Author Topic: HoT - Al'Kabor Nightmare - At Worlds End  (Read 8989 times)

Furro

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HoT - Al'Kabor Nightmare - At Worlds End
« on: May 10, 2012, 04:52:08 AM »
 
Al'Kabor Nightmare - At World's End
[/size]
Image Source: Allakhazam


Zone & Instance Info
 
Gather Zone: Al'Kabor's Nightmare

NPC Name: Al`Kabor
NPC Location: At Dreadlands isle

Keyword to Enter: prepared


Flag & Key Requirements
 
                    
Zone Flags: Group zone access to Al'Kabors Nightmare
Island Access Tasks (soloable)
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.
* Event contains AURAs which REQUIRE Particles TURNED ON before zoning.  Refer below for details.

This event takes place in TWO main stages.  In between, we must move around different areas to reach our event areas.  Please watch /rs for instructions when this occurs and use INVIS as we move.  Thanks!

STAGE 1: Protect & Kill - Assist MA as we kill FOUR Ice Giant adds, followed by Zephycrush the miniboss.

STAGE 2: Pather AURAs, visiting your bind, and Al'Kabor the Long Winded
    For this stage, there are FOUR friendly NPCs around the area we must protect from ADDS & Pathing AURAS.

    There are FOUR pathing AURAs with HUGE DD/Effects that you MUST AVOID or you'll end up dead and visiting bind.

    Assigned Tanks/Pullers, snag the adds in your quad and bring to the raid for killing.  All others ASSIST MA please!

    Prior to and after Al'Kabor goes active, random players are DoT'd. 

    During Al'Kabor, please ASSIST your assigned MA when called on to kill the adds that spawn every 30 seconds.
Any questions, please ask in the FLRaids:raids channel, and/or reply to this thread.  Thanks.



Stage 1 - Zephycrush & Ice Giants

We must protect Dagda Icefury from Zephycrush and his ice giant buddies.

If Dagda Icefury dies, the event resets.

  • FOUR Ice Giants that hit for 18000.

 
  • Zephycrush hits for 20000.

 
  • Various associated AEs and details listed below.
 
          spacer     spacer     spacer     spacer     spacer     spacer     spacer               spacer     spacer     spacer     spacer     spacer     spacer     
ZEPHYCRUSH       Permafrost Explosion - 20k DD + 15k DoT + Snare + Melee SLOW (PBAE)
(mini-boss) Snow Flurry - 25k DD + 17k DoT + SILENCE (emote/targeted)
    GTT Pattern: appears to be watching you
   
    * Required Actions
    Run-away when emoted!  So you don't silence the raid.
   
   
   
ICE GIANTS Coat of Hoarfrost - 900 DS (self-buff)
(adds 4x) Icy Shards - 35k DD (single-target)
   
    * Required Actions
    TANKS: These MEM-BLUR occasionally
    RAID: Assist MA to dispatch.
   
   


Stage 2 - Al'Kabor, Pathing AURAs, and our Friends

For this stage, we have to protect FOUR NPCs located in different areas from adds and pathing AURAs with massive DDs.

Please AVOID THE AURAs ALWAYS!

Do not leash any mobs.  Thanks!
 

 
               spacer     spacer     spacer     spacer     spacer     spacer     spacer     spacer     spacer               spacer     spacer               spacer     spacer     spacer     spacer     spacer     spacer     spacer                                             spacer     spacer     spacer     spacer     spacer     
AL'KABOR       Hits for 22000
(boss, perma-rooted)       Repulse - Knockback/up (PBAE 100' range, around pyramid)
Arctic Chill of Al'Kabor - 40k DD + 10k DoT (single-target, RNG Player targets)
    Annihilating Flames of Al'Kabor - 10k DoT + 64k DD Recourse if not cured
    (Curse cures, 54 counters)
    GTT Pattern: You are engulfed in flames.
   
    * Required Actions
    AEs above are in effect even before Al'Kabor active
    Splash / Curse Cure self/others.
   
   
SKELETONS Two spawn every 60 seconds (until Al'Kabor active)
(an icebane skeleton) Glare of Ancient Ice - Spell REFLECT 75% (self-buff)
    Frozen Shadows - Stun (18 seconds)
   
(a charbane sekeleton) Charmor - 1200 DS (self-buff)
Charburst -30k DD (PBAE, 200' range)
   
    * Required Actions
    Spawn around area/near friendly NPCs
    We must pull and kill them!
    Casters & Rangers (bow dps) on Charbanes
    Melee on Icebanes
   
Various Adds Spawn every 30 seconds once Al'Kabor active
(a bloodbane skeleton) Some of their tricks/AEs include: Invulnerable, Stuns
(Information Kills) Mana Drains, and Viral DoT + SpinStun
(Power of Secrets)
(Knowledge is Power)
(Dedication is Knowledge)
(^ this one viral DoTer)
    * Required Actions
    Assigned groups assist your MA
    Paladins, splash at add kill area please
   
   

Pathing AURAs and Your Bind Pointl

There are four different roaming AURAs.  The effects are no joke.

To see them, you must have the correct Particle settings in options turned on (and it'll require zoning to take effect).

Options (ALT+O)[list bull-blackarrow]
  • Display Tab

  [list bull-blackarrow]
  • Particles section
      [list bull-blackarrow]
  • Player tab sub-section

  Next to "On For", set to: Everyone[/list][/list][/list]
* Note: We will try and remember to remind in the MOTD and/or /rs during prep/gather about this setting.  However, it's probably best to set this ahead of time, just in case!


Text / Audio Triggers - Mandatory
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AURAs & Flame Recourse: ALL Mandatory Setup

Pathing AURAs - Trigger will fire when any of the four types of AEs hit you.

Flame DoT/Recourse - Annihilating Flames of Al'Kabor: 10k DoT + 64k DD Recourse if not cured
Action: Curse cures remove (54 counters)


All-in-One Puppy: ak-auras-rng-recourse-at-worlds-end.gtt

Audio Files:
runaway.wav
get-cured.wav

« Last Edit: June 02, 2021, 12:57:04 AM by Furro »

Furro

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Re: Al'Kabor Nightmare - At Worlds End
« Reply #1 on: May 17, 2012, 12:04:06 AM »
 
Get your Island Solo Tasks completed for this event.  We will not be cothing anyone to the islands.


Furro

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Re: Al'Kabor Nightmare - At Worlds End
« Reply #2 on: May 19, 2012, 11:21:02 PM »
Quote
 

Text / Audio Triggers - Mandatory
[/size]

AURAs & Flame Recourse: ALL Mandatory Setup

Pathing AURAs - Trigger will fire when any of the four types of AEs hit you.

Flame DoT/Recourse - Annihilating Flames of Al'Kabor: 10k DoT + 64k DD Recourse if not cured
Action: Curse cures remove (54 counters)


All-in-One Puppy: ak-auras-rng-recourse-at-worlds-end.gtt

Audio Files:
runaway.wav
get-cured.wav


Targeted Silence AE.  Players targeted a few moments AE everyone nearby.   Run away when your trigger fires.

Silence: ak-giant-silence-emote.gtt

* Note: I've already updated the strat post all in one trigger.  But for those who have it already, just use the single file here for the one emote addition.


« Last Edit: May 19, 2012, 11:21:32 PM by Furro »

Furro

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Re: HoT - Al'Kabor Nightmare - At Worlds End
« Reply #3 on: May 20, 2012, 04:36:08 PM »
 
Defeated Saturday, May 19, 2012.

Good run all.


Ssark

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Re: HoT - Al'Kabor Nightmare - At Worlds End
« Reply #4 on: May 26, 2012, 02:01:24 AM »
The Script for Freelance Raiders

1. In ALK group zone, say "prepared" to zone into the instance.

2. INVIS/MOVE.  Head east across Island 1 to Dreezil Stickens, Pocketdip.  Say "everfrost" to him.

3. INVIS/MOVE.  Head east across Island 2 (Everfrost) to the NE building with Dagda Icefury in front.  Prep for fight.

4. KILL GIANTS.  Wait for RL/designee to complete script with Dagda.

5. SPEAK.  Say "kelethin" to Dabner Drednever.

6. INVIS/MOVE.  Head east across Kelethin to bridge then NE tunnel to Sionache Heartsinger.

7. SPEAK.  Say "dreadlands" to Sionache Heartsinger.

8. INVIS/MOVE.  Gather near Al`Kabor (North of him) and await event trigger.  8 minutes after trigger, he goes live.

Jube

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Re: HoT - Al'Kabor Nightmare - At Worlds End
« Reply #5 on: June 22, 2012, 11:30:45 AM »
Not sure why we just didn't make DV solo the adds but to address some of the things I experienced last night...

As a puller I couldn't peel agro off of npcs to bring them back to the raid. That being said I forgot to try vigorous shuriken which is a higher dmg ranged attack. I would throw 3-4 darts and click moving mountains (monk HA without the hate) and the mobs would still run away. My only chance was to run up and smack them with Veil walker's synergy kicks  and then I'd have to dry tank it till I put some distance between me and the mob at which point I would pick up an aura dot or two.
I was able to see the auras and had GTT going but with the dots the mobs and auras I felt a little out matched.
Not sure if any other monks have pulled this but if Vigorous Shuriken doesn't work I think we are SOL as pullers for this event. SKs have a clear advantage imo.

Furro

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Re: HoT - Al'Kabor Nightmare - At Worlds End
« Reply #6 on: June 22, 2012, 04:37:10 PM »
Quote
Not sure why we just didn't make DV solo the adds but to address some of the things I experienced last night...

As a puller I couldn't peel agro off of npcs to bring them back to the raid. That being said I forgot to try vigorous shuriken which is a higher dmg ranged attack. I would throw 3-4 darts and click moving mountains (monk HA without the hate) and the mobs would still run away. My only chance was to run up and smack them with Veil walker's synergy kicks  and then I'd have to dry tank it till I put some distance between me and the mob at which point I would pick up an aura dot or two.
I was able to see the auras and had GTT going but with the dots the mobs and auras I felt a little out matched.
Not sure if any other monks have pulled this but if Vigorous Shuriken doesn't work I think we are SOL as pullers for this event. SKs have a clear advantage imo.
 
Normally we use SKs for this job; last night we had only one, who was tasked with pulls also as you know.  Basically worked with what we had in the setup.  Appreciate you giving it a shot though.




Jube

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Re: HoT - Al'Kabor Nightmare - At Worlds End
« Reply #7 on: June 22, 2012, 05:58:53 PM »
No worries my furry footed friend, I am fodder for the Furro cannon when I raid with you. I would gladly try again... I never said I can't do it, just that I haven't figured it out yet.

Time to grind some xp though  :D

Ssark

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Re: HoT - Al'Kabor Nightmare - At Worlds End
« Reply #8 on: June 22, 2012, 11:21:10 PM »
I don't know that you could, then, Jube.  If the targets have somehow built up some hate with the friendly NPCs, then you're going to have a real hard time ganking agro from them at range.

Monks were built to pull at range with light aggro -- as you noted, Moving Mountains is the monk version of Hates' Attraction but with 0 hate.

Unless someone comes up with a bright idea, I don't think monks can be used in this situation.  Rangers would pull better, as would paladins, warriors, just about anyone else with a reasonable ranged attack.