A Rathe Councilman  

Raid Encounter
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Uploaded July 24th, 2007

There are 12 of these in the zone, some mezzable, some not. All 12 must be killed within 7 minutes to have the Avatar of Earth spawn.

  • Respawn Timer: 3 days with a 12 hour variance

Categories: EverQuest | Templatized
This page last modified 2020-04-08 03:04:19.

Level: 68
Expansion: Planes of Power
Effects Used:Earthen Vengeance
NPC Added: 0000-00-00 00:00:00
NPC Last Updated: 2019-09-08 20:01:03

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Respawn timer
# Jul 04 2021 at 5:40 PM Rating: Good
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167 posts
The respawn timer is 5 minutes and 40 seconds. Please update.
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Zare - Erollisi Marr
Zuggle - Aradune/Mangler
Solod with 93 SK
# Aug 24 2020 at 12:21 PM Rating: Good
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90 posts
It may be able to be solo'd now. I did it with my 93 heroic SK with auto-grant AA's, maybe 85k HPS with full buffs and full damage shields (7.1k damage shields).

I burned every cooldown I had including discs and was able to self sustain through the dps of all of them. I'm not sure if it's intended or not but I was consistently warped all throughout the councilman area, and was immediately summoned back.

Fight lasted maybe 2 minutes, then avatar was a pushover. The key is being able to sustain through all of them.
Spawn Rate?
# Jan 13 2019 at 4:18 PM Rating: Good
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210 posts
Trying to complete Planar Progression on my own and waiting for these guys is a major obstacle. Anyone know how often they are up?
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Buanu Connoy
Champions of Norrath
Xegony
Spawn Rate?
# Jan 15 2019 at 10:32 PM Rating: Good
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74 posts
I am doing the same thing. According to https://everquest.allakhazam.com/wiki/EQ:Respawn_Timers it is "3 days with 12 hour variance"

Edited, Jan 15th 2019 11:34pm by Altara
Question.......
# Sep 02 2007 at 2:08 PM Rating: Decent
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2,600 posts
This is one of the 2 PoP events I missed out on.

Maybe I am missing it among the posts here, but I have a Question,,,,,,,,,

If you can single pull the Council.... why not just kill each one outright, as you pull them?

Is there a timer to get them all killed?
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Question.......
# Feb 22 2008 at 4:05 PM Rating: Decent
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1,117 posts
All 12 have to die within 7 minutes of each other or event is a fail.
Question.......
# Sep 02 2007 at 7:14 PM Rating: Decent
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1,352 posts
you have to kill all of them at the same time because they have a lot of hp and repop if you dont kill them all soon enough of each other.. once all 12 are killed within a close enough time frame the boss pops.
Combine era RC attempt
# Jul 29 2007 at 8:12 PM Rating: Decent
Just tried this last night on Combine, in a guild thats in a mix of gear ranging from NToV to DON Crystal. We're limited to a top level of 70 so far, and haven't had the long periods of farming that previous servers had that were at this point... tanks are lucky to push 10K hp and 2K AC.

When we pulled the first of the mezzable mobs, we got a real wake up call, he chewed thru several warriors before we got him locked down and sufficient heal stream going on; finally a 70 Sk with his 1.5 epic got aggro (easy enough once everyone with low HP aggro died) and held on for dear life, running Soul Guard and getting down to 10% hp repeatedly.

Hitting for up to 2800, quadding, plus a 200 a tic AE DOT and 1000 AD DD, these guys are mean mean mean. We took him down to around 20 % and called off the DPS,which was a little sloppy, we didn't get it landed till 18%. After some discussion and rezzing of the dead, we woke him up and took him down to 8%, remezzed.

Pulling the rest of the mezzable 6 was rough, we lost pullers right and left, because the mobs would mass AE the puller. Snared mobs would split nicely once the puller was dead, though. Sacrificial Ranger plan.

Using warriors going defensive, we managed to get the mezables down to under 10% much more easily now that we were prepared, this meant switching MT back and forth so the disc had time to refresh. Reports were that when low HP they didn't hit so hard. Some testing indicated that "low HP" meant somewhere south of 5% HP.

While we were rebuffing before heading out to get the unmezzables under control, we got another surprise. Mez broke on one of the mobs, and it banished the enchanter who was on it. Luckily, not far away, but this meant getting the mob back under control was a scramble. This happened a couple more times as we tried to get the rest of the job done; mez team must remain very tight and ready to patch mez each other's targets.

We moved over to the island, and eventually pulled one of the non mezzables. Got him down to under 5%, then set an SK on him, with a cleric all his own, and a shaman he'd have to share to keep the mob slowed. Rezzed up and rebuffed (yeah, I didn't mention it but we were still taking losses getting pulls and getting the mob under control) we got another pull inbound... when it pathed funny and ate the TM SK.

Facing two RC at once we had a very hard time, but managed to get them split up and the nearly dead one dragged aside. We were working on the second when we noticed the first was dying. TM had no weapons, took gloves off, still mob dying. We think someone dotted it in the panic, not sure. Nothing we could do but watch it die.

Event pretty much blown, we tried taking out the remaining mobs in the short time available, but wiped on them... would have been better of course to just TL out, but we aren't that kind of guild.


First try, next time we'll be armed with better info and ready for whats coming up, I think we'll beat this segment of the fight with just a little better plan for parking the TM'd mobs and pulling the next.
Strat refinement
# Feb 08 2006 at 11:59 PM Rating: Decent
Just finished this yesterday. Was our second try. First day we were able to lock the mezz mobs down easily. Pulling was kind of tough. Used two pallies eventually to maintain the agro to keep from regening. Got four of the reamining tank mezzed. Fifth pull got borked by bad agro and a bad warp. half wipe. Never was able to get more then a few tank mezzed after. Broke up at 4 hour mark. Came back next day (yesterday). Used Mage pet pull, pulls much faster. Had to use a couple of bards to mezz. Had a third bard eventually on back up. It was a little sketchy for a while on the mezzing, people not jiving very well. People mezzing each others mobs. After some marking, two enchanters with two mobs apiece, and two bard bots with one mob apiece. This time we used an idea of mine. SK 69 spell Dread Gaze. You keep agro on the entire 6 all the time. Just spam it. Had CV and SA on, and I could continually cast it and never went below 100% (rounding on UI's part). Use a pally to back the SK up just in case. Once we got the mezzing figured out, there wasn't any problems. Got mobs tank mezzed after a slightly botched pull due to banish. Some people died, but it was stable. Most of the raid camped to ensure agro cleared. Came back rebuffed. Pulled, parked, 5 times. I was on the 5th mob. I wasn't sure if I could tank it, so we were going to do a tank rot with a better tank breaking him down, but he got banished and I picked up councilman quicklike. No major problems. A few clerics were getting really low on mana, and there was only one necro....the raid leader, and he was botting the mage who was pulling. Pulled the last councilman and burned him down. Burned all the tankmezzables down quick. We got back to the mezzed ones and it was a debacle. Agro bounced like crazy and people were dropping like flies. Not sure what happened, it was very confusing. We killed them all. Unfortunately we killed them all befoer we were ready for the Avatar. Had someone kite him a little to get reset. MT held agro the entire time, rarely got below fifty and the Avatar dropped really fast. I was surprised at how fast he dropped. I personally felt he dropped faster then councilmen, though that may be because peeps were using big spells. /shrug

So, recap of refinements (over what has been posted)

-Use SK with dread gaze on mezzed mobs
-Pull using Mage pet, have another mage CoH first mage to kill agro, snag with monk or bard
-If you can, have a few spare healers to shore up when people get low
-A cleric and back up mezzer with mez group incase bad stuff happens
-Pull mob outside then clockwise around island
-If using bolt spells, float above awater across from mob, guildy was reporting able to hit mob and not get hit by AE, I think I noticed the same with heals on botted cleric


We had about 55ish people on raid. Or rather I should say we had 55 characters on raid. Several were botted, putting actual people probably much closer to 45, maybe lower. This is a tough raid, that takes alot of paying attention and team work. For those that get this done, awesome job. For those that don't, keep it up and refine the process.

Weimei
70 SK
Prexus
pulling
# Aug 21 2005 at 1:00 AM Rating: Decent
15 posts
anyone got a good strat on pulling these ? haven't seen one yet we just trying these and only 2 bards.4 monks some sk's and necro but 5 hours later and only 3 got by alota deaths and I haven't pulled but sceen them all pulled very quickly.help would be appreciated.
RE: pulling
# Oct 27 2005 at 6:15 PM Rating: Excellent
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1,117 posts
Actually there is a better way. Use a mage fire pet to pull. Send the pet in on the councilman you want to put, and just as he nukes, pull the pet back. As it technically wasnt attacked by a player, only the one hit by the nuke will come.

Once the one pulled is far enough away from the other councilmen, have a ranger snare it and bring it in.

Be sure to have a mage practice this technique on regular mobs elsewhere to get the hang of it. A mage who knows how to do this will save a lot of pain.

Using this approach my guild had all 6 mezzables locked down in about 20 minutes. On any call to pull a coucilman, a single councilman came everytime and within 15 seconds WITHOUT mass casualties.

Note that the pet you use for this must be green to the mob. We use the 52 fire pet, though you could use lower (though the pet might get killed and put the mage at the top of the hate list.

Edited, Fri Dec 9 13:39:21 2005
RE: pulling
# Sep 16 2005 at 3:00 AM Rating: Decent
2 Bards, 4 Monks and some SKs? If this force is unable to split them they need to do some serious learning. Or the communication between these players sucks. Either one of these classes should be enough to pull it - mobs get stuck, warp etc. So you have enough opportunities to split them. Your pullteam just needs to work as a team.
RE: pulling
# Sep 19 2005 at 8:08 AM Rating: Decent
45 posts
I agree -- this weekend was my first attempt at this event, and we managed pulling fine with 1 bard (me), 1 sk, and 1 monk. Atleast once we got the routine down.

Bard split seemed to be the easiest, atleast on the mezzable mobs (if you're on the south side of platform looking north -- 1, 3, 5, 6, 8, and 11 -- clock numbers are mezzable). I pulled with HoS (w/drum) to the south, got my target down the platform and then mezzed it. I pulled the remaining mobs west while the monk/sk tagged mob and brought it to raid/cave (east).

For the unmezzable mobs - same technique, but use snare to distance the mobs.

I would suggest having 2 people around to tag, as we (the pullers) seemed to get banished pretty frequently. Also, keep your resists up, as getting nuked for 1000 x 12 ... hurts ;)

current experience
# Jun 10 2005 at 6:35 AM Rating: Decent
38 posts
ok - failed yesterday with a full maned raid.
Resigned after 5 hours.
First hour - coth of the raid by a preplaced coth mule and setting up the raid.
second hour - partial wipe due to LD of puller which brouht all councilmen into camp
third hour - five mezz mobs set up - 2 mezzer afk without informing - several casualties.
fourth hour - all mezzmobs secured 3 tankmobs down to 3% and offtanked by palas (me beeing one of the ot). The mobs hit fast but if they were kept slowed by shm they don't hit to hard aprox. 800'ish. 1 ot has a cleric and a druid as assigned healers - both were never below 90% mana
fifth hour - 4th TM pulled started slashing him to 10% for pala takeover when OT3 was banished. TMr ran after the banished pala cross the island agroing TM5 (not yet pulled). OT3 was running on island border to come back to fightspot and was killed by a full health councilman and hist TM3 - from there on we went down the drain. Some didn't dy at their spots and trained the mezzgroup - full wipe.
hps
# Feb 20 2005 at 5:54 PM Rating: Default
How many hps these guys have?
mob level
# Oct 30 2004 at 11:17 PM Rating: Decent
All the councilmen are level 68, there is no level range or variance.
This was easy
# Sep 10 2004 at 11:21 AM Rating: Decent
Did this last night for the first time(My frist time not my guilds first time). Though they said it was the smoothest run they ever had. Pull the first 6 one at a time took each to 3% then mezed then moved and pulled each of the non mezable ones took it them each to 3% then on the final one killed them and the OT groups killed theres......It was so much easier than I thought it would be. IMHO coirnav is harder than this event(this event just takes patience and you need to pay attention).
Hard
# Jul 21 2004 at 3:24 PM Rating: Default
Not really that hard to do? Are you living in some kind dreamworld?

This is a difficult event that takes a *lot* of patience from raid members just to keep awake. You also need a lot of clerics, tanks and Enchanters.

If you think hours of buffing and wipes on first attempts and then 2 hours on regular attempts is easy then you need to rethink the game. Lol.

This is a time consuming event and is far from easy. Now if you can go in and own all 12 mobs in one go without the mezzing and tank mezzing then respect...




Edited, Wed Jul 21 18:01:25 2004
Good Info
# Feb 02 2004 at 6:11 PM Rating: Default
I jus wanna thank Harbit for having actually posted one of the most informative pieces of info i have seen. I will likely never see this zone , let alone this encounter, but i love to read up on it regardless. And it is especially nice when someone takes their time to include a very informative post like that. Thanks again Harbit.
Mob Info
# Nov 05 2003 at 3:07 AM Rating: Excellent
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66 posts
It's hard to convey informantion about this mob without giving encounter info, so...

You find the twelve (as we often call them) centered on an island in the middle of a brown lake enclosed in a huge cavern. There is a roomy nook on the eastern edge of the cavern that you drop into for the encounter.

There are six each of two different types of coucilman. The two types are mezzable (M) and tank mezable (TM). Which ones are which can be determined by noting the mobs respective 'clock positions' with regard to compass North. I don't know which types are on which clock positions, but may add this info later when I get it (/me isn't a puller). All of the guilds I'm closely familiar with use a variation on the following tactics.

Pullers split the six M mobs away from the central grouping one at a time. They are each pulled to the roomy nook mentioned above, debuffed, beat down to within a couple of % of their lives, and mezzed.

After you stabilize the six M mobs and allocate resources for them, the six remaining TM mobs are pulled one at a time to different areas on the central island. Each is tanked while you set up for the final sweep. Note that TM mobs hit for 30%ish damage after they lose most of their life.

Each councilman summons, banishes, doubles or better for 3000ish, is slowable (mostly), and has a nasty AE. Even for a well-equipped tank they are not a trivial mob to deal with. Their AE DD/DoT/slow is nigh unresistable, has hyper-range, and is only curable via curse removal. As stated prior the AE range is well in excess of 100... more like 150~200 if I had to guess. For a high end guild, one of them is a pain and two of them at the same time usually means there is a wipe in progress. Overlapping AEs are harsh, especially on int-casters.

Note that wiping (even repeatedly) isn't uncommon for high end guilds, but here 'partial wipes' are possible. You'll have people all over the island when you start on TM mobs. Plan ahead for a 'partial wipe' by positioning each TM mob in such a way that it won't walk over another active TM crew on the way back to it's spawn.

In between each pull there is a potential rez / rebuff period. After the first 10-11 are all set up, you start finishing them off. The TM mobs are first to fall, often simultaneously, as the TM crews each start to open up the damage. Then all of the TM crews gather on the M crew and take out the remaining councilmen, one at a time. Many toons will eat a number of AEs during this, so healers and curers need to be on the ball. From the moment the first councilman dies you have seven minutes to finish off the other 11. The best way I know is to hurry through the first 11, med and rez as you can, then do #12 as prepared as possible for...

Avatar of Earth. He's not much harder than any single Rathe Council member. After he falls, enjoy your token shield (Time keypiece) and his loot, if you are one of the fortunate few.

Someone previously stated that this encounter was easy. I'd say, more accurately I think, that it is simple enough to learn, easy enough to train people for, but difficult in practice to pull off with regularity. You have many things against you... staying focused, boredom, potential LDs, ninja AFKs, FAAKs, and good old bad luck on a TM crew (with regard to failed reslows, spikes of heavy mob damage, lack of TM tank aggro, heal aggro, etc). Note that the raid force diminishes as the first 10-11 get situated, but that it rebuilds as the actual killing begins.

If you endeavor to see Plane of Time, this encounter will test your guild's meddle for sure :). Everyone must bring their 'A' game, focus, and know their roles ahead of time. I've heard the encounter can be done in 90 minutes or so by the elite. If your guild lacks, plan on 6 hours or so (or plan to come back another day for that matter). Despite the potential nuissances of it, some guilds do actually farm this encounter.

Some important encounter notes.
*** no buff slack -- not asking for / not receiving the proper buffs here can cause a wipe -- low hp aggro is a harsh liability
*** AE cures -- Remove Curse is good enough to remove the AE, and it's both cheaper and faster to cast than Remove Greater Curse; Radiant Cure is your friend too; make sure you load RGC up before facing the Avatar of Earth
*** MR debuffing -- each councilman is highly resistant, so full use MR debuffs... tash & sinia are a must, and HoS / AoD are highly desirable
*** mez crew -- overlapping mez redundancy is a good thing, and the mobs must stay aggro'd or they will regen very fast
*** assist targetting -- the one thing that that shouldn't ever have to be mentioned, but we all know it's a real issue -- if you don't /assist target here the encounter can easily wipe, nuff said
*** TM support -- you can conserve valuable player resources by having each TM cleric support crew (typically nec + bard + sham + dru) sit between two different TM clerics (i.e. MOB < TANK < CLERIC < SUPPORT > CLERIC > TANK > MOB)

I hope you enjoy the post. Hopefully it helps in some way. Good luck on seeing your EQ goals come to fruition.

Edited, Mon Dec 8 15:33:08 2003
RE: Mob Info
# Mar 02 2004 at 5:36 PM Rating: Good
Excellent post and takedown strategy. One point I disagree with is the TM support by having TM cleric sit between mob. This will cause a partial wipe to become a complete wipe very easily since agro will follow the support TMs from camp to camp.
RE: Mob Info
# Jun 18 2004 at 2:01 AM Rating: Decent
Yeah they shouldn't sit but.. any cleric who doesn't have a drog/horse by now should be shot, no?
AE Range
# Sep 20 2003 at 4:00 PM Rating: Decent
Range on the AE is wrong..it is definitely more than 100.
RE: AE Range
# Nov 02 2003 at 11:22 AM Rating: Good
34 posts
It certainly is more than 100. Clerics with 20% extended range are not able to keep out of range of AE.
Encounter
# Aug 21 2003 at 11:00 AM Rating: Default
This Raid encounter sucks *** if you are as me an Enchanter on mez duty.
The Rathe Council
# Aug 01 2003 at 2:28 AM Rating: Good
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75 posts
"The Rathe is a council of twelve beings that rule over the Plane of Earth. Each member of the Council maintains an identical presence of grass-green hair and earthen skin with veins of gold and turquoise. The Council is an extension of the plane itself. Thus, if one member is cut down another will shortly rise to take its place. The Council of Earth is the only power of the Planes of Order to have looked down upon the material realm with interest, but remain truly neutral in their dealings with the lesser pantheon."


Niolen Silvertree
Druid of the 52nd season
Worshipper of Tunare
Player on Mithaniel Marr
http://www.magelo.com/eq_view_profile.html?num=759043

#REDACTED, Posted: May 08 2003 at 8:47 PM, Rating: Unrated, (Expand Post) Actually Furor's comments would seem childish to some 50 year old computer loser (you) who still lives in their parents basement and hasnt had a date since they were 13.
#REDACTED, Posted: May 04 2003 at 9:49 PM, Rating: Sub-Default, (Expand Post) Markkos, it seems that you are just someone looking to have an arguement with. I have seen about 10 pics of ppl fighting these guys and i was just wondering if anyone actually knew any info on them. If you go to Fires of Heaven home page it shows furor talking about the bug with these guys which gave me a hint that it might be impossible to kill them as of now. You are so quick to acuse me of actually being interested about mobs that have been seen for a good amount of time now. Also 3-4 encounters... "What we have here is an encounter that has been broken for MONTHS. The very same encounter blocking about 10 guilds from enterring the Plane of Time. Coincidence? Must be, Sony would never intentionally break content and keep said content broken to prevent its loyal player base from being happy. Although, I have to wonder why the SIX non messable Rathe Councilmen were not summoning the first week this encounter was tested on live servers and then suddenly started to summon after an impromptu patch on Earth B." that is a quote from one of the most uberest guilds out there. I am not just taking a random guess that these guys are bugged. unless u have been there yourself to actually witness these guys are actually bugged or not. I would take Furor's word over yours.
RE: ...
# Jul 29 2003 at 1:33 AM Rating: Default
Not really that hard to do, last time we did them we did them in 2 hours. 6 are Mezzable, the other 6 are not, they cast Earthen Vengeance which is mean every minute.
Mezz the 6 first, the move and add tank the other 6 at 5-6% of life, once you pull the last one, you kill them all at the same time, is not that hard really.
The unmezzable melee damage drops with his health, I dont know how much damage they do at 100% but it goes down and down until 5-6% when they hit like a regular pov mob.
Once all 12 are dead in those 7 minutes, AoE spawn, just straightforward fight, tash, slow, blah blah CH chain, dead, hail, and tada.
#REDACTED, Posted: May 05 2003 at 12:04 PM, Rating: Sub-Default, (Expand Post) Maybe you should have mentioned some of that in your original post. Had you said something like, "According to Furor in FoH, there's a problem with the Councilmen being non mezzable", or basically anything indicating your source for that information, I would have said absolutely nothing. Notice I never questioned whether or not the information was true, I just wondered how you had gotten it.
On a Side Note . . .
# May 05 2003 at 12:42 PM Rating: Decent
Having just come from a perusal of FoH's website, I'd like to add my agreement to whoever on one of the boards here said something about FoH being whiny ********

So people who are *GASP* NOT FoH sometimes handle high end content. THE HORROR!

So it takes someone else 80 people to do what you do with 40. So ******* what. They pay the same price for the game you do.

Before anyone says anything, yeah I should probably put that on a FoH mboard. But then they'd just move/edit/delete it and flame it so hard other people don't want to read their message boards. So it's here, where anyone can read it without having to dig through pile after pile of FoH's "Waah, somebody besides us can kill uber_mob_83 make it harder so we can ***** about how hard it is until you make it easier so we can ***** about how you nerfed it . . . " Play the game and SHUT . . . THE . . . **** . . . UP.
SOMEONE GIVE SOME INFO ALREADY!!!
# Apr 23 2003 at 4:14 PM Rating: Default
How hard do these bad guys hit? Do they cast anything? I know there is some kind of bug where its impossible to mez them or single pull them which makes it extremely tuff to kill them... Or did they fix that? Well i know some guilds out there have gone face to face with tehse guys, let us know what they are like.
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