ENTRANCE /ra Wandering Fungal Lord - Fumobeso /ra In this fight everyone except MT have to huddle behind Fumobeso and stay on top of eachother and withing 5m of Fumobeso. Fumobeso will mez everyone every 20% health. /ra When all are mezzed, the tank will turn Fumobeso to the raid. His AoE attack breaks the mez and he will be turned back, with his back to the raid. Healers should use HoT on MT shortly before every mez. /ra Malfunctioning X-77 /ra During the fight a charge builds up, which is released every 20% health, after which it starts from scratch again. The release of that charge is an AoE blast that does more damage if the charge is higher. /ra If the charge is high (IV or higher), the raid should hide behind the pillars or move >20m away from mob. At 50% the MT is stunned and loses aggro. For this reason the OT should force taunt the mob at 50%. /ra Enraged X-83 /ra Every 20% health X-83 does a kickback and memwipe. Everyone should have lev. Dps should slow down and allow a tank to grab aggro again before going on full dps again. /ra General Vicus /ra Vicus will spawn 2 adds that must be mezzed after a couple of minutes. When the adds spawn Rallying cry is up for 30 seconds where all damage done to Vicus is 5 times nomal damage. /ra If he survives this period, new adds will spawn after a couple minutes again (mez those too) and all can do 5 times normal damage again. Vicus regularly casts an enchantment, which is a 20m energy drain. /ra This must be disenchanted ASAP! Below 50% health blade barrier can come up, which does a riposte. If blade barrier is up stop melee attacks. /ra Archon Travix /ra Travix casts a curse, which completely stuns a player. If the curse is not cured, the player will die after the 30 sec are gone and an add skellie will pop. /ra This means it is very important to call when you are curse AND also when you are cured. Use macro's like these: PLAYER is cursed PLAYER is cured. Travix is healed by Physical spells. /ra Zaraax /ra Zaraax spawns several repair skeletons regularly. These repair skeletons repair Zaraax and will turn into angry repair skeletons after some time. This is why the repair skeletons must be killed as fast as possible. /ra Everyone should assist the main assist to kill the repair skeletons as fast as possible. CARTHEON /ra Vahsren the Librarian /ra Vahsren has an energy drain with 20m? range. Every 20% helath Vahsren spawns 2 adds and has a nasty riposte while the archaic primer add is up. Everyone should switch to kill the primer first and the codex second, before switching back to Vahsren. /ra the MT should stay on vahsren, but stop all attacks against Vahsren, while the primer is up (use taunts to keep aggro). Vahsren is healed by MENTAL spells. /ra Palpenipe the Mastermind /ra Palpenipe has 2 bodyguards that should be killed first. First target is Mortwalon, who is healed by fire. Next target is Tremeli, who is healed by cold. /ra After that Palpenipe is the target. Below 90% health Palpenipe starts to stun his target and switches target. The person that gets the aggro should turn Palpenipe away from the raid, to avoid AoE damage to the raid. Palpenipe is healed by Spiritual spells. /ra Athriss Essal /ra Athriss should be tanked facing away from the rest of the raid. Athris spawns energizing essences regularly. Someone will be main assist and all should assist this player to kil energizing essences. /ra When these are killed they turn into nullifying essences. A psi can charm the nullifying essence and use the charmed essence to strip buffs from Athris. When the psi has charmed a mob, any other nullifying essences will be charmed by a bard. /ra The bard charm will instantly kill the nullifying essence. Be sure to drop levitation before moving in. /ra Dread Lord Malazath /ra Malazath is a dread knight and has dreadful countenance (DC). Higher DC results in less damage coming through and Malazath does higher damage. When he reaches DC5 he starts 1 hitting everyone. /ra He uses many enchantments during the fight: these need to be disenchanted asap. He uses a frightful aura, which increase DC very fast and that is why every melee attack MUST be stopped (including pets). /ra He also uses stances (remove quick) and curses. Frightful Aura, stances and enchantments will all increase DC. /ra Admiral Chrykalis /ra Chrykalis uses a stance and an enchantment that should be stripped asap. He also uses single target mez at random times (60 sec) and AoE mez every 20% health (5 mins), that will break when getting damage. /ra Everyone except tanks have to hug in 1 spot directly behind mob (within 5m). After every AoE mez the tank has to turn Chrykalis briefly to the raid so the AoE damage breaks the mez. The main problem in this fight is that the tanks MUST keep aggro at all time. /ra If Chrykalis turns to the raid people will quickly be killed by AoE damage. That is why it is important in this fight to use very low dps, use deaggro when possible and push hate to tanks! Also wait with attacks until called and stop attacks immediately (and deaggro) when tank loses aggro! /ra Senator Demetrius /ra Demetrius spawns demon Fiend adds regularly. The demon fiends should be killed by casters (can use AoE). Every 20% health all melee have to stop, because Demetrius will cast an enchantment, which is a damage shield that will kill melee attackers. /ra The enchantment must be stripped, after which the attacks can resume. Demetrius is healed by spiritual spell damage. /ra Dynamo X-92 /ra X-92 is similar to X-77 (entrance wing) and builds up a charge that releases in an AoE every 20% health. Casters should be >20m away to avoid the AoE damage. At 51% health X-92 should be force taunted by an OT, because at 50% health X-92 will do a memwipe and stun on his target. /ra High dps is required to avoid the charge building up too high. Use necro levitation to avoid being thrown around. /ra Mega Fluxer X-88 /ra X-88 is similar to X-77 (entrance wing) and builds up a charge that releases in an AoE every 20% health. Casters should be >20m away to avoid the AoE damage. At 51% health X-88 should be force taunted by an OT, because at 50% health X-88 will do a memwipe and stun on his target. /ra High dps is required to avoid the charge building up too high. Use necro levitation to avoid being thrown around. /ra Perfect Vercel /ra This fight is similar to the Vercel fight (Marina wing). Vercel uses a large knockback and also gravity buster, which pulls everyone to Vercel and spins them around. He also uses a skill that increases mana use on spell casting (feed healers with energy). /ra Vercel will use a stance (damage shield and increased mitigation), that should be kicked asap. Use necro levitation to avoid being thrown around. /ra Mecha Vercel /ra This fight is similar to the Vercel fight (Marina wing). Vercel uses a large knockback. He also uses a skill that increases mana use on spell casting (feed healers with energy). /ra Vercel will use a stance (damage shield and increased mitigation), that should be kicked asap. Use necro levitation to avoid being thrown around by the knockback. /ra Dread Lord Avair /ra This fight is similar to the Malazath fight (Cartheon wing). Avair is a dread knight and has dreadful countenance (DC). Higher DC results in less damage coming through and Avair does higher damage. /ra When he reaches DC5 he starts 1 hitting everyone. He uses many enchantments during the fight: these need to be disenchanted asap. He uses a frightful aura, which increase DC very fast and that is why every melee attack MUST be stopped (including pets). /ra He also uses stances (remove quick) and curses. Frightful Aura, stances and enchantments will all increase DC. /ra Dread Lord Tiralsee /ra This fight is similar to the Malazath fight (Cartheon wing). Tiralsee is a dread knight and has dreadful countenance (DC). Higher DC results in less damage coming through and Tiralsee does higher damage. /ra When he reaches DC5 he starts 1 hitting everyone. He uses many enchantments during the fight: these need to be disenchanted asap. He uses a frightful aura, which increase DC very fast and that is why every melee attack MUST be stopped (including pets). /ra He also uses stances (remove quick) and curses. Frightful Aura, stances and enchantments will all increase DC. MARINA /ra Professor Vercel /ra Vercel uses a large knockback. He uses a skill that increases mana use on spell casting. Thats why Vercel should be tanked against the backside of a pillar, so healers can heal the tank with no los to Vercel. /ra From 50% health Vercel will use a stance (damage shield and increased mitigation), that should be kicked asap. Use necro levitation to avoid being thrown around by the knockback. /ra Siliusaurus /ra Siliusaurus spawns groups of adds regularly. These should be killed with AoE attacks. To avoid the adds running around, all should stay directly behind Siliusaurus. /ra When fighting in water drop lev and use enduring breath. Siliusaurus can hit very hard, so healers should stay very alert and scarring pact could help. Siliusaurus is healed by physical spell damage. /ra Shylosia /ra Use necro levitation to avoid being thrown around. Shylosia has many adds. Casters should AoE the Spawnlings and the OT should grab the larger Spawn of Shylosia. /ra Placement is vital: every group should stay together for group heals, but every player should be at least 5m from every other player. This is because a debuff that is cast by Shylosia causes everyone to do AoE attacks to other players. /ra Shylosia is healed by Physical spell damage and takes extra damage from Spiritual spell damage. Vault /ra I-99 Shiver /ra Every 20% health Shiver casts Freezing Rain, which freezes everyone within 20m and within los. There are 4 adds (Fire Spyrelings), that explode at 25% health, which unfreezes anyone within the blast zone. 3 adds are mezzed and the fourth is tanked by an OT. /ra At 85% health of Shiver all switch to the add thats being offtanked. When that add has less than 50% health all switch back to Shiver. At 80% health Shiver will cast the freezing rain and all except MT should hide behind pillars or stay out of range. /ra When the freeze has hit the OT takes the add close to the MT and the add is brought below 25% health so it explodes. This unfreezes the MT an the OT takes another add and repeats the entire procedure. /ra Dps is not important but control is. Because of this DON'T use dot's and go easy on dps! Shiver is healed by Cold damage. /ra Exalted-99 /ra Because of limited time this fight needs high dps. Use hate push abilities and deaggro to avoid stealing aggro from tank. At 51% health the OT should force taunt Exalted. /ra Core Processor /ra This fight involves many different mobs. The Assault Module must be pulled away by the MT to an alcove. At least 3 healers stay with the MT in the back of the alcove. Don't use AoE effects in the alcove (like cleric damage shield), because it aggros Unstable Devices mobs. /ra Unstable Devices mobs spawn from the Assault Module and walk through the middle of the room. These are non aggro and should be left alone, as they explode upon touching. Because of this everyone should stay to the side of the room or near the elevator. /ra The Defense Module doesn't hit hard and does not need an MT. Everyone should stay on the far side from the Defense Module (looking from the Core), near the wall. Casters should stay against the elevator fence, near the boxes. /ra The Defense Module spawns Grid Hunters (on the side of the Core). 2 dps players pull these Grid Hunters away from the main raid force. A player with pets (drui/necro) will use pets to attack the Grid Hunters and thus explode them. /ra Prototype mobs are spawned every minute by the Defense Module. A tank has the task to grab the prototype mob and burn it down with some dps help. When the Defense Module goes down, all should attack the Core Processor. After 2 minutes the Defense Module pops again, so all should have moved back. Overlands /ra Jagund the Wavebreaker /ra Jagund will slow everyone (-75% movement speed). Jagund also uses a curse that freezes players: use macro's Player is cursed and Player is cured! He also has a knockback, so use Levitation (necro lev). /ra Jagund can pop adds (Homarid Keepers) that should be burned down quickly. Jagund is healed by Cold damage. /ra Prime Warden of Nusibe /ra First some roaming mobs must be cleared. The first warden should be pulled east, the scond warden north and the thrid warden against the south pillar. All wardens can stun, which can make the pull tricky. /ra The first warden has damage shield that can be disenchanted, so casters should be on first warden. The third warden can do a mana drain, so use healers like disc and melee dps there. The second warden has no special requirements. /ra All three wardens should be brought down at the same time. When they are down fast enough the Prime Warden pops. Especially below 50% health the Prime Warden will cast many short stuns. All wardens are healed by Cold damage. /ra Guar The Earthen Destroyer /ra This is a fight that needs high dps (5 min fight). Push hate to tank and use deaggro and blast like hell. On 20% health Guar will cast a sort of furious, which kills all melee that attack. /ra Because of this every melee (including bow) attack should stop and caster blast Guar past 20% health. After furious blast Guar hard. After 5 minutes fury will come up. Use immunities and damage reduction skills on the tank. /ra Dresla the Wyvern Queen /ra Dresla spawns many adds. Pyrelings should be killed by assigned casters with cold spells (sorcs preferred) as soon as they spawn. The other adds (Hatchlings) should be offtanked and may NOT be killed. /ra Only OT's should attack hatchlings and they should take care not to damage them too much. If hatchlings die, Dresla will increase the damage done with a big amount and the raid will wipe. /ra Nerksawl /ra All raid should stay within 10m of Nerksawl. Nerksawl will do a 40m range manadrain that lasts 30 sec. When Nerksawl appears to be getting angry EVERYONE should stop all attacks (dismiss/recall pets) until raid leader calls attack again. /ra Nerksawl does an AoE FD on all players. After this push hate to MT and go easy on dps. /ra Fengrot Foulbreath /ra Every 2 minutes 2 adds spawn that must be pulled 20m+ away by OT's. The adds must be burned down quickly (AoE). At least 1 disenchanter must stay on Fengrot all the time, because he casts many regenerating enchantments (5 at a time). /ra Every 25% health an OT has to FT Fengrot. Below 50% health Fengrot casts bone crush every 30-40 sec, which must be blocked or an OT has to FT Fengrot. From 20% health Fengrot uses mitigation stance (kick asap). /ra Varking the Accursed /ra Varking can spawn 5 different adds. Blasphemous Mysticant: 1 caster as counterspeller against heals, melee dps must take him down. Undying Arcanist has total damage immunity (enchantment?), tank between pillars to the side of Varking. /ra Credulous Cadaver use psi Simulacrum and push hate to the simulacrum. Ancient Warden only the OT should be in melee range to avoid cleave (1 hit). No spells are allowed on ancient warden (all spells heal it). /ra Decaying Soulthief tank on spawn point, can KB and stun. Varking uses frontal lifetap (raid stay behind him) and an AoE lifetap (Death Bloom, he starts waving his right hand) every 36 sec and all should move >15m away. /ra Healers should not be near mob (ranged healing only). Varking casts a nasty curse , so healers and casters should stay near psi for AoE decurse. Scarring Pact should be on MT if possible.