Raid Expedition: Uqua, the Ocean God Chantry  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Level:65
Maximum Level:105
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Expedition
Quest Goal:
  • Advancement
  • Loot
Success Lockout Timer: 108:00:00
Quest Items:
Related Zones:
Related Creatures:
Related Quests:
Era:Gates of Discord
Recommended:
Group Size:Raid
Min. # of Players:6
Max. # of Players:54
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Fri Jan 18 08:38:26 2008
Modified: Wed Mar 15 17:49:38 2017
This raid expedition begins with Jerimo Jiao (click for map image) in Yxtta, Pulpit of Exiles. He and the entrance are located in the southwestern corner of the main part of Yxtta (appears as a small circular room on the map).

Uqua plays an important role in later parts of Gates of Discord progression. The Fragment of the High Temple awarded at the end of this raid is used for Qvic access as well as Txevu access.



Before Raiding

Pre-Requisites for requesting the raid:
- None, other than being able to access Yxtta (either by completion of Tipt group expedition, or by being Level 60+)

Pre-Requisites for participating the raid:
- None other than being able to access Yxtta (either by completion of Tipt group expedition, or by being Level 60+)

Requesting the expedition requires that you have at least six players with you (don't have to be in /raid format; other players in group can be offline; levels don't appear to matter).

This raid CAN be soloed, just requesting the raid requires 6 or more players. The gas chambers do not have a minimum player amount requirement = others can drop the raid and expedition after zoning in if they wish.



Requesting the Expedition

You say, 'Hail, Jerimo Jiao'

Jerimo Jiao says 'Beware traveler for behind me lies the way to an ancient temple long since forgotten about. It is within this temple that the trusik have begun a ritual similar to the one that brought the menacing beings known as Muramites. While it may appear to be nothing what you see behind me is a complex illusion placed here by those inside to trick travelers like you. But after losing my life and that of the one I loved to the invading army I am bound here to help those who wish to stop the trusik from damning us again. If you are truly a brave adventurer then just tell me you are [ready] and I will tell you how to get through the facade behind me.'

You say, 'We are ready'

Jerimo Jiao says 'Place your hands on one of the altars behind me and the way will be revealed. Be wary for you are about to encounter some of the most vicious trusik known. If for any reason you wish to return, place your hands on the golem within the temple.'

The direction to the entry to your instanced zone(s) have been marked on your compass.



Zone Map





Zonewide Debuff & General Mob Population

You have entered Uqua, The Ocean God Chantry.

Upon entering, you will be hit by an AE spell, Aura of Destruction:

1: Decrease Spell Damage by 20%
2: Limit: Combat Skills Not Allowed
4: Decrease INT by 100
5: Decrease WIS by 100
6: Decrease Stats by 250
7: Decrease Movement by 1%
9: Decrease ATK by 300
10: Increase Poison Counter by 99
11: Increase Poison Counter by 99
12: Increase Poison Counter by 99

As your eyes adjust to the shadows, a dark aura surrounds your body and invades your mind. The taint of Trushar permeates the halls of this temple and its touch is maddening, affecting your ability to concentrate, and wracking your body with pain as your muscles constrict involuntarily.

This spell is AE'd across the entire zone every 90 seconds. Mobs in this zone drop weapons "_____ of Destructive Protection" (Blade, Club, Sphere, or Wand). Wielding one of these weapons negates the AE.

Trusik mobs in this zone hit for a max ~1,600, are immune to crowd control, and tend to have around 55,000 hitpoints. They come with AE attacks in the form of stuns and DDs for 400-800. Don't take on too many at once.



Deaths While in the Zone

Every time a player dies in Uqua, a spirit spawns in their place. They hit for ~1,800 and proc the spell Spirit's Touch:

1: Decrease Spell Haste by 40%
2: Decrease HP when cast by 1000
3: Decrease Hitpoints by 300 per tick
4: Decrease Attack Speed by 20%
5: Decrease Movement by 70%
6: Increase Curse Counter by 70
7: Increase Curse Counter by 70
8: Increase Curse Counter by 70
9: Limit: Combat Skills Not Allowed

Try not to die.



Trap Spawns

In addition to the static mobs found throughout the zone, you will spawn groups of mobs by walking through traps. There are eight such traps, and each should be approached with utmost caution.

Once a trap is triggered, mobs will spawn at its location and begin to wander. Take note of their locations and ensure your raid is ready to deal with them before triggering these.



The First Trap & Fountain Room

The first trap is located just around the corner. Upon triggering it, you see:

A voice rings out, echoing among the dusty halls, 'Trespassers have found a way into the temple! Stop them before they get any further!'

Up ahead, you sense the frenzied activity of the Trusik as word of your presence spreads. They double their efforts to complete their ritual, calling for the assistance of the ancient god of this forgotten temple. You must move quickly as they now grow stronger by the minute.

Kill the four trusiks that spawn, and make your way to the fountain room inside which you will find "Spectral Trushar Worshipper". There is nothing special about this mob as far as abilities go. He drops two items related to the Cragbeast Queen quests.

Spectral Trushar Worshipper says 'Feel the power of Trushar as I cleanse your soul!'

Spectral Trushar Worshipper has been slain by _____!
Your faction standing with Trusik Tribe got worse.

The essence of the spirit floats into the turbulent air.

The room connected to the fountain room is the first gas chamber, so don't pick up any ground spawns in there until you're ready.



The First Gas Chamber

Once everyone is ready, open the door and move everyone inside the small room attached to the fountain room:

The stone slab slides aside easily at your touch.

This is the first of two "gas chambers" in the zone (marked in red on this map). Be warned that clicking on the wrong thing at the wrong time in this room will result in large chain AEs, capable of wiping out your entire raid in seconds.

Old note: There is a minimum player requirement here (thought to be six, but unconfirmed). If you click on the opposite side door with less than this required number present, you see this:

You heave at the stone slab, but it does not budge. Without more people to assist you it will be impossible to open.

The raid script may have been changed. No minimum requirements now.

There are four keys on the table in the room:

Cracked Stone Key
Dusty Stone Key
Jagged Stone Key
Polished Stone Key

Every 20 seconds, the raid will see the following emote:

From somewhere behind the walls there is a deep rumbling.

At this time, two random people in the raid will receive emotes. One person will be told that there are two possible keys to unlock the door ahead. The other person will be told of only one key. The ONE KEY is the key to open the door safely.

Whoever gets an emote like this should ignore it:

Amidst the ambient noise of grinding stone, your sharp hearing picks up the sound of several gears rotating into place. The pattern of repetitive clicks suddenly makes sense.

It must be either the Cracked Key or Dusty Key that unlocks the door to the next room.

This is the correct type of emote:

Out of the corner of your eye you perceive movement. Within the recession on the door a mechanical lock rotated counter-clockwise. It was visible for only a fraction of a second, but that was long enough to make an educated guess to which key it now accepts.

The Cracked Key must unlock the door to the next room.

Whoever receives this emote would advise the raid leader to use the cracked key. Do it quickly, otherwise another emote will change things around.

Move through the door and clear the static mobs in the hallway. Don't wander yet!



Another Two Traps

A little ways up from the gas chamber is a 5-spawn trap. Trigger it and kill the ensuing mobs.

An angry voice shouts, 'After the infidels! Crush the trespassing fools and return their severed heads to me.'

Kill some more static mobs. Around the next corner is another 5-spawn trap.

An angry voice shouts, 'After the infidels! Crush the trespassing fools and return their severed heads to me.'

Kill these mobs, then make your way to the Behemoth room. The mobs in the room are inactive, so you can move your raid inside.



The Behemoths

In this room you will find a trusik called "a spirit guardian".

You say, 'Hail, a spirit guardian'

a spirit guardian says 'The paths of fury and rage will unlock the way to the chambers of destruction. Behind each behemoth lies the hallways of fury and rage. I am one of few spirits whose souls have been cleansed of the corruption of Trushar. Now you must cleanse the taint of destruction from your spirit. In order to do this, you must tempt yourself with power. Only those who are worthy can walk the path of destruction. Defeating the harbingers of rage and fury is the only way to remove the taint that fills these halls. I would advise battling them simultaneously, as one will offer their power to the other shortly after being defeated. If you are successful, each altar will grant you its power and unlock the Chamber of Rites behind me. There you must give the power from each altar to its spectral keeper. If you are fast enough, you will remove the taint and gain access to the main ritual halls. That is where you will find Barxt and his followers. That is where your might will truly be tested. Tell me when you are [ready].'

NOTE: After you say "ready", a 90 minute timer starts. You must kill both nameds in the Rage and Fury wings, make it past the second gas chamber, and turn in the orbs before this timer runs out. If you are successful in doing so, the zonewide AE will stop. If you are not successful, the zonewide AE will remain and your protective weapons will become ineffective. This would severely hinder your raid's chances of successful completion, so make haste.

You say, 'We are ready'

a spirit guardian says 'May your gods protect you. Let the trials begin.'

a fury behemoth strides forward to deal with its enemies.
a rage behemoth strides forward to deal with its enemies.

Fury behemoths flurry and rage behemoths AE rampage. They hit for a max ~3,000 and have ~200,000 hitpoints each. Upon the deaths of the behemoths, the doors on either side of the room will unlock.

The dark magic sealing the doors to the chambers of Rage and Fury completely dissipates.



The Tqiv Twins

Keep your raid in the behemoth room while you clear both the Rage (west) and Fury (east) wings. You will want to clear both wings at the same time because not only are you dealing with the 90 minute timer mentioned earlier, but you are also dealing with a secondary timer (more on this in a moment). Clear the four traps (two 3-spawn traps in either wing) and any static trusik mobs.

A trusik in the distance shouts, 'This cannot be possible. They located the Temple of Rage! Attack them, now!'

A low-pitched voice rumbles, 'Here the trespassers come. They've almost reached the threshold of the Chamber of Rage. Ambush them, now!'

An angry voice shouts, 'They've found the Temple of Fury! They will regret ever crossing the trusik today. Attack!

A voice in the distance shouts, 'What? They continue to advance? Within moments they will find the chamber of fury. Send in a group of our strongest fighters.

Next up are the constructs. In the Rage wing, there are four constructs of rage (these AE rampage) packed in a small room. In the Fury wing, there are four constructs of fury (these flurry) packed in an identical small room. (These two rooms are labelled "constructs" on the map.) Each max hits for ~3,000 and has ~200,000 hitpoints.

Once the four constructs of a wing are dead, a 30-minute timer starts. The named in the wing must be killed within 30 minutes, otherwise the constructs respawn. The nameds go inactive if the constructs are alive.

Split your raid up so that you have an appropriate force on both Tqiv Araxt the Enraged and Tqiv Qukret the Furious. They must be killed within 30 seconds of each other, otherwise the one that dies passes on its strength to the other (effectlive doubling the other's damage output and difficulty).

Sensing Araxt the Enraged's death, Qukret the Furious bristles with anger and the forces of fury and rage become one. You have inadvertently made him even stronger.

Tqiv Araxt the Enraged is the more difficult of the two and casts:

Afterthoughts of Anger: PB AE 300', Chromatic (-250)
1: Decrease Spell Haste by 20%
2: Decrease HP when cast by 2000
3: Decrease Movement by 40%
4: Limit: Combat Skills Not Allowed

Destructive Will: PB AE 300', Disease (-350)
1: Increase Spell Mana Cost by 40%
2: Decrease Mana by 400 per tick
3: Increase Disease Counter by 18
4: Limit: Combat Skills Not Allowed

Force of Trusik's Rage: Single Target, Magic (-350)
1: Stun(15.00 sec)
2: Decrease HP when cast by 5000

Tqiv Qukret the Furious casts:

Wave of Fury: PB AE 300', Magic (-300)
1: Decrease HP when cast by 1750
2: SpinStun

Withering Destruction: Single Target, Disease (-400)
1: Decrease HP when cast by 2000
2: Decrease Hitpoints by 300 per tick
3: Decrease Mana by 300 per tick
4: Decrease Endurance by 300 per tick
5: Increase Disease Counter by 36

Each hits for a max ~3,000. Like their construct counterparts, Furious flurries and Enraged rampages. They must be killed where they spawn because they tether.

Once dead, an "Orb of Fury" spawns on the Temple of Fury and an "Orb of Rage" spawns on the Temple of Rage. These will need to be turned into two NPCs later on.



The Six-Spawn Trap

Now it may be wise to head down back down the hall in the direction of the zone-in. North of the behemoth room is a 6-spawn trap. If you are down the hallway towards the zone-in, your raid may not have to deal with all six mobs at once.

Someone in the distance barks the order, 'The trespassing infidels have entered the halls of ascension. Assault them, give no quarter and expect none in return!'

Kill these six mobs and proceed down the hall where you will encounter the second of two gas chambers. This should be handled the exact same way as the first gas chamber.



Spectral Guide & Devastating Construct

In the next room are "a spectral guide", "Spectre of Rage", and "Spectre of Fury". Give the Orbs of Rage and Fury to the appropriate Spectres.

You say, 'Hail, a spectral guide'

a spectral guide says 'Do not hesitate, you have proven your worth. Now return the orbs to their homes and the path to destruction will be opened. Be warned. Your meddling has upset the spirits and they will seek vengeance for this.'

The Specter of Fury gives a slight bow as it accepts the orb.
The Specter of Rage gives a slight bow as it accepts the orb.

The Altar of Fury and Altar of Rage hum in harmony. A bright flash of light illuminates the room momentarily, causing the tendrils of murky shadow to dissipate. The Aura of Destruction has faded away. A strange voice shouts, 'You fools! While you may have stopped the rituals of fury and rage, you are still too late to prevent me from transferring the power of Trushar into our stone guardian. If you wish death, then continue into my chambers!'

Seven spirits spawn and attack the raid. They hit for ~1,800 and have the same AEs as regular trash mobs. They are mezzable and charmable, so use these to your advantage to gain control of the situation.

a spectral guide says 'The orbs are where they belong. Now you may proceed to the inner temple.'

Opening the door to the next hallway locks the expedition, preventing further invites. Behind the door are some trash mobs and the Devastating Construct. Kill the trash mobs and then single the Devastating Construct. It hits for a max ~3,700; AE rampages; and has ~300,000 hitpoints. Be careful with this mob as it puts out a lot of DPS.

Devastating Construct has been slain by _____!
Your faction standing with Trusik Tribe got worse.

Devastating Construct's corpse staggers, then falls hard to the ground, whatever animating force it possessed now lost.

Devastating Construct shares the same loot table as Vrex Barxt Qurat (loot table is found at the end of this walkthrough). It drops four items of loot.

Move up to Preshna the Lost at the end of the hallway.



Vrex Barxt Qurat

When ready, speak with Preshna the Lost.

You say, 'Hail, Preshna the Lost'

Preshna the Lost says 'The ritual of destruction has begun. Tiv Barxt Qurat has completed the transfer of destructive energy from the Altar of Destruction into the Guardian of Destruction and it must be destroyed if there is any chance of disrupting his plans. Be wary of Barxt -- he is powerful and tricky. If he sees things are not going his way, he will use many different tactics to destroy you. When you are [ready] to enter, tell me so, and I will remove the seal. However, once you enter, I am afraid the only way out will be through death or victory.'

You say, 'We are ready!'

Preshna the Lost says 'The seal has been removed. Good luck to you.'

Within the large chamber lies a massive stone guardian and many trusik. As they wave their arms and chant, you hear a raspy voice near the large altar in the center of the room. 'You have disrupted the ritual of destruction. Your interference is an annoyance to the great Trushar and it is his will that you be dealt with. Defilers, witness what happens when the destructive forces of Trushar are combined with my geomantic knowledge. Rise, Guardian of Destruction! Come to life and destroy those who would defile this temple!'

Move into the room.

I can feel the energy from the guardian course through my soul! More! Give me more, I say! Trushar, give me the power to destroy these creatures and send them and the others back from where they came!

A giant golem called "Guardian of Destruction" is the first thing you'll see. It's feigned death on the ground. Attack it to draw its aggro:

Guardian of Destruction strides forward to deal with its enemies.

Once aggro'd, a three-minute timer starts. At the end of three minutes, the Guardian of Destruction goes inactive. It hits for a max ~4,100; has ~1.5 million hitpoints; is mostly slowable; and procs the spell "Destructive Crush":

Destructive Crush: Single Target, Prismatic (-300)
1: Decrease Hitpoints by 1500
2: Stun(1.00 sec)
3: Feign Death

In addition, the spell "Withering Destruction" gets cast upon random people:

Withering Destruction: Single Target, Disease (-400)
1: Decrease HP when cast by 2000
2: Decrease Hitpoints by 300 per tick
3: Decrease Mana by 300 per tick
4: Decrease Endurance by 300 per tick
5: Increase Disease Counter by 36

When Guardian of Destruction hits 70%, Vrex Barxt Qurat becomes active (Vrex Barxt Qurat has ~1.5 million hitpoints; hits for a max ~3,000; AE rampages; flurries; immune to slow). He should be offtanked while the raid focuses on killing the Guardian within the 3-minute timer. If this is not done, the Guardian will respawn with Vrex later in the encounter.

Guardian of Destruction has been slain by _____!
Guardian of Destruction's corpse staggers, then falls hard to the ground, whatever animating force it possessed now lost.

They have destroyed the guardian before the transfer could be completed. Regardless, you must transfer your remaining energy to me, my minions.

Once the Guardian is killed and he must die before fighting Vrex Barxt Qurat or fail the event. If you DPS Vrex Barxt Qurat while the Guardian is still alive at 1%, you'll see this emote.

The voice of Preshna the Lost rings in your ears, 'You MUST destroy the golem first to free Barxt's spirit from this world!'

If you kill Vrex Barxt Qurat before the Guardian.

You say, 'Hail, Specter of Barxt'

Specter of Barxt says, 'Oh no. What have you done? When you slew me, my existence was tied closely to the Guardian of Destruction. With my death I have lost a part of myself. I will be trapped here - bound to this hellish temple and surrounded by the evidence of my failure for all eternity. Why did you interfere with the ritual? If only you had destroyed the Guardian first...'

End result: no loot from Barxt, no Fragments of the High Temple, and a 4-day lockout anyway for your troubles.

Once you kill the Guardian, DPS Vrex Barxt Qurat down as much as you can. At the end of the 3-minute timer, Vrex Barxt Qurat goes inactive, and 12 adds spawn and attack (these will be a mix of "an anchorite of destruction" and "a disciple of destruction":


Completing their chant of power, some of the trusik collapse to the floor. A destructive spirit appears in their place.

These adds are mezzable, kiteable (no snare), hit for a max ~1,400, and each have ~60,000 hitpoints. Each of these adds killed lowers Vrex's health by 1%. If you need med time here, you can kill 11 of these and leave one mezzed, using this time to rez or buff up as necessary. Killing the last remaining add will activate Vrex again.

Once Vrex Barxt Qurat goes aggro again, another 3-minute timer begins. After three minutes Vrex will go inactive and another 12 adds are spawned. This is why it is important to kill him as soon as possible.

Once Vrex reaches 40% health, 2x "a destructive channeler" become active:

Barxt's bond with the Guardian of Destruction causes his skin to harden like rock, giving his lithe body an onyx sheen. He cracks a devilish smile and beckons you to continue.

These two adds each hit for a max ~1,400 and have ~275,000 hitpoints. Kite them away from the raid. They cast the same AEs as the Tqiv twins you killed earlier:

Afterthoughts of Anger: PB AE 300', Chromatic (-250)
1: Decrease Spell Haste by 20%
2: Decrease HP when cast by 2000
3: Decrease Movement by 40%
4: Limit: Combat Skills Not Allowed

Creeping Fury: Single Target, Chromatic (-350)
1: Decrease HP when cast by 2500
2: Decrease Hitpoints by 300 per tick
3: Increase Curse Counter by 70
4: Increase Curse Counter by 70

Destructive Will: PB AE 300', Disease (-350)
1: Increase Spell Mana Cost by 40%
2: Decrease Mana by 400 per tick
3: Increase Disease Counter by 18
4: Limit: Combat Skills Not Allowed

Rampaging Force: Targeted AE 0', Magic (-350)
1: Decrease Hitpoints by 2500

Wave of Fury: PB AE 300', Magic (-300)
1: Decrease HP when cast by 1750
2: SpinStun

Withering Destruction: Single Target, Disease (-400)
1: Decrease HP when cast by 2000
2: Decrease Hitpoints by 300 per tick
3: Decrease Mana by 300 per tick
4: Decrease Endurance by 300 per tick
5: Increase Disease Counter by 36

Kill Vrex Barxt Qurat, and then the two channelers.

Vrex Barxt Qurat has been slain by _____!
Vrex Barxt Qurat's corpse falls to the ground, fresh blood spilling from its wounds.

Vrex Barxt Qurat has been defeated. His ethereal specter stands patiently at the Altar of Destruction.
Exploding in a wave of energy, Barxt's corpse slumps to the floor. Standing above it is his specter.

Spectre of Barxt spawns.



Fragment of the High Temple

You say, 'Hail, Specter of Barxt'

Specter of Barxt says 'Thank you for helping me see the truth. When you slew the construct, I was driven to the brink of insanity. By destroying my mortal self, you freed my tortured spirit. Please accept this offering. It is a fragment of a master key. Once you have the first two pieces of the High Temple key, you will be able to bypass the wards that protect Qvic. When you have located all three fragments you may find a way to gain entrance into the lair of Txevu. The Muramites have taken control of it and I fear that even now they may be defacing our most sacred temple. Please remember that while you have come far, this is but one small step in your quest to free Taelosia. There are many challenges that yet await you.'

You receive a "Fragment of the High Temple" (used in Gates of Discord progression).

Vrex Barxt Qurat drops three items from this list:

Blade of Annihilation Anthems
Bone Mask of Shadows
Carved Stone-Link Greaves
Ceremonial Jade-Inlaid Cuirass
Crescent-Emblazoned Jerkin
Diamond-Tipped War Javelin
Fleshbiter
Fragment of the High Temple
Polished Ceremonial Mask
Quinoni's Stud of Righteous Fury
Silversilk Pantaloons of Conflict
Spiked Fists of Annihilation
Swirling Fire Diamond Stud
Tentric's Band of Endless Wisdom
Weighty Spined Shoulderguard

And occasionally:
Taelosian Geomancy Stone Jelki (1-2 of these)
Unlit Ornate Beacon
Rewards:
Send a Correction
Post Comment
sequence critical
# Mar 13 2017 at 8:54 AM Rating: Excellent
Sage
Avatar
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714 posts
Guardian of Destruction must die before Vrex Barxt Qurat or the event ends in failure.

When Barxt reaches 1% life, if the Guardian is still alive, this heads-up emote appears:
The voice of Preshna the Lost rings in your ears, 'You MUST destroy the golem first to free Barxt's spirit from this world!'

Not realizing it mattered, I killed Barxt before the Guardian. The Spectre still spawns, but the Guardian falls down inactive.

You say, 'Hail, Specter of Barxt'

Specter of Barxt says, 'Oh no. What have you done? When you slew me, my existence was tied closely to the Guardian of Destruction. With my death I have lost a part of myself. I will be trapped here - bound to this hellish temple and surrounded by the evidence of my failure for all eternity. Why did you interfere with the ritual? If only you had destroyed the Guardian first...'


End result: no loot from Barxt, no Fragments of the High Temple, and a 4-day lockout anyway for your troubles.

sequence critical
# Mar 15 2017 at 4:49 PM Rating: Excellent
Tobynn wrote:
Guardian of Destruction must die before Vrex Barxt Qurat or the event ends in failure.

When Barxt reaches 1% life, if the Guardian is still alive, this heads-up emote appears:
The voice of Preshna the Lost rings in your ears, 'You MUST destroy the golem first to free Barxt's spirit from this world!'

Not realizing it mattered, I killed Barxt before the Guardian. The Spectre still spawns, but the Guardian falls down inactive.

You say, 'Hail, Specter of Barxt'

Specter of Barxt says, 'Oh no. What have you done? When you slew me, my existence was tied closely to the Guardian of Destruction. With my death I have lost a part of myself. I will be trapped here - bound to this hellish temple and surrounded by the evidence of my failure for all eternity. Why did you interfere with the ritual? If only you had destroyed the Guardian first...'


End result: no loot from Barxt, no Fragments of the High Temple, and a 4-day lockout anyway for your troubles.



Thanks, added.
Update
# Mar 02 2017 at 7:05 AM Rating: Good
Updated the minimum requirements and the gas chamber phase.
____________________________
Veludeus Exmachina - Bristlebane

*rate the posts, please*
Script is OK but is broken if you don't do it the right way!
# Nov 02 2015 at 10:29 PM Rating: Excellent
Scholar
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264 posts
Next try, this time the normal way:

- Kill your way through
- get all items for avoiding the area-wide AE
- NEW: if one dies then you need again the item because it is gone
- get through the gas areas with the true key (no cheat, no illu)
- kill the two named and get the ground spawn orbs
- the orbs spawn if you kill BOTH, so if you do it one by one, let somebody run back to get them
- give the orbs to the specter of rage/fury according their name
- kill the construct and the bunch of specters for the Craqbeast Raid Components and loot if needed
- talk to the last "door keeper"
-> then all are up, the big construct is standing and falls down but it is targetable.

- If you want a fast fight, kill the construct, then the main mob engages, kill both
- Hail the specter of the main mob for a part of the master key to the end zone (progression part)

So it seems to work properly if you don't leave out one step in the script. The gas rooms are part of the script. Wrong order or cheat -> no go....

have fun.
Script is OK but is broken if you don't do it the right way!
# Jan 10 2016 at 7:16 PM Rating: Excellent
Guru
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194 posts
I've completed the raid multiple times by myself using the illusion trick to get through the gas chambers without any issue.
Keys
# Oct 31 2015 at 12:31 AM Rating: Decent
Scholar
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264 posts
ok, here is a proper rightup.

You need 4 people with each of 4 different keys. They have to be in your inventory and are not used like normal keys. If the emote comes with the one single key, instead of 2 keys then the person with that one key has to open the door. It does not work with the key on the mouse. What stupidity....

Tried to correct that the whole way but the main target is still not accessible. The script seems to be bugged somehow.

If you take the wrong key btw then you get only a 5k Nuke-Wave (15k) AE, not something which you get nervous if you have good resists. 12 People, 3x Lvl105, 1x Lvl86, 8x lvl68 had no problem to resists this AE with appropriate gear (GoD, PoP mainly). For 80-90+ it should be nothing to worry about.

Still asking myself what the script breaks....
Keys
# Mar 02 2017 at 7:42 AM Rating: Good
1 person can do it. Just loot all the keys and when you get the emote for the right key, destroy the 3 wrong ones from your inventory quick and click the door.
____________________________
Veludeus Exmachina - Bristlebane

*rate the posts, please*
Orbs
# Oct 30 2015 at 11:17 PM Rating: Decent
Scholar
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264 posts
Orbs are the ground spawn after killing the two rage/fury named. Giving them to the specters spawns the guardian and the main mob.
Still the problem persists that they cast spells but targeting the guardian and attacking him does nothing. He is not reacting. AEs on every mob in the room does nothing. The whole combination stands still.

Feel like this thing is broken or the problem is the Illu-Trick. Any hints?
Keys???? Orbs?????
# Oct 30 2015 at 11:00 PM Rating: Decent
Scholar
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264 posts
Can anybody tell me how the keys work? Putting them like used as a rogue to the mouse pointer and click on the door does only give an error: nodrop item, cannot drop or something but no usage possible! Any hints appreciated! Endmob does not spawn if not proper opened.

The other part with the Orbs for Fury and Rage: who drops orbs? No mob dropped any single orb in our journey here :(
Don't need to be in raid
# Apr 17 2015 at 8:06 AM Rating: Decent
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196 posts
Quote:
Requesting the expedition requires that you be in a raid format (/raidinvite) and have at least six players in the raid (must be online, but don't have to be in the zone; levels don't appear to matter).


No longer have to be in raid format to request. I was able to request with 3 characters online, 3 others were in group but Offline.
Still cannot bring in mercs though.
Any locked doors can easily be illusioned through.
Only issue was the final event not triggering (may be due to not enough active players actually in zone)
Didn't matter though as I was only there to gather untained spectral essences from the prior event.
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~YoPauly
Annoying
# Apr 28 2010 at 2:35 AM Rating: Decent
To get into this zone you are required to have a minimum of 6 people in a group and no more than 54.

Very annoying since it is easily soloable.
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