|Quest Started By:||Description:|
|Rain of Fear Information & Guides: An Overview | Group Progression & Task List | Raid Progression | Visible Armor
This is the first event in the Valley of King Xorbb raid expedition.
- Kill Mordaur and Findlewill.
--- Every 55 seconds, mem blurs himself and warps to a random player in the zone, placing that player on top of his hate list.
--- Every 45 seconds, emotes to one random player in the zone that they will be the target of a fireball.
------ Targeted player should kite the fireball away from raid.
------ Anyone hit with fireball's aura should immediately duck to cure themselves.
--- Two minutes into the event, one player is "placed on a chopping block" (player is warped to a wooden platform next to the giant eye). If the player moves, they are death touched.
------ "an executioner" (spectre) spawns in the pit and slowly makes its way to this platform. If the spectre makes it there, the player is death touched. These executioners are killable.
------ 135 seconds after the first chopping block, two players are targeted and two executioners spawn. 135 seconds after that, three players are targeted and three executioners spawn. Etc.
------ The "executioner" mechanic is only active while Findlewill is alive.
--- Every 50 seconds, AEs "Stomp" (75' range nuke for 45k + knockback).
--- Casts the single-target "Whip" on random targets.
------ If Findlewill is alive, this is every 5-10 seconds; if Findlewill is dead, this is every 50 seconds.
------ Player will be rooted in place and melee'd by Mordaur.
--- Every 50 seconds, "points a craggy finger" (emote) at whoever is on top of Findlewill's hate list and puts them at the top of his own hate list.
- Once one dies, the other will become "enraged" and start powering up.
--- The more time goes by, the more it powers up, with no apparent upper limit.
- A zone AE called "Xorbb's Glare of Subdual" (35k nuke) periodically goes off.
--- Casting frequency increases the longer that Findlewill is alive; reverts back to its original recast timer when one of the two main mobs is killed.
There are two mobs to be killed to win the event: Mordaur (the minotaur) and Findlewill (the brownie). There are no other requirements (no balancing, no proximity issues, etc.) other than getting these two mobs dead by any means and however fast or slow.
There is no trigger to start the event; Mordaur and Findlewill are aggro where they stand. They have a small aggro range while idle, but once the event is triggered, their aggro range grows very large (in a wipeout where they go idle and you are alive in the zone, you can be summoned to their location from quite a long distance).
Both mobs are leashed within the area between the north end of the pit and the north gate. If pulled outside this leash range, they warp back to their spawn point and mem blur themselves.
Once Mordaur or Findlewill dies, the other will become "enraged" and start powering up. The more time goes by, the more it powers up, with no apparent upper limit (after 10 minutes, the leftover mob is reported to hit for upwards of 750,000 per swing).
Findlewill hits for a max ~40,000 (or higher with no upper limit, if Findlewill is the second mob you kill); single-target rampages; and flurries.
Every 55 seconds, she mem blurs herself and warps to a random player in the zone, placing that player at the top of her hate list. When this happens, you see an emote in red text:
Findlewill evades her enemies.
Every 45 seconds, Findlewill emotes a warning to one player in the zone that the player will be the target of a fireball cast:
Seen Only by Target: You feel an inner warmth as Findlewill points at you.
Seen by Everyone in Zone: Findlewill begins casting a fireball at _____.
12 seconds after this emote, a small red wisp called "a fireball" emerges from Findlewill's location and chases down the targeted player. (The fireball has a fairly slow runspeed.) These fireballs have an aura around them called "Engulfing Flames":
Engulfing Flames: Single Target, Fire (-1000)
1: Decrease Hitpoints by 42000 per tick (1 tick)
2: Cast on Fade: Combustion (small range AE for 57,000 dmg)
"Engulfing Flames" can be cured by ducking; however, if the fireballs are correctly handled (generally by having the target kite it away from the raid), it shouldn't be necessary to worry about too much curing.
In addition to the mem blur and fireball mechanics, you'll have executioners to deal with as well.
Two minutes into the event, one player is targeted for execution. When this happens, the entire raid sees an emote:
_____ is about to be placed on a chopping block.
When this happens, the targeted player is warped to one of the wooden stumps near the stage area and inflicted with a detrimental spell that death touches them if they try to move off the stump. Also, a spectre mob called "an executioner" appears in the pit and slowly makes its way to the stump. If the spectre makes it to the targeted player, the player is death touched.
Executioners don't fight back; move at a snared runspeed pace; and are killable.
135 seconds after the first "chopping block" emote, two players are targeted and two executioners spawn. 135 seconds after that, three players are targeted and three executioners spawn. Etc.
The "executioner" mechanic is only active while Findlewill is alive.
Mordaur hits for a max ~40,000 (or higher with no upper limit, if Mordaur is the second mob you kill). He does NOT rampage or flurry. He DOES AE rampage, but only at specific times (see the detail below about his "Whip" effect).
Every 50 seconds, Mordaur AEs "Stomp":
Stomp: PB AE 75', Unresistable (-990)
1: Knockback (4) and Toss Up (4)
2: Decrease Hitpoints by 45000
Mordaur casts the single-target spell "Whip" on random targets:
Whip: Single Target, Unresistable (-990)
1: Decrease Movement by 10000%
2: Stun (3.50 sec)
3: Decrease HP when cast by 37000
An emote is seen at the same time this spell goes off (there is no warning for it):
Mordaur cracks his whip and turns his attention towards _____.
If Findlewill is alive, Mordaur does this every 5-15 seconds. If Findlewill is dead, he does it every 50 seconds. When the player is hit with it, they get rooted in place. They will then take 3-4 rounds of melee damage from Mordaur (regardless of their distance from Mordaur). These melee rounds are AE rampage, the only time Mordaur AE rampages during the event).
In addition to his "Stomp" and "Whip" effects, he has another emote:
Mordaur points a craggy finger and roars at _____.
The "craggy finger" emote is seen every 50 seconds. When this occurs, he places whoever is at the top of Findlewill's hate list and places them at the top of his own hate list. If Findlewill is dead, then this emote appears to have no effect.
The Eye of King Xorbb
There is a zone AE as well: "Xorbb's Glare of Subdual":
Xorbb's Glare of Subdual: PB AE 2000', Chromatic (-999)
1: Decrease Hitpoints by 35000
This AE increases in frequency the longer that Findlewill is alive. It seems to revert back to a longer recast when one of the two main mobs is killed.
While the event is designed in a way where the raid should be split in two, with the two main mobs killed within moments of each other, its current form may make that difficult, depending on your raid makeup.
An alternative strategy to the split raid is to burn down Findlewill, killing it as soon as possible, and then to kill Mordaur through pet tanking, melee immunity disciplines, and lots of rezzing.
Event Failure & Reset
If Findlewill or Mordaur are left idle for any longer than about 15-20 seconds, the event does a full reset and all corpses and living players warp to the south gate.
Kill Mordaur and Findlewill to complete the event.
Findlewill has been slain by _____!
Findlewill's death causes Mordaur to become enraged!
Defeat takes Findlewill by surprise as the last bit of air escapes her lungs. The brownie's broken body beginds to tremor before falling lifelessly to the ground.
Mordaur has been slain by _____!
NOTE: In addition to chest loot, everyone in the zone receives 10x "Crystallized Fear" (used as an alternative way obtain raid drops, from Ilana Sunmire in the Harbinger camp of Shard's Landing.
Chest loot consists of 2 armor pieces (first list) + 2-3 other items (second list) + 1-2 weapons (third list) + 4 spells (fourth list) + 0-1 Primed Fragment of Fearlinked Zeal (cultural aug):
Dread Tunic (see this guide for information about putting together ROF armor)
Cursed Crystal of the Valley
Dale Dweller's Cloak
Durable Miner's Shoulderpads
Findlewill's Lucky Necklace
Glaring Visage of the Ruler
Goblin Scout's Loop
Mordaur's Spiked Pauldrons
Rotting Goblin Idol
Simple Knotted Cord
Baneful Eye Buckler
Imposing Law of Xorbb
Imrahil's Claidhmore of Raging Fury
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