Difference between revisions of "The Weeping City of Mhach"
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===Ozma=== | ===Ozma=== | ||
*Sphere form: Ozma begins in sphere form, which is the "safe" form. During this form he will also cast delayed Meteor spells that mark players - players should try to spread out the damage from these as much as possible, to avoid party members being hit by multiple meteors. | *Sphere form: Ozma begins in sphere form, which is the "safe" form. During this form he will also cast delayed Meteor spells that mark players - players should try to spread out the damage from these as much as possible, to avoid party members being hit by multiple meteors. | ||
*Pyramid form: In pyramid form Ozma will cast high-damage AoE on the long rectangular platforms, so players should move to the circular sections. | *Pyramid form: In pyramid form Ozma will cast high-damage AoE on the long rectangular platforms, so players should move to the circular sections. During this phase Acceleration Bomb can be applied to players, and deals heavy damage to players that move. | ||
*Cube form: At the beginning of cube form, Ozma will cast a tornado, causing moderate damage to anyone not standing close to him on the rectangular platform and apply Vulnerability stacks. Damaging orbs will orbit the platform, and cleaving laser blasts | *Cube form: At the beginning of cube form, Ozma will cast a tornado, causing moderate damage to anyone not standing close to him on the rectangular platform and apply Vulnerability stacks. Damaging orbs will orbit the platform, and cleaving laser blasts will target the tanks. When he casts the tornado, make sure the alliance is standing on one corner to Ozma and the tank on the other one. DPS and healers should stand on the rectangular platforms out of the path of the orbs, while tanks move to the circular sections to soak lasers and orbs. During this phase, he will also cast Holy, which deals a moderate amount of damage and knocks players a small distance away from Ozma. It is best to stand on the edge of the platform close to him to dodge the spheres and not fall off. Acceleration Bomb can also be applied during this phase. | ||
*After taking some damage, Ozma will cast Black Hole and suck the party into him. There are two phases to this part of the fight. First, the parties will be separated into three platforms with Atomos enemies on them, which should be focused down immediately. Each party will have to stand in a circle that makes another party's Atomos vulnerable to damage (the same as the Atomos fight in Labyrinth of the Ancients). After the Atomos enemies are defeated, finish off the last of the adds and jump down to fight Ozma's shadow. During this phase, face away from the boss when he casts Assimilation, and if you are marked with a meteor run to a corner to avoid unnecessary raid damage. It's worth noting that this entire phase is a moderate DPS check - if players are inside Ozma for too long, Doomsday will finish casting, wiping the raid. | *After taking some damage, Ozma will cast Black Hole and suck the party into him. There are two phases to this part of the fight. First, the parties will be separated into three platforms with Atomos enemies on them, which should be focused down immediately. Each party will have to stand in a circle that makes another party's Atomos vulnerable to damage (the same as the Atomos fight in Labyrinth of the Ancients). After the Atomos enemies are defeated, finish off the last of the adds and jump down to fight Ozma's shadow. During this phase, face away from the boss when he casts Assimilation, and if you are marked with a meteor run to a corner to avoid unnecessary raid damage. It's worth noting that this entire phase is a moderate DPS check - if players are inside Ozma for too long, Doomsday will finish casting, wiping the raid. | ||
*After defeating the shadow, a portal will open that returns you to the main platform. The meteor effect from sphere form will return, but with more AoEs; one possible strategy is to have two people from each alliance stand in the back corners of the rectangular platforms, with the remaining players placing their AoE's anywhere that doesn't threaten other alliances. | *After defeating the shadow, a portal will open that returns you to the main platform. The meteor effect from sphere form will return, but with more AoEs; one possible strategy is to have two people from each alliance stand in the back corners of the rectangular platforms, with the remaining players placing their AoE's anywhere that doesn't threaten other alliances. |
Revision as of 07:39, 8 June 2016
Template:Dungeon Infobox The Weeping City of Mhach is a level 60 raid released in patch 3.3. It is the second 24-player raid of Heavensward expansion. Void Ark requires the players to have item levels of 205 or higher. The raid composition is 3 tanks, 6 healers and 15 DPS (1:2:5 ratio).
Rewards: Player can receive 1 piece of loot per week. In addition to loot, players can receive a Mhachi Penny as separate completion reward once per week. Mhachi Penny can be exchanged with Bertana in Idyllshire (x5,y5) for items used to enhance equipment purchased with Allagan Tomestone of Esoterics. Loot and reward eligibility resets every Tuesday at 12 AM PST.
Unlock
- Quest: The Weeping City
- Quest-giver Location: Stacia - The Sea of Clouds (x6.2,y5.8)
- Prerequisite Quest: To Rule the Skies
Bosses
Arachne Eve
After taking some damage, Arachne Eve will call the alliance up into her web. One alliance needs to find and kill a small spider add to tear a hole in the web and drop down to the level below, where they will focus down the pillars that surround the arena and the adds that appear. Meanwhile, the alliance on the web needs to absorb damage from blue orbs and kill purple orbs in order to avoid buffing the boss. After all the pillars are destroyed, the boss and all alliance members will fall to ground level. When the boss casts a tornado-like AoE that pulls everyone to the center of the room, players must stand on webs on the ground to avoid being pulled. When you see the boss cast Fond Affeared, look away or you will suffer a Feared debuff that stuns you for 10 seconds.
Forgall
When Forgall starts casting Megadeath, move into the circular green floor AoEs to gain a stack of Zombification, but take care to only gain one stack. Midway through the fight, Forgall will spawn 3 large adds; at this point, focus the Summoned Succubus. The Succubus has a mist attack that causes raid-wide Seduced that must be stunned. One of the adds will also cast Mortal Gaze - if you don't face away from the add at the end of this cast, the Doom debuff will be applied and cannot be removed. Throughout the fight, players will periodically be marked with red arrows - all marked players must group together to avoid large damage and Toad status.
Ozma
- Sphere form: Ozma begins in sphere form, which is the "safe" form. During this form he will also cast delayed Meteor spells that mark players - players should try to spread out the damage from these as much as possible, to avoid party members being hit by multiple meteors.
- Pyramid form: In pyramid form Ozma will cast high-damage AoE on the long rectangular platforms, so players should move to the circular sections. During this phase Acceleration Bomb can be applied to players, and deals heavy damage to players that move.
- Cube form: At the beginning of cube form, Ozma will cast a tornado, causing moderate damage to anyone not standing close to him on the rectangular platform and apply Vulnerability stacks. Damaging orbs will orbit the platform, and cleaving laser blasts will target the tanks. When he casts the tornado, make sure the alliance is standing on one corner to Ozma and the tank on the other one. DPS and healers should stand on the rectangular platforms out of the path of the orbs, while tanks move to the circular sections to soak lasers and orbs. During this phase, he will also cast Holy, which deals a moderate amount of damage and knocks players a small distance away from Ozma. It is best to stand on the edge of the platform close to him to dodge the spheres and not fall off. Acceleration Bomb can also be applied during this phase.
- After taking some damage, Ozma will cast Black Hole and suck the party into him. There are two phases to this part of the fight. First, the parties will be separated into three platforms with Atomos enemies on them, which should be focused down immediately. Each party will have to stand in a circle that makes another party's Atomos vulnerable to damage (the same as the Atomos fight in Labyrinth of the Ancients). After the Atomos enemies are defeated, finish off the last of the adds and jump down to fight Ozma's shadow. During this phase, face away from the boss when he casts Assimilation, and if you are marked with a meteor run to a corner to avoid unnecessary raid damage. It's worth noting that this entire phase is a moderate DPS check - if players are inside Ozma for too long, Doomsday will finish casting, wiping the raid.
- After defeating the shadow, a portal will open that returns you to the main platform. The meteor effect from sphere form will return, but with more AoEs; one possible strategy is to have two people from each alliance stand in the back corners of the rectangular platforms, with the remaining players placing their AoE's anywhere that doesn't threaten other alliances.
Rinse and repeat.
Calofisteri
Haircut is always where her hair's blade is visually represented on her model (bleed can be cleansed. Strong bleed). The boss' main attacks cause a cleave on the side of her blade. Move far away from extension telegraphs as they pull you in even when you're not standing on them. If the adds spawning from extension are not killed in time, the person trapped inside will die, and it will suck another person in and repeat. Focus these ASAP.
There will be a phase where she summons multiple Bijous and Small Bijous. Focus the Small Bijous down first as they finish their Energize cast sooner, and then burn the Bijous. Every Energize cast powers up her next raidwide AoE and will wipe if she has too much damage.
When the axe and bulb flowers spawn, look for the axe flower and stay near them to avoid their donut AoE. The bulbs will cause for a damage and knockup under and around them. Depth Charge will make the boss charge towards the wall, usually follows with Haircut. Make sure to watch where her blade is and dodge Depth charge on her safe side. Reposition the boss afterwards.
Penetration will pull you towards the center if you're looking at the boss, and will push you away if you're not. Bulb flowers will spawn and you will be pushed into them if you don't stand on an open spot. Try to position yourself to be pushed towards the entrance of the arena to avoid these. When 2 blade flowers spawn just move away from the center. Red markers on players is just like the Cloud of Darkness marker, periodically raining damaging blasts down upon the player's location, so just run away from everybody and keep running to dodge these.
Loot
Arachne Eve Loot
Forgall Loot
Ozma Loot
Calofisteri Loot
Images
Gear Images
Dungeon Images
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Lore
Deep in the Yafaem Saltmoor lie the ruins of the fabled city of Mhach─a civilization of the Fifth Astral Era whose prosperity was built upon unparalleled magicks of destruction. It is to this ancient edifice, and its vaults of occult secrets, that you and the Redbills plan your next foray.