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blackdoguk
03-10-2014, 09:28 PM
I'm going to put together a guide on our strategy for completion, focusing primarily on the end fight, as I imagine most groups will have the puzzles done by trial and error quite quickly and the guardian fight isn't too complicated. I'll maybe come back and expand on some of the notes we made on the puzzles and with any luck people with better image crafting skills can post better visual aids. I'd also note that this was simply our approach to tackling this raid, you may have different preferences, but I figured that posting here would perhaps save some people a lot of resources and some time.

One final thing. As you might imagine this guide is pretty spoiler heavy, that's the point. There's a lot of merit, not to mention challenge in seeing something fresh, so if you are considering doing it you might want to use this as a reference only if you get stuck.

Raid Structure

Entrance Room
Mirror Puzzle #1
Mirror Puzzle #2
Set of 2 puzzles (only 1 needs to be solved)
Mirror Puzzle #3
Mirror Puzzle #4
Bone Guardian Fight
Mirror Puzzle #5
Mirror Puzzle #6
Set of 2 puzzles (only 1 needs to be solved)
Shrine room
End Fight

Mirror Puzzle

Strategy

The mirror puzzles consists of two crystals, one horizontal sender and one vertical receiver. The light beam emerges from the sender crystal and bounces off mirrors until it reaches the receiver crystal.

Mirrors can be oriented in any of 8 possible directions, however, only 2 positions can actually reflect beam, sending it either on a left or right turn. Currently clicking a mirror too quickly as you turn it may render it unable to reflect light. "Refreshing" or turning the mirror again fixes this. Anyone standing in the path of the beam when this happens will take approximately 2000 damage. It is best to stand behind the mirror relative to the origin of the beam as the beam will never pass through the mirror. Standing in this spot also gives the best view, as looking left or right will quickly allow you to determine the path the beam should take.

In almost every case, if standing behind the current mirror at the end of the beam, checking left or right will reveal one of those directions has a mirror and one of those directions lacks a mirror. Turning the mirror to direct the beam to the next mirror will allow you to progress the beam along. Repeat until solved.

With an inexperienced solver, the puzzle is best done starting from the sender so that he or she may see the beam and bounce it along the mirrors until he reaches the receiver.

With an experienced solver, the puzzle is best done backwards from the receiver so that he may position the mirrors without bouncing the beam everywhere and endangering his teammates. Doing so requires that he keeps track of where the beam would have been and would go but without being able to see it. Once solved, he announces it to his party so that they can clear the heck out of the way and he sends the beam down the path of mirrors.

The mirrors can also be solved by two people at the same time, one starting at each crystal and meeting up in the middle.

http://i.imgur.com/bVfwNmZ.png

Ethrayne's cartography guide


Black Circle = Sender
Black X = Receiver
Red Dot = Entrance
Green Dot = Exit

The maps always face the castle.

1
Sorry, didn't bother with this. It's straight start to finish, no tricks or weird things. If you understand the basic concept you should be able to solve #1 without any issue.

2 The most challenging I think. Two light beams - work in teams.
http://i.imgur.com/hdiv1c6.jpg

3
http://i.imgur.com/tkWw4ef.jpg

4
This one needs the initial sender turned by 90 degrees!
http://i.imgur.com/npc75fa.jpg

5
The helmed horror needs to be killed in order to activate the sender!
http://i.imgur.com/b1jGgLO.jpg

6
The helmed horror needs to be killed in order to activate the sender!
http://i.imgur.com/IqcaAwv.jpg


If a player dies they cannot be raised, a wraith spawns and prevents resurrection from other players. This applies to the end fight also. Self raises work, and spawn screen does not prevent the wraith from appearing.

Mirror Puzzle 1:
Mirror Puzzle 2: http://youtu.be/0aPCbc_Xink
Mirror Puzzle 3: http://youtu.be/pCgwN1JyusI
Mirror Puzzle 4: http://youtu.be/2JMUjNV984I (source crystal needs to be turned 90 degrees)
Mirror Puzzle 5: http://youtu.be/TRDcGcyQQOY (helmed horror needs to be killed to activate the source crystal)
Mirror Puzzle 6: footage not uploaded yet (helmed horror needs to be killed to activate the source crystal)

Puzzle Rooms

-On two occasions during the raid you will arrive at a puzzle room.
-There is a choice of two puzzles, chosen from a possible three for each stage.
- The first stage contains a jumping room, the dwarven maze and the trap room (though one portal will randomly be inactive.)
-The second portal stage includes the Red/Green Room, the Gravity room and a room I refer to as the "Shadow Tower"
-Leaders should keep in mind that their choice will determine whether or not they can work their way back up the temple levels - if trap room is selected for example then players will not be able to get back through that way and would have to attempt another puzzle
-The jumping puzzle, dwarven maze and later the gravity room contain no enemies. Gravity should in theory consume less resources than Red/Green though it requires two players to pass through if someone has been knocked off or is late.

Jumping Puzzle:

- Jump up the ledges and destroy the phylactery.
- Wings help obviously
- Here's a quick guide to the jump using only one boots charge which should hopefully save people some pain (uploading currently)
-Boots are not required. If you get to the point in the below video where I use mine (this should take you about 30 seconds with FF and some practice,) you can jump out to the first jut in the wall. Line yourself up facing the side of the room you are headed to, make sure FF is on and just push forward. You will catch ledges and run across. I'll maybe get some footage of this method, but TBH cannith boots aren't a hard grind for the time and frustration this part causes people.
http://www.youtube.com/watch?v=if_sRRIOn38

Dwarven Maze:

http://youtu.be/yVDoOfYaunQ

- Doesn't appear to be static, however there may be a correlation between particular riddles and set rooms having a static "correct" path. Watch this space for confirmation (Credit to Slardenfor figuring this out)
-Room A: Rune straight ahead. Portal on Left and Right. Portal Behind.
Room B: Rune straight ahead. Portal on Left and Right
Room C: Rune straight ahead. Portal on Left and Right. Targetable res shrine behind.
Room D: Rune straight ahead. Two portals on Left.
Room E: Rune to right. Portal Left and straight ahead.
Room F: Two portals on left with rune between. Portal straight ahead. Two portals on right. One portal behind.
Room G: Rune straight ahead. Portal on Left and Right. Way out behind.
- If you take the wrong exit you end up at a dwarf that you can talk to and then just die unless you are able to Ddoor out. You respawn at a Res shrine and can do it again.
- to understand the riddle, you must be a dwarf or have high intelligence (36+)
- The riddle is always a statement if left or right and two more statements: whether the previous statement is false or true. Randomly mixed.
- There is one room with 6 portals. The correct Portal is either left or right of the speaking stone. That brings you to the last room. If you take the correct portal in this one you end up in the first room again. The key is to not take any portal and just jump up (there's a ledge). Destroy phylactery on other side.

Traproom:

-Solved by a minimum of two people, i've referred to them as Group A and B for convenience sake
- Mobs respawning at the entrance from portals
- A lever that can be used infinitely opens the first gate into a two story "cage"
- 2nd lever opens gate to exit and the phylactery on the second level (distance is too far for a single person without abundant step/sprint boost)
-After dealing with spellwards and any trouble mobs Group A let Group B through the first lever and follows behind. Group B pulls the lever on the second level and this lets Group A through the gate on the second level. Group B can then let Group A through and kill the phylactery.
-After this point,the door on the second level cannot be reopened. Its possible that killing the phylactery prevents the second lever from working.
- Spell absorption is recommended against spell wards
- Trapper probably required for EE
- once one person is through the second gate, lever can be repulled to let other people through

It's worth noting that if this stage has been progressed through and you have latecomers, re entries, get blown back or have to Ddoor that you won't be able to proceed up to the top level this way. Eventually you will be able to solve the alternate puzzle and hopefully pass through that way. Go get jumping!

Red/Green Room:

-There are three light phases, Green, Amber and Red
- You get killed when you move in the red phase (check debuffs).
- Jumping counts as moving.
- Spell absorption prevents death from moving during the red light.
- Several stages of pressure plates that open the first gate. After more tunnels and helmed horrors you arrive at a beholder, a final helmed horror, some pressure plates and the phylactery.

Gravity Room:

I've included a map done by the good folks at DDOwiki - credit to them for this

http://ddowiki.com/images/Deathwyrm_Gravity.jpg

-6 pressure plates need to be a activated, spread through a maze think crucible swim without the water.
- Minimum of 6 players
- There are two buttons, one at start and the end that activate/deactivate gravity. Person on a button cannot move while gravity is on however they are protected from flying up to the spikes by a small ledge over both controls.
-The party should split up and cover all five pressure plates to open the phylactery. We had our button presser stay at the start and alternate on and off every five seconds or so.
-Evasion characters still took considerable damage while moving through but with good self healing were able to work there way over a series of high walls towards the pressure switches.
-Once there it was usually possible to find a clean stretch of wall and floor that you could hover and drop in and avoid damage from traps
-To reach the end gravity button and the phylactery we took the left route from the start and tried to stay on the bottom level, turning right when faced with a junction. Once there we could direct our pressure switch to steam to get in position and destroy the phylactery, then use the gravity button to get them to the end.
-From the start there are four possible corridors players can take. Two are high up and require low gravity and on either side of the first gravity button and two that can be dropped into.
-I've included two screen shots below of the initial room. The first number represents the number of pressure switches and therefore players to send through
-We also included a record of the number of gravity pulls required to get players back to the first room. This in theory should be the number required to send them there too (assuming they don't get stuck)
- We had our top left runners( the screenshot below, on the the left hand side) command the gravity pulls as one of them will have the furthest to go (4 pulls) and we were all in the maze at the same time
-A safer way to do this would be to send players one at a time, but that will take longer however they have more control of when gravity is on and off.

http://i.imgur.com/v7L03e6.jpg

-In the screen shot below send one player downwards and to the right, then two people left. Left is also the way to progress to the phylactery - to do so drop down and turn right when you get to a junction. One player will split off and find the pressure plate hidden in a corridor accessed near one of the spiked roofs. The other will head to the phylactery room and can control gravity. This way your initial gravity puller can progress through the maze or give help where required.

http://i.imgur.com/k1qBWkX.jpg

Shadow Tower

You emerge into a tall room with a climbable tower and mob spawns at the pinnacle (Dragon Disciples, Skeleton Archers, Bone Boys and Helmed Horrors.) The Phylactery is located to the north, surrounded by a force field.

One mob will spawn with a "shadow buff" which you can see around their midriff (looks a little like they are wearing the new armour.) Killing this particular enemy will transfer the shadow buff on to you. At this point you have a short time period to jump down to the phylactery (FF off fall down to the north) and this will lower the forcefield for what I hypothesise to be a certain threshold of direct damage.(We experimented with how long we could keep it open and it appeared to be limited by damage as opposed to a certain duration.)

This process is repeated till the phylactery has been destroyed. It's worth noting that if you don't jump down in time and aren't wearing spell absorption then you can take massive bomb damage.

It's prudent to have a caster or two parked at the bottom of the tower and as the shield is lowered get them to drop their most powerful DOTs on the phylactery - the damage over time effect will tick away even while the shield is up.



Bone Guardian Fight

http://youtu.be/62lp9aUzmZU

- Sacrifices trash mobs to regain 100% health.
- trash respawns
- You can leave one mob alive to prep him (about 15% EN maybe 40% on EE).
- Needs to go down quickly when you take out the last mob because they respawn and can be sacrificed.This part was bugged for us in that a skeleton would spawn, but was stuck in the floor and couldn't be killed - the guardian was still able to sacrifice him though.
- He is not undead but a living construct. One person should carry a blasting chime.


End Fight

Key Roles


Tank/ Kiter
Kuldjarghl/Bone Boy Kiter
Healer
DPS
Trapper/Disjunctioner
Optional Blitzer for trash management


100% -50%

The central circle of this arena (which will used as part of our dragon killing ritual later) is surrounded by spellwards. These should be the first thing that are dealt with once aggro is picked up.

The Tank/Kiter (we used both) is going to be looking after the dragon, which in all honesty doesn't feel like too much of a step up from TO. Those familiar with holding his aggro and dealing with debuffs and aoe breath should find their feet quite quickly. Deathblock. Remember while debuffed you are immune to deathward.

The Kuldjargh Kiter (we call them Bone Boys for for pronunciation sake) works best as any quick moving character with wings/abundant step. The bone boys will drop a harried debuff on you as well as a slow effect, and this is trouble for the Wyrm tank. Treat these as you would the undead dragons. They have high fort and and felt like 3x caught in the web mistress HP, high enough that they can't be easily taken down. We have yet to try a full blitztard build in here, but that's certainly the only way you could work in killing these guys. As it was we allocated a kiter and that kept things under control reasonably well.

Healers should look after the two key roles above and do all the usual magic you guys can do to preserve SP at this stage. Good luck.

DPS play a fluid and crucial role here. Periodically Dragon Necromancers will spawn in and provide the dragon with stacking dr vs magic and physical damage. I haven't tried EN but EH and EE felt like a spawn every 30 seconds or so, in addition to a handful or skeleton archers. Don't forget you have bone boys chasing you around as well, but hopefully the kiter has those under control as you will need to be moving and communicating well. With five Necromancers active the dragon is nigh-unkillable, so it's important to maximise dps on these guys kill them before you get multiples stacking up, and direct burst dps onto the dragon at one/no remaining Necros.

Proceed as above till roughly 50% of the dragon's HP. Then you get a curveball.

You can put a dedicated blitzer on killing archers, ignoring Bone Boys and trying to keep the DA down. This may help with lag when people step through portals in the next stafe and a bunch of shadows spawn.

Phlycatery/Shadow Room

Some DM text drops saying the dragon has dispatched shadows. Here the DPS must split off. Killing shadows will drop a very brief portal, which gives you access to the shadow side, which contains the dragon's phylactery. I'd estimate the portal to last for about ten seconds, at least it certainly felt that way as things were very frantic. Again communication and preparation are essential to ensuring that you don't miss a portal over to the shadow side.

These shadows will continue to spawn as you beat down the dragon from 50% health or so. In the event you make a mistake you can port to the shadow side any time you get a fresh spawn by killing one and taking their portal. We found that there was a time limit on a shadow's ability to create portals, so we could not keep some alive for when we needed them and had to wait for more to respawn. Using this mechanism we can fight the dragon in the arena and go and beat on her real phylacteries hidden on the shadow side before obtaining shards of her real phylactery and using them in a ritual in the main arena that must be triggered at the moment she dies, in the center circle.

The tank and kiter should have a babysitter and will be staying in the fight with the boss dragon, as there needs to be someone alive there for the shadow side to be active. If everybody does die in the main room, all those with the phylacteries will be ported back. Hold tight. You may wish to keep a resilient second kiter as a backup or to kite extra mobs. You could additionally remove people from your shadow side kill team and maybe continue killing dragon disciples, but as success is crucial when killing phlyacterys you really want to put some assets there.

The kill team will ready a shadow to be killed and step through the portal when everyone is nearby. You are now teleported to the shadow side of the raid. Here you face a room with two deactivated source crystals identical to that used in the mirror puzzle. You must kill a helmed horror and an anti magic beholder in order to activate these in addition to some trash shadows. They can be rotated to activate pillars 1 to 3 on one side of the room, and 5 to 6 on the other. 4 appears inactive at this time.

Once the room is clear, direct the beams to the portals, split up and head through. One of these portals holds the true phylactery and the others duds. Inside are a few trash shadows and more phylacteries. Deal with the shadows how you like, prep the phylacteries and kill simultaneously. The margin for error is very small so this really has to be done in unison. We split off into three teams of two and killed, risking another beat down if we chose three dud portals - ideally you populate every portal and do this without chance of missing. While ranged characters may be okay soloing, melees might have a tough time with the shadows. They don't have ridiculous amounts of HP and can be killed off with a slow respawn rate, but that does take some time and this is quite intense. Communication is key again, try and stay cool and just wait for the order to kill.

Right now the quest is bugged so that we cannot enter one portal. Although this provides an interesting dynamic, you may find that you populate every portal and don't get the real thing. If this happens or for any other reason you don't succeed, just beat down on the dragon till you get some new shadow spawns and can teleport back back to shadow side.

After the phlyactery is killed you will get another DM text and port back through to the main room side. Continue to work using the 100% - 50% method, you may have quite a few necro disciples by this point so watch out for 600 - 800 hp disintegrates and insta death spells. Glorious Dawn from Wheloon is a nice one to slot on here and throughout the raid as the dragon's debuff dispells deathward and makes you immune for 60 seconds.

Continue to DPS the boss until you get another spawn of shadows. Once again you must send people through, only this time to receive phylactery shards, which will be in the center of the room when you port through. They are exclusive and everyone must pick one up and return using the portal to the main fight, eight in total. If you can't get or spare eight people through at once you will have to make more than one trip, probably waiting for more shadows. Now the game is on and the party must DPS the boss down to near dead.

Alternate method

We've been trying out an alternative single portal phylactery method of late and time wise it has proved effective. Upon stepping through shadow portals have the party clear one side of the room. Send a single high DPS toon through a portal and take down the phylactery immediately. If the portal is wrong they will be ported back and the phylacteries will reset. That DPS should try and work their way back to phylactery side by killing shadows in the main arena. If the portal was wrong have another DPS step through and repeat the process until the phylactery is taken down. The rest of the party can keep shadows to a minimum on phylactery side and minimise DA.

I initially thought this would be nowhere near as quick as splitting the party over five portals, but in fact we found this to be a close run thing. What I didn't realise is that upon killing the real phylactery the rest of the party on shadow side can collect shards and arm the ritual circle straight away without having to work their way back through from the main arena. It also has the bonus of requiring far less communication in parties where that it is an issue,as well as limiting the "panic" factor of one person killing too soon and wasting a lot of time and coordination. Feel free to try this as I'd like to know what people find more effective.

Dropping The Wyrm

All those with phylactery shards should slot them into the central circle of the arena, and these make a set of levers activate to prevent our dragon from rising again.

Two party members will split off for lever duty. These are in the NE and SE and must be pulled as soon as the dragon drops, in the center of the arena. We chose toons with high dodge and kept them clean of aggro as again, the margin of error is so small. A stray arrow could interrupt their window of opportunity to pull and send the boss back to around a third health. Have a ranged character aggro any spawns that come near them (spawns will emerge from the corners of the arena, right behind the levers.)

With the dragon prepped the tank/kiter must hold her attention in the center, while the lever pullers get ready. Once the "crush it" order comes over from the party leader having seen the dragon drop they pull and she is prevented from rising. At least in theory. Screwing this up is painful indeed.

Warning We ran into an issue tonight where a player was dead in a phlycatery portal after the endfight. The dragon had died and there was no more shadows to port back to him. Even after completion his stone was stuck there, and although on that occasion a GM fixed the issue we were advised that this would not always be the case.If you have someone dead on the shadow side you must retrieve them by killing more shadows and porting back before you down the dragon for the final time.

Here is a video of our third dragon kill/lever pull and a selection of our reactions after five hours of questing. Unlike the others this was done with nine very stressed people and as you can imagine the language is a trifle coarse, so watch at your own discretion. We'll be posting the whole thing (5+hours) soon.

http://www.youtube.com/watch?v=X05pgJ8bJmY

Conclusions

The dragon fight is currently bugged in more than one way, and the guardian was at times impossible for us to kill due to the stuck skeleton but these things will be ironed out soon hopefully and this can be enjoyed properly. If those that have run through have any other puzzle hints then hopefully they post here. Credit goes to various Omni members for the youtube videos and write-ups/pointers on mirrors and other puzzles I didn't see.

blackdoguk
03-10-2014, 10:50 PM
Reserved for screenies and other guff.

Derana
03-11-2014, 03:15 AM
thanks a lot :)

Eth
03-11-2014, 04:39 AM
Guess I should upload mirror video 6 then...

I can also scan in and upload my horrible hand drawn scetches of the puzzle solutions.
I'm sure one of the people creating those awesome maps for ddowiki can make something brilliant out of them :D

Eth
03-11-2014, 04:48 AM
And you should include this bug as of now into the guide:
NEW: Temple of the Deathwyrm can become incompletable if players complete the second of two available first floor interior rooms. Players should only complete one of the two rooms in order to prevent the raid from becoming incompletable.


DO NOT complete both puzzle rooms at the set of the first two puzzles!

SirValentine
03-11-2014, 07:58 AM
Nice guide. Thanks!



If a player dies they cannot be raised, a wraith spawns and must be killed in order to return. This applies to the end fight also. Self raises work, and spawn screen does not prevent the wraith from appearing.


Devs...really? Like Spawn Screen was so overpowered, so now you have to go out of your way to prevent it from doing...the ONLY thing it's supposed to do?

blackdoguk
03-11-2014, 11:07 AM
And you should include this bug as of now into the guide:
NEW: Temple of the Deathwyrm can become incompletable if players complete the second of two available first floor interior rooms. Players should only complete one of the two rooms in order to prevent the raid from becoming incompletable.


DO NOT complete both puzzle rooms at the set of the first two puzzles!

Yes this. A thousand times this. Looking forward to seeing your design skills Eth.

As for spawn screen, yes I did find it odd that it wouldn't work in the one place you would expect it to.

blackdoguk
03-11-2014, 03:30 PM
Going to do another tonight and get some more defined tactics for gravity room. Would love to get a map done tonight. We've been trial and erroring our way through the puzzle and alternating the gravity switch every 5-10 seconds or so and then stationing people at the pressure switches. Once theer its usually possible to find a spot where you dont get hit by spikes.

blackdoguk
03-11-2014, 05:16 PM
OP updated with a video guide to the jumping puzzle.

Epicstorms
03-11-2014, 08:37 PM
Our kill team will ready a shadow to be killed and step through the portal when everyone is ready. You are now teleported to the shadow side of the raid. Here you face a room with two deactivated source crystals identical to that used in the mirror puzzle. You must kill a helmed horror and an undead beholder in order to activate these in addition to some trash shadows. They can be rotated to activate pillars 1 to 3 on one side of the room, and 5 to 6 on the other. 4 appears inactive at this time, I think this is intended.


Just tried an EH run and we got stuck. On the shadow side we had 3 available portals on the NW side, 2 (not 3, 1 was blocked by a pillar) on the NE side. The 2 mirrors on the side you spawn on could not be reached because the beams were blocked by a mysterious force (lol).

We tried all 5 available portals, killed the phylactery and nothing. (Last run on EN we didn't have to kill anything simultaneously, so I expect this doesn't have to be done).

Put up a ticket only to find a GM telling me how the raid should work AFTER this phase (so helpful).

Any clue what we have missed? Or was it simply bugged?

Steelstar
03-11-2014, 08:45 PM
Just tried an EH run and we got stuck. On the shadow side we had 3 available portals on the NW side, 2 (not 3, 1 was blocked by a pillar) on the NE side. The 2 mirrors on the side you spawn on could not be reached because the beams were blocked by a mysterious force (lol).

We tried all 5 available portals, killed the phylactery and nothing. (Last run on EN we didn't have to kill anything simultaneously, so I expect this doesn't have to be done).

Put up a ticket only to find a GM telling me how the raid should work AFTER this phase (so helpful).

Any clue what we have missed? Or was it simply bugged?

There is a bug where one of the six rooms can't be reached due to a pillar blocking the light puzzle to open that room. This bug is fixed internally, slated for an upcoming patch. It's possible that the real Phylactery was in that room when you destroyed the other five (fake) Phylacteries.

Should that situation occur, however, the Raid is still completeable.

blackdoguk
03-11-2014, 09:34 PM
Just tried an EH run and we got stuck. On the shadow side we had 3 available portals on the NW side, 2 (not 3, 1 was blocked by a pillar) on the NE side. The 2 mirrors on the side you spawn on could not be reached because the beams were blocked by a mysterious force (lol).

We tried all 5 available portals, killed the phylactery and nothing. (Last run on EN we didn't have to kill anything simultaneously, so I expect this doesn't have to be done).

Put up a ticket only to find a GM telling me how the raid should work AFTER this phase (so helpful).

Any clue what we have missed? Or was it simply bugged?

Sorry you guys had trouble in there, but it's shown me a part of the guide I was quite vague on. As Steelstar says your phylactery was in the portal I think of as portal four and was therefore unkillable. If this happens again you can port back and try again, as you can at any time using the shadows that spawn from the dragon with the DM text. Doing so will position the real phylactery in another one of the six rooms.

So in future if you didn't get the real one port back after being drawn back to the main arena and repeat your tactics I'm pretty sure the Helmed horror and Beholders only spawn once. If later when you need shards for the end ritual you don't manage to get all eight in one go you can continue to port back for as long as you stay alive.


There is a bug where one of the six rooms can't be reached due to a pillar blocking the light puzzle to open that room. This bug is fixed internally, slated for an upcoming patch. It's possible that the real Phylactery was in that room when you destroyed the other five (fake) Phylacteries.

Should that situation occur, however, the Raid is still completeable.

Thanks for the response. I actually kind of like the 1 in 6 chance to get a dud and have to do things again, makes the ritual feel a little ancient having one of the portals decommissioned like in PoP and also gives it that random feel.

Epicstorms
03-11-2014, 09:58 PM
Interesting. So it was indeed sort of bugged.

Did not know that everytime the shadows spawn, the phylactery moves. Can anyone confirm this please?

Thanks for response!

blackdoguk
03-11-2014, 10:08 PM
Interesting. So it was indeed sort of bugged.

Did not know that everytime the shadows spawn, the phylactery moves. Can anyone confirm this please?

Thanks for response!

Every time a phylactery on the shadow side is destroyed you have a few seconds before teleporting back. As far as we have tested, this will respawn new phylacteries in different portals, so going back through to the shadow side should yield another chance to get the right portal (5/6 if all are occupied and killed at once.)

Epicstorms
03-11-2014, 10:12 PM
We must have been really unlucky then, I think we've killed well over 15 phylacteries and did not get the right one lol :(.

Also, in my first EN run, it seemed that if you switch the beam to another crystal, it will throw people out that are currently in that room. (If not, could you explain why I was thrown out of the room when I was still trying to kill a phylactery? Not even long in there, maybe 10-20 seconds.)

blackdoguk
03-11-2014, 10:22 PM
I misunderstood you. You want to prep as many phylacteries as you can and kill simultaneously.

Each sending crystal can open one portal at a time, and in this fashion we usually prep three and step through at the same time. You could in theory pop all five and head through but I haven't tested this. I'm going to try and get a footage capture/plan tester run later this week, but by then someone else might have sleuthed out more than I have.

Epicstorms
03-11-2014, 10:32 PM
Actually, I think that when a phylactery gets destroyed, any persons that are still in a room will get thrown out after a couple seconds?

So I guess you have 2 options:
- Teamwork; you try to kill multiple at the same time
- You keep guessing; you destroy one, enter the next portal (or the same) and try again

imTonE
03-11-2014, 10:48 PM
Actually, I think that when a phylactery gets destroyed, any persons that are still in a room will get thrown out after a couple seconds?

So I guess you have 2 options:
- Teamwork; you try to kill multiple at the same time
- You keep guessing; you destroy one, enter the next portal (or the same) and try again

That's right. Killing as many phylacteries simultaneously is the more efficient way of doing it. The second way still works, it could just potentially take a lot longer.

Eth
03-12-2014, 02:01 AM
The window there is really small. I would say 3-4 seconds after the first phylactery gets taken down everyone on the shadow side gets teleported back.

The real phylactery is never static so each time you redo this part it might be another room.

We had a run yesterday were we killed 5 phylacterys at the same time and didn't get the real one.
Second try worked though.

Thanks for the response Steel that the one blocked portal is actually not intended! (I really thought it was on lamma, lol)

Eth
03-12-2014, 03:00 AM
As promised my handdrawn solutions of the puzzles 2-6. They aren't pretty, but get the job done :D

Edit: Edited out the maps so they not show up twice in this thread.

blackdoguk
03-12-2014, 06:34 AM
Nice work Eth, will add these in.

ishr
03-12-2014, 08:19 AM
There is a bug where one of the six rooms can't be reached due to a pillar blocking the light puzzle to open that room. This bug is fixed internally, slated for an upcoming patch. It's possible that the real Phylactery was in that room when you destroyed the other five (fake) Phylacteries.

Should that situation occur, however, the Raid is still completeable.

you need to communicate this information to your GM's. i wish i had the screenshot of a GM telling me that it was working as intended. he then promptly closed my ticket.

if you're not going to fix it, at least let your GM's know that this is NOT working as intended, lest they just start ignoring players who run into this problem.

Steelstar
03-12-2014, 09:06 AM
you need to communicate this information to your GM's. i wish i had the screenshot of a GM telling me that it was working as intended. he then promptly closed my ticket.

if you're not going to fix it, at least let your GM's know that this is NOT working as intended, lest they just start ignoring players who run into this problem.

As previously stated, the Raid should still be completeable in that scenario. "Working as intended" may not be the right terminology, but our current understanding of that bug doesn't require the intervention of a GM to complete the Raid. If you have any further information about this issue that indicates that the Raid is becoming non-completeable without the aid of a GM, please file a bug report and we'd be happy to investigate further.

Thanks!

Eth
03-12-2014, 09:23 AM
As previously stated, the Raid should still be completeable in that scenario. "Working as intended" may not be the right terminology, but our current understanding of that bug doesn't require the intervention of a GM to complete the Raid. If you have any further information about this issue that indicates that the Raid is becoming non-completeable without the aid of a GM, please file a bug report and we'd be happy to investigate further.

Thanks!

We had a run yesterday were we took out 5 phylacteries at the same time and didn't get the correct one.
Our second try worked though.

So as we already assumed earlier the phylactery is always in a different portal after each try, which does indeed make the raid progressable even if the phylactery is in the unaccessible room for once.

blackdoguk
03-12-2014, 12:47 PM
you need to communicate this information to your GM's. i wish i had the screenshot of a GM telling me that it was working as intended. he then promptly closed my ticket.

if you're not going to fix it, at least let your GM's know that this is NOT working as intended, lest they just start ignoring players who run into this problem.

I've re written the shadow portal section of the guide to make it clearer what to do in a situation like this. As eth says this section can be reset and redone ad infinitum.

Andoris
03-12-2014, 11:47 PM
Amazing accomplishment and great guide!

Thank you for sharing.

blackdoguk
03-12-2014, 11:56 PM
Thanks man. Now you can lead us through it when I hit your lfms :)

Eth
03-13-2014, 02:38 AM
Just a little thing to add:
The main room for the end fight has spellwards around the middle circle.
These do not respawn at all and therefore should be dealt with right at the start of the endfight.

Andoris
03-13-2014, 09:54 AM
Thanks man. Now you can lead us through it when I hit your lfms :)

Not yet :)

Went in mostly blind last night (One person that ran it on ML and one that ran it once on Lam) -- lets just say it didn't exactly go as planned.

Actually going to use some tactics and care a little bit about group composition, and go for it again tonight. Its actually nice to have content that requires you to step back, think, and plan a bit again.

blackdoguk
03-13-2014, 12:02 PM
Not yet :)

Went in mostly blind last night (One person that ran it on ML and one that ran it once on Lam) -- lets just say it didn't exactly go as planned.

Actually going to use some tactics and care a little bit about group composition, and go for it again tonight. Its actually nice to have content that requires you to step back, think, and plan a bit again.

Good luck, will look out for you online and try come along if I can.


Just a little thing to add:
The main room for the end fight has spellwards around the middle circle.
These do not respawn at all and therefore should be dealt with right at the start of the endfight.

Good catch Eth

blackdoguk
03-14-2014, 01:07 AM
Figured out the North puzzle in the second puzzle room tonight and have christened it the "Shadow Tower." This will be going in the guide soon and isn't as tough as gravity/red green in my opinion.

Also ran into an issue which prevented players from looting. I've posted this in the guide but will put it here again for visibility.

Warning We ran into an issue tonight where a player was dead in a phylactery portal after the endfight. The dragon had died and there was no more shadows to port back to him. Even after completion his stone was stuck there, and although on that occasion a GM fixed the issue we were advised that this would not always be the case.If you have someone dead on the shadow side you must retrieve them by killing more shadows and porting back before you down the dragon for the final time.

This could be fixed by having shadows spawn after the raid completes or by coding soul stones back to the chest area upon completion - either doesn't sound too hard and I don't think the devs intended people to be left out (even if their groups did forget they were on another realm of existence....)

Ran my first blind pug of this tonight with mostly unknowns (think I saw a troll in there...) Took an hour and a half, wasn't a particularly smooth run. I did get frustrated at one point and send some stragglers through red/green to watch them all die. Felt a little bad but it was definitely my best U21 moment so far :)

Wipey
03-14-2014, 05:29 AM
What might be the best way to contribute as melee for dragon dps ?
EH, even with tank, trying to be on its side between its legs, it felt like too much damage and strain on sp, mostly byoh EH run.

There was almost always that red named Bonelord or whatever it's called up, so just tried to Furyshot/manyshot the drake every time.

Better way to approach it as melee ?
Otherwise trash much easier than I thought for EH, so major pot or two for self healing melee enough.

Eth
03-14-2014, 05:44 AM
What might be the best way to contribute as melee for dragon dps ?
EH, even with tank, trying to be on its side between its legs, it felt like too much damage and strain on sp, mostly byoh EH run.

There was almost always that red named Bonelord or whatever it's called up, so just tried to Furyshot/manyshot the drake every time.

Better way to approach it as melee ?
Otherwise trash much easier than I thought for EH, so major pot or two for self healing melee enough.

DPS the bone boys (Khjuldargs?) is a waste of time, they just respawn back to 5.
As a melee your primary role should be dealing with the deathlords and trash.
On EH you're right. That's something a single blitzer can do without any problems.
On EE it's a different game. We rarely had more than 2 people DPSing the dragon at a time and people would usually just dump their manyshot into the dragon then go back to trash. We just barely had enough DPS to keep the dragonlord count down.
For meleeing the dragon - your positioning sounds about right.
But it's like with all dragons currently - if you are not a properly built tank you will have problems meleeing them.

Wipey
03-14-2014, 05:52 AM
Oh sorry I meant those dragon necromancer guys, we had Barba kiting the Bonedude, and Wounds tanking the drake ( and thank God for that, we got terrible lag and he was only one standing at one point while we all died on the Shadow side ).

I took out huge amount of trash and tried focusing on those Necromancers but except the manyshot on drake, meleeing seemed like really not effective ( and sp costly ) in HEAVY ranged group ( and many first timers I think :)).

blackdoguk
03-14-2014, 10:05 AM
In general I take DPS dragon to mean kill Dragon Disciples and when they are all dead or thereabouts I'd be tossing your burst/whatever you can into the dragon. Any time I say that in the guide that what I'm meaning.

I was experimenting with standing at an angle off of her hind legs, but to be honest on EE its a stretch simply not being overrun by Disciples and i rarely found myself with time to manyshot her much less charge into melee. Like FoT and the Fire Peak raid your main concern isn't really dpsing the boss but dealing with the trash and various other threats. The time it takes to deal with these will most likely be the limiting factor so long as the party ins't entirely piking.The window where full party dps will be on dragon is only a few seconds or so, so communication with your arcanes/manyshotters is crucial.

You are stealthy Encair as i had no idea we were grouping together... :P

achitophel
03-14-2014, 05:47 PM
Dwarf executioner puzzle is L, R, R, R, 2nd portal from left, Jump

Eth
03-14-2014, 06:02 PM
Dwarf executioner puzzle is L, R, R, R, 2nd portal from left, Jump

Haven't done it since live hit but on lamma it kept changing from raid to raid ;)

blackdoguk
03-15-2014, 05:02 PM
Dwarf executioner puzzle is L, R, R, R, 2nd portal from left, Jump

Interesting. As Eth says when we tested this the solution wasn't static, but I haven't done so on live. Have you done multiple runs with this solution? Get back to me if you see this solution pop up again.

I've updated the jumping puzzle guide a bit, this was causing some frustration in the pugs I've ran in, which I guess is to be expected at the start. No video footage yet of the "no boots" method but there is a description on what you're trying to do.

Also put in a guide to the "Shadow Tower" which we hadn't yet figured out. I still think gravity is the most efficient resource wise to do at the second puzzle stage, but once you do complete the Tower you have a super easy path to endfight, especially if this is paired with jump as a first stage puzzle.

Gratch
03-15-2014, 07:38 PM
Just a note. The toughest puzzle in this raid appears to be the LAG puzzle that you sometimes encounter. Mostly when you get a few shadows attacking one person and trying to "move" phasing in and out and in and on top of each other - their scripts kill all server cycles and freeze everyone in the instance. I've seen this 3 or 4 times. Whenever the final person who has aggro of the shadows dies, ddoors, jumps down, the instance returns back to normal playable levels. This isn't a DA thing as in 2 of the cases we had few mobs on the non-shadow side and just the 4-5 shadows attacking on the other side. Devs need to replace shadows with ghosts or wraiths until they can fix the phasing/movement scripts of the shadows.

Worst location to encounter this is the first port to the Shadow phylactery portion. All the shadows hone in on the people porting in and if they get script bugged then things go to **** for everyone in the raid. Suggestion is to either have a decisive AOE'er or not allow shadows to group on top of each other - especially seems to happen if they're phasing on each other and near a wall/barrier they can't move through.

Edit: A guildy noted that what may be happening is once any DA is upped that mobs from the rest of the raid "wakeup" and cause the extreme lag. Making sure you kill all the spawned mobs after completing each light puzzle (which stops new ones spawning I believe) helps with cutting off the no-movement lag towards the end of the raid.

achitophel
03-15-2014, 07:44 PM
Interesting. As Eth says when we tested this the solution wasn't static, but I haven't done so on live. Have you done multiple runs with this solution? Get back to me if you see this solution pop up again.

I've updated the jumping puzzle guide a bit, this was causing some frustration in the pugs I've ran in, which I guess is to be expected at the start. No video footage yet of the "no boots" method but there is a description on what you're trying to do.

Also put in a guide to the "Shadow Tower" which we hadn't yet figured out. I still think gravity is the most efficient resource wise to do at the second puzzle stage, but once you do complete the Tower you have a super easy path to endfight, especially if this is paired with jump as a first stage puzzle.

I ran it 3 times with that solution (the three times i have done the raid) but i was informed today that it is random. I probably just got lucky, or the DDO gods were taking pity on me for the times i died working it out the first time ;)

blackdoguk
03-15-2014, 08:21 PM
I ran it 3 times with that solution (the three times i have done the raid) but i was informed today that it is random. I probably just got lucky, or the DDO gods were taking pity on me for the times i died working it out the first time ;)

Ah the DDO gods, I hope we one day get them as a raid boss. Remember you can DDoor out of the maze in the event you get a room wrong and don't mind running back.

blackdoguk
03-23-2014, 06:16 AM
I've added an alternate phylactery portal room method and will post here for visibility. Let me know if this is working for your groups.

Alternate method

We've been trying out an alternative single portal phylactery method of late and time wise it has proved effective. Upon stepping through shadow portals have the party clear one side of the room. Send a single high DPS toon through a portal and take down the phylactery immediately. If the portal is wrong they will be ported back and the phylacteries will reset. That DPS should try and work their way back to phylactery side by killing shadows in the main arena. If the portal was wrong have another DPS step through and repeat the process until the phylactery is taken down. The rest of the party can keep shadows to a minimum on phylactery side and minimise DA.

I initially thought this would be nowhere near as quick as splitting the party over five portals, but in fact we found this to be a close run thing. What I didn't realise is that upon killing the real phylactery the rest of the party on shadow side can collect shards and arm the ritual circle straight away without having to work their way back through from the main arena. It also has the bonus of requiring far less communication in parties where that it is an issue,as well as limiting the "panic" factor of one person killing too soon and wasting a lot of time and coordination. Feel free to try this as I'd like to know what people find more effective.

slarden
03-25-2014, 08:11 PM
I've added an alternate phylactery portal room method and will post here for visibility. Let me know if this is working for your groups.

Alternate method

We've been trying out an alternative single portal phylactery method of late and time wise it has proved effective. Upon stepping through shadow portals have the party clear one side of the room. Send a single high DPS toon through a portal and take down the phylactery immediately. If the portal is wrong they will be ported back and the phylacteries will reset. That DPS should try and work their way back to phylactery side by killing shadows in the main arena. If the portal was wrong have another DPS step through and repeat the process until the phylactery is taken down. The rest of the party can keep shadows to a minimum on phylactery side and minimise DA.

I initially thought this would be nowhere near as quick as splitting the party over five portals, but in fact we found this to be a close run thing. What I didn't realise is that upon killing the real phylactery the rest of the party on shadow side can collect shards and arm the ritual circle straight away without having to work their way back through from the main arena. It also has the bonus of requiring far less communication in parties where that it is an issue,as well as limiting the "panic" factor of one person killing too soon and wasting a lot of time and coordination. Feel free to try this as I'd like to know what people find more effective.

After seeing both methods the single portal method is just so much easier to coordinate, especially in a PUG.

slarden
03-25-2014, 08:26 PM
Dwarven Maze:

http://youtu.be/yVDoOfYaunQ

- Not static.
- 5 Rooms, each with 2 exits
- If you take the wrong exit you end up at a dwarf that you can talk to and then just die unless you are able to Ddoor out. You respawn at a Res shrine and can do it again.
- to understand the riddle, you must be a dwarf or have high intelligence (36+)
- The riddle is always a statement if left or right and two more statements: whether the previous statement is false or true. Randomly mixed.
- There is one room with 6 portals. The correct Portal is either left or right of the speaking stone. That brings you to the last room. If you take the correct portal in this one you end up in the first room again. The key is to not take any portal and just jump up (there's a ledge). Destroy phylactery on other side.



First of all - great write up - very helpful.

I spent a little bit of time in these after the quest is over. There are 7 different rooms including the last room which is the way out.

Room A: Rune straight ahead. Portal on Left and Right. Portal Behind.
Room B: Rune straight ahead. Portal on Left and Right
Room C: Rune straight ahead. Portal on Left and Right. Targetable res shrine behind.
Room D: Rune straight ahead. Two portals on Left.
Room E: Rune to right. Portal Left and straight ahead.
Room F: Two portals on left with rune between. Portal straight ahead. Two portals on right. One portal behind.
Room G: Rune straight ahead. Portal on Left and Right. Way out behind.

I believe the combination of the room and riddle will always have a static answer, but I could be wrong. So far that's held true but my sample size is way to small to draw a conclusion. Still I am going to slowly work on mapping it out. To speed up the process I may start another thread devoted specifically to the portal maze.

Only a few rooms are visible from the end area which I am guessing is enough for someone familiar with this puzzle to map out the entire set of rooms.

blackdoguk
03-25-2014, 08:34 PM
Nice work sir, I'll incorporate this into the OP. Will be running this tomorrow night and can start testing the room/riddle theory - sounds very plausible.

slarden
03-29-2014, 07:43 AM
[QUOTE=slarden;

I believe the combination of the room and riddle will always have a static answer, but I could be wrong. So far that's held true but my sample size is way to small to draw a conclusion. Still I am going to slowly work on mapping it out. To speed up the process I may start another thread devoted specifically to the portal maze.

[/QUOTE]

After starting to track this I was initially excited because the first 8 repeats I had were all the same direction based on combination of room/riddles. I found a few cases where this was not the case so it's more complex than just the combination of room and riddle. I am saving the screen shots of each room /riddle in a folder by puzzle so maybe a pattern will emerge. There may be a third dimension, but since neither the north and south puzzles are difficult for parties, it will probably not be a priority for most people.

maddmatt70
03-29-2014, 11:43 AM
One key thing that you do not have in your guide is only kill one shadow and leave the others alive so you do not have to beat the shadow dragon down again if you do not find the phylactery.

blackdoguk
03-31-2014, 03:26 PM
One key thing that you do not have in your guide is only kill one shadow and leave the others alive so you do not have to beat the shadow dragon down again if you do not find the phylactery.

Yeah, I haven't worked out the mechanic that prevents shadows from spawning a portal - there appears to be a time threshold after which a portal won't spawn from a shadow. Is this method spawning a shadow 100% of the time for you? I presume you're using the single portal phylactery kill method?

maddmatt70
03-31-2014, 05:20 PM
Yeah, I haven't worked out the mechanic that prevents shadows from spawning a portal - there appears to be a time threshold after which a portal won't spawn from a shadow. Is this method spawning a shadow 100% of the time for you? I presume you're using the single portal phylactery kill method?

We just kill one shadow and everyone jumps in the bubble that pops up. If a few people miss then kill a second shadow for a bubble, but frequently everyone gets in on one shadow kill. Then just kite the rest of the shadows around the battle rager kiter is a good one for this. The single portal method is really fast actually despite the 16.66% odds or whatever it is. We usually kill the red names quickish. Then send someone into a portal solo and then they let us know when they have killed the phylactery and then you send another and kill the phylactery again if the second attempt is not the correct phyactery and send another in to kill the phylactery if the third one is not the correct one and so forth (you never change the laser at all just keep jumping into the same portal because it resets after the phylactery is killed). When you get the real phylactery killed then there are people in the shadow realm usually who can pick up some of the crystals for the braziers. Then you just kill a shadow that is being kited if you need to get more crystals for the braziers or if you need to send in another 7 or 8 in to try to get the phylactery.

I do not think there is any time threshold at all. I do think sometimes shadows do not spawn bubbles, but that is pretty rare..

jskinner937
03-31-2014, 10:57 PM
I've added an alternate phylactery portal room method and will post here for visibility. Let me know if this is working for your groups.

Alternate method

We've been trying out an alternative single portal phylactery method of late and time wise it has proved effective. Upon stepping through shadow portals have the party clear one side of the room. Send a single high DPS toon through a portal and take down the phylactery immediately. If the portal is wrong they will be ported back and the phylacteries will reset. That DPS should try and work their way back to phylactery side by killing shadows in the main arena. If the portal was wrong have another DPS step through and repeat the process until the phylactery is taken down. The rest of the party can keep shadows to a minimum on phylactery side and minimise DA.

I initially thought this would be nowhere near as quick as splitting the party over five portals, but in fact we found this to be a close run thing. What I didn't realise is that upon killing the real phylactery the rest of the party on shadow side can collect shards and arm the ritual circle straight away without having to work their way back through from the main arena. It also has the bonus of requiring far less communication in parties where that it is an issue,as well as limiting the "panic" factor of one person killing too soon and wasting a lot of time and coordination. Feel free to try this as I'd like to know what people find more effective.

This is the method we have been using and seems to be the most efficient and does close to the same thing as the single portal method.

If you have 2-4 high burst DPS toons (anyone who can drop a phylactery in 2-3 seconds) in party send them through quickly. I send one through 2 and 5 since they are up and ready and can be switched fast. They just zone in and wait if you have more than 2 going. Have a person man north and south crystal and turn as soon as the other 2 enter 2 and 5. Once changed send the next 1 or 2 through 3 and 6 and countdown the all out burst and kill command. This is especially effective with furyshottersand sorcs with ruin and/or EB and DB. With only 2 you have 33% chance to succeed in almost the same time. With 3 you have 50% with a few seconds added and best of all you have 66% with 4. You could even coordinate the less DPS toons to start on a 2 count and have the higher DPS start on 1 to coordinate better. It works great for me and thought I would share, but you do have to have the right characters in your party.

blerkington
03-31-2014, 11:05 PM
Hi,

This is a useful guide. Thanks very much for taking the time and effort to post it.

blackdoguk
04-01-2014, 09:25 AM
Hi,

This is a useful guide. Thanks very much for taking the time and effort to post it.

Thanks, glad you found it useful.




I do not think there is any time threshold at all. I do think sometimes shadows do not spawn bubbles, but that is pretty rare..

I'm going to try and test this, perhaps the shadows are buggy, but quite often I see one killed that has been kited for a while and not spawn a portal - I'd like to know why. As it is spawning more isn't too much of a pain.


This is the method we have been using and seems to be the most efficient and does close to the same thing as the single portal method.

I like the hybrid multi portal approach - sounds like your groups are well coordinated. 2 and 5 seem like good ways of doing things. though on EE we sometimes only clear half of shadow side (one horror and one beholder) and use portals 1-3.

I like taking an approach which keeps players cycling through as they can help keep a lid on the main fight if needed. I usually leave a healer, tank, blitzer, back up tank and kiter on the main arena side, but without a strong group this team can easily be overwhelmed by EE deathlords.

Steelstar
04-01-2014, 09:34 AM
I'm going to try and test this, perhaps the shadows are buggy, but quite often I see one killed that has been kited for a while and not spawn a portal - I'd like to know why. As it is spawning more isn't too much of a pain.


The Shadows in the endfight have a flat chance at spawning Shadowy Remains (portals) when they die. It was originally a lower chance, and was raised to about 2/3 for the Live release as a result of Lamannia feedback.

rest
04-01-2014, 11:58 AM
Six laser puzzles make me want to hang myself. Six laser puzzles, with three of them being in that purple junk makes me want to eat a bottle of pills, slit my wrists THEN hang myself.
Red-named trash is lazy design. Especially red-named trash with 200k+ HP.

I ran this with my guild twice. Once, we lagged and wiped at the end fight. Everyone logged off after that. The second time we completed. I hope I never have to run it again. The portion of the end fight mechanic that I saw, aside from the red-named trash, was interesting. Otherwise this raid is awful. It's like if someone bad at making raids tried to copy the abbot and failed miserably.

I haven't run the red dragon raid yet but, if the same person who made deathwyrm made that one, I don't think I'll bother.

Teh_Troll
04-01-2014, 11:59 AM
Six laser puzzles make me want to hang myself. Six laser puzzles, with three of them being in that purple junk makes me want to eat a bottle of pills, slit my wrists THEN hang myself.
Red-named trash is lazy design. Especially red-named trash with 200k+ HP.



This is the best description I've ever seen of what's wrong with this raid.

blackdoguk
04-01-2014, 07:07 PM
The Shadows in the endfight have a flat chance at spawning Shadowy Remains (portals) when they die. It was originally a lower chance, and was raised to about 2/3 for the Live release as a result of Lamannia feedback.

Cheers Steel thanks for the input.

Matty this is definitely the strategy to go with, ill amend the guide accordingly.

jakeelala
04-02-2014, 11:06 AM
Six laser puzzles make me want to hang myself. Six laser puzzles, with three of them being in that purple junk makes me want to eat a bottle of pills, slit my wrists THEN hang myself.
Red-named trash is lazy design. Especially red-named trash with 200k+ HP.

I ran this with my guild twice. Once, we lagged and wiped at the end fight. Everyone logged off after that. The second time we completed. I hope I never have to run it again. The portion of the end fight mechanic that I saw, aside from the red-named trash, was interesting. Otherwise this raid is awful. It's like if someone bad at making raids tried to copy the abbot and failed miserably.

I haven't run the red dragon raid yet but, if the same person who made deathwyrm made that one, I don't think I'll bother.

they're both actually really awesome raids.

the mirror puzzles take a couple minutes each once you try them a few times, no different than puzzle room in VoN.

I COMPLETELY agree the purple seizure vision **** just has to go and be completely scrapped. It was a bad idea and adds nothing to the game.

Lag is a serious problem, but that can happen anywhere and isn't really specific to this raid.

The loot from these raids both crafting and Named are actually pretty cool. And all the other puzzles in Deathwyrm are sort of awesome. Have you been to all of the puzzle rooms?

Eth
04-02-2014, 11:28 AM
Lag is a serious problem, but that can happen anywhere and isn't really specific to this raid.


I disagree with this. The lag is very different from usual lag. This lag stays around related to certain people. As soon as those people leave the instance the lag vanishes instantly.
From what I can tell so far it's most likely related to the shadows and some screwed up AI.
I hope some dev takes a look into this.

Wipey
04-02-2014, 11:53 AM
I believe Gratch commented that it's the same as Mabar lag, screwed shadows pathfinding or ai or I don't know what.
So, if you get to yellow + alert with shadows and can't kill em fast, you are doomed.

Another thing is, I swear that ranged attack in puzzles room will go after your cleric, so would almost every shadow.
Helmed Horror will go after me ( cleric ) almost 100 % even without doing ANY damage.

Eth
04-02-2014, 01:16 PM
Another thing is, I swear that ranged attack in puzzles room will go after your cleric, so would almost every shadow.
Helmed Horror will go after me ( cleric ) almost 100 % even without doing ANY damage.

That's the case in every quest. They made divines aggro magnets, followed by arcanes. Even if you just faceaggro them.

My ranger on the other hand get's completely ignored by almost everything.

Teh_Troll
04-02-2014, 01:43 PM
My ranger on the other hand get's completely ignored by almost everything.

It's great isn't it?

Eth
04-03-2014, 05:00 AM
It's great isn't it?

Usually yes. In this particular raid, no.
I don't know what the heck they did with the undead skellies AI in there, but I've never seen mobs behave like this before.

I sometimes have to completely beat down a mob from 100%-0% while he is just constantly walking in weird patterns over the area. Not even attacking anything!

...and we all know how fun TWF is while moving.

blackdoguk
04-11-2014, 11:27 PM
Usually yes. In this particular raid, no.
I don't know what the heck they did with the undead skellies AI in there, but I've never seen mobs behave like this before.

I sometimes have to completely beat down a mob from 100%-0% while he is just constantly walking in weird patterns over the area. Not even attacking anything!

...and we all know how fun TWF is while moving.

Yup aggro in here is broken on the endifight, have never, in any content, been as frustrated with mob AI. Any input from devs on how skelly archers are supposed to act in here?

thegreatfox
04-16-2014, 11:13 PM
I discovered a pattern to mob spawning in the end fight today that I thought I would share. There are 5 positions that mobs can spawn at; 1 at each lever, 1 at the middle of the fence/ledge, and 1 at the middle of each side wall. Mobs will spawn 2 positions clockwise of where the last group spawned. This allows you to find where the next deathlord will spawn and kill it as soon as it shows up.

I did a few full rotations around the room just to make sure it worked before telling the rest of the party of it, and after that me and a group of melee would run over to where the next mobs would spawn and kill them all, then move on to the next spot. It made it very easy to keep the floor clear of all mobs.

rest
04-17-2014, 03:36 PM
Funny story: after last week's (successful) run of this raid, I told my guild point blank that if they ever tried to make me go back in there I would quit the guild. I've been playing with these folks for 5 years and just the thought of having to go through this monstrosity makes me want to completely sever that tie. Put that in your pipe and smoke it.

blackdoguk
04-18-2014, 02:27 AM
I discovered a pattern to mob spawning in the end fight today that I thought I would share. There are 5 positions that mobs can spawn at; 1 at each lever, 1 at the middle of the fence/ledge, and 1 at the middle of each side wall. Mobs will spawn 2 positions clockwise of where the last group spawned. This allows you to find where the next deathlord will spawn and kill it as soon as it shows up.

I did a few full rotations around the room just to make sure it worked before telling the rest of the party of it, and after that me and a group of melee would run over to where the next mobs would spawn and kill them all, then move on to the next spot. It made it very easy to keep the floor clear of all mobs.

Nice find, I'll try this myself and update the OP.


Funny story: after last week's (successful) run of this raid, I told my guild point blank that if they ever tried to make me go back in there I would quit the guild. I've been playing with these folks for 5 years and just the thought of having to go through this monstrosity makes me want to completely sever that tie. Put that in your pipe and smoke it.

Sounds like you're about ready for another run! Next time will be easier :)