it. The higher your arcane resists the lower the healing effort.

Divine Force & Noxious Force AoEs. These cannot be extended and are on a fixed 40 second timer. I strongly suspect from the parse data (but not yet from a live trial) that they will only hit people who have the Dark Wind detrimental on them.

Strategy
MT grabs Azara from where she spawns and tanks her on the outer circle (the gold coloured circle with the glyphs). We usually hang back at range until the encounter is stable and the first round of AoEs has gone off. When the red message appears, the MT moves around the edge of the circle approximately 90 degrees from Azara. The rest of the raid should be on the opposite side of the circle from her.

After the AoE goes off, she will run to the MT, at this point the healers and ranged classes should move around to be on the opposite side of the circle and the melee classes can charge in to start doing DPS until the next red message appears.

Azara does minimal melee damage to the MT, this fight is a constant focus on group healing. If your healers can keep everyone up for 10-15 minutes and everybody remembers to joust the red message, you will win this fight.

Azara the Seer has 52,000,000 hitpoints.
ashare
ashare

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Named for Palace Empty Re: Named for Palace

Post  ashare Sat Jul 17, 2010 2:46 pm

Penda Parmare Strategy

After you have beaten Azara the Seer, you can catch the lift upstairs. Here you will have access to two bosses, Kendis Parmare & Penda Parmare. These can be fought separately, or together (hard mode). This write-up will deal with the easy mode encounter.

Just outside the room of both Kendis and Penda there is a non-aggro mob called ‘a courtly custodian’. When you approach him he will start running towards the other named (i.e. the custodian outside the room of Kendis will head towards Penda and vice versa). If you let him go you will get both bosses at the same time – this is the start of the hard-mode encounter. Therefore, if you seek easy mode – kill the custodian.

The fights are very similar, although I will cover them both for completeness. For Penda Parmare you will want to boost your arcane resists.

Entering the room where Penda stands will start the encounter. Penda Parmare will do the following:

Bring friends. There are three epicx4 snake ladies linked to the encounter, they are called ‘a summoned attendant’ and they have about 4 million hp each so it will take a little while to burn them down.

Hit you with a 4 tick AoE combo every 40 secs (non extendable)

Magical Tempest (Magic) 1st tick, wait 6 secs
Magical Tempest 2nd tick, wait 3 secs
Flames of Lore (Divine) 1st tick, wait 6 secs
Flames of Lore 2nd tick

Summon three coloured orbs. Every 45 seconds (fixed), Penda will summon three orbs at random locations in the room; one red, one blue & one green. Whilst these orbs are up anyone hitting Penda for casting damage will be hit with Aura of Arcane Retribution which can take down most players in 2-3 hits. At the same time another, smaller orb will appear next to Penda. This orb will change colour every second. There is a neutral reset colour and then varying combinations of red, blue & green. One person in your raid should be nominated to click on the large orbs in the same order that they are appearing on the small orb. When the large orbs are selected in the correct order they will disappear and the raid will receive a red message indicating that it is safe to start attacking again. Dispelling the orbs does not reset the counter, if it takes 30 seconds to find the right combination of colours you will only have 15 seconds of DPS before they re-appear.

Curse a random member of the raid. Every 40 seconds somebody will be hit with a curse called Viral Curse – it needs to be cured inside 12 seconds or it will spread to the two people standing closest to the that player. It will only spread once and changes its name to Curse of the Plagueborn which does a fair amount of poison damage.

Strategy
There are two distinct phases to the encounter. Phase one is successfully corralling and taking down the three snake ladies, phase two is tackling the named.
The MT charges Penda and takes her to the back wall, the OT gathers the adds and the DPS burns them down as fast as is practical. The AoE combos will start pretty much straightaway so the healers need to be ready. It is also good policy to nominate somebody to pick up the first Viral Curse.

When the adds are down it is time to start on Penda, by this stage you should be seeing the first set of orbs in the room. We usually have the MT call out the order of the colours and one person nominated to click them. Once you get the hang of it you can dispell the orbs within 5-10 secs and get back to the DPS.

If you can get to this stage the AoE damage is easily contained by the healers and the curse can be managed by 2 players in rotation (unless it spreads). The main thing to remember is to stop all casting when the orbs appear. I usually have Aura of Arcane Retribution on a 45 second timer because there is nearly always somebody who procs it at least once and this helps us forecast when the orbs will next appear.

Then it is just a case of repeating the pattern until he is down.

Penda Parmare has 58,000,000 hitpoints.
ashare
ashare

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Named for Palace Empty Re: Named for Palace

Post  ashare Sat Aug 07, 2010 6:30 pm

Kendis Parmare Strategy

After you have beaten Azara the Seer, you can catch the lift upstairs. Here you will have access to two bosses, Kendis Parmare & Penda Parmare. These can be fought separately, or together (hard mode). This write-up will deal with the easy mode encounter.

Just outside the room of both Kendis and Penda there is a non-aggro mob called ‘a courtly custodian’. When you approach him he will start running towards the other named (i.e. the custodian outside the room of Kendis will head towards Penda and vice versa). If you let him go you will get both bosses at the same time – this is the start of the hard-mode encounter. Therefore, if you seek easy mode – kill the custodian.

The fights are very similar, although I will cover them both for completeness. For Kendis Parmare you will want to boost your noxious resists.

Entering the room where Kendis stands will start the encounter. Kendis Parmare will do the following:

Bring friends. There are three epicx4 nightbloods linked to the encounter, they are called ‘a summoned bodyguard’ and they have about 4 million hp each so it will take a little while to burn them down.

Hit you with a 4 tick AoE combo every 40 secs (non extendable)

Crushing Mists (Crushing) 1st tick, wait 6 secs
Crushing Mists 2nd tick, wait 5 secs
Venemous Creepers (Poison) 1st tick, wait 6 secs
Venemous Creepers 2nd tick

Summon three coloured orbs. Every 45 seconds (fixed), Kendis will summon three orbs at random locations in the room; one purple, one black & one yellow. Whilst these orbs are up anyone hitting Kendis for melee damage will be hit with Aura of Physical Retribution which can take down most players in 2-3 hits. At the same time another, smaller orb will appear next to Kendis. This orb will change colour every second. There is a neutral reset colour and then varying combinations of purple, black & yellow. One person in your raid should be nominated to click on the large orbs in the same order that they are appearing on the small orb. When the large orbs are selected in the correct order they will disappear and the raid will receive a red message indicating that it is safe to start attacking again. Dispelling the orbs does not reset the counter, if it takes 30 seconds to find the right combination of colours you will only have 15 seconds of DPS before they re-appear.

Curse a random member of the raid. Every 40 seconds somebody will be hit with a curse called Viral Curse – it needs to be cured inside 12 seconds or it will spread to the two people standing closest to the that player. It will only spread once and changes its name to Curse of the Plagueborn which does a fair amount of poison damage.

Strategy
There are two distinct phases to the encounter. Phase one is successfully corralling and taking down the three nightbloods, phase two is tackling the named.
The MT charges Kendis and takes him to the back wall, the OT gathers the adds and the DPS burns them down as fast as is practical. The AoE combos will start pretty much straightaway so the healers need to be ready. It is also good policy to nominate somebody to pick up the first Viral Curse.

When the adds are down it is time to start on Kendis, by this stage you should be seeing the first set of orbs in the room. We usually have the MT call out the order of the colours and one person nominated to click them. Once you get the hang of it you can dispell the orbs within 5-10 secs and get back to the DPS.

If you can get to this stage the AoE damage is easily contained by the healers and the curse can be managed by 2 players in rotation (unless it spreads). The main thing to remember is to stop all melee when the orbs appear. I usually have Aura of Physical Retribution on a 45 second timer because there is nearly always somebody who procs it at least once and this helps us forecast when the orbs will next appear.

Then it is just a case of repeating the pattern until he is down.

Kendis Parmare has 58,000,000 hitpoints.
ashare
ashare

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Named for Palace Empty Re: Named for Palace

Post  ashare Sat Aug 07, 2010 6:33 pm

Ilsaad’s Barrier is a golem that activates after your raid has beaten Kendis Parmare and Penda Parmare. The key to victory against this behemoth is good elemental resists / critical mitigation, curing DoTs and moving when required – in these things it is not dissimilar to the requirements that Haraakat the Seer demands from your raid.

To prepare for this fight you will need good elemental resists – 12K if you remain at range, 15K+ if you plan to get close. The critical damage multiplier for Iilsaad’s Barrier is about 1.8, this means that if your Critical Mitigation is 80% or higher you will not take any critical damage from this mob. If your Critical Mitigation is less than 80% the amount of critical damage you receive is proportional to the difference.

Iilsaad’s Barrier suffers from extreme myopia, you need to be standing virtually on his rug before he aggros. Therefore it is easy for your raid to get into his room to setup. If you are standing on the wall opposite the boss you will see a pot plant either side of him – these are the two tanking locations that we use (more about that later).

Iilsaad’s Barrier will do the following:

Hit your raid with the following AoE combo:

Barrier’s Flames of Rage (Heat) followed 10s later by,
Barrier’s Icy Tempest (Cold) followed 10s later by,
Barrier’s Crushing Barrier (Crushing)

This rotation will start 10 seconds after the pull and will repeat every 40 seconds (non swipeable). All three AoEs have a DoT that must be cured as they tick for big damage.

Start an earthquake, every 45 seconds everybody in the raid will see the following message “The massive golem has targeted an area near <<name>> and the ground begins to quake“. At the same time a large translucent yellow circle will appear around the person in the message. Everybody inside the circle needs to get out or be squashed by the big AoE, you only have 5-6 seconds to do this.
Basically, the bulk of the raid stands by the door and when the message appears, we all run across to the other side of the room and fight from there for the next 45 seconds. If the MT is holding the mob at the left hand pot plant and the circle emanates from somebody in the main raid (by the entrance to the room), the MT will not have to relocate. If the circle appears on somebody in the MT group, they will have to swap to the other pot plant. (The pot plants are not relevant to the fight other than offering reference locations). Usually if the MT group is marked they will relocate until the AoE goes off and then return to the initial location, this is just our preference for not having too many moving parts.

Strategy
The MT grabs the golem and takes him to the left-hand pot plant, 10 seconds in, the first round of AoEs will proc so everybody needs to be ready on the cures. Shortly afterwards the red message will appear and players will have to relocate. After this there will be a short window for melee to run in and debuff / DPS for 10-15 seconds (they will definitely want to joust the crushing AoE).
It is important, especially whilst you are still learning the fight to make sure that everybody is either with the main raid, or with the MT, as there are then only two possible locations where the yellow circle can appear. If somebody is standing in the middle of the room when the circle appears on them there will be nowhere to run…

You will start to notice that the red message and AoE combos are on different timers and will start to overlap after about 5-6 minutes (this means you will be looking to relocate and cure at the same time, but in all reality it is not that much of an obstacle).

As TDS has only killed the Barrier a few times we break up responsibilities amongst the raid leaders. I will call the AoEs and cures, Glad will call the moves and Goldenpaw calls the melee in and out – everybody else does all the hard work…

The things we needed to overcome to win this fight were:

*
Making sure that all the DoTs are cured
*
Anybody in your raid can get marked, you need a location to get to in that event. It is therefore in your interests to keep the possible spawn points for the circle to a minimum.
*
Finding those small windows for the melee to charge in and debuff / DPS really made a big difference. However, it will require that people pay attention to the calls. It can be quite hard to come back from a few players getting killed by the AoEs.

Iilsaad’s Barrier has 69,000,000 hitpoints.
ashare
ashare

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Join date : 2010-04-15
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Named for Palace Empty Re: Named for Palace

Post  ashare Sat Aug 14, 2010 9:09 pm

Iilsaad’s Barrier Strategy

Ilsaad’s Barrier is a golem that activates after your raid has beaten Kendis Parmare and Penda Parmare. The key to victory against this behemoth is good elemental resists / critical mitigation, curing DoTs and moving when required – in these things it is not dissimilar to the requirements that Haraakat the Seer demands from your raid.

To prepare for this fight you will need good elemental resists – 12K if you remain at range, 15K+ if you plan to get close. The critical damage multiplier for Iilsaad’s Barrier is about 1.8, this means that if your Critical Mitigation is 80% or higher you will not take any critical damage from this mob. If your Critical Mitigation is less than 80% the amount of critical damage you receive is proportional to the difference.

Iilsaad’s Barrier suffers from extreme myopia, you need to be standing virtually on his rug before he aggros. Therefore it is easy for your raid to get into his room to setup. If you are standing on the wall opposite the boss you will see a pot plant either side of him – these are the two tanking locations that we use (more about that later).

Iilsaad’s Barrier will do the following:

Hit your raid with the following AoE combo:

Barrier’s Flames of Rage (Heat) followed 10s later by,
Barrier’s Icy Tempest (Cold) followed 10s later by,
Barrier’s Crushing Barrier (Crushing)

This rotation will start 10 seconds after the pull and will repeat every 40 seconds (non swipeable). All three AoEs have a DoT that must be cured as they tick for big damage.

Start an earthquake, every 45 seconds everybody in the raid will see the following message “The massive golem has targeted an area near <<name>> and the ground begins to quake“. At the same time a large translucent yellow circle will appear around the person in the message. Everybody inside the circle needs to get out or be squashed by the big AoE, you only have 5-6 seconds to do this.
Basically, the bulk of the raid stands by the door and when the message appears, we all run across to the other side of the room and fight from there for the next 45 seconds. If the MT is holding the mob at the left hand pot plant and the circle emanates from somebody in the main raid (by the entrance to the room), the MT will not have to relocate. If the circle appears on somebody in the MT group, they will have to swap to the other pot plant. (The pot plants are not relevant to the fight other than offering reference locations). Usually if the MT group is marked they will relocate until the AoE goes off and then return to the initial location, this is just our preference for not having too many moving parts.

Strategy
The MT grabs the golem and takes him to the left-hand pot plant, 10 seconds in, the first round of AoEs will proc so everybody needs to be ready on the cures. Shortly afterwards the red message will appear and players will have to relocate. After this there will be a short window for melee to run in and debuff / DPS for 10-15 seconds (they will definitely want to joust the crushing AoE).
It is important, especially whilst you are still learning the fight to make sure that everybody is either with the main raid, or with the MT, as there are then only two possible locations where the yellow circle can appear. If somebody is standing in the middle of the room when the circle appears on them there will be nowhere to run…

You will start to notice that the red message and AoE combos are on different timers and will start to overlap after about 5-6 minutes (this means you will be looking to relocate and cure at the same time, but in all reality it is not that much of an obstacle).

As TDS has only killed the Barrier a few times we break up responsibilities amongst the raid leaders. I will call the AoEs and cures, Glad will call the moves and Goldenpaw calls the melee in and out – everybody else does all the hard work…

The things we needed to overcome to win this fight were:

*
Making sure that all the DoTs are cured
*
Anybody in your raid can get marked, you need a location to get to in that event. It is therefore in your interests to keep the possible spawn points for the circle to a minimum.
*
Finding those small windows for the melee to charge in and debuff / DPS really made a big difference. However, it will require that people pay attention to the calls. It can be quite hard to come back from a few players getting killed by the AoEs.

Iilsaad’s Barrier has 69,000,000 hitpoints.
ashare
ashare

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Named for Palace Empty Re: Named for Palace

Post  ashare Sat Oct 16, 2010 3:52 pm

Maalus Shadowfyre
This is the mob after beating down Iilsaad’s Barrier. This fight is not too hard to figure out or execute but is unforgiving if you make errors. We estimate that Maalus has a critical multiplier of 1.9, therefore Critical Mitigation of 90% is required to prevent all critical damage.

Maalus Shadowfyre will do the following:

Start a ritual to become Maalus Imbued. This is the challenge mode of the fight and is considerably tougher than standard mode. The ritual commences immediately after the pull and can be stopped by simply r-clicking the mob and selecting the Interrupt Ritual option from the menu.

Bring friends. At the beginning of the fight several heroic mobs called ‘fallen dead’ will appear around the room. These are pretty easy to burn down, just ensure that somebody loots the wooden chest they drop as this contains items vital to a later encounter. During the fight mobs called ‘a necrotic presence’ will spawn at Maalus and come towards your raid, these do some damage and power drain but are easy to AoE down.

Hit your raid with the following AoE combo:

Dooming Mist (Poison) 1st tick, followed 5s later by
Dooming Mist 2nd tick, followed 5s later by
Evil Incantations (Piercing) 1st tick, followed 5s later by
Evil Incantations 2nd tick, followed 5s later by
Gravechill (Cold) 1st tick, followed 5s later by
Gravechill 2nd tick

These occur on a 45 second, non-extendable timer. The only one of these that should cause problems to a raid that has made it this far is Evil Incantations so consider jousting until you have a feel for the damage output, especially if you have lower Crit Mit.

Curse, Curse, Curse & Curse your raid. There are 4 different curses, your raid window will light up like a Christmas tree, here they are:

*
Curse 1. The player will receive a message informing them that their strength has been drained. Well tough bananas, you are going to have to live with it.
*
Curse 2. The player will receive a message informing them that they have been slowed. Same resolution as Curse 1.
*
Curse 3. The player will receive a message informing them that you are being pulled to another realm. This will teleport you to a amorphous blue/grey area where a doppleganger will spawn and attack you, simply kill the doppleganger and you will be returned to the main fight. If there is already another player fighting their doppleganger when you are teleported in you should help them kill it as the dopplegangers need to be killed in the same order that they spawn.
*
Curse 4. This is the mamma-jamma curse that you need to counter or it will wipe your raid. The player will receive a message informing them that their life is being threatened, this curse will then start ticking for large health and mana. If the person dies with the curse on them it spreads to two other people in the raid and pretty soon you have utter chaos. It is called Curse of Devastation and will be applied every 30 seconds to one person in the raid. We use the ACT Detrimental Plugin to track who has the Curse of Devastation to ensure a quick cure. It is a good idea to have more than one person with the plugin in case one gets teleported.

Strategy
Pull and turn Maalus on the steps in front of her platform. Nominate one person to disable challenge mode and have everybody else focus on the initial adds. Loot the wooden box and wait for the AoE cycle to commence so you can joust Evil Incantations. Have a healer nominated to cure the first curse and have the next cure lined up – we also have somebody as emergency backup in case the nominated healer is teleported.

Cure the Curse of Devastation, joust the piercing AoE if necessary and keep blasting the ‘necrotic presence’ when they spawn and this one is in the bag. The only variable you have to overcome is the teleport (I have never seen our MT ported) which may affect someone you intended to have close to the raid for detrimental calls or cures.

Here is a video that Goldenpaw took of a recent fight, I am sure you will never get this song out of your head when you fight him…
ashare
ashare

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Named for Palace Empty Re: Named for Palace

Post  ashare Wed Dec 01, 2010 4:53 pm

Mandoril, Medorius & Mikla: The Three Sages

This is a guide for the encounter that occurs after Maalus Shadowfyre in The Palace of Roehn Theer. It takes a while to learn the mechanics and has a punishing fail condition but a few wins should see this become a straightforward fight. In order to succeed in this fight you will need to have the Necrotic Flashpots that drop from the trash mobs on the Maalus fight, the encounter is impossible without them.

Like the Sisters in Shard of Hate and the Three Princes in the Barren Sky, this fight requires at least one tank from each archtype in order to proceed. In easy-mode only Berserker/Guardian (Warrior) can tank Mandoril, only Paladin/Shadowknight (Crusader) can tank Mikla and Bruiser/Monk (Brawler) on Medorius. As you enter the circular room Mandoril is standing directly in front of you at 6 o’clock, Medorius is at 10 o’clock and Mikla is at 2 o’clock. Each will be tanked where they stand.

The Sages will do the following:

Hit your raid with two AoEs:

Spiral of Disorientation (Arcane), wait 10s,
Fog of Lethargy (Arcane)

The first one will land 10 seconds into the fight, both are DoTs that will need curing – the damage is not terrible but they can cause you to drop target which as explained later can cause headaches. Both are on a 50 second timer which cannot be extended.

Attempt to upgrade to challenge mode:
About 10-20s into the fight you will receive a red message informing your raid that the Sages are trying to upgrade to challenge mode. We prevent this by r-clicking on Mandoril and selecting “Disrupt Ritual’. I cannot confirm at this stage whether you can r-click on Medorius or Mikla to disrupt, but I see no reason why not.

Give you the de-targeting pox:
Every 30 seconds or so Medorius and Mandoril will cast an incurable nox on three players who are standing within range of them, Medorius will only impact fighters and scouts, Mandoril will only impact priests and mages. If untreated this nox will transform into a curse which in 5 seconds will transfer to the nearest two players (regardless of class) and will keep spreading to anyone else in range. The curse will prevent you from targeting anything, all you can do is run around and give it to someone else…
Obviously the best thing to do is dispell the nox, which is done using the aforementioned Necrotic Flashpots. The Flashpots cannot be self-administered so 1-2 people at each mob who are not going to be impacted must oversee the cures of everybody in their group. The Flashpots are very easy to use, add them to the hotbar, target the impacted player and click on the button – instant cast and no cool-down.
When players are moving between the sages after each kill they must move and stay together and keep looking out for the incurable nox.
This is the single most important activity in the whole encounter, if the Medorius & Mandoril groups cannot keep themselves clear of the curse then you will fail. Technically it is possible to recover from one group getting cursed (I have the scars to prove it) but it is a right royal pain in the neck.

Cast a protective stoneskin:
After 90 seconds, the Sages will emote “We need protection” (Mikla), “It is time” (Mandoril), “Invoke the spheres” (Medorius) – at this stage they will be rooted and immune to all damage. The only way to change this is to successfully execute a Heroic Opportunity.
There are two parts to the HO, one untimed, the other a frantic dash – the HO must be started by a scout using Lucky Break, then a fighter Horn, mage Lightning and priest Chalice. This triggers the timed section of the HO which is fighter Boot, scout Cloak, mage Flame and priest Hammer, there are 10 seconds to complete this chain to break the spell and start doing damage to the mobs again. One successful HO in any group will dispell the protection from all the Sages. The next protective spell will be invoked 90 seconds after you dispell the previous one. You should expect this to require a bit of practise for the first few attempts but once you get into the groove it is quite easy…unless one of the AoEs causes you to de-target in the middle of the timed section. If you run out of time the HO can simply be restarted for another attempt.

Stun the raid if they are hit by the wrong class:
Crusaders must not attack or cast at Medorius / Mandoril, Warriors must not attack or cast at Medorius / Mikla, Brawlers must not attack or cast at Mikla / Mandoril – doing so will cause a raid-wide stun which can cause chaos. There have been reports that shaman dogs and dumbfire pets will cause this mechanic to trigger but we have not observed this in our encounters. When a particular fighter’s opponent is dead they are effectively out of the fight and need to cheerlead from the sidelines (pom-poms optional).

Strategy
The pull needs to be co-ordinated or you will end up with one of the mobs running through the wall towards another tank. It took us a couple of attempts to get it right.
Nominate somebody to disrupt the ritual if you want to avoid challange-mode.
Make sure you know who at Medorius and Mandoril is handling the Necrotic Flashpots, that they have enough pots, they know who they are looking after and don’t have a squillion other jobs to do that may distract them.
We start with one group on Mandoril, one on Medorius and two on Mikla. We burn down Mikla first send everybody round to finish Medorius and then finish off Mandoril. That is our preference, there is no fixed order in which they must be killed.

Mandoril has about 62,000,000 health which is far more than the other two. Unfortunately I have always been out of ACT range on Mikla & Medorius and do not have the available information.

ashare
ashare

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Join date : 2010-04-15
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Named for Palace Empty Re: Named for Palace

Post  ashare Wed Jan 19, 2011 1:36 am

Strategy: Roehn Theer (1 Rune)

First things first!!! Every ability you have can be cast while moving when you are engaged with Roehn Theer AND standing on the square tiles . Learn quickly that you can do this. You will be moving ALOT during this fight.



The ground you are on will have various colored tiles. These tiles will either buff you or potentially cripple you. The following image displays what each colored tile does. The color of the icon matches the tile on the floor.


The Red and Black Tile (Chaos Tile) with the Spinning Blade in the middle is a massive debuff that will strip all your buffs. (DO NOT STEP ON THIS TILE!!!) Also Adds will spawn on this square when a particular runed has been destroyed.


The Spinning Golden Glowing Tile (Order Tile) is a Rez Tile. All dead bodies will port to this tile on the grid.


A Plain Yellow Tile is a neutral tile and has no buffs or detriments.


These tiles shift and move constantly during the fight. Fading in and out around the grid. Occasionally you will see on blinking with no color popping up in its place. That means this tile is breaking away and anyone standing on it is going to fall down and die if they do not get off of it. Everyone in your raid needs to be paying attention for falling tiles.

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Theer has a very fast auto attack. Be sure to debuff this quickly on incoming. He also has a small targeted rear knockback so you want to be careful where you are standing at all times if you are close to an edge of a platform and behind him.


Melee DPS will want to Flank him at all times.


Tank stand on a green tile at all times

Healers will want to stand on a blue tiles. These more often than not are always rather close to each other.


Theer's primary abilties come from the four runes located on the corner circle platforms. At 90% these runes will become active. Once a single rune is killed, you get another minute to kill another rune, or simply kill him as he stands with his new abilities.


If you are standing on the bridge looking at theer, these are what the runes do in clockwise formation around the platform.


Front Left - ManaBurn
Theer starts the fight with 0% power and will throughout the fight gain a little power overtime. When he gets enough he will start to ManaBurn the raid, draining masive ammounts of power from your raid. When you see he has power use any and all power draining abilities you have to assist in dropping it back down.



Rear Left - Balanced Judgement
This ability is the most difficult for Theer as it requires people in your raid to locate their polar opposite. The abilities are called Star-charged Soul and Void-charged Soul. If you have Star on you, you need to find someone with Void on them and vice-versa. If you find someone of the same type of effect you will nuke the raid. This is incredibly difficult to pull off atm. Oh and you only have 30 seconds or so to complete this challenge.



Rear Right - Epic Add
Killing this rune will spawn a ghost-like copy of Theer that must be dealt with swiftly while still maintaining Theer. The add must be done the exact same way as you do Theer. However you can not get the add too close to Theer. Tank the epic add on the opposite side of the platform if possible. Splitting up your raid evenly may be the best course of action.



Front Right - Small Heroic Adds
Just like Munzok, killing this Rune will cause a flurry of adds to your raid. The adds do not have much hitpoints but will require good AOE dps.

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Killing more than one rune will yield better quality items and MORE of them in the chest.

UPDATE: The Rune is burned to 25% and then everyone exits the round stone starting position and stands on a square tile. Those who do not exit the round stone before the rune dies will be burned to death. The last 25% of the rune is burned down at range.

Dropping all 4 runes in time is rather tricky and will require excellent timing and placement of your raid force.



See how other ppl fight with him

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ashare
ashare

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Join date : 2010-04-15
Location : Butcherblock

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