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WARDEN HANVAR
Mar 17, 08 5:18 PM
OVERLORD MATA MURAM
Mar 17, 08 5:17 PM
TURE
Mar 17, 08 5:17 PM
THE JELVAN EVENT
Mar 17, 08 5:16 PM
KELDOVAN THE HARRIER
Mar 17, 08 5:16 PM
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WARDEN HANVAR

538295618_Inactive, Mar 17, 08 5:18 PM.
Warden Hanvar is a level 85 creature, who is Overlord Mata Muram's first Captain.  He is the jailor for the dissedent's currently housed in the jail cells in Anguish.  Warden Hanvar is the 4th encounter in Anguish.


Warden Hanvar's Special Effects

Chains of Anguish:        
Decrease spell haste by 70%
                                      Decrease movement by 90%
                                      Decrease Attack speed by 50%
                                      Increase curse counter by 50
                                      -375 magic resist, lasts 5 ticks

Feedback Dispersion:   Decrease HPs by 3500 when cast
                                      Decrease HPs by 300 per tick
                                      Decrease mana by 350 per tick
                                      Decrease endurance by 1000
                                      Decrease endurance by 200 per tick
                                      Increase curse counter by 45
                                      -400 Chromatic resist, lasts 5 ticks

Wail of Anguish:            Stun (10.00 Seconds)
                                      -475 Disease resist


WARDEN HANVAR'S MELEE ABILITIES

Max Hit:

Rampage:
  Yes, single target.

Flurries:  Yes

Total DPS:

Slowable:
  Yes, (unknown what type of slow sticks)

Enrage:  Yes, at 10%.


WARDEN HANVAR STRATEGY

1)  Set-up:  There is really very little special group set-up for this fight.  Basically you will need 7 decent tanks, a healer each for 5 of the tanks and a heal rotation for the main tank and ramp tank.  The rest of the raid is dispersed for maximum DPS.  Place the raid at the top of the stairs just south of Warden Hanvar's room.

2)  Assign 4 off-tanks and a main assist tank.  The key to winning the Warden Hanvar fight is controlling his adds.  Five adds will spawn in any combination of the following dragorn models.  A Seasoned Guard, A Weathered Guard, A Veteran Guard, and An Elite Guard.  The off-tanks and main assist's job is to lockdown the adds and use the raid to kill these adds.  Three waves of adds will spawn based off of a timer.

3)  To start the event, have a paladin, ramp tank, pull Warden Hanvar and his five adds to the top of the south stairs.  Have the off-tanks and main assist pick-up these adds on the way to raid.  The Main tank will take over on Warden Hanvar, and the raid DPS will assist the main assist in killing each of the 5 adds.  Once the adds are killed, the main assist will call the raid to assist in killing Warden Hanvar.  When Warden Hanvar reaches 75% damage, his hitpoints will lock.  Depending on the DPS of your raid, the second wave of adds may have already reached the raid, or you may have to wait for the timer if the raid is high DPS.  On the second wave of adds, assist the main assist in killing the adds, and get back on Warden Hanvar.  At 50%, and again at 25% Warden Hanvar's hitpoints will lock again, and the raid will have to kill of the adds again.  After 25%, just burn Warden Hanvar down.  Make sure that the Main assist watches for the the add waves and calls when they are coming.  That way the off tanks can pick up the adds before they kill the healers.  If the raid is really high DPS, the adds will come one at a time and any additional adds can be mezzed to hold them for the main assist.  When Warden Hanvar dies, congradualte yourselves, and watch for An Orb of Discordant Energy

4) The orb of discordant energy is a mini mob that looks like a big globe.  Hit it a few times, and it will open and drop a Globe of Discordant Energy for 2.0 epic quest.


WARDEN HANVAR'S LOOT

ANCIENT MURAMITE RUNE
BELT OF THE STAGNANT
CLOAK OF REGRETFULL TRANSGRESSIONS
LENARSK'S EMBOSSED LEATHER POUCH Quest item for Anguish arm armors.
MACE OF GRIM TIDINGS
MAKYAH'S AXE Quest item for Anguish glove armors.
MORGUECALLER
MURAMITE CRUELTY MEDAL Quest item for Anguish boot armors.
PATORAV'S WALKING STICK Quest item for Anguish helm Armors.
RIFTSEEKER HEART Quest item for Anguish wrist armors.
RING OF THE BEAST
SEAL: MASTERY OF ALL Anguish backflag key
SHIELD OF THE PLANAR ASSASSIN
SHOULDERPADS OF WARFARE
TOTEM OF THE CHIMERA



OVERLORD MATA MURAM

538295618_Inactive, Mar 17, 08 5:17 PM.
Overlord Mata Muram is a level 90 unusual looking Dragon model.  Mata Muram is the Final Boss of Anguish who has been enslaving whole worlds and continents.  Mata Muram is threatening to invade Norrath and so therefore he must die.


Overlord Mata Muram's Special Effects

Torment of Body:
      Decrease HPs by 3000 when cast
                                  Decrease HPs by 300 per tick
                                  Decrease Accuracy by 25
                                  Decrease Effective Casting level by
                                  100
                                  Increase Curse Counter by 24
                                  -375 Chromatic resist, lasts 1 min.

Relinquish Spirit:      Decrease spell haste by 100%
                                  Decrease ATK by 300
                                  Decrease stats by 100
                                  Increase Curse counter by 24
                                  -375 Chromatic resist, lasts 5 ticks

Void of Suppression: Silence
                                  Increase Curse counter by 24
                                  -325 Chromatic resists, lasts 3 ticks

Wail of Anguish:        Stun (10.00 Seconds)
                                  -475 Disease resist

Gaze of Anguish:        Decrease HPs by 4000 when cast
                                   Decrease HP's by 300 per tick
                                   Decrease Mana by 250 per tick
                                   Increase Disease counter by 30
                                   -475 cold resist, lasts 5 ticks


Mark of Death:           Decrease Stats by 10
                                   Death Touch recouse if stays on target for more than 30 seconds.
                                   Increase disease counter by 14
                                   Unresistable

Mata Muram’s Gaze (Mask Effect)
                                   Decrease Spell haste 90%
                                   Decrease Attack speed 90%
                                   Decrease HPs 4000 when cast
                                   Recourse effect on Mata Muram:
                                   o
Increase Spell Damage 100%
                                               
o
Increase all skills minimum damage modifier 400%
                                              
o
Increase all skills damage modifier by 100%
                                               
o
Effect lasts for 5 ticks
                                               
o
Resist -600 Magic
                                               
o
Successful click prevents and/or negates


Overlord Mata Muram's melee effects

Max Hit: 
3500

Quads:  Yes

Rampage:  Single Target Rampage

If a mask click is missed:  Quads for 7000 damage every hit.


Overlord Mata Muram Strategy

 1) Set-up: Main tank group which will consist of a main tank, shaman, and 4 clerics. A ramp tank group with 2 healers dedicated to the ramp tank, a shaman, and two dps. The third group can be designated with the Main Assist/off-tank assigned to it. This group will also include 2 healers, a curer, and DPS. The last specialized group will consist of 2 Paladins, 2 enchanters, and 2 healers. This groups is designated to handle the Coerced Lieutenants. Set-up the rest of the raid for ranged DPS as possible.

2) Have a good FD class (Monk or SK) hail and start the script with OMM. FD immediately. Stay down until the tank gets agro. (The tank does not get agro yet at this point).

3) Enchanters get busy. Using another FD class, pull and charm OMM's Guards. Get these "Coerced Lieutenant" debuffed and ready to be charmed.

**** NOTE **** The Coerced Lieutenants are insta respawn mobs. If they die, then they respawn instantly. We must have them on our side through out the entire fight.

These mobs will reset once before OMM is engaged. They will despawn and then respawn in their original location. So wait till they despawn, then pull them to you, it is hard to explain, but you will see what I mean. Make sure they are FULLY DEBUFFED AND SNARED! These pets are 80% of the DPS for this fight. Also, position the Enchanters on the opposite side of the rest of the raid with a healer and 2 paladins to help save chanters when the pets charm breaks.

4) Begin spamming or rotation healing the tank. It might be possible to work out a CH Rotation, he doesn’t hit that hard really.

5) Tank him near his spawn location. His platform is an X. And since push has been more or less removed, keep him just to the right of the ramp facing the door to that room. It is like a cubby. Getting rampage and agro set on this fight is very important. There are times throughout the fight where OOM resets his hate list and can quickly wipe the raid. These times are based on the mask clicks. So basically The Tank Rot and Ramp Rot have to be on their toes the entire fight. The clicks are more or less timed, but nothing definitive.

6) At 80 percent, the Death Touch goes off. This spell is up for 15 seconds then the player dies (The timer on the buff page will say 36 seconds, but you really only have 6-12.) The DT affects those on the Hatelist. Groups and Players must be able to cure it very, very quickly.

***** MUST CURE ALL THOSE ON THE HATELIST *****.

Note: This DT is potion curable as well as Druid Ranger curable in a single cast. (Bring a lot of potions for AMV and OMM.

Side note: The level VII potion materials can be farmed very, very easily from the Mushrooms in Fungus Grove, Need to get some people together and get busy farming these.

7) At 50 percent, OMM spawns two very hard adds. These have to be off tanked and killed quickly. Pets should remain on OMM through out the ADD fight. ADDS are exactly the same as AMV adds. Longer they are up, harder they hit, but they don’t summon, so kite if needed. ALL DPS Needs to kill these!

8) At 30 percent, a timer starts and 4 NPCs spawn holding OMM. GO MASS BURN here. You want to get OMM Down as much as possible before he kills all the NPCs and you are banished. This is also the time to rez the dead and have them loot as fast as possible. Those who can’t get rez’d make sure someone is dragging them; you will take their body with you when ported. When the timer goes off the entire raid is banished to TURES room. Quickly return to the click up point to OMM's Chamber.

"DO NOT CLICK UP" ßVERY, VERY IMPORTANT.

If you do not re-engage OMM within a short period of time here AFTER CLICKING UP, he resets back to 100 percent and you have to start all over again. The entire event resets. You have 30 minutes to get back to OMM and click up.

9) After the force is rez’d, mana regenerated and buffed click up as an entire raid. Ramp tank immediately grabs agro and pulls to the normal Tank spot. Chanters have to charm the "Coerced Lieutenants" immediately, but Have Paladins Help. Do not bother trying to mass buff them though, just get them into the fight. Go full burn until OMM Dies. Clicks and ukun continue as normal, as well as OMM’s standard AE’s, so don’t get careless.


NOTABLE EVENTS THROUGHOUT THE FIGHT:

1) Mask Clicks –16-18 people (Not the tanks, clerics, chanters, or curers) should have the Anguish clicky mask worn. 12 is the minimum, if one dies then someone else can get the click. (My suggestion is Mages, Wizzies, Beastlords, Rogues, Necro's, and Zerkers should handle this part of the event.) OMM will gaze only one of those 16-18 people at a time who have the masks on. The audio trigger should be "You feel a gaze" and the whole raid is able to see who OMM is going to gaze. Everyone else should have deleted their masks from the bank or off their person. If you have a mask in the bank, you can be gazed. If you are gazed and do not click the mask, OMM grows much stronger and basically wipes the raid. A successful click needs to happen to stop his rampage. OMM hits for 7k every hit with a missed click. If the tanks are smart, one will AE taunt and use Fort, essentially saving the raid. You can get lucky and not have this happen but a lot of people are still going to die. Mask click must happen. If the click is done properly, OMM will wipe hatelist, and return to his platform. When he has returned, pull all DPS off him and have the Ramp tank engage him again and pull him back to the corner. Sometimes he doesn’t make it all the way to the middle of his platform, be prepared.

2) Light Blue Ukun adds - This is on the same game mechanic as the mask clicks but it will affect everyone in the raid. The emote is "You hear a buzzing over your head" this means the ukun are about to spawn. This emote is zone wide. The adds have the ability to one round lower hit point/AC classes. Everyone needs to be designated to killing these adds. The adds do not hit that hard, about like the WoS trash mobs, but they hit very fast. These are the real mechanic of the raid. They don’t spawn "Near anyone" they spawn in 1 of 4 locations. North, East, South or West. 4 SHDs are your best bet for rounding them up, one positioned in each of the mentioned locations. Then have wizards and mages AE nuke them. They have very few hps.


NOTES THAT MAY OR MAY NOT BE USED


1. All DPS on OMM is RANGE DPS. Only exceptions are the Tanks and Rampage Tanks. (And chanter pets of course)

2. Only those 16-18 WITH masks should DPS OMM. This significantly lowers the number lost to the 80% DT. (could probably up DPS after, but trial and error best serves this.)

3. Everyone else should do 2 things:

1. Watch for Ukun

2. Keep Ukun off the clerics and DPS

4. Primarily only at the 30% phase should everyone run in to DPS.

OVERLORD MATA MURAM'S LOOT

ANCIENT MURAMITE RUNE
CHAINS OF ANGUISH
EARRING OF DRAGONKIN
GIRPLAN HAMMER OF CARNAGE
GLOBE OF DISCORDANT ENERGY Quest item for 2.0 Quests.
HAMMER OF RANCOROUS THOUGHTS
JAYRUK'S VEST Quest item for Anguish chest armors.
NECKLACE OF THE STEADFAST SPIRIT
PATORAV'S AMULET Quest item for Anguish leg armors.
PLAGUEBORN CAPE
RING OF PERSECUTION
SEAL: MASTERY OF ALL Anguish Backflag key.
SHROUD OF ETERNAL AGONY
SYMBOL OF THE OVERLORD

TURE

538295618_Inactive, Mar 17, 08 5:17 PM.
Ture is a level 80 Chimera model who is the 3rd Anguish encounter. 


TURES SPECIAL EFFECTS

Stone Breath:
            Stun (3.00) seconds
                                  Decrease HPs by 500 when cast
                                  Cancel Magic (9)
                                  -200 Chromatic resist

Swamp Breath:          Decrease HPs by 200 when cast
                                  Decrease HPs by 300 per tick
                                  Increase poison counter by 18
                                  -300 Poison resist, lasts 1 min.

Thunder Breath:        Decrease HPs by 1500 when cast
                                  Cancel Magic (9)
                                  Cancel Magic (9)
                                  -250 Magic resist

Wanton Destruction: Decrease HPs by 4000 when cast
                                  Decrease mana pool by 1000
                                  Decrease HPs by 500 per tick
                                  Increase curse counter by 36
                                  Decrease ATK by 500
                                  Decrease AC by 60
                                  Decrease mana by 100 per tick
                                  -300 Magic resist, lasts 5 min


TURE'S MELEE ABILITES

Max hit:
  4200

Special Rampage:  Ture has a special AE rampage ability which can do up to 12K of damage per round.  Ture calls three emotes when he rampages.  1. "Ture Roars" will occur right before before he rampages.  2.  "Ture's eyes roll" will occur when he begins to rampage.  3.  "Ture Calms" will occur when the rampage is over.  This rampage will occur through out the entire fight. 

Rampage:  Ture has single target rampage.

Slowable:  Yes with Disease slow.


Ture Raid Strategy

1)  Set-up:  Main tank group containing the main tank, 4 clerics, and a shaman/curer.  The ramp tank will be in a second group with a dedicated healer.  The rest of the raid is DPS with a few druids or shaman spaced throughout the raid for cures and raid heals.  Place the two groups of healers in the jail cell just outside Tures room to help them avoid the AE's and the AE rampage.  Since this cell is very close to the place where the raid will fight Ture, they are well within heal range.  Have the rest of the raid stay at the south end of the hallway leading to Tures room.  Only the ramp tank and Main tank will be at the entrance to Tures room.

2)  Once the raid is in place, Designate someone to have audio triggers setup for Tures AE rampage.  Usually the ramp tank is best for this since he will stay in range of Ture the entire time.  Make the raid aware of the AE rampage, and that when the Ramp is called that they run far away from Ture.  The ramp tank will then call when it is safe to return to Ture and begin killing him again.  Make sure people know to call for cures since Tures AE spell Wanton Destruction can be a raid killer.  Make sure people know who the curer's are.  Note: Rangers and Druids can cure this AE spell, but it take three casts to remove it.  Ture Dispells buffs.  Make sure that Melee's put up several junk buffs before getting thier raid buffs.

3)  Now it is time to pull Ture.  Have the ramp tank pull Ture to the Northwest corner just outside of Ture's room.  The main tank will then take over and call for assist on Ture when he is ready.  Range DPS can be used to kill Ture and avoid his AE Rampage and to try and avoid the his AE spells.  When assist is called, engage Ture.  Be watching for the calls to get off of Ture.

4)  At 50% it is time to burn Ture.  Now is the time to get him close to dead or dead.  Wanton Destruction will be beginning to take it's toll on the melee's and the curer's.  Rangers who used Ranged DPS early in the fight should not start acting as healers and curer's.

5)  From about 60 percent of Ture's health to 0 percent, it is just a matter of killing Ture before his AE kills you.  Once he is dead, it is time to rejoice.


TURES LOOTS

AEGIS OF THE DRAGON ELDERS
ANCIENT MURAMITE RUNE
BELT OF CONTEMPT
BLADE OF FORGETTEN FAITH
BONE STAFF OF WICKEDNESS
GOLEM STONE FACE GUARD
HANVAR'S HOOP
LENARSK'S EMBOSSED LEATHER POUCH Quest item for Anguish arm armors.
MAKYAH'S AXE Quest item for Anguish glove armors.
MURAMITE CRUELTY MEDAL Quest item for Anguish boot armors.
NECKLACE OF STABILITY
PATORAV'S WALKING STICK Quest item for Anguish helm armors.
RIFTSEEKER HEART Quest item for Anguish wrist armor.
RING OF DISDAIN
SEAL: MASTERY OF ALL Anguish backflag key.
WARSPEAR OF VEXATION



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