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 Sethekk Halls

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Ralphi
Coucil Rider
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Posts : 14
Join date : 2008-08-16
Age : 28
Location : Australia

PostSubject: Sethekk Halls   Mon Oct 20, 2008 7:06 am

Darkweaver Syth

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Syth does very little melee damage, thus making the fight almost entirely magic-based. Use of resistance totems / auras / buffs is highly recommended. If you have a mage you may consider using Dampen Magic on the party.
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The best way to deal with the adds is to focus-fire them down one-by-one, as their damage is generally too great for AoE damage to work reliably. Attempt to crowd-control the extra elementals via fear, banish, or stuns while you focus on the current target.
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Syth has relatively little health, so it is generally recommended to just burn him down as quickly as possible during the last wave of elementals instead of dealing with the elementals. Use area of effect fears such as Psychic Scream to keep the elementals off the healer.
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If the party has enough DPS and burst healing you may opt to ignore the elementals entirely and just kill Syth as fast as possible. Use AoE fears as they are available, but put all attention on the boss.


Talon King Ikiss

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It is generally a good idea to dispel the polymorph as Ikiss is easier if you kill him fast.
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Try to tank him in the center of the room, and have the party stand inside the pillars. Once he blinks, have everyone run behind the nearest pillar, and thus easily avoid the arcane explosion.
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After the arcane explosion allow the tank to reestablish aggro to avoid having Ikiss run around the room.
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It is possible to reset the encounter by running out of the room and through the previous hallway.



Anzu (Druid Quest)

Bird Statues

When Anzu is summoned, three friendly NPC bird statues appear as well. Casting a druid HoT on the birds will awaken them for the HoT's duration, and will provide the following effects to the group:

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Hawk Spirit (left): Grants Protection of the Hawk. All players receive 500 less damage from every attack. Applied before armor.
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Eagle Spirit (right): Grants Spite of the Eagle. Deals 300 damage every second to all enemies in the room.
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Falcon Spirit (back): Grants Speed of the Falcon. Gives 25% movement speed increase, 25% ranged haste and 25% spell casting haste.

General Tips

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The fight is a regular tank-and-spank during phase 1. If a caster is afflicted by Spell Bomb, they should stop casting immediately; if a healer is afflicted, an offhealer, if present, should heal the party for the duration of the debuff.
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As Anzu approaches 66% (and later 33%), he'll self-banish and summon birds that should be AoE'ed. It is very beneficial to keep the Eagle Spirit active during Phase 2, taking advantage of its 300 DPS room-wide AoE.
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Anzu will unbanish after 1 minute or when all birds are dead - whichever comes first. If it seems likely that the birds aren't going to die in one minute, the tank needs to pick up Anzu while the rest of the group finishes the birds off.
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Generally, you'll want to keep the hawk spirit up as much as possible, the eagle during phase 2. Use Regrowth or Rejuvenation rank 1 to keep the spirits active.
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You may find it easiest to bunch together where Anzu is. It will mitigate confusion and will be easier for the AoEers when the flock of birds come.

Macros

The following macros can make the task of keeping the bird statues active easier:

/target Eagle Spirit
/cast Rejuvenation(Rank 1)
/targetlasttarget

/target Hawk Spirit
/cast Rejuvenation(Rank 1)
/targetlasttarget

/target Falcon Spirit
/cast Rejuvenation(Rank 1)
/targetlasttarget
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