Kor-Sha

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The Temple of Kor-Sha

This is an instance inside Chardok (near the second Sokokar post) in Kylong Plains.
Kill Overking Selrack Di'zok for the update to The Amulet of Drolakis Raid progression quest.













Trash Mobs

Mob Name
Mob Health
Auto-Attack Type
Combat Arts
AOE Timer
Special Notes
A runic sentry
82x4
3,500,000
Crushing
4500 - 7500 dmg

Strike of the Massive

One on either side of the entrance up stairs if you try to advance before killing them they will attack
do not pull out of room or you will get both
An Immortal Soldier
86x4
2,000,000
Crushing
1200 - 12000 dmg
?


A chokidai tracker
83x4
450,000
Slashing
400 - 8000 dmg


This mob is tied in with an Immortal Soldier. Easier to kill this mob first then the Soldier.
a Kor-Sha excavationer
84x4
400,000
Slashing
800 - 2000 dmg


will taunt
Linked with Uthtak the Cruel
and Aktar the Dark
a runic guardian
83x4
1,500,000
Crushing
200 - 1500 dmg
Mighty Smash


an Immortal assassin
84x4
3,000,000
Piercing
Slashing
200 - 1500 dmg
Shadow Assault

In water fall room
spawned by activating traps


  • - Damage is the maximum damage it can do to a lv80 character. Those with good mitigation or resists will get hit for less. Those under level 80 will get hit for more.

Named Monsters


Uthtak the Cruel

  • Mob Health: 84^^^ x4 Inquisitor 2,000,000
  • Auto-Attack Type: Crushing 2500-6500 dmg
  • Special Attacks:
  1. Bolt of Ice - 2.5k-3.5k cold damage
  2. Ultraviolet Beam - 400 mental damage
  3. Magma Chamber - 1.5k heat damage
  4. Ball of Magma - 1.5k heat damage
Strategy

Grouped with Aktar the Dark and 3 excavationers. The 3 excavationers are heroic and can by mezed. Recommend pulling encounter with mez and have 2 tanks peel the two nameds to either side of room. Put MT and healers on Aktar as he has the most damage output as warlock. OT tanks Uthtak with full burn, then shift to Aktar. Recommend locking down excavationers as they do taunt and lock your target.


Aktar the Dark

  • Mob Health: 84^^^ x4 Warlock
  • Auto-Attack Type: Piercing 1200-7500 dmg
  • Special Attacks:
  1. Noxious Mist - Stifle, Slow, and High Poison damage
  2. Poison Cloud - poison damage
Strategy

See Above. Nasty poison based dot's and stuns. No name or timer yet.


Atrebe's Statue

  • Mob Health: 84^^^ x4 5,000,000
  • Auto-Attack Type: Slashing
  • Special Attacks:
  1. Dark Caress - self buff
  2. Sebilisian Sporecloud - AoE poison
  3. Force of Atrebe - AoE Magic
  4. Sickening Circle - AoE Disease
Strategy

Activated by using the a cryptic device from charm slot. (this is gathered from a strange box found in the south west corner of the room of Uthtak the Cruel and Aktar the Dark)

Has 2 AoE's. One is poison based and is of the type that hits harder the closer to the mob. The other is arcane and appears to have a stun component.

Just range the aoe's and face a wall so knock forwards don't move you out of position. People with crappy resists joust the AoEs. Other than that, it's a fairly straight forward tank-n-spank.


Uzdrak the Invincible

  • Mob Health: 84^^^ x4 3,500,000
  • Auto-Attack Type: Crushing 2000-7000 dmg
  • Special Attacks:
  1. Hunker Down - self buff
  2. Iron Vortex - AoE Slashing
  3. Rock Throw - 6k-15k crushing damage

Ilyan

  • Mob Health: 84^^^ x2 1,000,000
  • Auto-Attack Type: Piercing
  • Special Attacks:
  1. Intensity - self buff
  2. Enthralling Flames - AoE heat with stun

Entryi

  • Mob Health: 84^^^ x2 1,000,000
  • Auto-Attack Type: Piercing
  • Special Attacks:
  1. Seed of Fire - self buff
  2. Enthralling Flames - AoE heat with stun
Strategy

Our strat. Start on Uzdrak, get a full round of debuffs on him, then send 3 groups down to enchanter and kill her. Watch out she has a single target attack thats a bit beefy. When she dies, run back up and everyone debuff again. The 3 groups down to other mob and kill it. Then back to Uzdrak and just dps it down. Nothing too special.

The only important part is people need to set up to range on the adds initially. They have a stun and should be avoided. Wait for the OT to get the mob to him before burning them, otherwise we have aggro ping and it takes longer and some stoner wizards die to over aggro.

Providing everyone debuffed between each joust out to kill the x2's the fight goes very easy.


Kodux

  • Mob Health: 84^^^ x4
  • Auto-Attack Type: Slashing 2000-20,000 dmg
  • Special Attacks:
  1. Dark Caress - Self buff
  2. Sickening Circle - AoE disease
  3. Cruel Aura - disease
  4. Bolt of the Founder - magic blast when things go bad (6k to 8k damage)
Strategy

Linked with Zarda affectionately called 'The Twins'.


Zarda

  • Mob Health: 84^^^ x4
  • Auto-Attack Type: Crushing 2000-12,000 dmg
  • Special Attacks:
  1. Dark Caress - Self buff
  2. Sickening Circle - AoE disease
  3. Cruel Aura - disease
  4. Bolt of the Founder - magic blast when things go bad (6k to 15k damage)
Strategy

Linked with Kodux, attack one and they both come. It would seem they teleport random people to the center of the waterfall room and chase after them. They must be kept seperated and within 10% health. If they get too close together or over 10% difference in health they will start glowing blue with lightning bolts and 15 secs later will hit their target with a 10k to 15k magic bolt called Bolt of the Founder.

Split the raid fairly evenly. Place the brawler with OT to help with aggro. Place MT and his dps group in Kodux's hallway. MT fights at the end of hallway closes to Kodux. OT tanks zarda on a wall in waterfall room closest to overking. OT dps sets up on stairs near him. Every 20s 2 people get ported to center of room and one of each is put on the top of zarda and kodux's hate list.

Have the MT call out who Kodux is on. The person who's name is claled out sprints (east?) to the MT. MT runs to the doorway to waterfall room but does not enter. MT interceeds on whoever kodux is targeting and runs back to tank spot taunting it back. The person teleported but not called out by the MT holds still and allows the OT to taunt zarda off them.

Keep repeating this. Have MT healer / dps line up on the walls and not middle of hallway or kodux wiil stop and target them while pathing back.

Ballance dps and keep them no more than 15% apart in health, call some dps to shift sides as needed or have pet classes change targets. OT brawler should be ready to peel zarda if it ports MT. The only thing that can go bad is when zarda ports MT and kodux ports OT reversing their hate positions.

Classes that can FD or de-agro should hit those abilities when ported. Anything you can do to lower your hate position will place the mob's tank back at the top and send it to where it needs to go.

Sounds complicated, but it is really a fairly simple fight once everyone 'gets' it.



Selrach Di'zok

  • Mob Health: 84x4
  • Auto-Attack Type:
  • Special Attacks:
  1. Dark Caress - self buff
  2. Cloak of the Ancient Mystic - self buff
  3. Di'Zok's Concussive Blast - AoE magic with stun
  4. Bolt of Ancient Energy - divine damage with stifle
  5. Sickening Circle - AoE disease
  6. Curse of the Kor-Sha - AoE power decrease with stifle
  7. Overking's Inferno - AoE heat damage (big)
  8. Vexing Taunt - forces new target
Strategy

Starts out grouped with 5 of ^^^ a Kor-sha soldiers. On pull all mobs must remain in front of the pillars located next to the pad, if any of these pass the encounter will break. Have the OT start the fight on an add and have the MT rescue Overking and tank him where he spawns.

EVERYONE MUST BURN THE ^^^'s!!!. Use big single targets on first 2, then AOE the others down. Kill all 5 in 20s and you did good.

Overking will fire inferno on pull, just heal thru it. When Inferno is due in 15s, the MT should use reflex immunity and move OK all the way back to just before the 2nd set of pillars. This is where he is tanked.

Now, ever 25s or so he's going to summon 5-6 ^ adds. Some have aoe mez, some are assasins. The evokers must be targeted and killed asap. place non MT healers just in front of his throne. DPS casters between the first 2 pillars and OT and melee about where Overking spawned. It's an odd behavior that the adds tend to run past the healers when they spawn as they spawn charging to assist the overking. Your melee / dps burn them asap. Recomend having casters lead with stuns. Stun them before they stun you. Steadfast clerics can cure the 1 min mez and then cure other healers. Keep people cured and burn these week adds in 5s and it gets very easy.

Range dps overking between rounds of adds.Keep killing adds several of ^ and ^^ a Kor-sha mentalist (those without AoE's or limited AoE's should target and kill these first) a Kor-sha disiple, a Kor-sha evoker, a Kor-sha assassin, and a Kor-sha warrior.

Around 60% Overking will emote about by the power of greyskull or some shit. This is his queue that he is getting his sword out, there is a graphic of him reaching into the air for it. Prevent the Overking from grabbing his sword or use Isydryl's Wand after he gets the sword. Using the item on him will disarm the sword. Failure to disarm the sword is a raid wiping aoe.

One the sword is disarmed, shortly after besides the adds you've been dealing with, you will get 2 flaming draughts. These move slow and drift to OK. They need to be killed when the reach the dps groups. The one trick on these is the first perosn to hit them gets ported to OK and pushed to top of hate list. We use brawlers / necros to hit them first. Pets work too. If they get summoned the immediately FD wait a couple seconds then move back to watching for them. DPS just targets them when they are on top of them and blow them up. Very small HP on them. However if one reaches the overking, or if someone ported drags the overking to them, massive raid wiping AOE insues.

  • Note: These sometimes bug, and one will spawn that you can't engage. GG, So Sorry, wipe and start again. This is just SOE bugginess you have to deal with.

We place MT group on OK, place an extra mystic in OT group with an assasin and brig. Those 3 also come in on Overking. Place MT healers beyond the 2nd pillars behind OK tank spot, put the extra mystic between OK and DPS. The mystic's job is to debuff the OK and spot heal the brig/assasin. Brig / Assasin dps's full time on OK and pick up any adds that 'leak' to the overking. Mt group should have swash and dirge also on overking. We use defiler, temp, warden in MT group. Instruct the warden to spot rez anyone near OK that dies, and anyone that gets summoned and killed. (dirge works too, but don't lose the dirge debuffs on OK).

If you have an SK to help on the adds, they are great. Deathmarch prevents the mez and really aggros the crap out of them.


Kill Orbs - flaming draught - as they spawn (come in pairs and will be consumed by Overking if they get close to him). The Overking will summon and target someone that is attacking the orbs unless they are pets. If you get teleported by the Overking stand still do not move until MT says you can. Kill Overking.

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