Zone Strategy: The Ward of Elements Part 1

Written by Feldon on . Posted in Guide

Imperator Ignus – General at Arms

The Main Tank will rush in and spin him on the star you will see on the floor in the middle of the room, facing away from the main raid force.

The Main Assist will target each add and everyone helps the Main Assist kill the adds. Once they’re dead, the Main Assist targets Ignus and burns him down. Straight tank and spank, nothing special.


Gelidus Ventus the Tempest

Positioning

When you enter Gelidus’s room you will notice very large fans that take up entire sections of walls, and then solid walls between those fans.

Raid Force will position on the left extreme of the first solid wall (between two fans) on the left. Main Tank will position on the right extreme of the first solid wall (between two fans) on the left. Raid Force will face Main Tank so their back is wedged in the corner.

During the Fight

It is important in this fight for everyone to stay in those positions. If you step out the corner, either towards the tank or out into the room, you will hit by Elemental ice from the fans, likely killing you and possibly hitting other members of the raid.

If necessary, Cure Elemental on yourself whenever possible.

As long as everyone stays in their positions on this fight it is an extremely easy fight to win. Just a tank and spank.


Khost Alur – Corrupted Water Elemental

Positioning

Tower #1 is to the left when we enter the cave. Tower #2 and #3 are directly across the water on the other side of the named. Once all trash are cleared, raid force positions halfway between Tower #2 and Tower #3 at the far end of the room standing near the rock pile.

Main Tank pulls the mob and a designated person will call out whether Tower #2 or Tower #3 is illuminated the most. Main Tank will pull the mob to that pillar (with their back to a solid object so they do not get knocked back out of range of healers) and stay there until Khost is dead.

Strategy

Throughout the fight, everyone will be hit with an Arcane every 20 seconds or so. Every player should cure their own Arcane using potions. Do not depend on your group’s mages or healers. If 2 or 3 of these Arcane stack up on you, you will die.

Main tank group mages should be Curing Arcane on the Main Tank whenever possible to give the priests a break.

Background

This fight is a Critical Mitigation test. Main Tank should equip all Crit Mit gear and Predators (Assassin and Ranger) should be constantly debuffing the mob with Noxious Enfeeblement. Main Tank gets cursed periodically, but this can be mitigated by having Water Breathing.

There are three levels of brightnesses to the towers.
1) Bright: Khost does more damage, but takes more damage.
2) Dull: Khost does medium damage and takes medium damage.
3) None: Khost is stoneskinned.

The pairs of yellow trash mobs hit VERY hard. Pet pull down the tunnel out of the room and face away from raid force. The orange trash mobs are straight tank and spank.

NOTE: The water in the center of the room is electrified. it causes 2-3k damage every 3-4 seconds.

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