Elemental Essence of Air  

Raid Encounter

Uploaded July 24th, 2007

Can spawn a chest with additional loot after a magician at the right point in the epic 1.5 loots the Elemental Essence of Air.

  • Highly magic resistant.

Category: EverQuest
This page last modified 2020-09-26 14:03:11.

Level: 70
Expansion: Omens of War
NPC Added: 0000-00-00 00:00:00
NPC Last Updated: 2019-09-03 01:54:30

Known Habitats:
  Nobles' Causeway

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TLP Mangler
# Sep 20 2020 at 9:59 AM Rating: Excellent
36 posts
Tough fight due to adds and him being highly magic resistant. Fire had some success landing if targets are fire debuffed. The waves of adds seem to vary back and forth between light blue to level 70 and dark blue. I don't believe I managed to get the boss or any of the adds slowed with tash + mala. I wouldn't attempt with less than 2 groups, but 3 to be safe assuming GoD-geared.
2nd Set of Adds
# Aug 08 2018 at 5:28 AM Rating: Decent
24 posts
[Wed Aug 08 06:00:03 2018] Elemental Essence Gust begins to cast a spell. <Whirlwind>
[Wed Aug 08 06:00:03 2018] Elemental Essence Gust tries to hit YOU, but YOU parry!
[Wed Aug 08 06:00:03 2018] Elemental Essence Gust tries to hit YOU, but YOU parry!
[Wed Aug 08 06:00:03 2018] You shake off the stun effect!

The Proc the 3 spawns are casting:
Fun Fun
# Jun 29 2013 at 4:24 PM Rating: Decent
20 posts
Easily Moloable at 92. Had t5 merc healer for heals and I used all my 92 AoE fire spells for adds.. and a few dd spells as well.. was pretty fun.. mobs summoned but just back up some to keep them in line for Beam of Molten Lava and its all good. GL
/em Raises her skull ale in rememberance, " To the Freeborn Pirates, May they always be remembered!"

Auroadnm Sacredone
76 Grand Summoner
Servant of Quellious, GM Jewler
Officer, Goldenhearts, Bertoxx

Gendari Treesprite
70 Plainswalker
Servant of Tunare
Member Goldenhearts, Bertoxx

Tarue Rezzurbum
70 Prelate
Sercant of Tunare
Member Goldenhearts, Bertoxx

Bistiny Mindcandy
50 Enchanter

Very funny Scotty, Now beam down my clothes!
# May 12 2013 at 9:31 PM Rating: Decent
81 posts
This fight might have been scary back in 2007, However here we are today in good old 2013. You can solo this event @ 100 if you are not 100 bring a 100 friend, however if more than 1 mage needs him I think there is a 2h timer like most of the mobs for this quest. Good Luck all... Smiley: banghead

Edited, May 12th 2013 11:34pm by lichsofeastwick
Some tips if solo
# Dec 20 2009 at 12:16 PM Rating: Default
With SOD pet and AA,you can just pet tanking all with only merc healing(EM 1 pet focus and T5 Merc).

First off,clear all those Dragorns around dome.Bind yourself here then trigger it from PoTranq.Gate back and follow other's post to spawn the Air Elemental.

2nd,stay away from it and turn off pet casting.Engage when you are ready(pet doing it fine even without any AA buff (fortify and blessing).

3rd,use Fire nuke for less resistance.If you are careful,you wont out-aggro your pet(lol I died once by those spin/stun in 2nd wave,got stunned for so long I couldnt cast anything from full HP to 0 HP.Thank god I bind myself nearby and still have times for another try.)

# Sep 27 2009 at 9:19 AM Rating: Decent
18 posts
I did the intro text in the plane of tranquility but I can't get this guy to spawn. I have used the locations listed here but I have had no luck. Any idea what I might be doing wrong?
# Jul 14 2009 at 7:52 AM Rating: Decent
Soloable at level 77 with 1100 AAs and SoF/SoD bazaar gear. Used a merc, definitely the toughest part of 1.5 but I didn't think it was as hard as people made it out to be.

Fully buffed a pet in GL (mage buffs + merc buffs only), hit all my pet AAs (frenzied burnout, fortify companion, companion's blessing), suspended pet, waited for AA timers to refresh and ran off to Noble's Causeway. Popped elemental, ran to extended range and cast malo on elemental, pulled him a bit down the path to where only one repop (murkglider) would happen and had pet engage. I stayed as far back as possible so when elemental despawns and adds spawn, they don't instant aggro. Gives you a chance to med for a minute, let merc med, let pet heal up, etc. Once I was ready, I sent companion of necessity in and tried to split adds. Sometimes this worked, sometimes it didn't. Overall with my strong pet and AA numbers, I probably didn't need to do this. Anyway, first round of adds were easy. Pet tanked all simultaneously fine, and occasionally the RS was tanking on one. Used summoned nukes so that pet would get random heal procs along with merc healing. Once all adds are down, elemental respawns back down in dome. I would suspend pet (to save buffs times, especially fortify companion...this is CRITICAL), let merc med up to full, med up to full myself. Once we were ready to go, I unsuspended pet, guard, then ran to dome to pull elemental again. By this point, elemental should be at 100% again. THIS IS KEY AS WELL. If elemental has not regened to full, he's gonna summon you and dragorns will slaughter you and your merc. Anyway, rinse and repeat but it's the second set of adds which are hardest because they proc spin/stun. If you can split these, it's best. I was worried about one unaggroed resetting the whole event so after pet killed one, I put him on the one that was split by himself to make sure it was aggroed in time. Usually pet could get through elemental + 2 sets of adds before fortify companion wore off (if you are suspending in between while medding). So I would have to wait a bit for fortify companion to pop. I also used Host of Elements swarm to help off tank whenever they popped and the occasional RS pet as well. I never engaged anything without fortify companion on the pet. After almost an hour, and 5 (or 6?) sets of adds, I finally got elemental down and looted my last piece for epic 1.5. Yes, I could have done this quicker with friends but I intended on just seeing if this was possible since everyone says you need at least a group for this one. I certainly would not try this unless you have a large number of AAs including Theft of Essence, Fortify Companion, and all pet defensive AAs.

Good luck!
# Mar 28 2009 at 6:27 AM Rating: Decent
12 posts
did fight today march 28 09 ,,elemental essence of air spawns adds at 80% 60% 40%
20% 10%,, when adds spawned he went away til adds where dead then he repspawjns at what ever % he was when adds spawned..
Path and the fight
# Feb 14 2009 at 9:10 PM Rating: Decent
It was hard to trigger this quest. A friend tried leading me through the spots that triggered the epic, but it seemed the locations might be slightly off for each mage. I only had to get 2 messages to get a path.

Was able to take down easily with other 4 mages (one being my lvl 74 others were 2 81's and a 80+) a beastlord (80+) and a healer merc.

Antisummoned spells work against this guy, but they get resisted quite a bit. It's best to just set pet him and burn the adds until the last set spawns.

The adds are the biggest pain and they summon, so don't go crazy on the nukes. We set the pets on the essence and had the beastlord and nukes on the adds.
triggering mob
# Jul 08 2008 at 12:16 PM Rating: Good
271 posts
After participating unsuccessfully in this raid a couple of months ago. The mage managed to spawn the mob the first time but the group wiped. We tried again two hours later and could never find the trigger points to spawn the mob again.

After researching this, most boards tend to agree that you don't have to hit one of the trigger points. Simply go into the dome, invisible but without lev, stand there for a minute or two and the mob will spawn.

I hope to try this for my own mage 1.5 in the next month or so and will report back whether this works.
triggering mob
# Jan 24 2009 at 2:49 PM Rating: Decent
19 posts

here are the trigger spots. Copy and paste them in the Causeway file.

P 1097.7072, 1732.4520, 250.2612, 240, 0, 0, 3, Essence_of_Air_Spawn_trigger_(be_invis)_stand_here_for_15_sec_to_spawn_it_N1732_N1097
P 920.0482, 136.3843, 250.2612, 240, 0, 0, 3, TRIGGER_N136_N920
P 987.4615, 790.4484, 313.0348, 240, 0, 0, 3, TRIGGER_N790_N987
P 1256.5177, 1113.3859, 250.2320, 0, 0, 127, 3, Setup/Move_Raid_here
P 1412.3616, 7.6293, 250.1798, 240, 0, 0, 3, TRIGGER_Neg_8_P1412
triggering mob
# Dec 07 2008 at 8:24 AM Rating: Decent
Confirmed.. YOU MUST TRIGGER THROUGH A POINT... not just go to dome. Did it just today.
triggering mob
# Aug 27 2008 at 6:26 PM Rating: Decent
Well having just tried this - it doesn't work - you need to trigger it from one of the spawn points I guess.
easy fight
# Feb 16 2008 at 11:07 AM Rating: Decent
just killed this guy took 6 people 2 mages 1 druid 1 warrior and 1 pally and a ranger we killed it with little trouble no deaths he went down a lot easier then i thought he would
# Jul 16 2007 at 6:50 PM Rating: Decent
This guy groupable with the .... the right group? =D
Strats with minimal players
# Feb 21 2007 at 7:35 AM Rating: Decent
22 posts
Did the event with 8 players (2 bots cleric as healer). No true tanks 3 high end monks and no slows ( enchanter slows magic based would land)


1) Put the mini raid out of the dome - out front by the first murk area
2) Once triggered Engage pull slightly out of the dome ( You want to keep it somewhat away from the camp). Ae range 100 so high end players can tank it with minimal to moderate heals. ( By high end I referening to players with upper tier gears and 1000 plus aa) Kill and then mob splits add
3) Kill Adds (ok to bring to camp if needed)
4) After Adds die on round 1 - Boss repops inside . This is very useful cause the if you have death problems ( for whatever reason) you can do a quick rez and rebuff ( we did not wait more than 2 mins on any reset)
5) Kill Boss despawns at 60pct on this phase
6) The 2nd Adds ( VERY IMPORTANT INFO) -the 3adds have a spin stun proc that as far as I can tell is -1000 ( to lazy to look at Lucy this morning) So on this 2nd set (3 mobs) nuking and healing is CRITICAL than you play smart. Smart using low agro nukes (AA silent casting, brain bite series whichever) and low agro healing ( long cast CH, PR, and SE(hott heals)). Unless you like dying.
7) So once the 2nd adds are dead. Rez up and regroup
8) Repeat 7 until dead

Notes: 1) 2nd adds are the most difficult 2) If you use monks like we did tanking multiple adds . Each monk took 1 or 2 mobs ( melee one then cycle to 2nd) then sepearate the groups of mobs out so you can clearly see who has what. Otherwise it really wasnt a heavy healing event as much as monitoring the dots ...Radient cure, words of viv , etc are all useful on it. 3) You can mez 1 add using Enchanter AA stasis series if you need a 3 min break to regroup on an almost wipe.

Anicra - Drinal ( send a game tell if you need advice I forgot)
Wait before the mage zones in!
# Sep 20 2006 at 11:53 PM Rating: Decent
13 posts
FYI make sure your rdy before you zone in! Then trigger the mob and get cothed by your friends that are helping, cause if you dont trigger the mob once you get the path you wait 2 hours. This is fact or the quest is bugged on Tunare.
Wait before the mage zones in!
# Mar 22 2009 at 11:25 AM Rating: Decent
23 posts
While I can't speak for hitting the trigger spot and then not triggering the spawn, I will say that if you fail, you can trigger him again immediately.

Took him down yesterday and since we didn't pull from the done, we got adds and then we wiped. The remaining winds despawned while we were rezzing and rebuffing but we went to the trigger points mentioned and got the emote and he showed up in the Dome easy as you please. Might have been 20 minutes between despawn and respawn.

Our team struggled a bit. 76 Bard (with healing merc), 77 Cleric (with tank merc), 75 Shaman, and a mage. The healing merc did most of the work on the tank with patch heals from the cleric and shaman. The mage, tank merc, and bard did all the damage. It was a slow process, but patience won in the end.

One thing I want to mention is that when the waves spawn, the more mobs there are, the fewer their hitpoints. I'd be surprised if a high level wizard couldn't Target AoE the final wave in one good blow.
Down with 14
# Sep 17 2006 at 11:06 PM Rating: Decent
402 posts
Down with 14. None of us are really Time-equipped, grandmaster armor, DoD gear. Main tank was a Paladin. The adds and the Elemental are disease slowable after Putrid Decay. That makes it a lot easier.
# Aug 26 2006 at 4:38 PM Rating: Decent
EEoA is partially slowable with Shaman diesease slow, Cloud of Grummus.
2 groups
# Jul 08 2006 at 8:56 PM Rating: Decent
Just did this encounter for a guy with 12 people total. I 9 boxed, 2 boxed his mage and bard, and his friend (mage) came along to help. I had 2 clerics, shm, bard, warrior, wiz, and 3 rangers. All my characters were GoD/anguish geared and the guy who I did it for was less than that. Essentially, if your warrior knows how to properly hold aggro, he can tank all the adds by using cyclone blade as frequently as possible with rampage, warcry, ae taunt, and switching targets frequently to spread his aggro out to combat a 2 man CH chain. The spot we fought at was neg1480 neg1060 in which there is only one mob that you have to clear. Put everyone up on the wall out of range of the main mobs ae rampage. The first 2 adds hit a lot harder than all the rest, and each wave of adds hit for less and less as there are more of them. An anguish tank can tank them all as long as he maintains aggro. The second wave of adds (3 of them) are the worst as they constantly stun whoever they have aggro on so the warrior needs to do his best to spam hit his cyclone blade button just for the offchance of getting it off before he is re-stunned. Clerics use elixirs, 2.0s, divine arbs, and split the healing up between you and you can survive without getting aggro (I did it). The following waves dont have any significant aes to worry about really...just hold that aggro. If you have two warriors, have both spam cyclone blade and rotate through the mobs and Im sure you wont have an aggro problem. The mobs dont have a lot of hitpoints so if you use dmg shields from the mage and have a bard along....200pt dmg shield will eat them up before your clerics are oom and your dmg dealers wont have to dps too hard. Also, inbetween each wave you have 10 minutes to re-engage the main mob before he despawns. Use this time to rez up and med up, and reclear the one add (plus the 3 dragorns that spawn in the dome). Proper use of divine res and a call from a shm/dru can mean even a near-full wipe can be fm on dead clerics and gtg before the 10 minute timer is up. The fights are short, just fight to survive and you should be ok.
The Breakdown
# May 17 2006 at 1:40 AM Rating: Decent
Well, i seem to be down to my final fight in Nobles Causeway for my 1.5, which is a PITA. The way it works out is... Well, the strat is below =)

Needed : 24 Minimum.
Elemental Essence of Air.

When you enter Noble's Causeway, there are several trip locations. You must make sure you are not levitating to trip the locations, and www.magecompendium.com has maps of the trip locations themselves. One is directly north of dome. Once you find this location, the following yellow text will appear, and a find path will appear to follow:

You hear the wind whistling around your head, and see a strange windswept trail appear before you.

Upon following the path to the dome, The Elemental Essence of Air will spawn. Be warned that once you hit the find path, anyone can trigger the fight. The trip location to spawn the Elemental Essence of Air is right near the dome, so the raid should be set up in that location by this time. The fight reportedly goes like this :

Elemental Essence of Air starts off by attacking you, Max hit 1393. At 80% he despawns, and two adds spawn that hit for 1400s and casts Wind of Xegony.

Wind of Xegony

Spell Information
Slot Description
1: Increase Spell Mana Cost by 50%
2: Increase Curse Counter by 9
3: Decrease HP when cast by 1000
4: Decrease Hitpoints by 200 per tick
5: Decrease Attack Speed by 30%
6: Increase Curse Counter by 4

Resist Adjust = -400
Range = 100

Even with Infusion, the AE is going to be difficult to counter. Luckily the range is only 100 feet.

Elemental Essence of Air info

1396 Max hit
Adds unmezzable.

Defeat the adds that spawn at 80 pct and the Essence respawns in the dome again. At 50% he despawns and three adds replace him, same as before. At 20% same thing but with 4 adds again. 5 Adds at 10%. Finally once all the adds are dead you are able to defeat the Essence himself.

There are two options. We can either fight the Elemental Essence of Air in the dome, but this is challenging. Attempting to get 4+ adds offtanked in time before they eat through some casters is a pain.

The other option is to pull him out of the dome. When he gets to a set percentage and despawns, the adds will spawn at your location but the actual Elemental Essence of Air repops back in the dome. Meaning, we can kill the adds and re-engage at our leasure, provided we stay out of agro range. There has been some reports that if he isnt engaged fairly soon, though... That he despawns. So time is important if we chose this method.

Mainly, you just need a force for about an hour minutes to complete the task. Four groups is minimum, but the more the merrier.

70 Magician
Ethereal Serenity
The Breakdown
# Oct 17 2006 at 7:15 PM Rating: Decent
If you were wondering.... the adds are named Elemental Essence Zephyr
RE: The Breakdown
# May 17 2006 at 9:26 AM Rating: Good
Ungainly Ninja
6,998 posts
What are the adds called at the various stages?
Off tanks
# Mar 13 2006 at 4:58 AM Rating: Decent
3 posts
I was told they couldn't be mezzed so on repops we had about 4 off tanks ready to attack the adds. Worked well although i died twice tanking them. That area stun is annoying. Have a bard sing resists, i got twirled in the area with that stun twice and all my resists are in the 200 and 300 normally.

Edited, Mon Mar 13 03:56:43 2006
Battle Royale
# Nov 23 2005 at 11:36 AM Rating: Decent
29 posts
After hailing Sarhya the Dawnbreeze, guardian of the Plane of Air and asking "What about the Elemental Essence?", head to Noble's Causeway and move toward the south east section of the zone ("The Dome"). There are a number of trigger locations on the way. Once you touch one of the trigger locations, a mystic path directs you to the dome. Stand invisible in the dome briefly and the Elemental Essence of Air spawns on top of you. Run back to your raid and hope the AE doesn't kill you before you get there and the tank takes aggro.

In my fight last night, 2 X Elemental Essence Zephyr spawned at 80%, 3 X Elemental Essence Gust spawned at 60%, 4 X Elemental Essence Breeze spawned at 40%, 5 X Elemental Essence Wind spawned at 20%, and 6 Elemental Essence Current spawned at 10%

By far, the toughest battle for the Staff of Elemental Essence and what a fun battle it was. 5 groups, heavy on tanks, but somewhat short on healers (2 clerics, 2 druids, and a Paladin, with Shadowknight and Necromancers stealing life and mana when they could).
Canneto Di`Bari - Everquest
90 High Elf Grand Summoner of Cazic Thule
<Caelum Infinitum>

"What I know about paranoia I learned by following people"
how spawn
# Sep 18 2005 at 12:09 AM Rating: Default
How does one spawn it?
It dies eventually....
# Apr 03 2005 at 7:12 PM Rating: Default
Took a bit, but we finally killed this thing... after like 6 of them, the last one finally died. Dropped Etched Boots of Antipathy for us...

Hope to avoid that PITA fight if I can...

Edited, Sun Apr 3 20:22:56 2005
# Feb 26 2005 at 3:46 PM Rating: Good
71 posts
Elemental event is something like this:
80% it depops and spawns 2 lvl 68 Elemental Essence Zephyr. Once these are dead the Elemental Essence of Air REPOPS!. Then at about 50% depops again spawning like 3 Elemental Essence of Gusts, unsure of lvl. All mobs in this event cast the AE Wind of Xegony. The Essence of Air AE rampages also. VERY VERY high MR. Tashed and HoS with TDoK / IM3 / JF1 and still couldnt get slow off. shammy tried GoD slow and also never got off. Need tanks with uber hps and lots clerics and lots of melee dps. Hits (quad?) for like 1400ish. We wiped needless to say, but was fun learning for the mage in guild hehe.

Edited, Sat Feb 26 15:47:57 2005
Vazaelle <Maelin Starpyre>
Adrenoline Rush - 83 Bard
Nerzhuljr - 80 Shadowknight
# Feb 22 2005 at 9:31 PM Rating: Decent
From what i ve been told there are 7 possible locations to spawn this mob. Any1 have any info as the where these are located. Been looking around the posted area but wanted to see if any1 hade a loc on any or all the spots. THX
# Feb 03 2005 at 11:13 AM Rating: Default
Its level 70 :)
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