SSRA Temple raid strategies

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SSRA Temple raid strategies

Sun Nov 24, 2019 12:32 pm

Based on this post with some adjustments for TLP server, original post at the bottom: https://www.tapatalk.com/groups/jadedyn ... t1198.html

THE KEYS:

Emperor Key:
Kill Taskmasters in the basement - each Taskmaster can drop a Taskmaster's Pouch (4 slot container).
1st floor commander drops Zazuzh's Idol every time, 2nd floor commander drops Zeruzsh's Ring every time and named in the Emperor portal (General, Arbiter, Advisor) area drop the Ssraeshzian Insignia every time. Combine all items in the bag to make Ring of the Shissar. It is wearable as a ring, and added to keyring once you click on Emp portal. Everyone needs one to access Emp area.

Idol & Ring dropped from commanders in Ssra Temple (random spawn on first and second floors, most snakes can be PHs. Ones that cannot are temple patrollers, named lich snakes and crypt guardians).

Arch Lich Key: - Zazuzh's Key
1st floor commander drops Arch Lich key and it goes on your key ring, only 1 needed to open door for the raid.

XtC/High Priest Key: - Zherozsh's Key
2nd floor commander drops XTC/HP key and it goes on your key ring, only 1 needed to open door for the raid.

Both keys are rare drops from the commanders, and are both needed to open doors on the way to the named.
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THE WEAPONS:

Melee will need the appropriate weapon that they can wield, which drops off various mobs in the zone. Combine the weapon with a Strange Green Metal (dropped of named skellies in the mines) in the forge (any forge, although there is conveniently one in the basement) to receive a shissar bane weapon. These are needed for melee damage on the Emperor. If you can’t get one, procs on weapons will hurt the Emporer, but remember that he is 100% resistant to magic based spell, and seems to have a pretty high poison resist too, so CR and FR and probably your best bets.
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THE CYCLES AND SPAWN TIMES

Arch Lich-Cycle
Rhag 1 - respawn 3 days (not sure about +/-)
Rhag 2 - instant after Rhag1 dies
AL - instant after Rhag2 dies

Cursed-Cycle
Glyphed - instant after all triggers are killed in 60 mins
Exiled - instant after Glyphed dies
Cursed - instant after Exiled dies, despawns after a certain time

In order to start the cycle, you need 10 trigger mobs to be up: 7 taskmasters, 1 warden, and the two Rhozths. Kill those in an hour and you have 30 min to kill Glyphed. Kill glyph and you have 25 mins to kill Exiled. Kill Exiled and you have 20 mins to kill Cursed. The PH mobs are reset around 2 hours upon failure. If you get to Cursed and wipe, the next cycle *usually* spawns a mob that doesn't drop loot but is the exact same AE. Unless the cycle is completed (Cursed dies), you can retrigger the cycle after 2 hours and previously killed mobs will have PHs (Rune-covered, Banished). All TMs and the other Rhozth have a 2 hour spawn time. Rhozth Ssrakezh has a 7 day spawn time, and is the snake that limits the cycle. If this Rhozth is up, then the cycle is generally available, unless people are killing TMs, or have blown the cycle earlier.

Singles
HP - independent spawn – 7 day
XTC - independent spawn – 7 day

Emperor
Blood - 4hr spawn with PHs. “Blood of Ssraeshzra” (Blood) drops loot, “Ssraeshzrian Blood Golem” (Blood Golem) does not. Both will make Emp targetable if he is up.
Emperor – Instant on server up, so you’ll have to wait for Blood. Respawn afterwards is a week.
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SNAKE INFORMATION AND TACTICS
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ARCH LICH CYCLE

Rhag 1:
Hits 150-250s, flurries, not slowable
1 - 2 groups depending on gear
Invis to him on first floor.
Permarooted
Single target stun proc: Rag'Zhezum's Deathly Embrace

Rhag 2:
Hits 300-400s, rampages, not slowable
Permarooted
2 healers for MA, 1 for rampage
Reached by a bit of clearing from comm2 left.
Single target DoT: Breath of Rag'Mozdezh

When Rhag1 is killed, Rhag2 pops and is essentially the same as Rhag 1, only a little harder, but requires much more clearing to get to. When Rhag2 dies AL pops on the third floor.

Arch Lich Rhag'Zadune:
Hits 500s
Unslowable
Permarooted
Unresistable AoE DoT cured by RGC: Deathly Chants
RAMPAGES

Crypt guardians outside room are unmezzable and are on fairly fast respawn, but those inside AL room are a long respawn, so do not need to be CC’d during fight. Rogues will be needed to disarm trap outside the room before AL’s room. The trap is a nasty DoT, but can be RGC’d, and it has a mana drain component, so clarity may need to be rebuffed before Arch Lich.

1) Buff behind the pillars
2) Check no-one is on rampage with assist. People will need to camp to server to remove themselves from AL rampage list.
3) Have your tanks set the rampage list - let them all get on the list to make it safer for debuffers, as his rampage hurts.
4) Debuff - he's permarooted. He annuls himself during the fight, so debuffs will have to be recast.
5) His AoE will need to be called, so casters can hide behind the pillars most of the times, and then move out to cast in LoS after AoE is called. Roughly 18 sec refresh, and unresistable.
6) Healers can hide behind the pillars for all the fight.
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CURSED CYCLE

You have 60 Minutes to kill all Taskmasters, Warden, and Rhozths to start the cycle. The timer starts as soon as you kill the first Taskmaster/Warden/Rhozth.

Glyphed - AE FD and single stun, slowable
Exiled - He DT's every 2 minutes with a small fear AE, immune to slow
Cursed - AE charm and AE DoT – slowable

As well as standard buffs, you need Protection of Seasons for Glyphed and Exiled, and Tribunal for Cursed. All are mobile.

Glyphed
Hits 300s, slowable
AoE: Feign death, 500 HP and 6 second stun. If you resist it, you still FD - Wave of Death
Single target: 12 second stun and tiny DoT - Glowing Glyphs
Both are on CR resist

Stun will knockback, so DMF/lev the MA.
Aggro will jump a lot, because of feign death, but Glyphed does little damage once slowed.

Exiled
Hits 400s, immune to slow.
AE: FR based fear and short lasting DoT, easy to resist - Pyrokintic Hallucinations
Single target: 20k DT, 2 minute refresh - Touch of Vinitras
Also uses blind (FR based also) - Abysmal Banishment

3 clerics is more than enough to keep any tank up. Put a bard with the MA and with 500 FR odds are very small that the fear will ever not be resisted. Use a paladin/SK to pull Exiled with DA to avoid DT. Exiled is a very standard mob (MT + CH chain) with a DT every couple of minutes. Pull with DA and chain stun at 2 minute mark and you can have a zero DT Exiled fight easily, or use a sacrifice puller or prepare for a tank rotation. His AE is FR based but extremely easy to resist. Even if it does hit you, it isn’t very bad.


Cursed
Hits 500s, slowable, flurries
Cursed's AE charm is disease based and big range - Mass Insanity
His AE DoT is poison based and small range - Caustic Mist
NO PETS!

The DoT is the reason we don’t send melee in for the whole fight, it's difficult to resist, whereas anyone with AE bard song + tribunal + lvl 65 will resist the charm 90% of the time. Melee will take heavy damage is they get hit by the AoE. Have someone call the AoE dot, it goes off every 24 seconds. The caller will announce when the DoT goes off, so melee can start fighting, and then after 18 seconds they will shout for the melee to hide.

3 or 4 clerics should keep any tank up on Cursed fights. It’s best to have a bard with several tanks and the DoT caller playing DR/PR song. They do not need to melee – 500 DR/PR renders the MA virtually impervious to all of Cursed's AoEs. Make the most of casters and rangers by letting them attack out of ranger of the AoEs.

Like all mobs in the game that de-pop on a timer, the timer is the unengaged time for the mob. You can try creative tactics like kiting him to keep the unengaged timer to a minimum while you rebuff and you can re-engage without letting him de-pop. If he does despawn, a version of Exiled may spawn later with no loot (Banished).

Positioning for Cursed

The below picture I've also taken from the Safehouse and edited - although the fight location isn't where JD normally fight him. However, the general idea is the same. Healers hidden, casters and rangers out of range, bards keeping resist songs on tanks but hidden themselves, and melee attacking behind Cursed but moving behind cover when AoE is called.



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High Priest
This fight is all about CC
Hits 700-900s, rampages, not slowable, permarooted.

AE is a 9 sec stun, 100 damage: Ssraeshza's Command
Single proc is 10 sec stun, 300 damage, -150 AC: Sermon of Ssraeshza

Both resistible, although single proc is easier to resist.

1) Get a bard playing MR song in the MA’s group so keeping aggro is easier
2) Use line of sight from the thin poles in his room to hide casters from the AE, although it only has a range of 80 feet anyway.
3) Use Kazad’s/Bot9 – although HP’s AE does not strip Virtue, some of the Priest adds have a proc (Touch of Zebuxoruk) that will. HP’s single proc will strip Virtue, as it has a negative AC component.

Crowd Control Info for High Priest - 12 adds -

4x non-mezzable (priests): tank them (slowable, they CH)
4x undead banishable (disciples): banish them or charm them
4x mezzable (Zels): mez them (they flurry and are unslowable)

Target with SoS rogues or Eyes.

Use the jails room before HP area to crowd control the Zels and Priests. Zels are easily CC'd by mez. Priests are slowable and easily tanked. The undead (Disciples) can be banished (cleric/necro level 60 spell (Banishment of Shadows) uses star ruby component) or charmed and used as pets in the HP room to add some DPS. You should be able to kill the Priests and the Disciples before HP, and if you wish, you can move the Zels into HP's room, and keep them mezzed in there. You should not get Priest/Disciple repops until near the end of the HP fight, or afterwards.
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Xerkizh the Creator

Hits 400-500s, rampages, slowable, permarooted – max melee range

Weak AE does tiny DoT damage, reduces ATK and AC (will dispel Virtue, use Pot9 + Kazad): Weakening Spray
Short range AE reduces healing spell max. Get a RGC'er on the tanks: (Balance of Zebuxoruk)

Healers can hide at the side of the steps. Repops are on a 10 minute timer and are unmezzable – get tanks to CC them.
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EMP AND BLOOD

'Emporer Ssraeshza' and 'Blood of Ssraeshza'/'Ssraeshzian Blood Golem' must be up for this event.

Click up from Emp portal, and don’t step on the rug, because Mythose says so, and because it dispels buffs. Buff up, and use rogues/eyes to get targets for the CC team.

Blood of Ssraeshza:
Hits for 300-400ish, flurries, doesn't rampage. Slowable, dispel proc, so rebuff MT afterwards.

Just walk him across the room to the opposite corner of wherever your CC people are, kill him, and loot up quickly. About 5 min 50 secs until Emp becomes targetable after Blood’s death.

Emperor:
Hits 950s, rampages, but not much, mobile, slowable only by shaman disease slows (Cloud of Grummus) because he is completely immune to all MR based spells.

Difficult fight to keep aggro on, due to two single procs:
Diminutive Stature spins target and reduces aggro. Will most likely be constantly on MA. It cannot be clicked off (confirmed by Craumador) - Those who say it can be lie!
Rage of Ssraeshza reduces aggro, does 4k damage, slows and reduces AC – cured by RGC, 1 min refresh:

Need pot9/Kazad on tank because of AC debuff on single proc.
Need to have a RGC'er and Spellshield team for MT (make a channel).
You need a tight CH chain to keep tank over 4k at all times. Otherwise have a cleric ready to throw in a quick heal around the minute mark.
A ranger with weaponshield can be used to take the first proc, so that the MA can take aggro more easily from the start. Make sure the ranger is sitting, that the tank and RT are quick to get on the list, and that no-one else is sitting, and that the CC team is far away.

DMF/lev the tanks so they can keep Emp cornered. Keep shamans floating for HoTs on offtanks, slowing Emp and adds and RGCing Emp proc on MT and Balance of Zeb on offtanks.

Crowd Control Info for the Emperor:

Emperor - 8 adds in a circle around Blood

2x non-mezzable: tank and slow them (Malignants)
2x non-mezzable flurry: tank and slow them (Devourers)
4x mezzable: mezz them (Slayers and Tormentors)

Harm touches from adds, so DA pull is a good idea. All adds are almost instant repop, so don't kill them. Tanked adds may also proc Balance of Zebuxoruk, which you’ll need to RGC to heal the tanks more efficiently as it reduces healing efficiency, or rely mainly on HoTs (pallies can heal themself pretty well with these). Knights (preferably those without Emp bane) will tank these. Turn off autoattack to prevent ripostes, or don't hurt the snake too much, and keep aggro with stuns or other aggro spells.

Mezzable: Use rapture and ancient: eternal rapture, as these are unresistable, and use less mana than bliss/sleep. Apathy uses less mana than rapture, but not ancient: eternal rapture, and although it lasts longer, it is resistable. Definitely always start the fight off with rapture. Remember it has a 24 second refresh time. The mezzables are unslowable. Also not a bad idea if the knights throw a few aggro spells that don't break mez on the mezzables, so if the enchanters die the tanks get the aggro rather than the healers.

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