Moors of Ykesha
This is a strat heavy zone that relies heavily on individual performance and situational awareness.
The zone is set up exactly the same as Palace of Ferzhul
You will need the Void Energized Amulet of Crystallization for this zone
Reward for the quest Frozen out of time, which requires 30k faction with survival accord.
You will also need Amulet of the Void Prison (ideally not anyone in MT group)
Looted from Varsoon in Palace of Ferzhul
North Portal Absatalius and Tythus
East Portal- Mynzak, Pentaclypse, Ultaclypse
West Portal- Anashti Sul
SW Portal-Courtyard
Level: 84^^^ Epic x4 Level: 84^^^ Epic x4
Health: 36,664,661 Health: 23,879,139
Debuff: Int 643 Debuff: Int 643
Melee Damage: Crushing
Non-Melee Abilities:
Xythians Storm- AOE, Arcane damage (proximity based- lower outside of 15m)- can not be blocked
Negative Flux- Curse, single player- if damaged with effect entire raid, magic dot damage, power drain
Xythian Ragestorm- magic damage dot, Power drain
Buff-Cloak of Negative Energy- Damage shield, small chance to interrupt, magic damage dot, lower damage, and spell resist
You can kill either one first. Which ever side you choose, just follow the same method.
Kill all the trash as they will add in.
In this case we are going left. Have the raid stack up at the bottom of the stairs in front of Xythus Davin, be aware of your distance as it will aggro the mob if you are too close.
The person with the amulet will target Xythus Davin and use the amulet, freezing them in a block of ice. Note: the raider with the amulet needs to target self and put pet on passive. Using the amulet will trigger auto attack or pet once you use it if not.
As soon as they are frozen, Xythus Aransta will come across from the other side.
Note: You can also have a raider with the item run to the other side and freeze one of the Mobs. As soon as they are frozen the other will start to head that way, the MT can snap the unfrozen mob for the raid to kill. It is important that the raid be mindful of their distance to the mob to avoid the AOE. Once the mob is dead the raid can move to the frozen mob and let the MT engage it.
The MT should pick it up before it hits the raid and position it.
During the fight 1 player will get cursed, Negative Flux. The cursed person must immediately stop attacking until the curse is cured. It has a magic damage dot, power drain, on the entire raiding party.
Healers should also cure the arcane with priority.
Outside of that, it is just a tank and spank.
Once Xythus Aransta is dead, the MT will break open the iced mob, and the raid will repeat the same process as they did with Xythus Aransta.
After both Mobs are dead the entire raid will go through the center portal.
ACT Triggers
<Spell N="Xythian Storm" T="41" OM="F" R="F" A="F" WV="10" RD="F" M="F" Tt="" FC="-65281" RV="-120" C="Xythus Aransta" RC="F" SS="tts [Storm Hit]" WS="tts [Storm in 10]" />
<Trigger R="You feel a powerful curse being cast upon you. Better beware of what you do!" SD="STOP STOP" ST="3" CR="T" C="TSO/R: Palace of the Ancient One" T="F" TN="Timer or Tab name" Ta="F" /> Tells you to stop casting if the curse is hitting you.
Level: 84^^^ Epic x4
Health: 51,829,885
Debuff: Wisdom 1,169
Melee Damage: Crushing
Non-Melee Abilities:
Enthralling Flames- AOE heat damage, stun
Exothermic Explosion-knock back, heat damage dot (proximity based-joust more than 15m)-purple vision- can not be blocked
Chaotic Infusion- Yellow Vision, Multiple people at once, Must run to portal
Elemental Implosion- Raid wipe, failed Chaotic Infusion
Unstable feedback-Magic damage, reactive that hits anyone hitting him, delevels player- pot cure, single target cures do not work.
Void strike- frontal attack, magic damage
Void Storm
Wrath of the Ancients- disease damage
Buffs- Unstable Stalwart Aura- STA/Health Buff, damage shield (interrupt, magic dot, delevel)
Voidfield- damage shield (magic damage, Interrupt, decreases spell/melee abilities)
Offence Aura of Agility- Str, Int, AGI, Wis, Multi attack, defense, dodge.
Raid will set up between the west portals.
1 player in the raid will be responsible for speaking to the switchmaster to activate the mobs. The player must be quick in choosing or he will choose for you (30 sec)
The choices are Stalwart and unstable, agile and offensive, Voidfield creation, and Voidstorm creation. These can be done in any order, however do not choose voidstorm.
1. Sentinel of the Void
Buff- Aura of Instability- % chance to cast bolt of Instability (interrupt, magic damage dot, stat decrease)
Non-Melee abilities- Voidstorm- Interrupt, Knockback, magic damage (proximity based, joust to 16m)
The MT should be up top when the person chooses, as the mobs activate from the portal areas.
Once the Sentinel of the Void is activated, the MT will pull him back to his spot.
The Sentinel is a pretty straightforward tank and spank. He will cast Voidstorm during the fight, which needs to be cured/jousted
As soon as the mob is dead, the person speaking to task master must be ready to choose, remember this is on a timer. They will choose Stalwart and Unstable
2.Unstable Void Protector
Non-Melee abilities-Unstable Perturbation- magic damage, power drain
Sentinel of the voidfield
The next pair are much the same as the 1st mob, just cure, tank and spank
Again once the mob is dead, the person hailing the Switchmaster needs to be ready to choose-Agile and Offensive
3.Offensive Void Protector
Buff- Offensive Aura- Increase STR and INT, MA
Non-Melee abilities- Vexing taunt-Forces target to change target and lock on
Agile Void Protector
Buff- Agile Enhancement- Increase AGI and WIS, Dodge
Typically the MT will pull the Offensive void protector to the MT spot, while the OT holds Agile to the side.
Once Offensive is dead, the OT will pull Agile to the tank spot. Once Agile is dead, the Switchmaster will aggro.
Blockers as the last two mobs die, before switchmaster aggros, allows the MT to get the Mob placed with less carnage for the raid.
There are a number of ways to set up for this fight.
1st placement:
The MT/OT hold the mobs at the portal across from Switchmaster (they can also go under the ramp and back against the wall).
The raid either stands up on the platform at the end of the bridge to yellow vision portal. It is possible to wedge your feet in that bridge to avoid being thrown back. (However depending on where the MT is, line of site can be an issue, raid must adjust)
The advantage to this position is that everyone is close to the portal and less room for error. It also allows for easy cure as the healers are in range and within line of site.
2nd Placement
Has tank pulling mobs to the lower alcove to the right of the yellow vision portal.
In this position the MT/OT stand on the opposite wall from the raid, which prevents everyone from flying.
This position does make it tricker to get to the portal quickly, especially if you are like me and get stuck on everything along the path to the portal.
This also makes it impossible to heal the players, unless a healer is stationed near the portal.
During this fight, Switchmaster will cast Enthralling flames (heat damage/stun), this is a run of the mill dot that needs to be cured. He will also cast Exothermic Explosion (proximity based, heat damage dot (purple Vision). Healers need to be on top of the cures.
He will also cast Chaotic Infusion on two players at a time. This will look like an uncurable arcane. When players are hit with this spell they must run to the appropriate portal. Do not go too far into the portal or you will most likely die. Chances are good that you will also be hit by another dot while making your way to the portal. This needs to be cured, either by a priest who is nearby or with cure potions. Do not spend time doddling when you get hit by Chaotic Infusion, stop what you are doing and make you way to the portal
The MT is vulnerable to this as well. So the OT should be ready to pick up Switchmaster if needed.
Using blocker on pull will save the raid from Enthralling Flames on pull.
Note: Purple vision will make it where the players are unable to see the yellow vision. Healers must be curing as fast as they are able.
ACT Triggers
Switch Master (Enthralling Flames) <Spell N="Enthralling Flames" T="27" OM="F" R="F" A="F" WV="10" RD="F" M="F" Tt="" FC="-16776961" RV="-120" C="Switchmaster Zaxlyz" RC="T" SS="tts [Flames Hit]" WS="tts [Flames in 10]" />
Exothermic Explosion <Spell N="Exothermic Explosion" T="38" OM="F" R="F" A="F" WV="10" RD="F" M="F" Tt="" FC="-65281" RV="-120" C="Switchmaster Zaxlyz" RC="F" SS="tts [Exo Hit]" WS="tts [Exo in 10]" />
Level: 87^^^ Epic x4
Health: 36,532,070
Debuff: Strength 1,040
Melee Damage: Crushing
Non-Melee Abilities:
Nether Cloud-Poison damage dot (proximity based need to be 16m)
Stunning Blaze- AOE heat damage
Buff-Berserk Rage
Abyssal Link- damage shield, interrupt, knockback, magic damage dot
Absatalius will aggro once people enter the portal, this is a case of letting the MT go first.
The MT will intercept the mob and pull him off to the left. The raid will stack up to the left as well, at least 16 meters from the mob.
Absatalius is a Berserker and will utilize open wounds, berserkers rage/rampage during the fight.
He will aslo case a couple of AOEs, the most noteworthy being Nether Cloud. This needs to be jousted/ranged as it is proximety based.
Healers need to cure the detriments, especially nether cloud as it will tick.
Once Absatalius is dead, void savages will start to run down the stairs. It is up to the raid leader to determine if they will kill these mobs or train up the stairs. On previous TLE's we have trained to the first landing, killed, then ran up the next set of stairs. These mobs can be null caressed as well. Once at the top of the stairs, the raid will set up for Tythus.
Note: Have someone start running up the stairs when this mob is pulled. If they get to the top before it dies (or shortly after) you can call to them to avoid the gauntlet on the way up.
ACT Triggers
Absatalius: shows as nether cloud in ACT, actual spell is Nether Mists
<Spell N="Nether Cloud" T="49" OM="F" R="F" A="F" WV="10" RD="F" M="F" Tt="" FC="-65281" RV="-180" C="Absatalius" RC="T" SS="tts [Nether Cloud Hit]" WS="tts [Nether Cloud in 10]" />
Level: 87^^^ Epic x4
Health: 25,142,379
Debuff: Int 664
Melee Damage: Crushing
Non-Melee Abilities:
Dark Energy Flow-AOE magic damage dot
Dark Flames of the Void-AOE heat damage dot
Voidslide-Crushing damage, Stun
Translocate- teleports the recipient to a random location about 20m away, stifles everyone around them
Buff-Cloak of Negative Energy-Magic damage dot, spell resist, chance to hit with weapon lowered.
There are a few raid positions that are commonly used:
1st position
The MT will pull the mob to the Skeletal bone protruding from the ground and wedge himself in to avoid knockbacks. The rest of the raid positions themselves in the gap in the wall to range the mob.
This is a tried and true method, however note if survivability or line of site is an issue this may cause problem for the raid.
2nd position
This position seems to work best if the aoe is wrecking the raid or if line of site is an issue.
The MT engages Tythus and holds him by the middle platform to brace himself. The raid is then positioned back towards the skeletal fixture and even beyond. The OT holds the adds to the side.
3rd Position
The raid sets up by Tythus (small aggro range) along the upper bank of the wall. The MT is on the floor away from the raid, almost to the line in the floor that separates the area.
Now that everyone knows where to stand
Once the raid is set up, one person from raid will drop raid. The group leader should send reinvite (do not accept yet, just let it sit on the screen). The player will aggro Tythus and then FD. (This will get rid of most of the adds that have spawned from the portal). As soon as Tythus resets the MT will pull him and move him into position
Burn down any adds that remained up after the FD, then focus on Tythus. During this fight adds will spawn from the Portal, the OT should grab them and hold them, while the raid focuses on the named. If the OT gets overwhelmed, burn down the adds and return to the named.
During the fight Tythus will cast 3 AOEs, Voidslide, Dark Energy Flow, and Dark Flames of the void. These need to be cured asap, and jousted.
Of these 3 AOE's Void slide is the most worrisome. This can be pre-cured, and blockers do work.
Periodically players will get translocated about 20m away to random location. Raiders should wait until their buff is off otherwise they will stifle those around them.
ACT Triggers
<Spell N="Voidslide" T="30" OM="F" R="F" A="F" WV="10" RD="F" M="F" Tt="" FC="-16776961" RV="-120" C="Tythus Tinzok" RC="F" SS="tts [Voidslide hit]" WS="tts [Voidslide in 10]" />
Once Tythus is dead, jump back down to the main floor and return to the central portal room.
The raid should stack up outside the west portal, and let MT/OT enter first. As soon as a player zones in they will be greated by void beast. These mobs do toss about the tanks, so once they are gathered up, the tanks should find something to put their backs against. Once these mobs are dead the raid/tanks will move into the hall way. Mobs do wander here and the OT is able to pull mobs for the raid to kill without knockbacks, generating more adds. If fighting in the hall way the MT can be on once side with the raid on the other.
Once in the main area, the raid will set up either in the room with pentaclypse or Ultaclypse. The person who has the void amulet will go to the opposite room.
When the MT/OT are ready, they will call for the player to use the amulet to banish which ever of the two they do not want (typically we banish Ultaclypse, but it does not change the fight)
Note: If the player with the amulet drops from raid to banish, they can be invited back and swap out the amulet before engaging the other mob. If they are in raid when they banish, they will not be able to swap out gear.
The MT should be ready to engage the chosen named, and the OT and OT healers will pull the adds off to the side. DO NOT KILL THE ADDS. This will only help the named (Weakened Control, diminished control-increased damage and potency)
Level: 88^^^ Epic x4
Health: 28,107,756
Debuff: Strength 1,044
Melee Damage: Crushing
Non-Melee Abilities:
Dark Feast
Netherbolt
Nether cloud-AOE poison damage dot (proximity based -joust 15m), 180 degree frontal
Stunning Blaze- AOE heat damage, Stun
Buff-Nether Field- Chance to disarm weapons, interrupt, magic damage dot, stifle, target is immune to beneficial spells
ADDS- 4 Lamia void handlers 88^^^x 2- weakened control, diminished control on named when dead
This is a pretty easy fight. With the OT holding the adds and the rest of the raid focusing on the name. There is a chance of being disarmed during the fight and he does have AOEs that need to be cured.
Nether cloud hits very hard. This is a ranged based fight if people can not joust properly. Blockers do not seem to have any effect on the AOE, however if you have multiple druids in the raid, porcupine seems to make this manageable. The first nether cloud occurs around 20 seconds into the fight.
After Pentaclypse/Ultaclypse are taken care of you will go back into the main room and clear all the mobs. Make sure to get the gliders out of the two back pools as well, these will trigger once you get in and out of the water.
Level: 88^^^ Epic x4
Health: 147,972,574
Debuff: Int 671
Melee Damage: Crushing
Non-Melee Abilities:
Deep Freeze-Freezes player -stun/root/stifle (will eventually die)
Elemental Onslaught- AOE power drain, AOE heat damage dot, 16m joust
Meteor Shower- needs to be jousted, AOE heat damage dot, 21m joust, cure immediately
Elemental Barrage-cold damage AOE, power drain, decrease Mit
Buff- Aura of the Void Sorcerer-chance to teleport, interrupt, magic damage dot, decrease weapon/potency
There are a couple of things to note about the Mynzak fight.
Players will get purple vision and must run to the bone structure and click it to ground self. This can be done a little ways away from the structure. (time until wipe?)
Players will get encased in ice during the fight, other players can target them (or on the player in raid window if using profit or darkui) right click and "drag them". It helps to have players tasked with this, normally necros or bards. Note: detriments will mask ice in the raid/group windows.
Players will be encased in ice periodically through the fight. Once they are thawed they will be in the fire pit, they need to get out quickly, less they die there.
Just like before there are several ways to tackle this fight.
Run double Troub elemental ward
Tank swap before dragging the MT into the flames.
Meteor shower only hits ~6 mobs and is not range based. Do not use blocker in the MT group.
1st position
The raid sets up by the bone structure, so that they can easily click (this is especially helpful if clicking the purple vision is killing your raid)
The MT /OT sets up with their backs against the tree to keep from being knocked back. It should be noted that the MT/OT healers will need to move up to be in range of their tanks, and will need to joust the AOE.
2nd position
MT/OT sets up with their backs against the tree as in the first position, but the raid stacks up on the edge of the fire pit. For whatever reason, at least on Kaladim, when the raid was off the main floor level they took less AOE damage.
The advantage to this position is that healers are closer to those in the fire to heal and or cure when they emerge. The downside is they are farther away from the bone structure to click.
3rd position
MT/OT sets up along the bracer on the wall. From this position the tank is still in range of the raid for buffs and heals.
The rest of the raid hops in the pool. When they are drug into the fire they will need to run back. It also places players in close proximity to the bone structure for purple vision.
The disadvantage to this position is simply the pathing of the mob is very weird and will run along the top of the wall edge.
ACT Triggers:
Meteor Shower: <Spell N="Meteor Shower" T="45" OM="F" R="F" A="F" WV="10" RD="F" M="F" Tt="" FC="-16776961" RV="-15" C="Mynzak" RC="T" SS="tts [Meteor Shower Hit]" WS="tts [Meteor Shower in 10]" />
Elemental Barrage: <Spell N="Elemental Barrage" T="41" OM="F" R="F" A="F" WV="10" RD="F" M="F" Tt="" FC="-16776961" RV="-160" C="Mynzak" RC="F" SS="tts [Barrage Hit]" WS="tts [Barrage in 10]" />
Elemental Onslaught: <Spell N="Elemental Onslaught" T="39" OM="F" R="F" A="F" WV="10" RD="F" M="F" Tt="" FC="-16776961" RV="-160" C="Mynzak" RC="F" SS="tts [Onslaught Hit]" WS="tts [Onslaught in 10]" />
Mynak cured his debuffs: <Spell N="Void Respite" T="20" OM="F" R="F" A="F" WV="10" RD="F" M="F" Tt="" FC="-16777216" RV="-120" C="Mynzak" RC="F" SS="tts [Reapply deebuffs]" WS="" />
Once Mynzak is dead, you can zone through the portal behind him to the courtyard.
The raid will stack up outside the West Portal, once again allowing the MT to go through first.
The room you enter will be full of void protectors and exalted sentinels. Thes do have disease damage dots, and a curable curse
Level: 88^^^ Epic x4
Health: 245,316,103
Debuff: Int 899
Melee Damage:
Non-Melee Abilities:
Buff
ADDS
There are a few AOE's on this fight, none of them worth tracking. What is important is Ancient's Curse (Acknowledge warning, target self, cancel all spell casts, and stand still until cured). Power needs to be maintained > 50%.
Ancient Curse hurts when it hits. Keep her int at zero and try to cross raid single target ward and intercept whomever it lands on.
The raid will ranged interrupt and burn down the horrors.
When the horrors are not up the rest of the time, you are focused on buring Anashti down
Only use good power rezzes during this fight (dirge group rez with AA, Spirit dance, and greater redemption of failure)
Be mindful of spending too much mana to quickly as each cast will inflict massive self damage. (Pond wash is your friend)
Identify the location of the statue against the left side of the room, facing inwards.
Tank Anashti in the "corner" closest to the void portal.
Your raid should be one segment away, in the corner, so that the statue is between the MT and the raid.
The OT will monitor the portal with a void crystal (drops for the ring even and mid fight adds) and will be responsible for right clicking and keeping the portal closed.
If you close the other portals before pulling Anashti the adds will only spawn from the portal that is by the raid.
The adds can hurt, so the OT may need to stay in, jousting out only to close the portal when able.
If the add is a horror, drop and interrupt or two on it and walk it to the raid to be killed. Other adds can be ignored, having the MT intercept them with a bow shot as they com in.
The raid will not prioritize the other adds, though the meanifestations will AOE stun so AOE them down.
If the horrors are not killed quickly and interrupted they will AOE the raid. This is the only "fail" scenario other than the dps and mana check.
Use stun signets early on in the fight, and again later in the fight.
Blessings and miracles early is recommended, since battle-weary will make them less effective later.
ACT Triggers:
This trigger will warn you when it is about to land on you (Stop everything!):
<Trigger R=".*?You feel a powerful curse being cast upon you.*" SD="Stop Casting" ST="3" CR="F" C="TSO/R: Anashti" T="F" TN="" Ta="F" />
This trigger will tell you whom it lands on (For Cures):
<Trigger R=".*Ancient's Curse(?: critically)? hits (?<cTarget>\w+).* " SD="$1" ST="3" CR="F" C="TSO/R: Anashti" T="F" TN="" Ta="F" />