Does warlock/rogue level 50 elite "crime and punishment" work as intended? The 25% more damage per debuff (soul pain, perception extraction, soul poisoned fang)?
Posts by Megaswarden
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I agree with the original post.. mabye make the numbers stay the same for pvp and scale better for pve. I've seen stuns and roots have different times for pvp so it should be doable
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Play on Legacy server.. or level all 10 classes
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The Crystals would help with crashes.. many of us new smaller guilds are connected across the ocean and a crash more often, then having to WALK thru instance is a pain
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I think the original post had nothing to do with sigils, they just wanted transport crystal to make a very long instance a little quicker, some of us work and don't have hours to run. So +1.... Just make it so you lose sigil when entering
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Join Disturbed
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thanks
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Does ANYONE know how to set this addon so it ONLY uses CLEAN items for making clean tier stones.. the other addon "Fusion" is easy to set because it is in English but it completely freezes PC while it is working
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+1 for mage scout 100... Mystic Blood
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VActionBar
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Level 60 elite book "proof of progress" ID 240780
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Skill Name: Voice of the sea
ISS Level: 85
Suggested changes: Instead of restore MP it should increase magic attack and magic damage for next 60 seconds.
Reasoning for these changes:druids can do more damage than mages with same gear.
Other: -
Level Requirement: 55+
Bosses: 5
This is a 12-man instance
Before you start the fight. To enter the last chamber (Sirloth's Chamber) you need to kill Gestero and have the Quest Item(Epic Quest Line IV).
For this instance I will also try to post a detailed description of how to do the trashmobs.
Entrance to Naos
You shouldn't have any problems with the first set of mobs, should be like you always do it.
At a certain point there's entrance which has a path which goes down. This is the part where it goes tricky-mode. You'll need a priest with soulbound ready (Only 1 soulbound).
The gate which activates the alarmAs soon you go trough the doorway it gives an intruder alert. This triggers an effect which spawns alot of mobs from crevices which spawn. You'll also find 2 rooms in this small path. Each of these rooms has a miniboss. You need to kill both of them to get 2 rune pieces. These 2 rune pieces are required to deactive the pillars which deactive the spawning of mobs.
The crevice and the miniboss
The usual tactic is, as soon you walk in (Use nobodies rum), kill the first miniboss, loot it (1 person should get both the runes). After that walk straight to next room. Die just around the corner inside the room. Please remember, as soon you leave the room of the miniboss, it triggers the intruderalert effect again.
The priest will resurrect once the intruderalert mobs have disappeard. You'll now have to kill the 2nd miniboss. This boss has a 18k AoE and needs to be killed fast.
This is the place where to die
After that give the player who is in possesion of the 2 runes 'Speed' and let him use Nobodies Rum. Run further down the path and activate the 2 pillars.
The 2 pillars which have to be activated.
After this you'll have to kill some mobs again. You'll soon reach 2 executioners. Each of them drop a Condemned Rune. 2 players should have 1 rune each. You can use them for this bossfight.
Naos
This is a pretty easy boss. Tank takes it to the middle and tanks it there. It basically has 3 skills it can do.
Titanic Attack - There's no worries on this oneBlasting Cyclopne, a nasty AoE skill which is for the melee range. Avoid the damage of this skill.Hurricane, the one you should really pay attention for. Hurricane is his ability making him immune and aggroing someone. Run away from this at all cost. There's a way to disable the Hurricane faster. The Condemned Rune. After he casted 2x Titantic Attack both the runes should be put down on the ground.... Blasting Cyclone interrupts the placing down so watch out. The runes have to be clicked 4 times. A player can only click a rune once. Once this is done the rune will light up. There will be a glowing line between the 2 runes. If the tank pulls Naos in this line during Hurricane the boss goes to sleep allowing you to do alot more damage.
Naos to Yash
There's anoter Intruder Alert on your way to Yash. It starts directly after the boss. You have the transport crystal on your left and a small stairs going up. The top of this stairs = danger zone. Kill the mobs in range first. Use nobodies rum and this time die at the first boss (Don't forget soulbound).
Resurrect, kill first boss, run to second boss and die again. Same story as Entrance to Naos.
Yash
Probably the easiest boss in this instance. There are 4 beds, every bed should be 'taken' by 1 player.
There's a few skills Yash has.Poison, a green fog on the ground. It spawns at players. Jump out of this or else you die.She calls her servants. At this point the 4 players have to go to their assigned beds. You'll see adds appear on the beds (Doesn't have to be all beds 100-75% 1 add, 75-50% 2 add, 50-25% 3 adds, 25%-0 4 adds). At this point the dagger becomes clickable. You have to click the dagger 4x!!!! You'll receive damage for each time you clicked it. If you do this properly your add will become green.The adds closes to the entrance (Left and right first bed) have a 150% damage increase buff which can be casted on the boss. Next to that these adds also give you a skill which allows you to cleanse your partymembers with a buff which drains HP from you and adds it to Yash (This debuff is random on partymembers).The adds further away from the entrance (Far left and right) are only used for the cleanse.
Yash to Aosniya
This shouldn't be a problem. Please remember 1 thing. Aosniya has a very high aggro range. Huge the wall and go to the right as soon you entered his room.
Aosniya
Aosniya isn't really hard. Tank pulls it and basically it's just tank and spank. Whatever you do, don't hit the adds which will appear, just kill the boss).It's a bit the same like Jiasha. The tank has to take aggro on the adds though.
Aosniya to Androlier
There should be 1 thing you have to look out for.Fire-Eating Demon Fairy. This mob can cast Splitter(Which continues to cast after death) which clones himself in 2 new mobs.
Androlier
This is probably the hardest boss in the instance. Before you walk in you must take full food and have full mana. During this fight you can't use ANY potions.
When the fight starts it's important that everyone stays at max range from the boss (Excluding melee ofcourse). This boss has a few abilities:Meteor attacks, targeted at players (random), jump out of it.It spawns balls, which can be clicked to re-gain mana. However, using this will increase the power of Androlier. It's not advised to use the balls.This boss has phases. Frost(Spear) and Fire(Sword) phases. You start with a Fire phase. This should be no problem. After this turn it resets it aggro (It does this everytime it swap Frost-Fire Fire-Frost). In his Frost phase you have to watch out for the instant kill AoE. Melee must go out of range as well (Except for tank).When a tank gets both the fire and frost debuff his physical defense is reduced by 75% for 1 minute.
Androlier to Sirloth
Just kill your way up.
Sirloth
This is a boss which combines tactics from other bosses.
When you start the fight he'll spawn 2 adds. A Melee (Left) and Magic (Right) add. They have to be killed at the same time (Origin).
After that the Demon Lord comes. It has quite a few abilities to try and kill you.It fears ALOTIt spawns a Demon Hand at a player. This has to be killed. The player affected can't cast anything and will die if the hand is not killed. (Heart of the Ocean)It randomly throws a sword at someone which causes damage. However, after that the sword can be picked up and increases melee(It doesn't affect scouts damage) damage by 60%. The sword does more damage the more aggro the player has.It has a spell which hits everyone for 10k damage.
At 40% it goes freaky mode Ofcourse this phase has new special abilities as well.It has an AoE which is divided over the groupmembers if you stick together. So it's important to stay in 1 group. Skill is called Avalanche.It fears ALOT (Use nobodies rum to get back in the group fast)
Source: Achoore (Quality Assurance of RoM)
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Level Requirements: 55+
Bosses: 1
Gestero
Once the Jailor has been killed, groups of 3 nagas will start spawning from the entrance (where you came from). The nagas drop items that have a live time of ~2 minutes. These items will be used to break Gesteros chains, the orange dots* represent the runes that chain Gestero. Use the runes on all 4 and the boss fight will begin.
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Do note however, that regardless of wether or not you free gestero or not, the nagas will spawn 10 times, which means that you should break 3 chains, then wait for the last naga spawn and only then break the last chain. Buff pots & foods will be used right before breaking the last of the chains.
When gestero is freed, 2 things will happen:
1) He will be vulnerable for a little while, in which time the tank grabs agro and moves to tanking position (either right or left side on the map above, the other raid group will position themselves on the opposite side)
2) Zurhidon meeps and nagas will spawn from the top-left and top-right in relation to the map above. The Zurhidon's will cast a spell that will repair Gestero's chains, these must be interrupted at all costs.
After they are dead, the tank & spank will begin:
Tank group will remain where they are (near either the left or right green dot) and the other raid group will move to the topmost green dot. Full DPS on boss from now on, you will have about 10 minutes to kill the boss after which another boss will spawn and rape you.
From time to time, Gestero will yell: "Disgusting vermin! Gesteros fire will cleanse the earth!", apparently casting some instant spell that will do damage to group members (doesn't say wether it's just a blast, a DoT or periodic damage), priests will GH to keep everyone alive.
After that, Gestero will yell: "Bashtei era Keaqtei oitei!" at which point he will begin casting a spell, when it is cast, the room will fill up with flames and most likely people who are unprotected will die. This is where the Runes in the room come in (green dots), clicking on the rune will give you a protective bubble for a few seconds that will let you survive the spell (you can click the rune in the middle of casting a spell), the rune should not be clicked earlier than when Gestero's cast bar is 2/3 full.
Simple version:
Come in, kill the Jailor.Kill 10 spawns of nagas (3 nagas per spawn) and break 3 chains (orange dots) while killing them.Once last spawn is dead, break the 4th chain -> Assume positions on left & right and use buff pots & foods.Interrupt Zurhidon's from repairing chains and kill the additional nagas as well (spawn from topleft & topright in relation to the map in the link).Tank & spank near green dots, when gestero yells: "Bashtei era Keaqtei oitei!" then wait until cast bar is 2/3 and click on rune. Repeat until dead.
Source: Achoore (Quality Assurance RoM)
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Level Requirements: 55+
Bosses: 4
Charionys
I would say this is not a very hard boss. It has high damage & high dot, but that's about all you can expect from it. It has a few special abilities which can make you wipe.It's useful to try & interrupt all her casts to make sure you don't receive debuffs you don't want. You will always gain certain debuffs since they're instant, but you can avoid some as well.Every once in a while she spawns an add. You must kill this add (Just stun it, so noone gets hit), to avoid wiping. This mob always spawns in the middle of the room. So it's useful to not fight the boss near that. The mob also has a specific class picture. This class represents it's defense, magical defense and attack. Some classes will do more damage then the other. We always let everyone who's ranged fight the adds.If you're a bit to slow it will spawn multiple adds. It's important to kill the boss fast and there are 2 things you can do. Kill the adds or strip & die.
This is mainly a boss which requires high DPS and a bit of HP.
Lady Hansis
A boss which requires speed and knowledge of other bosses. As soon you try to attack her, you'll get stunned and transported to middle. She can't be attacked. She'll spawn 3 bosses 1 by 1. This can be ANY boss from ANY instance (Snow Blake, Yusalien, Geba, Ancalon, Giant Life Leecher). You need to use the tactic you use at the normal instance as well.
Gotta be fast & precious, if you don't know the proper tactics for those bosses you will most likely wipe. Ofcourse there bosses damage is tweaked massively. For example, AoE from Ancalon hits for 5k per tick.
Once you killed all 3 bosses (Random) you can focus on Lady Hansis, has some nice AoE (pretty high) and high damage here and there, but shouldn't cause a problem. She also spawns snakes from the gates. These snakes need to be killed asap to prevent wiping.
Balothar
A nice tactical boss if I may say so.
This boss has a couple of special abilities.
It starts off with 1 of his special abilities. This special ability has 3 forms. He'll get a buff on himself, and 1 of his armorparts will glow. (Easier to recognise by checking the buff, since boss is turned around). When he has his feet buff, he will random charge people and leave a firepath. Don't step in it. You can DPS the boss during this buff. When he has his glovesbuff, he has higher damage on tank. You can DPS during this buff. When he has his chestbuff he reflects all damage. DON'T ATTACK DURING THIS BUFF! He'll cast 2 of these buffs before you go to the next special ability. He can cast 2x the same as well.After this stage he'll reset his aggro so let the tank get aggro.He'll now spawn 3 kinds of weapons in the room. From the side you went in there will be one in the left corner(closest to you), 1 in the right corner(closest to you) and 1 in the middle. It's important that you kill these weapons, or else they become alive dealing high extra damage.After this stage he'll reset his aggro so let the tank get aggro.A tornado spawns on the field attacking all players. The tank should turn the boss around (so it doesn't face the other players) and everyone should stick close together near the boss. As soon Balothar casts Doomsday all run it with the tornado. The tornado will interrupt doomsday. Once you done this run out or else you have AoE. If you don't manage to interrupt Doomsday you're dead. It's an instant kill.After Doomsday Balothar will reset his aggro, so let the tank gain some aggro. Repeat stage 1-6.
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Between Balothar and Zurhidon Messenger you'll find a summon circle with 'yellow' mobs. Don't be the leroy and run trough and die. Don't be the leroy by random killing them. There's a tactic behind it. Kill the mobs on the sides. 2 of those mobs will drop a costume.
Let 2 players get the costume and stand on the place of the mob you got the costume from (Instructor must stand in 1 of the circles where an instructor is, same for the other side). The important thing is, the casting may not be broken, so there must be a constant 6 casters. If you don't do this, the Demon Lord will appear and instant kill everyone. Once you're in the circle, hit the costume and start casting with the special skill bar you got.
This is the time when your party can kill the mob in your circle. Loot the body (Which drops a costume) and move to the next circle. Let the player who got the 2nd costume stand in the circle, start casting and then the party can kill the mob again. Loot body, move to next circle, etc, etc. When you done this the barrier is gone and you can continue to clear.
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Zurhidon Messenger
This boss has 3 Phases.His first form. Not to much HP. This part shouldn't give you to much problems. The adds will shoot blue lines (Can't kill the adds) which cause a decent amount of damage. Must be healed by priests. Also try and interrupt every single cast the boss makes to avoid unnecessary damage.Phase 2, the Demon Lord respawns him. This is where it gets hard. Basically exactly the same tactic as first phase, but this time the Messenger will give the people debuff which cause a magical damage increase of 300%. THIS MUST BE DISPELLED, because the adds are going to fire the blue lines on those persons. If you don't dispell this you'll most certainly die. For the rest, the tactic is the same.Phase 3, the Demon Lord spawns and comes to fight. Tank should tank the Demon Lord and the rest should focus on the adds which become vulnerable 1 by 1. Kill them 1 by 1, at the end you'll start to receive some high AoE damage, but keep killing the adds. Once you done this the fight is over.
It's not smart to use Blood Arrow at this boss and I advise everyone to fully buff up with attack power and above all HP and magical defense.
Source: Achoore (Quality Assurance of RoM)
Aneyiaa -anepedia.proboards.com -
Flame says it takes 2 seconds in the description, but it takes 3 like it's supposed to.
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Can the skill "autoshot" be added to mage/scout level 70 elite...
Why?..... Warmages can use skills like fireball and other skills while their "auto attack" is doing what it does... Same with knightmage.. the mage/scout "white hit" damage is no where close to that of warmage or knightmage so allowing the use of flame and other spells while autoshot is working might make it a more endgame playable class.
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This guide comes from the official forums and is made by Andreasels from Macantacht Server, so credits for this to Andreasels. The guide was made in 2011 (lvl 60 cap I believe), when this instance was just out. I made small adjustments to the original post.
Note: If you die in Varanas Nightmare you get no debt only gear duration loss.
Requirements
1.1 Player
Varanas' Nightmare is basicly made for a raid of 36 people.
Our firstclear we made with a raid of 26 people. The instance should be doable with a minimum of 12 (very-)high equipped players, if you are willing to make the effort. It is good playable with 18 people. For this guide, we asume that you are 18-24 people, which is our recommened raid size.Recommened are 3 tanks and a main healer for every group. Additionally it is recommened to take a 2nd healer for every group, especially when you are inexperienced (can also be a M/P on secondary equip, since it is mainly for support). All the rest of raid should be filled with damage dealers.
Note: With current level cap being 92, you can trio or even duo it as endgame dps (with decent defence) with a decent healer.
1.2 Time
With an experienced group, the whole instance is clearable in less than half an hour. For your first tries you should be prepared to need a few hours though, since some parts need a high amount of practice and coordination.
1.3 Equip
In Varanas Nightmare it is not all about damage output, like in most other content nowadays. The bossfight got several, clearly seperated phases, which makes it impossible to just nuke the boss (at least not on the nowadays possible gear level).
Most important part is surviving, so all core players are available, at the hard phases. It is recommend that the DDs can buff themselves (Hero Potion, Grassland Mix, Touch of the Unicorn/Grace of Life) to more than 100k HP. Healers a bit more and tanks should have way more of course.
You can say that for everyone, who can farm the higher modes of Raksha Temple and the Kawak's Tomb that the damage should be enough (RT Diamond weapons should be standard anyway in parties who are willing to go to VN). Most important is to stay alive, so you can deal this damage.
Again: except a few parts, the damage is not the critical thing. Except on the last phase, you got nearly endless time to bring the boss down. Concentration and coordination are the weapon to beat this boss.
Note: When you duo or trio this you do need a good dps output.
2. How to spawn Nightmare Androlier
2.1 Trash
Before the fun part starts, you need to kill some trash. On the way to the destroyed marketplace of Varanas there are 6 Crevices of Fear, guarded by 3 boss monsters each (Cold Nightmare, Coprse Nightmare and Storm Nightmare). You need to defeat those 3 guardians. After that the crevice will be attackable. Nuke the crevice down and let one DD stay there, who keeps the crevice at 0%. When all crevices reached this unstable state, phase 2 begins. From this phase on, it is possible to talk to the crevices and teleport right to the marketplace. The DDs which stayed at the crevices should use this option.
2.2 The three Dark Nightmares
Before Androlier is willing to face you, you need to defeat his 3 henchmen. Those 3 mini bosses spawn at the marked corners on the marketplace. You got 180 seconds to kill all 3 of them. If you fail, your effort till then was wasted and the instance resets after a short waiting time. If so, rinse and repeat the previous.
Every mini boss got 10 million HP. In best case, you got 3 tanks, which split according to boss spawnpoints and tank the bosses apart the group, since all of them got different special skills, which are mostly AoE.
First of all you should kill the War Illusion, since it spawns nearest to the group. This horse casts a high range AoE fear effect.
Next, you should kill the Treacherous Illusion. This demon causes mana drain, if you are near him.
Last but not least, kill the Doom Illusion. This lady causes percentage based AoE damage similar to Ancalon, which you should try to evade.
Specific details to the bosses, you will find in Part 4.
3. Short Guide to Nightmare Androlier
After Androlier spawned, you got 600 seconds to start the encounter. After the countdown reached zero, the whole instance will get resetted. Different to the previeous mini bosses, you got more than one try though. It is enough to pull Androlier and die to reset the timer. So from here on, you got endless time to try yourself on beating Androlier.
Note: The boss is only available after the worldbanner showed, telling about Julius Lefay having a nightmare. The 3 minibosses will always be up and can be farmed however.
The Bossfight got several phases:
3.1 Androlier phase
While Androlier is fought, he releases an AoE over the whole instance for 45k every 15 seconds.
Also, every 30 seconds, a debuff (Deadly Nightmare) is spread, which fears the affected people. If the debuff runs out, you die. The debuff hits random people inside the instance. How many people get hit depends on how many people are in the Raid. With 18-24 people, 2 will be affected by the debuff. If you are in a 12 man party, it only affects one, with more than 4 groups, 3 people will get the debuff, and so on. The exact caps, we didn't check out.
Very important on this: The debuff hits the amount of players (depending on the raid size) and all players around them. So it is essential that the raid is spread out and with gaps between each other, so not more people than needed are getting affected.
The debuff can be removed to prevent the players from dieing. As soon as the encounter begins, every player gets an addition skill (Friendly Call) in the Extra Action Bar (Alt+1 shortcut by default). This skill can only be used on targets, which are affected by the fear. If the skill gets used successfully, the buff "Bond of Friendship" will be on the target. This buff is stackable. When the buff is stacked 7 times, the fear will be removed and the player is saved.
The skill has a range of 50 (melee skill range) and a cooldown of 4 seconds. So when the fears are spread, you should check asap, who got the debuff and move to this player to use the skill on him. With some practice, it is possible to stack the buff twice on the player per person.
Coordination is the most important here. Always stay spread out, so as few people as possible get hit by the debuff. Decide fast, who you are gonna save. Check, who is nearest to you. Tanks and healers always got VIP state here ! Except the maintank, everyone should participate on the rescuing, the mainhealers still should have an eye of the raid though. In this phase, you got an endless amount of time, so damage on boss is not really important.
Letting the affected die and run in again is no real option. We tried this in the beginning, but it is just annoying. You will never have enough people in the critical phases of the fight and if a tank or a healer dies, the whole raid might wipe.
3.2 Add phases
Every 25% of boss HP, an add phase starts. Androlier despawns and instead of him adds will spawn.
On 75%, one add comes, on 50% two and on 25% even 3 adds will spawn. Every add got 4 million HP. So we recommend 3 tanks, so every tank can focus on one add. Attention: while the add phase, the raid is hit by massive damage!
When the adds are defeat, Androlier joins back the fight and the Androlier phase is repeated. If the adds aren't killed fast enough, Androlier will get healed by 25% per remaining add. So in worst case, he will get back to 100%. According this, the add phase is the only phase where you need enough damage.
Additional details to the adds and their skills you will find further in this guide.
3.3 The Androcalypse
Together with phase change at 25%, "Last Nightmare" begins. When Androlier despawns, every player gets a debuff, which runs two and a half minutes. When the debuff ends, the whole raid will get killed, so you need to have defeat Androlier, before this happens.
First of all, the 3 adds need to be killed, so Androlier respawns. While you do this, a noticeable amount of your remaining time is needed. You got maximum 1 minute to kill the 3 adds. When the debuff has 1:30 minutes remaining, Androlier respawns, wether you killed the adds or not. When the adds didn't die fast enough, you can abort this try already, since the remaining time won't be enough to bring Androlier again to the 25% phase and kill the adds.
If you succeed to kill the adds in time, Androlier respawns. In this last phase, no more people get feared. But don't feel too safe. Instead of the fear, some old friends, the 3 mini bosses before Androlier, come back. They race out of their corners towards the raid (they are really faster than you might expect) and will wipe your raid, if they aren't caught by the tanks and drawn away from party.
Additionally some flame fields will spawn all over the marketplace, which cause additional damage to the raid.
In this last phase, only concentrate on prevent the mini bosses to reach the raid and go full damage on Androlier. As soon Androlier dies, the adds will despawn.
3.4 Loot
The trashmobs will drop random items and Powders (for repeatable quest), the minibosses will drop random items and Fear Fragments (for quest you need 30 total). Andolier itself will drop Aoth set items (especially the mage and knight one is very good, till the Arcanium Chamber even the best obtainable in game) and the Chest along will do the same (chest only spawns if you killed Andolier fast enough). Next to that you get random items from boss and chest, and some fun items replenishing attributes for anyone clicking it.
After you cleared VN, the Encounter has 8 hours respawn time. It is possible to clear the crevices and mini bosses again, before the 8 hours are passed, but Androlier won't spawn then. 8 hours after the kill, a global banner will tell you that Androlier is available again.
4. Details to the Bosses
4.1 Androlier
Androlier has 43 million HP.
From beginning on, he has a buff (Androlier's Shadow), which regenerates him 30k HP per second.
While the fight, he additionally gets a permanent, stackable buff (Sacrifical of Fear). The exact meaning of this buff is unknown, but he seems to be linked to the number of people, who died by the debuff. Maybe the buff is a kind of enrage, but we never got to such a point. Either you are able to do the encounter, or many people will die and you got a high chance to wipe the whole raid, before the debuff stacks high enough anyway.
Every 15 seconds, he casts Androlier's Attack, which is a 45k AoE over the whole instance.
Additionally he casts the following two debuffs on the raid. Normally at begin of the fear phase, to make your life even harder.
Life Control reduces efficiency of healing effects by 50%.
Movement Control prevents you from moving for 4 seconds and lowers your cast and attack speed by 50%.
Apart from this, every 30 seconds there will be a fear phase.
Enter Nightmare hits a specific amount (linked to the size of raid) of random players and all players around them. The range for contagion is 50, so this is the minimum range you should keep from each other. The debuff lasts 5 seconds and drains 10% HP per second. If the 45k AoE comes on this time, players with low HP, can maybe die here already. The debuff is spread along with the Text Message: "Sirloth' Phantom's voice resounds: Cry out! Let the deepest darkness enter your souls!". As soon as Enter Nightmare ends, Deadly Nightmare starts. This debuff runs 10 econds. While this time, you are feared and according to this can't use any skills. When the debuff runs out, you die. The text message "Sirloth' Phantom's voice resounds: Our fears become reality in your nightmares!" tells you the end of this phase. Players, who weren't cleansed by the debuff will get the message "The horrible dream was too real. You have been feared to death". This message appears two times. So Phoenix Redemtion doesn't help you, since you get killed twice two times after each other. The Phoenix triggers, but after that you still die. In the final phase oft he encounter, Androlier spreads the debuff Last Nightmare over the whole raid. This debuff runs for two and a half minutes. When Androlier isn't defeat in meantime, you will die, when the debuff runs out.
Following skills don't belong to Androlier himself, but since they are linked tot he Fear, i will name them here:
Julius' Determination is a permanent Buff, which you got while the whole encounter. This buff grants you the additional Skill Friendly Call. This skill has a range of 50 and a cooldown of 4 seconds. When you use it on a party member, which is affected by "Deadly Nightmare", he will get a protecting buff. The skill is on the Extra Action Bar, which is used by Alt+1 by default.
Bond of Friendship is a protecting Buff, which you get from "Friendly Call". You need 6 or 7 Stacks to get rescued. Cause of lags it is not clearly possible to see, if the 6th Stack rescues you after a small amount of time, or if the 7th rescues you immediatly.
4.2 Androlier's Outrage
One of the 3 adds, which spawn while the encounter. This one looks like Androlier's Strengths in Necropolis of Mirrors and has 4 million HP.
He spreads the debuff Source of Anger, which lowers the defense of whole raid for 6 seconds by 50%. The debuff hits every non knight or / knight for around 50k initial damage and ticks two times for 4500 damage each after this.
4.3 Androlier's Memory
One oft he 3 adds, which spawn while the encounter. This one looks like Androlier's Shadow in Necropolis of Mirrors and has 4 million HP.
He spreads the debuff Dreadful Memory, which lowers the cast- and attack speed of whole raid for 10 seconds by 30%. The debuff hits every non knight or /knight for around 50k initial damage and ticks for 4500 damage after this. Additionally he spreads the debuff Mangled Memories every 10 seconds, which lasts 10 seconds and ticks for 4500 damage.
4.4 Androlier's Obsession
One of the 3 adds, which spawn while the encounter. This one looks like Androlier's Prisoner in Necropolis of Mirrors and has 4 million HP.
He spreads the debuff Obsession Attack, which lowers the magic damage of whole raid for 10 seconds by 50%. The debuff hits every non knight or / knight for around 50k initial damage and ticks for 4500 damage after this. Additionally he has the attack Earth Splitting Slash (?), a 2 second cast, which results into a heavy front AoE with high range. This add should be turned away from Raid!
When Androlier reaches a 25%-turn, the text message: "Shape and structure of Nightmare Androlier become pure darkness again and it seems, there is a force considering inside it" appears. Right after this, the respective number of Adds spawns.
When the adds are dead, or the time limit exceeds, Androlier comes back along with the message: "The Darkness, which the darkness delivers, reinforces in the shape of Nightmare Androlier"
4.5 War Illusion
One of the 3 mini bosses before Androlier, which also spawns on last phase of Androlier. This boss has 10 million HP.
He has the spell Demonic Mutterings, which fears all players in range. Note that a feared tank looses the agro temporary.4.6 Treacherous Illusion
One of the 3 mini Bosses before Androlier, which also spawns on last phase of Androlier. This boss has 10 million HP. He has the spell Anger Flame Attack, which hits everyone in range and causes 7500 damage and 1500 mana drain every 2 seconds for 10 seconds. Additionally the tank gets hit by Flames eat the City (?), which drains of 50% of the HP, so the tank should have a strong healer in his back. Also he should go max aggro from start on, since the mana drain is really heavy.
4.7 Doom Illusion
One of the 3 mini bosses before Androlier, which also spawns on last phase of Androlier. This boss has 10 million HP. He has the spell End of Life, a channeled spell, which drains five times 23% of HP. You should try to avoid this cast. Additionally the mana costs of all surrounding players is raised by 30% with Demonic Gift. With Demonic Heaven, randomly people will get feared for 3 seconds.
5. Details, Tricks and Hints
The requirements posted on start, aren't the minimum requirements of course. With respective experience and group, the encounter is always possible with lower equip, but for the first clears, it is advised to have a bit higher health and /or healers for safety aspect.
Now, here are some hints and tricks, which might help you with upcoming problems and/or save you time, finding them out by yourself.
5.1 Performance
Cause of the high number of players and the many effects along with this, some of us had major FPS Problems at the beginning.
It is helpful for sure to eliminate unneeded effects, either over RemoveSpellEffects, or with the Option in Video / Audio Settings-Menu. Also all players should hide their equip in Character Screen.
It is advised to make a relog before starting and after a few tries to prevent position-lags, since it helps much for de-fearing if you see the exact position of your party member. Some of us also realized major Performance boosts with Ikarus 2 instead of qUnitFrames.5.2 Formation
It is important that there is enough space (minimum of range 50 = melee skill range) between the players, so as few people as possible get hit by the fear. It is advising to form several autonomous groups, which place themselves on different sides of the boss. In middle of those groups always the main healer and in a circle around all other members in Group Heal range. Melees / Tanks on front, ranged DDs and support healer behind. For better orientation, the main healers can be marked with a number over their head.
After every fear phase everyone should go back to his original position and jump one time (cause of position lag) and check the spaces between players.
While the add phases, the 3 tanks go into center of the different groups, to catch the adds. You can also separate the tanks into the groups from start on.
We normally use the central fountain as battleground. Like that, the groups can place themselves in the circle already without pulling the boss by accident. Also it is easy to orientate yourself at the different objects near you to get back to your position. The boss will be tanked exact in the middle.
5.3 Fear
Try to realize fast, who has the debuff. Best is, if you do so, while the prebuff "Enter Nightmare" is still active.
If you got smartBuffBars, you can configure the Party Buff Bar to only show the buffs "Enter Nightmare" and "Deadly Nightmare" by using the Whitelist.
Configure your Raid-Interface good, so you can see the Debuff of people clearly.
Tell on TS clearly with name and group, when you got feared
Also Chat-Makros on "Say-Chat" help, since you can orientate better, where a feared person is, since you see the text-bubble over his head.
If no one is affected in your group, help in nearby groups.The maintank should never help on de-fearing, so Androlier stays on his spot. But he should get de-feared fast, when he gets Fear. While the maintank is feared, he looses aggro. So one of the other tanks should stay 2nd in aggro list. It is also possible to taunt the boss in this time.
The cleansing of fear must work very well. For first tries, the boss damage should be ignored to practice only positioning and cleansing.
The feared people move very fast and the extra skill has a very small range.
The Emote Kneel (/kneel) stops you from moving and keeps you on your spot. By using this, you are still able to get to the feared players in time and give them the protection buff.A note from our side: The Bug, that some Emotes prevent Fear Effects is known for long time already and is not wanted for sure. Basicly the use of /kneel to prevent running from fear is counted as exploit.
Sadly, the encounter is only doable with much luck, without using this bug. If you don't use it, you need to go for max DPS to get maximum one fear per Androlier phase. The people who get feared there you would need to let die and let run in again and avoid the deficit of players by pure mass of participators.
Only by using the emote, you can play the encounter with the tactic, which is meant to be used by cleansing the fear. Even with the emote, the encounter is quite challenging.
If you think that the "just rape it" tactic is better than trying to do the encounter with the tactic, which is meant to be used, can do this, if he wants to.
5.4 Add phases
Before every add phase, you should take a damage stop. Wait till the fear is cleansed, before you start the phase change. Nothing is more annoying than dealing with the adds and the fear at the same time.
Often it can happen that you successfully kill the adds and Androlier respawns, but cause of his 30k regen, he gets back over the HP phase cap, so the same add phase will start again. Try to deal enough damage surplus at the boss before the phase change. When the boss respawns, take him in target directly and continue damaging him.
Some of us had the problem that spawning and despawning of adds was causing a freeze. The change from qUnitframes to Ikarus 2 solved this problem.
If players died they shouldn't run into the instance at a phase change. The adds spawn randomly on a player somewhere inside the instance. If an add spawns at a player who is just running back inside, it is impossible to kill it in time.
Especially the 25% phase should be hard for the most groups on start. Every add has a 50k AoE, Androliers Obsession additionally has a very strong front AoE.
The adds spawn around 5 seconds after Androlier despawned.
Healer: Right after spawn of Adds, the priests can use "Holy Candle Shield"; to protect from the AoE damage. Also they should use "Blessing of Humility", since the heal aggro will be very high cause of the high AoE damage and the tanks got a hard time to control the adds.
Tanks: As soon as Androlier despawns, the tanks should spread into the groups, so that there is a tank near every add. Aggro Food and "Hatred Strike" should be ready to produce aggro very quick. The tank who tanks Androlier's Obsession should turn him away from group immediately, otherwise, the Front AoE can wipe the whole group easily.
DD's: Use the seconds till adds spawn to use damage increasing foods and buffs like Strong Stimulant. Scouts should use the Set Skill "Arrow Shield" to reduce damage. If a adds spawns near them, also "Wrist Attack" is helpful. One of the 3 adds should die as quick as possible, before the next AoE wave of adds starts.
With some practice, you will find the right timing and complete the hardest phase of the encounter successfully to finish off Androlier after.
You should think about the order, you kill the adds in.
Androlier's Outrage debuffs the defense of all players and has a stong AoE. Since all AoEs are based on pdef, this add should die early, since dead DDs ain't do any damage.
Andorlier's Memory reduces the raid DPS and healing. Since the time for adds respective to group and dead DDs is very short, he should die next.
Androlier's Obsession dies last, since the most dangerous of him is his front AoE, which is no problem on right positioning.5.5 End-Phase
When the adds of the 25% Phase are dead, the tanks need to get on the way immediately to catch the mini bosses.
The Doom Illusion shouldn't reach the raid by any circumstances. Since it has several long casts this add can be also kited easily by a Scout, if you are with less tanks.
5.6 Misc stuff
Sometimes it happens that the boss goes crazy and changes aggro. In this case you can only abort the try. It happens very often on first try, so we normally reset the boss once, before we start for real.
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Level requirements: 55+
Bosses: 4
Life Leecher
This boss hits hard (so you need a good tank) and has several specials. First is a fear spell, which can be interrupted (something with shock in the name). Second is a bunch of black vermin like creatures, one for each player, and with the same space between them as how the players are standing. These need to be killed (Thunderstorm works well) since they do massive damage if they reach you. Note that since they spawn as far apart as the players it is much easier if everyone stands close together.
He also summons a clone which looks exactly like him, but is much easier to kill and doesn't hit as hard. An offtank can take this one out.
Last skill is one where a player gets rooted and takes damage every time someone damages the boss. This is a dangerous skill for many, since it can be a killer if the vermin appear behind the boss and someone TSes the boss to kill them.
Razor Lurker
First, you have to find a hidden npc above the hill (it's near a tree), a system message will pop after that and then 6 golems and several spiders will spawm around the area Razor Lurker is in. The spiders will attack and use dot's on the golems, if the golems die, you will not be transformed into monsters. If u suceed to save all golems, then fight start as normal. Spider hits hard, let someone tankable starting at 12o clock aggro them running clockwise and someone aggro them running counterclock, then meet at 6o clock with all mobs, aoe them. Healer stay alert to heal and regen the golems if needed, tankable using aoe and speed pot is safer.
They tranform you into monsters (random), the earth mob is the tank. Transformations changes each 45 seconds. Tank needs to turn the boss away from the others cause he has frontal cone aoe. After 8min, you are back to human (which means death, too hard to tank, just swap and die).
1) Earth Elemental (Tank) - Turn boss away from party gather earth energy with skill 3 then use skill 1. Use Skill 2 for DPS when the others aren't available
2) Tree (healer)- Select tank. Use skill 2 (single target heal), when skill 2 in cooldown use skill 1. When both 1 and 2 are in CD use skill 3.
3) Air Elemental (DPS) - Use Skill 3 always when available to weaken it. When skill 3 CD use the other 2 for DPS (one of them needs the water elemental to put the debuff first on boss)
4) Water Elemental (DPS)- Select tank and use skill 1 to protect it. Then dps boss until skill 1 cools down, in which case you will select tank and use it again. (one of the skills needs the air elemental to put the debuff first on boss)
Tactic 2 (easier version):
Talk to the NPC and the Spiders and Golems appear. Ignore them (do not stand near nor attack). At some point they are down and the boss spawns. The boss will come directly to you. Make sure to kill it fast since it can hit pretty hard.
Lorlin & Taburen
The moment combat starts 2 party members get a buff. One buff looks like a red Orchid, the other like a green Barsaleaf. The one with the Orchid gets 2M aggro on
Lorlin, the one with the Barsaleaf 2M aggro on Taburen. About every 45s this changes at random.
The players with the buff have to tank the bosses, but to help with this they also gain 25k def, 10k health and 5k mdef. So while you still need decent health to begin with you do not have to worry about priests or mages not being able to take a hit.
The bosses need to be taken apart. If they stay together too long they buff eachother and start one hitting people. since you have to keep them apart the part members have to pay attention who gets the buff when it switches. If you pull them too far apart they will reset, also if you pull one boss too far away from their spawn place.
They also give a dot to the party which does 750 damage to you and all those close to you. So if 6 party members stand close together they take 4.5k damage per tick!
When you kill one of them you have 20 seconds to kill the other before the first one resets. So you need to kill both pretty much at the same time, which means keeping eachother informed about the health of each boss and stopping DD on one if he gets too low.
Falynum
Boss hits hard, needs to be tanked at the edge of the outer circle, and needs to be turned around. When you start combat 4 bit elite trees stand to the side.
It has some aoe, and after a while weak adds appear. Discharge and purgatory to kill these.
A little while later it stops combat (don't attack it at this point!) and pulls the big elites forwards one by one. You have a limited time to kill each one, otherwise they return to where they stood, and will return to join the fight when the boss attacks again.
Kill the adds, and the boss should go down. Note that there tends to be a lot of lag during this fight, so turn down graphics and view range, and buffer skills when lagged!
Source: Achoore (Quality Assurance of RoM)
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Level Requirements: 50+
Bosses: 6
Tactics:
Iron Rune Warrior
This boss has massive damage, so you really need a good tank. But, the most important tactic here is that everyone except the tank should be behind the runewalker INSIDE meleerange. It has a ''power build-up'' if you're not in melee range, then you'll take this hit and this is for most of the people a guaranteed 1-hit. If you are inside melee range, CLOSER to the boss then the tank is, then he'll take this hit (This hit is quite high, even for tank, so get heals ready). Sometimes boss random turns around and attacks someone else. Tank just have to use 1 aggro skill and it's back on you. It also stuns the tank sometimes, and it has a very easy AoE.
Yusalien (Skippable)
This is one of the nastiest bosses. Tank it in the middle. It has quite low damage (Sometimes a 3k AoE). It random freezes someone at first. When it freezes someone, hammers will appear randomly in the room, find the hammer. And use the hammer on the frozen one by clicking on the hammer while near him. Then he freezes 5 people. The 1 person who is not frozen, should go grab a hammer and unfreeze one. Then they should both grab hammers and unfreeze people and so on till you unfroze all people. If you don't do this on time, the frozen people will receive a 122k hit. You have about 25 seconds to unfreeze all 5 players. It does this freeze trick till he dies.
Locatha
Quite easy boss, just need high DPS. (To reach this boss, jump in water, then go to the bridge). As soon you walk on the bridge it spawns. Mages have to thunderstorm any adds he spawns because if they come close to the boss they increase the strength of the boss (At the strength 14 I thought it hits around 4k on tank). Just DPS it asap and let mages TS adds asap. Quite an easy boss if you have the DPS.
Godess of Art's Disciple
The hardest boss in KS probably. You can see alot of barrels around him. The tank should tank him from barrel to barrel. As soon this boss goes ''Frenzy'' someone has to smash this barrel down really fast. It'll then bring the boss back to normal and the tank should go to the next barrel. If you dont get him out of frenzy it 1-hit everyone 8-). It also has a HP based AoE. So group heal is needed (1 priest group heals, 1 single heals tank). He does this stuff till he dies.
Ensia
Kill this boss as soon as possible. It fears sometime, but it builds up a dot on everyone. The higher the number of the dot is the higher damage it does. Therefor it's important to kill it fast.
Regin
Tank and spank till 75%, then he disappears and Runeguardian appears on your left stairs, Ensia appears on your right stairs. Move to left stairs and let tank intercept Rune Guardian, use the same tactic as listed above with Rune Guardian. Let Ensia come. Kill Ensia first (Tank only tanks Rune Guardian), so there's no tank at Ensia. Kill Ensia as soon as you can. Then focus on Rune Guardian. You have about 3 minutes to kill both till Regin comes back. Or else you got 3 bosses to fight 8-).
Once you done that it's once again tank and spank till 20%. At 20% it copies himself ALOT and all of these adds AoE, avoid this AoE by running all across the room. Note that the adds spawn right on top of you and stun you, so it may be better to jump around than to run. This since if you get stunned while jumping the jump will still finish, so you may land out of AoE/stun range. The adds will disappear after like 30 seconds. Then finish the boss of and get ur loots.
You can also walk your party to right side up in the corner. This way you will not have to fight the iron rune boss, but only Ensia.
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Level Requirement: Healers 45+, Tanks 46+
Bosses: 6
Tactics:
First, go into the room on your left handside and ''turn'' the statue by clicking on it. Then walk back and go down. Head right and go up. Clear mobs, and clear the room. Walk to the end of the room and click on the waterbucket. It will now spawn around 10 ice witches. This is the first boss. Kill the ice witches and some of them drop some loot. They have high magical attack. Let everyone in your party take the water, so you can skip this part the next time.
Go back to the middle, and take the entrance right of the water entrance. Once again clear rooms, and walk to the end. Let someone with the water hit the Brazier. It'll now spawn 0-9 mobs. Kill them and you have a possible chance on loot. They have quite low damage and die easy so nothing to worry about.
Razeela
Go back to the statue, you'll now see an opened hallway without fire. Go trough. You can do 2 things now. Clear the room, or hug left wall and walk behind Razeela (This is adviced). Kill the mobs behind her and then go for the boss. It ''drains'' life from you, but it's not like it goes down 2000 HP per second. Easy healable. It also has AoE. At around 0-10% it says ''Sing of Life Glories'' Silence her and kill her as soon as possible then or she heals back to 40%.
Aukuda the Cursed
Allright, head left and go trough the hallway. Clear rooms. If anyone has the quest of Aukuda, then he's there, if not kill Dorlos 1st and then come back and he's there.
Aukuda is probably the nastiest boss of Mystic Altar. It has high damage, it random charges people, it can fear and stun. Charges can be interrupted if your tank is fast enough to charge him before he charges someone else. When he charged someone. He'll do some AoE skill so run away if he charges. You need a good tank and healer for this because he has high damage.
Dorlos
Head down the hallway clear room or walk trough. Go down and you'll see adds coming up. They'll stand in formation. Just kill them 1 by 1. Kill them all except the last one. The last one will aggro the boss as well.So re-gain mana and HP after you killed all the adds and then kill the last add. As soon you killed the add, go for boss. This boss AoE's (Nasty AoE) and spawns around 8 adds. Leave 1 add alive or he spawns them again (So healer have to tank 1 add). At 50% he teleports you all the time. Closer to him. So take distance fast again because he might AoE. After that he starts using fear. So you need a good healer and a good tank, bu he's doable.
Cursed Iron-Golem
Last boss, head back to where you killed Razeela and go left, hug wall, make sure you don't pull anything because they are chained. Which means you'll pull the whole room.
Take the entrance on your left handside and kill all rooms till you see small beetles and 2 big dogs. Carefully pull them because there's a boss behind them. After you killed those go for boss. It has a strong damage and most of all, he has a very nasty AoE Knockdown effect. It not just knock you down but it does quite amount of damage as well. So suggested is, range only except for the tank. For the rest, tank and spank.
If you want quick runs, then skip the last step (Skip the last boss).
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Level Requirement: Healers 35+, Tanks 39+
Bosses: 6
Tactics:
Magister Gumas
Easy boss, tank and spank. Nothing really special. 1st boss Necropolis of mirrors you need to keep 1 interrupt stun so his holy aura (less hit rate) won't be casted. You could also do this for his aoe attacks.
Androlier's Shadow
It's pretty much an easy boss, but at some point she copies herself a couple of times. Kill the adds and most of all, keep them off the healers. He also uses the special ability Mirror Shell. It can also cast the spell mentioned under 2) of Andolier's Prisoner, but less regularly than the Prisoner does.
Androlier's Strength
High damage, and fears now and then. Need a good tank for this and good healers. He also uses the special ability Mirror Shell. Summons 'weak' adds.
Androlier's Prisoner
1) Androlier's Prisoner has an AoE fear with a range of about 200-250.
2) He has a spell that he cast (with-in 10 seconds I think) on the person with the most aggro called Renaissance or something like that. This spell puts a debuff on the person with the most aggro that gives them an AoE (about 100-150 range) that hurts the other people in the party only! A level 50 K/W had it and was hitting me (4.5K PDef) for 1k every 5 seconds even when he was feared! The spell wears off about 20 seconds AFTER you kill Androlier's Prisoner.
{Credits to Toimu for new info on boss}
3) To avoid it's special Ability, Impact of Resonance, the skill is based on Physical Damage, if you have an experienced higher level/geared mage/priest he/she could tank it (For experienced group)!
Krodamar & Krodamon
You can pull them 1 by 1, just look at their walking pattern. Kill the speedy's around you to get a safe spot, and tank it there. Both of these bosses have quite high damage and spawn speedies (every 25%). Let some AoE'er take care of those adds. Also it has high AoE, so it's def adviced for other close DPS'ers to stand back when it AoE's. Both bosses are about the same. 1 has a Berserk which deals high damage. The other one has a shield which makes you unable to attack him for a while.
They both provide a keypart, use both keyparts and you can open the chest in the middle for loot.
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Level requirement: 23+ for healers, 26+ for tanks
Bosses: 5
Tactics:
Ghoul
To spawn the first boss, you have to kill all the necro mages. First boss is easy, tank and spank. Strong attacks, but not much to worry about. As soon you killed him, the door behind him opens and you can pass to the next bosses
Flowing Chaos:
This boss has AoE, gives a nasty debuff and fears. He only fears tank and not the whole group. The debuff does XX damage per 2 seconds and causes a slowdown effect. The AoE has light damage to.
1 of the players will receive a keyfragment, keep it, don't throw it away.Cruel Eater:
It's the best to tank these bosses in the big room, so it's smart to clear that room properly. This boss is once again, tank and spank. Stuns now and then and has a special attack which is a triple attack.
Once again, you'll get a keyfragment.Hollow Shell:
Hollow Shell, once again, tank it in the big room is the easiest. This boss has AoE, not alot of AoE, but good enough to let the other DPS stand back a bit. This boss spawns an add at the healer every 10%. Make sure you have someone ready to intercept those adds.
Once again, you'll get a keyfragment.
Stick the keyfragments in the door for the last boss.
Demon Witch Ancalon:
Clear the room to start with, then let the tank attack. It spawns 4 adds right away. 2 Zombies, 2 mages. The zombies have to be killed though. At 50% it does the same, and at 25% as well. The zombies attack partymembers, but the necromages heal Ancalon before attacking the party. These heals can be avoided if you kill the necromages which she spawns fast enough. If you don't do it fast enough, she'll heal. Also it heals at 50% and 25% for like 25%. It has AoE.
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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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level Requirements: 57+
Bosses: 5
Requirements (based on max lvl being 62)
This is a six man instance – normally consisting of 1 tank, 3 or 4 DPS, 1 or 2 healers. Even though there is a quest line running through the instance, there is no attunement requirement to enter.
Tank
Health: 50k un-buffed
Physical Defense: 80k (with EA)
Physical Attack: 19k
All Other Classes
Health: The minimum health requirement for survival is 28k; however, 30k to 35k is preferred. Attack: All classes should bring appropriate foods, etc to buff
Magic attack: 20k (un-buffed)
Physical attack: 20k (un-buffed) [this is required for 2nd/4th boss as the longer you fight - the more debuffs/circles you get which makes it harder - so you want to kill the bosses quickly]
Heals:
HOTs (Heals Over Time) should be at 1.2k min as well as the following:
Druid: 20k restore life and Recover HOT should tick at 3k
Priest: 25k group heal, 7 to 8k urgent heal, 20k heal
The Dragon Manticos
(i) Hits nice on tank (11k-15k on level 60) plus random hits on other party member. What is important that everybody stays behind tank (and not between tank and dragon). Similar to Andriol in HoS.
(ii) Every 40-45 seconds of so it goes up in air and has two casts:
-> 120k damage which is split equally between party members (when it comes down)
-> 8 sec debuff on each party member which either petrifies the person for 15 seconds or does 9k damage to ppl close and cancels the debuff (e.g. no petrification).The standard strategy is to use DS priest skill for the jump. Should be timed to go up at 80% of cast bar when dragon is up.
Or - (i) all stay together when dragons comes down (120k) and (ii) start running in pairs at 6 seconds of the stone debuff (and make sure ppl run in pairs so that they cancel the stone debuff on each other)
The great Gladiator Mukhan
I think the best boss in WA. Does damage on tank + lot of AoE (like 3-4k per tick) and a couple of short term debuffs (like knock down). It also has a stacking debuff which reduces your all your abilities.
The special part is when he "pulls everybody to himself" and starts an 4 second cast. You need to run away (good reflexes and no speed buff it is easily possible) or you take a 90% HP hit followed by one of his favorite Aoe DoT's. You can also take the hit and use phiri and survive (some lazy priests always take the hit.
So it is run away / run back / dps.
Consul Marachi
Tank & spank and healer's boss. Tank turns away rest dps from behind.
She has 2 different DoTs: the green one and the red one, they both reduce healing by 75% and deal 4k damage over time. To remove the red DoT, players need to stand together (very close, same pixel even), to remove the green one they need to spread out.
It also has stacking buff that increases aggro of party members (vs. tank) but for a good tank it should not be an issue at all. Otherwise ppl need to watch aggro.
Sir Reven Von Jura
This is the messy fight category. The boss has a couple of special abilities:
- 4k DoT to everybody
- nice frontal AoE (I think Sword Breath Strike)
- Shadow prison for the tank (10 seconds) - or rather frontal SP (needs confirmation on this)
- casts circles on the ground over random party members, that will do damage and drain mana BIG times if the person does not move out within 1-2 seconds (it can be on tank while in SP). On top if a person fails to move out it will add a stacking ability boost to the boss.Strategy: tank should slowly kite the boss around the room always watching the position of others (especially healers) to make sure there is room for them to move. Nobody's rum is STILL breaking the SP cast by the boss - so it is advised for the tank. Priest should really try to avoid the circles - tank can stand it with mana return, phiri pot and good healing.
5th boss
5th boss is 3 + 4 together but significantly weaker.
There are multiple strategies:
1. Tank takes them both.
2. Someone off tanks.
3. Scout kites lady.
In all case recommended (at least we do) to kill man first.
What i have observed that in case you use two tanks (either off tank or scout kiting) the bosses will debuff the tank of the other. E.g.
If tank is on Man - will get the red rose debuff (less healing)
If scout is on Woman - will get the circles.
The good news is that circles disappear - so the room is less messy and better for kiting.
Source: Achoore (Quality Assurance of RoM)
Aneyiaa