Ikkinz, Chambers of Destruction

Quick Facts

Type:
Indoor

Expansion:
Gates

Instanced:
Yes

Keyed:
Yes

Level Range:
65 - 75

Send a correction
This is the instanced zone involving the final Ikkinz raid: "Chambers of Destruction". For details about this expedition, see this quest entry.

Seven trials emanate out of Ikkinz; refer to the following links for information about them (trials are listed as separate zones):

Groups: Singular Might | Twin Stuggles | Tri-Fates
Raids: Righteousness | Glorification | Transcendence | Chambers of Destruction


Level 60 is required to enter the zone.
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Post Comment
hello!
# May 28 2006 at 12:33 AM Rating: Decent
hi
f
# Dec 31 2005 at 11:37 PM Rating: Decent
30 posts
We are currently on this zone and progressin threw GoD. Raid 1 and 2 for ikky were easy, 3 was just a lil bit trickier. Took a few times. Now we are on for and not looking forward to uqua.
Ikkinz 4 what I know.
# Jul 12 2005 at 9:27 AM Rating: Excellent
**
514 posts
Ok FoD on Povar (Forces of Destruction) took down Ikkinz 4 first try!

Here is what I know for those hunting the web and coming up dry.

You will need an intelligent caster with a high research skill and thier combine book. You also need a Priest class with high tailoring to do this raid.

There are no trash mobs or roamers to deal with. Each room holds a name that resembles the first three raids.

The first few names are killed by specific classes. If you don't get the right KS the first time read the message and on the second try have that class get the KS.

Your intelligent caster that is going to do the research combine needs to loot the rune looking items. You will need all four to do the first combine. Until then you simply hold one on your curse and hit "u" to open the lock doors. If one doesn't work then select the other.

When you get all four do the combine and open the next door.

The first tough fight is the pit fight. The mob is down in the pit with mobs lined up around him on the wall. As he dies they start to come alive so crowd control is critical. We had bards high sun them to thier bind spot over and over while we killed the name. Once killed everyone leaves, let the adds reset to non-agro and go in and loot.

There is a orange type stone you loot that will unlock the next door and done by the person doing the combines.

The next step is where the Priest class steps in with the tailoring. I don't know much about this since I wasn't involved in it so sorry for the vagueness.

When you get back to the fire names this is where the intelligent caster steps in looting two more of the rune looking things, open doors move on.

Now you are in the room with all the big horns against the wall. Here you will loot the drum so that you can now combine the last two runes and open the final door to the back of the zone.

Second to the last fight is tough this is in the room where Ikkinz 3 boss was. Again adds are the issue here we mezzed them and ran them about long enough to kill the name. We ran out they are leashed to the room. We didn't bother looting this guy I don't think he has anything on him cause the adds aren't worth dealing with.

Final fight, I wish I could tell you how we did it but the adds killed me with the clerics early one. I do know that we shrunk and the clerics levi'd over to a book case cubby that was to be a save spot from the AE. We were fine till one drew agro. Thankfully other healers were elsewhere to pick up the slack there. Final mob down, loot the first critical piece towards your Qvic flag.

I hope this helps a little sorry for the sketchy strat but it was a very busy raid and I wasn't always at the front lines when things were happening since I'm a Necro.
Ikkinz 4 what I know.
# Oct 07 2006 at 6:55 PM Rating: Default
Great post, a couple additions.

The orangish stone in the pit is Overseer's Geostone

Druid did the tailoring quest. For tailoring quest had to say ANSWER THE CHALLENGE. Then have a sowing combine to make a parchment of flesh. Hand in. Next he had to go to a north & south room and loot something, apparently the npc ports you to the room when you say north or south. I believe you are supposed to turn in the 2 pieces one to each golem. Upon the 2nd hand in they become live. Our druid handed in a piece to the Preist and he ate the piece. We couldnt get the groundspawn again, so very big fyi dont give the pieces to the priest. Looks like we will have to try this again.
Ikkinz Trial 3 Strat
# Jun 29 2005 at 9:43 AM Rating: Excellent
**
514 posts
I am going to share this with those looking because the chore of finding a strat for trial 3 is rediculous!

Clear to the last room and stage your raid in the hall corner. Be aware of roaming repops at all times they will take out a lot of your raid very quickly.

How do you split the four in the room that are leashed?

The room has a wall as you go to the door forcing you to move right or left around it to actually get in the room. These mobs are LOS mobs so once you single pull to the other side of the petition wall and the other mobs can't see him they won't assist. Remember they are leashed to the room and leashing beyound this will warp him back and his friends will leash out killing those still near by.

Bard used a roaming eyeball to go in and target one while I used my level 33 pet (Necromancer)buffed with Conviction, runes and bard DA. Sent pet in while the Bard was watching through the eye and told me when to back off. I spammed "Back" along with AA Pet Discipline which brought one golem right to us everytime, even if the pet died he eventually came. I FD before I sent pet in.

Kill this guy once and read the emote. It will tell you what class to kill it with. It will instantly respawn at the death site and you kill it with that class. These are not the mobs that change classes, each mob is a particular class which is why you kill it twice. Once for the emote and once for the kill shot. First one said it heard a melody (Bard kill), second one said something which was a paladin kill, third one said something about tranquility focus which was monk. I can't remember the fourth and they may not be the same in each trial. Kill, read, kill and at 5% send in that class to kill.

We found it better to have a pull team kill these mobs and leave the raid at the hall spot. The more people there the greater chance of a wipe and leashing. We had 2 Clerics, 2 Tanks, 1 Bard, 1 Necro, 2 Druids and 2 Rangers as our pull team to kill the four golems. We called in a few others if a particular class was needed at 5%.

Now you have this down and the last guy is dead. Instantly the Maruader spawns. Becareful not to wipe because he will NOT path back in the room. Your raid has probably taken a rather tough beating by now so be ready to kill him. This is the mob that changes every 45 seconds and it seems to be a shot in the wind on what group should kill him. Groups being Melee, Hybrid, Priest or Caster. We just picked Melee to finish him off at 5% and by the second kill he was down and done. Many raids will kill this over and over so better to just pick one group and only have to kill him four or five times vs. thirty times. A few important points is always kill out of LOS and at the petition wall. Don't leash him and the respawn is always on the death spot.

Watch for roamers in the hall that repop and there is one roamer in the room that repops. If you don't time these and keep them clear you will have more than one mob to kill. You really don't want that because they hit so hard you probably can't handle more than one.

Final mob is not at 5% so you feel like your home free! NOT He will regen to 100% then begin to bounce back and fourth from 100% to 5%. If you engage him at 100% you get to kill him with 100% health! Which means you won't kill him, I am not sure a parcer would even go as high as his hps. He hits harder than a mack truck and you probably will not be able to heal the tanks to keep them up and if you do the clerics will be OOM very fast. Key is engaging him at 5% so you only have to do 5%. I have heard he only has 1 million hps at 5% which is still a lot!!!!!!!!!!!

I hope this helps others that are facing this trial. I realize a lot of people don't share the strats because they feel you should have to figure it out on your own like they did. This is a rediculously long and hard trial so I felt no reason to make it even harder by not sharing information. Even with the strats you need a full raid that is willing to put in a good 5 to 6 hours to finish it!
RE: Ikkinz Trial 3 Strat
# Oct 18 2005 at 9:46 PM Rating: Default
12 posts
<3 Josette :)


Vdub
SPlitting up
# Dec 03 2004 at 4:24 AM Rating: Default
hmm tap tap tap still not split up into the seven different events so yeah loads of useless
Break these up
# Aug 31 2004 at 1:28 AM Rating: Default
Heh how come theres only on ikk trial listed... when theres a whole bunch needed (at least by one person) to start up a raid for AoD etc?

Shortnessy 65 Cleric
#REDACTED, Posted: Aug 17 2004 at 3:52 PM, Rating: Sub-Default, (Expand Post) in one room you face two monoliths(red con to 65) surrounded by 8 to 10 munoments(dk blue cond to 65), seems the monument mob things are chained together some how.
#REDACTED, Posted: Aug 17 2004 at 3:47 PM, Rating: Sub-Default, (Expand Post) in one room you face two monoliths(red con to 65) surrounded by 8 to 10 munoments(dk blue cond to 65), seems the monument mob things are chained together some how.
#REDACTED, Posted: Aug 17 2004 at 3:45 PM, Rating: Sub-Default, (Expand Post) in one room you face two monoliths(red con to 65) surrounded by 8 to 10 munoments(dk blue cond to 65), seems the monument mob things are chained together some how.
Monuments
# Aug 17 2004 at 3:44 PM Rating: Decent
in one room you face two monoliths(red con to 65) surrounded by 8 to 10 munoments(dk blue cond to 65), seems the monument mob things are chained together some how.
Monoliths in this room "throw" you (or some thing like a reverse summon) into a pit where the monuments pummel you. didn't get to see much of what went on but I think we kited the monuments and rushed one monolith, the other was non agro but "Ready to attack" we finished one monolith the slaughtered the other who is blocking a door to the south eastern most room where a named mob... uhh something like "spirit of tunik tamian" (I'm sure that's wrong but close) was waiting for us, on first engage it casts a curse which on me was ac debuff and casting time debuff (made 6 second cast become 8)
most bosses in this zone self mem-blur this mob is no exception, best advice for this mob is use small fast nukes/heals and zerg away.
Break up the trials
# Aug 01 2004 at 3:01 PM Rating: Default
Alla's Ikkinz info is pretty useless. You have no idea what mobs you will encounter or drops you can obtain from any one of the 7 encounters. You have no idea if you need a raid or a group to get such and such drop or even which one it's in. Breaking them up into trials will make it useful.
RE: Break up the trials
# Aug 03 2004 at 8:34 PM Rating: Default
agreed they need to break up the mobs and show which one of the trials there in. it help alot.
Trials
# Jul 12 2004 at 1:12 AM Rating: Default
You're actually wrong. Most groups are going to need the holy trinity as a foundation, but you can swap tank classes(if the SK or Pally are geared enough), and you will more than likely need a back up healer/dpser.
How do you get here.
# Jun 09 2004 at 7:12 PM Rating: Default
How do you enter this zone?
How do you get here.
# Jun 02 2005 at 10:22 AM Rating: Good
take the magus to Nedaria's Landing, then take the magus there to natimbi. Once in natimbi, you must run to the very northwest of the map where there is a glyphed stone. Assuming you've done the tipt trial, you'll enter into kod'taz. From there are all the entrances to the ikkinz raid and group instances, along with a few other gates zones i can't think of at the moment Smiley: confused
balance
# May 27 2004 at 9:16 PM Rating: Default
Seems to me that these trials work a lot like the old pre kod taz trials did before they adjusted them. If you arent one of the holy trinity of classes or a high dps class you wont get to even see these events.
HELP
# Feb 26 2004 at 11:13 PM Rating: Default
Anyone know what they mean by talisman, elements and feral savag??? Anyone else gotten this far? Or is it really bugged?
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