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Grumblestiltskin
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re: Veteran Maw of Lorkhaj

1

Recommended CP setup for damage mitigation

The Lady
49 Hardy
49 Elemental Defender
48 Thick Skinned

The Steed
81 Ironclad
32 Spell Shield

The Lord
11 Quick Recovery

 

Recommended Gear

Healers
Both healers wearing Vestment of Olorime and then 1 healer wearing Infallible Mage and the other healer wearing Healing Mage (Mending Set).

Update: Morrigan will be wearing the Infallible Mage set.

 

Boss Fight 1 - Zhaj'hassa The Forgotten

Below is an example of group positioning during the first boss fight. It is very important that players do not stand too close to each other due to certain mechanics. It is also important that everyone stands perfectly still during the fight except for when they need to cleanse themselves when cursed, which I will cover later.

The reason for this type of positioning is so that everyone is in range of the Healing Springs from each healer and also so that several people are attacking from range because he summons pillars at the people furthest away from him.

This also divides the room into two halves - The Off-tank, Healer 2 and DD's 1, 2 3 & 7 will use the left hand side floor panels to cleanse themselves and the main tank, Healer 1 and DD's 4, 5 6 & 8 will use the ones on the right hand side. When you have to cleanse yourself of the curse it is vital that you do not run through other players as you will spread the curse to them.

From AlcastHQ.com
From AlcastHQ.com

Fight Mechanics 

Ghostly Sar'm'Athra (Cats)

  • These hard hitting kitty cats spawn at 80%, 60%, 40% & 20%
  • They cannot be taunted but can be chained by the off-tank and then slowed or rooted in place by skills like Eruption, Choking Talons or Time Freeze from the Psijic Order skill line. Damage mitigation spells like Solar Prison are also very useful because of the amount of damage they can do.
  • They need to die ASAP whilst still damaging the boss.
  • Each time they are summoned there will be one extra cat to deal with.

 

Void Pillars

  • Throughout the fight the boss will summon large blue pillars on top of the players furthest away from him. These are needed for protection when the boss crouches slightly, brings his weapon close to his face and starts to glow blue. When this happens everyone needs to run and hide behind the nearest pillar or you will die. You can continue to damage the boss whilst behind a pillar.
  • The amount of pillars summoned decreases throughout the fight.

            Rounds 1 & 2 - Five Pillars
            Rounds 3 & 4 - Four Pillars
            Rounds 5 & 6 - Three Pillars
            Rounds 7 & 8 - Two Pillars
            Rounds 9 & 10 - One Pillar

    After the 10th round he will no longer summon pillars and just explode causing the entire group to wipe.

 

Curse Mechanic

  • After each round of Void Pillars the boss will place a curse on 3 random players.
  • If you are cursed (your screen will turn blue and you have a red AOE around you) you have 30 seconds to run to one of the glowing floor panels around the edge of the room to cleanse yourself. Whilst you are cursed you take a large amount of damage and your movement speed gets slower and slower.
  • Avoid other players whilst cursed or you will spread it to them.
  • After one of the floor panels is used it takes 25 seconds until it is useable again.
  • If the tank get cursed the off-tank needs to take control of the boss whilst the tank goes to cure himself.

 

Shield Phase

  • At 70% and 30% health the boss raises his hands in the air and summons a protective shield. The first shield is 1.9mil and the second shield is 2.8mil. These shields need to be destroyed ASAP.
  • Whilst the shield is active every player has a red AOE on the floor around them and takes a large amount of damage which increases the longer the shield is active. This is another reason we are slightly spread out and do not move because if players start to overlap each other you will severely damage each other.
  • During these phases the healers need to spam Healing Springs and after roughly 5 seconds a Solar Prison ultimate needs to be dropped on the boss to mitigate the ever increasing damage.

 

Grumblestiltskin
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re: Veteran Maw of Lorkhaj

1

Boss Fight 2 - Vashai and Skinrai
(The Twins)

For this fight the group needs to split in 2 with 1 tank, 1 healer and 4 DD's in each group. 1 group on the left side of the room and the other on the right. If the left hand group fight their boss on the far side of the candles and the right hand group fight their group on the near side of the candles it will make life slightly easier.

Both bosses have a light halo around their head. Vashai has a dark light (Shadow) and Skinrai has a white light (Holy). Shortly after the fight starts both groups will recieve their own light halo depending on which boss they are stood closest too. When you have this halo you can only damage the boss of the opposite colour. This means that the tanks have to swap bosses with ranged taunts. DO NOT get close to group members that have the opposite colour above their head or you will kill them and yourself!

 

Fight Mechanics

Colour Change

  • Shortly after the fight starts and after every Prayer/Reform phase (more on that later) 3 random people from each group will recieve a colour change meaning that their halo will change to the opposite colour. When this happens the people affected by this need to move clockwise around the room to join the other group or you will kill your current group.
  • You will know you are due to change thanks to an AOE that will appear around your feet. When this appears you need to move instantly before the change occurs. Again, moving clockwise.

Rage of the Twins

  • Another mechanic that occurs, shortly after the fight first starts and after every Prayer/Reform phase, is that the bosses will summon adds. The first time they will only summon 1 add but after that an extra add will appear up to a total of 4 adds for each boss.
  • The tanks need to taunt or chain in the adds of the opposite colour and they need to die ASAP. If the adds are still alive when the next Prayer/Reform phase happens they will enrage.
  • Skinrai and Adds - Skinrai and his adds cast an ability called Lunar Flare on up to 4 random people in their field of view which needs to be purged by healers. They also have a Lunar Destruction ability (similar to the Templar "Jesus Beam") that needs to be interupted ASAP due to the high ammount of damage it does.
  • Vashai and Adds - Vashai has a negate ability that he casts upon the person furthest away from him is his field of view. For this reason it is important that the tank keeps Vashai facing away from the group. The adds cast an orb ability that sends 3 orbs across the room in front of them. These orbs deal more damage the further they travel so again it is important that they are faced away from other players. If these orbs hit the other group it will most likely kill them.

Prayer/Reform Phase

  • Throughout the fight both bosses will teleport to opposite sides of the room. One next to the entrance door and the other to the exit. The room is then split via a different light on the floor divided by the candles that are placed across the room.
  • When this happens you need to run to the boss that has the opposite colour halo to you above their head. So basically you are just running to the boss you have just been fighting. If you don't do this there will be an explosion that will kill you. As long as you are on the correct side of the room split you will be fine.

Execute Phase

  • It is very important that both bosses die at roughly the same time. If one boss has a lot more health the other then the group fighting the boss with less health need to slow down on their DPS.
  • If one boss dies before the other the remaining boss will teleport to the middle of the room and needs to be executed within 20 seconds or their will be an explosion that will kill everyone. After one boss dies everyone loses their halo and so it is fine to be close to the opposite group.
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