Protector

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The Protector's Realm

This is an instance inside Sebilis in Kunzar Jungle.
Kill Imzok's Revenge for the update to The Fate of Norrath Raid progression quest
and the The Greenmist Orb.

Trash Mob's

There are no trash mobs in the beginning of the zone. There are a few deeper in, but we're talking 2 or 3. The zone has a script to progress. Once zoned inside, deeper in you will find another raid force that has apparently lost their cleric. After you rez their cleric, they ask you to help them beat the zone. You get 4 seals that awaken the first 4 named. After those 4 named are defeated, you get to awaken the next named's. Pretty simple zone setup. The named's will activate when the character who received the seals gets close to them. Might be best to have someone with Feign Death have the seals. After you kill each of the first four named, someone (random) in the raid receives the mark's from those named to progress the script.

At this point, the whole raid force moves into Doomcoil's room. The person with the mark's hands them to the gnome (Meldrath). Then the script continues and they claim they are going to set up the traps for the boss mob while you guys stay here. It's a trap of course. They plan to keep all the phat lewtz for themselves! When they all leave, they reveal their betrayel and have left an active Doomcoil as a present to keep you occupied. Doomcoil must be beaten on the first try or you get locked out of his room. In addition to this, if you skip him, the gnome summons him on the next fight if he doesn't die quick enough. So, fun stuff :)

Once Doomcoil is down, you move to the betrayers. They will be aggro now. One is a tank. One is a mage. One is a healer. And the 4th is a scout. They have a few froglock lackies with them too that hit pretty hard. Once that raid force is down, the only named left is Imzok's Revenge.


Named Monsters


Adkar Vyx

  • Mob Health: 4,000,000
  • Auto-Attack Type: Crushing (6k-7k dmg)
  • Special Attacks:
  1. Haze of Thule - Poison AOE with DOT (ticks every 4 seconds) and STIFLE if over 15 meters, every 40 seconds
  2. Poison Cloud - Poison damage
  3. Totemic Burst - Divine Knockback (seems to be a damage shield - either way it knocks you when you attack it)


He comes with 2 friends:

  • Askelon Hierophant
    • Mob Health: 370,000
    • Auto Attack Type: Crushing (3k dmg)
    • Special Attacks:
  1. Chilling Wind - Cold DD (2k dmg) + Stun
  • Askelon Seer
    • Mob Health: 300,000
    • Auto Attack Type: Crushing (3k dmg)
    • Special Attacks:
  1. Fiery Inferno - Heat DD (400 dmg) + Fear


Strategy:

All skeletal mobs have a knockback as well as a damage shield that knocks back melee on 10% chance. Fight him in a corner. Recomend fighting him WELL out of his room with a dog pull. This should allow the raid party to avoid the initial aoe stiffle, but have defiler ready to cure it in case. Everyone with poison resists at 10k and keep them within 10 meters of tank. Just eat the dot and cure it rather than get stiffled. Non-healers with crappy resists can range and eat stiffle and get hit for less damage.

Mez the adds or burn them first, doesn't really matter. We generally just kill them these days, but when this zone was 'hard' we mezed them.


Iztapa Vyx


  • Mob Health: 4,000,000
  • Auto-Attack Type: Crushing (5k-6k dmg)
  • Special Attacks:
  1. Dark Caress - self buff
  2. Touch of the Faceless - Disease DD Harm Touch (13k-17k dmg) every 40 seconds
  3. Sickening Circle - 1k-3k disease damage
  4. Totemic Burst - Divine Knockback (seems to be a damage shield - either way it knocks you when you attack it)


He comes with 2 friends:

  • Askelon Hierophant
    • Mob Health: 370,000
    • Auto Attack Type: Crushing (3k dmg)
    • Special Attacks:
  1. Chilling Wind - Cold DD (2k dmg) + Stun
  • Askelon Seer
    • Mob Health: 300,000
    • Auto Attack Type: Crushing (3k dmg)
    • Special Attacks:
  1. Fiery Inferno - Heat DD (400 dmg) + Fear


Strategy:

We pull this guy with a plane shifted pet to eat the first Harm Touch and get it on a timer. If the timers are called correctly, you can plan for it well by putting all heals/wards/etc on right before it hits. Either way, always have a 2nd tank ready to take over just in case. He has the knockback, so put him in the corner like the last guy. But there's no AOE and he doesn't hit as hard as the 1st named. Pretty easy guy to be honest.


Wymbulu Vyx


  • Mob Health: 4,000,000
  • Auto-Attack Type: Crushing (6k-8k dmg)
  • Special Attacks:
  1. Dodge and Strike - self buff
  2. Spinning Fury - Crushing AOE (4k-6k dmg) + Knockback every 40 seconds
  3. Blazing Strikes - 3k-11k crushing damage
  4. Savage Blows - 2.5k crushing damage
  5. Totemic Burst - Divine Knockback (seems to be a damage shield - either way it knocks you when you attack it)


He comes with 2 friends:

  • Askelon Hierophant
    • Mob Health: 370,000
    • Auto Attack Type: Crushing (3k dmg)
    • Special Attacks:
  1. Chilling Wind - Cold DD (2k dmg) + Stun
  • Askelon Seer
    • Mob Health: 300,000
    • Auto Attack Type: Crushing (3k dmg)
    • Special Attacks:
  1. Fiery Inferno - Heat DD (400 dmg) + Fear


Strategy:

We pull this guy with a pet also to get his AOE on the parse timer. Everyone but the healers joust this one. The most difficult part of this fight is the fact that he's a monk mob. So, he can hit the MT for 4-6k auto attack 4-5 times a second. The damage will come in very quickly, so it's imperative to keep the MT in the green as much as possible so he survives the quick rush of hits that come from time to time. Other than that, the knockback can be annoying for the healers. But his AOE isn't too bad. Our 76 Templar was only getting hit for 4k dmg, so it's only dangerous to Casters really. It's also very important to get as many slows on the mob as possible. Anything to lower it's offensive capabilities makes this fight a lot easier to deal with. Adds mezzed again of course.


Zykluk Vyx


  • Mob Health: 4,300,000
  • Auto-Attack Type: Crushing (6k-8k dmg)
  • Special Attacks:
  1. Judgement of the Faceless - Disease AOE DD (2k-3k dmg) + DOT (500 dmg every 5 seconds) with Fear every 40 seconds
  2. Totemic Burst - Divine Knockback (seems to be a damage shield - either way it knocks you when you attack it)


He comes with 2 friends:

  • Askelon Hierophant
    • Mob Health: 370,000
    • Auto Attack Type: Crushing (3k dmg)
    • Special Attacks:
  1. Chilling Wind - Cold DD (2k dmg) + Stun
  • Askelon Seer
    • Mob Health: 300,000
    • Auto Attack Type: Crushing (3k dmg)
    • Special Attacks:
  1. Fiery Inferno - Heat DD (400 dmg) + Fear


Strategy:

The named hits hard just like the other ones, but he doesn't hit often. He misses or gets parried a bunch, so the damage intake is not difficult at all. The only complication for this fight is the AOE fear. Like the other named's, pet pull him outside the room to eat the first Fear AOE and to get the adds mezzed. We used an SK to tank it since he had fear immunity. That at least made it easier for any healers that got feared since they only had to reposition themselves and not have to worry about a moving tank. We try to joust the AOE since it doesn't seem to go beyond max range. All in all a pretty easy fight.

The fear has a range of 20 meters. It is possible for healers to avoid the fear, especially with brig+warlock aoe reducers.


Doomcoil

  • Mob Health: 4,000,000
  • Auto-Attack Type: Piercing (3k-6k dmg)
  • Special Attacks:
  1. Hunker Down - self buff
  2. Assault - Piercing ST (3k-4k dmg)
  3. Sonic Burst - Divine AOE DD (2k-8k dmg) every 55 seconds
  4. Choking Mist - Poison AOE DD (2k-9k dmg) every 55 seconds
  5. Consume Soul - Direct Heal (140,000) every time someone dies


Strategy:

The good news is that he doesn't hit very hard and has no combat arts. The bad news is that there is limited ability to move around in his room and his AOE"s are devastating. Also every time something dies, he consumes their soul for a HUGE heal. Sonic Blast teleports those that get hit by it to the back of the room. So, things can get a tad bit chaotic during the fight. It also seems to reset aggro a bit. The AOE's often hit right after each other, so if not timed right, they can be devastating. It's best to get your Divine and Poison as high as possible to mitigate the damage. The AoE's have a progressive damage range. As in, they hit very hard at short range and for only minor damage at long range. Positioning the snake at max range to squishies is the key to this fight.

He uses Sonic very close to his timer, but the poison aoe he often holds. Almost not worth jousting unless you just have crappy resists.

This fight is about positioning and aggro managment. He lowers aggro on his target frequently, so tanks need to contend for aggro. Use peel/drag to pull him off raid when he teleports, and break his line of sight to make him move. We tank him by the doorway and have everyone that can range him back. Cast Aegis of faith before the sonic hits to avoid the damage / teleport. Don't die to the aoe's and keep him on the right side of the room and easy cheesy, loot the chest.



Raid Force

Meldrath Kloktik

  • Mob Health: 2,600,000 (the mage)
  • Auto-Attack Type: Piercing (2k-3k dmg)
  • Special Attacks:
  1. Fiery Inferno - ST Heat DD (4k dmg)
  2. Frost Comet - ST Cold DD (4k dmg)
  3. Lightning Burst - ST Heat DD (2.5k dmg)


Blorgok the Brutal

  • Mob Health: 1,000,000 (the tank)
  • Auto-Attack Type: Crushing (4k-5k dmg)
  • Special Attacks:
  1. Assault - ST Crushing (1k-2k dmg)
  2. Double Drop Swing - ST Crushing (2k-3k dmg)
  3. Sweeping Strike - ST Crushing (3k-5k dmg)
  4. AOE Taunt that forces your target


Jracol Binari

  • Mob Health: 1,800,000 (the healer)
  • Auto-Attack Type: Crushing (2k-3k dmg)
  • Special Attacks:
  1. Cantrip of Soothing - ST Heal (10k - 150k may be a percentage of total health)
  2. Chant of Soothing - Self Heal (150k-175k)
  3. Invocation - ST Divine Damage (2k dmg)


Ludmila Kystov

  • Mob Health: 5,000,000 (the scout)
  • Auto-Attack Type: Piercing (4k-6k dmg)
  • Special Attacks:
  1. Poisoned Weapon - self buff
  2. Circle Blade - Piercing (1k-7.5k dmg)
  3. Smiting Slash - ST Piercing (5k dmg)(saw one for over 15k)
  4. Face Shove - ST Piercing (2k-3k dmg)
  5. Swipe - Piercing (2.5k dmg)


They also come with some friends x2:

A Froglok Mercenary
  • Mob Health: 200,000
  • Auto-Attack Type: Slashing (2.5k dmg)
  • Special Attacks:
  1. Assault - ST Slashing (2k-3k dmg)
  2. Quickened Strikes - ST Slashing (1k dmg)


Strategy:

There are many ways to do this, just depends on your tank force.

We like to put one tank with a good swash feed on ludmila. She aggro wipes and mezes frequently, and likes to go after healers. The hate transfer and dps helps lock her to a tank. Often MT takes Ludmila + Blorgok.

Kill order doesn't change: Jracol -> Blorgok -> Ludmila -> Meldrath

We do Blorgok 2nd cause he just has ridiculously low hp/resists. Everyone aoe burns on pull to get the frogs dead, and generally Blorgok already at 50% when Jracol dies. So just finish him fast to prevent the taunts. Ludmila is the toughest of the 4 by far with the most damage and hardest to control on aggro.

We usually have the raid assist a brawler and have the brawler on Jracol. MT on Ludmila + blorgok (aoe taunts will hold this lug), and OT on Meldrath just to keep him from pinging. OT and Brawler will not require much heals. With no brawler, OT on jracol, and just let meldrath ping around. Try to occasionally rescue lock him but he wont hold. Luckily he hits like a girl.



Imzok's Revenge

  • Mob Health: 83^^^ x4 ~7,000,000
  • Auto-Attack Type:
  • Special Attacks:
  1. Dark Caress - self buff
  2. Sebilisian Torrent - AoE Crushing (48 secs)
  3. Rock Throw - Crushing (60 secs)
  4. Strike of the Massive - Crushing (40 secs)
  5. Painful Swing - Crushing
  6. Caress Feedback - Disease
  7. Draw Strength - Disease
  8. Fetid Strike - Disease


Strategy:

Have OT pull to the T intersection. MT gets in corner with column, and raid force at column in the T hallway. This is exactly 20 meters apart, good for heal ranges.

Use AoE blockers in all 4 groups on pull.

Joust the Torrent AoE. Instruct all dps to run all the way to the back wall where he spawns on out call. Call outs at 15s mark on countdown to have time to get out. Joust caller may not have range to see it fire, so MT may have to call it.

Continue this joust, using aoe blocks as much as possible to keep people in.

At ~40% he becomes stone stanced and reflective. Stop all casts other than heals, and break down the columns using the rods the raid encounter dropped. Each column requires 2-4 swings from the rod. Once the roof collapses, everyone back on the mob and get him re-debuffed.

Surviving this stance is rough, and requires healers to be ready, tanks to have reflexes and other blocks/miracles ready.

After the columns are down, continue the same joust till he dies.

Cake.

With better gear, we only joust cloth now and even then, only the ones without dispersion gear. Otherwise they stay in and just get healed. The rule is, if you ever get one shot by his aoe, then YOU MUST JOUST, if you can survive the initial hit so that heals pick you up, stay in and dps.

When we had crappy gear everyone but plate classes, MT group, and chain healers jousted. Now, only some squishy wizards joust.

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