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The Spirit Realm • View topic - Seeking: Ikkinz Raid spoilers

Seeking: Ikkinz Raid spoilers

Help and information specific to the above aspects of play at all levels.

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Seeking: Ikkinz Raid spoilers

Postby Henora » Wed Jan 25, 2006 3:36 pm

Hey folks, I've searched high and low for some Ikkinz Raid spoilers and I haven't found too much out there. Does anyone have a site handy with some broad rundowns? I've done Ikkinz 1 and 2 but not as raid leader. I'd like to lead a few of these and I need more info.

I figure these raids are starting to fall back so many expansions now that there should be more information out there, I am just not finding it.

(After a couple runs through 1, here are my mostly final notes - edited 2/10)

Ikkinz 1 - Righteousness

All trash mobs are fully slowable, all named mobs are unslowable.

Be careful when breaking in at the doorway, the wanderers come right up to it and will assist through it (which could mean up to 5-6 mobs on first pull if not careful).

Statics in the hallways do not respawn, wanderers do respawn. Statics in the side rooms seem to respawn though.


First part of the raid is the Priests. They are easier than the Priests in Ikkinz2. There's 2 on the left and one on the right. With a reasonable force, can pre-clear the rooms and take them all back to back to back. They have low HP, so despite being hard-hitters they don't drain all the healer mana.

Have levitate for all nameds, they have a variety of AE and single target Gflux type procs, including <a href="http://lucy.allakhazam.com/spell.html?id=4185&source=Live">Throw</a>.

<a href="http://eqbeastiary.allakhazam.com/search.shtml?id=14963">Priest of Righteousness</a> x 3 - (one randomly has loot)
-Enrage (AE flurry) at 10% - get meleers off
-Leashed
(Do not seem to have the FD proc)
-Low HPs


Next part is the 2 Defenders of Righteousness in the next 2 side rooms. They drop no loot but you have to kill them to unlock the door to the golem room.

Again, hard hitters and they have more HPs than the priests.


After the defenders is the Custodian, who is not leashed.


<a href="http://eqbeastiary.allakhazam.com/search.shtml?id=14964">Custodian of Righteousness</a> (loot)
-Hits for 1500, flurries, unslowable.
-Rampages - have ramp tank pull him
-NOT leashed
-Significant HPs


After that set is dead (Defender x 2 + Custodian) you will unlock the Golem room of badthingshappening.



The first encounter in this area is the Guardian of Righteousness. The Guardian himself is again a hard hitter, like the other nameds in the zone. He also has a messy proc.

When we are ready to engage the Guardian of Righteousness, the entire raid needs to move into the pit. The tank should lead the charge. As you are engaged with the Guardian, he will call his guards to life. They come to life for a short period of time and then become inanimate again.

If you can get someone who can kite/aggro them and a healer, it will help keep them off your healers/dps, use assist healing to cover the damage taken by your raid. Gotta burn burn burn the Guardian, don't save any damage discs in reserve, lifeburn, harmtouch, manaburn, whatever make him die before the healers go oom and/or get eaten by the adds. He has significant HPs and this fight takes a while. We had 18ish for this fight, priest heavy, DPS light (warrior x2, monk, rogue+roguebot, wizard) and it took...


[Sat Feb 04 23:32:58 2006] Artebus tells the raid, 'go'
[Sat Feb 04 23:36:03 2006] Guardian of Righteousness has been slain by Payn!

This is the hardest fight of the raid.


<a href="http://eqbeastiary.allakhazam.com/search.shtml?id=15225">Guardian of Righteousness</a> (loot)
-permarooted
-unslowable
-procs (?? something) - have warrior use epic click to get resists


After you kill the Guardian you will have time to med up for the Crumbling Monolith, who is on the edge of the pit.


<a href="http://eqbeastiary.allakhazam.com/search.shtml?id=15959">Crumbling Monolith</a>
-Permarooted, unslowable, rampages.
-Hits like a truck
-Drops the <a href="http://everquest.allakhazam.com/db/item.html?item=33209">Decaying Spirit Shawl</a> needed to activate Spirit of Tunik Tamuik
-This item should be looted by the MT.


After this fight, have your MT loot the shawl and then it is just the final fight.

Open the door by clicking the wall behind Crumbling and move forward. The spirit of Tunik is not aggro so you can setup in his room. Have your MT turn in the shawl. He does not rampage and has no special abilities besides morphing.


<a href="http://eqbeastiary.allakhazam.com/search.shtml?id=14740">Spirit of Tunik Tamuik</a> (loot)
-To activate him, you hand in <a href="http://everquest.allakhazam.com/db/item.html?item=33209">Decaying Spirit Shawl</a> from <a href="http://eqbeastiary.allakhazam.com/search.shtml?id=15959?">Crumbling Monolith.</a>


Then you can get any artifacts you need from the skulls that spawn on the side of the room.






----
Anyways, if anyone has any good sites with spoilers or want to post your own experiences they would be appreciated. I like to be well-prepared when leading a raid. Particularly now that I am doing it with people who are not in my guild. Even if I do not have all the details, I can inform them of that and prepare them to be able to adapt to several possibilities. Which is not as easy to do with a semi-random force as it is with trained raiders in your own guild.
Last edited by Henora on Fri Feb 10, 2006 7:12 pm, edited 1 time in total.
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Postby Brohg » Wed Jan 25, 2006 4:23 pm

The surrounding golems activate & add during the fight, but deagro after short elapsed time. Use assist healing to absorb the damage they deal while going, while burning down the Monolith.
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Postby dsavereide » Wed Jan 25, 2006 4:48 pm

All of the nameds are leashed to their rooms. Always have levi up in Ikkinz raids. Seems like most nameds can GFlux. I seem to remember that all the nameds here are immnue to slow.

The first room on the left side has two Priests, while the larger room on the right side has one. In the first left room, they can be single pulled to the small statue. If you control push, you can avoid both aggroing his friend and leashing to the hall.
One of the three will drop loot (random which one), and all drop pieces of a key that will open the next set of doors. The priests proc an FD stun, so the MT needs a bit of time to get aggro. At 50% and 10% they AE enrage, so all melee need to back off.

The next two rooms have the Golems which must be killed by a specific archetype (ie. melee, priest, caster or hybred). Pull them to the end of their carpet and keep them away from spawn. The first time you "kill" them, you have a one in four chance of getting lucky and the right class gets the winning blow. Otherwise, they respawn and you see an emote that tips off which classes can kill it. If a different type gets the killing blow, it will respawn again. And again. So get those monks to turn off auto-attack! No damage shields and no dots if your class isn't one of right ones.

The custodian is just behind the door at the end of the hallway and he is not leashed. Hits like a freight train.

The Crumbling Monolith is in the center of a pit in that same room. Around the pit are mobs that are initially non-aggro. During the fight they will randomally activate, attack for a bit, then turn off. Make sure everyone gets into the pit ASAP. An AE goes off that hits anyone not in the pit, so casters that try to hang out around the edges will be flattened.

The last mob is in a hidden room (shows on the map). Anyone can loot the shawl to do the turn in. Just stand behind him while the MT is in front. During the fight the Spirit will change forms taking on the race of the toon he has aggro on. He is much easier than the previous 4 nameds, so if you get that far it's cake.
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Postby Banebear » Thu Jan 26, 2006 7:56 am

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Postby Stephen51 » Thu Feb 02, 2006 10:28 am

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Postby Mcboon » Fri Feb 10, 2006 6:15 pm

We just did Ikkinz 2 last night so its fairly fresh in my mind, will do my best to describe it. However, how hard the bosses his is mostly estimation since i never took agro on them, except the final boss who ate me. You need a caster with high research skill the make the keys for each room.

This Ikkinz instance is full of mobs so clear is necessary, they are also on a normal respawn timer of 20-30 mins, so clear quickly and move the raid.

Right at the beginning is Pixxt Assault Ward, nice little mob to start out your raid. Quads about 3k and can bring adds if you aren't careful. Have a monk run up and FD at door, open it up and watch the pathing of mobs to avoid adds. Has a pretty low amount of HPs, just spam heal your tank and get it dead quickly.

Pull the trash from the next two rooms, left and right. Just like in Ikkinz 1 the room on the left has two Priest of Righteousness and the right room has one. They are pretty easy, only thing to mention is they infuriate, make sure melee turn off their attack or they will die. There is some sort of time limit you need to kill them in i think, but it's not horribly short, so take your time and dont wipe. After the third has died he will have a piece of loot on him as well as an item for the key you need.

The next 'boss' is up around the corner to the right at the ramp. He has an AE silence so fight him above the ramp with casters hiding around the corner. This guy is a chump, just tank and kill him. If healers can avoid being silenced too much you will win. Not loot, just key part.

Position raid on top of the ramp and clear the next big room, lots of mobs here, will take some time to split and kill everything. Once the room is clear of the trash move your raid down the ramp and to the left. Set up shop in the corner in front of the next 'boss' mob.

I don't really remember this guys name, can't miss him, big golem blocking the door you need to go through next. He hits pretty hard, quad 2k range like most of the bosses here. He will proc a FD spell on your tank, so make sure hes paying attention and stands back up to maintain agro. Also has an AE gflux that interupts casting, so no CH chain here just quick heals, and DMF on everyone. The AE also does minimal damage, might need to group heal every once in awhile.

Next, have your puller clear the trash from the front of the next room (stuff near the back wont agro raid if you hug the wall) and down the hall to the next room. This room is home to Guardian of Glorification, the boss mob of Ikkinz 2. In the room are a bunch of mobs 'an enthralled listener' and they won't attack the raid or assist boss or anything, leave them.

Guardian of Glorification procs a knockback called Throw, which believe it or not, throws your tank across the room. He hits really hard, quad 3k ish i think. To begin with he is rooted in place, once you damage him down to 90% or less he becomes unrooted and mobs spawn up above the horns behind him, we called them the hornblowers, go figure. Other guilds might do this encounter differently, but since we usually do ikkinz on slow nights with a 30 man raid force we do it the "cheap" way.

After you damage him down to 90% have your entire raid run out of the room, up the stairs and into the hall. The guardian will tether and not summon you once you're out of the room, P4/5 time style. Next, you need to kill the hornblowers, because they CH the guardian or do something you want to avoid. Any class with the sneak ability should get levitate and sneak into the room, behind the guardian and the hornblowers. Melee down the hornblowers, they have a bit of hp's, they won't attack back as long as you're behind them (never done this since i can't sneak, this is what i've gathered).

Now all you have to do is kill the guardian and you're done with Ikkinz 2. At 50% he splits into two smaller golems who hit for a little bit less. These two splits also split into two smaller golems who have fewer hp's and hit for even less than before. Each one will need to be off tanked and killed. At any point you can have the raid flee and tether the mobs. If you don't think you can kill them all in one swoop, tether them at each split. You can move your raid into a corner of the room and have a monk split the mobs. If you do this the positioning is tricky. If you are too close you will agro the other one(s), if you pull it too far away it will tether and bring his friend. If you put it on the wall or into a column it will also tether. We usually go to the left corner and fight it on the benches, near the wall, right at the first torch. If you push it behind that first torch it will probably tether. Kill all the splits, get four loots, rejoice.

Hope this helps.
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Postby Henora » Fri Feb 10, 2006 7:13 pm

I updated my ikkinz 1 spoiler in the first post too. Thanks everyone for your posts so far, they've been quite helpful.
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Postby zedlepln » Mon Feb 13, 2006 4:01 pm

One of the Ikkinz1 names has a DI of 1. I think the Custodian. Consequently, defensive is pointless.
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Postby Henora » Sat Mar 04, 2006 5:52 pm

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Postby Mcboon » Mon Mar 06, 2006 1:23 pm

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Postby Henora » Mon Mar 06, 2006 2:57 pm

Yeah I had a researcher with over 200 join us for it and it worked. I need to work our enchanterbots up for next time I guess.

We made it all the way to Keeper of the Altar on my first try, but ran out of time on a few attempts to him. The adds were ripping us up and with only 30 people (a few of them bots) we did not have the DPS to just burn him down.

I was wondering, does anyone have a strat for dealing with the adds? We had a monk go in, spawn the first wave of them and FD. They will despawn after a few seconds, then we have a small window (like 40 seconds) of time unmolested when we charge. The Altar Adherant was around and beating the hell out of people, he hits for over 2k. Had a couple SKs running adds out to the end of their leashes to keep them off people, but it wasn't quite enough. The adds would turn on the tank after he got low health and after we lost the tank, people just start getting vaporized.


I was wondering if these emotes had any significance?

[Sun Mar 05 00:00:43 2006] Keeper of the Altar regains its immunity to malady.
[Sun Mar 05 00:00:43 2006] Keeper of the Altar becomes weak in its feet.

There were no obvious changes in him from what our raiders reported.
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Postby Macnair » Mon Mar 06, 2006 3:10 pm

On the next to the last named in Ikky4, we have shamans root the adds while everyone else does full burn on the target mob.

On the final named, we have a bard kite all the adds off to one side while everyone else does full burn on the target mob.

It's far from flawless -- roots will bounce, or an add will get missed in the kite -- so there's still a fair measure of chaos. But the only real problem with these two mobs is the chaos the adds create. If the situation becomes fully chaotic -- adds running around randomly -- then they kill healers fast, the tank dies fast, everybody dies soon afterwards. So the goal is to limit the chaos, even though you can't eliminate it.

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Postby Zagor » Tue Mar 07, 2006 12:33 pm

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Postby Henora » Tue Mar 07, 2006 12:51 pm

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Postby ribeye » Thu Mar 09, 2006 2:17 pm


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Postby Stephen51 » Tue Mar 14, 2006 6:56 am

Our guild is about to try Ikk 4 for the first time on Sunday.
Heres what I know about it.

Clear to Golem in KT from the west, Ikk raid 2 side of temple.

Need an int caster with 200+ research and a LOY research container.

Need a Priest with 100+ tailoring and a tailoring kit

Is there a pick lock part? What lvl skill is needed for this?

Not sure how many named there are, but it seems from posts that only Last and penultimate mob are problems.

Strat on Penultimate: Root/mez adds. Zerg boss.

Strat on last mob, Tank on boss, kite the adds.

Anything I've missed?
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Postby Macnair » Tue Mar 14, 2006 9:01 am

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Postby Renia » Sun Apr 09, 2006 11:08 am

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Postby Fenier » Tue Nov 14, 2006 12:07 pm

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Postby Samanna » Tue Nov 14, 2006 2:01 pm

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Postby Fenier » Tue Nov 14, 2006 2:07 pm

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Postby Samanna » Tue Nov 14, 2006 2:26 pm

Oh. The one that used to be halfling priest only? I didn't really see anything on that, lemme look again.

http://www.steigner.de/RolePlaying/Ever ... Trials.htm / http://www.lozzle.com/eq/god-guide.htm mentions the combine, but doesn't explain it. =/
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