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Emerald Halls

Welcome to the Longest......Zone....Yet... Seriously there is a lot of trash in this zone, which is why it takes 3-5 days of raiding to complete it. The zone has three floors. Each floor has a boss that must be defeated before you can move onto the next floor. The first floor boss is the Tender of the Seedlings. The second floor boss is Gardener Thirneg. And the final floor boss is Wuoshi of course. On each floor there are also random named's that can be up. You have to defeat these named's and the surrounding trash before taking on the boss mob because they will all add to the boss encounter if you don't. Can you see why it takes so long now? Most of the trash is simple, although a few have some tricks up their sleeves.

First Floor Trash Mobs

Mob Name Mob Type Mob Health Auto-Attack Type Combat Arts AOE Timer Special Notes
Emerald Entrancer Serpent .75 mil Piercing (3k-5k) Winged Venom - ST Poison DD (1.5k dmg)  ? These are the entrance mobs
Lurking Trapjaw Gator 1 mil Crushing (2k) Iron Trap Bite - ST Piercing DD (3k-5k initial) + DOT (1.5k every 6 seconds) on multiple random targets in raid 45 Secs These path in the water near the entrance and up to the pool. They also have knockback on the MT. Iron Trap Bite is totally random on folks in the raid.
Hidden Keeper or Light Keeper Fae .8 mil Slashing (2k-3k) Painful Lesson - Cold AOE (2k-6k) 25 Secs Healers and Caster to max range and the AOE won't hit them. Melee DPS doesn't joust. Just heal through it. If you're dying, get better resist gear.
Twilight Prowler Wolf .75 mil Slashing (2k)  ?  ?  ?
Fairy Honorguard Fairy 1.5 mil Crushing (2k-3k) White Fairy Dust - Magic AOE (2.5k-4k) 28-35 Secs These path near the pool with the Mistress Named. Be very careful when pulling mobs around the pool as they have a large aggro range. Healers and Casters to max range again. Heal through the AOE.
Fairy Ambassador Fairy .85 mil Crushing (2.5k) Prismatic Breath - Heat AOE (2k-4.5k) + STUN (8 seconds) 26-29 Secs The adds need to go down ASAP because they have a small version of Prismatic Breath also. The Stun is long duration so healers and casters need to be at max range. Once the adds are down, it's cake. It also comes with 6x heroic Fairy Petitioners
Virosinid Protector Mushroom .5 mil Crushing (1.5k)  ?  ? Easiest Trash
Virosinid Madcap Mushroom <.5 mil Crushing (2k) Lightning Blast - ST Heat DD (3000 dmg)  ? A Shortcut....
Virosinid Soothsayer Mushroom <.5 mil Crushing (2.5k)  ?  ? To Mushrooms!!!
Tranquil Warden Dryad .75 mil Crushing (2.5k) Salve - ST Heal (10k)  ? These path underneath the Waterfall and around the Pool area.
Veil Speaker Dryad .75 mil Crushing (3k)  ?  ? These guard the Waterfall
Portal Guardian Rock Creature 1.77 mil Crushing (3k)  ?  ? As his name dictates, he guards the route to the 2nd floor. However, if you've not killed the Tender yet, you still can't go to the 2nd floor.
Weald Knight Faun .85 mil Crushing (2k)  ?  ? They make you dance (stun)
Grove Pandemoniac Faun .7 mil Crushing (2k)  ?  ? They make you dance (stun)
Panic Piper Faun .7 mil Crushing (2k)  ?  ? They make you dance (stun)
  • - Damage is the maximum damage it can do to a lv70 character. Those with good mitigation or resists will get hit for less. Those under level 70 will get hit for more.

First Floor Named's

These are listed in order of difficulty


Sarik the Fang

  • Mob Health: 74x4
  • Auto-Attack Type: Crushing
  • Special Attacks:
  1. Chains of Servitude - ST Magic DOT (700 dmg every second)
  2. Malignant Bite - ST Trauma DD (1500 dmg) with Mitigation Debuff
  • Every 10%, he summons these:
    • A Fang Pack Member (x4)
    • Mob Health: 90,000
    • Auto-Attack Type: Slashing (1500 dmg)
    • Special Attacks:
    1. Rabies Infected Bite - ST Trauma (750 dmg) with mitigation debuff

Strategy

Its a long fight as he summons these adds every 10% of his health. Keep the named heavily debuffed and load up on the wards etc right before the adds come and its not too difficult, Like most fights in EH, it requires everyone to stay focused the entirety of the fight. Burn the adds ASAP and keep the trauma debuffs off of the MT.


Mistress of the Veil

  • Mob Health: 74x4 4,600,000
  • Auto-Attack Type: Crushing (3k dmg)
  • Special Attacks:
  1. Burning Moon - Heat PBAOE (melee range) DD (2k-3k dmg) every 60 seconds
  2. Searing Moon - Heat AOE DD (2k-4k dmg) every 60 seconds
  3. Rain of Thistles - Magic AOE DD (2k-6k mana drain) every 60 seconds
  4. Stormbolt - Magic Single Target DD + DOT (2k initial dmg, 2k every 2 seconds) every 70 seconds

She comes with:

  • 4 Veil Speakers
    • Mob Health: 210,000
    • Auto-Attack Type: Crushing (2k dmg)
    • Special Attacks: None

Strategy

She teleports the MT. The Magic DOT NEEDS to be cured. Her Stormbolt ability comes from a buff she places on herself called Call of Storms. It seems it can be dispelled by Mage-archtype spell Dispel Magic.

Call of Storms is a fury ability that reigns down stormbolts to everyone in range. When she fires this, moving to range until it is dispelled is recommended.

We stay in on this mob. None of the AoE's are that severe saving maybe the mana drain that is range-able. Recommend spacing out healers so that when MT is teleported, he isn't out of heal range of every healer.

Pull named, Burn Adds, and DPS. Be ready to adjust quickly to the teleport.


Prince Thirneg

  • Mob Health: 74x4 3,200,000
  • Auto-Attack Type: Crushing (3k-4k dmg)
  • Special Attacks:
  1. Rampage - Crushing AOE DD every 30 seconds (1k-3k dmg)
  2. Furious Storm - Magic AOE DOT (2k-3k initial dmg, 500 dmg every 5 seconds) + Stun + Power Drain (600 initial, 200 every 5 seconds)

He has 2 friends:

A Martial Advisor

  • Mob Health: 930,000
  • Auto-Attack Type: Crushing (3k dmg)
  • Special Attacks:
  1. Rampage - Crushing AOE DD every 30 seconds (1k-3k dmg)
  2. The Martial advisor is very resistant to physical damage - physical attacks will land for less than 25% of their usual damage.

A Magical Advisor

  • Mob Health: 900,000
  • Auto Attack Type: Crushing (2k dmg)
  • Special Attacks:
  1. Furious Storm - Magic AOE DOT (2k-3k initial dmg, 500 dmg every 5 seconds) + Stun + Power Drain (600 initial, 200 every 5 seconds)
  2. The Magical advisor is very resistant to magical damage - magic attacks will land for less than 25% of their usual damage.

Strategy

Definately triple tank this keeping all 3 mobs far apart so the AEs dont overlap especially Prince Thirneg's. Need a crusader on the martial advisor as no melee harms it so their spells and specially a pally with amends works wonders for the mages to burn it down. Magical warrior or brawler tank best of course. We have healers in between the 2 add tanks healing both in case one takes spike damage over the other and the MT group goes by themselves down near the river (van is optional). 3 healers, a dirge, brigand if you can for debuffs and the MT make for a good stable group to hold Prince while the adds are burned down.

Main raid sets up just across the bridge, just past the first root and to the right near the rocks. MT must maintain more than 100m range from Prince's Tank. (Fill in from here)

For Prince: Offtank group sets up behind the root the Prince is located at, healers put their backs to the large rock located near the root to defeat the trauma knockback. MT pulls the encounter then offtank rescues the Prince. As offtank approaches cleric should hit Sanctuary then Aegis of Faith to offset the first Furious Storm from the Prince. Offtank positions himself directly in front of his group on zone wall after pull, approximately 15-20m away, can be marked by player in the group. Remember to apply the reactive buffs that could not be cast before pull. Furious Storm hits every 45-55 seconds after that and should be countered with ???? and Defiler ????. If you can run graphics at a high setting you can see Furious Storm go off (looks like a big bubble force field around the Prince) and you will have about 3-5 seconds to get a group cure arcane off before the stifle hits. I waited about 1-2 seconds after seeing the spell effect go off then hit Devoted Resolve, Furious Storm will break it and make it recast, but it will still cure the group, rinse and repeat while continuing to use the other countering buffs. Aegis of Faith should be cast before every Furious Storm if using the spell recovery/recast buff from ????.


Segmented Rumbler

  • Mob Health: 74x4
  • Auto-Attack Type: Crushing
  • Special Attacks:


Strategy

This guy is invisible so you won't see him on track or "up" without someone who can see stealth or invis. By himself, he's not too bad. The problem is this. When he dies he splits into 2. When one of those die, they split into 3 mobs. ALL of them have AOE's. So, they have to be mutli-tanked like many mobs in this zone. During the splits, he also AOE's and it can 1 shot whoever is in range. A very tricky fight. Basically, the MT has to hold one of the first split mobs, while a bruiser or other tank drags the other splits to the OT. Once those are all down, the final named spawns, while the MT is still holding the one. Kill the final mob and get the chest, then repeat the process with the first split mob so he doesn't respawn. If you're lucky, you can figure out who the splits pop on and have them move away from the raid when the splits occur so as to have the raid force avoid the AOE on split.


Tender of the Seedlings

  • Mob Health: 75x4 3,700,000
  • Auto-Attack Type: Crushing (4k dmg)
  • Special Attacks:
  1. Chilling Mist AOE (within range) Cold DD/Stun 50 second recast
  2. Has a damage shield that does 392-479, can be removed by the Druid's AA ablity
  • At the start of the fight he comes with these heroic friends:
    • A Chamber Visionary - This guy charms and must die immediately
    • A Chamber Proselyte - This guy heals and goes after the Visionary
    • An Elite Seedling Guard (x3) - Normal melee mobs
  • Every 30 seconds he also summons these heroics:
    • A Seedling Storyteller (x2)
    • Mob Health: 50,000
    • Auto-Attack Type: Piercing and Crushing (1500 dmg)
    • Special Attacks:
    1. Stunning Shards: Magic AOE with long duration Stun
    2. Piercing Shriek: ST Disease DD (2k dmg)


  • Special Note: can drop recipes

Strategy

This fight has a 2 part difficulty. 1) The Pull adds 2) The Storyteller adds. The raid is setup by the 3 rocks to the right of where the Tender starts. The Off tank will position themselves on the left rock. The MT will be on the forward rock. The DPS will be located on the rear rock. The Healers will be in the middle at max range to the MT and OT. We have one healer at max ranger to the healers away from all the mobs. That healers sole job is to cure the Elemental and Arcane stuns off the other healers.

THE PULL - We pull the named with a pet. On the pull Sanctuary is cast on the MT and the OT. This prevents them from getting stunned so they can get into position immediately. The Visionary MUST go down in seconds or the OT will get charmed and it gets ugly. The entire set of adds have to go down super fast also because the Storytellers pop about 20 seconds into the fight.

THE STORYTELLERS - These suckers are awful. The pop near the Tender and AOE stun almost immediately. They MUST die ASAP or you've got 3 STUN AOE's going off randomly around your fight area. Crossing the streams is bad, remember? Once the first set of Storytellers is down, DPS goes back and forth between the Tender and the Storytellers. It is a very annoying fight and it takes only the slightest neglect of 1 person in the raid to wipe.


Second Floor Named's

These are listed in order of difficulty

Sariah the Bloomseeker

  • Mob Health: 74x4 4,500,000
  • Auto-Attack Type: Crushing
  • Special Attacks:


Strategy

  • He goes through four stances: warrior, crusader, brawler, and desperation.
  • Is Resistant to Divine

Elaani the Collector

  • Mob Health: 74x4
  • Auto-Attack Type: Crushing
  • Special Attacks:


Strategy

NOTE: Second floor mob that has a chance to be up. Spawns in the back area behind where all the trash bees are on this floor.

  • Trixie, Mixie and Dixie. Pull them one at a time, burn them to 5% or less. One is healer (collector of faith.) Burn the other two first, then pull this, and when it gets to 5%, carry on burning and go nuts on AEs so all die within a few seconds of each other. If not the encounter resets. When Elaani comes, get all but tanks at max range as she has a big proximity AE.

Farstrider Unicorn

  • Mob Health: 75x4
  • Auto-Attack Type:
  • Special Attacks:


Strategy

One of the toughest mobs in this zone right here. Only harder mob in the zone in my experience is Wuoshi for sure and maybe the Segmented Rumbler depending on your guilds strengths.

AE - Furious Storm

Two herioc flying drake adds.

He is a 75x4 epic as all the named are in this zone past Tender of the Seedlings.

Main thing on this mob is the adds are more of a issue then he is. For one they cant die until after he is dead or they respawn into an epic add. Secondly they strip buffs and hit fairly fast so spike damage is huge on the tank(s) that fight them considering they got no buffs up. Need to have your best geared tank take both adds and split them far away from the named with the MT group of 3 healers and 2 regeners preferred to hold them while the Unicorn gets burned down. This is the way we do it as I can take the hits but it sure is a lot of spike damage and took 4 healers with a 5th going back and forth between the unicorn and the adds to keep me up first few times killing him. Now 4 healers keep me up with ease. If this is a issue try to split the 2 adds up and keep 2 healers on each tank and it should help a bit. Main thing is healers need to be max distance from the tank to avoid the AE stun the adds have as well. So have the drakes, then the tank and the healers behind the tank for absolute max distance.

Unicorn again Furious Storm the theme in this zone for AE's. Buffs are stripped as well over here but the Unicorn with everyone on it debuffing doesnt hit hard at all after that point just have to worry about the ae. Just get him pulled a good 50m apart from the adds and have that dps burn as hard as they can on him so all can get back to the tank(s) on the adds and help out cause those healers start to run out of power really fast as they need to spam heal like crazy. When this happens get debuffs in on those adds and feed the healers but stay behind them to avoid the stun from the adds. Keep dps steady on one add at a time and DO NOT pull aggro off the tank who has it rough with buffs stripped and constant stuns. Once one add is down this fight is truly over and alot easier at that point but we have wiped with the unicorn down and both adds up to healers with no power and lack of heals.

Definately a tough encounter some tend to disagree but the folks that say that are the truly uber guilds of the game. Any one encountering him for the first time get a huge wake up call with him. Also by splitting the MT healers that far apart ensure they do not get the Unicorns furious storm ae if they get that you are way to close with the split and it is a almost guarenteed wipe as that stun will slow heals to wipe the tank(s).


Gardener Thirneg

  • Mob Health: 74x4
  • Auto-Attack Type: Crushing
  • Special Attacks:
  1. Furious Storm AOE (within range) Magic DD/Stifle/Power Drain
  • Recast TBD
  1. Burning Moon AOE (within range) Heat DD
  2. Fear Targeted (single) Magic Fear
  3. Charms - Grabs the 8 closest in the raid and will last 5 to 10 secs roughly.
  • Special Note: can drop recipes


Strategy

2nd floor boss all named and all brownie trash groups must be dead before pulling him or they will add. The new NPC in there will clear all brownies and if there is a floor not to fail on its this one. Cutting out all the brownies chops off a hour or more of killing brownies alone.

AEs

  • Furious Storm - same as other mobs in this zone that has it
  • Charm - Grabs the 8 closest in the raid and will last 5 to 10 secs roughly.
  • Burning Moon(name might be a tad off) - Fire ae that does minimal damage dont worry much at all with it just the charm and Furious Storm

Pull spot can be anywhere where you can get him stable to where you can ensure you get atleast 8 prefferably 12+ on Gardener that are closer then the MT at all times. Every charm AE that hits which is on a fairly long recast 1 min or longer you dont want the MT charmed at all. MT getting charmed is almost certainly a wipe each time. Furious Storm needs to be on a timer and magic resists up pretty good. With it being a magic dot and stun makes it a very nasty ae to deal with. Got to hopefully break it quickly as possible and get all cured from it asap to prevent deaths.

He also got two centaur adds that will spawn around every 30 to 45 secs during the fight. Have offtank pull them back far if you want and mage dps burn them down or just stand near the people surrounding Gardener so they can turn and burn them down. Its very important NO MATTER WHAT for anyone to leave being right on the Gardener for anything. One split second a few leave and bam the charm hits could wipe the raid if the MT gets hit. Make sure to have charmed people spam the sit button to prevent any nasty combat arts or spells from being cast on the MT. Barring the MT ever getting charmed the charmed members will always target him as he is the Gardener's target.

Lastly which is annoying and can be a huge luck factor in this fight is he does have a teleport. He can teleport EVIL ONLY toons anywhere accross his floor. More evils in the raid more of the luck factor involved. If every tank in the raid is Evil luck factor is really really sky high. I can almost guarentee the first time your guild tries him if over 50% of the raid force is evils you will have a struggle to even maintain good pull after good pull on him. Exiles and Goodies do not get ported at all so good to have the MT be one of the two and atleast 1 healer in each group that isnt evil to stand the best chance while learning him.

Add the annoying charm, nasty ae, and teleports he is prolly the 5th hardest named in the zone maybe 3rd or 4th depending on how your guild handles different encounters. I would put him higher then a fun rating, specially for first timers on him might take 2 or 3 trips in or camping the zone a day or two to figure him out.

Third Floor Named's

These are listed in order of difficulty

Herald of Wuoshi

  • Mob Health:
  • Auto-Attack Type:-
  • Special Attacks:

Strategy


Treah Greenroot

  • Mob Health: 75 X4
  • Auto-Attack Type: Crushing
  • Special Attacks: has an AE root and strips buffs (ae)

Strategy

Two places to really fight her one is against the huge mushroom in the middle of the zone or other is against the lower waterfall in the river against under the side of the bank closer to the mushroom(this is our preferred spot).

Main thing here is the adds are herioc but can hit fairly hard in conjunction with the named. We have a summoner use their scout pet which dies fast and wont put any ae dots on the mobs like a mage pet can. That forces Treah back towards the raid across the bridge that goes over the river. Once they reach the bridge a enchanter will ae mez the whole encounter. Important to note is to have the tank or dirge if you got one in the MT fire a arrow to break the mez off Treah if it hits her also send in the shaman pet. This wakes up Treah preventing the lessened duration of mez from the epic mob which will inturn wake up all the adds as well if the mez runs its course on Treah. Have the MT rescue her and run her to the spot the MT group is gonna be setup at.

Now she will drop buffs has a ae arcane based that will root people in place that is uncurable but you have a few seconds after it runs its course before she recasts it. Also another arcane ae not sure on the name of it that does moderate damage nothing earth shattering at all. She will also strip buffs but easy to maintain debuffs on her while the dps is on add duty to keep the MT alive until the whole raid force is together. One at a time break those adds with preferrably 2 enchanters up there keeping the rest of them locked down with single mezzes. Make sure no one does damage to them until at the ST to just ensure no adds are accidently broken early. Prolly can take a few on at a time it does happen if a mez does get broken or resisted and it is not to bad but depending on how healers are split between the MT and ST to many on the ST might overwhelm the healers.

Once adds are down and you are not rooted go to the spot Treah is at. If in the river make sure all get down there and up underneath the ledge and stay there without going into the actual water. She can knock you up out of it and root you on the opposite side where Wuoshi will path by. So if that happens as he wanders by the raid will wipe from this. Very important if fighting her down there to watch where everyone is at. Other then that just nice steady dps on her as MT losses most aggro transfers keep reapplying them but they can continue to get stripped throughout the fight. Once she is dead if in the water watch for Wuoshi before moving up and out of the River.


Treah would be maybe in that Fun to Sassy range if people arent on their game and continue to wake up adds. Not to hard at all if you can sustain the MT which shouldnt be to hard if you can get this far in the zone.


Sawtooth the Ancient

  • Mob Health:
  • Auto-Attack Type:
  • Special Attacks:

Strategy


Galel Spirithoof

  • Mob Health:
  • Auto-Attack Type:
  • Special Attacks:

Strategy


Wuoshi

  • Mob Health:
  • Auto-Attack Type:
  • Special Attacks:
  • Special Note: can drop recipes

Strategy

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