Ritual of Terror

Have all looters communicate with each other, sometimes you get an emote sometimes you don't. When you get your emote then you know which temple you are going to be at with your rune.

About 25% left on Grime just have 3 of the 4 runes waiting at the bottom of each ramp, last guy loots Grime runs to his temple and does a quick countdown and all rush up top. Also tank groups can move into position around 20% ish depends on how fast your dps is going.

Rune looters rush up, lizards activate tanks take over, proceed to burn each down with the rest of the raid while CC takes care of adds.

Hope that helps a little.
 
Is it normal for add rate to jump to 2 every pop and much faster after grime dies or is that because we did not activate the named fast enough? Tanks all claim they got to the top of the right temple. But just kept getting adds.
 
you get adds when they are left without any agro. They each will summon an add after a couple seconds, so if you have 3 with no one on them there will be 3 coming out every couple seconds. Once you get to 25ish adds event resets.
 
Okay thanks. Will set up to be faster on getting tanks up the pyramids.
 
Can someone just confirm that if done right in the final stage where the temple guys go live you do NOT get adds or are they just a given?
 
You only get adds if the temple guys ARE NOT aggroed within 6 seconds. You get 2 adds every 6 seconds that the temple guys are not aggroed.
 
Adds do continue to spawn while you're killing the 4 temple mobs, though.
 
We still cant get the 4 lizards to activate. 4 looters all ran up at same time with correct runes, but still nadda.. Tons of adds, tons of death.. Do you have to turn them in? Any suggestions would be helpful
 
The thing that bothers me with this raid is that the freakin green lizards respawn after a wipe.. So if you want to try this event 4 times in a night you are looking at around an hour of trash clearing. instead of 10-30 min depending on your guild.
 
@#$#@ Had the entire raid alive engaged grime with no adds up. Of course we did not get the 4 runes before grime so had somebody ready to root and run to activate the temples. All was smooth. He looted and the named hit him with a root. By the time root got cured and he got to the temple it was to late.

Might as well just trans the whole raid out if you dont have all 4 runes before grime. How many stupid shit mechanics can they cram into one raid to ensure that you need insane luck more than skill to win.
 
If Grime has your last rune, use your DPS to push/pull grime to the bottom of the temple that the rune needs to be turned in at around 5% or so. We almost always have to loot grime's rune for turn in.
 
Well finally got the last 4 named activated. Verified just need all 4 rangers at the top before the emote. No hand in no hail nothing. Of note if a tank group looses it and dies and named goes unaggroed it heals the other 4 named. Closer but no cigar yet.

Any recommended kill order on the last 4 named?
 
Just a few notes on what we found from them to be prepared. the 50K and 60K spells are special. Resistable if your max resists. Need to make sure all the debuffs from toad, spider and grime are cured.

AEs
Dread
Divine Horror
Cast 5 times, every 45 seconds
1: Summon Pets: FEERaidSwarmPetFroglok x 3 for 25 sec

Future Pain
Cast 3 times, every 65 seconds
1: Decrease Hitpoints by 50000
Target Type: Single
Resist: Magic (-625)

Dread's Past
Cast 9 times, every 25 seconds
1: Root
2: Decrease HP when cast by 20000
3: Decrease Hitpoints by 9000 per tick
Target Type: PBAE
AE Radius: 175
Duration: 5 ticks
Resist: Magic (-625)

Tunnel Vision:
Decrease Chance to Dodge by 1000%
Resist Unresistable
AE range 0
Target: Single

Distant Heart Strike
1: Decrease HP when cast by 30000
2: Decrease Hitpoints by 5000 per tick
3: Trigger Effect: Heart Seizure on Fade
4: Increase Disease Counter by 30
Target Type: Single
Duration: 3 ticks
Resist: Magic (-625)
AT: You feel you heart slow, threatening to stop

Heart Seizure
1: Decrease Hitpoints by 60000
2: Stun (3.00 sec)
3: Feign Death

Divine Prediction
Cast 1 time, start of fight
1: Increase Chance to Dodge by 30%
Duration: Unlimited

Tunnel Vision
Cast 7 times, every 35 seconds
1: Decrease Chance to Dodge by 1000%
Duration: 3 ticks


Anxiety

Frightful Grasp
1: Root
2: Decrease Hitpoints by 10000 per tick
Target Type: Single
Duration: 3 ticks
Resist: Unresistable (0)

Fear
Blinding Whirlwind Strike
1: Decrease HP when cast by 10000
2: Blindness (1)
Target Type: PB AE
Duration: 3 ticks
Resist: Magic (-625)

Distant Heart Strike
1: Decrease HP when cast by 30000
2: Decrease Hitpoints by 5000 per tick
3: Trigger Effect: Heart Seizure on Fade
4: Increase Disease Counter by 30
Target Type: Single
Duration: 3 ticks
Resist: Magic (-625)

Shin Kick
Decrease HP when cast by 30000
2: Decrease Movement by 35%
Target Type: Single
Duration: 3 ticks
Resist: Unresistable (-625)

Terror
Unholy Aura
Unknown #393 (100/-50/0)
2: Decrease HP when cast by 15000
3: Reverse Damage Shield (-300)
Type: PB AE
Instant Duration: 3 ticks
Resist: Magic (-625)

Frightful Grasp
1: Root
2: Decrease Hitpoints by 10000 per tick
Target Type: Single
Duration: 3 ticks
Resist: Unresistable (0)

Safe to guess all of them have a set of similar AEs. They all have a few nasty ones. If any named goes unaggroed it heals the other named.

Cannot ever let them not be on aggro from somebody. If they run off their temple they leash back and heal to 100%. Probably also wipes aggro.
 
I wont totally spoil it but this is one of those easily farmed events once you have it down.

If you can trigger them you can win.

After trigger have just enough people using ws/deflection whatever and curers for the healer silence on the names.

Kill adds.

Kill named.

Break off to kill adds as they spawn...if you are doing this right you get one add every 2 minutes.

Key is to have raid at bottom of main ramp to kill first adds that spawn then get to named.
 
I wont totally spoil it but this is one of those easily farmed events once you have it down.

yeah probably why this event has like 60 pages of complaints at everquest forums on how shitty and stupid hard it is for the tier. The named up to the final 4 are a huge joke, its the final 4 that are hard.
 
No hand ins neccessary. just four looters with 4 runes that each run emoted have to run up the ramps of the temple at the same time, ie within a couple secs of each other. Our guild has monks do this, if 1 of the 4 monks touches any of the temples before the others and they dont all go up the ramp at once then it bugs and they dont activate. So send 4 groups of tanks, 1 to each temple. Tank all 4 mobs in side the small room on top. Have raid force kill one at a time. If any of them come out of their rooms it complete heals all the others.

We have activated the lizards several times, no win yet.
 
If you can activate you can win.

Just have minimum manning to trigger them and keep tanks alive, we use DA at first then deflection or ws until you get the initial add or 2 dead.

Then kill a lizard and make sure to break off to kill adds as they spawn.
Its a bit chaotic but not that bad really.