Argin-Hiz - Burn Out
*[07/25/2014] NOTICE: This post has been modified to reflect amendments posted within this thread *
Zone & Instance Info Gather Zone: Argin-Hiz
NPC Name: Vasser Fayeil
NPC Location: Same NPC as mission and tasks inside Argin-Hiz. Use CTRL-F for
Find window or
this map for location.
Keyword to Enter: Send
Attuning to Argin-HizIn order to use the portal to Argin-Hiz located in Ethernere Tainted West Karana, you must first attune yourself to it.
Go to South Ro to the area just east of the Wizard spires, where you'll see a giant burning tree. Clicking on this will zone you into Argin-Hiz. Just east of the zone-in inside Argin-Hiz is the portal to the Ethernere Tainted West Karana. That's it, you're now attuned to use the portal in Ethernere to reach Argin-Hiz!
Flag & Key RequirementsZone Flag: | | None |
Event Key: | | None |
Group Mission: | | None |
Event Flags: | | Ethernere - The Doomscale Horde |
| | Ethernere - The Defense of Lendiniara |
| | Dead Hills - Xulous Prime |
| | Dead Hills - The Legacy of Bayle |
| | Bixie Warfront - Saving Jacyll |
| | Bixie Warfront - Pelzia's Plot |
| | Neriak Fourth Gate - The House of Thex |
| | Neriak Fourth Gate - Hate Rising |
* Minimum to be
Piggy/85'/pushed into raid: Nothing required.
Brief Event Overview & StrategyMulti-stage event. Defeating mobs within each stage advances us until completion.
Stage 1 - SIX Keepers of the flamesSix Keeper of the flame mobs attack.
Stage 2 - Avatars of Ro (Imps) & Beam AEsOnce the Keepers are down, 18 avatars of ro (Imps) fly down from above. Four remain at middle pit unkillable and emote before casting unresistable beam DT AEs at indicators around the room.
The BEAM AEs are no joke:
Blazing Beam - 180k DD + 20k MANA and ENDURANCE Drain (15' wide). Two of the four beams fire at the same time.
Imps are mezzable. However, when an imp dies, it'll wake up TWO mezzed imps. Imps have a 16k DS (
Mischievous Flameshield, or to the effect of a DS).
Stage 3 - Efreeti Lord Aresh, Sword Adds & AurasWhen all the imps are killed, Efreeti Lord Aresh spawns in the middle pit area. It pops animated sword adds and two AEs are in play:
Tears of Ro - 65k DD 3x targeted AE rain. And a pull effect called
Fire Whip - 80k DD + Pull.
Throughout this stage, flameguides roam above dropping AURAS around the room (click this
LINK to see what these look like, and avoid the areas). Lit areas last 30 seconds.
Once the Efreeti Lord dies, the final stage activates. BALANCE two High Keeper minibosses.
Stage 4 - Balance High Keeper MinibossesHigh Keeper Arieal and High Keeper Jahar must be balanced within 2% or the higher one POWERS UP.
Arieal spawns pairs of phoenixes (birds). These grow in size the longer they remain up and then EXPLODE to form a NEW bird. Phoenixes also CHARM.
Jahar casts
Sol Burst - 85k PBAE DD (75' range) and
Brain Burn - 37k MANA DRAIN + Stun (single-target, MT exempt).
When ONE Keeper gets to 30% HP the other gets a new ability and heals them:
- High Keeper Arieal turns into a phoenix, exploding with fire when she does (and when she reverts back).
- High Keeper Jahar casts Flame Shackles (Stun + 42k DD) on the MT and teleports the player away and drops them from his hate list.
Our StrategyStage 1:
SIX Keepers of the flames activate.Mezzable. Assist MA as we work one at a time.
Keeper MTs - If your mob isn't being killed and is NOT mezzed, please ask for mez in FLRaids channel. Dry tank until time to kill.
CC: Enchanters & Bards
- Please work out WHO is mezzing which keeper in advance so they can be locked down quickly without overlaps and misses.
- Enchanters - Reminder: Confounding Constriction debuff is a DoT. Please don't use it on mezzed mobs.
- Inform FLRaids channel who is prematurely breaking mez so it can be addressed.
Stage 2:
Avatars of Ro (Imps) & Beam AEsOnce the last keeper dies from Stage 1 -- EVERYONE INVIS -- Move to campfire -- 20 Imps fly down from above.
Assigned Warrior ( Soandso ) - Fortitude + AE Aggro and pull the imps to the CC corner (North offset, will show you if you're not sure). Once there, Rangers/Druids will root as described below. Before your Fortitude drops, FADE and move away from the rooted mobs to avoid death.
CC: Rangers & Druids
Imp Tanks - Alternate assisting from MA to HA each imp from the CC pile for killing. This allows for visible target ring to appear and is less confusing for rooters.
ALL MELEE - Damage Shield on imps will KILL YOU. Bandolier to NO PRIMARY with OFFHAND WEAPON ONLY to avoid the DS. DO NOT USE KICKS or BASH they return DS hits as well and you will die.
Stage 3:
Efreeti Lord Aresh, Sword Adds & AurasRaid position at our Campfire marker.
Sword adds spawn in pairs and are both Percent based and Timed. They de-spawn in pairs shortly after.
Off-Tank Sword adds at raid until they de-spawn. Enchanters and Paladins, some swords are Stunnable (but not all).
DO NOT DISC/BURN BOSS! We want to avoid being overrun with Sword adds.
Tank boss at our campfire marker.
Stage 4:
Arieal & Jahar Balance and Phoenix AddsOur positioning is inner quad area with specifics for Main Tanks on respective minibosses and phoenix adds.
THREE Phoenix adds spawn at 9% intervals. Kill all within 65 seconds or they AE, RESPAWN and WIPE US.
Phoenix Adds Tanks: They spawn from Ariel. Pull them slightly away, but keep them centralized to allow melee DPS to optimize target transitions (less moving, compliments AE dps/discs).
Assigned groups only will be balance DPS for Arieal & Jahar.
Tank Arieal at WEST inner quad corner where Councilor Murant NPC is located.
Tank Jahar at SOUTH inner quad corner where Councilor Tarae NPC is located.
Notes:
- Jahar MTO: Be ready when current MT gets teleported at the later stages. Keep an eye open for an emote warning for this action, might help for future trigger.
- Balance part: If they fall outside of 2% balance, then for every 1% difference in their health, the healthier Keeper gains damage output and the weaker one loses it (25% per 1% out of balance).
Beams & AurasMake sure your options are set to a minimum level to SEE the auras in play. Zoning is required for the changes to take effect.
To make the changes, in game go to Options (ALT-O), Display tab. On that page there's a
Particles area with three little tabs: Spells, Env and Player. The cutout diagram below indicates the minimum levels required to see the auras.
Auras and 3rd Person View3rd person view is great for getting a birds-eye view of the area real quick as you pivot around to find where the auras are and move if necessary. Some of you can set up your mouse to scroll or press a button to reach 3rd person fast when the warning fires. Then revert back with a button and resume your class role. What's important here is that you're doing what's necessary to SEE the auras which enables you to REACT to them properly.
Text & Audio Triggers - MandatoryBeam and Aura Warning Triggers - Everyone:
Everyone needs these set up. If you're dying repeatedly to these auras, you'll be removed from the raid and replaced.
Fortunately, we can use the SAME pattern for both the Beams in play for Stage 2, and the 4x roaming auras of death as part of Stage 3.
ALL Players:
GTT File: cotf-argin-hiz-auras.gttPattern: cackle with glee
Action: Check for Auras!
Pattern: a flameguide begins to cast a spell. <Blazing Beam>
Note: The actual beam AE firing.
Reminder: Always, adjust/tailor the trigger to your liking for what works for YOU.
Stage 3 - Caught in Aura TriggerWhen in the Aura you'll die in two hits. This will warn you each time you take damage from being in the aura. Move out of the aura when the trigger fires.
GTT File: cotf-argin-hiz-auras-stage-3.gtt * Added 07/24/2014
Pattern: The rolling blaze painfully burns your skin
Trigger Addition: Stage 3 - Imps Spawning & Invisibility ReminderEveryone being invisible as we start this stage will help our point tank who gathers up the imps. It'll also save you from getting early imp aggro and being killed.
When the trigger fires, cast invisibility and move to our campfire.
GTT File: cotf-argin-hiz-stage-3-invis-now.gtt * Added 07/25/2014
Pattern: I call to you, Solusek Ro! Send us your assistance! Help us repel these invaders
Action: Cast Invisibility now and move to campfire.
Stage 4 - TriggersCovers Minibosses imbalanced, Phoenix spawns, Phoenixes exploding.
GTT File: cotf-argin-hiz-stage-4.gtt * Added 07/19/2014
Minibosses imbalanced: the flames of the other grow much stronger
Phoenix spawn aggro message: a wildfire phoenix swoops down, talons outstretched and ready to strike
Phoenix exploding 105k PBAE: a wildfire phoenix has absorbed too much power