GAA

From RaidWiki

Jump to: navigation, search

Contents

Gates of Ahket Aken

Trash Mob's

The only problem with the trash mobs in this zone is that there are TONS of traps throughout the entire zone. And some of those traps are dangerous enough if you are not ready for them that they will wipe the raid. And unfortunately, due to the buggy nature of these traps not resetting properly, a wipe on the trash can mean the raid is over because the mobs will race to the revive point when you revive and kill you over and over again without end. I will try and list the trap encounters in the order you come to them.

One word of caution. Every bit of water in the zone is a trap. Usually it causes the Cubes to spawn. These often drop Master chests, so you want to spring them. Just not by surprise or carelessness. Each Cube encounter is as follows


Greater Slime Scavenger

  • Mob Health: 500,000
  • Auto-Attack Type: Crushing
  • Special Attacks:
  1. Diseased Gelatin: ST Disease barrage (1k dmg)

It has 2 friends:

  • Slime Scavenger (x2)
  • Mob Health: 22,000

The zone is a carbon copy of The Living Tombs. It is divided into 4 sections. The guide will be divided up into the mobs you will encounter in each section. The end mob also requires a lv60 Jeweler to defeat. If you do not have a lv60 or higher Jeweler on the raid, the last mob cannot be killed.


Trade Court

When you zone in, do not move forward. In fact, it might be wise to move back. If you have anyone in the raid to whom the trash mobs in front of you are green, they will aggro you. To a full t7 raid, they are grey. These trash mobs are lizards and go down easily. From this point the aqueduct ends in a drop off into a small pool. When someone jumps into the pool of water, the cubes spawn and jump the raid force. We usually have a class with Feign Death jump down to activate the mobs, but fight them up top. Make sure everyone is near the tank when they spawn as they can easily wipe out the healers and mages if the MT cannot get aggro on them quickly. No one is to attack until the MT gets aggro. Once the cubes are defeated, it is safe to jump down into the water. There will be mobs directly in front of the pool and to each side of the pool. They are easy as long as no one gets out of the water and gets aggro by mistake. Once these surrounding mobs are clear, head down the left path. Do not pass the water to the left. Wait for the wandering lizard mobs. Once they are dispatched, we come to the first named.

Loremaster Viswin

  • Mob Health: 595,000
  • Auto-Attack Type: Piercing
  • Special Attacks:
  1. Swirling Cloud of Blood - Poison AOE (2k-4k dmg) with a short duration stun every 27-30 seconds
  2. Shock of Poison- ST Poison DOT (1500 initial dmg and per tick) every 35 seconds
  3. Corrosive Strike - ST Poison DD (1k dmg) every 20 seconds

He comes with 3 friends:

  • Raef Ewe Mercenary (x3)
  • Mob Health: 48,000

Strategy

At level 70, the AOE still isn't fun, especially if you have low poison resist. The MT can also take very spikey damage from the single target stuff. The DOT needs to be cured immediately or every 4 seconds they lose 1500 health. Originally we would have an off tank grab the adds and bring them back to the raid while everyone stays at max range to the MT. Now we go in and burn the MT as the AOE"s kill the adds quickly. Anyone under 65 should still joust the AOE as it can hit for 5k easily. After defeating this mob, do not move forward yet as there is a nasty trap up ahead. Everyone needs to move together up the hill to the left that leads to the ramp. Once someone steps near the ramp, the next encounter spawns. There are two mobs and some consider this a named encounter since it can drop a master.


Darkleague Assassin

  • Mob Health: 445,000
  • Auto-Attack Type: Crushing
  • Special Attacks:
  1. Painful Lesson: Cold AOE (1500-25000 dmg!) every 27-35 seconds
  2. Soul Rend: Divine ST DD (2k dmg)

She comes with 1 friend:

  • Darkleague Familiar
  • Mob Health: 245,000
  • Auto-Attack Type: Piercing
  • Special Attacks:
  1. Incandesecent Blaze: Heat AOE (1000-2500 dmg ) every 27-35 seconds

Strategy

Once the MT gets aggro everyone burn down the Familiar first via ranged attack so you don't have to contend with 2 AOE's. Once it is dead, move in to kill the Assassin. The AOE is minimal so there's no need to joust it unless someone is under 65. They go down quickly as long as none of the healers or mages get in range of their AOE's. Once these are defeated, move up the ramp and kill the group of 5 monkey's. Then everyone can get on the wall to the right for the next named.


Ritual Mistress Cheroon

  • Location: He paths between the North and East Towers. He does path inside the towers.
  • Status: None
  • Mob Health: 595,000
  • Auto-Attack Type: Piercing
  • Special Attacks:
  1. Enthralling Flames: Heat AOE (2000-3500 dmg) with a long duration stun every 35-40 seconds
  2. Poison Strike: Poison ST DOT (1500 initial dmg and per tick) every 40 seconds
  3. Imprecation: Disease ST DD (1500 dmg)

She has 2 friends:

  • Vampiric Acolyte (x2)
  • Mob Health: 42,000
  • Special Attacks: AOE Stun

Strategy

Due to the fact that her adds have an AOE stun, we kill them first. They have little to no health, so they go down quick. Once they are dead, we turn on the named and burn her down. For a lower level raid or a light dps raid, it is recommended to joust the AOE as it has a long duration stun similar to the Sunchild. For the most part, it is an easy fight. After she is dead, there is a pool of water to drop into behind her. Usually, the cubes can't be spawned with a single person jumping in. So, the entire raid must jump in at the same time and be ready to fight immediately. Once the Cubes are dead, you come to one of the harder named's in the zone. He is extremely buggy and will often come after you when you revive on a wipe. So, the key to him is this: Don't wipe :) He will not become active and attackable until someone steps on the upper ramp. At that point, he will aggro. He drops the spine component in the recipe required to defeat the End Named of the zone.


Asaad Akh Atum

  • Mob Health: 550,000
  • Auto-Attack Type: Piercing
  • Special Attacks:
  1. Venomous Cloud: Poison AOE (3k-4k damage) with a long duration stun every 35-40 seconds

He comes with 4 friends:

  • Skeletal Viper (x4)
  • Mob Health: 45,000
  • Special Attacks: Heal the named in very small quantities

Strategy

If the initial aggro/pull is controlled and the healers can keep the tank up, the fight is pretty easy. The hard part is getting range and staying out of the AOE since you can't test it by pulling to a certain spot. Also, you cannot kill the adds first. He apparently doesn't like missing his healers, so if you kill one of them, it spawns an epic x2 add that has it's own Poison AOE. The AOE is nasty and should probably be jousted, even by a higher level raid force. The healers have enough to worry about in keeping the MT up as they are trying to find the perfect range to not get hit by the AOE and yet still heal the MT. Once he is dead, kill the adds. Do NOT go to the left or the right ramps in order to get down. Both have traps and the mobs that spawn have knockback which can very easily wipe a raid at this height. Just go back to the pool of water and drop down from there. Then head back up the path you came down and head for the next court. There will be a group guarding the tunnel to the next court. It is not a named, but there is a unique mob called the Dark Archaeologist. He has a small AOE stun, but they don't hit hard enough for it to be a problem. Once he is dead, head through the tunnel to the next court.


Residential Court

Once through the tunnel, don't move. There is a trap once you start down the path to the left. It's four lizardmen. Have someone walk down there by themselves once the whole raid is ready. The trap will spring at the tunnel exit. Fight them there and kill them. Then kill the monkeys on the path to the left. Beyond the path there is a steep drop down area. The next named is there. He has other mobs around him, but he will come alone when you pull him. There is nothing else down there of value.


Foreman Ytalzak

  • Mob Health: 590,000
  • Auto-Attack Type: Crushing
  • Special Attacks:
  1. Strike of the Massive - Crushing Frontal Barrage (2k-3k dmg) with a knockback every 30-40 seconds
  2. Stomp of the Massive - Crushing ST DD (3k dmg) every 60 seconds
  3. Disintegration - Divine ST DD (4k dmg)

Strategy

This guy is pretty simple. Make sure the MT puts his back to the wall. This keeps the raid from getting hit by the Barrage as well as nullifying the knockback. He will randomly call out someone's name and tell them to Die. This is Disintegration. I've never seen it kill anyone though. He's a pretty easy fight. Once he is down, go back to the path and head down it. Toward the end, where a pool looms in the distance, there will be a wandering encounter. It will contain a couple mummies, a spectre, and a golem. The golem has a horrid barrage. It does as much damage as the last named did. So, kill that first and make sure no one but the MT is in front of it. This encounter can be a real pain if you aggro it by mistake instead of pulling it as the barrage can wipe out the entire healing squad if it is facing the raid. The spectre has an AOE stifle. It's annoying, but once the golem is down, the fight is pretty simple. After they are dead, move left on the path. At the end, there will an identical encounter wandering. At this point, it is wise to spawn the cubes from the water. This will avoid the problems that can occur from falling in there by mistake while fighting the next two named. Once the cubes are dead, climb the left wall. At the top, there will be some trash mobs. Kill them. Do not go on the ramp to the right. There is a trap there which spawns 3 spectres who have the AOE stifle. Once the raid force is in position, send an offtank to go spawn them and then kill them when the MT gets aggro. The next named is below the ridge after the ramp.


Magrick the Destroyer

  • Mob Health: 635,000
  • Auto-Attack Type: Slashing
  • Special Attacks:
  1. Brutal Bash: Crushing Frontal Barrage (3k dmg)
  2. Aura of Silence: Mental AOE (1500 dmg) with a Stifle every 45 seconds
  3. Wrath of Fury: Slashing Frontal Barrage (3k dmg)

He also has 3 friends:

  • Blood Wolf (x3)
  • Mob Health: 33,000

Strategy

Again, the only difficult part is the pull as the ramp can cause some line of sight issues. It's usually best to have an off tank pull so the healers don't have to move around to find range/line of sight and hence get caught by the Stifle AOE. Once the mob is turned, burn it down. The adds will go down from AOE's. Once it is dead, climb back down for the next named.


Amenophis Adofo

  • Mob Health: About 650,000
  • Auto-Attack Type: Crushing
  • Special Attacks:
  1. Chilling Mist: Cold AOE (3k-5k dmg) with a long duration stun and knockback every 60 seconds
  2. Touch of Corrosion: Poison ST DD (3k dmg) which also breaks the armor of the one it hits
  3. Caress Feedback: Disease DMG Shield (can only be dispelled by a Paly or SK)
  4. Mem Wipe

He has 3 friends:

  • Amenophis Elite Guard (x3)

Strategy

We've never beaten this guy. His mem wipe is a nightmare. Due to the AOE knockback, it is best not to fight him where he spawns. He spawns when someone climbs up the right wall and walks left. He comes out of a crack in the wall with is buddies. Due to the knockback, we fight him down below. The pull is done by a monk or bruiser who throws something at it and jumps down. The MT gets aggro, puts his back to a wall and the fun begins. Once you beat this guy or give up, head back the way you came to the wall near the entrance to this court. Climb the wall. There will be a group of lizards up top. After beating them, if you walk down the ramp, it will spawn a trap of lizards. They are easy. This is the last easy trap however. Move down toward the aqueduct afterwards, but do NOT go into it. Have an offtank go into the aqueduct when the raid force is ready. This will spawn the next encounter. A greater skeletal viper. It is not a named and won't drop loot, but it has a horrid AOE. Make sure all the healers and casters are at max range. If the pop comes for someone in the raid force, they must immediately go to the MT as the AOE can wipe the raid. Once the MT has aggro, wait for the first AOE to go off and then go in and burn it down. Once it is dead, it is safe to go into the aqueduct. Do NOT go further down though. Have an off tank go down and take a left. This will spawn another greater skeletal viper. Do the same thing with this one and then this set of aqueducts is all clear. Go down and left. Then make a right and stop at the end. This will lead you to the next court.


Priestess Court

This is where the raid itself becomes dangerous. A wipe on anything from this point on can very easily kill the entire raid night as the trash is so buggy. At the end of the aqueduct, there is a jump off into a pool. That pool will spawn cubes. So, send in the bruiser and fight the cubes up top. Everyone must at the same time jump into the water. NO ONE must leave the water. Once everyone is safely down, exit the pool straight ahead. Any movement to the right will spawn a trap that has the two mummies, a spectre, and a golem. They are not a hard fight, but again if they spawn on the raid, they can wipe out your entire healing/mage core. And if you wipe on this trash encounter, your night is over as they never clear aggro or reset. Once everyone is moved safely out of the water, the MT can go to the area the trap springs and pull the encounter. There is a similar encounter wandering on both sides of the pool. Kill these both before moving on. Once they are clear, the next named is at the top of the climbable wall.


The Dark Arbiter

  • Mob Health: 500,000
  • Auto-Attack Type: Crushing
  • Special Attacks:
  1. Brutal Bash: Crushing Frontal Barrage (3k dmg)
  2. Wrath of Fury: Slashing Frontal Barrage (3k dmg)
  3. Form of Granite: Magic ST DD (2500 dmg)

It has 2 friends:

  • Acolyte of Vindication (x2)
  • Mob Health: 48,000
  • Special Attacks: None

Strategy

The only hard part about this guy is the pull. Have any class with safe fall climb the wall and aggro the mob. They jump down safely and the MT gets aggro. He spins the mob so it's back is facing the raid and then you burn it down. The adds will die from AOE's. He drops the recipe required to beat the End Boss mob. Once it is dead, head to the other side of the court. There will be one or two more groups of mummies, spectre, and golem. There is another pool of water to spawn some cubes as well. Once that is clear, move to the platform via the right side. If you go left, it can spawn a named, which you don't want yet. Clear the platform and then you are ready for the next named.


The Guardian of the Orbs

  • Mob Health: 635,000
  • Auto-Attack Type: Crushing
  • Special Attacks:
  1. Chilling Mist: Cold AOE (5k dmg) with a long duration stun every 55-60 seconds
  2. Aura of Silence: Mental AOE (1500 dmg) with a Stifle every 45 seconds

Strategy

This guys seems to spawn when you walk around the left edge area of the platform. Have an offtank go running around there to get him to spawn. When the MT grabs it, burn him down. You can joust if you want as the AOE has a nasty stun as well. Anyone under 65 should joust it so as to not get one shotted. Otherwise, he is just as easy as the Moonchild. After he is dead make sure you disable the orbs near the area he spawned. This is needed for the last named. Next, head up the ramp in the middle south part of the zone. There will be one or two encounters to fight on the way up. Once up the final ramp, the raid needs to move to the right. An offtank will run to the area where all the dead things are. This will spawn the next named.


Dinree

  • Mob Health: 610,000
  • Auto-Attack Type: Crushing
  • Special Attacks:
  1. Chilling Mist: Cold AOE (5k dmg) with a long duration stun every 55-60 seconds
  2. Aura of Silence: Mental AOE (1500 dmg) with a Stifle every 45 seconds
  3. Soul Fetters - ST Divine DD (1500 dmg) with a power drain (2000 power) every 40-45 seconds

He had 3 friends:

  • Lost Spirit of the Ree (x3)
  • Mob Health: 30,000
  • Special Attacks: They heal him

Strategy

This fight can be annoying as the damage can be very spikey. In addition, you cannot kill his adds or it spawns additional encounters. Even upon his death an additional encounter spawns. So, burn down the named. Joust if necessary. And then kill the adds and the encounter afterwards. He drops the pearl which is needed for the recipe to beat the end mob. The item can be crafted here at the bench. Make sure the orbs are disabled up here also before moving on. Once all that is done, do not go into the aqueduct. A greater skeletal viper (remember him?) spawns when you do into it. So send an offtank in there and then kill the trap mob. The aqueduct is then safe. Move down and left and then go straight when you come to the intersection. Just a bit past the intersection is a spot you can jump up and jump down off the aqueduct. Due to the wanderers down below, this is the safest spot to jump. You are now in the final court.


Statue Court

There will be another golem group wandering down below. They have a horrible knockback, so make sure the MT find a wall or nook to pull them to. You can easily get punted all over the place and aggro other wanderers. Once they are dead, make your way straight ahead to the opposite side. There will be another group of golem wanderers over there. They path VERY far, so be patient. You want to kill those wanderers before doing the next named. Once the wanderers are dead, move closer to the water pool, but do NOT get near it. Send an offtank into the water to spawn the next Named.


Googhan

  • Mob Health: 430,000
  • Auto-Attack Type: Crushing
  • Special Attacks:
  1. Venomous Cloud: Poison AOE (3k-4k damage) with a long duration stun every 35-40 seconds
  2. Touch of Corrosion: Poison ST DD (3k dmg) which also breaks the armor of the one it hits

He has 2 friends:

  • Greater Slime Scavenger (x2)
  • Mob Health: 275,000
  • Special Attacks: Same as the trash cubes

Strategy

Apparently the king of jello is tired of you getting easy masters off of his buddies and is prepared to put a stop to it. If you can control the pull, he is easy. The damage will be very spikey so the healers have to be on their toes. Otherwise, an easy fight. After defeating him move to the other side of the water pool. There should be one or two more wandering trash golems. Dispose of them and you are down to the last two named. The first is up the far right wall.


Ahk-Uhz Orus

  • Mob Health: 600,000
  • Auto-Attack Type: Crushing
  • Special Attacks:
  1. Corrosive Strike - ST Poison DD (1k dmg) every 20 seconds
  2. Negative Absolution - GRP Disease AOE (2500 dmg)
  3. Op Xigal - Crushing AOE (750 dmg)

She has 2 friends:

  • Uzh Disciple (x2)
  • Mob Health: 80,000

Strategy

This is the same as the Dark Arbiter pull. Pull him off his ledge down below. His AOE is meaningless. It's almost as if Sony made this mob to say "Here's a free chest for getting so far". His adds hit pretty hard though, so burn them down first. Then kill him and it's time to fight the boss.


Ahk-Mun Rhoen

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

Strategy

If you disabled all 6 of the orbs, this mob will be up the wall near the spot you fought Googhan. When you get to the top, a non-attackable Malknois D'Morte will be there. He will give a little speech and disappear. In his place, will spawn this named. If you use the Symbol of Lect (crafted in zone) he is a pushover. We've never had a jeweler here on this raid though, so we've never fought him. If you don't disable the 6 orbs, Malkonis D'Morte is attackable and is a level 69 named with 1.1 million health.

Personal tools
Misc. Single Group Zones