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EoK - Chardok - T2 - Atrebe's Vault

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Furro:
Chardok - T2 - Atrebe's Vault

Zone & Instance Info

Gather Zone: Scorched WoodsNPC Name: Praetor GarontNPC Location: Find path (CTRL-F)  Keyword to Enter:ready

Flag & Key Requirements

Zone Flag: NoneEvent Key: NoneGroup Mission: NoneEvent Flags: Achievement: Di`Zok Royal Seal (12/12) (we can pig/push in some players without /ach)  
* Minimum to be Piggy/85'/pushed into raid: N/A.


Brief Event Overview & Strategy

Event is triggered upon entering the event room.

Boss roams around room with an Aura active which has a huge DD and Mana Drain if hit by it.

Various adds and mini-bosses spawn at different stages we have to deal with in different ways.

Entire event is timed, including each stage.

Stages below are listed in order of appearance.

* Friendly reminder: Freelance Raid Suggestion Policy regarding New Content - Don't kill the messenger -- pie management.


Hammers, Axes, Siphons

Waves of adds spawn.  Sets of: 1 Essence Hammer, 2 Executioner's Axes, and 1 Magical Siphon.

Our kill order is: Siphons, Axes, Hammers.

Everyone position IN THE SOUTH EAST (SE) CORNER.  SE corner is the immediate corner to your left as you enter the event area.  Do not stand near the tables.

DPS - MINI BURN FROM ENGAGE - We must keep pace killing the adds, or we become overwhelmed and lose tanks.


Tanks:

Hammers - Tank them in corner, face them towards the corner.  We don't want their Frontal AE (Bonk) hitting tanks who have the debuff: Mana Destruction (from Siphons).

Siphons, Axes (executioners), tank at raid.


Books

6 living tome (books) spawn, along with lorenado (like a miniboss).  A viral silence comes into play.

Casters and Healers position at the nearby TABLE to avoid silence.

Paladins - Position at table to avoid silence, splash main raid, and patch heal Book tanks.

MA work books, leaving lorenado miniboss until last.


Tanks:

Lorenado Tank, position that miniboss over by the doorway right nearby our corner (it's right next to a golem).

Golem tanks, prep before Lorenado dies.  We need you to move into position at your assigned Golem.


Golems

Four Imperial Constructs (golems), activate.  Golems cast Golem's Grasp, if you're too close you get pulled in.  15s later, they cast Footstomp, AE DD (185k, down to 120k after spell shielding).



Get in Position/tar hotkeyNorth East(NE)an_imperial_construct00North West(NW)an_imperial_construct01South East(SE)an_imperial_construct02North East(SW)an_imperial_construct03
Note: If these /targets IDs for Golems are incorrect, please let me know.  Tanks worked out the /target IDs, and I confirmed with Evilash, but just in case something is amiss, let me know, thanks.

Casters and Healers, position outside Golem AEs.  Move as applicable to avoid roaming boss with aura.

MA work around room starting at SW, then NW, NE and do SE last.


Tanks:

You are assigned in pairs (two tanks per Golem), as setup allows.  You have dedicated healers, usually 2-3, as setup allows.

Be already in position at your assigned Golem before this stage activates.

You cannot pre-target Golems.

Golems like to pull ya towards them (as indicated above), which makes moving them to their corners challenging.  Do your best to snag them immediately upon activation and get it into your assigned corner.

Tank pairs, work together, communicate.  Perhaps the backup tank can initiate the aggro, and the point tank in corner snap aggro and bring it to you.  Whatever works best for you.  Work with each other.  Discuss this during prep with each other.

Casters and Healers, position in middle of room.  Move as applicable to avoid roaming boss with aura.


Dervishes

Three dervishes (cores) are in play.

We kill the LAST Golem in the South-EAST (SE) corner of the room.

ONLY when the LAST Golem dies, EVERYONE to move to the SE CORNER.  Certain players are exempt for this though (as indicated below).

BEFORE the last golem dies: Clerics, cast your IoS's as assigned and MGB Celestial Regeneration.  Druid SoTW as assigned by Dimbly.

Dervish TANKS.  Be ready and in position as assigned (SW, NW, NE).  The moment the Golem dies, get ready to DISC FORT/DEFLECT, immediately target your assigned dervish and get it positioned!

HEALERS - BE IN RANGE OF YOUR DERVISH TANK - But avoid Dervish Auras!

ONLY when Dervishes are positioned is MA to call ASSIST and start killing.

Each time Dervishes reset, 20s is added to the timer.

We are delaying on Dervishes until the first RESET -- To give us a little bit more time (this may change as we improve on this stage).

MELEE DPS on Core of LIGHTNING first -- Assisting MA1.

CASTERS on Core of FLAME first -- Assisting MA2.

Then everyone converges on STONE.





Dervish Auras:

An aura is visible around each Core dervish.  In contact with the aura and you get a DoT.  If you happen to have a lingering DoT from one of the other cores, you'll take more damage.

Core of Flame  Burning Ash:DoT 77k + Inhibit Combat + Increase damage from Shock of Lightning and Grinding Stones (30s)RANGE DPS THIS ONLYPattern: Burning ash gets into your eyes.  Core of Stone  Grinding Stones:DoT 75k + Endurance drain 999, Increase Hit DMG Taken by 30% + Increase damage from Shock of Lightning and Burning Ash (30s)Pattern: Rocks grind away at you.  Core of Lightning  Shock of Lightning:DoT 105k + Snare + Decrease melee haste + Increase Spell DMG Taken by Burning Ash and Grinding Stones (18s)Pattern: You are shocked!
[Fri Mar 24 23:06:01 2017] A trio of elemental dervishes descends upon you!
[Fri Mar 24 23:06:01 2017] Because they were not all slain, the trio of elemental dervishes are restored!

Emote fires 1 min 30s.  On each reset, 20s is added to the timer.



Ancient Guardian of the Vault

Following Dervishes, boss activates: The Ancient Guardian of the Vault regains his vision and attacks!

Rambling Bones    Caster PBAE 119k DoT, Debuff.  Interrupts casting, Decrease chance to Double AttackDisease Cures it (45 counters).Pattern: Your bones start to move, as if trying to leave your body.Note: First cast 106s, then 85s, 85s, ... no other data.
Boss AE Rampages.  Single target rampages.

Excess Mana mechanic - Starts around 30% onward.  Penalty add for each player whose mana is not between 30% and 70%.

Tank in SE corner of room.

Everyone assist MA unless assigned otherwise.  We do assign static sustained DPS groups on boss, if you're not in one of them, then you assist MA always please.

Adds:

a tomb guardian   Periodically spawns, and/or part of totem mechanic perhaps.   a ghostly guardian   Soul Drain 99k single-target Lifetap   Effect message: The ghost drains a bit of your life away.   Excess mana penalty add   a ghostly guardian   Mana Link 2k Mana Lifetap.   Effect message: The skeleton leeches some of your energy.   Excess mana penalty add


Excess Mana & Penalty Adds Mechanic

10s Warning Emote: The ancient undead probes your magical essences.

Penalty Emote: The ancient undead uses your excess mana to summon a ghost.

If your mana isn't within 30% to 70%, you'll spawn a ghost add.

We need EVERYONE keeping an eye on their GROUP MEMBERS MANA.  It's easy to forget and end up outside the required thresholds!  This is the single biggest factor that wipes us at this stage.

Important Note: When you die and are in HOVER MODE (RIP), you still count by the excess mana check and you will fail the mechanic causing an add to spawn each time.  From 30% onward, if you die, click ZONE TO BIND and don't take a rez unless you are not a mana class (ie, Berserkers, Rogues, Warriors are OK to take rezzes).   Thanks. :)


Ref:
[Fri Feb 09 23:36:38 2018] The ancient undead probes your magical essences.
[Fri Feb 09 23:36:48 2018] The ancient undead uses your excess mana to summon a ghost.
[Fri Feb 09 23:37:43 2018] The ancient undead probes your magical essences.
[Fri Feb 09 23:37:53 2018] The ancient undead uses your excess mana to summon a ghost.



Totems Spawning & Ground Spawn Orbs

Totem spawning: Ancient Guardian of the Vault says, 'The ancient undead summons forth a mystical totem.'

Clickies on the ground in main event area.

The clicky says it will "unlock" the orb.

Clicky    ColorRing Room Location  --Orb of MeeknessBlueNorth-West  --Orb of ReverenceGreenSouth-West  --Orb of SubmissionRed/OrangeNorth  --
Orb Clickies:


Orb clickies ground spawns:



Achievements

No More Cores - Win without allowing any of the dervishes to respawn.
Jump through All the Rings - Win after activating the rings quickly and correctly, never letting the totem grow stronger.
Totem Goes Wild - Win without removing the totem, let it go wild.



Text & Audio Triggers - Mandatory

Everyone GINA File: eok-chardok-atrebes-vault-02-10-2018-728pm.gtp (updated 02-10-2018 (7:28pm))

Everyone - Trigger set includes:
- Event Reset
- Book Adds Spawned - Living tomes & Lorenado
- Golems Active

02-10-2018:
- Boss active - Ancient Guardian of the Vault
- Excess Mana - Warning - Penalty add if too much mana
- Excess Mana - Penalty add spawned
- Mystical Totem spawned - Part of orb mechanic


- Dervishes Spawned & Respawn Timer Unless ALL Dead <- You can /consider ANY raid mob in the event and it will STOP the repeating timer.


GINA Issues?  Help Below:

If you're new to GINA and/or having issues with importing/enabling our trigger files, please read Ssark's GINA Manual.  If you're still having issues after following Ssark's guide, reply to the Audio and Text Triggers Alternative - GINA thread located in the Raiders Essentials section of our forums, and we'll work to resolve the issue(s).


Furro:
Triggers Added - March 11, 2017

Some preliminary triggers based on our first attempts last night:

- Event Reset
- Book Adds Spawned - Living tomes & Lorenado
- Dervishes Spawned
- Golems Active

Thanks Owmy for triggering event post raid, so I could watch the boss pathing and some of the script unfold.  Some of the emotes were derived from it.

Furro:
Update - Thursday, March 23, 2017

Reached Golems stage last week.

Updated strategy post.


Edit: Removed the Siphon memblur trig for tanks.  It was just firing too much, which I thought it might.

Furro:
Update - Saturday, March 25, 2017

Beyond golems last night, we encountered various dervishes.

[Fri Mar 24 23:06:01 2017] A trio of elemental dervishes descends upon you!
[Fri Mar 24 23:06:01 2017] Because they were not all slain, the trio of elemental dervishes are restored!

An aura is visible around each Core dervish.  In contact with the aura and you get a DoT.  If you happen to have a lingering DoT from one of the other cores, you'll take more damage.

Core of Flame  Burning Ash:DoT 77k + Inhibit Combat + Increase damage from Shock of Lightning and Grinding Stones (30s)Pattern: Burning ash gets into your eyes.  Core of Stone  Grinding Stones:DoT 75k + Endurance drain 999, Increase Hit DMG Taken by 30% + Increase damage from Shock of Lightning and Burning Ash (30s)Pattern: Rocks grind away at you.  Core of Lightning  Shock of Lightning:DoT 105k + Snare + Increase melee haste + Increase Spell DMG Taken by Burning Ash and Grinding Stones (18s)Pattern: You are shocked!
Strategy for Dervishes:

NOTE: We may end up taking all three Cores down at the same time (ie, take down to10%, then kill at once).  Watch /rs for updates in for this during prep.

Casters on Core of Flame.  But Necromancers on Core of Stone

Melee on Core of Lightning.

Then we finish with all DPS on Core of Stone.

The emote indicates we're on a timer and must kill these quickly or the dervishes are restored.

Tanks, avoid overlapping the Cores.  We'll try and assign you to general locations (utilizing two corners, and middle, so raid is still centralized).


Notes:

When melee finish Core of Lightning, players with Shock of Lightning DoT may have to wait for it to wear off before directly meleeing (in aura) Core of Stone, or suffer substantial damage, if I'm interpreting the spell details correctly.

Our window to kill dervishes may be around 1 min 30s to 1 min 50s.  Based on the time between trio emotes currently.

No triggers added.  Currently, our existing dervishes spawn trigger should suffice.

Strategy post updated.

Raccoo:
A magical siphon casts http://lucy.allakhazam.com/spell.html?id=47949&source=Live
Saw this many times. "a magical siphon buzzes and seeks magical power in a new target." Not sure if it indicates it has siphoned mana, or something else.

The boss's aura was hidden at some points by the floor, but was still getting hit by it.

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