HoS
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Halls of the Seeing
Outside the Zone In, in Tenebrous Tangle, the door is guarded by 2 Epic x2 mobs. So, it will be VERY dangerous for folks who join late. Make sure everyone goes in together so the raid force can kill these mobs that guard the entrance.
This zone is full of tricks, traps, and wandering mobs. Thankfully, there are no repops. This zone is much more about handling the tricks than it is about mobs that hit hard. So, move slow at first and make sure everyone knows NOT to get curious. When you zone in, there will be a Sentry of Seeing that paths right at the entrance. Everyone needs to be ready for a fight upon zone in as he paths pretty much right to the zone in. This is the first target. Once he is eliminated, the first room can be cleared. Just make sure you pull all the mobs in the first room to the entrance hall as another Sentinel of Sight paths at the other side of it. All the large statues in the room that are non-attackable will aggro you when someone gets close to them. Once the first room is clear, kill the next Sentinel of Sight who paths down the 2nd hallway. Then you come to the crossroads.
The easiest named (A Shadowy Presence) is on the right. Pain is straight ahead. The Overlord is left. Pain cannot be attacked yet, but must be made active from another room deeper in. Everyone needs to stay just before the crossroads. Have a monk/bruiser pull the Sentry of the Hoard in the room w/out going into the room. Once that encounter is dead, it is safe to spring the first trap. When one person steps over the line into the room on the right, a shadowy construct will spawn and run for the raid. This is why it's important to fight him in the area before the crossroads. Once he is dead, it is safe to activate the statues inside and pull them into the hall just outside the room. Once they are dead, there is a set of stairs leading down from that room. Go down them and spawn the first named. It is a trap to spawn it, so have a monk/bruiser activate it and FD. Then pet pull the named up the stairs so the statue doesn't get activated and you have to fight both at the same time. Once the named is dead you can move back up to the crossroads.
Clear the room with Pain in it next. Pull the Sentry of the Hoard with a ranged attack. The reason for this is because there is a similar trap mob that spawns when the room is entered. Have that shadowy construct pulled to the same spot you fought the last one. Then activate the statue and all kill it. All that should be left is Pain who is not attackable.
Now move to the left hall at the crossroads. Wait for the Sentinel of Sight to path down and kill it. There is another one that paths inside the hall with the Overlord, but he doesn't come inside the hall. So, just wait until he's on the other side of the room to pull the named. The Overlord encounter is a pain. When someone goes inside the big hall, the Overlord will aggro and rush the person. However, his four construct-at-arms adds will immediately spawn on the raid force. So, you'll have the Overlord on the MT, and the Enforcer plus the 4 adds at the raid force before he gets there. The Off Tank grabs the Enforcer and his adds. The adds have poor health, so burn them down quick. Have most of the healers stay on the MT. Reserve one or two for the OT. Once the adds are down, burn down the Enforcer. Then kill the Overlord, which is a long fight.
After the Overlord is beaten, his room is still not safe to go into. There are 3 roamers and 3 statues inside. The 3 statues are Exultant Seers. Have a Bruiser/Monk activate them and run them to the hall where the Overlord was fought. Once those 3 are dead, the roamers are a Sentry of Seeing (easy), a Mistbound Enforcer, and a Mistbound Sentry. Also, there is a trap that spawns the next named, A Charged Presence. So, this room will take a bit to clear. Opening the left doorway that has all the eggs in it spawns the Charged Presence. All these other mobs must be fought in the hallway where the Overlord was fought with the exception of the Mistbound Sentry. Just make sure the MT or OT is ready to grab the named because he will spawn on top of the raid force when the trap is sprung. Also, the Mistbound Enforcers are a pain. They have a random Magic AOE DOT that will kill most folks in 3 ticks. So, it must be cured fast.
Once all the roamers are dead, the right doorway should be clear. Once someone crosses the line into the room with the Mistbound mobs, it spawns another trap, bringing a Shadowy Construct. There are 2 roamers that path all the way up to this room, so make sure they aren't nearby before pulling this room (the one with Suffering in it). Once it's clear, activate the statue mob to the left and kill it. After it's down, it's safe to pull the room. There are 5 mobs in the room, but no AOE's so it just straight up damage. After that room is clear, it's time to take care of the roamers. They path all the way to the bottom of the zone, so it can take a long time to get them to come up. If they are far enough away, you can clear some of the statue mobs on the way down. Just be prepared to get jumped by the roamers. Once the roamers and statues are all clear, you come to the Elemental Warder room. There will only be two statues inside the room so it will look safe. Be careful. There are 2 traps. The first trap is a Shadowy Construct. After it's dead, the Elemental Warder can be spawned by going in the room. This is a very tough encounter.
After the Warder is dead, there are 2 statues in the room that need to be cleared. Once they are clear, someone has to go back up to the room where the Overlord of Captivity was and go into the side room with all the eggs in it. There will be a Froglok NPC in there. One person must talk to him as he now has a script to activate the rest of the named's in the zone (4 of them). The first thing he will do is activate Pain and Suffering. They are easy. Once they are dead, talk to him again and he will give you a special amulet that will spawn the Ancient Bloodbeast. The Bloodbeast spawns in the room where the Elemental Warder was located. It may or may not jump the raid immediately upon spawning. Just in case, make sure no one is in that room. After the Bloodbeast is dead, there are some statues and other easy trash mobs en route to Venekor.
Venekor is a slouch by himself. The fight is only difficult due to the statue mobs that are all around his room and the fact that Venekor's adds like to punt you near them causing them to become aggro. Before you fight Venekor, the MT needs to spawn a trap mob called A Nefarious Wonder. Once he's pulled and dead you can fight the dragon. To fight Venekor, we walk single file into his room and head for the far left corner. Then the MT pulls him and his adds to the corner. We burn down the adds asap and then it's super easy. You win!
Trash Mob's
| Mob Name |
Mob Health |
Auto-Attack Type |
Combat Arts |
AOE Timer |
Special Notes |
| Sentry of Seeing |
880,000 |
Crushing - 3000 |
Form of Granite - ST Magic DD (3500 dmg) |
1 Min |
This is the first pathing mob. Almost all the mobs have some form of knockback so make sure you fight it in the hallway with the MT's back to the wall and the raid force not facing the room with mobs. |
| Brutal Bash - Crushing Barrage w/knockback (3500-7000 dmg) |
1 Min |
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| Sentry of the Hoard |
750,000 |
Slashing - 3000 |
This guy comes with 4 Guardian of Secret mobs. Nothing special about this one. Just kill the adds quick so all 4 aren't hitting the MT. |
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| Guardian of Secrets |
50,000 |
Crushing - 1000 |
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| Exultant Seer or Triumphant Visonary |
1,180,000 |
Crushing - 3500 |
Gargantuan Slam - Crushing AOE w/knockback (3k-5k dmg) |
30 secs |
These mobs activate when you get close to them. They have an AOE knockback so everyone needs to be at max range. The MT needs to crouch once he has the mob positioned correctly as the fear can make things interesting. As long as the rest of the raid isn't in front of the mob, they don't have to worry about the Fear Barrage. It is imperative that no one draws aggro as this mob can wipe the healers/mages in one shot w/the AOE. |
| Shadowy Dread - Crushing Barrage w/fear (2k dmg) |
75 secs |
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| Form of Granite - ST Magic DD (3500 dmg) | |||||
| Sentinel of Sight |
875,000 |
Crushing - 3500 |
Gargantuan Slam - Crushing AOE w/knockback (3k-5k dmg) | 30 secs |
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| Stunning Cry - MT Group Crushing Stun (1.5k dmg) |
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| Shadowy Construct |
1,200,000 |
Piercing - 4000 |
Frightening Strike - Piercing AOE (5k dmg) |
25-35 secs |
This is a trap mob. It spawns when you enter certain rooms. It hits VERY hard so all the heals need to come in. The AOE also hits very hard. We did not joust it though as it's only a single mob. |
| Shadowy Dread - Magic debuff (not sure what it does) |
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| Darkblade Death - ST Disease DD (2k dmg) |
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| Mistbound Enforcer |
1,275,000 |
Crushing - 2500 |
Invisible Force - ST Crushing DD (2k dmg) |
25 secs |
This mob paths into the Overlord room. It is a pain as the DOT will kill some people in 2 hits. It must be cured immediately. Otherwise, just burn the sucker down. The AOE is almost impossible to joust since the timer is extremely random. |
| Stunning Shards - Magic AOE DOT (2500 dmg per tick every 3 seconds) |
20-60 secs |
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| Nefarious Wonder |
2,100,000 |
Piercing - 2500 |
Gargantuan Slam - Crushing AOE w/knockback (3k-5k dmg) | 30 secs |
This mob pops when someone gets near Venekor's room. Make sure you pull him out into the hall or Venekor will summon the entire raid to him causing major problems |
- - 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
A Charged Presence
- Mob Health: 74x4 2,490,000
- Auto-Attack Type: Crushing(1500-3500 dmg)
- Special Attacks:
- Static Cloud: Magic OR Heat AOE (3500-6000 dmg) every 55-70 seconds
- Magneto Pulse: PBAOE (within range) Magic DD Low Damage
- Complete Darkness: Targeted (single) Magic 20 second recast; Debuff
- Invalidation: Targeted (single) Crushing 60 second recast; -1400 to stats and -14000 to mitigation.
Strategy
We think it is spawned by opening the door to the left in the Overlord's room. When the trap is sprung, he appears on the raid force. So, have the MT or OT ready to snag it and pull it away from the raid force. He is a super easy fight. He does not bug on the Invalidate like the Shadowy Presence does. He does not hit the MT very hard either. The biggest danger is the AOE. Supposedly the AOE is range based. The closer you are, the harder it hits. Just heal through the AOE's and burn it down. Get Invalidation cured ASAP also. It wasn't cast every few seconds like The Shadowy Presence does. The AOE will be either Magic OR Heat on a random roll. In fact, the same AOE will be heat for some and magic for others. So, get both up high.
A Shadowy Presence
- Mob Health: 74x4 2,500,000
- Auto-Attack Type: Crushing - 4000 dmg
- Special Attacks:
- Shadowy Dread Targeted (single) Crushing Barrage (2k dmg) w/Fear every 55 seconds
- Shadowy Stasis - AOE Stun (long duration) every ?
- Complete Darkness Targeted (single) Magic debuff
- Invalidate Targeted (single) Crushing 60 second recast; -1400 to stats and -14000 to mitigation.
Strategy
This is not a difficult fight as long as Invalidation is being cured by the healers. But it is a long fight and it can be annoying. The annoying factor comes from 2 things. His Fear barrage and his AOE stun. As long as the rest of the raid is facing the backside of the mob, they will not get feared. Once the MT gets the mob positioned, they need to crouch so that the mob doesn't go far once the Fear hits. It will hit 5 or 6 times in a typical fight. The AOE stun can be resisted easier the closer you are to the mob. So, we have the entire raid force hug the area right behind the mob. We still got stunned 4 or 5 times, but we did better. It is a good idea for the templars to cast Sanctuary when the timer is coming for these 2 special attacks.
We pull the mob with a pet as there is a non-aggro statue right where the named springs it's trap. Someone with FD goes outside the raid and spawns the named. Then we move to the top of the stairs. We pet pull the named so as not to wake the statue. Then we defeat the mob. It's a long fight so be prepared :)
An Ancient Bloodbeast
- Mob Health: 74x4 2,950,0000
- Auto-Attack Type: Piercing (3k-5k dmg)
- Special Attacks:
- Venemous Cloud: Poison PBAOE (3k-7k dmg) with Stun every 50-70 seconds
- Tremerous Stomp: Crushing PBAOE (1k dmg) with Grav Flux and Mem Wipe every 35-55 seconds
- Dismember: Targeted (single) Crushing (5k dmg) DD 70 second recast; Massive crushing damage, and inflicts 45% damage to pants or forearms if you are hit by it and killed at any point during the fight.
- Ornery Bite: Targeted (single) Piercing DD ~15-20 recast
- Yitzaks Hurl: Targeted (single) Crushing DOT 35-40 second recast; Curable
- Engulfing Maw: Targeted (single) Crushing DOT Curable
Strategy
The hard part about this fight is dealing with the Mem Wipe. Since it comes with a Knockback/Gravity Flux component also, it's very difficult for the MT to snag the mob right away. And you can't just keep everyone in the raid close to the MT because the Venemous Cloud AOE will tear the Mages/Healers apart. So, this is one where you've got to have multiple tanks ready to pick it up right after the Mem Wipe. Otherwise, it's more a matter of losing all your dps and healers than it is having your tank die.
Pain
- Mob Health: 74x4 2,550,000
- Auto-Attack Type: Slashing (2k dmg)
- Special Attacks:
- Mask of Horror: Frontal Mental Barrage (3k-5k dmg) with power drain (5k-7k power) and fear every 60-75 seconds
- Stone Smash: Targeted (single) Slashing DD 35 second recast; Moderate damage
- Toxic Blast: Targeted (single) Poison DD (2.5k dmg) every 25-35 seconds
Strategy
Just make sure all the statues in his room are cleared before pulling him. He's an easy fight. Just feed the MT power and make sure no one is in front of the mob as they will get power drained also. Mask of Horror comes with a Fear component so the MT will have to reposition a few times during this fight.
Suffering
- Mob Health: 74x4 2,500,000
- Auto-Attack Type: Crushing (2k dmg)
- Special Attacks:
- Mask of Horror: Frontal Mental Barrage (3k-5k dmg) with Power Drain (5k-7k power) and fear every 60-75 seconds
- Head Butt: Targeted (single) Crushing (2k dmg) with a Heat based Power Drain DOT (500 power per tick) every 45-60 seconds
Strategy
Just like Pain.
The Elemental Warder
- Mob Health: 74x4 3,100,000
- Auto-Attack Type: Piercing (2k-3k dmg)
- Special Attacks:
- Deplete Soul Targeted (single) Divine DD Diving Lifetap (4k dmg converted to a heal) every 25-45 seconds
- Invisible Force Targeted (single) Frontal Piercing Barrage (2.5k dmg) every 25-35 seconds
- Curse of Insanity AOE (within range) Heat DD/DOT ~4 minute recast; Elemental Curse;
- Mists of Despair - Mental AOE Power Drain (500 power) once during the fight
- Chilling Mist AOE (within range) Cold DD/Stun Doesn't always use this ability;
- Invalidation: Targeted (single) Crushing 60 second recast; -1400 to stats and -14000 to mitigation.
- He comes with 4 friends:
- A Mistbound Vindicator
- Mob Health: 120,000
Strategy
If nothing else, the sheer volume of up front damage makes this a difficult fight. Now add Invalidation and Curse of Insanity and someone at Sony was having a really bad day when they designed this mob. We pull him into the hallway (to avoid the statue mobs) with a pet. The MT snags all the mobs and we begin to burn down the adds immediately and w/out holding anything back. During this time especially it is ESSENTIAL to keep that Trauma debuff off of the MT. With the amount of hits they are taking from all these mobs a one shot kill is imminent if it isn't cured right away. Once the adds are down, it becomes a race against Curse of Insanity. The first time we beat this guy we didn't have any Chanters or Bards, so it was tough. But it can be done. Just keep feeding the MT and healers power and if you can hang on through the Curse of Insanity desperation, this guy is a goner.
The Enforcer of Captivity
- Mob Health: 74x4
- Auto-Attack Type: Piercing
- Special Attacks:
- Skull Crack Targeted (single) Crushing DD/DOT/Stun
Strategy
Attached to the Overlord of Captivity.
He does decent auto-attack piercing, and should be killed first.
The constructed man-at-arms adds can be killed easily with AoE spells. The fighter class adds will taunt.
Seperate the Overlord from the Enforcer (see Overlord)
The Overlord of Captivity
- Mob Health: 74x4 2,515,000
- Auto-Attack Type: Slashing (He almost never hits with his auto attack)
- Special Attacks:
- Tempest of Fire AOE (within range) Heat DD (2k-3k dmg) every 80-100 seconds
- Brutal Bash PBAOE (within range) Crushing w/knockback (3k-5k dmg) every 25-40 seconds
- Stunning Blaze Targeted (single) Heat DOT 35-50 second recast; Ticks every second for 7 seconds; Curable; Moderate Damage
- Mighty Crush: (single) Crushing Power Drain (300-2000 power per hit) every 30 seconds
- He comes with two sets of friends:
- Enforcer of Captivity (x1)
- Mob Health: 550,000
- Auto-Attack Type: Piercing (2k dmg)
- Special Attacks:
- Double Stab: ST Piercing DD (1500 dmg)
- Constructed Man-At-Arms (x4)
- Mob Health: 50,000
Strategy
This named aggros when someone goes inside its room. Upon aggroing, the 4 Men-At-Arms teleport immediately to the raid force. The Off Tank needs to grab those ASAP so they don't slaughter the healers/mages. They have very little health and burn down quickly. All the healers (but 1 or 2) need to be on the MT who will be pulling the Overlord and Enforcer to the raid force. These 2 mobs hit very hard. Once the adds are down all dps focuses on the Enforcer. Once it is down, the named is taken down. We did this with both named on the MT and the 4 adds on the OT.
Venekor
- Mob Health: 74x4 2,850,000
- Auto-Attack Type: Crushing (3k dmg)
- Special Attacks:
- Acidic Mist: Poison AOE DOT (1500 initial dmg and 1k dmg every 3 seconds) every 70 seconds
- Divine Tempest of Destruction: AOE (within range) Divine DD/Stun High damage
- He comes with 4 friends:
- Mistbound Vindicators
- Mob Health: 125,000
- Auto-Attack Type: Slashing (1k dmg)
- Special Attacks:
- Invisible Force: Frontal Slashing Barrage (1500 dmg) with knockback
Strategy
Venekor is all about positioning and not aggroing any statues as you run to the pull spot. Make sure the Noxious cures get in. It's not hard to keep people up as the DOT is very weak. The initial damage from all the adds might be tough, but shouldn't be too hard as the adds go down fast.
There is an item obtained within the zone that can be used to inflict ~8% HP damage, as well as prevent Venekor from using his Divine Tempest of Destruction ability.
He comes with mistbound vindicator adds which need to be killed as they throw, and will toss you into the golems which will cause major problems.
Pallys with Doom Judgment You will remove Dark Caress from Venekor if you use it.
O'zkat the Avenger
- Mob Health: 75x4
- Auto-Attack Type: Crushing
- Special Attacks:
Strategy
This is the assbeating nightblood, spawned by clicking the "Ward of the Gambler."
