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Required Classes:
1 guardian
1 lore-master
1 champion
2 captains
2 minstrels
2 hunters (probably rune-keepers if no hunter available)
2 burglars
12th position can either be another minstrel or we lose one burglar and add a champ or
lose 3rd minstrel and have champ (this basically means we have another minstrel, for
12th spot
Set to show dispellable effects only so you can see de-buffs on you and Watcher
Fellowship targets should be on and target target's target helps
Set up raid assist window to see who to help, like fellowship assist
Post Processing Effects turned off to see through water better and to help part 3 of fight
Add show vitals to see all your member health lines
Traits:
have traits that add morale and armour rating with you like Innocence, Loyalty, Justice,
Empathy
Hunters can have Compassion for 5th trait, others can have Honesty
Sidenote: weapon damage for this should be ancient evil to deal most damage
Step 1: Preparing the Field: Melee Inside Group:
Initial step: watch for A.O.E. vile scream, can one hit k.o. if alone and not in group (or
run back to be safe (left for the raid and right for the tank if using second strategy) to
avoid the kill)
Kill the 12 tentacles first and the move melee group near the watcher
Melee group consists of champ, 2 burgs, minstrel and captain
Group will be inside tentacle team
Group will not move until a clear path is open
HUNTERS BE READY TO HAVE SUPPORT FIRE TO READY THE INSIDE TEAM INTO
POSITION WHICH MEANS KILL ANY TENTACLES HINDERING THE GROUPS MOVEMENT
AND IF THEY ARE ROOTED OR FLIPPED UPSIDE DOWN
Once melee group is in position, take deep breath as second step is in order
(Alternate strategy: everyone run up to trigger watcher, 11 members run to the left
while the tank runs to the right and basically same as above)
Once melee group in position, hunters and melee group will take out tentacles
Focus on one tentacle until it has 10k morale and melee group focus on other tentacle
Hunter then reduce first tentacle to 5-6k morale
Second tentacle repeat steps again but kill second tentacle on each side
1 500k watcher
1 5-6k tentacle
1 dead tentacle (40k tentacle if respawn)
Final fight:
Establish ranged aggro with the tentacles and the watcher (a bit until everyone is ready
then maybe full aggro)
All dps power now rely on 2 hunters which both switch to strength stance
Will be doing all the 500k damage and likely be tanking the watcher (don’t worry you
will have protection)
Note for hunters: if one of you get flipped, YOU MUST FULFILL THE OTHER HUNTER’S
DUTIES ALSO
Other hunter: kill 5-6k tentacle ONLY WHEN A 40K TENTACLE RESPAWNS to have only
one tentacle alive in the fight, clear your team and inside team of small tentacles that
flip the upside down, help dps down 40k tentacle to about 10k and return to other
priorities
If you are flipped hunters, alert team so other hunter fulfills your duties
Melee group: burning down new 40k tentacle when it respawns to 10k, let champ
burning it to 5k so it is in an easy killing range and continue this process, free flipped
members and clobber or addle healing tentacles
Other classes: Captains: inside captain help on the dps if the burn is slow, outside
captain just HEAL a lot with the minstrel, put shield brother on the hunter not burning
watcher, use call to arms on the hunter when hunter is burning down adds or the
tentacle, use your judgement when to use it
Minstrels: outside and inside minstrels focus on healing and de-aggro yourself
Lore-master and Guardian have vital role in outside group
Lore-master: you are the power battery, just keep drawing and giving power to people
deprived of power
Guardian: you are morale pool, keep aggro all on you, protect your group and shield-
wall anyone particularly low on morale to share damage
Overall group: take out corruptions if you can as you will get +110% melee and ranged
damage de-buff and that is 1 hit k.o. (Lore-masters with Ancient Master and Burglars
with Mischief-maker and have a corruption removal person do this to keep the
corruption away, you will know when corruption is on when message "The Watcher is
Enraged" and keep the red buff off of him)
Fire Lore, Wind Lore, Gust of Wind Sop:, Command Sop:, See all ends, Ancient craft, Tar,
Traited Disable
Overview:
Watch for Vile Scream one-hit k.o. , stay in group to control position you knock back
Slow and controlled dps for this fight, once everyone is in position, should be easy and
can kill the watcher
Never have more than one 40k tentacle alive in the fight and always burn him down to
5-6k
Watch for the area of effect attacks so as to survive, messages will be said to inform you
of an impending attack
React to sudden changes quickly (that means you hunters) so as to keep momentum
going, but decisively, target priority
Don’t worry about little tentacles, clear and resume the fight, rumour is that tentacles
disappear in the burning of the fight
Slot for power if you can, idealism and wisdom, captains should bring power banner so
not to burden lore-master with the whole power job
Keep removing corruptions to keep the fight going, any member deaths can spell raid
death
As approaching the final stage, keep the assault up, don't let your guard down as
tentacles and his corruptions might get the better end
Get as much panic button options or fail-safe things to improve survivability