Khost Alur
From EQ2i, the EverQuest II wiki
Race: Water Elemental - to upload a more specific image, click here | ||
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| Zone (Patch) | Ward of Elements (LU51) |
| Race | Water Elemental |
| Level | 85▲▲▲ Tier 9 Epic x2 |
| Location | Ward of Floods and Storms |
| Reported Drops |
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| Related Quests | |
| AA Exp | yes |
| Status Points | none |
What does this information mean?
[edit] Strategy
Note: water in room is electrified and will hit you for 1500-2K if you stand in it.
There are 3 towers in the room. We dubbed the south tower as "1", the north tower as "2", and the far tower (the one closest to door/east) as "3". Position your raid group between the two towers (1 and 2) on the far end of the room.
Have everybody on the raid have underwater breathing cast on them; and this will mean one less thing you have to cure during the fight.
On pull, and periodically through the fight, you will get a message that electricity is surging randomly through the towers. The towers may or may not change effects each time you see this message. You will see three effects on the towers:
- One will remain dark; - One will look like lightning is running down it; - One will have circular purple electro-pulses around it.
You MUST pull him as close to the tower as you can. DO NOT step inside the structure of the tower; this will kill you. Try to have the MT stand against one of the pillars of the towers, this should position the mob correctly and (hopefully) prevent flying tank.
Periodically through the fight he will also do a kick/knockback which will toss the MT about 60-70 feet. (Noticed this around 55-60%; not sure if it is based on % or timer.) If this happens, get back to the correct tower as fast as possible which is a little challenging as it seems to snare you a bit.
During the fight he will periodically cast an arcane curse. [B]This is curable and MUST BE CURED IMMEDIATELY, or it will kill you within a few ticks. Potions work for this so everybody should bring cure arcane potions. Not sure if there is a timer or random on this cast.
Resist - mental(?)
Found it works well to have the whole raid except MT positioned between towers 1 and 2 for pull. (Use pet pull to let pet suck up first AE if possible.) When the fight begins, pull named to either the lightning or the pulse tower (1 or 2). The towers buff him, and you must move him to the ALTERNATE effect tower (pulse or lightning) when he emotes about the surge of power, or what happens is the buffs he receives doubles up and ends up killing everybody.
A person in the raid was designated to watch for tower changes and call out the tower numbers as the towers switched.
The easiest thing to do is when he emotes about the power surge, to move away from the tower you're fighting him at, and then to look to see how the towers change/don't change. IE. If you start the fight at Tower 1 and it is lightning, and then after he calls out a power change, Tower 1 is now pulsing, you can pull him back to the same tower. If Tower 1 is still lightning but Tower 2 is now pulsing, you want to pull him to tower 2 instead.
It is tougher if it ends up at Tower 3, but it's doable if the raid is sharp and paying attention. If you MUST cross the water, cross it on the left/north side as it is shallow there. The right/south side is deep and the ground curves over the water so it can be a pain to get out of the water on that side.
