Hall of Earth

  • General:


    Earth hall is one of the 4 epic instances of the Arcanium Chamber containing resources that are required for making Legendary Sets and Weapons (the new Varanas Nightmare and MOA). It consists of 4 bosses each having around 200kk life and 900k pdef/mdef. This is similar as to Pillars of Morfan, although the Arcanium Chamber bosses have notably more critical resistance making them slightly tougher. There is also a lot of trash mobs with around 5kk life that have some stuns or immunes, and should preferably be pulled with a Silence. All of these mobs may drop green essences, so it is well worth to do them. Green Essences are used for making the sets as well as completing quests. The bosses drop the materials needed to make the sets and weapons as well as completing the quest.


    For a group you need a powerful 12-man raid where a mage/warlock is very strongly recommended and a warlock/mage is also very useful (crit resistance lowering). Alternatively a druid/rogue could be useful (crit resistance lowering).


    Boss 1: Gugolar


    This boss is quite annoying because it keeps moving around in a rather inconsistent pattern. Therefore you have to make sure that with commencing the fight, you don't have to run too much towards the boss so you don't lose too much burst power. Besides from the front, you could also attack him from the back. After 30 seconds, the boss will spawn adds. Before these are spawned, you should have taken a serenstum. This needs to be timed properly. Note that ranged dps can take the serenstum a bit later because the adds first spawn at the boss and then start moving around. Around 20 seconds later, the boss will spawn another wave of adds. Since serenstum is on cooldown, the group will most likely wipe. The boss should die before that.


    Boss 2: Mao


    This boss is nuking as well. After around 45 seconds, the boss will cast something very fast that makes the group wipe. A serenstum should be taken in advance. It may require some practice to time this well. Preferably the boss already dies before the cast though.


    Boss 3: Mo


    This is a tough event boss that may require some practice in order to play properly. The boss itself has 4 possible phases that may change every 10% of his life. Each phase is represented by a color that has some implications


    Blue phase: A lot of damage on tank
    Yellow phase: Massive aoe-damage on group. It is recommend that every player has at least 120k life, if not more (on lvl 92).
    Green phase: The boss stacks dots on all players that makes it hard for healers to heal, except if the healer is a druid/scout and uses "mass exorcism". Rogues can use "Vanish" to get rid of the debuffs.
    Red phase: No direct effects, ideal phase.


    During the entire bossplay, there is a small egg that moves between two trees. One person should attack this egg if it is attackable in order to make it immune again after some attacks. If the egg is attackable, the boss hardly takes any damage. If the egg is immune, the boss takes full damage. This boss may go enraged after 6-7 minutes.


    Boss 4: Sankeniya


    This is the last boss with far more life than the previous bosses. Before going on him, you need to stand behind the line of the lantern which you can also use to reset the boss. During boss fight, the boss spawns 3 static adds, which at the beginning, root 3 people (to be recognized by a debuff). At the end of the debuff, the rooted people should take a serenstum to prevent a whipe.


    Furthermore, these adds may deal 55% damage to the players. Iif 2 adds hit you simultaneously you die. There are a few ways to counter this, namely by reducing this procentual damage to below 50% so you can sustain 2 hits. The tank will be low on life if he gets 2 hits, so he should get some overheal in case he has to take a whitehit at the same time.


    To counter you can use one of the following options:


    - A warden in every group with a nature crystal out
    - A priest/scout with fairy aura
    - A warrior/priest magical protection group buff. This reduces the procentual damage from 55% to 48%. The most practical way would be to have a buff alt for this outside the instance.


    You can take the time to kill the boss, although there will be multiple players dying in the long run.


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