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Anthro123



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re: Temple of Veeshan Strats

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#1 Sontalak: Elemental DoT on the raid the whole fight. Joust the AE (21m to survive), is blockable. Spawns 2 adds at a time, they debuff potency if not killed quickly enough. Named needs a periodic elemental (druid) dispell on him (will count down from 10 to 0, can't hit 0 before dispell). Ticks up potency over the fight, making the AE and DoT harder. Drops bad charms.

#2 Jalkhir: At 50% splits Essedara off; if he heals too much it rejoins him but maintains its health %. Kill Essedara to like 20%, then kill him to 10% and he'll port away and start shooting fireballs (red circles of death). Kill Essedara, fireballs stop and he'll come charging back. Kill him. Nasty AE that can be interrupted, Essedara has a frontal nox. Drops more bad charms.

#3 Caden & Keplin: Must be tanked separately; if on same tank they deal massive damage to them. Each has a long-casting AE that must be interrupted or it hurts. One will call out their tank to run away; OT has to pick it up while the tank runs out (root effect on the tanks as well during that?). Drops ears.

#4 Rarthek: Must be spread out 5m apart; periodically 1 person gets a 5-increment curse that will spread to all those within 5m. Tank swap on the named; tank will get a debuff that turns into a no-mit debuff. They must get far away (31m) when they take the chomp to try and prevent the DoT on the raid. Any eggs that spawn near a player must be clicked or they will die. Drops wrists.

#5 Kigara & Kelena: Mobs start rooted; ice dragon's AE is bad when you're closer than 15m and fire dragon's AE is bad when not inside 10m. Each mob spawns 3 adds, 1juggernaut and 2 slayers(?), the 2 must die before the juggernaut will take damage. Juggernauts will drop a crystal that when used on the opposite element named will break it free. First use the ice on the fire dragon and pull him away, have 60s to burn him down or will have to do adds again for it. Drops T2 forearms.

#6 Derig: When trial is called, raid has to right click on him to remove stonekin, happens periodically. Spawns adds, have to kill in order E-M-P and must kill them fast or fail. Mob will call out on person to judge, raid must get away (10m+) from them or take a debuff, will usually hit the MT, debuffs 50cc and other stats. All DPS must stay at 4-5m to melee or they will get the nasty elemental DoT (some will still get it anyway). Drops Shoulders.

#7 Tavekalem: Black circle you have to pull him out of. 4 types of det that people will get, they have to go the matching orb and click it ONCE to remove; clicking twice or wrong orb is fail and 20% heal on him. Nasty trauma AE; does a curse DoT at start that needs to be healed through and slowly cured, damage probably range based. Drops Boots.

#8 Grendish: Clear all trash in Derig's big room (like heroic Grendish) before doing Tavekalem. One group with a tank on each of the 4 platforms. Bow guys will spawn on all 4 platforms, they'll target their nearest player (should be tank) and hurt. A Golem will spawn on each of the 3 other platforms. Golems have to "die" in 10% increments before Grendish can drop that increment, after that he will port to a different platform. At 25?% Grendish will go to the bottom platform, no more golems, and you gotta finish him off. There's an orb on each platform that when clicked gives safefall. Need to spam interrupts on Grendish to interrupt inhale/exhale. His Frost Breath AE also hurts a lot. Drops necks, 3 red gems.

#9 Aerakyn Commanders:

#10 Merig, Harin, & Gerid:

#11 Jardin: Hook shot globs under the raid, keep them burned while burning named down. Drops rings.

#12 Andreis: 4 directions each with periodic timed slow adds that have to die. Every 9% brings 1-2 extra big, fast adds that have to die. Every 25% he'll check for any adds up and eat them, if he eats 20 total its fail. At 20% adds go away and the 2 big bone piles turn into big adds, off tank them and burn him. Drops gloves.

#13 Pyrelord & Controller

#14 Klandicar

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