MMIS
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Mistmoore's Inner Sanctum
Trash Mob's
Upon zone in there are a few trash mobs in the entrance area. Do NOT kill these. They have a ton of health and are meaningless. The only trash mobs that are of importance are the Chaperone's and any trash that is inhibiting you from moving deeper in. For this entrance area, there is one chaperone. The chaperone's are non-aggro so need to be attacked to be pulled. This makes the pull spot very important because he will bring friends if he's too close when you send in a pet or attack him. The chaperone's path quickly and are on a 10 minute respawn. So, you have to move quick and together as a raid force. Kill the first chaperone. Then quickly pull the Blood Drinkers up the stairs in front of the door. After they are dead, quickly grab the chaperone inside the door. When all three are dead, this will clear the upper balcony area to go to the first named.
Enynti is the first named. Make sure the entire raid exits the balcony to the right and stays in the stairway. When the chaperone inside the room is alone, pet pull it out and kill it. You now have 10 minutes to pull the named. After the named is dead, it's safest to evac to the entrance. Then repeat the process and head down the hallway to the right. The first hallway inside has the Courtesans, so it's easier to get the named down the 2nd hallway to the fight. V'Tekla K'Zalk is in the 2nd hallway and you can fight him in the room if the raid force goes inside to the right corner. Once that named is dead, kill the chaperons again and now the raid gets interesting.
The Courtesan's are a pain because they charm. And since there are usually at least 2 of them in the group of 3 mobs, it can be a real pain to get them down. Kill the Blood Drinkers quickly and then pull the Courtesan's to the right up the stairs. This way, if you wipe, you don't have to contend with the Chaperone's as they don't wander up that far. Once the Courtesan's are dead, you can pet pull the next named into the Stairwell. The 3rd named is the first of the D'Litza twins. Viswin is it's name. Once it is dead, there are 3 more groups (2 with Courtesan's, yay!) to be cleared so you can put a Blessed Stake into Viswin's coffin. If his coffin is not staked, he will add when you fight Mayong at the end. After his coffin is dealt with, it's time to clear Chaperone's again. Clear the two in the main hallway and then there will be two more in the next large circular room. Pet pull those into the main hallway and then the raid force is free to move in. Ignore the armor mobs and hug the right wall. Stay at the bottom of the stairs and then kill the Blood Drinkers at the top.
Here you'll encounter the next set of Courtesan's. After they are dead, pull the armor mobs so that you can fight in that area without fear of them adding. They have to be killed anyway to get to Mayong. When they are down, the room should be clear to the next two named's. There are Chaperone's in both of the rooms, but they don't come into the circular room. Once the Tactician's Armor and D'Litza Cheroon is down, the only named left is Mayong. Cheroon's coffin must be stakes also, otherwise it adds during Mayong's fight. Down the hall to Mayong is a ton of mobs. Patience is key here. Pet pull the 2 chaperon's that wander the hallway into the circular room. After they are down, pet pull one of the two armor encounters just inside Mayong's hall. If they die quickly enough, the other set can be pet pulled too before the Chaperon's repop. If in doubt, just wait. Once both sets of armor are dead, kill the repopped Chaperon's and then the raid force can move in. Pet pull the Chaperon that wanders in Mayong's hall. Once it's dead, you have about 6-8 minutes to defeat the group of Courtesan's to the left. This provides for a very safe passage left and behind Mayong for the place he will be fought.
| Mob Name |
Mob Health |
Auto-Attack Type |
Combat Arts |
AOE Timer |
Special Notes |
| Sanctum Chaperone |
275,000 |
Crushing (1500 dmg) |
Standard Fighter Mob |
These charm their target, so it's imperative to have multiple tanks fighting for aggro. Otherwise, the MT gets charmed and it goes after the healers. |
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| Mistmoore Blood Drinker |
840,000 |
Crushing (2k-3k dmg) |
SK Mob Dark Visage - AoE Magic |
These do not respawn |
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| Mistmoore Courtesan |
600,000 |
Crushing (1k-4k dmg) |
Mind Shock - ST Mental DD (3k dmg) |
These charm their target, so same rules as the Chaperone's. |
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| Blood Colossus |
3,250,000 |
Slashing (2.5k dmg) |
Rapid Coagulation - ST Magic DMG Shield (350 dmg) + Debuff (slow) |
The fight is annoying because everytime you hit the mob (auto, spell, or combat art) Rapid Coagulation has a high chance to get on you doing both damage and slowing your movement speed. |
- - Damage is the maximum damage it can do to a level 70 character. Those with good mitigation or resists will get hit for less. Those under level 70 will get hit for more.
Named Monsters
Enynti
- Mob Health: 74x4 4,800,000 hp
- Auto-Attack Type: Crushing
- Special Attacks:
- Winds of the Ancients - Cold AOE DD (3k-4k dmg) with knock back every 25-30 seconds
- Enthralling Flames - Heat AOE DD with stun every 25-30 seconds
- Devitalize - Trauma DoT that will bring a tank's mitigation to zero
- ALSO REFLECT SPELLS, SO CASTERS MUST BE CAREFUL WITH BIG HITS
Strategy
The fact that there are two AOE's would be hard enough. Add to this that one has a knock back and the other has a stun and this is a mess. But that's doable. In fact, if everyone does what they are supposed to, it's not that tough. But what really makes this a hard encounter is the trauma debuff. If it's not cured right away, the next hit WILL one shot the tank. So, here's how we lay it out. We pet pull the named. The named likes to aggro a healer right on the pull, so the MT has to be quick with the taunts. Once the MT has it, he wedges himself into a pillar corner to prevent the knock back from moving them around too much. The healers get to an opposite corner at max range. The Casters can get ever further behind than that. The key to make sure the knock back doesn't send anyone out onto the balcony (hence aggroing the repopped chaperones). We dedicate one healer to just spamming their cure trauma as it's the biggest factor to winning or losing. We don't joust the AOE as the longer the fight goes, the more you have to contend with Invalidation the more likely you are to lose. Heal through the AOE's. Other than that, it's a LOOOOOONG fight, but very doable even without great dps.
V'Tekla K'Zalk
- Mob Health: 74x4 4,700,000
- Auto-Attack Type: Crushing (3k dmg)
- Special Attacks:
- Aura of Fear - Fear AOE - Random timer
- Soul Paralysis - Divine AOE Stun every every 40-50 seconds
- Hatred from the Grave - Cold AOE DD + DOT (2k-4k dmg intial and 1k every 6 seconds) + Power Drain (250 each) every 40-50 seconds
- Vortex of Darkness - Magic AOE DOT (minimal dmg but needs to be cured) + Life Tap (180,000) + Power Drain (Minimal) every 60 seconds
- Touch of Darkness - ST Mental DD (2k dmg) + Power Drain (700) every 60-70 seconds
- Come with 3 friends:
- Dark Vampire
- Mob Health: 285,000
- Auto-Attack Type: Crushing (1.5k dmg)
- Special Attacks:
- Dark Visage - Magic AOE DD (3k-4k dmg) every 30-35 seconds (from each mob)
Strategy
The whole key to this fight is the adds. They have to die fast or it gets ugly. We all move to the far right corner of the room. This takes the Chaperone's out of the equation. Then the tank rushes named and fights it where it's at. Once it's engaged, the dps needs to move in immediately and wipe out the adds. All of the dps comes from the adds as each of them has an AOE. Once the adds are down, the Named still has some nasty stuff, but nothing that should wipe the raid. It's a long fight if you don't have a lot of dps, but easy loot either way. You can have folks crouch because of the AOE fear, but it only lasts a second or two. The biggest thing to avoid is the adds getting near the healers. The fight will go ugly quick if they get loose.
Tactician's Armor
- Mob Health: 75x4 4,800,000
- Auto-Attack Type: Slashing (1k-2k dmg)
- Special Attacks:
- Aura of Fear - AOE Fear once during the fight (often near the pull)
- Strike of the Juggurnaut - Crushing Barrage every 30 seconds
Strategy
This mob resists all Fighter class taunts. Which leaves a Scout to tank, which is what most folks use. In addition to this, the mob mem wipes every 30 seconds onto a healer. He'll say something like "Heal No More" and then turn on a random healer. Obviously, this creates a tricky encounter. Just make sure you use Sanctuary on the pull. Once the fight is stabilized it's a piece of cake. We position the MT scout (or 2 if it's not a Swashy or Brigand who can taunt) in the corner. All the healers form a semi circle just behind where the mob will be. This way on the mem wipe, the MT doesn't have to move, but can just blast it hard.
D'Lizta Cheroon
- Mob Health: 75x4 3,200,000
- Auto-Attack Type: Piercing (2.5k-4k dmg)
- Special Attacks: (see D'Lizta Viswin for screenshots)
- Singing Strike - Frontal Piercing Barrage (2k dmg)
- Vortex of Darkness - Magic AOE DOT (minimal dmg but needs to be cured) + Life Tap (300,000) + Power Drain (Minimal) every 60 seconds
- Touch of Darkness - ST Mental DD (2k dmg) + Power Drain (700) every 60-70 seconds
- Caress Feedback - Disease DMG Shield (Must be dispelled if the mob is near 10%!)
- Swirling Cloud of Blood - Poison AOE DD (3k-5k dmg) every 30 seconds
- Force of Darkness - Mental AOE (4k-6k dmg) that she casts at 10% health and every 25 seconds afterwards
- Veil of Despondency - AoE debuff (STR INT and all combat stats)
Strategy
Same as Viswin with 2 exceptions. 1) She casts Swirling Cloud of Blood throughout the fight. 2) She reflects spells big time. We don't joust the AOE. We just heal through it. As long as everyone watches their power and the DPS is kept alive throughout the fight, it's just as easy as Viswin. Due to the AOE, we do burn quicker on this one than Viswin though.
D'Lizta Viswin
- Mob Health: 75x4 3,600,000
- Auto-Attack Type: Slashing (3k-4k dmg)
- Special Attacks:
- Sweeping Strike - Frontal Slashing Barrage (3k-6k dmg)
- Vortex of Darkness - Magic AOE DOT (minimal dmg but needs to be cured) + Life Tap (300,000) + Power Drain (Minimal) every 60 seconds
- Touch of Darkness - ST Mental DD (2k dmg) + Power Drain (700) every 60-70 seconds
- Caress Feedback - Disease DMG Shield (Must be dispelled if the mob is near 10%!)
- Force of Darkness - Mental AOE (4k-6k dmg) that she casts at 10% health and every 25 seconds afterwards
- Veil of Despondency - AoE debuff (STR INT and all combat stats)
Strategy
This fight is pretty ho-hum until the Mob reaches 10% health. Both of the D'Litza's go berserk when they hit 10%. We don't clear the room the named is in. We pet pull him into the stairway area and fight him there. Until the mob reaches 10%, it's a straight up fight. There's only a few special rules. NO STUNS OR STIFLES are to be used during this fight. No RAINCALLER bows. Nothing. The reason for this is that epics gain immunity to those 2 things for 2 minutes when you use it on them. That immunity CANNOT be up when the mob reaches 10% if you expect to win. Now, once the mob hits 10%, it is going to begin casting 2 simultaneous things. One is an AOE Life Tap/Power Drain. The Other is a 300,000 heal. From this point on the mob will cast these every 30 seconds. So, the way the encounter works is that you MUST burn the last 10% in about 6 seconds time. That's 500,000 in 6 seconds. There are a few ways to do this. 1) Have a raid force that can do 85,000 spike dps 2) Have a chanter who can Stun and then Stifle the mob to give you more than 6 seconds PLUS AOE avoidance for every group. Now the good news is that if you get the mob to 6%, you can use 3 Heartwood Stakes to kill it in 1 second. We usually use method #2. At 8%, the Chanter stuns, followed immediately by a stifle. We go ALL OUT burn + AOE avoidance at 10%. This usually requires the Druids AOE Avoidance AA, so everyone stands on top of each other behind the mob. If it's done right, the fight is simple and quick.
Note:
Make 100% sure your raid understands that epics gain an immunity after a stun/stifle. Only your assigned chanter should be using these spells so they can maintain track of immunity timers.
Spells:
Illusionist- Forsake Will (master 1) Coercer- Deep Focus (master 1) Both are epic stuns for 2.7 seconds - grants epic stun immunity for 24 seconds.
Illusionist- Drain Thought (master 1) Coercer- Harrowing Silence (master 1) Both are epic stifles for 4.7 seconds - grants epic stifle immunity for 42 seconds.
Mayong Mistmoore
- Mob Health: 75x4 5,250,000
- Auto-Attack Type: Slashing (5k-7k dmg)
- Special Attacks:
- Remarkable Agility - self buff
- Hardened Constitution - self buff
- Brute Strength - self buff
- Dark Caress - self buff
- Blanket of Eternal Night: Mental AOE DD (2k dmg) with power drain DOT (1000 initial, 300 every 6 seconds) every 55-60 seconds - Also heals for 100,000
- Soul Paralysis: Cold AOE DD (4k-8k dmg) and long duration STUN every 45 seconds
- Mayong's Touch: ST Mental DD (1500 dmg) with power drain (800) and Debuff (takes all stats to zero like Invalidation) every 35-45 seconds
- Every 30 seconds he summons heroic adds:
- A Vampiric Protector (x2)
- Mob Health: 50,000
- Auto-Attack Type: Crushing (2k dmg)
- One Wolfsbane is used (~90 secs) into the fight against him to prevent wolf adds from spawning (random from anyone that has one in inventory)
Strategy
This fight has 3 components. The healers have to joust because the Cold AOE will stun them too long (it's incurable) to keep the MT up with how hard Mayong hits (He's orange at 70). In addition, the Mental Power Drain DOT must be cured ASAP (it cannot be avoided with range) or everyone will be out of power. We use cure arcane potions for that. Everyone is given a bunch. Aside from this, burn down the adds with the OT dragging them back to the raid and joust Mayong's AOE's for added DPS. It's a long fight as he has tons of health. It's best to have someone outside of range who can pay really close attention to the ins and outs. If the healers don't get stunned, he's not too hard.
Also, for every pull, he requires a Tunarian Wolfsbane or he summons x4 wolf adds that will wipe the raid. These can be gotten by clearing FTH or by doing the Tunare questline. They can also be bought on the broker.
Before fighting him, it's important to use Blessed Spike's on Viswin and Cheroon's coffins or he resurrects them and they join the fight. Ick!
