Ward of Elements
From RaidWiki
Just pasting notes for now, will clean up later...
Just some tips on how to fight stuff in there: Forgive me but I forgot the names of the NPC's (except Digg).
Gems that drop off nameds. There are several elemental type gems that drop off nameds. 1 per named except captain that seems to drop 2. These gems are part of a vendor item. You get 10 gems (not sure if there is any order) and buy a band from a vendor near docks. Then place those gems in the item. Reward about to be soon found out, stay tunes for details
Legendary chests that drop off random mobs are resistance rings/belts/necklkaces with nice resistance, but average stats.
Najena will appear from time to time on gold platforms and give you a suddle hint on what to expect from that named..
First hallways: 2 Wanderers, several 2 and 4 group encounters as well. All guards have a Arcane debuff which is a agro transfer. Usually only do it once. First named: Right side [drops boot pattern] Comes with 4 adds, hits kinda hard. Straight burn fight.
Second named: Left side [quest update] [drops glove pattern] Hallway guards have a elemental debuff (cold) that is a fast DoT (appx 5000-8500 /5sec). Is rangeable. 4 guards in room, not linked. Kill before named. Pull - Charge room. Floor turns to ice and doorway is closed. Pull to a corner on outter ring (inner ring area has blades above that do damage). Will do a AE DD+DoT+knockback. Just reposition/heal. One of the cooler (no pun) fights in the game honestly.
Next hallway: Arcane agro debuffing guards, take hall to east to storm.
Third named: Storm room [quest update] [drops helm pattern] Guards in room: Arcane DOT (magic). Hits hard just like previous elemental guards DOT Pull - Clear all guards. When fighting, Named will be invuln at times. Take the named over to one of the 3 pillars in the room that is shooting lighting down it's tube. Raid will get hit by a small magic dot. Pillar isn't on for long and have to move to next one. Just rotate from pillar to pillar if needed. Named does a Curse, but forgot to examine before curing.
Follow hall to a side hallway onto next named. Guards in brick hallway have arcane agro debuff.
Forth named: (DIGG) [quest update] [drops chest pattern] Guards in room: 2 wanderers, all guards in room have poison dot (like the others). This is a much more complicated fight. There is a gold brick in front of Digg. There are also other bricks around where Digg stands. Clicking on these bricks raises and lower a rock pathway leading to shore. On pull, everyone charges Digg (his is perma rooted). Tank stands in front where Digg was facing and rest HAVE to stand behind (not even off to the side). Digg hits very hard on a short ranged frontal/side AE. If you get killed in front of or to the side of Digg you will die instantly upon getting rezzed, so it's important to stay BEHIND him. To the sides and behind Digg there are 3 golden platforms. Each of these platforms will spawn a ghostly image of a being : Badger, Mushroomman and a Snake (cobra I think). Every so often, Digg will surround himself in a arcane like shield. This is actually a scismic explosion attack that goes off 5 seconds after casting. If you are outside of it, you will get blown accross the room and die instantly. Now and then Digg will call out BADGER, MUSHROOM, SNAKE. When he calls this out, 1 (Designate ONE person to move around on the bridges) person needs to get the symbol of what he calls out. Only 1 bridge can be up at a time, so be carefull. If you get too close to the gold platform, you will die instantly and if someone clicks on another bridge (brick), you will die instantly from falling into the abyss. Digg will sometimes call out these nameds in a faster fassion. Just do it in order that he calls, but mind the explosive shield. At 55% appx, Digg will start regenerating real fast. To prevent this, the badger/mushroom/snake items need to be brought and placed at him. They will do damage and slow the regen (especially the snake). (NEW ATAN)-> Placing, not on, the badger in front and snake behind seems to bring him down faster.
Expect this fight to get a little frustrating and time consuming. Takes a little practice and good timing. Plenty of ways to die instantly.
Take hallway straight, not left after Digg. More guards with arcane agro debuff.
Fifth named: Fire room [quest update] [drops leg pattern] Guards have elemental DoT (like other guards). Pull - Named will summon appx 12 adds to her cause midway thru fight. These adds will constantly respawn, so the suggestion is to just burn named as fast as possible. There is a elemental debuff, didn't get time to examine.
- side note* There is a repair anvil in the back of this room to use, if the room is clear of course
Back to other hallway. Guards in this hallway have a medium range spinning fury.
Books room. (library) [drops glove pattern] All books in this room are Berserkers. There are 3 sets. Each set is 5 books; 1 X2 and rest ^^'s Serious agro issues with these books durring combat so 2 ae tauning fighters really needed. There will be 3 waves of these books, just burn them down at the entrance. Best spot since you can rest a little after each wave before pulling another. Named has a knockback every 1min (guess), otherwise is straight burn.
6th named: Captain [quest update] [drops bracers]
Named with 2 adds.
Hits like a brick and can do a agro drop debuff.
Elemental debuff is a stun with no timer.
Adds are immune to arcane damage and captain becomes 90% resistant to various attacks (even physical), depending on how his shield fluxuates (doesn't say what type).
Just fight in the center, burn the adds down.
Joust AE the captain does. Easy way to spot is he raises hands in casting motion. Have 5 sec to get out, else DD+knockback.
Expect this fight to take some time due to resistance shield.
7th named: Elemental Dragon [quest update] [drops sleeves pattern] Do not attack from rear, has a massive tail lash. Curse - Makes target a ghost and roots/stuns. Dragon will port a random person (doesn't seem to port whoever has agro) to the lower section in the lava. People who get ported need to swim thru lava, mine a rock (hotkey this if possible for future runs)(looks like rocks from DF) and get back up top. To get back up top you need to hop on flame tornado's in the lava. First set makes you high enough to get to second set. Second set puts you all the way back to the raid. Every 60 seconds (guess), the dragon will summon a beam that hits 3 of the 5 portals (storm/fire/water/frost/poison) and will knock anyone backwards if they are touching the beam {fight near a wall, everyone to the side of the dragon}. At this time, the dragon flies away and the portals will summon Heroic (level 83^^^) beings. They can pour out in masses, so the portals need to be blocked. If the portals are not blocked, expect to see about 20 or so mobs beating the heck out of the raid. To block these portals, use the boulders that you mined (then can be moved if wrong spot). When the dragon comes back, the boulders dissapear so mining them will have to be done again if he's not downed.
Speak to Najena for your quest update after dragon dead.
