Terror of Luclin

Updated: 06/01/2022

Note: This not a comprehensive/general raid guide, but it should include what you, as an enchanter, need to know. All “estimated” time frames I give for event duration are based on mid-range (and not top) guild times.

Most events will encompass heavy use of Glyph Sprays and Legion of Liakos. Besides just MGB’ing Liakos for the whole raid, enchanters should periodically refresh them on their groups. Keep in mind that priest classes like, druids, do not have any type of shield or self spell guard unlike INT casters.

Additional use of Deviser’s Auspice will be situational, but it is still a better spell to use midfight over Legion of Xetheg. There will be extensive baning on some events as well.

I cannot stress enough that it is wise to run with GINA triggers that alert you when Legion of Liako and Glyph sprays wear off you. You can find them on my main enchanter page.

Notable Expansion Spells

Legion of Liako – new Direct Damage group absorption rune

Shield of Inevitability – New self melee strike and damage absorption rune

Netherbian Swarm Commander

Adds will spawn. Killing them lowers the Commander’s hit point lock. Therefor, the add waves will take priority to kill each time they spawn.

  • a netherbian warrior (-1%) – 8 total spawn. No abilities.
  • a netherbian ravager (-3%) – 4 total spawn. Casts Opening the Way. HP DoT that will immediately cast Netherbian Spawn if hit with Infestation.
  • a netherbian infestor (-3%) – 4 total spawn. Casts Infestation. HP and Mana DoT. Dooms Netherbian Spawn (an AoE and spawns a warrior). Can be cured.
  • a netherbian energist (-6%) – 4 total spawn. Casts a PBAoE for HP damage.
  • a netherbian invigorator (-6%) – 4 total spawn. Heals netherbians that enter its aura.
  • a netherbian infuser (-6%) – 4 total spawn. Casts a damage shield on netherbians.
  • a drone (0%) – lots spawn (can be mezzed)
  • a newborn drone (0%)- lots spawn (can be charmed)

Preparation

1. The duration of this event should be fifteen minutes or less.

2. Opportunities for:

  • At least two Group Spirit of the Group Wolf
  • At least one Illusions of Grandeur
  • One Improved Twincast
  • One Chromatic Haze
  • At least two Spire of Enchantment

3. Recommended spells to include in your spell lineup:

  • Chaotic Puzzlement
  • Marvel’s Command
  • Legion of Liako
  • Deviser’s Auspice

4. Set up an enchanter rotation for Glyph Spray, Legion of Liako and Auspice. This will usually be used, as needed, during the add waves. Deviser’s Auspice may end up seeing more use.

What to Do

Ideally, casters should be standing at max range from where the Netherbian Swarm commander will be tanked (a banner or campfire should hopefully be planted at that area for reference). Only melee DPS should be running back and forth between add waves and the Swarm Commander. Add waves should be brought to camp where the casters are standing and killed off according to the MA kill order. As an enchanter, you can just DoT up all the non drone mobs at least.

Caster full burns will happen as soon as the first wave of adds are in camp (shortly after triggering the event). Most raid teams do not CC the mezzable nor charmable adds, since it hinders casters from AE’ing them. However, if you must CC, charming at least will not interfere with AE’ing. There is a raid achievement to keep the newborns alive in which case you want to charm and park those mobs far away to not get damaged by other mob AEs.

The longer the ravagers, infestors and energists stay up, then you will most likely be needing to use Glyph Sprays, Legion of Liakos or Deviser’s Auspices depending on what is afflicting the raid. Since Liakos are pre-buffed before the raid starts, you may want to refresh Liakos once you see mass “worn off” messages on the raids. If you see yourself and the raid getting hit with AE DoTs then Glyph Sprays and Deviser Auspices need to be applied (or re-applied).

Doomshade

Doomshade constantly casts a point-blank area of effect at time intervals. It is intended that he will need to be carefully kept to one side (when active) to leave a safe space on the other side of the event area.

Every time Doomshade loses 20% health, it will become inactive and return to the pool. When this happens, one of the Dark Masters will activate. Each Dark Master has an ability that will be granted to Doomshade when the Dark Master dies. When a Dark Master dies, Doomshade activates again.

For each living Dark Master, one add will be spawned each time Doomshade loses a percentage of health (currently 9%). These are called Fading Shadow and have no abilities. They can be mezzed.

Every time the boss losses 15% health shadows will gather. An aura will spawn and a large number of shades will spawn and move toward the aura. Each of them that is allowed to reach the aura will make it grow larger and last longer. Any player character in that aura will be hit with a mean spell.

Preparation

1. The duration of this event can be 15 minutes or less.

2. Opportunities for:

  • At least one Group Spirit of the Great Wolf
  • At least one Illusions of Grandeur
  • At least one Chromatic Haze
  • At least one Spire of Enchantment
  • One Improved Twincast

3. Recommended spells to include in your spell lineup:

  • Chaotic Puzzlement
  • Bewildering Wave
  • Legion of Liako

4. Set enchanter rotation for Glyph Sray + Legion of Liako.

What to Do

There are two ways I’ve seen raid teams do this event. They either do this event with the main raid standing at the top of Doomshade’s spawn point (preferable). The second way is to stand on the floor in front of Doomshade’s pedestal, and he gets brought to the raid (as well as the adds that spawn at intervals). However, I’ve noticed heavy “rubber-banding” of movement, so things may be all over the place.

When Doomshade goes inactive, a Dark Master spawns as well as light-blue-conning Faded Shadows which you can lock down temporarily with single or AE mezzes. Ideally, raid should be killing the Faded Shadows off (assisting the MA), then kill the Dark Master. Once the Dark Master is dead, Doomshade will respawn. This will be a good time to start burning. You can then carry the burns into the adds once he despawns again at the next interval. Re-use burns as they refresh.

Besides the fact that Doomshade constantly casts a point-blank area of effect at time intervals, several players will also be emoted to run away from the raid. If an emoted player is not moving, and standing at the raid, everyone will get slammed with a huge AE DD. It is important, as an enchanter, to watch the auras on the floor to make sure that those players are in fact moving away from the raid. If I see that the player is not moving, I will Glyph Spray to save the raid right before taking a large hit of penalty DD damage thanks to the dufus that didn’t move. Glyph Sprays should generally be saved for emergency cases like this. Otherwise, just use Legion of Liakos periodically per every other AE interval at least.

Keep in mind that if you get any emotes, you simply need to run away from the raid and just stay out of it to not blow them up until the debuff goes away from your song window.

Zelnithak

This event takes place in three stages, though there are some mechanics that happen throughout. At health percent losses (currently 9%), Zelnithak will spawn three adds. One is mezzable, one charmable, and one can’t be controlled. This ends when boss is at 12%. These adds will also gain a lesser and opposite version of the boss’ resistance (explained below). So if Zelnithak is melee resistant, the adds should have some magical resistance.

Once Zelnithak is below a specific health percentage (currently 87%) stage 1 will begin. It will alternate between stage 1 and 2 at health 87/66/48/30. At 12% we move to stage 3.

Stage 1 (at 87% HP and then again at 48% HP)

At this stage Zelnithak will cast an area of effect. Its coat will grow spikes and it gains a damage shield. The adds will become more vulnerable to melee damage. Auras will appear at intervals that will cast an area of effect and despawn after about 10 seconds.

Stage 2 (at 66% HP and then again at 30% HP)

On transition, Zelnithak will cast a point-blank area of effect. Zelnithak gains spell reflection and the adds become more vulnerable to magic. Also, at intervals Zelnithak will summon swarms of insects (basically, an insect-looking aura) to chase after an emoted player.

Stage 3 (at 12% HP)

Zelnithak will cease resistance to melee and magic. The adds, however, will gain both of those resistances. They also become immune to all crowd control. Upon death the adds will explode, releasing the energy that gave them that resistance.

Preparation

1. The duration of this event is about 15 minutes or less.

2. Opportunities for:

  • At least one Group Spirit of the Great Wolf
  • At least one Spire of Enchantment
  • One Illusions of Grandeur
  • One Improved Twincast
  • One Chromatic Haze

3. Recommended spells to include in your spell lineup:

  • Chaotic Puzzlement
  • Marvel’s Command
  • Legion of Liako
  • Deviser’s Auspice

4. Set enchanter rotation for Glyph Spray + Legion of Liako.

What to Do

Keep in mind that as a caster your spells won’t be doing a whole lot to the adds until they become caster-vulnerable at 66% and 30% of Zelnithak’s HP. For this reason, when the event begins and all the way up to 65%, you’ll be focused on just Zelnithak, himself. I recommend that you burn at the start of the event. If for whatever reason your raid force DPS is low, then you’ll probably have your burns refreshed again anyhow around the 30% mark or lower where you’ll need it.

For rune duties, you’ll want to pay extra close attention to: 87/66/48/30. These are Zelnithak’s HP percents when he will do an AE DD on the raid. You will want to use either a Glyph Spray or Legion of Liako right before those HP percentages. Ideally, you should set an enchanter rune rotation to land a rune at: 89/68/50/32 so you can be on the safe side in case there is lag.

If you don’t have enough enchanters to do at least three Glyph Sprays, then consider Legion of Liako at 89%, Glyph Spray at 68%, etc (or something to that effect). Also keep in mind that your MGB ability refreshes every 7:12 minutes. You should be using it often for Liakos.

Shei Vinitras

This is the first bane event you will encounter in ToL. Shei Vinitras will be rooted in place at the top of the pedestal he stands on. He does very little physical damage, relying on magic instead. He will cast a spell on his most hated that causes them to damage themselves if they attack. He also chooses a target (or targets at later phases) at time intervals (currently 90 seconds) and casts one of six doom spells on them. Each is a series of three cascading spells. Curing the first will place the seconds on the target and curing the second will place the third on the target. However, if any of them are allowed to run their full duration, Shei Vinitras will death touch them. The spells are Corrupting Touch of Vinitras, Rotting Touch of Vinitras, and Venomous Touch of Vinitras. The six dooms spells consist of each of these in all possible sequences.

At time intervals (currently 60 seconds) sweepers will spawn in sequence (on the ground floor). Datiar xi pharuaim will drain mana and decrease casting skills on those that get too close. The datiar xi tekar will stun and damage anyone that gets too close, as well as reduce their attack skill. They will spawn in various locations and sweep across the area. As the event progresses, these sweepers will cover more and more of the space.

Datiar xi tavuelim (bald alien-looking creatures) will spawn as Shei Vinitras reaches the following health percentages. These will explode after 30 seconds. For the first 10 they will not fight back, after that they do. Shei Vinitras will not go below 2% health if any Datiar xi tavuelim are alive.

  • One at 75 and 60%
  • Three at 50, 40, 35, and 30%
  • Five at 25, 21, 17, 14, 11, 8, 6, 4, and 2%

Also, at health percentages (currently 4%), Shei Vinitras will punish people on the platform and stairs. The more people he finds there, the more he will punish them with increasingly harmful Strikes of Vinitras.

If anyone dies while Shei Vinitras is active, a dator xi xavuelim will spawn and walk towards him. If the dator xi xavuelim makes it to Shei Vinitras, it will heal him. This healing, if bringing him above any HP threshold, will re-activate events at that threshold.

Preparation

1. The duration of this event is about 15 minutes or less.

2. Prepare to BANE! The Datiar xi tavuelim are baned via mezzes and roots. A majority of your baning should come from just your Beguiler’s Banishment AA alone. This is a frontal conal punt ability that has a ROOT component. The ability refreshes every 8 seconds, and you don’t need to have anything targeted. Just make sure you are facing in the direction of the mobs you are baning.

3. Recommended spells to include in your spell lineup:

  • Mesmerise (level 2 single target mez)
  • Mesmerization (level 16 targeted AE mez)
  • Entrancing Lights (level 30 PBAE mez)
  • Legion of Liako

4. Set enchanter rotation for Glyph Spray + MGB Legion of Kildrukaun

What to Do

Full burns will happen immediately on Shei once the event is triggered. This will always make sense since you are dealing with less bane mobs at the start. Keep in mind that the bane mobs appear as follows according to Shei’s HP:

  • One at 75 and 60%
  • Three at 50, 40, 35, and 30%
  • Five at 25, 21, 17, 14, 11, 8, 6, 4, and 2%

Enchanters are not the only ones who will be baning, but they should be doing the most baning considering all the abilities and mez spells that they have at hand. Ideally, for baning, it makes sense to use Beguiler’s Banishment first, if facing a bane mob. My baning strategy looks something like this:

  • For stray bane mobs that are in corners by themself, or not reached by Beguiler’s Banishment, use single target mezzes.
  • For clusters of bane mobs at a distance when Banishment is on cooldown, use targeted AE mez.
  • If I am surrounded up close by bane mobs on my sides and behind, I use a PB AE mez (and I don’t need to have anything targeted)

When Shei is at 25% and five bane mobs at a time begin to spawn, I’ll then start using Beam of Slumber (if available / off cooldown) in between Beguiler’s Banishment. I will continue using all other bane spells as well as previously described.

Use Glyph Sprays and Liakos as situationally needed/refreshed. Use burns as they refresh. You will be “dancing” a lot on the ground floor trying to avoid bad auras, baning, and aDPSing as best as you can in between. Make sure you pay attention to cures you need and ask for them in group.

Aten Ha Ra

This is the second bane event you will encounter in ToL, although the baning is relatively minor and reserved for single mezzes on gargoyles when active. The event starts off with Aten Ha Ra standing inactive to the rear of her room. There will be three initial waves of Pli Liakos mobs. These are timed wave spawns. Once the third wave spawns, Aten Ha Ra will go active together with those adds.

For the entire event, Aten Ha Ra will cast an area of effect called Silence of Shadows on an emoted player. That emoted player will have a few seconds to move away from the raid. Failure to move will result in all surrounding players to become silenced.

Once she engages, Aten Ha Ra will cast an area of effect called Fluctuating Gravity at intervals for the rest of the event, and an emoted target player will also have a short time to get away from the raid. Also, at this time and for the rest of the event, golems will spawn at sides of the room and cross. Anyone caught by the golems’ purple auras around them will be stunned for a brief period of time.

Aten Ha Ra will call upon the gargoyles that rest on their perches above the room. One at a time they will awaken (every 12% of Aten Ha Ra’s health). Once awake they will swoop slowly down from and rend (aka damage) a target, then return to their roost.

Once Aten Ha Ra is below 50% HP, she will summon Kaas Thox Xi Ha Ra Dat and Kaas Thox Xi Ha Ra Set. These two mobs will then spawn smaller shadow blobs if allowed to touch. These unstable shadows will move toward Aten Ha Ra. Upon reaching her she will cause them to explode, causing a huge AE DD to hit the raid.

When either Kaas Thox Xi Ha Ra Dat or Kaas Thox Xi Ha Ra Set split, their smaller versions of themselves will have the same properties. Until both (all) Kaas Thox Xi Ha Ra Dat and Kaas Thox Xi Ha Ra Set are defeated, Aten Ha Ra cannot be killed.

Preparation

1. The duration of this event can be about 15 minutes or less.

2. You need to be prepared to apply a single target mez to an activated golem.

2. Opportunities for:

  • At least two Group Spirit of the Group Wolf
  • At least two Spire of Enchantment
  • At least two Chromatic Haze
  • At least one Illusions of Grandeur
  • At least one Improved Twincast

3. Recommended spells to include in your spell lineup:

  • Chaotic Puzzlement
  • Legion of Liako

4. Set enchanter rotation for Glyph Spray + MGB Legion of Liako.

What to Do

Full burns will happen on the third wave of Pli Liako adds that go active together with Aten Ha Ra. You can carry the burns into Aten Ha Ra once the adds are dead. Use burns on refresh thereafter.

Every 12% HP that you knock off Aten Ha Ra, a gargoyle will go active up top and slowly descend down. There is an emote that also alerts you of this. You need to be looking straight up top to see which gargoyle is moving around. All you need to do is cast ONE single mez spell on the gargoyle to bane it and make it go inactive. Rinse and repeat at every 12% intervals of Aten Ha Ra’s life. Again, there is an emote alerting you of this, so a GINA trigger is helpful. If you allow the gargoyle to make it all the way down to the floor, then a player will get damaged by it.

Beyond all this said, you need to just keep up with emotes and not stand in golem auras once they go active. Glyph Sprays and Legion of Liakos should be used in case of an emergency or when emoted players are failing to move.

Free the Goranga

Xin Tetorau Dator is the main boss mob that goes active once the event is triggered. Her powers are the following:

Linked Shadow Shackles – Chooses one target. After 10 or so seconds that person will become the anchor for the shackles, and everyone nearby will be pulled to them and held there for a while.

Moon Fall – Xin Tetorau Dator calls upon Luclin to crush her foes. At time intervals protective auras will appear, one for every 20% health she has (so starting at 5, lowering to 1). Anyone not in those auras will be hit by the Moon Fall.

Summon Shadow – At health intervals (currently 9%) she will call four Liquid Shadows from the pool at the center of the city to come to her aid.

These mechanics persist throughout the event, although they can be affected by certain player actions listed below:

There are five “pens” filled with goranga of various types. Each is guarded. As the boss loses HP, she will call some of those guards to help. At that time the runes penning the goranga can be destroyed and those goranga will get free. They may or may not help you with your fight. The wards can be killed with damage but will explode when destroyed and will feedback whenever hit with magic.

The goranga thieves are guarded by the Senshali (stealthy assassins). When called to assist Xin Tetorau Dator, they leave their charges and teleport to the rooftops. From there they will just flat out murder some people. If the pen of particularly sneaky goranga they guarded are freed, Xin Tetorau Dator send the Senshali to kill them and they leave the fight (their mechanic stops).

The goranga mystics are guarded by the Laiko (priests). If freed, the mystics will walk up to the scrying pools and sacrifice themselves to destroy the magic in it. This has the effect of weakening the Moon Fall power. Instead of everyone needing to get into one of the protective auras, specific players will be called as victims and only they will have to get into the auras or be bonked.

The tired slaves are guarded by the Sentien (protectors). If freed, the tired slaves will basically mope off and nobody cares.

The rowdy slaves are also guarded by Sentien. If freed the will destroy the small pool in the center of the area and then run off. Destroying the pool drastically reduces the number of shadows the pool will spawn.

The violent goranga, also guarded by Sentien, will try to join the fight if freed. Xin Tetorau Dator will expend her power to bind them all, which weakens her Linked Shadow Shackles so that it can only link two people together.

Xin Tetorau Dator cannot be defeated until all of the Akhevan guards are killed. Defeat her and win the event

Preparation

1. The duration of this event can be about 20 minutes.

2. Opportunities for:

  • At least two Group Spirit of the Great Wolf
  • At least two Spire of Enchantment
  • At least two Chromatic Haze
  • Two Illusions of Grandeur
  • At least one Improved Twincast

3. Recommended spells to include in your spell lineup:

  • Legion of Liako
  • Deviser’s Auspice

4. Set enchanter rotation for Glyph Spray + MGB Legion of Liako.

What to Do

Once the event is triggered, Xin Tetorau Dator will be tanked at the raid. As soon as she goes down by 9% HP (or hits 92% HP – I think), adds will spawn. Basically, just be concerned with seeing the adds in camp. Once the adds are all in camp, you want to then start full burning!

Depending on your raid leaders, certain groups (usually casters or ranged DPS) will be tasked to periodically run off and kill binding wards. Some raid teams might kill just half of them and deal with a few death touches in the end, while other raid teams might kill all of them. There is a raid achievement to not kill any of the binding wards, in which case the raid will be dealing with random death touches throughout most of the raid. So if you unexpectedly die out of the blue, you were probably death-touched (it happens on a random player).

At every 20% of Xin Tetorau Dator’s health intervals, giant bubble auras will appear. You need to run into one of these auras or else you get slammed with a large DoT.

Periodically, a single player will get emoted with an aura beneath their feet. That player needs to run into the nearest building/ruin and stay out of line of site from the raid. Failure to run away and hide into a building may result in other players getting leashed and pulled towards that player, silenced and take damage.

Just follow the event mechanics, burn early with the adds in camp and then on refresh, and use glyph sprays if emoted players are failing to run.

Oubliette

This event takes place in two stages. You must defeat two mini bosses, Fade and Umber, to enter the area of the oubliettes. There is nothing to bother charming nor mezzing here.

Stage 1: Part 1 – Adds

When the event starts, six Thall Tetoracu Liako mobs will appear. The Thall Tetoracu Liako will cast Fading Strength and Focus of Umber on targets. These will affect the fight with Fade and Umber. Fading Strength will amplify Fade’s PBAoE and Focus of Umber will amplify the damage from Umber’s PBAoE.

At time intervals the lamps over the hallways will drop their lights. Shades will spawn where they land and move down the halls. These harm those that get too close. Once all six of the Thall Tetoracu Liako are dead, Fade and Umber will activate.

Stage 1: Part 2 – Fade and Umber

Fade casts Radiating Shade at intervals, a PBAoE that just does HP damage. It will also single out a few targets and cast Fade Away on them, which reduces movement speed and attack power. This will doom Faded Away when it expires. Faded away will make the target invulnerable and unable to attack.

Umber casts Umbral Swath, a PBAoE that just does HP damage. It also casts Umbral Force on a couple of targets. That will try to fling the target over the railing.

Once Umber and Fade are dead, the door at the end of the hall will unlock and Stage 2 will start.

Stage 2

There will be about 30 seconds to get into the room and engage Keltakun, Last Word.

Mechanics

Encircling Shadows – A “donuts” aura that grows until it reaches the outside of the area, then stops. There are about 10 seconds between each increase when it is safe to move to a new, safe location. Anyone caught by the encircling shadows will be stunned and take some damage.

Shadow chainer – these appear at intervals and wait for someone to die. When that happens, they chain that person’s shadow and bring it to the defense of Keltakun. The shadow chainers will fight back but will not move or summon. The chainer will leave once one shadow is claimed. These stolen shadows will cast Dark Wind, which is a PBAoE that will knock people back, stun, and harm them.

Draining Darkness that harms everyone in the area.

Once Keltakun is below 75% health Grasping Hands begin to appear. These appear when the Encircling Shadows appear. They will grab anyone that gets too close and hold them in place. Once below 45% health, these Grasping Hands will take anyone they grab and place them into an oubliette. Other heroes will have to slide open the proper walkway so that they can return to the fight. He will also start to summon shadowstone jailers to its aid.

Keltakun cannot be defeated until all of the jailers are destroyed.

Preparation

1. The duration of this event can be about 20 minutes.

2. Opportunities for:

  • At least two Group Spirit of the Great Wolf
  • At least two Spire of Enchantment
  • At least two Chromatic Haze
  • Two Illusions of Grandeur
  • Two Improved Twincast

3. Recommended spells to include in your spell lineup:

  • Legion of Liako

4. Set enchanter rotation for Glyph Spray + Legion of Liako

What to Do

Most raid teams generally full burn as soon as Fade goes active during Stage 1 (which happens after the initial wave of adds are killed). You may need to throw out a Legion of Liako at most during this stage. Try to save Glyph Sprays in case needed for Stage 2, though.

During Stage 2 there will be many auras that players need to avoid on the floor – with the exception of a beneficial white aura that your raid leader may direct you towards, if it’s safe. If this stage is taking a long time for a raid team to get through, I would monitor runes closely. This will mean that you are dealing with multiple PB AEs the longer the fight goes on.

At some point during Stage 2, you will have another round of burns refreshed with ITC most likely. Ideally, try to run them while you have adds up to kill. Otherwise, finish the boss off with them.

Primal Vampire

The event begins with Primal Vampire going active.

Floating Feasts spawn at time intervals and on HP intervals (though only for the first stage of the event). They are not CC’able. When they die, they do an AE DD + mana drain that is called Feeding Frenzy. They will also drop a Blood Sac once killed. The raid leader will designate a player to collect these sacs and combine them into an Enlarged Sac of Blood, then into a Big Sac of Blood. Once the player has a large enough sac of blood, they will use it to prevent the Feeding Frenzy four times.

Two “An amorphous vampire” aka blobs will spawn at HP intervals of the boss (75, 50, 35, and 20%). These blobs will grow, trying to form into another Primal Vampire. If they are allowed to reach full size, they reform the Primal Vampire (effectively, the event starts over). Also, if the current Primal Vampire dies while one of these is alive, it will take control of that blob and reform (also effectively resetting the event).

Stage 1

This is when the floating feasts also appear every time the Primal Vampire takes 6% health damage.

Stage 2

At 75% health, blobs will spawn in pairs. A group of 4 tenacious ticks start to appear shortly after. Each tick will target a player, taking their hit points and mana, and lowering their stats. In order to survive (if you are targeted by a tick), you most likely need to use a Dragon Glyph.

Stage 3

When Primal Vampire reaches 40% HP, feasts spawn faster (timer only this time). Primal Vampire starts casting Boiling Bloodrage on several players, charming them. The charm will be broken off the players each time a floating feast is killed. If a charmed player dies with the bloodrage still active they will hit the raid with a nasty AE DoT (HP and mana drain, slow, cast time increase, and the suppression of procs and other abilities).

Yellow auras also appear at random locations. Players caught in aura will take large amounts of damage.

Primal Vampire’s HP locks at 5%~ and 3%~ while players are charmed.

Preparation

1. The duration of this event is about 20 minutes or less.

2. Opportunities for:

  • At least two Group Spirit of the Great Wolf
  • At least two Spire of Enchantment
  • Two Chromatic Haze
  • Two Illusions of Grandeur
  • Two Improved Twincast

3. Recommended spells to include in your spell lineup:

  • Legion of Liako
  • Deviser’s Auspice

4. Set enchanter rotation for Glyph Spray + MGB Legion of Liako.

What to Do

In order to not get overwhelmed by AE DDs and adds, the raid force may need tp pace their damage in the beginning. Everyone will start off damaging PV and switching to adds (always assist the MA) to kill the feasts off one by one. No one should be using AE nor DoT spells on the feasts. Each time a feast dies, it will cause an AE DD on the raid. Use caution here, and refresh Legion of Liako on your groups accordingly. After three AE DDs from the feasts, it may be a good idea to MGB Liako as well. Keep in mind that there will also be a timed AE DD that happens on top of this.

For a raid struggling on this event, I recommend doing Glyph Sprays at 75, 50 and 25 percent. For the more “advanced” enchanter, ideally, you really want to hit Glyph Spray if the timed AE DD looks like it will coincide with the AE DD from a feast that is about to die (to be able to save the raid from a double DD hit). Usually, such enchanters will have event GINA triggers to figure this out while also seeing if a feast is about to the die around the same time.

As soon as tenacious ticks spawn, you must run full burns ASAP. The longer the ticks stay up, the more people they may end up killing. If a tenacious tick latches onto you, it’s recommended to use a Dragon Glyph AA. Seasoned raiders may all active Dragon Glyphs at the same time the ticks appears to just live and be able to mow through them.

Most of the event rinses and repeats. Once burns refresh, use them ASAP on any adds (ie: blobs or ticks – whichever are up).

Close the Gate

This is a timed event.

Stage 1

Then there will be stone grabbers and gargoyles. The stone grabbers cast Shattering Stomp, a PB AE DD. The gargoyles will turn to stone when at about 30% and regain health. The only way to break them out is with the Shattering Stomp. If left alone they will return to 50% health and boost their damage. They also cast a DoT for mana with instant HP damage. Once the third shadowstone grabber dies, the second stage activates.

Stage 2

Akheva arrive.

Pli Liako will create a dark orb, then a light orb a bit later. If these two orbs overlap they will cause Complete Shadows, which will lower max HP and Mana and should cover just about the entire area and last an eternity.

Xin Thall Tavuel casts an AE that just does a low level of HP and mana drain to the entire area.

Centien Detraias summons adds. Deadly shade, shade (mezzable), and waning shadow (charmable).

Stage 3

Kratakel, Lord Misery + Servants of Shadow and Servants of Light.

Servants of Shadow use a light and dark mechanic. The light ones will cast a nasty negative affect on specific targets. The dark ones will teleport to set locations and cast an aura on themselves that is also nasty. Both have a set duration.

If a person with the light debuff (Touch of Light – 52725) enters the dark aura then the light debuff is removed, a shadow spawns and acts as their pet. They then have few seconds to back out and not get hit with the darkness aura. If the player with the shadow is out of the zone (dead, for example), then the shadow is free to do whatever (attack players). The dark servants will be rooted for a short time so they can be controlled. but will un-root after 10 seconds or so.

If one dark servant enters the aura of another dark servant, both will pulse an overwhelming darkness AoE and their auras will depop.

As servant adds are killed, Kratakel HP unlocks.

Kratakel hits hard and sometimes puts up a damage shield. He also casts nightmares (a death-touch, simon-says mechanic) on four random targets (not his main tank). It shows up as a debuff in your regular buff window. if allowed to run its course, it will just kill you instantly. To remove them (do not use perm abilties).

  • Chased! – click JBoots or use a Sow Potions
  • Drowning! – use an enduring breath potion or spell
  • Bugs! – Have a damage shield cast on you, or click your cloak (if it has illusionary spikes)
  • Falling! – Have levitation cast on you (bard songs work, too)

NOTE: Having these spells up when the doom spells land won’t work, they must land on you after the doom is on you.

On top of all this fun, Kratakel will also spawn three mobs which SHOULD BE BANED by low level spells. The correct bane must be used on the respective mob or else you simply end up healing it. More on this further below..

Preparation

1. The duration of this event can be about 20 minutes.

2. Opportunities for:

  • At least two Group Spirit of the Great Wolf
  • At least two Spire of Enchantment
  • At least one Illusions of Grandeur
  • At least one Chromatic Haze
  • At least one Improved Twincast

3. Recommended spells to include in your spell lineup:

  • Mesmerise – level 2 mez spell
  • Charm – level 11 charm spell
  • Legion of Liako
  • Deviser’s Auspice

4. Set enchanter rotation for Glyph Spray + MGB Legion of Liako

What to Do

At the start, mobs will be brought to where the raid is standing (while off-tanks keep the stonegrabbers separated). One of the stonegrabber’s should be the main focus to kill first. They do a super nasty AE DD aka stomp when all three of them are up. You should probably glyph spray about 5 seconds once you have the mobs in camp anyway. Legion of Liako may NOT cut it alone! Full burn and kill off a stonegrabber and then the rest of the mobs.

Upon the last/third stonegrabber’s death (which should be the last mob to kill), stage two will go active. You’ll get a bunch of akhevan mobs as well as (notable) a shade (mezzable), and waning shadow (charmable). If you want, you can just dire-charm the waning shadow to just keep it CC’d briefly until the MA wants to kill it.

Once stage two and beyond happens, you’ll want to also be concerned with emotes. Depending on your raid leader, you might just have people with the darkness on them from the servants of shadow simply move away from the raid. For the death-touch emotes, make sure you click the correct items you have for them. Killing the servants unlock Kratakal’s HPs.

Kratakel will start spawning a yellow-conning raven and three light-blue conning adds at certain health intervals. The light-blue conning adds must be baned quickly with the correct spell:

  • bats = mez bane
  • pools = charm bane
  • shades = slow bane (shaman and other classes can do it, too)

You want to use your lowest level charm and mez spells for these banes in order to spam them as fast as possible. You will do more harm than good using higher level spells that “land” on them as they can get wiped off the ETW list. You should hopefully be using full burns on refresh since the event is over (and mobs despawn) once Kratakal dies.