Valley of King Xorbb Event #2: Yymp the Infernal  

Quest Started By:Description:
Where:
Rating:
*****
Information:
Level:100
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Event
Quest Goal:
  • Advancement
  • 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 06:27:38 2012
Modified: Tue Dec 5 05:21:04 2023
Rain of Fear Information & Guides: An Overview | Group Progression & Task List | Raid Progression | Visible Armor



This is the second event in the Valley of King Xorbb raid expedition.



Summary

- Yymp the Abyssal is aggro (there is no trigger), so do not enter the event area until you are ready.

- Yymp frequently single-target rampages, AE rampages (full damage), and flurries.

- At 90%, Yymp despawns in place of four mobs (including one mini named: Wildfire).
--- Wildfire casts "Engulfing Flames" on targets, a DOT that ticks down to an AE nuke around the inflicted target.
--- Kill the three trash mobs, then Wildfire; Yymp respawns.

- At 70%, Yymp despawns in place of eight mobs (including one mini named: Actinic Fire).
--- Actinic Fire has a large damage shield and absorbs spell damage. This is counteracted by the procs of a magician's water elemental pet.
--- Kill the seven trash mobs, then Actinic Fire; Yymp respawns.

- At 50%, Yymp despawns in place of 12 mobs (including one mini named: Spreading Fire).
--- Spreading Fire has a damage aura around it (does about 2,700 damage per second to anyone in its range).
--- Kill the 11 trash mobs, then Spreading Fire; Yymp respawns.

- At 30%, Yymp despawns in place of 16 mobs (including one mini named: Oxide Fire).
--- Oxide Fire starts off immune to all damage. You have to keep nuking it with cold-based spells in order to keep it attackable.
--- Kill the 15 trash mobs, then Oxide Fire; Yymp respawns.

- Now, you can kill Yymp the win the event.



Yymp the Abyssal

Yymp the Abyssal is aggro (there is no trigger), and his aggro range is to the doorway leading into his room, so do not enter the event area until you are ready.

Yymp hits for a max ~45,000; flurries; AE rampages (full damage); and very frequently single-target rampages.

He has a leash range slightly smaller than the room he's in. If you pull him too close to the wall, he warps back to the center. This emote is seen if this happens:

I will not be ground against a wall. You will fight me near the pit. For this insult you will face more fire.

If he leashes, he buffs himself with "Elemental Burn", a 10-hour damage shield (not known if it can be removed):

Elemental Burn: Self 0', Fire (-990)
1: Increase Damage Shield by 420

At certain health intervals (90%, 70%, 50%, and 30%), Yymp despawns in place of a wave of elemental adds. Each wave of adds consists of one mini-named elemental and several trash mobs (more details about these in the next section of this writeup).

If you kill a mini-named without killing the other elementals first, Yymp respawns, absorbs the remaining adds' health, and buffs himself with "Elemental Burn" (same damage shield as above). This emote is seen if this happens:

Yymp absorbs the remaining elementals, regaining some of it's power.

Any damage done against Yymp via fire-based spells is added up until the next time he despawns, at which point he AEs the same amount of fire-based spell damage done to him. These spells are stack-cast at the time he despawns however many times it takes to add up the total damage:

Exothermic Reaction: PB AE 2000', Fire (-990)
1: Decrease Hitpoints by 10000

Endothermic Reaction: PB AE 2000', Cold (-990)
1: Decrease Hitpoints by 20000



Adds at 90%

Four adds spawn at 90%: Three trash mobs with low hitpoints (a mix of "Bewitching Flame"; "Brush Fire"; and "Flash Fire" -- no known differences between them), and one mini-named "Wildfire".

Wildfire buffs itself with "Elemental Burn" (not known to be removable) and casts "Engulfing Flames" on random targets:

Elemental Burn: Self 0', Fire (-990)
1: Increase Damage Shield by 420

Engulfing Flames: Single Target, Fire (-1000)
1: Decrease Hitpoints by 42000 per tick (1 tick)
2: Improved Spell Effect: Combustion (small-ranged AE for 57,000 dmg)

Note that unlike in the previous event, "Engulfing Flames" cannot be cured by ducking.

Once Wildfire is killed, Yymp the Abyssal respawns.



Adds at 70%

Eight adds spawn at 70%: Seven trash mobs with low hitpoints (a mix of "Bewitching Flame"; "Brush Fire"; and "Flash Fire" -- no known differences between them), and one mini-named "Actinic Fire".

Actinic Fire buffs itself with "Actinic Heat":

Actinic Heat: Self 0', Fire (-990)
1: Increase Damage Shield by 4200

Not only does this act as a damage shield, but it may also prevent spells from landing. An emote seen upon spell casts:

The damage shield around Actinic Fire absorbs your spell.

This damage shield is only known to be removable via a magician water elemental pet's innate spell proc. As a water elemental removes this damage shield, Actinic Fire occasionally death touches the pet:

Death Touch: Single Target, Unresistable (-710)
1: Decrease Hitpoints by 8000000

The damage shield gets recast, so your raid's magician(s) will need to keep water pets on it.

If you don't have a magician in your raid, it's possible the event will make him vulnerable for short periods of time. You'll see a green emote when this happens:

You notice a drop of water drip from the ceiling onto Actinic Heat. The shield around Actinic Heat wavers.

Once Actinic Fire is killed, Yymp the Abyssal respawns.



Adds at 50%

12 adds spawn at 50%: 11 trash mobs with low hitpoints (a mix of "Bewitching Flame"; "Brush Fire"; and "Flash Fire" -- no known differences between them), and one mini-named "Spreading Fire".

Spreading Fire has a damage aura around it (not known to be removable) that casts about once-per-second on anyone standing in the aura:

Spreading Heat: Single Target, Fire (-990)
1: Decrease Hitpoints by 4200

Once Spreading Fire is killed, Yymp the Abyssal respawns.



Adds at 30%

16 adds spawn at 30%: 15 trash mobs with low hitpoints (a mix of "Bewitching Flame"; "Brush Fire"; and "Flash Fire" -- no known differences between them), and one mini-named "Oxide Fire".

Oxide Fire buffs itself with "Elemental Burn" (not known to be removable):

Elemental Burn: Self 0', Fire (-990)
1: Increase Damage Shield by 420

It starts off immune to all damage. You have to keep nuking it with cold-based spells in order to keep it attackable. You'll see this emote when it becomes vulnerable:

The continued cold causes Oxide Fire's invulnerability to drop.

When the invulnerability returns, you'll see this emote:

Oxide Fire's continued heat brings back his invulnerability.

Continue cold nukes until Oxide Fire dies. Once killed, Yymp the Abyssal respawns.



The Pit

In the pit in the center of the room are several skeletons called "a pit victim". These have no known impact on the event, but will attack anyone who falls into the pit. There are about six of them, and they each hit for a max ~7,000. They appear to be leashed to the pit, so if you fall into the pit, you can just run out the door and back up the ramps to the event area.



Event Failure & Reset

If Yymp the Abyssal or any of its adds are left idle for any more than 30-45 seconds, the event resets and all corpses and living players warp to the sewer area outside the event room.

Elemental forces are gathering. You estimate that you have 30 seconds before Yymp returns to full power.

You have failed. Yymp has returned to full power.



Event Completion

Kill Yymp the Abyssal to complete the event:

Yymp the Abyssal has been slain by _____!

Yymp the Abyssal says 'NO. You have ruined it. You have ruined all of my research. All of my collection. It took me so long!'



Loot

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) + 2-4 other items (second list) + 1-2 weapons (third list) + 4 spells (fourth list) + 0-1 Primed Fragment of Fearlinked Zeal (cultural aug):

Dread Armguards
Dread Boots
Dread Bracer
Dread Gloves
Dread Helm
Dread Leggings
Dread Tunic (see this guide for information about putting together ROF armor)

Actinic Light Cloak
Active Flame Mask
Beguiling Red Jasper Ring
Belt of Reaching Flame
Burden of Truth
Burning Drape of Wildfire
Captured Flame
Earring of the Brush Fire
Heartfire Pendant
Oxide Fire Ruby Ring
Thicket Tinder Pauldrons

Bladed Hand of Xorbb
Durew's Mace of Inverse Logic
Yymp's Research Cleaver

Lesser Terrormote
Median Terrormote
Greater Terrormote
Glowing Terrormote
Rewards:
Send a Correction
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Raid Treasure Chest Items
# Mar 18 2013 at 6:12 PM Rating: Excellent
Guru
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2,467 posts
Chest had the following items not listed above:
Raid Treasure Chest Items
# Jan 28 2013 at 8:44 PM Rating: Excellent
Guru
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***
2,467 posts
Treasure chest had the following item not listed above:
  • Dread Armguards
Raid Treasure Chest Items
# Jan 21 2013 at 11:59 PM Rating: Excellent
Guru
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***
2,467 posts
Treasure chest had the following item not listed above:
  • Dread Boots
Raid Treasure Chest Items
# Jan 13 2013 at 7:40 PM Rating: Excellent
Guru
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***
2,467 posts
Treasure chest had the following item not listed above:
  • Dread Gloves
Raid Treasure Chest Items
# Jan 03 2013 at 9:04 PM Rating: Excellent
Guru
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***
2,467 posts
2013-01-03 Chest had the following item not listed above:
  • Dread Leggings
Raid Treasure Chest Items
# Dec 18 2012 at 8:49 PM Rating: Excellent
Guru
Avatar
***
2,467 posts
2012-12-18 Treasure chest had the following items:
  • Dread Tunic
  • Dread Helm
  • Actinic Light Cloak
  • Durew's Mace of Inverse Logic
  • 2 x Lesser Terrormote
  • Greater Terrormote
  • Glowing Terrormote
  • Primed Fragment of Fearlinked Zeal
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