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TotVL Boss Walkthrough

By: Malryan

***NOTE: Updated through Boss 7, personal experience through Boss 5.

Tomb Of The Vulture Lord ( ITS NOT A 100% DROPRATE! )
Tyrant Armor Pieces
Gloves/Belt Purchasable @ Vendor
Boss 1 - Boots - (R)Dps
Boss 2 - Boots - Healer/Tank
Boss 3 - Shoulders - Dwarves/Orcs
Boss 4 - Shoulders - Empire/Chaos
Boss 5 - Shoulders - High Elf/Dark Elf
Boss 6 - Helmet - Healer/Tank
Boss 7 - Helmet - (R)DPS
Boss 8 - Chest - All
Boss 9 ( Statue ) - Page From Diary
Jewelry Pieces
1st piece: Purchasable @ Vendor
2nd piece: boss 1 & 2
3rd piece: boss 3,4,5
4th piece: boss 6 & 7
5th (cape): boss 8

Tome Tactic write up that helps with this dungeon is in viewtopic.php?f=12&t=193

Regiment of Khsar. (Boss 1)
Closest thing to a tank and spank in here. The boss has 4 "modes" Scorpion, Asp, Scarab, Charrion. You want to kill him before he cycles through all 4 phases because otherwise he enrages and wipes the group.
•Scorpion - He will always start in this mode. This is a split cleave mode. Splits the damage among everyone in front of him, so tanks up front, everyone else behind him.
•Asp - He has a ranged shield that shows on his buff bar. It lasts about 5s, then disappears for about 2s. While it's up, any ranged attack will bounce back and hit the caster. So timing is key.
•Scarab - He gets a thorn type shield which results in part of the damage being put back on the player.
•Carrion - He goes into a whirlwind graphic and will kill any MDPS that is near him. And tanks if you leave it too long. He is highly susceptible to CC though, as long as he's knocked down he won't do the whirlwind. But the old adage better safe than sorry, the MDPS might want to hang back a bit for this mode.

Usarian's Vault. (Boss 2)
There is a seemingly endless Tomb Swarms(non-Champions) and Scarabs (Champions) on the way to the room. There are 2 ways to do this, either run through and aggro everything and just deal with it in the room, or slowly work your way through killing as you go. Getting into the room doesn’t spawn the boss, so you can just run through and kill everything once you get in there. Once everything is dead, you can have whoever is going to tank this pick up the first piece of treasure. That initiates the boss. After the first piece of treasure is picked up a 1 minute timer starts, then everyone picks up as much stuff as they want, at the end it turns into sellable stuff that’s worth 1g+ per thing. However each thing is a separate slot in your pack so it takes up a lot of space.
After the 1 minute timer the boss spawns on the platform, everyone except the tank should be behind him on the platform. He will charge the tank, the tank will move before the boss gets there, and the boss will kneel down (Supposedly he is doing an attack in the direction of where the tank was when he started his charge). He is only vulnerable when he's kneeling down. He will also spawn weapons throughout the fight, they cannot be targeted or killed, so the faster you kill this boss the fewer of the weapons will spawn.
•Bows - They either target RDPS to shoot, or just a random…there are theories for both
•Swords - They spin around and damage whoever they hit, you should avoid them
•Maces - They stun for 1s, so you want to avoid them as well.

High Priest Herakh [First encounter] (Boss 3)
Im going to skip the explanation of the trash mobs and just concentrate on the boss itself. This guy is a bastard to fight. He has 2 main abilities to watch for:
•AOE Channel ability that ticks everyone in the room, he stops doing this as soon as he is hit with any melee ability.
•AOE Bomb ability that starts a graphic and you have a couple seconds to get out of the range of the graphic.
After you attack him for the first time he teleports to one of the 4 alcoves and begins a channeling ability that ticks everyone in the room no matter how far away you are. So you want a tank on either side of the river so they can get within melee range quickly and stop that. Every 20% of his health he will teleport to one of the 4 alcoves and start the channeling thing again, so one of the tanks should peel off and go to the other side before that so they can get in melee range and stop it.
He does the AOE Bomb randomly throughout the fight, and you just need to be out of its range or else it one shots you.
He also has an enrage timer so if you lose someone to this AOE, you should just wipe and restart the fight. Unless it's at the very end I guess.

Dary had nice videos for this fight here - viewtopic.php?f=12&t=539

High Priest Herakh [Second encounter] (Boss 4)
Again I'm going to skip the explanation of the trash mobs and just concentrate on the boss itself.
Basically it’s the same dude, only sans the teleporting/channeling thing. He still has the AOE Bomb though and its just as big of a pain as the last time. Same graphic though so you should know what to look for. But instead of a channeling ability there is a green aura circle looking thing that he does right before a rather large attack on the tank.
This time though he will also randomly throw a party member into a sarcophagus. You just need to call out when you get put in one and another group member needs to stand on the symbol in front of it for a few seconds to let you out. If you don’t get them out it's rumored that the sarcophagus will kill the person inside, and Herakh will be healed for X amount. I've never seen it though so I can't confirm.
http://www.youtube.com/watch?v=zlxnHDOO8E0

High Priest Herakh [Third encounter] (Boss 5)
Again I'm going to skip the explanation of the trash mobs and just concentrate on the boss itself.
Last time you have to fight this guy. I promise.
Once you enter the room there are 5 platforms with corpses on them, you enter the room to start the encounter. After a short dialog, 2 of the mobs will stand up. They rise 2 at a time, so as soon as you kill one the next platform will rise. There are three types of mobs in the 5 and the combination of them is random: (optimal combination is 3 tanks/1 caster/1 hammer)
The importance of target is Tank > Hammer > Caster, but only 2 will be spawned at any given time.
•Tank - will guard the Casters or the Hammers, thus you want to kill these guys first.
•Caster - Cast a multi-target "doombolt" type spell that will hit almost everyone no matter where you are standing.
•Hammer - These guys have an ability called "Steal Vitality" which damages you, and heals himself. After the tank, these guys should be the next priority.
Once the 5 guys are dead the boss will come out from behind the barrier, and the first of the 5 mobs you just killed will come back to life. You want to DPS down the mob that respawned first, and then attack the boss.
The boss will actually be DPS'd down all the way, once he gets close to dead everyone needs to be up by the force field, because once the boss is down the force field will go down and everyone needs to DPS the Jar as quickly as possible. There is only a short amount of time before the jar will boot everyone away and the boss will stand back up, with another one of the first 5 mobs. You only get 4 shots at the Jar so each time you need to get 25% of the Jar's health. Once the Jar is killed, the boss will stand up again with another add. The boss has the same AOE Bomb mechanic he has had the first 2 times you fought him, so watch out for that again (Side note: we only noticed him Bomb right after he comes out of the barrier, the other times during this encounter he didnt seem to do it). He also has 2 separate enraged timers. Apparently if you don’t kill the Jar by the time the 5th time the Boss gets up with the 5th add, he will just kill everyone. Also if you take too long to during the entire fight, he will also stand up and kill everyone.

The Jar - Non-target AOEs do not work to damage the Jar, so dont waste GCD trying them. This entire fight is a DPS race, with mini-DPS races during.

Everything I just explained here is in this video, shot from a DOK point of view and sometimes he's not looking at the mob, but you can get the point of the fight.
http://www.youtube.com/watch?v=YyWqTn8h ... re=related

Akil, Jahi, & Tumani (Boss 6)
Ok no personal experience with this boss or the trash leading up to it, heres what I've been able to put together. 3 scorpions & 6 pillars each on the Stage 3 of the PQ. Each pillar up gives the scorpions a buff. Based on what I read the buff is just to the damage output, but I would like to bet that it is also an armor buff (unconfirmed though). The fight seems to allow you to put down 9 pillars total for all of the bosses. So out of the 18 pillars for all three bosses, you can put 9 down, if you try to put down a 10th pillar, a random one will pop up somewhere. The pillars have 3 positions, Up, 1/2 way, Down. It takes 2 hits (could be Auto attack as Briev mentioned below). And they have to be in the down position to cancel the buff to the scorpions.
The strat seems to be 3 pillars down on Tumani / 2 down on Akhil / 4 down on Jahi at the start of the fight. Once you are on the last of the three scorpions (ie Tumani via the strat) you are trying to keep down all 6 pillars but they are popping back up a lot. If you wipe and have to reset the instance, apparently you can reset the pillars without aggroing the bosses. Then Aerrors post below explains which tank gets who and who dies first.
•Left Scorpion (Tumani) has a poison ailment DoT, cleansable
^Off tank grabs at the start of the fight, Last scorpion to die
•Middle Scorpion (Ahkil) has a 10s stun, it is an ailment that can be cleansed
^Main tank grabs at the start of the fight, 2nd scorpion to die (2 pillars down)
•Right Scorpion (Jahi) has a strong DoT, also cleansable
^ Off tank grabs as best as they can, 1st scorpion to die (4 pillars down)
Also as mentioned below there is a 7 min enrage timer. Ive found that 7 min figure in a lot of posts about this fight. And it can bug out on you, meaning the mechanic is supposed to be they are all on a timer, once one dies the timer resets. But I've read accounts where one of the scorpions doesnt aggro with the other two (it just kind of stands there)...and when that happens the enrage timer doesnt reset upon death of one of the scorpions. If this happens at least one person needs to stay in the room dead. This will allow the live scorpions to reset in place, but it WONT let any dead ones to respawn. It's said if everyone respawns, so do all of the scorpions.
The strat where I got most of this info is located here: (relevant posts by StealthStalker)
http://www.warhammeralliance.com/forums ... p?t=309147
Videos:
http://www.youtube.com/watch?v=TmpQH9Ly ... tube_gdata – 1 tank holding all three
http://www.youtube.com/watch?v=yew3EYLy ... re=related – 1 scorpion on each tank(x2) and 1 scorpion being kited

Family of the King (Boss 7)
This entire encounter is a LOS nightmare. Mainly because you cant (or don’t want to) engage the boss prior to getting the adds down, so it just sits there behind a golden barrier shooting lightning bolts at whoever gets in his line of sight. That’s why you see in all the videos that people are running and hiding behind everything they can find. The Uncle mobs (or campfire guys) will put down their spells on whoever they see as well. So most of this encounter is hiding.

The summary of the fight:
-Run in together
-Kite both mobs while completing the color puzzle
-Chain CC one mob while DPS'ing it, continue to kite the other
-Chain CC 2nd mob while DPS'ing it.
-Attack the boss (Whoever had the golden aura goes in first)
-Pick up bow mobs and complete the color puzzle, then Down bow mobs
-Attack boss (golden aura in first again)
-Split into 2 groups (healer/tank/DPS in each) kite the campfire mobs until the color puzzle is complete, each group -downs their mob.
-Attack the boss (golden aura in first again)
-Pick up the last group of Mobs and complete the color puzzle as quickly as possible then run in and DPS the boss
-Kill any remaining mobs after finishing the boss

Apparently this sums up the fight quite well. So to delve in a bit more…
1. Cousins (First color phase)
Kiting - The tanks kite the mobs while everyone is completing the color puzzle, once the puzzle is complete (someone has a golden aura) then the mobs die. The idea is to follow the red outline on the ground closest to the outer pillars. By staying relatively on that line the mob will sometimes catch himself on the pillar on his way to you and it allows you to keep a safe distance. But if you get too far away from the mob he'll peel off and attack someone else. If the mob ever hits you, you should root and get a safe distance away again.
Once the color puzzle is complete, they say to chain CC one of the mobs and DPS him down, then do the same for the other mob. The strat says that the mob on the tank you kill LAST, that tank is the first to have his color removed. The explanation they give for that is because the kiter is harder to work into the puzzle if you don’t start with him because he's always moving.
After the mobs are down, the person with the gold aura runs into the boss first. Once the gold aura touches the boss they become vulnerable. In the KoWW video they got the boss down to 73% on the first time in. Once he hit around 75% health mark it looks like they all stop and start moving away. Then a port happens, and everyone is on the outer ring.
2. Archers (Second color phase)
Being ranged, these guys don’t kite as well. These seem to be more about kiting to get them into position by one of the fire braziers then holding them there while the color puzzle is being done. They seem to position the adds on opposite sides of the room, this way if they do break off there's no chance of both of them ending up on 1 of the healers.
On #8 of the summary you split into groups (healer/tank/dps per), this is done during the color phases here and in the next group of adds…and the groups are determined by who is cleared of their colors first generally. Whatever healer and DPS get cleared first near the first tank usually will stay with him. The idea is that you are DPS'ing down both mobs at roughly the same speed (within a 5 min timer) and with as little movement as possible to avoid getting the lightning bolt from the boss. There is no notes about what happens if you take longer than 5 mins to down the adds.
Once the mobs are down the golden aura goes in for the boss first. Again in the KoWW video they get the boss down to about 48% health then start running away before the port. After the port everyone is on the outer ring again.
3. Uncles (Third color phase)
Again these are ranged guys, so they are handled much in the same way as phase 2 above. But they are what are listed as the "Campfire" guys because of the look and shape of the DOT they put on the ground. You don’t want to be in that. And they will throw it on to whoever is in LOS of them. So mostly they just put it on the tank, but you don’t want it thrown on a healer because then they have to move further away from their pillar and risk being in LOS for the boss and his lightning. Other than the campfires, you do these mobs exactly as phase 2 above. Get mob into position > complete color phase > split into groups > down mobs > DPS boss.
The KoWW video get the boss down to 23% on this phase and start running out again before the port. Everyone is back to the outer ring again.
4. Cousin and Uncle (Fourth color phase)
Ok now if you didn’t notice, the Cousins were the ones in the first phase…and they were the only ones that you wanted to kite and chain CC, so whichever tank is closest to the Cousin, you want to clear his color first. That tank will kite the Cousin through the rest of the color phase AND the remaining 25% of the boss. For this last group it is said that you complete the color phase as quickly as possible and immediately run in to the boss again to finish him off. After that you kill the 2 mobs that spawned. In the KoWW video you can see that Aelethe grabs the Uncle (campfire guy) and positions him behind one of the huge fire pillars just like before while the color puzzle is being complete. Then they all run in together and kill the last 25% of the boss. Then down the 2 mobs.
-Getting safe and Staying safe - Positions-

Aelethe wrote:
During any color phase while colors are being done or tanks are getting into position the healers and dps must absolutely be in any safe position they can be.
Staying safe encompasses anytime you're spread out to avoid accidently color bumping, staying out of LOS of the boss due to lightning, or out of LOS of the adds.
If you watch the video, at any point during color phases you can see our healers or DPS behind a pillar or brazier unless they're moving to do colors.
http://www.youtube.com/watch?v=QoiNJ45y ... r_embedded
In the video a few good examples of this can be seen at:
:40 - The Choppa moves behind a brazier since his color is done and the rest are still underway.
:50 - The DPS and second healer are all behind a brazier as I bring my add in, apart from the choppa they've been there since their colors were done.
1:00-1:35 - The DoK who is in charge of keeping the BO alive moves from Brazier to Brazier to stay safe as they move around.
3:20 - The Choppa and Sorc are on the other side of the room behind a pillar, waiting for their colors to be used after the port.
5:14-5:30 - The Choppa hides behind a pillar after the port and the call is made to work off of me as the first tank... the sorc is behind one as well, and the zealot is coming to me after having been hiding off to that side as well. The dok can be seen near the end having worked his way around and is waiting behind a pillar for his turn, too.
At around the 9:00 mark, the very last color transition is a pretty good example, too. The choppa is quite good at his positioning and where to be, as is everyone else. We're moving all over the place chaotically, but it's organized chaos.
The BO is coming around counter clockwise, so the choppa has to move from his safe position on the outer pillar to the inner one.
I've dragged my mob all the way against the brazier so as not to be in the way of everyone else on the outside as the kiter makes his way around. Everyone else rotates from an outer pillar/inner brazier to where they are safe - out of the way of the kiter, or moving to remove a color.
Full write up @ http://www.kowwa.net/showthread.php?92-TOVL-Boss-7

COLOR PUZZLE FUN
There are 3 colors so there are 2 Red, 2 Blue, and 2 Green. The colors go like this:
•Red eats Blue
•Green eats Red
•Blue eats Green
First phase, whichever is your off tank calls out his color. The off tank's mob is going to be the first one to die, so the off tank will be the first one to run into the Boss which is why you want him GOLD.
•If he calls out that he is Blue, then the puzzle is Red touches Green, Green touches Blue, Blue touches Red, Red touches Green, and that Green runs to the off tank. That will make the off tank GOLD.
•If he calls out that he is Red, then the puzzle is Green touches Blue, Blue touches Red, Red touches Green, Green touches Blue, and that Blue runs to the off tank which would make the off tank GOLD.
•If he calls out that he is Green, then the puzzle is Blue touches Red, Red touches Green, Green touches Blue, Blue touches Red, then that Red goes to the off tank which would make him GOLD.
For all the other color phases it is generally whichever tank is closest to the guy figuring out the puzzle. And it seems easier to have only 1 person figuring out the puzzle at a time (They say designate a DPS to do this because the healers and tanks have enough to do during this encounter), so everyone in VENT should be quiet and let the color guy call out who he needs where.
And try your best to not touch eachother accidentally as that may screw up the rotation.

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