FreeThinkers
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Free Thinkers Hideout
The zone is full of trap doors and movable objects. Don't touch anything unless instructed by the Raid Leader as one false move with one of those movable objects will spell the end of the raid. Upon zoning in, everyone must not move as there are 5 social werewolves right at the zone in area. Each encounter area has some trick to it.
The zone in area requires two players to carefully nudge there way up to the left and right side of the stairs. There will be bones that are clickable on each side. Both players must throw their bones simultaneously. When they do so, the 4 adds (2 on each side) will run off after the bones. This leaves the middle mob (The Marrow Boiler) alone. The MT must pull right when after the adds run off to get him alone. Once he is dead, the process is repeated with only 1 player throwing a bone. The opposite adds are pulled when they run off. When they are dead, you can pull the last encounter without any aggro problems. This opens the way to the first named. You can kill the rest of the trash in the side halls before killing the first named. but the door to the left (to the 2nd named) won't unlock until Zylphax is dead. After he's dead, head left to the 2nd named, which will open up the door to the 3rd named. There are quite a few pathers for trash, so be very careful with pulls as it's easy to get multiple encounters.
Trash Mobs
We pull all trash available before engaging the first named. This allows us to zone in without a full raid, or as people get to the zone. It also gives a 'warm-up' for the raid force.
For those wanting the Blackwater Mask, no named's need to be killed. Just blow up the wall in the left corridor. I've only read this before, that you can skoot by first named and get barrel, though this is totally unverified.
| Mob Name | Mob Health | Auto-Attack Type | Combat Arts | AOE Timer |
| Marrow Boiler | 605,000 | Slashing | Normal Fighter mob | ? |
| Marrow Ripper | 580,000 | Slashing | Normal Fighter mob | ? |
| Marrow Feeder | 575,000 | Slashing | Normal Fighter mob | ? |
| D'Morte Siphoner | 885,000 | Crushing (2k dmg) | Mind Shock - Mental DD (4k dmg) | ? |
| D'Morte Infiltrator | 830,000 | Crushing (2k dmg) | Brigand Mob - Must cure Trauma | ? |
| D'Morte Ransacker | 800,000 | Crushing (2k dmg) | Normal Fighter mob | ? |
| D'Morte Sorcerer | 810,000 | Crushing (1.5k dmg) | Corrosive Strike - Poison DD (3.5k dmg) | ? |
- - 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.
Named Monsters
Zylphax the Shredder
- Mob Health: 3,125,000
- Auto-Attack Type: Slashing (3k-4k dmg)
- Special Attacks:
- Frenzied Claws: ST Slashing DD (1.5k dmg)
- Taloned Rage: ST Slashing DD (2k dmg)
- Mind Shredder: Frontal Cone Slashing Power Drain (1500 power) every 60 seconds with a knockback
- Stench of Death: Poison DOT (4k Initial, 2k every 3 seconds) every 20 seconds - He drops vases which go off 4 seconds after they are dropped
- HE ALSO SUMMONS AND FEARS THOSE LOWEST ON HIS DPS LIST
Strategy
This is a long fight and requires no one to fall asleep at the wheel. Every 20 seconds he drops these vases. The vases cause the DOT, which is very nasty. It can be cured with potions, but it's very difficult to get it off in time. In addition to this, every 30 seconds or so, he summons those who are lowest on his DPS list and fears them (usually catching them in the vases). So, it's imperative to have every kind of pet imaginable up so your healers (who are usually lowest on the hate list) don't get feared and killed. He also has a frontal barrage power drain with a knockback effect. So, the MT needs to pull it to a corner of the room, putting the mobs back to the raid. Everyone needs to pay close attention to their chat as he says, "Oops, did I drop that" when he drops the vases. The vases MUST be jousted unless the MT is gonna kite him around the room (not easy). The MT will always get hit by these vases, so it's imperative that he gets cured asap.
We set one bard to be lowest on the DPS list to eat the fear while the rest of us burn. If you have poison cure potions, you can stay in on the aoe, and click cure yourself, otherwise YOU MUST JOUST.
You can revive at the zone in and rejoin the frey, Zerg ftw!
We move the raid into his room to the immediate right corner. Those that don't need to face the mob are instructed to face the corner to minimize fear into the vases. MT sets up on the corner to the left from door and pulls the mob to this corner. He must be careful the MoB doesn't manuever to the corner and face the raid, or they will get drained for power.
All in all, this is an easy fight providing people watch the joust.
Othysis Muravian
- Mob Health: 3,235,000
- Auto-Attack Type: Crushing
- Special Attacks:
- Prone to Corruption: ST Disease DD (8k-12k dmg) every 20-25 seconds with an incurable proc that will spawn an epic x2 add if the person doesn't die
- Invocation: ST Divine DD (3k-6k dmg)
- Disease Proc on his auto-attack
Every 30 seconds or so, he calls a group of heroic adds to aid him. If he's under 50% health, they heal him for a substantial amount.
Prone to Corruption
Just to clarify some information. This is single target and if it lands and the target of the spell doesn't die, he will point his bony finger at SOMEONE ELSE AT RANDOM, and that person will be perma-stunned, and an Epicx2 soul will spawn with that persons name. That doesn't mean the person stunned and with the epic is the one who resist Prone to Corruption. If you kill the defiled soul, the stun is removed from the original target.
Strategy
We use the low disease resist sacrifice someone every 20 seconds strategy. With MASSIVE dps, we might consider another strat.
- Everyone but the bruiser MT gets disease as LOW as possible, at least below 1500. That means remove gear, kill buffs, etc.
- Warden group buffs increase ALL mitigation and must be canceled
- Shaman group buffs that increase resists must be canceled
- Conjuror Geotic Seal must be canceled
- Look for any other buffs adding to dissease
- Single target (or group) wis buffs may need to be canceled off those with exceptionally high wis.
- Guard OT pulls and eats the first death to PoC
- Guard OT gets rezzes and attempted to get back to top of hate list to eat as many deaths as possible
- Bruiser Tanks, but feigns every 20s (preferable running his own ACT with timer set)
- Whoever gets agro dies to PoC, period
- Rez fallen people ASAP
- OT (prefferably paladin) sets up where the mob spawned, and looks towards the ramp (away from raid).
- If paladin keep constant AoE going
- Other tanks spam PBAoE, it doesn't get a recast timer till it lands
- Constant AoE will immediately tag heroic adds as they come in, and prevent the mob from healing
- OT gets one healer and one rogue to burn heroic adds down with. He calls the healer and dps to him AS NEEDED ONLY.
- If an Epicx2 spawns, the Guard OT takes this mob and keeps it busy, the epic adds don't heal, but need to be removed from the fray to keep dps flowing. The heroic OT must stay on heroic duty, if something gets by, its over.
As long as we go full burn, we can get him down with as few deaths as possible. The key is, SOMEONE dies to PoC every 20 seconds, heroic adds are locked down before they run accross the room to heal, and everything is golden.
Treyloth D'Kulvith
- Mob Health: 3,800,000
- Auto-Attack Type: Crushing
- Special Attacks:
- Reaching Rot AOE (within range) Disease DD 45 second recast; Hits distant targets
- Searing Rot PBAOE (within range) Disease DOT/Throw 20 second recastl; Short range, curable;
- Memwipes at 75%, 50%, and 25% HP. Reflects and resists all taunts for about 5-10s after memwipe
- Has Knockback w/root
- Summons top 6 dps in raid to him every ~30s and lands a trauma root on them. MUST BE CURED.
Strategy
- Place the raid exactly 10 distance from where the mob will be tanked, bunch everyone together very close. This is the sweet spot between his 2 aoe's and allows you to avoid most of the problems.
- Use Drag on pull and at each 25% mem wipe. Drag is the only thing that affects his position during the memwipe. Landing reinforcement JUST before the memwipe does seem to work.
- Cure the trauma on top DPS and allow them to get back to position.
- Top DPS classes should bring 5-10 Cure Trauma Potions (Grandmaster).
- Joust the Searing Rot, DO NOT GET HIT. You get knocked into reaching rot range and rooted.
- Designate one person to test reflects at the memwipe. Have them cast a debuff repeatedly until it lands, then re-do assist call. Everyone MUST stop casting, back off pets, etc, etc, until memwipe is down. Providing only the tank is dpsing, he wont ping.
- Reaching Rot may be a chain AoE, as in once its on someone that PLAYER begins casting Reaching Rot on anyone around them. So think of it as a viral AoE. Everyone MUST position properly to win this fight.
This fight is about 2 things. POSITION, POSITION, POSITION, POSITION, and stopping casts during memwipe. Get these 2 things down, and Treyloth will die.
Malkonis D'Morte
- Mob Health: 6,635,000
- Auto-Attack Type: Crushing (3k dmg)
- Special Attacks
- Hypodermic Skewer: ST Disease DD (2k dmg)
- Last Resort: Magic AOE DD (3k-7k dmg) when he hits 10% every 30 seconds, so burn fast at that point!
- HE HAS A KNOCKBACK!
Strategy
This is a semi complicated fight, but not too hard once we execute properly.
- Position the raid in the far left corner where we fought Treyloth, there is a ledge there, everyone jump on it.
- Tank positions in the corner in the center of the room near whatever the hell that is in the middle of the room
- Pull Malkonis there, with his back to raid, everyone can hit from the ledge.
- Don't dps too slow, at each 15% marker, a coffin becomes active.
- Place JUST a bruiser or monk on the coffin, and get it down between 10 and 15% health
- Do not destroy the coffin
- If you destroy the coffin, Yim hates you
- If you destroy the coffin, you kill baby jesus
- If you destroy the coffin, Yim hates you
- The coffin will time out, and a heroic add will spawn. MA will move target to the add when it spawns, burn it down.
- It is important we don't burn Malkonis so fast more than one coffin comes active.
- At 15% Health on Malkonis ALL dps stops, only the MT continues
- At 14% some add comes and must be killed, put OT and all dps on it, keep MT up durring this.
- When add dies, everyone hits AoE avoidance, comes in and BURN BURN BURN.
We've not done this mob yet, but the above is a compilation of all research I have on the encounter. The coffins will regen some, so it is critical the Monk/Bruiser toggles attacks on and off to keep it between 10 and 15%.
