Ture  

Raid Encounter
Screenshot

Uploaded July 24th, 2007

Strategy

Pull him out of his room, hide clerics in the jail cell to avoid this AOE. Disease slow him. He dispels, so everyone but clerics will need insta clickies. He has three emotes: One right before he starts to AE rampage, one when he starts to AE rampage, and one when he's done AE rampaging. Those are all pretty obvious. Melee classes will need to pay attention to those. His AE rampage can do up to 12k a round and max melee range DOES get hit with it. He does wanton destruction and it will need to be cured off anyone it hits with Remove Greater Curse. He has about 3 million hp, fairly low dps. Pull spot is within CH range of clerics.

Click here for full event information.

This mob is a RAID mob, designed for 6+ groups of appropriate gear and level.

  • HP Estimate: 3,000,000
  • Single-Target Rampages: Yes
  • AE Rampages: Yes

This page last modified 2009-01-09 14:03:04.

Level: 80
Expansion: Omens of War
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Parse Stuff
# Sep 15 2011 at 9:33 AM Rating: Decent
Avatar
**
309 posts
This guy is such a wimp.

Not counting damage shields:
HP 2,160,375
My group's DPS on him: 6547 dps.
Duration: 5.5 minutes
I have his max hit as 16490 on my druid, a bit odd.
Average hit was 779.64.
Easy nowadays
# Jan 06 2009 at 10:13 AM Rating: Decent
1 grouped as well, war, monk, serker box, shaman, ranger, cleric...Warrior was mmm geared, monk was solt/sod geared, shaman sod geared, ranger was mmm/solt, and serker was baz geared. Took about 15-20m, not hard at all.
1 Grouped
# May 09 2008 at 5:39 PM Rating: Decent
1 Grouped Ture last night, Group was SK, Cleric, Shaman, Zerker, Monk, Monk. SK was MT, mostly solt and some mmm gear, cleric and zerker were solt geared and the 2 monks are group geared. The entire fight took around 20 mins to kill.
wOOT
# Apr 30 2008 at 10:51 AM Rating: Decent
Killed with guild on BristleBane first attempt , dropped pally blade .
Ture deaded
# Jan 19 2008 at 11:00 PM Rating: Decent
Killed with 12 on Nameless. Two small family guilds of the Sigils and Ridgerunners and our first attempt, all moderately SoF-geared and with cultural gear. 2 80 Paladins, 80 druid, 80 wizard, 80 magician, 80 bard, 80 shaman, 80 beastlord, 74 necromancer, 80 magician, 80 enchanter, and a 78 warrior. It was a lot easier than I expected. We all made sure to back away enough when Ture started his AE rampage.
A strat that works for us
# Jul 05 2007 at 11:49 AM Rating: Excellent
Clear trash mobs from his hallway and also from out of his room before setting up.

Put heal rotation, and RGC ppl for the MT inside the small room on the left nearest to Ture's room. Position the Raid DPS back up the hallway to not interrupt the pull/tag.

Have one person in the raid set up with appropriate volume and Audio Triggers for "Ture roars" and "Ture calms" and also set up Social hot buttons similar to "/RS AOE Incomming MELEE Back off" and "/RS Aoe Clear MELEE Engage". That person does NOT try to watch for the msgs in spam but instead listens for the audio trigger since its much faster and much more efficient than watching for and possibly missing a text message. Losing one or two seconds to delay or even missing a message will wipe out the Raid DPS fast. That person keeps his cursor over the social and hits it once or twice the instant the roar social goes off. This gives all Melee dps time to run up the hallway past the caster/nuker max-cast range.

Puller and MT get HOT's and heal rotation starts. Puller grabs Ture and pulls him out the gate. Ture sometimes get stuck in the gate or warps some, so its best if the puller comes straight out and the MT is quick and tags Ture before he reaches the Raid DPS down the hall or kills the puller!

MT works Ture to the left corner calls for Raid DPS assist. Heal rotation continues and RGC ppl continue spamming RGC on the MT from inside their cubby on the left.

Raid Melee DPS either:
1. also uses audio triggers to give them instant warning or...
2. Be sure to watch for the /RS of MELEE BACK OFF

They DPS Ture until they get the message/trigger and then immediately run down the hall out of AOE rampage range which is significantly large. The healer rotation and RGC ppl will be safe in the cubby. After the calms message/audio trigger hits, all raid melee dps run back and continue on Ture. This includes whomever is the Ramp tank unless you have designated healers to keep him up that can handle the healing if he stays at Ture through the AOE.

This run off and run back will happen a couple times to a few times depending on the quantity of your raid DPS. Its more on a timer than set to go off at certain health percentages of Ture, so you will see more if your raid has less than optimal DPS. Anybody that stays at Ture who doesnt have a designated will purple out to a corpse very quickly.

Ture casts an aoe dot that is cured with RGC that will be hitting the Raid dps. Ppl can be designated to cure/heal the raid dps when they run away from ture and wait for his calms message. This needs to be done while they are down the hall and away from the fight so the spare healers/curers dont become subject to the dot also. Raid melee dps will need to be beefy enough to withstand the aoe dot until the next roars message hits and they run down to the spare healers/curers. Heal rotation ppl will be busy enough and the curers in the cubby are working on the MT and possibly the Ramp tank only.

After Ture is dead there are always a couple ppl with the dot still on that will need repeated healing or preferable a RGC. Somebody wont even know they are dottd and their grp healer will complain!! So have ppl watching and rdy to cure ppl after the fight is over.
Anguish Access 6 minimum
# Jan 22 2007 at 10:11 PM Rating: Decent
Actually, you can open anguish with a group of 6 people minimum. Single group the aug mobs.
Immune to cold?
# Nov 27 2005 at 6:05 AM Rating: Decent
45 posts
Is Ture immune to cold nukes?
one more ae
# Sep 25 2005 at 7:57 PM Rating: Decent
also casts

http://lucy.allakhazam.com/spell.html?id=5807&source=Live
keys
# Sep 08 2005 at 9:01 PM Rating: Decent
how many keys does this guy drop ?
RE: keys
# Sep 25 2005 at 4:16 PM Rating: Default
All nameds drop one key per kill
RE: keys
# Aug 23 2007 at 2:14 AM Rating: Decent
Scholar
*
128 posts
Only the big bosses, the aug named dont drop them.
Wolfsclan
# Jul 25 2005 at 6:42 PM Rating: Decent
Wolfsclan just made Anguish HURRY! We took Ture down on 25 of July.. He dose have a 2 slot Dispell Ae but that is easy to over come by putting the crappiest buffs you can find in the first 2 slots. healers/All curers need to be in Jail Cell After you pull him from his room, Have one or two people removing his dots from your Ch chain/clerics RGC!!!! MT tanks him in Far corner after you pull him "Monk" Have someone pre aranged to con ST if MT should fall that way Healers can retarget Fast and get chain going on ST. All in all this mob wasn't to hard as long As your Melee Avoid the AE rampage which Ture gives notice about. MAKE SURE ABOVE ALL TO CURE CURE CURE DOTS RGC/PUREBLOOD :)


70th Cleric Tunare 66 warrior Agnostic BristleBane

Edited, Mon Jul 25 19:46:39 2005
Thunder Breath
# Jun 27 2005 at 9:10 PM Rating: Default
Are you sure its 2 debuffs it only takes one spell off of me per cast.
RE: Thunder Breath
# Jul 11 2005 at 12:02 PM Rating: Default
Could of been a bug I guess cause I got hit by 2 last night.
Bullsh@%
# Jun 18 2005 at 9:10 AM Rating: Decent
27 posts
Quote:
Was soloed last night due to an exploit.. where you can port inside the back wall. A lvl 70 necro did it and Bone Staff of Wickedness and a rune dropped took him about 8 hours.


Was soloed??? ok this is an instanced zone that requires 18 people minimum to open an instance. So what yer tellin me is 17 people stood around for 8 hours while some Necro soloed this mob. Sorry but sounds a bit unbelievable to me.
Bullsh@%
# Mar 07 2007 at 4:13 PM Rating: Decent
Actually, expeditions stay open 6 hours only. And the "exploit" he speaks of is MacroQuest, wall or not, Ture would aggro.
RE: Bullsh@%
# Jun 23 2005 at 5:21 PM Rating: Default


Edited, Thu Jun 23 18:24:14 2005
RE: Bullsh@%
# Jun 20 2006 at 9:40 PM Rating: Decent
Once and instance is gotten you only need one person to stay in it to keep it active.
axe
# Jun 11 2005 at 5:58 PM Rating: Decent
also drops Maykahs Axe .. used for gloves so guild says
Drop Info
# May 01 2005 at 10:47 PM Rating: Good
Drops Patorav's Walking Stick also.
RE: Drop Info
# May 02 2005 at 1:03 AM Rating: Good
**
672 posts
Actually all the "small raids" of Anguish (=Keldovan, Ture, Warden Hanvar and Jelvan's Keepsake) will drop one random piece for the Anguish quest armors (Makyah's Axe, Muramite Cruelty Medal, Patorav's Walking Stick, Riftseeker Heart, Lenarsk's Embossed Leather Pouch) now

Edited, Mon May 2 02:20:46 2005
hit?
# Dec 31 2004 at 5:02 PM Rating: Decent
How much does he hit for like 6k?
RE: soloed
# Dec 18 2004 at 7:38 PM Rating: Default
In order to get to Ture, you must clear yard trash so how did your necro clear all the yard trash (about 15-20ish mobs) before you can actually get to Ture
RE: soloed
# Jun 23 2005 at 4:45 PM Rating: Default
There is alot more than 15-20 trash mobs to get to ture, he is deep in the zone and the odds of a necro being able to solo one trash mob are slim. + the fact that you must have 18 in a raid just to enter.
Soloed
# Dec 08 2004 at 12:49 AM Rating: Default
Was soloed last night due to an exploit.. where you can port inside the back wall. A lvl 70 necro did it and Bone Staff of Wickedness and a rune dropped took him about 8 hours.
RE: Soloed
# Aug 04 2005 at 9:47 AM Rating: Default
Lies!

Lies and trickery!
Known Loot Table
# Nov 20 2004 at 6:14 AM Rating: Good
37 posts
Big Fella
# Nov 19 2004 at 9:37 AM Rating: Decent
Wish there was a little person standing there so we could see how big this Chimera is ... thinking Quarm?
RE: Big Fella
# Nov 22 2004 at 2:06 AM Rating: Decent
First off Woot Darkwind!! I know someone from over there, 2nd if you think about it most bosses or gods are 50 times the size of a barbarian.

RE: Big Fella
# Nov 19 2004 at 9:50 AM Rating: Good
**
672 posts
I submitted a pic of Ture to Alla a while ago... unfortunately someone was quicker than me, but it's still on my webspace.

https://everquest.allakhazam.com/uf/Saraban/Ture.jpg

Note the Barbarian between his feet and the Ogre running in from the right =)

Edited, Tue Dec 28 17:52:41 2004
RE: Big Fella
# Aug 04 2005 at 9:50 AM Rating: Default
I would assume most of those people are shrunk though given that that is usually standard raiding procedure.

That doesn't stop him from being freeh-king massive though.
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