Veeshan
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Veeshan's Peak
You need to have the Raid Progression quest The Secret of the Stone started to get the access quest Taking on Trakanon for Trakanon's Lair access.
As you enter this Zone you will see a quest giver named Snyr'dok, he offers the Lair access quest. Get it NOW!!
First up is a walk along a winding path that leads over alot of Lava. Be careful not to fall. First fight is a frenzied rancor not too bad but alittle farther on is another one, this time he is surrounded by 4 a magmatic globule. At the end of the walkway and many places in the zone are spots you need to watch for Falling Lava.
Trash Mobs
| Mob Name |
Mob Health |
Auto-Attack Type |
Combat Arts |
AOE Timer |
Special Notes |
| a draconian sentinel |
86x4 4,000,000 |
Crushing 2k-9k dmg |
dmg |
Misc. classes |
|
| a firedrake sentry |
85x4 3,000,000 |
Slashing 3k-9k dmg |
Burning Wrath 4k Heat dmg Fiery Breath 1k-3.5k Heat dmg |
||
| a frenzied racnor |
85x4 2,000,000 |
Slashing 1k-2k dmg |
Tail Lash 4k Focus dmg Ravaging Bite 4.5k Slash dmg |
||
| a guardian wurm |
85x4 |
dmg |
Tail Lash dmg Wurm Rampage 3k Crushing dmg Wurm Breath Heat dmg |
||
| a juggernaut golem |
86x4 4,000,000 |
Crushing 4k-8k dmg |
dmg |
||
| a magmatic globule |
85x4 2,000,000 |
Crushing 4k dmg |
Slime 1k Poison dmg Debilitating Slime 1k-3k Poison dmg |
||
| a seething spark |
86x4 3,000,000 |
Crushing 4k-10k dmg |
dmg |
||
| a tome of draconic legend |
86x4 400,000 |
Crushing 2k-6k dmg |
Empathic Link self buff Fiery Inferno 2k-9k Heat damage Confusion 3k Mental power drain |
||
| a tome of draconic lore |
86x4 1,700,000 |
dmg |
Poison Cloud 2.5k Poison dmg |
||
| an elder wyvern guardian |
86x4 3,000,000 |
Crushing 6k-10k dmg |
dmg |
||
| a draconic librarian |
86x4 1,000,000 |
Slashing 6k-8k dmg |
dmg |
||
dmg |
dmg |
- - 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
West Wing
Kluzen the Protector
- Mob Health: 85x4 7.5 million
- Auto-Attack Type: Crushing 13k dmg
- Special Attacks:
- Hunker Down - self buff
- Poisoned Tail Lash - 7k Poison damage
- Winged Rampage - 3k Piercing damage
- Horn Launch - Heat damage
- Horn Charge - Heat damage
- Wing Beat - 24k Crushing damage
Strategy
Basically just joust wing beat. Its a nasty knockback with a heavy damage component.
He also has a single target stiffle he likes to use on the MT. You either need to have an OT that can take it for a while, or DPS that listens to a hold dps command until the stiffle expires.
Wing beat has a very large range, so joust everyone way the hell out. Find a place for MT to get his back on wall. Put healers just in front of his rear leg, sometimes they avoid wing beat there, no idea why.
Joust, burn, loot box.
Elder Ekron
- Mob Health: 86x4 7 million
- Auto-Attack Type: Crushing 20k damage
- Special Attacks:
- Focus Anger - self buff
- Wurm Rampage - 3k Crushing damage
- Wurm Breath - Heat damage
- Claw Swipe - 2k Slashing damage
- Tail Swipe - Crushing damage
- Stunning Cry -
- an adolescent wurmling
- Mob Health:
- Auto-Attack Type: 4k Crushing damage
- Special Attacks:
- Wurm Rampage - 3k Crushing damage
- Wurm Breath - Heat damage
- Tail Lash -
- Tail Swipe - Crushing damage
- a ravenous wurmling
- Mob Health:
- Auto-Attack Type: 1k Crushing damage
- Special Attacks:
- Wurm Rampage - 3k Crushing damage
- Wurm Breath - Heat damage
- Tail Swipe - Crushing damage
- a newborn wurmling
- Mob Health:
- Auto-Attack Type:
- Special Attacks:
Strategy
There are 2 strats for this mob.
Starting at 70% he will summon an add at each 10% until 20%. So a total of 5 adds. The adds are heroic, but have a massive frontal attack.
Strat 1: Have OT snag them and face them away from raid. Dps switches and blows the adds up before triggering another one. They may have to hold dps between spawning them and OT calling assist. Rinse and Repeat 5x
Strat 2: With 2 mezers, just mez the 5 adds and kill ekron.
- Exploit: When an add dies, one of the npc wurmlings runs to an egg around ekron and hatches a bunch of ^ and ^^ wurmlings you have to kill. Assign one person to target and spam hail this wurmling. Doing this, you never get these adds.
Very easy fight when you understand it.
Nexona
- Mob Health: 86x4 25,000,000
- Auto-Attack Type: Crushing 10k-30k damage
- Special Attacks:
- Dragon Hide - self buff
- Dark Caress - self buff
- Harm Touch - 17k-25k damage
- Acidic Blast - 2k-16k magic damage
- Siphoning Breath - AoE power Drain Disease
- Spirit Slam - 2k-13k Mental damage
- Necrotic Disease - AoE Dot 1k-3k Disease damage
- Spiritual Decimation - 7k-14k Focus damage
- a tortured specimen
- Mob Health: fast regen more dps faster it dies
- Auto-Attack Type: None
- Special Attacks: None
- a glimmer of scale
- Mob Health:
- Auto-Attack Type: Crushing 5k-10k damage
- Special Attacks:
- Shocking Jolt - 3k Magic damage
- Suffocating Winds - AoE 1k-5k Cold damage w/stifle
Strategy
Not being Mythed, this is how we do this fight:
Setup MT group on platform to left as you enter her room. Setup a full dps group and place them on the right platform.
Take the dps from the OT group and put them with the dps group.
Your 4th group is going to have your 2 shiney harvesters in it, a healer with good OLH items, and your extra 3 dps for nexona. These set up with MT group on the specimen by tank spot.
Your OT sets up on the ramp just a couple steps from platform.
Have MT templar summon hammer, defiler ward it and send it on nexona. This stands the best chance of eating harmtouch. If nexona doesn't kill the hammer quickly, have templar pull it back so nexona doesn't take too long getting to MT.
As soon as Nexona agro's the hammer call burn on the specimens. MT group burns the one by them. The dps group + OT dps burn the far one then move to middle one then move to the platform but position near OT.
As soon as Nexona is in range of MT, MT Dirge Mag Notes nexona to MT. MT pulls it back to the weapons rack farthest from Nexona's spawn. It is critical that everyone in MT and 4th dps group that isn't on shineys starts doing some dps to dragon ASAP. We want that 7k min to prevent the power drain.
MT gets in corner by nexona. OT dps finshes middle specimen and moves to platform but at rack farthest from nexona. In your 4th group you should have two FD classes for shineys. One will watch the 3 shineys upstairs. One spawns near each speciment and one near where nexona started. Your other FD person will watch for 2 shineys just in the hallway to her room and one near the right side speciment near the weapons rack that is easiest to run to (where the floor meets the platform). Each of them runs back and forth between these shineys to harvest them. The 7th shiney spawns right where MT is and his dirge should harvest it.
Set in for a long fight.
Start harvesting shiney's as soon as they spawn. One up is a small heal over time to nexona, 2 up is a strong heal, 3 up at once is raid wipe aoe. Harvest the shiney and a x2 add spawns. They will randomly pick a target from raid and path to them. There is a chance they will path to the fd people harvesting, They just need to FD so it picks someone else. OT grabs these at OT spot and his dps group burns them down. You need to kill one every 20s, so don't be shy. They also clear his target and aoe short range stun. Having a dirge and coercer in his group with thought snap / mag note really helps. A pally amending a zerker works too.
Burn down the adds, the 1.5 groups on nexona must maintain 7k and not over 30k dps. So set your groups with spike dps classes on adds, and sustained dps classes on nexona. Recommend brig / warlock on nex, ass/ wiz on adds. Keep burning down these adds and slowly kill nexona. Because you only killed 3 specimens, Nexona is going to complete heal at 90% consuming one specimen, and then at 80% she will heal to 95% consuming the other. If your having trouble getting specimens down fast enough, just kill fewer and deal with more heals, if you can kill more, then great, it is a faster fight.
Nexona has a text she says when she summons a shiney. Set a timer for it and call it out for your clickers. Burn the adds, don't let people die. Set up plenty of mana regen in each group, and have pondwash belts. Position MT healers with pondwash close enough to MT to get the effect so power stays full. This will be very important if you fall low on dps and get mana drain. The mana drain is recoverable, the exceeding dps is not.
Keep this process going till she is at 50% at this point you have to be able to aford to lose 2 mezers. We usually lose the OT coercer and the 4th group illusionist so that adds lose a dps, and nex loses a dps. These mezers need to set up at the edge of the green pool as at 45% 5 heroic adds will spawn one after another. They don't have a ton of hp, but they do have frontal knock back and stun. If you really can get adds dead with 10s to spair, you can consider killing some of these, but its unlikely you will be able to do that on a pre-myth guild.
With these 5 locked down, just continue the same process until nexona dies. Keep wary of needing to move the brig from nexona to adds to catch them up if they get behind. The shineys will start to spawn slightly faster at 30%, So if you were barely keeping up on adds getting to 45%, and losing your chanters slowed it more, your going to need to find more add dps to get from 30 to 0. You might have to lose some dps on nexona to manage it.
Get your dps ballanced, figure out who you can spare where, and make sure you have tons of pond wash and mana regen as these pulls might be 30-50min each till you get it down.
Druushk
- Mob Health: 86x4 8,000,000
- Auto-Attack Type: Crushing 13k damage / Piercing 500 damage
- Special Attacks:
- Dragon Hide - self buff
- Poisoned Weapon - self buff
- Barbcoat - self buff
- Magmatic Parasite -
- Energy Maelstrom - Magic AoE Dot
- Fearful Flames - Fear with diminishing Heat damage
- Swarm of Pain - 7.5k Magic damage
- Searing Strike - 3k Heat damage
- a Droag Ritualist
- Mob Health: 84x2 500,000
- Auto-Attack Type: Crushing 10k damage
- Special Attacks:
- Intensity - self buff
- Phantasmal Shock - 3k-4k Mental damage
- Searing Slam - 3k-4k Heat damage
- Confusion - 3.5k Mental power drain
Strategy
Turn on the yellow and blue switches (2 farthest from Druusk) to destroy the green barrier keeping Druusk safe. Best to do this with out of group brawler or gnome so you don't have to engage the mob.
Pick 4 people for statues. Make sure they have heal pots, anaphilaxis neck, salve line from fury, or self heal abilities. Place them at the 4 statues around the large room.
We set everyone else in the actual doorway to Druusk. OT facing out to the big room, everyone else closer to Druusk. MT group will inch up on left wall till they reach the corner closest to druusk. MT will start pull from there. Fearless MT is nice but not required.
If you are not mythed, set up MT group with: Tank, Dirge, Templar, Defiler, Mystic, Warden. Instruct warden to cure like they mean it. Instruct dirge to NOT use CoB.
Druusk has a massive damage shield, haste only makes MT die faster. Tank Druusk facing south wall with crouch and shift-r. MT healers set up under Druusk front legs in front of MT.
You have about 25s from start until the first Fearful flames goes off. This is the only non-triggered cast. You can have melee get their debuffs on then get back to doorway till aoe fires. After this one fire everything is about following the script. Range dps Druusk as much as possible. Scouts can back in and use CA's with back to mob to prevent auto attack. Stop melee attacks if you are getting owned.
You will see 2 different texts: The ritual drumbeats have started. The ritual has been disrupted.
When the drumbeat started message comes up, your statue clickers need to all spam click the statues. One of them will click activate and a x2 droag will start flying from that statue and target a random healer in raid (hint: don't put a healer on statues). Roughly 8s after drumbeat is disrupted Fearful flames will go off.
What we do is have dps on Druusk, when drumbeat is disrupted everyone but mt group should be in the doorway. Get cured from the aoe when it goes off. Continue dpsing druusk until OT calls for assist, everone quickly target the droag and blow it up, theb back on druusk until the ritual is disrupted, then back out and range till add is called.
Like many other adds in RoK, they can clear the tanks target. A dirge / coercer to thought snap / mag note the add is very useful. Burn adds, burn dragon, win. Druusk hits VERY hard on MT. This is why we double up ward classes in that group (yes they don't stack) but wards are instantly blown down on this fight.
Suggestions: Healers should all wear shield of rainbow hue's from SoF. The 10s fear immune will block you on the aoe frequently. No fear means keeping MT or your group Alive. Place summoners / melee on the statues since druusk is a range fight. Your assasins have to equip a crappy weapon to get myth update, so they are good candidates for statues. Your healer with the clicker group needs to have as much OLH / overflow gear as possible to heal up the clickers between aoe's. Druusk AoE has a range of 9999 meters and covers the entire zone. They must heal thru it.
It's a tough fight for pre-mythical guilds. In my opinion Nexona is much easier its just about learning her strat. Druusk can simply overcome your ability to heal.
I can't stress how important it is for everyone to lead with debuffs on druusk and get them re-applied as soon as adds die.
Be careful, adds comming from the near statues will sometimes warp thru walls to the MT healers. This is where thoughtsnap / magnote is very, very useful. MT healers can also be ready to hit aggro dumps as needed.
Good Luck
North Wing
Taskmaster Nichok
- Mob Health: 86x4
- Auto-Attack Type: Piercing 5k-20k damage
- Special Attacks:
- Dodge and Strike - self buff
- Flaming Swipe - 3k-5k Heat damage
- Lava Shard - 3k Heat damage
- Fire Nova - AoE Heat damage
Strategy
This is an odd little fight. It is mostly a ranged fight. The 2nd person in group 1 will get assigned to a workbench and mezed for a good portion of the fight, make sure someone you can spare is in this slot.
You need his summon text entered into an act trigger as it goes off every 45 seconds. You will also need Flame Nova being parsed as well.
Basic Strat: (edit: needs adds covered in strat)
1. Everyone but MT start against rocks due north of Taskmaster. There are bones on the ground (these will be referred to later.)
2. Tank pulls -- everyone else faces NORTH and waits. As soon as you see the red text (in your chat window) indicating that you are being summoned, start running NORTH. This is important -- start running BEFORE you are summoned.
3. Once summoned, run ALL the way back to the bones. Wait. "dps in" will be called -- you may then return to dps range and attack taskmaster.
4. Tank will get hit with Flame Nova and call 'dps in'. Move to edge of pool and range burn. MT should wait for his healers to get to edge and begin casting. He can then charge in for about 3 ca's. Scouts can get in for 2 and get out before MT needs to move.
4. In approximately 10-12 seconds, "out" will be called (when chat summon text is due in 10s) -- move BACK to the bones, and face north. Wait. As soon as you see the red text (in your chat window) indicating that you are being summoned, start running NORTH. This is important -- start running BEFORE you are summoned.
5. Repeat steps 3-4 until dead.
If you die:
1. Wait until RIGHT when the raid is summoned and then revive.
2. Buff quickly and face NORTH.
3. As soon as you see the red text (in your chat window) indicating that you are being summoned, start running NORTH. This is important -- start running BEFORE you are summoned.
4. Rejoin the raid at step #3 above.
The point here is the mob casts an AOE snare before he summons the raid. If everyone out ranges the snare, they can run back out of range before Flame Nova goes off. Flame Nova only hits for 5-600 damage, but hits once for every person in range. If 24 people in range thats 24x600 damage. Be out of range of snare, and move when you need to and just range him down.
Milyex Vioren
- Mob Health: 86x4 7,000,000
- Auto-Attack Type: Slashing - 8k damage
- Special Attacks:
- Emotional Clarity - self buff
- Fetter - AoE Cold damage w/Root
- Wing Buffet - Knockback w/Stun
- Icy Projectile - 5k Cold damage
- Ice Storm - 12k Cold Damage
- Claw Swipe - 4k Piercing damage
- Wing Beat - 4k Crushing damage
- an enslaved engineer
- Mob Health: 86x4 750,000
- Auto-Attack Type: Crushing - 5k damage
- Special Attacks:
- Clockwork Engineer - self buff
- Power Generator's
- Mob Health: 100,000
Strategy
Warning: pet pull drake way back on ramp, it has a bad habit of agroing Myliex.
You need MT group, OT group, dps1 and dps2.
Set an assist in each group, MT, OT, and pick a scout in each dps group.
Mylex is grouped with his pokimon trainer (engineer). He summons special orbs that give him powers (diamond, emerald, saphire, ruby, opal). These must be destroyed within 25s of summoning or Myliex does a wing beat and kills half your raid knocking them into lava. If the engineer is not flat on his back (0% health) he will heal the orbs.
Myliex paths counter clockwise around his platform. Wait for him to pass the ramp then run ump left side back to the wall on far side of his platform. Tanking him here, this is where the Ruby orb spawns.
The MT and OT should Position Mylex and engineer on top of one another. Dps burns the engineer until an orb spawns. He has little hp, and will lay down quickly. Ideally have him laying in front of MT, so that aoe damage on Mylex keeps the trainer laying down.
Now the fun starts.
Set MT group to target Ruby orb when it spawns. All Mylex dps should change to it when it spawns and erradicate it.
Set dps1 assist to target orbs in this order Diamond -> Saphire -> Emerald -> Opal -> Ruby.
Set dps2 assist to target orbs in this order: Opal -> Emerald -> Saphire -> Diamond -> Ruby.
This way the dps groups should never be on the same orb at the same time unless there is only one orb up. For those few seconds no orb is up they can target Mylex. As long as the orbs get destroyed quickly the fight is very, very easy.
At the start of the fight, he will summon only one orb at a time, then 2 at a time, then 3 at a time. Overcome the orbs and win.
When Mylex dies, the pokimon trainer will pop up, and you get to slap that annoying kid around and get the box.
Cinder Wasp Queen
- Mob Health: 85x4 6,000,000
- Auto-Attack Type: Piercing - 8k-13k damage
- Special Attacks:
- Poison Cloud - 800 poison damage
Strategy
Cinder Wasp Queen and Ashenclaw are part of the same ring event.
Set up raid on walls of tunnel to room. Put MT on one side, everyone else on the other. Send FD class to center of hive to harvest a mound on the floor. Immediately FD, this will send the heroic bee's to the raid. This is a small ring event, just burn them down, they are gimp.
Once the bee's are done, the queen comes. Simple tank-n-spank fight. She summons a very occasional small add. These can generally just be aoe'd down.
When queen dies, ashenclaw activates and charges the raid.
Qunard Ashenclaw
- Mob Health: 86x4 10,000,000
- Auto-Attack Type: Slashing - 5k-8k damage
- Special Attacks:
- Wing Beat - 20k Crushing damage
- Burning Wrath - 4k Heat damage
- Burn - 2k Heat damage
Strategy
Ashenclaw activates and charges when Cinder Wasp Queen dies.
He is a simple tank-n-spank fight with the generic VP Wing Beat aoe to joust. Fight it just like you do Kluzen and loot the box.
Xygoz
- Mob Health: 86x4 11,000,000
- Auto-Attack Type: Crushing - 8k-13k Damage
- Special Attacks:
- Icy Projectile - 2.5k-5k Cold Damage
- Ice Meteor - 3k Cold Damage
Strategy
Xygoz is sleepy, and you have to kill the sleepy dragon.
No AoE of note, a possible frontal cone to avoid. Just tank him down to 70% and 30% where he enters a dream state. When he falls back to sleep you have to overcome his 2 dreams. You will get both dreams in random order.
Dream 1: Xygoz dreams about your raid party trying to kill him. There will be miniature versions of the entire raid on the ground near the ramp. Each person must double click to pick up their miniature selves to advance the encounter. I'm not sure there is any time penalty. However be careful not to step on the ramp as it breaks the encounter. Double click your doll and move to the statues and wait for xygoz to restart.
Dream 2: All of Xygoz's buddies come by to give him a visit. Basically all the dragons in VP show up. They all start laughing at xygoz cause he forgot to wear his pants and is walking around in naked. Shortly after teasing him relentlessly all the dragons activate. These are heroic versions of all the dragons in VP. Target Trakanon and aoe party.
Hoshkar
- Mob Health: 86x4 4,500,000
- Auto-Attack Type: Slashing - 2k-10k damage
- Special Attacks:
- Dragon Hide - self buff
- Sacrificial Restoration - self buff
- Wing Beat - 500 Crushing damage
- Petulance - 1.5k Disease damage
- Archaic Backlash - 7.5k-8k focus damage w/power drain
- Disease - 1k disease damage
Strategy
Biggest loot pinata in RoK.
He is on an island surrounded by a lava moat. For every person on the island, the raid gets hit with a tick of an aoe dot. Conveniently, there is a floating rock in the lava that goes around the lava moat.
Have the entire raid jump on the rock. Have the MT jump onto the island and fight hoshkar.
Ride the Merry-Go-Round and range dps until hoshkar is dead. Easy, Cheesy fight.
The tank needs to move around the edge of the island to stay in heal range while everyone else range dps's hoshkar. If Hoshkar steps into the lava he gets a 100% stoneskin, so try to keep him out of the lava.
Easiest epic ever.
East Wing
Travenro the Skygazer
- Mob Health: 86x4
- Auto-Attack Type:
- Special Attacks:
- Static Blast - w/fear
- Electrical Storm -
- Electric Generator
- Special Attacks:
- Electric Blast - 400 Mental damage
- Electric Surge - 200 Mental damage
- Static Generator
- Special Attacks:
- Electric Blast - 400 Mental damage
- Electric Surge - 200 Mental damage
Strategy
1st off annoying fight.
There are 2 orbs that travel around the outer path of the room. If they hit you they do one of two effects. One orb is aoe damage that is a little beefy. The other orb lifetaps in aoe and heals the drake.
The tiles in the center of the room have a lightning discharge that bounces you around and does minor damage. Have your melee go in and fight the bouncing and dps the drake. He has a single target mana drain that the MT will have to deal with. Healers and range dps will need to watch for the orbs and either move forward or back to wall to avoid their path. Avoid them and the fight is faster, get hit by them and deal with 150k - 250k heals on the drake.
Can be a long fight at times.
Shade of Khalan Dar
- Mob Health: 86x4
- Auto-Attack Type: Crushing - 3k-16k damage
- Special Attacks:
- Dragon Hide - self buff
- Hunker Down - self buff
- Assault - 5k-6k Crushing damage
- Veeshan's Touch - 2k-5k divine damage
- Khalan Dar's Wrath - 2k-2.5k Focus damage
Strategy
This encounter is tied with Phara Dar and they both come together.
If you hit Phara Dar before the shade is dead, Phara will reflect the damage back on you. You must kill the shade, then kill phara dar. No AoE attacks to avoid the reflection.
The shade will heal at 50%, just burn it down and switch to Phara Dar. The shade has some ability it throws on the tank that causes him to be interupted whenever he is healed. Just fight thru it.
Phara Dar
- Mob Health: 87x4
- Auto-Attack Type:
- Special Attacks:
- Dragon Hide - self buff
- Shield of Belief - self buff
Strategy
Linked with the shade, kill it first.
Phara Darr is a simple tank n spank with one complication. He puts an uncurable elemental effect on tanks that causes Phara to be healed by 1% every time the tank is healed.
When it lands, healers have to stop healing that tank and the OT must get aggro. If you have to let the MT die and rez him, just stop healing. MT must stop attacking when debuffed cause of reactive heal debuffs that are often on the mob.
Once the debuff expires, resume healing as normal.
Ideally just trade him back and forth between 2 tanks and loot the box.
Silverwing
- Mob Health: 87x4
- Auto-Attack Type: Crushing - 10k-30k damage
- Special Attacks:
- Dragon Hide - self buff
- Intensity - self buff
- Confusion - Power drain/Stun
- Wing Beat - 28k Crushing damage
- Phantasmal Shock - 7.5k Mental
- Prismatic Spray - 6k Focus damage
- a draconian conflagrator
- Mob Health:
- Auto-Attack Type:
- Special Attacks:
Strategy
Silverwing is one of the harder encounters past Druusk / Nexona but still not as hard as them.
Silvering has the Wing Beat effect that needs to be jousted.
Set tank spot in one of the deadend hallways outside of his chamber. We recommend the side with the tank shiney since that can be the hardest to deal with. Joust the AoE. We joust out to the doorway as a good visual demarcation. This is also handy for the dps to pick up the adds as they come..
There are two levers / switches on either side of Silverwing's platform. While you are fighting him, a npc droag flies between the levers and turns them on. These levers activate the annoying static fields around the room that stun people. Have someone turn these off when the shiney people get called out. We designate 2 people so that when the first class's shiney is called the 2nd level person goes on that run.
At 75%, 50%, and 25% Silverwing will be invulnerable with a 100% stoneskin. At this time he will call out someone's name that has to click a statue. He will call out a scout, then a mage, then a fighter, then a priest. If he calls your name, you must go click on a statue that looks sorta like the guild hall bind statue. It will be in a specific location depending on your class.
Priest is near Silverwing's spawn point.
Mage is on the right wall near the first doorway
Fighter is near the left wall near the doorway on that side.
Scout is in the back of the room.
People must stay on the tiles that are on the outside of the room, they may at no time step on the floor in the middle of room.
Raid must be patient and kill adds and joust while Silverwing is stoneskinned and the person called out runs around to click the statue thing.
Silverwing can hit hard, and if you lose a MT healer cause on a joust call someone missed the add, bad things can happen.
We recommend both a druid with shell and a swash with aoe blocker in MT group. SW fires his Wing Beat very regularly, and pet pulling him out of his room will start the timer before he gets there. Coordinate with your blockers and only about 1:3 wingbeats will the MT group dps need to joust out. Also, set single target ward targets for your non-MT healers. Have them ward the MT healers on outcall so if they get hit by WB they'll likely survive without issue.
Trakanon's Lair
Trakanon
- Mob Health: 87x4 13,500,000
- Auto-Attack Type:
- Special Attacks:
- Wing Buffet - frontal AoE knockback and stun
- FetidCloud - Disease & Poison Damage/DOT/Slow
- Mana Effusion - Mana Drain
Strategy
- When you enter you are in a zone in/zone out room which leads to gigantic stairs. You must use the side area of the stairs to walk up into the main lair.
- When you first enter the zone, trakanon will greet you from far above the platform, then fly down. At this point you can engage trakanon.
- You must have a chelsith stone with you to have any chance to succeed. It will drop in the leviathan encounter in-game.
- Once the fight begins, you will notice the holder of a chelsith stone can touch the orb altar on the far side of the platform to energize it. Once energized if you stay within 14m of the energized orb structure, you are protected from many of trakanons more powerful abilities.
- The key to winning this encounter is to realize you must all fight within 14m of the activated orb on the far side of the platform. Trakanons arcane maelstrom breath weapon is far too lethal outside this protective area. In addition trakanons knockback abilities will prove problematic, and all but one of them is negated when you are close to this orb object (if its energized)
- Trakanon is a level 87 warlock. He will periodically cast Wing Buffet and Tail Swipe. Wing buffet will STUN everyone in front of him for 2.5 seconds. It will also KNOCK everyone back UNLESS they are within 14m of the energized orb. Tail swipe does some damage, and stuns players for about 3 seconds. It will also KNOCK BACK any players that are NOT within 14m of the energized orb.
- Trakanon is immune to all control spells, and will double attack on melee 10% more than normal.
- Trakanon has Arcane Aura of the Wyrmlord on him. On take damage 10% of the time, players will be hit with Pestilential Pause. This does a slight amount of damage to the player and for the next 10 seconds, all the players spells take much longer to cast, and are basically at half effectiveness (heals and damage are half as effective as normal). Also your attack speed is reduced considerably during this time. This effect is not dispellable. Also, 2% of the time trakanon is hit with a hostile spell, he will heal himself for 2%.
- Trakanon will keep PROPHETIC SCRUTINY on one player at all times. With this effect on you, any spells you cast are interrupted, if the spell is interruptable. Every time you start to cast a spell you will be hit with PROPHETIC BOLT, which a small amount of damage and interrupts the spell you are starting to cast. This should be active on one player in the raid at all times
- Trakanon will keep Prescient gaze on all players at all times. It should never be off you for more than a few seconds even if you die and are rezzed back in. It causes all players to mana burn, using health whenever they use mana. It also causes players to have prescient intervention cast on them 8% of the time they try and cast a beneficial spell. Prescient intervention interrupts the spell they are trying to cast, and stifles the player for 2 seconds, and does a small amount of damage to the players mana pool.
- One player will generally have MARK OF REPULSION on him/her. This spell will go off at some random time, never less than 30 secs after it was placed on you. It has an hourglass icon. When it goes off that player will be hit with static repulsion, a targeted AOE that WILL knock back all players within 22m of the person who had Mark of Repulsion on him/her. You are NEVER protected from this knockback, even if near the orb. You must move away from your raid party so as not to endanger them with your Mark of Repulsion/Static Repulsion combo.
- 3.5 seconds AFTER static repulsion goes off, Trakanon will cast Arcane Maelstrom. A powerful aoe that does heat damage, does damage to a random item in everyones inventory, and does massive MAGIC BASED health and mana damage UNLESS you are close to the energized orb. You avoid MAGIC BASED MANA AND HEALTH DAMAGE only if you are near the energized orb.
- Trakanon will periodically cast Fetid Cloud and Toxic Tempest as well. Fetid Cloud does disease based health damage the closer you are to trak the more disease damage you take, and slows your attack speed. If you have Toxic Tempest still on you when fetid cloud hits you, you will take ADDITIONAL MASSIVE poison based health damage.
- Toxic tempest works similarly to Fetid Cloud, toxic tempest does range relative, poison based health damage to all players. If you have fetid cloud on you when Toxic tempest hits you, you will take additional MASSIVE disease damage as well. Toxic tempest slows your movement rate as well.
- 800 seconds after the raid fight begins, the platform you fight on begins to lower into the lava. This takes about 20-30 secs, after that time you will be forced to fight trakanon in the lava, and it won’t likely work well for you. If you hop away from the platform, you wont be protected by the orb so that’s not really an option. If you stay near the orb, you will be covered in lava so that’s not really an option. You have only about 820 secs to win this fight.
- If trakanon dies, the platform will rise. If trakanon resets, the platform will rise.
