War Anniversary raid

Borneal

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Well its not a cakewalk like the COTF raids lol.

NPC is in War to the left up on the hill among the giants.

Lots of adds. Vallon splits off 6 of himself. Auras around the room that move. Fun fun. Still learning.
 
its pretty much identical to the old SoD raid for those of you old timers

The goal of this portion of the raid is to defeat Tallon and Vallon Zek who are attempting to break into the Rathe's sanctum.

Phase 1
Hardly qualifing as a "phase" you need to clear about 10 trash mobs to reach the brothers. Nothing fancy. Once dead you trigger the second phase by saying "We challenge you" to either Zek.

Phase 2
Arguably the most challenging event pre-tower. There are 4 main factors to handle for this raid:

Tallon Zek - Rooted on the left side of the room. Has a significant, but avoidable, melee dps. He frequently casts Tallon's Balance, a long range AE that lowers all resists by 525. He also has an array of targeted AE's that do a variety of things (dd, dot, snare, hate reduction, etc). Also every so often he choose a spot with the most PC's and emotes to everybody at that spot:

Tallon Zek appears to be taking aim at this area

Everybody in range also gets a red text popup as well. Shortly after the emote he fires a Large DD to anybody still in that area.
Vallon Zek - Rooted on the right side of the room. Also has a significant melee dps as well as AE rampage. He casts Vallon's Subversion on the tank, which reduces agro by 100% with 42 curse counters. He also hits the tank with Tactical Strike, an unresistable FD with a 4 sec stun. Additionally he has a 125 range AE Vallon's Precision which is a small dot, ac debuff, and an agro Increaser making it very easy to pull agro off a debuffed, FD'd tank. He has a self buff that can't be removed that decreases any nuke cast on him. And finally every so often he spawns 3 clones. The clones hit hard, but despawn after 6 seconds or so making them more like a temp swarm pet.
The Adds - These comprise the major difficulty of the event. Periodically throughout the event you get waves of adds that can spawn from any door leading to the room. They come in a variety of flavors, each with a special weakness:

a Rallosian warbrute, Giant, Fire and Slash
a Rallosian provost, Ogre, Fire and Blunt
a Rallosian priest, Ogre, Cold and Blunt
a Rallosian skirmisher, Goblin, Cold and Pierce
a Rallosian flamespeaker, Goblin, Cold and Pierce
a Rallosian archer, Goblin, Stun and Pierce
a Rallosian salvebringer, Orc, Stun
a Rallosian marauder, Orc, Stun
a Rallosian warmaster, Giant, Snare and Slash

If the adds aren't picked up they will quickly go after healers, the flamespeakers will cast large damage AEs, the archers will start shooting, the giants will cast a short range AE stun, etc... In short, kill them as they spawn.
Balance - To make matters interesting Tallon and Vallon must remain balanced throughout the event. If they get more than 10% out of balance the weaker zek heals up and they swap locations causing much havoc. Additionally it appears that the closer to balanced they are the fewer adds you get and Tallon does his location bomb less frequently.
When both Zeks are down to 10% they won't go lower until all adds are dead. Once all adds are dead And they are both at 10% you get some emotes about them leaving, the chest spawns, and the door south opens for the Eriak event.
 
Confirmed the farther apart they are the more adds that pop.

So the old event on steroids.
 
Differences. Tallon is in a room on the east. Vallon is in a room on the west. The area is large. This makes it impossible for DPS to swap between Tallon and Vallon if balance needs adjusting so if one side gets ahead they have to stop DPS to let the other catch up. Best bet is try to evenly match the DPS.

Also because the area is so big its hard for DPS on Tallon and Vallon to help at all on adds.

Adds seem to have over 3 million hps so takes concentrated DPS using the weaknesses to take them out. Quickly and allow focus on getting the brothers down.

Will probably be to challenging for a lot of guilds to beat in its current form. Brothers Zek was the blocking event back in SOD and a lot of guilds got somebody to request events past it and skipped it.

It is nice to see an event that is not a cakewalk but I am betting they tune it down some.
 
Yeah so this raid...... Not a fan of it. We got our asses kicked last night. Maybe by next year we get tz/vz to atleast 90% lol

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Did find the priests can be charmed. Really don't want to keep them that way cause a few of them breaking charm at once means an impossible DPS task. However charming one quick to help with CC then killing it last works.

We were trying stuff with minimal DPS on the zeks and very close balance did only pop 2 adds.

but so far 96% is best we have done while trying different things. Hoping for a full raid today that might do better but this event is way overtuned.
 
So they made it permanent. Still not accepting that it needs to be tuned down.
 
too "soon" in their opinion to do it.... we'll see .
 
Still trying to find better ways to handle the 2 named since this looks like an hour + Marathon if anybody wants to share tips. Tried pets on Vallon which helps some except he can 1 round them.
 
Still trying to find better ways to handle the 2 named since this looks like an hour + Marathon if anybody wants to share tips. Tried pets on Vallon which helps some except he can 1 round them.

Necros can shit out pets faster than Vallon can kill them. I'll let you take it from there.
 
Has anybody seen the adds actually be weak to something? Our parses show they don't really seem to have any weaknesses.
 
They do have some sort of weakness, I can't recall which adds but I seen emotes about 'npc has taken increased damage from soandso's cold spell' or something along them lines.

Was a fair boost to dmg, it was a proc sort of extra damage not a weakness and taking extra damage from the normal spell.
 
Thanks will have to look. Mainly the mellee weaknesses we have been looking at. Will see if we got any messages.
 
Okay so now that we are getting things more controlled. Looks like 2 adds time based and 4 adds % based. Appeared to be 4 at 95%. Finally got things controlled enough to see.

Dark Blue adds are subject to Head Shot Assassinate and Decap.
 
any notes on this bad boy since its been re tuned? Aint been back on it since we declared it useless at the time.
 
Well our wizards noted their damage scales massively now. If a mob is weak to say cold wizard hits seem to scale quickly from 1.3M first cast, 3.2M second cast 4.9M third cast. So wizards can burn down the mobs quickly. Mellee DPS is not as effective but they do take more damage if using the right weapon.

Priests can be charmed and die while fighting but regen if left idle so need to put them on the named if no adds up so they die and you are free to charm another.

Trick is handling the up to 6 mobs you can get if you get health and timed at the same time.

They still hit hard.
 
question.... adds spawn outside..... named are in two rooms....how to get to adds when snared n crap from Tallon n such?
 
That's one of the biggest issues. The area is so big you are almost forced to have some on Tallon, Some on Vallon and the rest outside just to kill adds.

If adds warp off or run after somebody you have a hard time chasing them down and getting them back to the DPS.