I just got done clearing Solteris with my minimal Box crew and thought I'd do a writeup of what I learned and what worked since I had to do a LOT of trial and error given missing information in strats I read...
First of all, all events were done with the same crew, except for a 95 Wiz thrown in on Event 2. My crew is a 100 Shd (about 80k hp with Cleric only buffs), 100 Clr (58k mana), 100 Brd, and 100 Ber all with about 6.5k AAs. They are also all Silver accounts, so better geared or different class combos will change things.
On all events all the cleric did 99% of the time was have Shining Bastion on everyone and refreshed level 100 group HoT. Seldom were single target heals needed, and cures were done as needed.
Event 1: Mayong's Mistresses
Set up camp near Brenda and ran an automated mac (bot.mac should work, I use my own home-brew). Bard was controlled manually and did all clicking, pulling, looting, etc. Bard starts event with hail, then immediately activates guardians 1, 5, and 7 to bring to group. When group has only one left Bard goes and pulls 2, 6, and 9. By the time Bard gets back to group the first three are dead, they get looted and handed to Brenda. Once again, when group has 1 mob left Bard runs and pulls 3, 4, and 8. Bard comes back, loots 2, 6, and 9 to hand to Athena. Soon as the rest are dead, they get looted to hand to Christine. With my DPS and this strategy, the hand-ins get finished with only about 10-15 seconds to spare so no wasting time. Once hand-ins are done the sisters walk around and kill each other, and Brenda is left right next to you. She will not have the knockback ability to get everyone booted from zone so easy kill from there.
Event 2: Aprosis
This is the event I pulled in a 95 Wiz for, given that Aprosis needs to be elementally nuked at certain times or he boots a player. I wrote a small mac, which I can give out upon request, that has the wiz sit there and wait for the macros and then fires off the needed nukes to prevent banishment. First just run up to Lochmaul (who is perma rooted) and start killing. When a wave of adds hit I just AE-Aggroed with SK and ignored them. When Lochmaul dies Aprosis will run up, and I was able to clear adds before he got there. Only difference with Aprosis is the Banishment and the AE Wave of Eternal Night (blindness and silence). The only thing to watch out for is the Wiz being silenced when the nukes need casting, but the fight should go quick enough that he only attempts to banish a couple times.
Event 3: Stalwart Defenders
Pain in the Ass, but here's what got me the win in the end. Equip a doll in the SK's primary hand (non-damage) and a shield in the other to prevent any and all riposting. Riposting from a current-era weapon will do enough damage to throw off the balance and fail the event. Likewise, I had to run the Zerker way out of range, because if he became Ramp-tank then he would riposte and throw off the balance, failing the event. Also, turn off all DS (and don't sing any DS songs) because, once again, this event sucks so much than a few lucky swings from a golem will throw off the event with just DS. Now that all of that crap is out of the way... I wrote another small macro that would cycle all XTarget targets and re-target and attack the highest HP one every second (can give out macro upon request). First I tried using the SK to DPS, but having a weapon caused Ripostes and lead to a fail, which is why I warned to it up above. So I had my Bard, singing a Jonathan's song for haste (non-DS) run the macro on each wave and won the event that way while keeping all aggro on SK. It took a long ass time, but I would just walk away from the computer for like 5-10 minutes at a time and just come back to restart the balance macro on a new wave.
Event 4: Astire
With so few characters, Bite of the Lycanthrope can cause a wipe over time. After I learned from that mistake I decided to have the Bard target cleric, sing Aria of Absolution (And ONLY that song), and so the bard sat there curing the Cleric every few seconds and did nothing else. That let the Cleric always be able to cure the DPS as needed and be able to win the fight. I completely ignored all adds until Astire was dead, and even had about 50 adds by that time but they were meaningless with Shining Bastion on. The gargoyles would try their Spreading Stone DT, but there were so many Gargoyles by the end that they would just permanently refresh the DT time so it would never go off. Once I kept the Cleric perma-cured this became one of the easiest events in zone.
Event 5: Irrissa
Biggest PITA event in zone, and caused me many, many fails and resets until I got the strategy down. And once I had a strategy down I had to completely win the event 4 times before a chest popped. I learned quick that just trying to power through all the adds and kill her as fast as possible like the other events was not going to work. The adds that show up every 2% are LB to 100 and definitely add up quickly, not to mention the clones. Screw you Irrissa... First I used SK to grab her attention and sit near the portal. Then I had zerker run all over killing all random roaming adds just to make things neater. Bard was once again on almost perma Cleric-curing duty due to another silence (this one lasting 40 seconds). DPS had to be very controlled on Irrissa, so Zerker almost never got to touch her. SK and Bard would DPS down 2% to where a summoner would become active, and zerker would (hopefully) take it down with Decaps. Every 2% of Irrissa's life a summoner comes active (even ones that previously came active and weren't fully killed so you get a second shot), so just repeated this process untill all summoners were dead. Have to watch out for the 90% clone though, as aggro gets a weird shift as things jump around. Once summoners are down I move the fight down to Irrissa's spawn point, as that is where it seems like the clones spawn. It becomes a long fight due to not being able to use the Zerker much, but cleric stayed FM most of the fight (being able to use Quiet Miracle a couple times over the entire fight). When clones pop make sure the real Irrissa shows back up before you kill clones or you can screw the event. When Irrissa hit 11% I turned off all attacks and DPS'd the rest of the way with only SK pet, nukes, and DoTs since too many Finishing Blows left me with a corpse but no chest cause it skipped the last clones. She is also AE rampaging by this point, so move zerker out of melee range. Else you'll be lucky like me, have the zerker riposte when Irrissa is 1% and get a double Finishing Blow and leave you with a corpse and no chest. The 0% clone has to be in action before you officially kill her.
Event 6: Commodus
Easy event once I figured out how to handle it. First I put the doll back in the SK's hands to prevent ripostes, and had him hold off the Aspects while Zerker ran around and killed all little adds. Then I ran away and let event reset, came back and set back up. The Aspects are painful when they powerup, and 8 Aspects hitting at 11k-13k ish really hurts. However, if you stay far enough away from the event you can pull 2 aspects at a time and it's extremely easy like that. They seem leashed to a partner, as once I had a 3 pull and one decided to go back to his buddy. Be sure to check characters for Commodus's DT (32k DoT) trigger and get it cured. I had my SK go down on last Aspect due to it, but Commodus is such a wimp that my Bard/Zerker took him mostly down before I had him battle rezed and back in fight.
Event 7: Two Gods
This event get's rather chaotic but I was never in danger of a wipe. In fact it was the only Solteris event I finished first try. Mayong's bats and Solusek's elementals are trivial. I never bothered to target a single one, and they always killed themselves on DS and ripostes and never left a dent in any of my characters due to Shining Bastion. DPS Mayong from 100 to 0, and get annoyed every time the bats spawn. DPS Solusek down to 75%, then dual-tank both gods, and get really annoyed when bats spawn and everyone flies everywhere (knockback). I didn't bother balancing, and just burned Solusek down and never even noticed that Mayong was hitting harder. I also never noticed/cared about whatever DT Solusek apparently has. Mayong had regened to 100% by time Solusek was dead, so started burning him. At 50% things get real slow as I had to keep running DPSers away from Melee-range DT. I lost my tank once to the DT, as I didn't notice he had switched to the zerker, but was able to battle rez and he never dented the remaining characters. He would usually throw out his DT emote about 10 seconds or so before his first emote indicating bats (I never looted or clicked any bane items), so it was an easy pattern to follow. Sometimes it felt like his hp would just rise, as each time he warps he regens 5% or so, so it is a really long fight at that point. And he is level 90, so no Decapping from the Zerker. Soon as he hit 10% though he dropped like a sack of potatoes given a shit-ton of Finishing Blows all at once.
Here are the two macros I mentioned above.
Balancing Mac:
This could probably be made to go faster if it switched every 2% or something, but I was overcautious after about 5 failed events. Just start macro after all mobs that need balanced are on XTarget.
Aprosis Mac:
Have to make sure that all 9 needed nukes are memorized. If you want to use different elemental nukes with a different leveled wiz or another class just change the nuke names in the variables.
First of all, all events were done with the same crew, except for a 95 Wiz thrown in on Event 2. My crew is a 100 Shd (about 80k hp with Cleric only buffs), 100 Clr (58k mana), 100 Brd, and 100 Ber all with about 6.5k AAs. They are also all Silver accounts, so better geared or different class combos will change things.
On all events all the cleric did 99% of the time was have Shining Bastion on everyone and refreshed level 100 group HoT. Seldom were single target heals needed, and cures were done as needed.
Event 1: Mayong's Mistresses
Set up camp near Brenda and ran an automated mac (bot.mac should work, I use my own home-brew). Bard was controlled manually and did all clicking, pulling, looting, etc. Bard starts event with hail, then immediately activates guardians 1, 5, and 7 to bring to group. When group has only one left Bard goes and pulls 2, 6, and 9. By the time Bard gets back to group the first three are dead, they get looted and handed to Brenda. Once again, when group has 1 mob left Bard runs and pulls 3, 4, and 8. Bard comes back, loots 2, 6, and 9 to hand to Athena. Soon as the rest are dead, they get looted to hand to Christine. With my DPS and this strategy, the hand-ins get finished with only about 10-15 seconds to spare so no wasting time. Once hand-ins are done the sisters walk around and kill each other, and Brenda is left right next to you. She will not have the knockback ability to get everyone booted from zone so easy kill from there.
Event 2: Aprosis
This is the event I pulled in a 95 Wiz for, given that Aprosis needs to be elementally nuked at certain times or he boots a player. I wrote a small mac, which I can give out upon request, that has the wiz sit there and wait for the macros and then fires off the needed nukes to prevent banishment. First just run up to Lochmaul (who is perma rooted) and start killing. When a wave of adds hit I just AE-Aggroed with SK and ignored them. When Lochmaul dies Aprosis will run up, and I was able to clear adds before he got there. Only difference with Aprosis is the Banishment and the AE Wave of Eternal Night (blindness and silence). The only thing to watch out for is the Wiz being silenced when the nukes need casting, but the fight should go quick enough that he only attempts to banish a couple times.
Event 3: Stalwart Defenders
Pain in the Ass, but here's what got me the win in the end. Equip a doll in the SK's primary hand (non-damage) and a shield in the other to prevent any and all riposting. Riposting from a current-era weapon will do enough damage to throw off the balance and fail the event. Likewise, I had to run the Zerker way out of range, because if he became Ramp-tank then he would riposte and throw off the balance, failing the event. Also, turn off all DS (and don't sing any DS songs) because, once again, this event sucks so much than a few lucky swings from a golem will throw off the event with just DS. Now that all of that crap is out of the way... I wrote another small macro that would cycle all XTarget targets and re-target and attack the highest HP one every second (can give out macro upon request). First I tried using the SK to DPS, but having a weapon caused Ripostes and lead to a fail, which is why I warned to it up above. So I had my Bard, singing a Jonathan's song for haste (non-DS) run the macro on each wave and won the event that way while keeping all aggro on SK. It took a long ass time, but I would just walk away from the computer for like 5-10 minutes at a time and just come back to restart the balance macro on a new wave.
Event 4: Astire
With so few characters, Bite of the Lycanthrope can cause a wipe over time. After I learned from that mistake I decided to have the Bard target cleric, sing Aria of Absolution (And ONLY that song), and so the bard sat there curing the Cleric every few seconds and did nothing else. That let the Cleric always be able to cure the DPS as needed and be able to win the fight. I completely ignored all adds until Astire was dead, and even had about 50 adds by that time but they were meaningless with Shining Bastion on. The gargoyles would try their Spreading Stone DT, but there were so many Gargoyles by the end that they would just permanently refresh the DT time so it would never go off. Once I kept the Cleric perma-cured this became one of the easiest events in zone.
Event 5: Irrissa
Biggest PITA event in zone, and caused me many, many fails and resets until I got the strategy down. And once I had a strategy down I had to completely win the event 4 times before a chest popped. I learned quick that just trying to power through all the adds and kill her as fast as possible like the other events was not going to work. The adds that show up every 2% are LB to 100 and definitely add up quickly, not to mention the clones. Screw you Irrissa... First I used SK to grab her attention and sit near the portal. Then I had zerker run all over killing all random roaming adds just to make things neater. Bard was once again on almost perma Cleric-curing duty due to another silence (this one lasting 40 seconds). DPS had to be very controlled on Irrissa, so Zerker almost never got to touch her. SK and Bard would DPS down 2% to where a summoner would become active, and zerker would (hopefully) take it down with Decaps. Every 2% of Irrissa's life a summoner comes active (even ones that previously came active and weren't fully killed so you get a second shot), so just repeated this process untill all summoners were dead. Have to watch out for the 90% clone though, as aggro gets a weird shift as things jump around. Once summoners are down I move the fight down to Irrissa's spawn point, as that is where it seems like the clones spawn. It becomes a long fight due to not being able to use the Zerker much, but cleric stayed FM most of the fight (being able to use Quiet Miracle a couple times over the entire fight). When clones pop make sure the real Irrissa shows back up before you kill clones or you can screw the event. When Irrissa hit 11% I turned off all attacks and DPS'd the rest of the way with only SK pet, nukes, and DoTs since too many Finishing Blows left me with a corpse but no chest cause it skipped the last clones. She is also AE rampaging by this point, so move zerker out of melee range. Else you'll be lucky like me, have the zerker riposte when Irrissa is 1% and get a double Finishing Blow and leave you with a corpse and no chest. The 0% clone has to be in action before you officially kill her.
Event 6: Commodus
Easy event once I figured out how to handle it. First I put the doll back in the SK's hands to prevent ripostes, and had him hold off the Aspects while Zerker ran around and killed all little adds. Then I ran away and let event reset, came back and set back up. The Aspects are painful when they powerup, and 8 Aspects hitting at 11k-13k ish really hurts. However, if you stay far enough away from the event you can pull 2 aspects at a time and it's extremely easy like that. They seem leashed to a partner, as once I had a 3 pull and one decided to go back to his buddy. Be sure to check characters for Commodus's DT (32k DoT) trigger and get it cured. I had my SK go down on last Aspect due to it, but Commodus is such a wimp that my Bard/Zerker took him mostly down before I had him battle rezed and back in fight.
Event 7: Two Gods
This event get's rather chaotic but I was never in danger of a wipe. In fact it was the only Solteris event I finished first try. Mayong's bats and Solusek's elementals are trivial. I never bothered to target a single one, and they always killed themselves on DS and ripostes and never left a dent in any of my characters due to Shining Bastion. DPS Mayong from 100 to 0, and get annoyed every time the bats spawn. DPS Solusek down to 75%, then dual-tank both gods, and get really annoyed when bats spawn and everyone flies everywhere (knockback). I didn't bother balancing, and just burned Solusek down and never even noticed that Mayong was hitting harder. I also never noticed/cared about whatever DT Solusek apparently has. Mayong had regened to 100% by time Solusek was dead, so started burning him. At 50% things get real slow as I had to keep running DPSers away from Melee-range DT. I lost my tank once to the DT, as I didn't notice he had switched to the zerker, but was able to battle rez and he never dented the remaining characters. He would usually throw out his DT emote about 10 seconds or so before his first emote indicating bats (I never looted or clicked any bane items), so it was an easy pattern to follow. Sometimes it felt like his hp would just rise, as each time he warps he regens 5% or so, so it is a really long fight at that point. And he is level 90, so no Decapping from the Zerker. Soon as he hit 10% though he dropped like a sack of potatoes given a shit-ton of Finishing Blows all at once.
Here are the two macros I mentioned above.
Balancing Mac:
This could probably be made to go faster if it switched every 2% or something, but I was overcautious after about 5 failed events. Just start macro after all mobs that need balanced are on XTarget.
Code:
#turbo 80
Sub Main
/declare highhppct int outer 99
:BalanceLoop
/if (${Me.XTarget}==0) /end
/if (!${Target.ID}) /target id ${Me.XTarget[1].ID}
/call HighHP
/if (!${Me.Combat}) /killthis
/goto :BalanceLoop
/end
sub HighHP
/declare x int local 0
/declare LowHP int local ${Target.PctHPs}
/declare LowHPID int local ${Target.ID}
/declare HighHP int local 0
/declare HighHPID int local 0
/for x 1 to ${Me.XTarget}
/if (${Me.XTarget[${x}].Spawn.PctHPs}<${LowHP}) {
/varset LowHP ${Me.XTarget[${x}].Spawn.PctHPs}
/varset LowHPID ${Target.ID}
}
/if (${Me.XTarget[${x}].Spawn.PctHPs}>${HighHP}) {
/varset HighHP ${Me.XTarget[${x}].Spawn.PctHPs}
/varset HighHPID ${Me.XTarget[${x}].Spawn.ID}
}
/next x
| /echo ${HighHP} ${LowHP}
/declare HPDiff int local 0
/varcalc HPDiff ${HighHP}-${LowHP}
| /echo ${HPDiff}
/if (${HPDiff}>=2 && ${Target.ID}!=${HighHPID}) /target id ${HighHPID}
/delay 15
/return
Aprosis Mac:
Have to make sure that all 9 needed nukes are memorized. If you want to use different elemental nukes with a different leveled wiz or another class just change the nuke names in the variables.
Code:
#turbo 80
#include spell_routines.inc
#event IceNukes "#*#ball of freezing energy#*#"
#event FireNukes "#*#ball of blazing energy#*#"
#event MagicNukes "#*#ball of arcane energy#*#"
Sub Main
/declare IceNuke1 string outer "Cold Snap"
/declare IceNuke2 string outer "Rimelure"
/declare IceNuke3 string outer "Lure of Isaz"
/declare FireNuke1 string outer "Flashfires"
/declare FireNuke2 string outer "Lavalure"
/declare FireNuke3 string outer "Pyrolure"
/declare MagicNuke1 string outer "Cloudburst Strike"
/declare MagicNuke2 string outer "Leap of Shocking Bolts"
/declare MagicNuke3 string outer "Leap of Static Bolts"
/memspellset Solt2
:FightLoop
/if (${Target.ID}!=${Spawn[npc "Aprosis the Fourth Confidant"].ID} && ${Spawn[npc "Aprosis the Fourth Confidant"].ID}) /target npc Aprosis the Fourth Confidant
/doevents
/goto :FightLoop
/end
Sub Event_IceNukes
/bc Casting Ice Nukes
/declare x int local 1
/declare y int local 1
/for x 1 to 3
/call cast ${IceNuke${x}}
/if (${x}<3) {
/varcalc y ${y}+1
:WaitOnIce
/if (!${Me.SpellReady[${IceNuke${y}}]}) /goto :WaitOnIce
}
/next x
/return
Sub Event_FireNukes
/bc Casting Fire Nukes
/declare x int local 1
/declare y int local 1
/for x 1 to 3
/call cast ${FireNuke${x}}
/if (${x}<3) {
/varcalc y ${y}+1
:WaitOnFire
/if (!${Me.SpellReady[${FireNuke${y}}]}) /goto :WaitOnFire
}
/next x
/return
Sub Event_MagicNukes
/bc Casting Magic Nukes
/declare x int local 1
/declare y int local 1
/for x 1 to 3
/call cast ${MagicNuke${x}}
/if (${x}<3) {
/varcalc y ${y}+1
:WaitOnMagic
/if (!${Me.SpellReady[${MagicNuke${y}}]}) /goto :WaitOnMagic
}
/next x
/return
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