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Elemental Essence of Air


Altarial

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Elemental Essence of Air

Where: Nobles' Causeway.

How:

Spawning the mob:

1. [mage] hails Sarhya the Dawnbreeze in PoT

2. [mage] (and other mages) should add these /locs into their Nobles' Causeway map file (if you need more help with this, please let me know): http://members.home.nl/victoria.oskar/causeway_1.txt

4. The raid, who will be set up at the fighting location, will clear away the 3 dragorns that spawn inside the dome where the Elemental Essence of Air spawns as well as the 1 dragorn that spawns in our camp spot

3. [mage] runs over one of those trip /locs and one of those find paths will appear, leading to the now-spawned Elemental Essence of Air

4. If we have other mages, it would be best to have one of them COTH [mage] to us, so that he isn't caught up in aggro

5. If upon zoning into NC, [mage] receives an emote about the air being still, then another mage recently spawned the event and there is a 2 hour timer on respawning it

Setting up the raid:

1. This is where the mob spawns, it is a "dome". The blue dots on the map are where the mage triggers the mob, but the /locs in the .txt file are more exact.

7083.jpg

2. We will form up and fight at neg1480 neg1060, this way there is only 1 mob that needs to be cleared for the fight

3. Casters will be on the wall, out of the AE range (100 feet)

4. We will pull him out of the dome. When he gets to a set percentage and despawns, the adds will spawn at our location but the actual Elemental Essence of Air repops back in the dome. Meaning, we can kill the adds and re-engage at our leasure, provided we stay out of agro range

The fight:

1. We engage the Elemental Essence of Air and 2 Elemental Essence Zephyr spawn at 80%, 3 Elemental Essence Gust spawn at 60%, 4 Elemental Essence Breeze spawn at 40%, 5 Elemental Essence Wind spawn at 20%, and 6 Elemental Essence Current spawn at 10%

2. The Elemental Essence of Air despawns each time the adds spawn, then respawns 10 minutes later in the center of the dome

The adds:

1. The 1st wave of adds hit the hardest (1400) and use this AE:

Wind of Xegony

Increase Spell Mana Cost by 50%

Increase Curse Counter by 9

Decrease HP when cast by 1000

Decrease Hitpoints by 200 per tick

Decrease Attack Speed by 30%

Increase Curse Counter by 4

Recast time: 30 seconds

Resist: Magic -400

2. The 2nd wave of adds stun, so be ready for that

3. The mobs hit for less and less after the first wave

4. Only the first wave casts an AE

5. The adds do not have a lot of HP, so DMG shields will be the way to go

6. Adds are unmezzable, but can be disease slowed by a shaman

7. We have 10 minutes between when the adds spawn and when the Elemental Essence of Air respawns. We need to use this time wisely for medding purposes if possible. This is also when we will kill the 1 mob that spawns in the camp area plus the 3 dragorns that spawn in the dome.

Elemental Essence of Air:

1. Max Hit: 1396

2. Rampages

3. Can be disease slowed by a shaman

Requirements:

1. Tank - prefer warrior

2. Rampage tank

3. 3-4 tank mezzers - the adds will be tank mezzed, while the raid assists the MT on burning down each add. It is possible that we can split up the dps and kill multiple adds at once, but without having experienced this raid yet, going to plan for the raid to just assist the MT

3. 2 healers for each tank would be great, and others for each group

4. The strategy guides call for about 3 groups, which shouldn't be an issue for us to muster

5. Necros to feed healers mana - this raid is 6 waves long and will require lots of off tanking. I have a feeling mana may be an issue for this raid if we lack healers

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