Pillars of Alra - Unearthing Alra
Zone & Instance Info
Gather Zone: Pillars of Alra
NPC Name: a shade
NPC Location: located in the middle of the center island.
Keyword to Enter: ready
Flag & Key Requirements
Zone Flag: | | None |
Event Key: | | None |
Group Mission: | | None |
Event Flag: | | Record of Fables (http://lucy.allakhazam.com/item.html?id=56995) Level: 4/5 |
Alaran Language: | | None |
* Minimum to be Piggy/85'/pushed into raid: Nothing required.
Brief Event Overview and Strat
* Mandatory Audio/Text GTT Trigger information is available in the GTT section further down in this post.
This is a two staged event, with a timer for first stage, and our resulting score will affect the outcome of the final stage boss.
Stage 1
10 minute timer, we must deal with FOUR trial areas simultaneously. Each area has various mechanics such as emotes, adds and various AEs.
Instructions for each area will be given in more detail in related channels groups are assigned to. For now, I'll just cover them very briefly.
LIGHT = Kill waves of adds while curing emotes to unlock the HP of both minibosses.
SHADOW = Kill miniboss, while kiting shade adds (kiting damages them like a DoT), and straight DPSing reborn ones.
NATURE = Kill 15 lifetender adds, while dealing with emotes/cures (be careful what you cure!), and kill the miniboss Anriella.
ARCANE = Nuke crystal miniboss, while using MEZ to kill adds (acts like a DoT). When a gargoyle dies, it splits into 2-3 more.
Stage 2
Depending on our score in the first stage, this boss scales in difficulty as follows:
Eat pie and play -> Put fork down -> Crap on your face -> Mommy, please help me! -> Welcome to your bindpoint.
Big roaming Totem circles the area (could be more then one!). DO NOT LOOK AT IT. Turn your back to it always, or get MANA/ENDURANCE DRAINED.
Full burn mode when MA calls - Keep groups alive - Splash like baby Jesus.
Any questions, please ask in the FLRaids:raids channel. Thanks.
Stage 1 - Pillar Trials
- Four trial areas: Light, Shadow, Nature, Arcane.
- Each area has associated debuff/buffs that provide unusual class bonuses.
- We will split the raid up; as the areas must be done simultaneously
Below consists of a very brief overview of each area:
Light
Favours: Paladins, Clerics, Shaman, Bards, Rangers, Berserkers, Rogues.
Objective:
Make Herald and Harbringer of Erion damageable by killing FIVE waves adds and reacting to ALL the emotes.
Then kill Herald and Harbringer of Erion.
Actions, Emotes and Cures:
When debuffed by Corrupted Reflections of Light, go to miniboss that has (Vulnerable) in name and get a SINGLE-TARGET Corruption Cured.
DO NOT CURE Pure Reflections of Light debuff!
Cures must be done properly in order to unlock the two minibosses health.
Assist MA and kill adds as they spawn. DPS
vulnerable miniboss in between.
Paladins, unless assigned to tank the miniboss, you are to chain stun the adds. Assist MA and help heal others as well. Do not use splash (because it has cures).
* GTT Pattern: Your skin burns with corrupted light
Action: HUG VULNERABLE MINISBOSS AND GET CORRUPTION CURED![/list]
Shadow
Favours: Shadowknights, Clerics, Druids, Bards, Monks, Rogues
Objective:
Kill Shade of Temperance, while reacting to ALL the emotes.
Shade spawns ADDS every 10% health.
Reborn adds = DPS to kill.
Impervious adds = KITE to kill (takes damage from kiting). Be aware, these memblur as well!
Nature
Favours: Shadowknights, Warriors, Druids, Necros, Rangers, Beastlords.
Objective: Kill 15 verdant lifetenders and the Focus of Anriella.
Actions, Emotes and Cures:
Do not use heals with cures in this trial area.
Do not use RC AA, Cleric Epic, Cure wards, Paladin Splash, Group heals with cures.
Only use SINLGE-TARGET CURES for Poison or Disease.
Potions work exceptionally well:
Distillate of Antidote VI+ (http://lucy.allakhazam.com/itemlist.html?searchtext=Distillate+of+Antidote+VI) and Distillate of Immunization VI+ (http://lucy.allakhazam.com/itemlist.html?searchtext=Distillate+of+Immunization+VI)[/list]
Cures:
Every 60 seconds Diseased Leaves and Poisonous Leaves is cast SIX TIMES EACH. Only ONE of them needs to be cured however. Which one depends on the flash on screen EMOTE:
You have been diseased or You have been poisoned
IF you missed the flash on screen emote, you can use the SPELL ICONS to help determine which one to cure.
(http://www.eqfreelance.net/audio/pillars-raid-nature-trial-cure.png) OR (http://www.eqfreelance.net/audio/pillars-raid-nature-trial-cure2.png) = CURE IT!
(http://www.eqfreelance.net/audio/pillars-raid-nature-trial-do-not-cure.png) OR (http://www.eqfreelance.net/audio/pillars-raid-nature-trial-do-not-cure2.png) = DO NOT CURE![/list]
Arcane
Favours: Warriors, Clerics, Bards, Enchanters, Wizards, Magicians.
Objective:
Kill the unstable coalescence (crystal looking), while dealing with gargoyles and an alaran Arcward of Melretia.
Coalescence (crystal) - Does not hit back and ONLY takes damage from direct damage spells.
Gargoyles:
- MEZ to kill (acts as DoT, 7% damage per tick).
- Rootable; but immune to snare.
- Summon at 100% after being moved for about 10 seconds.
- Immune to spells until they have the electric look to them.
- When one dies; 2-3 spawn in its place near middle of the room. Five seconds later; they activate and must be dealt with
Alaran - Arcward of Melretia:
Non-aggro NPC; walks around BREAKING MEZ on the gargoyles.
They spawn at random intervals.
Charmable, and causes damage (like mez does to gargoyles).
Actions:
Bards and Enchanters, work out your locations in the area for mezzing adds; to ensure all four corners are covered.
Tanks, work out your corner areas where you each will pull adds to the group on your side.
Try not to damage adds on pull; helps reduce chance of summoning before 10 seconds elapsed.
Stage 2 - Vsariard, the Revelation
Final boss gains power depending how we did during the trials (ie, our score earlier matters).
Brief Overview - Trial Outcomes to Boss Power Relationships:
LIGHT
Mana Drain Totems. Path around island in a circle
Trial won results in a single totem spawning. Up to 5 can spawn (based on earlier score).
DO NOT look at the totems, or get hit with 34k Mana/Endurance Drain + 77k DD + Pushback (
Overwhelming Light (http://lucy.allakhazam.com/spell.html?id=31804&source=Live)).
[/list]
SHADOW
Aura Debuff. Negates various Focii, Melee, Crits and Mitigation depending on trial score earlier.
AE is cast every 70 seconds (
Fal'Kaa's Dark Grasp (http://lucy.allakhazam.com/spelllist.html?searchtext=Fal%27Kaa%27s+Dark+Grasp&source=Live)).[/list]
NATURE
Huge HP Regen, Spell/DMG reduction, Damage Shield. AE severity depends on trial score, and/or HP% delay before coming into play.
All three AEs are cast every 70 seconds. Rune type AEs, so they'll fade once their max limits have been reached.
Verdant Resonance (http://lucy.allakhazam.com/spelllist.html?searchtext=Verdant+Resonance) - 1-3k Spell DMG Reduction. Max of 1000-1800 Hits
Verdant Absorption (http://lucy.allakhazam.com/spelllist.html?searchtext=Verdant+Absorption&source=Live) - 100 Million DMG Melee/Spell Rune. Max of 500-900 Hits
Verdant Spikes (http://lucy.allakhazam.com/spelllist.html?searchtext=Verdant+Spikes&source=Live) - Decrease DMG Shield 150-350. Max of 100-160 Spells[/list]
ARCANE
Soulpart (http://lucy.allakhazam.com/spelllist.html?searchtext=soulpart) - 46-76k DD + Pushback/up.
Casts every 40 seconds. AE Damage and range type/distance depends on our prior trial score.
Severity can be anything from: Zonewide 76k AE, to 75'-100' range AE less damage, to randomly targeting five players only. It pays to do well in the trials essentially.[/list]
Text / Audio Triggers - Mandatory
ALL Mandatory Setup
GTT All-in-One Puppy: voa-alra-trigs.gtt (http://www.eqfreelance.net/audio/voa-alra-trigs.gtt)
Audio Files: None - Used text-to-speech feature.
* Note: For GTT users, EDIT the following triggers, replacing {S} with your characters name
The Shade of Temperance glares angrily at {S}
Coalescing darkness swirls around the room and encircles {S}
Be aware: For GINA, the {S} works as a wildcard for your character, but will not work for GTT.
(http://www.eqfreelance.net/images/pillars-light-scaled-border-white.jpg)
Light Trial Adjusts:- MTs, position each Herald as indicated on map.
- Add tanks, snag adds before they reach Herald MTs. Do not fight adds near Heralds (AE Rampage is tearing up our melee DPS).
- DPS, have proper burns setup for initial adds pop. Subsequent pops continue burns, do ordered Spice/etc, as available. It's critical we keep kill pace with adds or we quickly become overwhelmed and wipe.
- Tanks & Healers, it helps to communicate. On initial engage, knowing if your tank is running deflection can make a difference in your heal tactics. If your MTs deflect is available/used, then you can save your heal burn for when deflect drops and not waste a portion of it.
- IF we have a bard available, they will be doing single-cures by request via /tell. IF no bard is available, then we'll revert to hotkey in group asking for cure if you're not able to self cure. We'll go over which method we'll use during prep given our setup.
Clerics - Just before port in, I do the following:
- Silent Casting AA
- PR, Galvos on MT
- After port in, when MT deflect down, use heal burn.
Shaman - Before port in:
- Apathy on each MT + Add tank (work out who's covering who)
Druids - Not likely you'll be in this trial, but if you are:
- Debuffs on Heralds, work out before hand who's covering which one.
Paladins - Before port in, buff healers with Marr's Salvation
GTT - Trigger for adds spawning, with a 60 second overlay. Adjust it to fit your needs:
voa-alra-light-adds-spawn-with-timer.gtt (http://www.eqfreelance.net/audio/voa-alra-light-adds-spawn-with-timer.gtt)