Memories of the Faceless

Aanorok

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DISCLAIMER- This is only the information I currently know.. after I have beaten it a few more times and am able to give more concrete information I will edit this post with that.

Memories of the Faceless

Outline
In this raid there are four crystals that represent aspects of Phantasm's power.
The raid is won by defeating all of the creatures spawned from each of the crystals.
There are 5 waves of creatures that spawn every 3 minutes. If you defeat all of the creatures in a wave the next wave will activate (but not spawn at the next 3 minute time mark.)
There is a zone wide debuff that up to 12 people can avoid by standing under the protection of the visage of an aspect of Phantasm's power. (Noted below.)
You have 18 minutes to defeat all of the creatures before you have failed.

Zonewide Debuff
In each cardinal direction there is a visage of Phantasm's power with a ring of lights. These lights indicate the number of players that can enter the ring to gain protection against the zone wide debuff. Up to twelve people should be able to stand in the ring and gain its protection.
Every 3 minutes the debuffs will cycle. So minutes 0-3 all players will suffer the Curse of Loss, from minutes 3-6 Curse of Death, 6-9 Curse of Suffering, 9-12 Curse of the Void, 12-15 Curse of Loss, 15-18 Curse of Death maybe.. was too busy at that time.

The four debuffs are:
Curse of Loss - Makes tanking harder
Reduces all stats by 400, negates damage shield effects, and causes you to take an extra 10% melee damage.
Curse of Death - Lowers caster DPS
Reduces all stats by 400, critical DoT effects are negated, all detrimental spells cost an extra 20% mana.
Curse of Suffering - Makes healing harder
Reduces all stats by 400, direct healing spells are 20% less effective and all beneficial spells cost an extra 20% mana.
Curse of the Void - Lowers melee DPS
Reduces all stats by 400, reduces your likelihood to perform a flurry, reduces the multiplier on critical hit damage and reduces general melee damage by 20%.

The creatures and their mechanics:

South East: Crystal of Loss - Creatures that are hard to kill but die to various mechanics.

Leeches: a lifeleech
Ability: Gains health from meleeing players but loses health when kited. Mitigates most forms of melee damage by 90%.
Death Effect: Its remains are powerful pheromones that cause anyone standing in them to gain huge amounts of aggro with all creatures.
Vulnerability: Can be snared but not rooted. Walk speed slowed down dramatically if attacked with lossbane fiendshard.

Vacuum Worms: a bloodspine worm / a spineless worm
Ability: Massive melee damage shield, you won't want to melee these. Mitigates most forms of melee damage by 25%.
Death Effect: Explosive knockback and damage around the area this creature dies.
Vulnerability: Can be snared but not rooted. Damage shield can be removed via lossbane fiendshard.

Lightcrawlers: a mirrorshell crawler / a nonreflective crawler
Ability: Reflects every single detrimental spell that lands on it. Procs a blind/stun. Mitigates most forms of melee damage by 25%.
Death Effect: Spawns a cocoon that will spawn a swarm of spiders if not killed quickly.
Vulnerability: Its reflection can be removed by trapping it in malarian roots.


South West: Crystal of Death- Creatures susceptible to caster DPS and strong against melee damage.

Mephits: a capricious mephit
Ability: Casts a 10 radius debuff on its most hated player every tick that negates aggro focuses. Mitigates most forms of melee damage by 50%.
Death Effect: Its 6 most hated players getr a debuff that has a 50% chance to either deal damage or drain end/mana.
Vulnerability: Less resistant to spells than other NPCs.

Wraiths: a nettling extractor
Ability: Drains endurance from everyone standing around it. Mitigates blunt and h2h melee by 50%.
Death Effect: Casts a 2 tick mez on its two most hated targets.
Vulnerability: Takes 15% extra damage from slashing and piercing attacks.

Gargoyles:
a brittle fiend
Ability: Initially does significant melee damage but for every 10% health lost does 5% less damage. Mitigates slashing and piercing damage by 15%.
Death Effect: Breaks down into a corpse that leaves a lossbane fiendshard. Which can be used against Leeches and Lightcrawlers.
Vulnerability: Takes 15% extra damage from h2h and blunt attacks.


North West: Crystal of Suffering- Creatures susceptible to melee DPS and strong against caster damage.

Fly: a virulent pest
Ability: Hits fast but weak compared to other NPCs in the event. Every tick it takes the amount of aggro its most hated player has and transfers it to its second most hated player, then removes its most hated player from its hatelist.
Death Effect: Its two most hated players receive a viral spell/melee slow effect.
Vulnerability: While this NPC is immune to super-taunt abilities if cast by a player, a charmed hobo pet may be a decent substitute tank. Also takes an extra 20% damage from melee.

Mosquito:
an engorged bloodsipper?
Ability: Every 18 seconds this NPC will lifetap its most hated player and distribute healing to all non-mosquito creatures from the suffering crystal.
Death Effect: Its remains impart the ability for all players standing around it to heal themselves from their melee attacks, however this will negate effects that help you tank.
Vulnerability: Takes an extra 20% damage from melee.

Malarian:
a cursed bloodspipper?
Ability: Every 18 seconds this NPC will lifetap its most hated player and distribute healing to all creatures from the death and void crystals.
Death Effect: When this creature dies it spawns tentacle roots that trap lightcrawlers, removing their reflection and rooting them in place.
Vulnerability: Takes an extra 20% damage from melee.


North East: Crystal of the Void- Creatures that crowd control will be your primary weapon.

Hobos: Preet Caboj, Naibich Borero, Weard Vairos, Laeil Nayonth, Chealim Seddraw, Nixiliam 'Mal Vairos, Sylendi Dewin, Mirak, Lapu Naynoth, Opius Sagustu, Maybe a few more, but you get the idea.. named mobs...
Ability: As a charmed pet this creature will activate super-taunt on various insect creatures.
Death Effect: This creature will instantly respawn. They do not need to be killed to win the event.
Vulnerability: This creature can be charmed or mezzed. This NPC cannot 'randomly' break charm. Takes an extra 15% melee damage.

Mutants:
an infected thrall
Ability: Everyone standing around an uncharmed mutant will get a mana drain/hp dot effect on them. As a charmed pet this creature will deal damage to itself to deal significant damage to particular insects.
Death Effect: No special death effect. These creatures do need to be killed to win the event.
Vulnerability: This creature can be charmed or mezzed. This NPC cannot 'randomly' break charm. Takes an extra 15% melee damage.

Netherbians:
a chaos caller
Ability: Every 15-25 seconds the top half of this creature's hatelist (within 200 distance) will be shadowstepped.
Death Effect: The top half of this creature's hatelist (within 300 distance) will be buffed with an ability that makes their next 2 detrimental spells or next 2 melee swings impart a damaging nuke that deals significant extra damage to particular insects.
Vulnerability: Takes an extra 15% melee damage. Can be snared but not rooted.


Wave 1:
Loss: 4 leeches
Death: 2 gargoyles
Suffering: 3 flies, 1 mosquito
Void: 2 hobo

Wave 2:
Loss: 4 worms
Death: 3 wraiths
Suffering: 2 mosquitoes, 1 malarian
Void: 2 mutant

Wave 3:
Loss: 2 leeches, 2 crawlers
Death: 3 mephits
Suffering: 2 mosquitoes, 1 malarian
Void: 2 hobo 1 netherbian

Wave 4:
Loss: 2 leeches, 2 worms
Death: 2 wraiths, 2 gargoyles
Suffering: 3 flies, 2 malarian
Void: 1 hobo, 2 mutant

Wave 5:
Loss: 2 worms, 2 crawlers
Death: 1 mephit, 2 wraiths
Suffering: 2 flies, 2 mosquitoes
Void: 3 hobo, 1 netherbian


Now for the rushed probably wrong write up, but this is how it should go..

Wave 1:

Loss: SK/Ranger snare/kite 4 Leeches to death

Death: Paladin/SK Tank 2 Gargoyles.. Caster DPS

Suffering: Warrior Tank 1 Mosquito and 1 fly until chanter pets take over ... 2 Chanters use pets to tank 3 Flies
Void: 2 Chanters charm 1 Hobo each.. These do not have to be killed as they will instantly respawn. After all mobs are down except these 2 Hobos, chanters are to break charm, mez them and be ready for next wave. (if you have many chanters/bards, they can be recharmed, we only have 2 chanters tho so we just mezzed them)

Wave 2:
Loss: SK snare/kite 4 worms.. Smart person loots shard from gargoyle and uses clicky on worms to remove their DS... SK kites them to NE crystal to be killed by charmed mutants/Hobos

Death: Paladin/SK tank 3 wraith, normal tank/spank... Caster DPS

Suffering: Warriors tank 2 Mosquito and 1 Malaran.. normal tank/spank... Melee DPS Save malarian for very last so roots will be ready for crawler in next wave..

Void: 2 Chanters charm 1 mutant each and send them to attack debuffed worms. These mutants will slowly die from charm, they must be killed to win the event.

Wave 3:
Loss: SK/Ranger kite 2 leeches to death, SK quickly kite 2 crawlers to corpses of Malarian to have them rooted and reflective buff stripped. There they can be melee'd and nuked to death.

Death: Paladin/SK tank 3 mephits.. normal tank/spank.. Caster DPS

Suffering: Warrior tank 2 Mosquitos, 1 Malarian... noraml Tank/spank.. Melee DPS.. they are to pick up Lightcrawlers when malarian dies and SK kites over the roots

Void: Warrior pull netherbian to Melee DPS, this mob is to be killed FIRST and all melee DPS needs to get on its aggro list.. Chanters/bards are to mez/charm Hobo and use them for DPS.

Wave 4:
MINI BURN THIS WAVE
Loss: SK/Ranger kite 2 leeches to death... SK kite 2 worms while smart person uses clicky to debuff them, after debuff, kite to NE crystal to be killed by charmed mutants/Hoboos..

Death: Paladin/SK tank and spank.. Caster DPS..

Suffering: Warriors tank 2 Malarian and try to hold Flies until chanters/bards are able to lock them down with charmed pets. Malarian are to be killed LAST in order to have roots for lightcrawlers on next phase..

Void:
Chanters charm mutants to attack worms, charm/mez hobo

Wave 5:

FULL BURN THIS WAVE
Loss: SK kite worms while they get debuffed, then kite to NE crystal. SK kites 2 lightcrawlers to roots at Malarian corpses...

Death: Paladin/SK tank 1 mephit and 2 wraith.. Caster DPS

Suffering: Warriors tank 2 mosquitos while Chanters/Bards use Hobos to tank flies

Void: Warrior pulls netherbian to Melee DPS, this mob is to be killed FIRST and all melee DPS needs to get on its aggro list...Chanters/Bards use Hobos for Flies, worms and crawlers in that order.



You must kill 60 mobs in under 18 mins in order to win. If you compete this, all the remaining Hobos will despawn and a crystal containing your loot will spawn. Rejoice and come like this post! =-)

Hope this helps someone!
 
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Thanks. About what I had worked out to try Sunday (@#$@# flagging issues).

Gotta love that you need the first kill to be flagged for the second.
 
Question.....do you guys move lets say crystal to crystal on every spawn/wave? or set one spot like at banner for everyone to be at?
 
We split our raid into 4 sections and placed them around the center crystal. Tanks at their respective crystals ready to snag immediate aggro when they spawned.
 
If ya dont mind, how did the split go? Tanks I get did u set up certain groups? Pretty sure I got my finger on the pulse of this and was thinking bout the splitting to 4 sections
 
Here is what we do, and it works for us.

Southeast:
SKs, Rangers, Healer

Southwest:
SKs, Paladins, Healers, Caster DPS

Northwest:
Warriors, Healers, Melee DPS

Northeast:
1-2 Warriors, 1 healer, rest chanters/bards.

Just basic overview since i don't know your full raid setup.. i
 
Pretty much what worked for us. Did help when we had 3 chanters and 2 bards to keep up with the mobs. Killing the malarian mob a bit away from main DPS spot helps so roots are easier to see and the rooted mob does not eat nearby DPS.
 
Evidently the event can bug and some have gotten a win without killing all the mobs that are supposed to die. Not sure how exactly you bug it since when we got our first win we did it the way its planned and killed all the mobs except the hobos in under 15 mins for the achievement.

Seems if time runs out but somebody is alive it will sometimes give the win even with mobs up.
 
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The Hobos are counting towards the 60 mob count. Since they instantly respawn, you can just kill them over and over.
 
Meaning if you kill off enough of them all you need to do is aggro wave 5 when it pops and then have somebody alive when the timer runs out? Hope they fix that.
 
That seems to be the consensus. .its worked twice that I know of for people who wipe on the final wave.
 
Wonder how many of the claimed first wins are done this way vice as intented