Pillars of Morfan

  • This instance is located in Jungle of Hortek and consists of an easy mode (6 ppl), normal mode (6 ppl) and hardmode (12 ppl).


    The instance consists of 5 bosses with around 200kk+ life and 900k pdef/def. It is recommended to go in with a decent 12-player raid with some good dps. A mage/warlock is strongly recommended. Depending on your group, other support is not necessarily required but still helpful. This instance has a lot of percentual damage, so HP boosts aren't wise to take.


    Trashmobs


    Sonic artists - Could use silence because they have a cast that may deal some damage.
    Mobs surrounding tables - Let them where they are if you can and recall pets that love to pull mobs.
    Phonic Laborer - Should preferably be pulled with silence, otherwise they spawn 3 additional little phonic laborers. At the open area, these mobs can be killed first so a half circle of mobs is left over. The tank could then aggro all others at once.


    Boss 1: Gorligen


    Level: 90
    Levelrange: 0
    HP: 193,389,083
    MP: 25,176
    Defense: 827,673
    physical critical Resistance: 0
    magical Defense: 832,120
    magical critical Resistance: 0
    Movementspeed: 200
    Searchrange: 200
    Keepdistance: 0
    Followrange: 250
    Physical Damage: 92,230
    Physischer Attack: 368,351
    Magical Attack: 42,770


    A nuke boss with around 193kk life. Sometimes adds spawn, the tank should try to get their aggro. After nearly a minute the group will wipe, preferably the boss is down within around 30 seconds.


    Boss 2: Kerkolon


    Level: 90
    Levelrange: 0
    HP: 203,517,613
    MP: 25,276
    Defense: 850,966
    physical critical Resistance: 0
    magical Defense: 832,120
    magical critical Resistance: 0
    Movementspeed: 200
    Searchrange: 280
    Keepdistance: 0
    Followrange: 350
    Physical Damage: 92,934
    Physischer Attack: 371,871
    Magical Attack: 43,870


    Boss with around 203kk life, also mainly a nuke boss. After around 35 seconds the boss will start to cast a wipe-spell. It is a long cast, and serenstum should be taken when the cast is done by half. After the cast is done, the boss will spawn 2 adds. These adds should be kited away from the boss. Preferably though, the boss dies before the cast comes at all.


    Boss 3: Sarsidan


    Level: 90
    Levelrange: 0
    HP: 213,646,143
    MP: 26,776
    Defense: 866,495
    physical critical Resistance: 0
    magical Defense: 898,018
    magical critical Resistance: 0
    Movementspeed: 130
    Searchrange: 200
    Keepdistance: 0
    Followrange: 350
    Physical Damage: 92,934
    Physischer Attack: 371,871
    Magical Attack: 4,3870


    This boss is the most tricky one of the whole instance. There are multiple ways of tackling it, and it can be done from either the front or the back.


    When starting the fight, 3 soul containers spawn where the tank pulls the boss. Preferably the tank should run in first with the group staying at the entrance or waiting at the back, so that these containers spawn at the entrance. You may namely not be within a range of around 150 of the containers, so the boss should be dragged to the middle or near the back. It is important that within around 5 seconds, the life of the boss should be nuked to at least under 90%. If not, the boss will set a very heavy dot on the whole group. If you get it, you need to make it tick twice and take a D or E phirius pot. In practice, at least half of the group wipes because this needs to be timed well. After this dot phase (regardless if it came or not), the boss will cast a spell that deals 75% damage to everyone in the group. You must take serenstum for this in order to survive. Then after around 40 seconds the boss may start setting the dot again, and you should keep your pot ready. Preferably the boss is already dead before it comes to this point.


    Trash between boss 3 and 4:


    In the first passage, the trash respawns. It is recommended to kill them, but not to loot them so that they take longer to respawn. After the trash is dead, quickly run forward and particularly healers should watch out with heal aggro. From this moment on, all mobs that have 'sonic' in their name, will explode upon death and deal massive damage within a certain range (especially if they have a shield on). With level 92, it is recommended to have at least 100k life in order to survive this, or simply walk out of range.


    Boss 4: Yarlis


    Level: 90
    Levelrange: 0
    HP: 218,710,408
    MP: 25,876
    Defense: 882,023
    physical critical Resistance: 0
    magical Defense: 854,086
    magical critical Resistance: 0
    Movementspeed: 200
    Searchrange: 250
    Keepdistance: 0
    Followrange: 350
    Physical Damage: 94,342
    Physischer Attack: 378,911
    Magical Attack: 44,970


    This boss can be bursted for the first 30 seconds. You get ported inside the room, and it is recommend that (due to heavy close-range damage) all ranged dps walk a bit away. After around 15 seconds you will notice you will get hit and you should take a serenstum for survival. After the 30-second burst phase, the boss will become immune and start the event that consists of 3 phases.


    Phase 1, Runphase. The boss will run with great speed through the room from edge to edge. The group should stand in the middle for this, and definitely not at the edges. Try to dodge the boss because if he walks through you, he will stack a dot. You cannot attack him. Occasionally, you may get a combat end. This gives the healers the opportunity to resurrect dead players.


    Phase 2, Lightningphase. The boss will rise a bit and start casting lightning strikes on several group members. It is similar to B5 in Bethomia, and the group should spread from each other as much as possible. He is immune here too.


    Phase 3, Battlephase. The boss is now attackable. Be warned though, because he randomly takes somebody in its target and run towards him/her. The tank should therefore try to aggro him as soon as possible. Furthermore, it is recommend that ONLY the tank should be at the boss and the other dps only deal damage from range because the more players at the boss, the more damage it deals and this may even cause the tank to die despite overheal.


    This event should be continued until the boss is down. It may be useful to wait until serenstum is ready and then simultaneously burst the boss away.


    Boss 5: Horban


    Level: 90
    Levelrange: 0
    HP: 228,838,938
    MP: 26,876
    Defense: 905,316
    physical critical Resistance: 0
    magical Defense: 898,018
    magical critical Resistance: 0
    Movementspeed: 200
    Searchrange: 250
    Keepdistance: 0
    Followrange: 350
    Physical Damage: 95,046
    Physischer Attack: 382,431
    Magical Attack: 44,970


    For this boss, one player needs to do an event. In the boss room, 5 "flowers" will spawn and one of them will glow. The player that does this event should go on sec-equip with as little as possible HP and attack this burning flower. The idea is quite simple: If you attack the wrong flower or none at all, the boss will do heavy damage and the group will wipe. The glowing flower changes every 15 seconds, so you quickly need to find the other one.


    For the convenience, the tank should drag the boss to the left corner and it should be killed there with normal nuking.


    The event player should as said have little life because the damage is percentual and the hots of the healers will then restore the player's life at each tick. Also pots will be more effective. The best class would be a scout (bow shot), although a rogue (white hits) or a mage (meteor shower) could do it too, preferably any player which could be missed during the boss fight. Recommended is to not put any dots on the flower, in case they change after you set one.


    Aneiyaa- Anepedia.proboards.com