Commonlands, Befallen:Cavern of the Afflicted
Upon zone-in the raid needs to remain in the entryway.
Just inside the entryway there is a zone alarm. If anyone crosses this before the entryway sentry is dead, it will pull the first two names and any trash mobs on the first floor.
The MT will go through the arch being mindful of the beam with the purple sparkles, do not cross this line until the sentry is dead.
The sentry will path just in front of the raid upon zone in, he will turn and path back down the hall, then up some and down again. It is roughly a 5-minute wait for him to path all the way back. However, you can pet pull him (shaman or cleric) to the MT without pulling aggro on the rest of the floor.
The MT will pull the mobs back to the corner of the hall (ranged from the raid). The Sentry and the trash mobs have an AOE and are social.
MT will go into the hall and pull mobs to the back corner of hall (ranged from raid)-remember nasty AOE in the beginning months of TLE and the mobs are super social.
Upon entry there is a sentry. IF you cross the entry line before killing this sentry you will pull the first two named as well as all trash on the first floor. If you miss pulling him immediately, his pathing will have you waiting roughly 5 minutes. Unknown if you can pet pull him or not.
Once all the trash mobs are dead leading up to the first room on the right the raid can move up.
Level: 83^^^ Epic x4
Health: 18,907,248
Debuff: Strength, 1,913
Melee Damage: Slashing
Non-Melee Abilities:
Sparkling Dust of Despair- AOE Magic damage dot, AOE Stifle
Crippling Winds- Interrupt, Stat decrease, reduced damage and longer cast times
Winds of Asyphyxia- AOE power drain, AOE poison damage (range based increase- less damage outside of 15m)
Senior Loyalist Tilas comes with 2 reanimated guards.
Really a tank and spank mob. The mob has two dots, and interrupt and a knock back.
There are two commonly used raid positions.
In both positions the raid stands in the hall (3). This allows for movement to joust in and out during the fight.
The first tactic, is to plant the raid in the hall and send the MT in to pull the mobs. The MT brings the mobs back and backs into the corner at (1). From here, it is just a matter of jousting, curing, and killing. The one down side to this position is that the raid is more likely to experience the knockback and be sent bouncing around the hall.
The second tactic has the MT pulling to (2). In this position the raid is usually more stable with less knockbacks. However, it should be noted that because the MT has his back against the wall, any AOE on the named, could pull the next named from the room on the other side of the wall.
*Note: Some raids do tank him where he stands, this however has the potential to cause line of sight issues based on terrain.
Level: 84^^^ Epic x4
Health: 24,945,436
Debuff: Strength 1,925
Melee Damage: Slashing
Non-Melee Abilities:
Mental Breakdown- Curse about every 30secs, stuns, stifles, Dazes (proximity based?)
Winds of Asyphyxia- AOE power drain, AOE poison damage (range based increase- less damage outside of 15m)
Memwipe
This is a relatively straight forward fight. Captain Ikalus comes with 2 reanimated guards and 2 eternal loyalists (the MT should be able to hold them all, but depending on the server settings, it may be a good idea to have the OT close at hand, if for nothing else the memwipe)
The raid forms up in the room previously occupied by the loyalist, and the MT fights the Named where he stands.
The raid will want to joust Winds of Asyphyxia. This is where managing aggro and the OT/MT working in unison is important. If the mob memwipes into the raid, the person with the mob should run it back to the MT and out of the raid to avoid AOE damage from Winds of Asyphyxia.
The Captain will curse a player about every 30 secs, which is curable, but while cursed they will be out of play. If reuse on the curse cures is an issue due to reuse or number of healers, prioritize healers and tanks for curse cures.
Once again, joust, cure, kill.
Note: it is important to kill all the trash on the main floor. If you do not they will add in with the next named.
One you have Killed the Captain and the trash mobs on the main floor, the raid will jump down the well.
Have the raid stay in the circle after they jump down and wait for the MT/OT to trigger the roamers and pull back to the raid. There should be 2 sets of roamers.
Level: 85^^^ Epic x4
Health: 40,566,250
Debuff: Strength 1,916
Melee Damage: Piercing
Kick-Melee damage, Heat damage dot
Non-Melee Abilities:
Pugent Mist-AOE poison (ranged base increase- less damage outside of 15m)
Acrid cloud- AOE disease damage-minor
Toxic Fog- Poison damage
Mark of the Serpent- power decrease, magic damage- (do not cure unless on MT)
Ancient Wrath of the Thet- AOE interrupt, AOE heat damage, Power drain dot (Raid wipe if adds get to named)
Curse of the Thet-non critical curse that can be cured
Buff: Arcane Cloak of Thet-damage cloak, that has small chance to interrupt target, decrease power, and reduce effectiveness of attacks and spells.
The mob is triggered by proximity. She will not spawn unless someone goes down the ramp. Once she is triggered she will attack immediately.
The raid should stack up by the outcropping of rocks at the top of the ramp.
The MT will grab the mob and hold her along the mid-upper part of the ramp.
Thet-em-aua has a damage clock that has a small chance to trigger. It will interrupt the attacker, drain power, and reduce melee and spell damage. Consider MT not using auto attacks.
During the fight there will be several AOEs that go off. There is a small AOE Acrid cloud, that does not do too much damage, however if it is on a player when Pungant Mist goes off, it will kill the player.
Pugnant Mist MUST be cured. For healers this will be a very cure heavy fight.
During the fight (shortly after pull), She will start spawning adds (roughly every 35 seconds)
There are two curses during the fight. One has the traditional icon, non-critical and can be cured. The other is the Mark of the Serpent. The "fake" curse does not necessarily have to be cured. It has little noticeable effect and is short lasting.
It is imperative that the Mark of the Serpent is not cured (it can be cured off of MT)
4 people at a time will get the Mark of the Serpent. It lasts for about 1 minute. These 4 people will be the only ones who are able to target and attack the adds.
The raid leader will need to direct players on where to go.
There are 3 locations the adds spawn. 2 are up top and one is at the bottom. Generally, there will be a healer assigned to top and bottom to help cure and heal the afflicted players. (MT healer can do double duty based on where the MT plants the mob and healing the player at the bottom).
It is best to identify the designated healers ahead of time. When the mob is pulled, the healers should be ready to get into position.
In the event a healer is not available for dedicated heals and cures, raiders should be prepared with potions.
One the players are marked the raid leader will send one of the 4 to the bottom and one or more to the top (usually the high dps, early in the expac may need two people up top)
The MOST IMPORTANT thing is that none of the adds get to Thet-em-aua or she will cast Ancient Wrath of Thet and wipe the raid.
After the curse wears off, 4 new people will be cursed and the raid lead will need to swap out the players dealing with the adds.
Raiders need to ensure that if they are holding an add, that it is completely off of them before heading back to the named, less they bring the add with them. This is especially true with pet classes.
Once Thet-em-aua is killed, members of the raid (at least 6) will need to go into the pool that she came out of and harvest <pungent mineral deposit>. This has a fairly quick respawn timer. This will grant you 10 pungent salts that will be used for Xebnok.
Level: 85^^^ Epic x4
Health: 137,345,540
Debuff: Strength 1, 916
Melee Damage: Crushing
Non-Melee Abilities:
Winds of Asyphyxia-(49 sec?) AOE power drain, AOE poison damage (range based increase- less damage outside of 15m)
Corpse Detonation- Undead detonator add spawn
Overwhelming Intimidation-(47 sec?) Mental (arcane) damage, Power drain (non curable, AE Fear, will drop aggro to 2nd on hate list). No cast bar and can’t be blocked. Distance mitigates the damage still hits hard. Best way to deal with aoes like this is porcupine, counterspell and debuffs
Spinning Fury-(35 sec?) Crushing damage, Must joust
Rock Storm- AOE interrupt and Root
Healing Abilities: Consume Soul (heals with player death)
Note: It is highly recommended that raiders are above 30k HP.
There are two common placements for the raid setup.
The first has the raid positioned at 3 (see below) with the MT wedged in the metal platform (1). The second has the MT pulling the named into an alcove adjacent from the raid (2) with the raid still at (3).
Xebnok comes with 2 adds initially that can be pulled back to the raid by the OT and killed quickly.
During the fight, Xebnok will cast Winds of Asyphyxia, AOE power drain and poison damage. It is less damaging outside of 15m, so players need to be mindful of their positioning and/or joust.
Xebnok will also cast Spinning Fury, this will do significant damage. Anyone who can joust, needs to joust this detriment.
Xebnok will cast Overwhelming Intimidation on target of aggro, this will transfer aggro to the second on the hate list. NOTE: With TSO AA lines, unless salted, MT should be able to snap the mob back without needing another tank to pick it up. If the MT is having trouble snapping it back the OT needs to be ready to pick up the mob and take him out of the raid.
During the fight players will become permanently stunned (uncurable arcane), this occurs about every 45 seconds. . They will need to be targeted and “salted” with the pungent salts collected before the fight. It may be too much for players to monitor the raid/group windows for the detriment, so most raids will have people call out that they need to be salted. Note: the detriment will not show in group window. Another method is to have at least one person in the group with salt and monitoring their group to cure.
Salting priority needs to be the MT and the MT healers, then remaining healers and the OT.
While all this is going on 3 groups of undead detonators will spawn, they are marked in the map below. The OT (or other ranged) will need to collect the adds and bring them into the raid. It is imperative that these are killed fast and quick, there is a small window of time to kill them before they blow up. (time?)
Level: 88^^^ Epic x4
Health: 114,132,842
Debuff: Strength 1, 944
Melee Damage: Slashing
Non-Melee Abilities:
Dust of Disintegration-Knockback, magic damage (range based increase- less damage outside of 15m)
Gnollslayer's Judgement-knockback, magic damage AOE, power drain (Purple Vision)-need to get to Gynock until wears off
Harm Touch-(shows up on ACT but not sure about this one?)
Undead diversion-Forced target
Nax- Power diffusion-Interrupt, power drain instant and dot
Vin-Galeforce Retribution-focus damage
Fist of the Norrathian Star- Crushing damage and dot, knockback
Marn-Fist of the Norrathian Star- Crushing damage and dot, knockback
Healing Abilities: Tap Veins-heals for how much?
Touch of Death- (~35 secs) -Curse-mob will heal with each player who dies while cursed
Gynok comes with 4 adds
Nax- Power drain
Marn- Healer/DPS
Zathra- Healer (will resurrect self and another add)
Vin- DPS
The encounter is triggered by clicking the sconce in the inner room next to Gynok. Be prepared as they will aggro immediately.
Typical Raid set up has the MT hold Gynok where he stands (1). The OT stands slightly away from MT and Raid (2). Lastly the raid is positioned away from both tanks (3). Note: Depending on your raid set up and gear, it is possible to just keep the MT and the OT piled together. Check your LOS and range prepull.
This fight has many knockbacks, and it is important that everyone is braced against a wall as often as possible.
Periodically during the fight one player will get Gnollslayer’s Judgement (purple vision). When this occurs, they will need to run to Gynok and remain there until the vision clears, or it is a raid wipe.
Gynok will cast Touch of Death during this fight, it will be focused on the group holding aggro, so more than not the MT group. MT healers need to cure this curse as soon as possible to avoid MT death or healing Gynok. Identifying when this skips, and saving saves/cure curses the instant you see this cast will ensure the MT survives. OT can assist with intercepts for the Touch of Death. NOTE: Previous TLE’s MT group had 3 healers for the death saves.
The raid will focus their dps on the adds.
Once the first add dies you have 4 minutes before Gynok resurrects 2 mobs.
If either Marn or Vin is alive with Gynok is below 30% health, they may start AOEing the raid for more damage.
The raid will need to kill either Marn or Vin and Zathra twice to win this fight.
On past TLE’s the dps would bring the adds down to 20% prior to killing any of them. This is where assisting is key and people should be using the main assist.
Recommended Kill Order: burn all adds to 20%, Gynok to 40-50%. Then kill Zathra twice, AOE/Kill Vin and Marn before Gynok gets to 30%, and then Finish Gynok off.
ACT Triggers
Senior Loyalist Tilas
<Spell N="Sparkling Dust of Despair" T="41" OM="F" R="F" A="F" WV="10" RD="T" M="F" Tt="" FC="-16776961" RV="-15" C="Senior Loyalist Tilas" RC="F" />
Captain Ikalus
<Spell N="Winds of Asyphyxia" T="44" OM="F" R="F" A="F" WV="10" RD="T" M="T" Tt="" FC="-16776961" RV="-15" C="Captain Ikalus" RC="F" />
Xenok
<Spell N="Overwhelming Intimidation" T="30" OM="F" R="F" A="F" WV="0" RD="F" M="T" Tt="" FC="-16776961" RV="0" C="Xebnok the Wretched" RC="F" />
<Spell N="Rock Throw" T="20" OM="F" R="F" A="F" WV="0" RD="F" M="T" Tt="" FC="-16776961" RV="0" C="Xebnok the Wretched" RC="F" />
<Spell N="Spinning Fury" T="35" OM="F" R="F" A="F" WV="10" RD="F" M="T" Tt="" FC="-16776961" RV="-15" C="Xebnok the Wretched" RC="T" />
<Spell N="Winds of Asyphyxia" T="42" OM="F" R="F" A="F" WV="0" RD="F" M="T" Tt="" FC="-16776961" RV="-15" C="Xebnok the Wretched" RC="F" />
<Trigger R=".*?I will BREAK YOU, insurgent!.*" SD="SALT" ST="3" CR="F" C="TSO/R: Tomb of the Mad Crusader" T="T" TN="SALT" Ta="F" /> (says SALT to alert the player that salting needs to happen)
<Trigger R=".?I will BREAK YOU, insurgent!." SD="SALT" ST="3" CR="F" C="Xebnok the Wretched" T="T" TN="SALT" Ta="T" />
<Trigger R="Silence, I COMMAND YOU!" SD="Tank Swap" ST="3" CR="F" C="Xebnok the Wretched" T="T" TN="Silence" Ta="F" /> (Calls out tank swap
Thet-em-aua
<Spell N="Acrid Cloud" T="29" OM="F" R="F" A="F" WV="10" RD="T" M="F" Tt="" FC="-16776961" RV="-15" C="Thet-em-aua" RC="F" />
<Spell N="Mark of the Serpent" T="45" OM="F" R="F" A="F" WV="10" RD="T" M="F" Tt="" FC="-16776961" RV="-15" C="Thet-em-aua" RC="T" />
Gynok
<Spell N="Dusts of Disintegration" T="40" OM="F" R="F" A="F" WV="5" RD="F" M="F" Tt="" FC="-16776961" RV="-15" C="Gynok Moltor" RC="F" />
<Spell N="Touch of Death" T="40" OM="F" R="F" A="F" WV="0" RD="F" M="F" Tt="" FC="-16776961" RV="0" C="Gynok Moltor" RC="F" />
<Spell N="Tap Veins" T="223" OM="F" R="F" A="F" WV="10" RD="T" M="F" Tt="" FC="-16776961" RV="-15" C="Gynok Moltor" RC="T" />