Miragul's Nightmare - The Force of Eternity
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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 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 SynarcanaFor 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.
| SYNARCANA | | Power of the Synarcana - 20k PBAE (160' range) |
| | | Touch of the Synarcana - 25k PBAE (40' range) |
spacer | | | |
spacer | | | * Required Actions |
spacer | | | Adapt Spell/Weapon type according to emotes |
spacer | | | |
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| Magical Mote | | Scintillating Explosion - 55k DD + Stun (PBAE, 110' range) |
spacer | | | |
spacer | | | * Required Actions |
spacer | | | Attack with weakness type only |
spacer | | | Mote despawns 60 seconds and AE fires as penalty |
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Body Room: Miragul`s LichThis 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
| Miragul`s Lich | | Lethal Lifetap - 45k DD (lifetap) |
| | | Paralyzing Wind - 12k DoT + Melee SLOW + Snare + Stun (Poison Cures 54 counters) |
spacer | | | |
spacer | | | * Required Actions |
spacer | | | Main Tank: Corner pin in room |
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| Corpse Bomb | | Corpse Bomb - 40k DD + 10k DoT + Snare (PBAE, 110' range) |
spacer | | | |
spacer | | | * Required Actions |
spacer | | | ENC: Mez and hold adds |
spacer | | | Melee - Remove ALL forms of Damage-Shield Buffs |
spacer | | | to prevent killing the low HP Corpse Bombs |
spacer | | | |
Brain Room: AddsFor 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.
STAGE 2 - Miragul ReformedOverviewAt 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.
| 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) |
spacer | | | |
| 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. |
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spacer | | | |
spacer | BALANCE STAGE MINIS: | | |
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| 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) |
| | | |
spacer | | | |
| BODY | | Lethal Lifetap - 45k DD (Lifetap) |
| (Miragul`s Broken Body) | | Paralyzing Wind - 12k DoT + Melee SLOW + Snare + Stun (Poison Cures 54 counters) |
| (North) | | |
| | | |
spacer | | | |
| MAGIC (aka POWER) | | Power of the Synarcana - 20k PBAE (160' range) |
| (Miragul`s Erratic Power) | | Touch of the Synarcana - 25k PBAE (40' range) |
| (East) | | |
spacer | | | |
spacer | | | * Required Actions |
spacer | | | Adapt Spell/Weapon type according to emotes |
spacer | | | (same as earlier version of Synarcana) |
spacer | | | |
| Magical Mote | | Scintillating Explosion - 55k DD + Stun (PBAE, 110' range) |
| | | |
spacer | | | * Required Actions |
spacer | | | Attack with weakness type only |
spacer | | | Mote despawns 60 seconds and AE fires as penalty |
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Text / Audio Triggers - Mandatory
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ALL Mandatory SetupAll-in-One Puppy: mn-trigs.gttAudio Files:
runaway.wavAlert5.wav