Corrupted Temple Event: Vulak`Aerr  

Quest Started By:Description:
Where:
Rating:
*****
Information:
Level:100
Maximum Level:105
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Event
Quest Goal:
  • Loot
Related Creatures:
Related Quests:
Era:Rain of Fear
Recommended:
Group Size:Raid
Min. # of Players:6
Max. # of Players:54
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Thu Nov 29 01:03:31 2012
Modified: Mon Jan 13 17:30:00 2014
Rain of Fear Information & Guides: An Overview | Group Progression & Task List | Raid Progression | Visible Armor



This is an event in the raid expedition "Temple of Fear's Fall", a special instanced version of North Temple of Veeshan introduced with the Rain of Fear expansion (a permanent raid).

Vulak`Aerr's difficulty level is on par with a Tier 2 Rain of Fear raid.

There is no dialogue trigger for the event; it begins once Vulak`Aerr is aggro'd (has a large aggro range - about half the hallway leading to his location).

NOTE: If any of the other raid targets are alive when Vulak`Aerr is aggro'd, he summons them to his location (this includes those that are permanently rooted):

Vulak`Aerr shouts 'Guardians of Scale. I am under attack! Come to my aid!'



Summary

- Engage Vulak`Aerr (is permanently rooted; summons when under 98% health).

- As soon as he is aggro'd, a 2:40 (2 minutes, 40 seconds) timer starts.
--- At the end of this timer, Vulak`Aerr goes non-aggro and six drakes spawn around him.
--- Drakes, when killed, spawn an aura at their corpse location.
------ Onyx, Shadowy, Glimmering, and Emerald Guardians should be killed away from fight location (detrimental death effects).
------ Cerulean and Firey Guardians can be killed at fight location (beneficial auras upon deaths).
--- Once the last drake is killed, Vulak`Aerr re-aggro's and a new 2:40 timer starts, leading to a new set of drakes.

- When Vulak`Aerr reaches 20%, "Shade of Cekenar" spawns in the hallway and aggro's.
--- Kill the Shade of Cekenar.
--- Note that Vulak`Aerr remains active/aggro while the Shade is up.

- The 2:40 drake timer resets upon the Shade's spawn.
--- Regardless of where the timer was prior to the spawn, the next set of drakes will spawn 2:40 after the Shade of Cekenar appears.

- Subsequent drake spawns now occur every minute rather than every 2:40.

- From 20% to death, Vulak`Aerr remains active/aggro through drake spawns.

- Kill Vulak`Aerr to complete the event and gain a lockout timer; adds do NOT despawn, and loot is on Vulak`Aerr's corpse.



Vulak`Aerr

Vulak`Aerr hits for a max ~45,000; is permanently rooted; summons when under 98% health; AE rampages (full damage); single-target rampages; and flurries.

While Vulak`Aerr is active, he casts "Ancient Breath" every 40 seconds. This is a permanent effect that appears in your song window, and doesn't appear to be cureable. Zoning does remove this DOT.

Ancient Breath: PB AE 500', Disease (-900)
1: Decrease HP when cast by 12000
2: Decrease Hitpoints by 1300 per tick
3: Inhibit Melee Attacks by (40%)
4: Negate Remove Detrimental Effect

He also casts "Winged Tempest" every 45 seconds. This is a pushback effect that leads to a small nuke + knockback when it fades.

Winged Tempest: PB AE 200', Corruption (0)
1: Slow Push (-1000)
2: Trigger Effect: Tempest Blast on Fade

Tempest Blast: Single Target, Unresistable (0)
1: Decrease Hitpoints by 4000
2: Knockback (5) and Toss Up (15)

When Vulak`Aerr is aggro'd, a 2:40 (2 minutes, 40 seconds) timer begins. At the end of this timer, he goes inactive/unaggro and six drakes spawn around him (information about these drakes is included in the next section of this writeup):

Vulak`Aerr shimmers as his skin turns hard as stone. He is invulnerable!

While in this inactive state, Vulak`Aerr pulses the AE "Shatter" every 30 seconds (he doesn't cast his other AEs):

Shatter: PB AE 400', Magic (0)
1: Decrease Hitpoints by 36250

If any drakes are still alive approximately 2:20 after they spawn, Vulak`Aerr AEs "Tear in the Sky":

Tear in the Sky: PB AE 400', Unresistable (0)
1: Decrease Hitpoints by 185000

Vulak`Aerr re-aggro's once the last drake is killed.



The Drake Guardians

As previously mentioned, the moment Vulak`Aerr is aggro'd, a 2:40 timer starts. At the end of that 2:40 timer, you see:

Vulak`Aerr shimmers as his skin turns hard as stone. He is invulnerable!

A Cerulean Guardian lets out a piercing roar as it charges!
A Firey Guardian lets out a piercing roar as it charges!
An Emerald Guardian lets out a piercing roar as it charges!
An Onyx Guardian lets out a piercing roar as it charges!
A Glimmering Guardian lets out a piercing roar as it charges!
A Shadowy Guardian lets out a piercing roar as it charges!

Vulak`Aerr stops attacking, and the six drakes aggro the raid.

Each drake hits for a max ~39,000 (seem to have random AE rampage/flurry abilities) and is immune to mez, root, and stun.

Each drake spawns a specific aura in place of their corpse, so you'll want to make sure certain drakes (those that spawn detrimental auras) are killed away from your raid, and you may want to make use of drakes that spawn beneficial auras.

A Cerulean Guardian

"A Cerulean Guardian" spawns a beneficial aura upon its death (regeneration aura):

Pool of Life: Single Target, Magic (0) (1 tick)
1: Increase Hitpoints by 10000 per tick
2: Increase Mana by 10000 per tick
3: Increase Endurance by 5000 per tick

A Firey Guardian

"A Firey Guardian" spawns a beneficial aura upon its death (melee/spell buff):

Pool of Power: Single Target, Magic (0) (1 tick)
1: Increase Spell Damage by 100%
2: Limit: Effect (Hitpoints allowed)
3: Limit: Spell Type (Detrimental only)
4: Increase All Skills Damage Modifier by 100%

A Glimmering Guardian

"A Glimmering Guardian" spawns a detrimental aura upon its death (pulsing dispell aura):

Pool of Anti-Magic: Single Target, Prismatic (0)
1: Cancel Magic (3)

An Emerald Guardian

"An Emerald Guardian" spawns a detrimental aura upon its death (melee + spell slow):

Pool of Lethargy: Single Target, (0) (1 tick)
1: Decrease Spell Haste by 60%
2: Limit: Minimum Mana Cost (10)
3: Inhibit Melee Attacks by (60%)

An Onyx Guardian

"An Onyx Guardian" spawns a detrimental aura upon its death (inflicts 22,000 dmg every 3 seconds if standing in its aura):

Pool of Death: Single Target, Disease (0)
1: Decrease Hitpoints by 22000

A Shadowy Guardian

"A Shadowy Guardian" casts an AE nuke upon death:

Faebomb: PB AE 15', (0)
1: Decrease Hitpoints by 58000

Once the last drake is killed (kill order does not matter), Vulak`Aerr re-aggro's and a new 2:40 timer begins (to the next drake wave).



The Chaos Orbs

Throughout the entire event, while Vulak`Aerr is aggro, NPCs called "chaos orb" spawn in the area and roam around. These have an aura around them, and anyone standing in this aura will be nuked with "Chaotic Static" every 2 seconds:

Chaotic Static: Single Target, (0)
1: Decrease Hitpoints by 20000

These orbs roam around for about 25 seconds before exploding:

chaos orb shudders and begins to come apart from within.

Chaos Implosion: PB AE 30', (0)
1: Decrease Hitpoints by 85000

In order to avoid the detrimental effects of these orbs, you can knockback and root these away from the raid.



Vulak at 20%

When Vulak`Aerr reaches 20% health, a shaded dragon called "Shade of Cekenar" spawns in the hallway and aggro's:

Vulak`Aerr draws upon the powers of the Guardians of Scale to recall a fallen ally from Veeshan's Rest.

At the same time, three other things happen:

1) Vulak`Aerr now remains aggro for the rest of the event (no longer goes inactive).
2) The drake timer resets to 2:40. The next wave of drakes appears 2:40 after the Shade's spawn.
3) After the next drake wave spawns, the drake timer shrinks to 1:00 (one minute) - you now get a wave of drakes every 60 seconds.


The "Shade of Cekenar" hits for a max ~40,000 (no rampage; no flurry) and doesn't appear to cast any spells. It is advisable to kill the Shade as soon as it appears, and then turn your attention back to Vulak`Aerr.



Event Failure & Reset

If Vulak`Aerr is left idle for more than 2-3 minutes, he and any event adds despawn, and he respawns fresh. Corpses do NOT warp away from him, so you'll need rogues or players who can feign death to recover corpses.



Event Completion

Kill Vulak`Aerr to complete the event and gain a lockout:

Vulak`Aerr has been slain by _____!

Adds do NOT despawn. Loot appears on Vulak`Aerr's corpse.



Loot

NOTE: In addition to regular 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.

Loot consists of 2 armor pieces + 2-4 items (second list):

Dread Armguards
Dread Bracer
Dread Boots
Dread Gloves
Dread Helm
Dread Leggings
Dread Tunic

Absor's Gauntlets of Might
Aristo's Earring of Insight
Aristo's Metal Armguards
Brithrax's Rock of Crushing
Chandrok's Mask of Warfare
Chandrok's Robe of Darkness
Dzarn's Axe of Pillaging
Dzarn's Cord of Velocity
Elegist's Boots of the Hushed
Elidroth's Katana
Ellyra's Dagger of Revenge
Ellyra's Necklace of Wonder
Jansan's Armband of Artistry
Jansan's Shield of Crafting
Ngreth's Crystal Ring
Ngreth's Pauldrons of Pain
Normando's Boots of Insanity
Normando's Earring of Insanity
Phathom's Bracer of Vigor
Phathom's Longsword of the Veil
Radvar's Rod of Disruption
Rewards:
Send a Correction
Post Comment
Initial Observations
# Jul 07 2013 at 8:49 PM Rating: Decent
15 posts
Some of those timers are off...
____________________________
Rust Martialis
Soothsayer of War
Valorguard / The Nameless
Initial Observations
# Jul 07 2013 at 8:05 PM Rating: Decent
15 posts
Possibly wrong but from our engage tonight.

- 2 Chaos Orbs spawn periodically (did not time), can be rooted with Vinelash/Virulent Paralysis. Seem to lose hp and die when rooted.

- every 4 minutes a wave of six guardians spawned, one of each type. When they spawn Vulak goes inactive and regens a few %.

- Vulak can be cast on from belly range

- it looked like you have 2m30s to kill the adds or Vulak goes active and DTs the raid.

So you engage - keep rooters ready to knock back the chaos orbs, they seemed a nonissue.

When the adds are about to spawn, raid should back off from Vulak (otherwise adds will eat people) and proceed to kill the 6 adds in the allotted time, when last mob is going down, set up for re-engage on Vulak.

We lasted 3 or so rounds of adds before things got squirrelly.
____________________________
Rust Martialis
Soothsayer of War
Valorguard / The Nameless
Raid Mob Items
# Jan 29 2013 at 10:10 PM Rating: Excellent
Guru
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Mob had the following item not listed above:
  • Dread Gloves
Raid Mob Items
# Jan 23 2013 at 8:37 PM Rating: Excellent
Guru
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Mob had the following item not listed above:
  • Dread Bracer
Raid Mob Items
# Jan 16 2013 at 9:16 PM Rating: Excellent
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2,361 posts
Mob dropped the following items not listed above:
Raid Mob Items
# Jan 09 2013 at 8:05 PM Rating: Excellent
Guru
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2,361 posts
Mob dropped the following items not listed above:
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