Terris Thule Strat Guide

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Summary:
Terris
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Prerequisite Flagging:
In order to raid this zone, the majority (85%) of your raid party needs to have
completed the Hedge Maze quest with Thelin Poxbourne. One of the biggest challenges in beating Terris Thule is simply getting your guild or raid group
flagged for her lair, and then getting them INTO the lair safely. Don't underestimate
the difficulty of actually getting into the zone safely. See the section below about
getting to the hedge.
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Getting There:
1. You
need levitation, DMF, SoE or something to get your
feet off the ground. If you are not levitating you will cause problems.
Invisibility isn't necessary but you can get it if you'd like.
2.
From the zone-in, travel NORTH
along the zone wall. Stay high on the wall. Stop at Point 2 listed on the map.
If you can see the water, STOP -- you went too far! If you can see the Hobgoblins,
STOP -- you went too far! Ideally you'll stop
about 30 feet before the drop-off.
3. From
this point, turn right, and head SOUTH along the edge of the cliff. Not too
close or you'll aggro the goblins below! This area should be pretty open and
free of mobs but occasionally has a single raven there. Just kill that raven if
you're one of the first to pass by. Don't train hm if
he sees you. You'll stop at a rectangular notch in the cliff face. See images
below for a photo of what the notch looks like.
4. Stop
at the notch and face EAST. If you are not in First Person view, switch to it.
Then use your Page Up key (or however you have it mapped) and look up. It is
very important that you look up at about a 45-degree angle as you run. While
looking up, run EAST for 10 seconds. Aim for the gap between the rocks on the
other side of the water (see map).
5. Instruct
your raid force to meet up at the hedge once they've traveled
through the zone. This is a great rendezvous point for dealing with any mobs
that may aggro on the raid, and a good spot to finish buffing for the encounter
to come.
6.
Once buffs are done and everyone
is ready, move to the entrance of PoNb, kill the
guards there, then zone in. The reason you want to do this as a raid is because
those guards respawn relatively quickly -- you don't
want stragglers dying to them after the main raid body is inside and halfway
through the zone -- this will just create more delay and someone will wind up
missing a flag. Get everyone inside
all at once.
7. Once
inside PoNb, you can't really go wrong. From the
zone-in point the path winds and twists like a snake all of the way up to Terris Thule's Terror Dome. Clear EVERYTHING in the zone
(you can't really miss any mobs on the way there since they have such large
aggro radiuses) but sometimes raids forget to clear all of the mobs around the
dome, and this can create adds later in the fight. None of the mobs on the way
to Terris Thule are slowable,
and the best method of clearing them is not to pull, but to crawl
the raid and take them out two by two. Stop at the rock formation just outside
the entrance to the dome and make final preparations here.
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Duration of Raid:
Expect your first run to take an hour or more, depending on how successfully
you move to the hedge safely. Veterans of the fight should be able to handle
the entire script within 40 minutes from zone-in of PoNa
to loot.
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Melee: As
mentioned above, Terris Thule's melee capabilities
are weak. She quads for about 620 max per hit and has
a single-target proc. However, there is one point at which her melee powers are
very dangerous. Right after the MT is debuffed, she
can do approximately 3K damage in a single round -- that's very dangerous on an
unbuffed tank.
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Spells:
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Proc: Touch of Night:
This is a single-target lifetap proc that hits for up to 720 damage. It's not easily resisted since it
checks against your magic resistance minus 200. |
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Direption of Dreams:
This is the KILLER spell in Terris Thule's
repertoire. An AE dispell that will cancel at least
12 buffs on EVERYONE within 200 range of her. It is not interruptible.
Luckily, she only casts it once in the script when she's at 50% health. If
your raid happens to be blessed with bards, have them hit their group DA song
at 50% health (so long as they're not in the MT group!) and they'll be able
to keep an entire group from getting debuffed. |
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Triggered Events and Scripts:
During the fight there are three important events. First, tons of adds spawn
and must be dealt with. The preferred method is to AE them. Next, Terris Thule debuffs the entire
raid force. Finally, four mean adds spawn and must be handled. If you control
the speed with which you drop Terris's health, you
control the timing of these events and you win. If you indiscriminately damage
her in an attempt to "win" before the scripted events can kill too
many of your raid force, you lose.
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Start Fight!: (100% of
Health) Terris Thule is happy. She will swat at your
main tank and you will heal him. Nothing scary at all. Don't fall for it. She's
luring you into a false sense of confidence.
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Attack of the Killer Butterflies:
(75% of Health) Ruh oh! About twenty small
butterfly-shaped beings called "a dream defiler" spawn. These hit
hard and fast and will wipe your raid out if you are not prepared to deal with
them. We've heard that some guilds mez them, but we
find it easier to simply AE stun them and AE nuke them. Note: you MUST use
magic-based AE spells. They're essentially immune to fire-based spells. The key
to dealing with them is to make sure that everyone in the raid is actively
killing butterflies until no more of them exist anywhere. They must be killed
first. Terris Thule is unimportant while any single
butterfly is alive. Resist the temptation to continue damaging Terris Thule. To do so will wipe your raid. The best spot
to AE these bugs is right under her skirt. Cluster
everyone close and make sure that your melee understand
that they need to push the bugs towards the spell casters during this portion
of the fight. None of the butterflies have loot on them, but looting the
corpses will clean up the battlefield and make everyone feel more relaxed, so
why not?
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Butterflies Squashed, TT Gets Some
Lovin': (65% of Health) By now, you should have killed all of the butterflies. Terris Thule has taken some splash damage from your AE
spells. You can now instruct the raid to take her down to 50%, the next script
trigger. Make sure that everyone
understands that at 50%
§
Mass Dispell!
Danger!:
(50% of Health) This is the make-or-break point for the raid. You must quickly
MGB all missing buffs (HP buffs and haste are most important). While people are
unbuffed, everyone in the raid MUST stop attacking Terris Thule. If you damage her during this phase, you risk
dropping her health to the next trigger point, and without buffs, that would
surely mean a wipe. Make sure clerics are ready to overheal
the Main Tank. His hitpoints will rise and fall
rapidly because he's unbuffed at this point. Within a
few seconds, all MGBs should be taken care of, and
you should be ready for the next phase of the script.
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All Buffed - GO GO GO: (45% of
Health) Once your raid is buffed completely, give the order to burn Terris to the ground. Show her no mercy. Have melee go
offensive (if the MT has been stable and has a good aggro lead). BUT make sure
your off-tanks and healers are positioned at their posts BEFORE you give this
order (see below for strategies on this).
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Gargoyles:
(30% of Health) At this point, the Gargoyles atop the pillars awaken. They quad
for 1100 damage but are fully slowable by a shaman
(they do not mitigate slow). Your raid has two options for dealing with them,
and you should have already chosen one of them in advance. (a) Kite: We don't
prefer this method for dealing with the Gargoyles. They run slow, and are
easily stunned by Paladins, but they have funky pathing
if the kiter gets too far away and they'll come hit on your clerics. Furthermore, if a kiter dies, it's hard to tell right away whether the mob is
running around killing people or actually still being kited. (b) Off-tank: This
is our preferred method for dealing with the Gargoyles. Before the fight begins
with Terris, choose four off-tanks and four healers
who will be responsible for healing them. Pair them up, and make sure each pair
understands which of the four pillars they'll be standing at. Rehearse this.
Make 100% certain that you have four off-tanks and each off-tank knows who his
healer is. Make sure you have four healers and each healer knows who his
off-tank is. When the Gargoyles wake up, they stretch at the top of their
pillars for a few seconds before coming down. During this period, the off-tanks
acquire their targets, and the raid shaman, enchanters, and beastlords
target the Gargoyles to malos, tash
and slow them. Once they are slowed, a ranger could tank them. Prior to being
slowed, they're a pain in the ass.
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Cleaning Up:
(0% - 30% health) Once you've got your Gargoyles off-tanked (or kited) drop Terris. There are no more script events. Just go full-out
damage on her and once she's down, have your main tank rotate around the dome
and call assist on the off-tanked gargoyles one by one. Hail the planar projection, collect loot, and you're done!
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Buff Strategy:
This should really be at the top of this strategy spoiler, because it's key to
the fight. You *must* conserve MGB until you reach the point in TT's script where she dispells your
entire raid force. Without quick, swift application of important spells via
MGB, you may wipe. When you are setting up the raid, frequently remind everyone
not to use MGB unless you've simply got a surfeit of classes with MGB present.
Even then, druids and clerics should conserve MGB just in case your raid could
use a boost from MGB EE (cleric group HoT) or MGB SoTW (druid group HoT).
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Healing Strategy:
Terris doesn't hit hard at all -- so you should opt
for a smaller rotation (three to five clerics or druids) and make sure you have
dedicated healers on off-tanks for the Gargoyle portion of the fight. As long
as TT is kept slowed, she's a non-issue except right after she
dispells. At this point, the main tank is
particularly vulnerable and will need extra healing.
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Risk Management:
If you wipe you will probably need to recover in the graveyard since Terris must be fought in her dome. It's not likely that
you'd be able to recover inside of it, but (1) if a necromancer thinks fast and
(2) if a rogue or three survies and (3) if you
cleared fast and engaged TT shortly after clearing the last mobs around the
dome then (4) you may manage to get corpses dragged to the rock formation
outside the TT door and recover from there. Chances are you will not have the
time to do this. The graveyard here is rather fast. In the event you do need to
graveyard, be very, very careful when looting corpses there -- one wrong click
and you'll zone into PoNa where you'll be promptly
killed by the two guards on the other side of it. Instruct the raid to type
"/target myname" and then "/loot"
when they are rezzed and ready to loot their corpses.
This will save you time having to CR idiots in another zone.
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Flagging:
This is probably one of the most complicated parts of the PoP
storyline for flagging purposes. To flag here, you need to follow a very
specific sequence of events. Here's the flag
sequence.
0. Go
to the sick bay in the Plane of Tranquility (loc
neg246, neg1427).
1.
Hail Elder Poxbourne.
2. Hail
Adroha Jezith and say
'tortured by nightmares'.
3. Complete
Thelin Poxbourne's hedge
maze event (3-group event) in the Plane of Nightmares.
4. Return
to the sick bay in the Plane of Tranquility (loc
neg246, neg1427).
5.
Hail Elder Poxbourne.
6.
Hail Adroha Jezith.
7. Kill
Terris
8. Hail
the Planar Projection that spawns when Terris
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Loot Table:
Terris always drops two items and up to four spells,
mostly ethereal.
Carved Bone Ring
Fearsome Midnight Cloak
Indigo Snake Bracelet
Knucklebone Beaded Veil
Sable Lined Mantle
Ethereal Parchment
Spectral Parchment