Tower of Rot Raid

considering bards became somewhat useless now on CC in this raids current form thought I Would keep this thread going for new thoughts. Was like starting all over again last nite, and having to change strat on the fly
 
Yeah seems like the only method is really to dedicate 1 group to killing 1 add so chanters can keep AE mezzing. 2 Chanters 1 group killing a mob and a tank on agro in case should work.

Downside you loose much needed DPS to deal with the fallen.
 
well after tonites attempt seems they screwed it in the pooch even more with the reds and unlockin....i m at a loss atm
 
Eats up resources but so far what we have found to be the simplest is to kill the blue adds till we get 8 scouts. Using AE mezz and bard mezz to hold them till we get 8 scouts up. Once you have 8 scouts move them out of the room down into a cubby and offtank them. 2 clerics and 4 tanks each tanking 2 mobs should be able to keep them locked without issue. Helps some if one or 2 of the offtanks are paladins for additional group heals.

Then once you have bayle at 5% and get down to only dealing with the 2 timed fallen repops send DPS down to burn them down.

Still rough but seems the best CC strat.
 
So. Got the win today.

Wound up putting on group 4 tanks and 2 clerics on offtanking 8 scouts down in the lower area. Put them off to the SE corner of the lower level which seemed a good spot. No fallen aggroed them and no snares on the raid. Picked scouts as they are the least painful to offtank.

First 2 tries today we wiped due to not keeping up. Third time it just all worked. Biggest part is getting people used to doing just enough DPS without wasting burns till needed. Burn on Advisors and if you get 4 up.

Bayle shielded and we got the 5% adds down. Then while killing the last fallen up put 2 groups with zerkers and rogues down to AE burn the royals down. Since offtanked that part went easy.

Got lucky on timing and did not get more fallen but were ready for 2 more to pop. Then just finish bayle for the win.

10 coins and 2 armor 2 other and 1 weapon sucks tho since items are over 150 coins.
 
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Gratz on win

Who else beat this in all EQ ?

Did they fix lag, been working a lot and in process of building super gaming computer
 
Lag is gone.

11 guilds across all server have beaten it.

Rogue AE DPS increase helped Zerkers make short work of the royals AE burning them.
 
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We just bring a bunch of enchanters and charm the blue adds at 25%. The AA charm lasts full duration and with 6 enchanters (we pulled in a few alts) handling the end is a breeze.
 
Hmm had thought the charm would break to often. We did test it and the DPS from them was minimal. Might due it to reduce offtanking but will never have that many chanters in raid. Plus then you gotta deal with getting charm broken and mobs retanked to kill.
 
AA charm (Edict of Command) lasts full duration (6.5 minutes) and has no cooldown. Who knows if that's intended or not. There is absolutely zero risk.
 
This raid just became a joke me thinks




https://forums.station.sony.com/eq/index.php?threads/hotfix-notes-july-2-2014.211925/

*** Hotfix ***
•The Brothers Zek (Plane of War) - Lowered the damage done by the Zek Brothers slightly, and lowered AE rampage damage.
•The Brothers Zek (Plane of War) - Lowered the HP and damage values of the adds in this event.
•The Brothers Zek (Plane of War) - Increased bonus spell damage to adds and increased how quickly it scales up, but the bonus will only apply to the first hit every second.
•The Brothers Zek (Plane of War) - Rallosian Priests now have a bigger bonus to melee damage, but will lose health over time while charmed.
•The Brothers Zek (Plane of War) - Adds that are weak to fire now take more damage from hand-to-hand attacks. Adds that are weak to cold now take more damage from piercing attacks. Adds that are weak to stuns now take more damage from blunt attacks. Adds that are weak to snares now take more damage from slashing attacks.
•Lord Kyle Bayle - Raid - The table and chairs in the center of Lord Kyle Bayle's room will turn to ash when the fight begins.
•Lord Kyle Bayle - Raid - Kyle Bayle will no longer regenerate hit points while invulnerable.
•Lord Kyle Bayle - Raid - Kyle Bayle's royal guards will now respawn every 45 seconds (up from 30 seconds).
•Lord Kyle Bayle - Raid - Kyle Bayle's fallen guards will now spawn every 75 seconds (up from 45 seconds).
•Lord Kyle Bayle - Raid - Only one fallen advisor can now be active at once.

•Lord Kyle Bayle - Mission - The table and chairs in the center of Lord Kyle Bayle's room will turn to ash when the fight begins.
•A Rotten Heart - Fixed a bug that could cause Adana Baxter to reset her health to full.
•An Epic Request - Corrected a problem that could prevent the completion of the Northern Desert of Ro step of the shadowknight instance
 
Table gone. GOOD.
Him not regening. Meh who cares. Not that big a deal.
Fallen popping slower will help guilds struggling on DPS.
Only 1 advisor up at a time BIG DEAL helps a lot.

Royals repopping slower. HATE IT. Wish they had not changed that. Will make things harder for us with the way we do it. Will drag out getting the type of adds you want and increase the offtanking while doing it since more mezz breaks.

Still don't think it will be a trivial raid but definitely easier.
 
We oneshot it with 41 people including a bunch of boxes. It's an easy farm now.
 
41 ? your serious?? and do you all have a certain place for placement for the adds and CC? I Seem to be having a running argument with RL s
 
i guess another question I have is room set up and where ya ll are CC the adds. Snare makes it hard once the reds start popping hit 3% and crap hit fan for us
 
Adds spawn at the north and south ends of the room (at the ends of where the table would be if it didn't poof). At 50% we start offtanking adds and kill anything that's a vicar or evoker. Once we have all scouts and myrms we push Bayle to 25%. Around 30% or so we have enchanters charm blue adds (using Edict of Command). The tanks that were on those blue adds then head to the north and south ends to pick up red adds. After that it's just a matter of making sure Bayle doesn't hit 5% increments when timed adds are due. Once we get him to 5% we release charms one or two at a time. When all blue adds are dead he unlocks and is dead in 15 seconds.
 
We offtank all the Royals once we get all scouts (short charmers). We pull them down the ramp and into the SE corner of the lower area. Close enough that spot heals can help there but it blocks the snare from hitting anybody fighting up top. For offtanking scouts are the best since you don't have to deal with AEs (evokers), heals (vicars) or the Time to Bleed debuff (Myrmidons)

Once Bayle HP locks we send 2 mellee groups down to AE burn the royals. Its close enough that you can pull last fallen down into the royals if you need to let the AE burn help kill them.