Author Topic: HoT - Miragul's Nightmare - The Force of Eternity  (Read 9790 times)

Furro

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HoT - Miragul's Nightmare - The Force of Eternity
« on: May 17, 2012, 08:50:03 PM »
 
Miragul's Nightmare - The Force of Eternity
[/size]


Zone & Instance Info
 
Gather Zone: Miragul's Nightmare

NPC Name: Sig
NPC Location: Top floor of the palace in the room adjoined to the balcony.

Keyword to Enter: [ TBA - Depends on your GROUP ASSIGNMENT ]


Flag & Key Requirements
 
               
Zone Flag: Group zone access to Miragul's Nightmare
Event Key: Rusty Gate Key
Event Flag:


Brief Event Overview and Strat

* Mandatory Audio/Text GTT Trigger information is available in the GTT section further down in this post.

Know your group number please - As there are THREE separate areas to complete, each requiring special keywords to enter.

STAGE 1: Magic, Body and Brain Rooms
    We're treating this stage as three mini-events.  Groups assigned to each section, join the proper channel for communication.

    Magic Room = Boss alternates between Melee/Spell weaknesses.  Adds spawn; kill using current weakness.  Assist MA and take advantage of the weaknesses.

    Body Room = Miniboss, spawns adds that explode for a huge DD/DoT if killed.  ENC MEZ adds; rest on boss.  Tanks mark adds.

    Brain Room = Trash only; spawns from chest.  Assist MA.  Do not loot anything.  Designated person loots/combines and does hand-ins.

STAGE 2: Miragul Boss with split personalty (aka, includes a balance mechanic).
    At 80% Miragul splits into THREE mini-bosses akin to previous room versions of: Brain (aka Mind), Body, and Magic (aka Power).

    EACH of the three minis must be BALANCED to 50%, without exceeding 4% at any time, or the stage resets.

    Once ALL three are at 50% they despawn and Miragul respawns into a SINGLE BOSS again at 80% Health.

    From this point, when Miragul reaches 50% HP, Dread Construct golem adds roam around with an AURA that PULLS at you if caught in it (Drag of Dread)

    All the time Miragul is in SINGLE BOSS FORM, there is a ROOM DOOM DT that marks you.  30 seconds later, it fires.  Leaving the inner room cures it automatically.

    Tanks: Position your Boss/Miniboss in front of the entrances, so Casters have clear Line-of-Sight from outside the chamber.   But remember, do not leash them out of the room or it all resets.

BALANCE PART OF THIS STAGE - Read carefully:

Assigned groups, assist when instructed only.  Watch for /rs calls to keep balance in check.  Use your brain please, look at ETW, if yours is ahead, lay off a little until others catch up.

Miragul Main Tank: Position Boss in front of an entrance so Casters/Rangers have clear Line-of-Sight from outside the chamber and avoid the DD.   Do not leash it outside the room, or it all resets.[/list]
Any questions, please ask in the FLRaids:raids channel.  Thanks.



STAGE 1 - Magic, Body, and Brain Rooms

* Read Carefully:

During prep, you'll be divided into THREE groups.  Each group goes into a channel, and from there you will get instructions how to zone in.  This will avoid people zoning into the WRONG AREA and is a known cause for Halfling high blood pressure due to stress from slacker clowns not reading instructions (<shakes fists>).  PS, pie lowers blood pressure.

Sig NPC needs you to SET your location outside to port you where ever you are going.

There is ONE Keyword for EACH ROOM as outlined:
 
               
BRAIN ROOM /say Brain
BODY ROOM /say Body
MAGIC ROOM /say Magic

Once you have SET your room with SIG to zone in, you simply /say Ready.


Magic Room: The Synarcana

For this room, every 20 seconds The Synarcana alternates between various Spell/Melee type immune/vulnerability states.

Several of the states involve spawning an indifferent Magical Mote add that MUST be killed within 60 seconds using whatever vulnerability state is in play at the time.  The add does not hit back, nor can we damage it by any other means except its' vulnerability.

Refer to the GTT area for the related weakness overlays.

  • Synarcana hits for 21500.

 
  • Various associated AEs and details listed below.
 
          spacer     spacer     spacer     spacer     spacer          spacer     spacer     spacer     spacer     spacer     
SYNARCANA       Power of the Synarcana - 20k PBAE (160' range)
Touch of the Synarcana - 25k PBAE (40' range)
   
    * Required Actions
    Adapt Spell/Weapon type according to emotes
   
   
Magical Mote Scintillating Explosion - 55k DD + Stun (PBAE, 110' range)
   
    * Required Actions
    Attack with weakness type only
    Mote despawns 60 seconds and AE fires as penalty
   

Body Room: Miragul`s Lich

This room involves a single mini-boss that spawns adds.

  • Miragul`s Lich hits for 21000; AE Rampages.

 
  • Corpse Bomb adds are mezzable, stunnable, but explode for huge DD/DoT if killed.

 
  • Miragul`s Lich will WAKE up mezzed mobs now and then just to cause trouble! <shakes fists>

 
  • Melee - Remove ALL forms of Damage-Shield Buffs to prevent killing the low HP Corpse Bombs
          spacer     spacer     spacer     spacer     spacer          spacer     spacer     spacer     spacer     spacer     spacer     
Miragul`s Lich       Lethal Lifetap - 45k DD (lifetap)
Paralyzing Wind - 12k DoT + Melee SLOW + Snare + Stun (Poison Cures 54 counters)
   
    * Required Actions
    Main Tank: Corner pin in room
   
   
Corpse Bomb Corpse Bomb - 40k DD + 10k DoT + Snare (PBAE, 110' range)
   
    * Required Actions
    ENC: Mez and hold adds
    Melee - Remove ALL forms of Damage-Shield Buffs
    to prevent killing the low HP Corpse Bombs
   

Brain Room: Adds

For this room, non-confrontational adds spawn from a big chest and path towards a portal and eventually despawn.

The adds drop items we need to combine and use against the Expunged Evil and Miragul`s Mind.

Various AEs are in play, including penalty ones if we begin to lose pace with the adds.

Please do not loot any corpses unless tasked to do so.  A limited number of drops and subsequent combines are available.

 
     spacer                    
AEs       Evil Power - 50k DD (PBAE, 100' range)
   
    Penalty AEs if we begin to fail
Stunning Insight - PBAE STUN (10 seconds, 100' range)
Tremendous Regret - 40k MANA DRAIN (PBAE 100' range)


 
STAGE 2 - Miragul Reformed


Overview

At 80% Miragul splits into THREE mini-bosses akin to previous room versions of: Brain (aka Mind), Body, and Magic (aka Power).

EACH of the three minis must be BALANCED to 50%, without exceeding 4% at any time, or the stage resets.

Once ALL three are at 50% they despawn and Miragul respawns into a SINGLE BOSS again at 80% Health.

From this point, when Miragul reaches 50% HP, Dread Construct golem adds roam around with an AURA that PULLS at you if caught in it (Drag of Dread)

All the time Miragul is in SINGLE BOSS FORM, there is a ROOM DOOM DT that marks you.  30 seconds later, it fires.  Leaving the inner room cures it automatically.

Miragul Main Tank: Position Boss in front of an entrance so Casters/Rangers have clear Line-of-Sight from outside the chamber and avoid the DD.   Do not leash it outside the room, or it all resets.

  • Miragul hits for 22500; AE Rampages.

 
  • Various associated AEs and details listed below.
                              spacer                              spacer     spacer     spacer     spacer                         spacer                         spacer                    spacer     spacer     spacer     spacer     spacer               spacer     spacer     spacer     spacer     
MIRAGUL       Lethal Lifetap - 45k DD (lifetap)
Power of the Synarcana - 20k DD (PBAE, 160' range)
Miragul's Splart - Gradual DoT Increase (single-target)
Miragul's Self-Immolation - 38k DD (PBAE, 120' range)
Miragul's Hulking Bodyguard - Swarm pet(s), Proc Buff (Self)
Spreading Evil - 35k DD + 10k DoT + MELEE SLOW (VIRAL - single-target w/emote warning)
   
  Dread Construct Drag of Dread - Pull Aura
(golem add)
    * Required Actions
    Four to six spawn at 50% Miragul HP
CC: Root/park golems away from raid.
   
   
  BALANCE STAGE MINIS:
   
BRAIN (aka MIND) Power Rebounds - 650 Damage Shield (self-buff)
  (Miragul`s Shattered Mind) Power Surge - 24k PBAE DD (175' range)
  (South) Evil Aura - 20k DoT + SILENCE (PBAE 150' range, corruption 32 cntrs)
 
   
BODY Lethal Lifetap - 45k DD (Lifetap)
  (Miragul`s Broken Body) Paralyzing Wind - 12k DoT + Melee SLOW + Snare + Stun (Poison Cures 54 counters)
  (North)
 
   
MAGIC (aka POWER)       Power of the Synarcana - 20k PBAE (160' range)
(Miragul`s Erratic Power) Touch of the Synarcana - 25k PBAE (40' range)
  (East)
   
    * Required Actions
    Adapt Spell/Weapon type according to emotes
    (same as earlier version of Synarcana)
   
Magical Mote Scintillating Explosion - 55k DD + Stun (PBAE, 110' range)
 
    * Required Actions
    Attack with weakness type only
    Mote despawns 60 seconds and AE fires as penalty
   


Text / Audio Triggers - Mandatory
[/size]

ALL Mandatory Setup

All-in-One Puppy: mn-trigs.gtt

Audio Files:
 
runaway.wav
Alert5.wav


« Last Edit: June 02, 2021, 12:57:21 AM by Furro »

Minisca

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Re: HoT - Miragul's Nightmare - The Force of Eternity
« Reply #1 on: May 19, 2012, 03:42:04 PM »
Body Room: Miragul`s Lich

People in this room, especially melee types should remove all forms of damage shield. The zombies have few hit points and will die quickly to any DS, exploding for big damage to players.
Mini

Furro

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Re: HoT - Miragul's Nightmare - The Force of Eternity
« Reply #2 on: May 19, 2012, 05:01:57 PM »
Quote
Body Room: Miragul`s Lich

People in this room, especially melee types should remove all forms of damage shield. The zombies have few hit points and will die quickly to any DS, exploding for big damage to players.
 
Thanks for the tip!  I added this to the related area in the above strat post.



Ssark

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Re: HoT - Miragul's Nightmare - The Force of Eternity
« Reply #3 on: May 25, 2012, 08:27:40 PM »
Brain Room Prep For Freelance Raiders

1. TRIGGER EVENT, coordinated with other two groups.  Say "Why are you suffering?" to Miragul's Mind.

2. KILL MOBS as they spawn.  They don't fight back.  There are 24 spawns in total.  Mobs spawn inside chest, and make their way up steps to portal out -- they must be killed before they exit.

Designated looter with research kit loots items which fall on the ground instead of the mobs' corpses.  This looter needs to pick up:

[list bull-redball]
  • Gem of Power
  • Gem of Power
  • Gem of Power
  • Inkblot
  • Insight to Power
  • Inspiring Insight
  • Lady's Favor
  • Secret Password
  • Secret Password
  • Secret Password
  • Wandering Thought
  • Words of Power
  • Words of Power
  • Words of Power

For combines and clicks, please see Buukala's post below.
« Last Edit: June 23, 2012, 10:17:20 AM by Ssark »

Kaylaanie

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Re: HoT - Miragul's Nightmare - The Force of Eternity
« Reply #4 on: June 04, 2012, 01:30:07 AM »
Quote
  • Inspiring Power = Insight to Power + Inspiring Thought
I have found the problem here...the second item, according to Alla, should be Inspiring Insight.  Since many of these items have such similar names, I was looking specifically for Inspiring Thought, which is why I could never get past the Expunged Evil exorcism.  I have made the correction on my printed copy, but it would be wise to correct this version for future reference.  I confirmed with my logs that Insight to Power and Inspiring Insight both dropped, and Inspiring Thought did not.

When referencing the combines in-game, I was focused solely on the recipes, not the list above, so that was partially my fault for not catching the discrepancy between the two.
« Last Edit: June 04, 2012, 01:32:41 AM by Kaylaanie »

Ssark

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Re: HoT - Miragul's Nightmare - The Force of Eternity
« Reply #5 on: June 05, 2012, 11:02:50 AM »
ugh typed that wrong, fixing!  Sorry, good thing you checked.

Ssark

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Re: HoT - Miragul's Nightmare - The Force of Eternity
« Reply #6 on: June 05, 2012, 11:05:23 AM »
For the designated picker-upper:

It is VERY useful to have the list above "The looter needs to pick up" printed and be able to cross off the items as you pick them up... and maybe separate them.  Why?

Simple: because you can help separate out the junk the combiner does NOT need.  Of the 24 drops, the combiner/clicker needs just 14 of them, and every item you DON'T give them helps them organize, right?

Just a thought there. :)

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Re: HoT - Miragul's Nightmare - The Force of Eternity
« Reply #7 on: June 08, 2012, 10:39:18 AM »
First win June 7, 2012.  Nice work Freelance Raiders!

Buukala

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Re: HoT - Miragul's Nightmare - The Force of Eternity
« Reply #8 on: June 08, 2012, 08:47:02 PM »
Combine strategy for brain room.  First of all, you only need:

Words of Power X3 (looks like a face open book on ground)
Gem of Power X3 (looks like a crystal laying down in a line)
These combine to create 3 Shining Power.

You need one Inspiring Insight (looks like a crystal "plant" growing out of the ground, 2 will drop, but you only need one) to combine with an "Insight to Power" (part of the double spawn from the orange basketball, more on that later.) This creates Inspiring Power.

You need one Wandering Thought (part of the double spawn from the orange basketball) to combine with the Inkblot (looks like a mass of black stuff on the ground) to create Spot of Bother.

All other drops are essentially useless, and can be disregarded.

Most important things for the person responsible for combines to remember:

1) Follow around the mobs as they die, get your combines done as quick as you can.

2) Make an easy to find space in a bag to store your combines so that they are ready to click right away.  Keep that bag open if you can.

3) The last 2 mobs will drop 3 of the components you need.  The one that looks like an orange basketball stuck in the floor will have 2 of the items you need.  Make sure you grab them as quick as you can so you can make your combines asap.

4) Once all of your combines are done, and the Expunged Evil is attacking Miragul's Mind, you must (and I cannot emphasize this enough) AS QUICK AS IS HUMANLY POSSIBLE click the following:

Target Miragul's Mind and Click
Shining Power X3
Inspiring Power

Then target the Evil and click Spot of Bother (although at this point, you have probably already won).

So, have your bag open and get ready to click all your combines, bam, bam, bam, bam, bam, done.  If you don't do it fast enough, you will fail.  The only thing that seems to matter is speed (From someone who has tried on many occasions to use the Passwords, and Favors to no recognizable effect).

Hope this helps.

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Re: HoT - Miragul's Nightmare - The Force of Eternity
« Reply #9 on: June 09, 2012, 11:07:31 AM »
Buukala  - first thanks so much for this post, it'll help future combiners tons.

Second, couple of quick questions

1 - is the orange basketball a ground spawn or a mob?  I don't recall a mob looking like that, though there is a weird black/white Lost Thoughts dude two spawns from the end or so.

2 - Can you click things too early on Miragul's Mind?

3 - So you do the clicks on Miragul's Mind before the Evil?  Alla's has it the other way around, click things on Evil then his Mind, but you clearly have it the other way around!

Not arguing with success -- obviously we got a victory when you managed it -- just wanted to clarify an already excellent aid.

Ss

Buukala

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Re: HoT - Miragul's Nightmare - The Force of Eternity
« Reply #10 on: June 09, 2012, 09:56:23 PM »
1) The basketball is a ground spawn dropped after a mob kill just like all the rest.  There are some other glowing translucent spawns that are orange in color that drop earlier, however, the "basketball" actually has the texture of a basketball and is not translucent, and is significantly bigger.  Also, it does not disappear after you loot one piece from it (because it has 2 pieces), further distinguishing it from other spawns.

2)  I would think it is possible to click things too early on Miragul's mind, however, since the last two mobs drop the last 3 items for 2 combines, usually the combiner is going to be busy finishing up the combines such that they won't be early.  Basically as soon as the Evil is out and attacking Miragul, and the emotes have started, you're gtg.

3) Correct.  3XShining Power on Mind, then Inspiring power on Mind, then Spot of Bother on Evil.  I have followed other peoples advice on how to do this and it has never worked for me.  This has.  If you'd like to play with it to see if Allas is correct, feel free, as I have not tried that particular method, and tbh, it may work just fine.  However, I know this has worked for me, so I'm just passing on the knowledge.  It's been my experience that this particular thing is somewhat buggy, and if you don't do it "just right" you will fail.