What You Need Done Before Coming on an ML Raid/Recommended Raid Order
ML6 is located east of Volcanus Haven, in Typhon's Reach and Ashen Isle.
You need these steps done beforehand: 6.5 Flames (solo) -- takes a bit of time 6.1 Hunt for the Haje-Uraei -- can solo if you can kill a red
Then a raid can go: 6.4 Pallida-uraei 6.2 Sacrifice 6.6 Siraadi 6.3 Lateef (wise raid leaders have someone start
this encounter while doing 6.6 so Lateef can walk onto the bridge when
the raid gets there) 6.7 Ankhkare 6.8 Efreet 6.9 Vazul 6.10 Chimera Jan 24
- Alcara Argenta
Trial 1 -Hunt for the Haje-Uraei
6.1 Look for a rare uraeus from where they appear. This is a group encounter.
Comments on Solo, Grouped, or Battlegrouped: Can do solo if you can kill a red.
Strategy:
You need to kill a haje-uraei, a red con snake mob.
In Typhon's Reach, just take your group around and hug the lava. You'll
eventually find the rare snake and killing him isn't hard at all w/ a
few people, provided you had some melee in the mix.
Jan 20
- Hoirip
I found the snake mob in the lava at 16222, 19996 in Typhon's Reach. However, i hear that they spawn all
over the zone in lava. The exact name of the mob is haje-uraei, a red
con snake mob that has an insta dd that hits me for about 140-170
(level 50, 26% heat resist)
The mob is also 100% heat resistant.
After killing the mob, I got the message:
You have finished the Venom quest.
I picked up the cloak after killing just one, and the mob isn't
respawning. Either it has a large respawn timer, or it spawns randomly
around the zone in lava...or both. Nov 4
- Sarinus
The haje-uraei will not leave the lava unless engaged in melee.
These seem to be random spawn from player deaths. Our group wiped out
and a few people got the message, “an ureas springs to life from ****’s
lifeless body!” and sure enough, a yellow snake popped, one got, “there
is a strange hissing noise but nothing can be seen”, and the final
person got “a haje-ureai springs to life from ***’s lifeless body”. And
sure enough, it was a red con haje-ureai that turned and began heading
for the lava.
We directed another group to the last known location of that snake and
they got credit for 6.1 when they killed it. Jan 9
- Awendela
Tips:
Due to extremely terrible pathing the only one i managed to find was stuck
in the middle of the lava. This was done with a Hero and a Bard. Took me 522
arrows and 50 min., but I got credit. ( I never enchanted my bow because it
was never intended for damage, I missed a lot. Its 35% now.
Jan 9
- Azeron
I soloed them since they wont leave the lava, they nuke, so as a rm I
just nearsighted and nuked away. The cloak is a very rare drop, i have
only gotten one and have killed a ton of haje-urei. The Magma Mantle
cloak is more common drop off them, but is for tanks. Dec 30
-
Rhafe Nighthawk
Killing Taurs in Volcnus. Sometimes, when you die, you spawn a yellow
snake mob. Called a Uraeus. You kill these and they drop Ureaus Tooth. A
level 65 Magic Item that does nothing.
This morning, we died, and my wife's corpse spawned a red mob, a darker
snake model.
Haje Ureai it was called.
Took about 45 minutes to find it (they seem to be drawn to lava) and
when we did find it, was a tough fight for three of us. (50, 50, 42)
When we killed it, it said "You have finished the Venom Quest!"
- Jamare
Here's what i've figured out hunting these red con bastards as a solo
eld:
They will not leave the edge of the lava unless engaged in melee, and i
cant start combat against a red solo by meleeing it so i tried cast but
it insta cast back and interrupt you. so, to kill em(even though im full
mana) i use base bolt(which is farther range than the snakes insta dd),
to get snake to about 15% health(takes a while), then run in melee 1
hit, so it will chase, sprint , qc stun and pbae to death.
tuff kill for solo eld.
after several kills no drop yet. Nov 5
- Ezee
Drops:
Uraeaus Tooth
Cloak of Flowing Fire dropped from a red con snake, the haje-uraei, that aggroed out of
the lava in Typhon's Reach. Oct 31
+6% Power Pool
+13 Acuity
+6% Cast speed
+6 Acuity Cap
10 charges of a 40 value health regen that lasts 20 seconds.
It is tradeable.
- Olorin_DAoC
melee version: Magma Mantle
It
has +13 str, and +6% melee speed along with other melee oriented stats. Jan 22
- Verol Faithbringer and Kimbyr Heartfire
6.2 The sacrifice has yet to take place, the salamander has yet to be born! This is a battlegroup encounter.
Comments on Solo, Grouped, or Battlegrouped:
This has been done with 1 full group.
Strategy:
The Anathemic Salamander pops up to the southeast of the entrance to
Typhon's reach. He spawns frequenty and likes to root people-the best
thing to do is to pull him back to within melee range of the crew and beat
him down. He doesn't hit very hard but has a ton of HPs, so while he's
doable w/ one group it takes some time.
Jan 20
- Hoirip
Tips:
More than one Anathemic Salamander may spawn at a time now.
(from 1.67b Dec 18 patch)
I completed 6.2 tonight in my first real trek into Typhoons to look
for ML6 stuff. To the Southeast of entrance, between the temple,
village, and bridge on the map, I found a named Salamander. I
apologize but can't remember the full name. It was Something
Salamander. When we killed it we got credit for 6.2. I have no idea
what triggered the spawn, it was already there when I got there. And
I'm not sure if that's where it always shows up because I only saw it
once. The loc we ran into it at was about 22/47 Typhoons.
This wasn't the Livid Salamander, I know that is part 6.5. Man, I wish I could remember the name. Dec 9
- Shandu
- A broadcast will occur when the Anathemic Salamander is spawned after
a non-Siam-he is sacrificed by Siam-he: "The earth trembles violently
in response to the heinous act that has been committed! A curse has
been unleashed upon Volcanus!"
- It was possible for the Anathemic Salamander to spawn in
an inaccessible location. It will now spawn in a smaller accessible
area. (from Mythic patch notes Dec 12)
The creature was the 'Anathemic Salamandar'. We found it in Typhon at
12.7,43.5. It looks similar to the Livid Salamandar, perhaps a little
bigger. We killed it, completed the quest Sacrifice and now 6.2 is
marked as [Done]. Dec 9
- Milric Anadar
This has something to do with the Siam He pad. I believe you need to
kill the Livid Salamander and spread his ashes on the altar. I am not
sure how you do this without killing the enchanters around it. Perhaps
you have to pull them and kill them? I didn't want to try because they
looked like they might be linked. Nov 30
- Demi
I still don't know what the spawn trigger for 6.2 (Anephetic (sp)
Salamander) is, I tried kill Am-he Salamanders, tried rescueing the
Sobekite Prison from the sacricial escorts, and even went and through
myself into the lava where they push the prison in. None of these
things seemed to trigger the spawn. I'm just lucky that the first day
I went in to look for ML6 stuff he was up. Dec 12
- Shandu
6.3 Lateef laments his fate as follower of Am-he and wishes to return to the desert! This is a battlegroup encounter.
Comments on Solo, Grouped, or Battlegrouped:
This will take at least 2 full groups.
Strategy:
Lateef dies no matter what. Killing the mobs that kill him gives credit, however.
Dec 6
- Alcara Argenta
Lateef is located around 57, 50 Typhon's Reach. For us, Lateef was kind
of buggged and would not follow the first time I said 'home' to him, so I had to tell him 'wait' and then clicked on the 'psst'
option in the next chunk of dialogue to get him to stick. The fastest
route to take lateef home is to the south hugging the lava, avoiding the deep purple village
mobs and the plebians that spawn near the bridge for the Snatcher's
Tale encounter. The bridge you are looking for is a large arch bridge with no Tuars on it, it is
pretty obvious which one you need to take him to from the directions he
gives.
Once Lateef gets near the bridge, he hits speed 5 or so
and runs up the bridge. He will die, there is nothing you can do to
prevent it, and that's OK. Three purple-con mobs will attack you-one uses an AE DoT and will
heal, one is a mezzer with 1:12s/400 radius mez, and one is a really,
really tough melee mob. The shaman-type mob and the sorcerer mob are much weaker than the melee mob and
should be taken down first. We did the sorcerer mob first since even if
we got mezzed, the other mob would break the mez. We then killed the shaman mob and piled on Sutekh
and took him down. It was a hard fight and must be done quickly because
the encounter DOES indeed depop about 15 minutes after it starts or so.
Jan 20
- Hoirip
Tips:
In the far SE corner of Typhon's Reach, there is a named mob
(yellow con) named Lateef. He asks you to help him escape from Ash
Isle/Typhon's by taking him to a bridge to the west of his location.
He walks extremely slow, it took me 25 minutes or more to lead him
safely to the bridge, Once there, he said 'Meet me on the other side fo
your reward'. As he approached the middle of the bridge 3 deep purple
con mobs spawned instantly killing him, and then taking me down
afterwards.
I'm not sure exactly how this is supposed to be worked out, but I think
you need to tell him to [wait] just before he gets to the bridge,
otherwise he takes off at about speed 9 across and dies. Then probably
kill the 3 named mobs that pop, In a guess would take at least 2-3g+ One
mob is a mezzer, one is a shaman, and the other a tasnk (I believe).
Looked to be pretty tough, and they all hit fairly hard (upwards of
400-500 on a level 50 zerk with capped gear on).
- Maestrok
The 3rd guy despawned on us last night at 20%. Quite annoying. I
guess until they fix this, you need to bring a zerg to insure that he
goes down in time. Dec 11
- Shandu
Need more than the ~1 fg we had to do this... Three high purples (read:
lifetaps don't land on them ... i.e. they are epic level) pop and
instakill him. He walks superslow too Nov 30 - Alcara Argenta
Lucky for me, I was not right on top of the bridge when
the 3 purple mobs spawned and killed Lateef. A broadcast message is
displayed that says one of the mobs takes the dagger he was going to
give you, kills him, and then "sheathes the dagger." This tells me that
you have to kill the named mob who took the dagger to get it. His name
was Sutekh I think. They are all high purples though, including one who
can mez and stun. I would say it would require at least 2 strong
FG. Nov 11
- Eramen
6.4 Pallida-uraei has yet to appear! Seek out the homes of the Uraeus! This is a battlegroup encounter.
Comments on Solo, Grouped, or Battlegrouped:
This has been done with 3 people.
Strategy:
You will now receive trial encounter credit for killing the Pallida-Uraei if you kill it before it splits.
(from 1.67b Dec 18 patch)
Typhon's Reach 9k, 24k
Pallida-Uraei is another easy BG encounter, even easier than 6.2. Just
assist and you'll be fine, even if you just have a full group. There is
a broadcast to the entire zone "A hissing noise is heard throughout Volcanus" when the mob respawns, I believe.
Jan 20
- Hoirip
I think kill Uraeus triggers this spawn. When he did spawn there was a
zone wide message about hearing a hissing sound. He spawned at at
10.5/22.5 typhon's. When we got him down under 1/4, he split into 4.
Killed them, they dropped a Uraeus Tail. Dec 12
- Shandu
Tips:
killed it this morning Me (Sorcerer), Level 50 Pet (fully Buffed), BOT
Cleric, and a Merc took down the red con snake that splits into 3. The
quest gave credit to me when we killed one of the splits don't have to
kill all 3 to get credit. Also when you kill one split the other one
that popped with it also dies! Dec 12
- Saydon
Pallida-Uraei is a named cobra just before the bridge in Typhon's
Reach, off to the right. He cons red to a 50, and when killed splits into 3 of the same,
all three conning red to a 50. He wiped the three of us so we
don't know what he drops. Here is a pic of him split into three
after they killed me. Nov 27
- Cerina
Pallidia is just NE of the entrance... west of 6.5... at least on guin. Dec 1
- Alcara Argenta
6.5 The flame spouts in easternmost Volcanus guard the objects, the flames must be cooled! This is a solo encounter.
Comments on Solo, Grouped, or Battlegrouped: This is a SOLO
encounter. It doesn't matter if you're in a group, or in a BG, each
person must (1) get 20 glands and (2) give them to the NPC, and (3) get
the bags, and (4) kill the salamandar.
Strategy:
Crazed Adventurer
in Typhon's Reach, 18k, 28k, near edge of lava and Belderim. - Ceelia and Spirithex
Spent a few hours PLing an alt, so killed
tons of salamander hatchlings and turned in all the Frozen Cold Glands
to the dorf guy (Crazed Adventurer). It is to your advantage to
farm the hatchlings that are right by the pedestal, on the south
side. That way there is less that agro.
Note about collecting Cold Glands: If you gather Cold Glands and
leave the area, either walking, logging out or releasing after dieing,
you will lose all the Cold Glands you have collected. On the
other hand, if you happen to begin collecting the four parts and die
before you get all four, those you have picked up remain with you and
will not disappear. Jan 8
- Lachlan Mor
Turned in a ton (sounds like you need 20) and Crazed Adventurer said:
Crazed Adventurer says,"I hope you have your running boots on! Sixty
seconds is not a very long."
You get a pop-up window saying you have 60 seconds and all the flames
from the fountains disappear. You have 60 seconds from the time the
pop-up box shows up to run to all the fountains. Warning:
waiting to hit OK does not buy you more time! You have 60 seconds
from the time the pop-up box popped. Nov
15 - Mystr Byrnz
I ran to each fountain and grabbed each of the 4 items (Cogwheel,
Fastener, Handle, Lens). You can run to each fountain and do F7 grab, that works.
After obtaining the 4th this message appears:
The four items combine to make a Salamander Incinerator. You will need
a large target to incinerate. (Right away, you'll get some salamander agro.)
At this point, if you leave the zone for some reason, you will not
lose the hammer. You can leave the zone and come back
later.
Placed the hammer on my hotbar (you can't equip it), select the Livid
Salamander, and "use" it like you use a water-breathing potion.
Livid immediately died and I got the "You have completed the Flames
quest." message.
Received Salamander Ash. Looks like a rock in the inventory. - Thurdon
I don't have the loc handy but in Typhons Reach or Ashen Isles
there is a wall of fire guarded by a syphinx ... he asked for
Salamander Ash to lower the wall ... as soon as you give it to him you
you get zerged with 10-15 orange con salamanders ... they are immune to
cold and heat ... so just mez and /assist ...
Then there is a second wall of fire ... this spyhinx wants
a Siam-He head ... we have yet to figure out which mob drops the head
... we assume a high purple just like the Livid Salamander Nov 29
- Nysander
Tips:
If you die while collecting thge 20 Cold
Glands, you do not lose them if you are rezzed while still "in the zone"
The key is that you have to collect and use the 20 glands in one game
session without ever departing the zone, whether by walking out, releasing
or logging. Being rezzed in the zone is not counted as "leaving" the zone.
Jan 9
- Lachlan Mor
You can leave the zone with the items, just not the glands.
If the Livid Salamander is labelled as being neutral to you, be
careful, because he still agro'ed a couple of people while they were
killing the salamander hatchlings. So be careful he is
testy. If you run away he will quit chasing
eventually. Jan 25
- Ceelia
I just spent the time to collect the Frozen COld Glands for the Flames
quest only to find out that once you turn in the final Gland the flames
immediately turn off...there is no waiting until you hit ok on the
pop-up box. One of our group members was afk. and we were waiting
for him to return before we clicked OK. by the time he got back we were
screwed and damned to collect all those glands over again.
Just to rehash. You have 60 seconds from the time you hand in the final
Cold Gland. Since there is no indication in the quest of how close
you are to actually turning in the final one. just be ready whenever
you're turning any gland in. Pressing OK on the pop-up box does
not effect your 60 seconds at all. It only makes the pop-up
disappear. Nov 15
- Mystr Byrnz
It takes roughly 20 of the Frozen cold drops that you have to give to
the crazed wanderer. He will tell you at about 18 of them that when the
chance arrives you will have to act fast. on the 20th cold drop, he will
say you have 60 seconds in which to grab the 4 different items on the
pillars. You must sprint the whole time and you will get
aggro from alot of salamaders . Once you grab all 4 items, they will
combine to make a one shot weapon. This weapon looked for me like a
hammer, you had to put it in you quick bar and use like normal
items. You use this to nuke the Livid salamader. with you taget
his he dies in one shot and you get slalmader ashes... You cant sell
these ashes, you can not put in vault. So far I do not know what
they are for. If yo do find out, id love to know. Hope this helps.
OH FYI, those drops will protect you from lava for a few seconds. but it
destroys all drops. I found this out the hard way. I had a stack of 8
frozen cold tears and I accidentally ran though a shallow
lava pool. when I came out I had taken minor damage and all frozen drops
where consumed. Nov 14
- Drakodag
If you hunt the salamanders directly to the east (this is where I did
although they surround the area) occasionaly you will get a drop of a
Frozen Cold <something>. The drop doesnt drop normaly off
the mob but you see a message that it drops in your chat window.
The first one that dropped dropped right in the middle of a salamander
fight, not at the end. Subsequently it was always at the end.
You can give theses drops to the NPC and the first time he will say
something to the effect of "This will help you in your journey."
after that there are various messages that tell me I am getting closer,
but they seem random. So far I have given the NPC 13 of these
items, all picked up from the Salamander hatchlings directly to the
east. They dont seem to have a set drop rate although I could
swear they are more likely to drop close to the site of the vent or
while the Salamanders aggro more than one. I was alone the entire
time doing this. Salamanders are Y/O and hit hard but dont hit often or
have great defense.
Drops:
Salamander Ash
The ash is for 6.7, but you do not always have to use it to open a path to the trial mob.
Dec 7
- Gilean
6.6 Seek out the sacrificer Siraadi amongst the pillars of vengenance in Typhon's Reach! This is a battlegroup encounter.
Strategy:
This encounter happens in Typhon's Reach.
First of all, the mobs on the platform are not linked, it is just that
they are extremely social and have a large call for help radius. You do
NOT want the whole platform coming on your first pull, so stand back away
from the platform and have a grouped puller (is easier if they are
grouped, since the mobs do have a BAF code) and start depopulating the platform by
dragging the aggroed mobs far enough back that they are out of the call
for help radius. We set up just a bit between the rocky formation near the temple area and the temple itself, near the lava.
Two things to note. First is that at regular intervals a sacrifical
escort of six low purples w/ a yellow con mob (that will be sacrificied,
spawning an Anathemic Salander, btw-you'll see the broadcast about a
terrible act committed), and if you are beating down pulls from the
temple area, they will call for help
and the escort will aggro. This is only somewhat avoidable and is best
mititgated by trying to hold off on pulls or fighthing while the escort
brings the yellow-con mob to be sacrificed up the ramp. The other thing
is that the mobs on the platform do NOT repop on the platofrm, instead
they run in from the rest of Volcanus. I recommend having a character
with a taunt shout or fast, ranged cast (low-level nearsight, etc) pull
any mob running to the platform in order to keep the platform from
becoming repopulated. With a little more than 2 groups we were slowly
depopulating the platform, with more it would go a lot faster.
Note also that the mobs can fall through the bridge and into the lava.
They are stuck there and without archers or what not there is no real
way to get to them, and you will likely be forced to restart the encounter by the time you kill the fall-through mob.
Eventaully the named mob Siraadi will pop, just pull him off the
platform to the same pulling area and kill, credit is rewarded
regardless of where he dies and as long as he is out of the call for
help radius you won't have to deal with all the mobs on the
platform. Jan 20
- Hoirip Chanters are impossible to land spells on... we're a caster
heavy 1.25fg and having a hell of a time atm. For now we gave
up... 2 ice wizzies were not landing spells on these things ... would
have been a long and boring crawl to clear it ... 1.5 hours at least
with the group we had. Dec 1
- Alcara Argenta
6.7 Three of Ankhkare guardians guard him well. This is a battlegroup encounter.
Comments on Solo, Grouped, or Battlegrouped:
This has been done with a little less than 3 groups.
Strategy:
This encounter happens in Ashen Isle, loc 12k, 50k. - Silbermond
We needed the salamander ash (from 6.5), the siam-he head (from 6.6)
and the uraeus tail (from 6.4) for the three guardians.
The firefield, if you hit it, is like a huge radius, insanely high
damage Volcanic Pillar-be sure to keep your raid away from the person
talking to the guardian in case the person accidentally gets
firefielded. Have your /effects all on in order to see the
firefield so you don't run into it!
Note that each swarm of mobs will aggro the person talking
to the guardian when the firefields drop, so make sure your healers are
ready to heal that person or they'll die. Kill all the mobs, then move
on
to the next guardian.
Jan 20
- Hoirip
Tips:
For the final mob in this
encounter, Ankhkare , there are three low-purple/high red adds an the
main mob himself. We pulled just behind the spot of one of the adds,
setting up wards
there and what not. Here, it is important than your melees stick
together in the same spot, because the AE root-nuke will prevent them
from getting in melee range if they are not all bunched up.
Other than that, it is not a terrible tough encounter and can be done with two decent groups, IMO.
Gave the first guardian the Uraeus Tail and all the Uraeus near him
attacked us. We killed them then moved on. The second guardian wanted
the Siam-he head that drops from Siraadi (6.6). Gave him the head and
were attacked by the Siam-he near him plus several salamanders. Killed
them and moved on. The 3rd barrier had 2 different guardians near it.
One asked for a Siam-he head, the other for a Uraeus tail. Didn't have
either on us, so we went and killed Siraadi quickly and came back. We
approached Anakare and when I got into interact range he attacked along
with three guardians. He has a AE 100% Snare/DD spell that's a bit
annoying, but overall he wasn't all that difficult. We had a little
less than 3fg in our bg. Dec 12
- Shandu
6.8 In the center of the island braziers still call efreet! This is a battlegroup encounter.
Strategy:
This encounter happens in Ashen Isles at loc 26k, 52k. - Jhova
It can be done with a heavy mellee group, some people with the top
level spread heal, some raging power, pots, mcl2, more pots, some more
pots.
Basically, bring a necro if ur in alb. Most likely, though, you'll be able to get more than one group.
First, clear out all the mobs around the area. No I don't know the loc
of the area, you can find it out. Then you go to the center, talk to
the guy, take the challenge, and you have a certain time to kill this
orb that pbaes. Orb is easy. Just has 12093814209876149k health. But on
top of every pillar spawns a purple mob that chain bolts you. You can
cast through most of the bolts, but they hurt. Spread alot. If you have
a bard have them try and twist end and power. Oh, btw, make sure your
tanks have end pots in case the end user dies or cannot cast it in some
form.
So, kill the thing (in 10 minutes I think) while you are spontaneously combusting from every angle.
If you don't kill it fast enough at the end of it everything depops, and the effreti thing comes again. Dec 1
- TehGoldenBee
Tips:
This encounter works best if the casters and healers are spread out in
about 30 degree intervals around the circumference of the circle. The
orb PBAE's, so the further away you
are from the center the better their ability to either not get
hit or take little damage. Everyone else has to pile on the orb, as
stated earlier. Jan 20
- Hoirip
6.8 is the Orb of Apollo.
Font of Power makes the Orb of Apollo quest very easy. Healers
won't run out of power, and you just whittle away at the thing till it
dies. Dec 1
- Gilean
The bolts only hit me for ~150 each. There are 8 casting them at a
time, and they seem to hit every 2 seconds or so. So 1200 damage every
2 seconds... I'm thinking 5 or 6 heal spheres plus regular healing can
easily counter that. Dec 1
- Drayk
6.9 Vazul's Fortress in the Azhen Isles has yet to be breached! This is a battlegroup encounter.
Comments on Solo, Grouped, or Battlegrouped:
This has been done with 2 groups, even after the heal ward nerf.
Strategy:
This encounter happens in Ashen Isle at loc 26.5k, 11k.
- Jhova
Afaik, this encounter is still treb pullable.
I've done with 2fg -- pull with a treb NW of the keep. Jan 19
- Alcara Argenta We did pretty well with 2g of mids but eventually we would get
overwhelmed. We came back with about 4g and did it fairly easily. I'd
hazard a guess that we could have done it with 3 well balanced groups
with pbae.
One thing that is really important is spotting the caster
mobs and keeping them surpressed. If they start casting on you, your
healers won't be interupted for the entire fight.
I really enjoyed this encounter. It was challenging and
kept you involved the whole time. It forces people to work together
and be on top of their game. Much better than whacking at a mob that
is easy to beat but takes a really long time.
Whenever you have a window and you have a power field and a heal field
up, move forward. We did it in 3 steps.
Setup 1: Power and
Heal fields at the bottom of the ramp outside gate 1. One person
working the ram. Drag and stack agro in the power/heal fields for
pbae. The bottom of the ramp should be far enough away to avoid the
3000pt pbae if it triggers when the door drops.
After you get the door down, continue pulling some of the
agro out of the keep until you feel it is safe to go in and setup
again.
Setup 2: Power and
heal fields at the bottom of the ramp inside gate 1. Pull mobs until
you feel you have the aggro under control. Again, drag mobs into the
fields for pbae.
Setup 3: Power and
Heal fields below the upper steps to door 2 on the platform. One
person working the ram on the door. Pull agro into the pbae again.
IMPORTANT: Just before the 2nd door goes down you want to have
everyone get off that platform quickly in case the 3000pt pbae
triggers. You have to time it so you can get back in your heal/power
fonts at the door as quick as possible.
From here we started pulling agro out. During one pull the named Taur came out.
Tanks should put priority on taunting the purple con lancers since
they're pretty badass. The orange cons fall to pbae pretty fast.
Those with ranged abilities should keep the caster Taurs ( forget the
name but it starts with a P ) under control. Their AE nukes can
supress your healers if you let them cast. Jan 19
- Armagnan Currently most have only seen 3 effects when you enter the first door to ML 6.9
1. PBAE for 3k
2. Army Attacks
3. Battler Spawns
Well tonight we found a forth..
Upon opening the door the group who made the final hit was turned into pigs.. Yes, pigs, and here is the screenshot.
- Dragonbreath Another pigs picture - Sadoh
Have groups back away from the door when it is about to fall, it
may trigger a trap that does over 3000 damage. Sets of 3 purple con
mobs were still zoning in and warping on us even after door was open,
kill Taur Portalmasters to avoid this. Jan 1
- Tandu Artretius
Tips:
Mandatory to bring RAMS. The spawn rate is extreme when
each door reaches 30% left. Without a RAM you cant knock the door down
fast enough as it become melee Resistant at that point unless the
majority of the spawns are killed. Its recommened to bring a 4 Group
BG unless your extremely Tank heavy, but who runs tanks only.
Jan 20
- Jingler
I've wiped on this step with 5 grps.
But i've also beat it with 2.5 grps.
How did we beat it? Ice wizards ... 4 of em to be exact!
Outside the first door, setup a power fountain, have the range pull all
the aggro to center of circle. Then the 4 pbaoe just destroy it.
When you get inside courtyard, setup in the middle, and
make sure you have ATLEAST one shield tank guarding each wiz, that
means guard and constantly updated intercept.
Also, each wiz should have a cleric or 2 assigned to them, have friars designated to heal/peal too.
The taurs pop regardless of wether you've killed the last wave, so
killing them fast is the only way to do it, and nothing compares to
pbaoe. Jan 18
- Yddnac
Today, however, when the doors came down, everyone got hit for 3k fire damage and the entire 40 person raid was wiped. -
Thredh "Smaug" Giantphang
Hmm, this happened the very first time for us Tryne. Ever since we
use theurg pets when the door gets low to kill it. We just stand back
and kill the adds that non stop spawn. Jan 2
-
Shadarlogoth
We used scout crit shot on the gates, was easier to deal with the
spawns that way and got to fight from a safe distance. Jan 3
- Zecksi
6.10 The Chimera still holds strong in her fortress in East Ashen Isles! This is a battlegroup encounter.
Comments
on Solo, Grouped, or Battlegrouped:
This has been done with about 2.5 groups.
Strategy:
This encounter happens in Ashen Isle.
We do Chimera with 2-3 groups, no problemo! We get the occasional PBAE
mezzes. It's a bit close, but we haven't wiped ever. Just pull the room
first, then set up behind Chimera. Put up one determination node, with
the rest power nodes. If you can sneak a Heal node in there, all is
well.
Should be no problem?
edit: For heavens
sake, don't break the bridge. Just keep a bit spread out so everyone
doesn't get their ass mezzed. You should have zero problems if you
follow teh instructions. Jan 5
- Asakura Yoh
We did this with 27 tonight, never touched a bridge.
We cleared as much as we could, went to the back of his lair,
fought him there. Got maybe 3-4 adds every 5 minutes. Jan 14
- Gwaeni We did this last weekend. Had about 2fg+ with us. Pulled all the
adds before even trying him. Took about 20 - 30 mins to clear them all
out. Didn't destroy and bridges. Killed the named in about 20 minutes.
He wasn't hard, just took along time to beat him down. Jan 12
- Silenser ThePeaceMaker
took him down on alb/bors with 2fg. took us ~30 minutes.
i think if you guys brought some animalist, would take hibs
maybe 20 minutes
I was one of those on alb/bors that helped take him down with 2
groups. There's no real 'strategy' needed, just have one group take
adds, and one group tank the chimera. When the second group isn't
killing adds, they go fight the chimera again. Not exactly rocket
science. He dropped a nice cleric bp, and a nice friar robe. 6 keys, as
has been said, also dropped, but we were not allowed to use them for
some reason (thanks julie for checking into that).
Hauberk of Mirages
102af MP Scale Str-22
Con-22
<Unknown melee bonus> vs Undead and Magical creatures. <delve
value was cutoff>
All Melee-2
Bonus to AF-10
Bonus to HP Cap-40
Bonus to Str Cap-5
130pt Self Heal Proc
*Unique Graphic* Silksteel Robe of Delusions 51AF, 100 qua
<Unique skin, not from any zone>
16 Int
18 Dex
+7% Pow Pool
+2 All Magic
+7% casting speed
+5% debuffs
130hp heal reactive proc
Dec 23
-
Sivlar Sylvannathas