Meldrath's Mansion
Information
Quest Giver - Clockwork Warmarshal
Requirements to join: Completition of Tier 2
Requirements to request: Completition of Tier 2
Request phrase: Wish to have the honors
Entry phrase: None, click door in the north east corner of Fortress Mechanotus
Raid Size: 54
All raids have a chance at dropping an evolving item in addition to the normal loot:
Breakneck
Breakneck is a cross between Zi-Thuuli and Hatchet from Demiplane. The first time you click on each door in the zone Breakneck has a chance to spawn. He hits for up to 13k, has around 2k AE rampage, and a number of emotes:
- Breakneck, Master at Arms adopts a stationary stance again.
- Breakneck, Master at Arms changes his stance. He is no longer stationary.
- Breakneck hoists an arm back, preparing to lob a weighted mallet in your direction - Targeted emote, you need to duck until you get Breakneck's mallet passes harmlessly overhead or take a 50k dd.
- Breakneck, Master at Arms levels his horns at Rasper and prepares to charge - General emote he is about to charge
- Breakneck locks eyes with you and snorts, while stomping at the metallic tiles with his hooves. He's about to charge directly at you! - Targeted emote, he is about to chase you. If he catches you everybody in 40 range eats a 50k dd.
- Breakneck, Master at Arms pauses to catch his breath - General emote, charge is done, he clears agro and resumes normal attacks.
Whenever he spawns a number of adds with zonewide agro also attack. The adds hit up to 5k and can proc a blind, the troopers can be mezzed and the elites are immune. The number of adds increases for the first four triggers. After the adds are all killed Breakneck despawns. If nobody is on Breakneck's agro list he despawns and the entire event resets (meaning you need to recheck doors too), but it is advisible to minimize the number on him during the add triggers so the rest of the raid can clean them up quickly.
- 2 elite, 2 trooper, 1 extra elite every 2 minutes.
- 2 elite, 3 trooper, 1 extra elite every 2 minutes.
- 3 elite, 3 trooper, 1 extra elite every 2 minutes.
- 3 elite, 4 trooper, 1 extra elite every 2 minutes.
On the fifth door Breakneck spawns on the third floor. The elevators may stop working at this point, details are fuzzy. Might be advisable to position a mage on the second floor after the fourth set just in case the raid force can't get up. While engaged you will get a trooper add at regular intervals and 2 elite adds every 10%. Just keep alternating between 10% damage and adds while dodging emotes until he dies.
A chest spawns containing 2 Gyro Cores (Feet), 2 runes (77/78 or rarely 79/80), a chance for a Prismatic Faycite, and 2 of the following:
Battle Room
The event starts with a non-KoS Tactical Prototype XXVII so set everything up and then attack to start the event. The prototype is rooted in place, hits for up to 13k, AE rampages, and casts Steam Blast, a 375 range PBAE 8k with 1k dot, which you'll need to heal through for the entire event.
At 90% a bunch non-hostile drones move out onto the dance floor. There are 6 different color tiles. The more drones that go to a color the more prevelant that color's effects are felt:
- White - Increases Prototype's regeneration
- Black - Buiylds up to cast Flaming Oil, 8k dd and 5k dot
- Red - Gives Prototype the chance to flurry
- Yellow - Changes the Prototype's "stance" (see below)
- Green - Increases frequency of adds
- Blue - Increases frequency of Zot
Players can target a drone and tell them "Left", "Right", or "Forward" to move them to preferred tile colors. Each move lowers the drone's health (it will regen), if it hits 0% it will stop responding to commands. Take this time to get them all off certain colors, for example all off Red will prevent flurries and off Green will prevent adds. The adds spawned from the green tiles are standard zone trash difficulty. While handling moving drones around you can get an emote:
Alert! Color steamtank nearing critical pressure!
On the wall behind the Prototype are colored valves. When this emote goes off the matching color needs to be clicked. This will raise the tiles of that color, preventing any drones from moving onto them, and release the "steam pressure". Failure to do so results in a 10k frontal AE with 4k dot. You can also press valves to raise tiles to prevent drones from reaching them, such as Green to prevent adds.
At 75% four non-hostile engineers will spawn. These move around the board and try to make the drones move to other tiles forcing you to move them back. If the engineer tries to move on to a raised tile it can, occasionally, think it moved without actually moving so keep an eye out for drones that are facing a raised tile. The engineers can be blinded to prevent them from moving the drones.
At some point (between 75 and 50%), the Prototype will begin to change stances:
- The prototype shifts into a defensive stance - Max hit goes down but melee mitigation goes up
- The prototype shifts into a balanced stance - Normal mode
- The prototype shifts into an aggressive stance - Hits for up to 19k, but takes extra melee damage
Around the 50% point the Prototype will cast Zot on 5 players, dealing 8k damage and stunning them for 5 seconds. Those hit must get away from the raid before it fades or it will spread to 5 other players, and those will spread, until the entire raid is getting chain stunned and nuked. It will also keep casting on you when it fades until you manage to resist it. Keeping drones off blue tiles will slow the frequency that zot goes off.
When the Prototype dies a chest spawns containing 2 Gyro Cores (Hands), 2 runes (77/78 or rarely 79/80), a chance for a Prismatic Faycite, and 2 of the following:
Doctor Brinda Sprocket
This can be a very chaotic event. After an initial dialog with Brinda (ending with "We'll force you") the event starts. Brinda hits for up to 15k and has an array of deadly fire based AEs:
- Mathmatron Mallet - Targeted 200 range AE 15k dd, stun, knockback
- 8 different Brinda Conical Burns - Each a 60 degree directional AE radiating out, 500 range, 3.5k dd and flux.
- Blowtorch - a 4 target 8k dd
- Verminate - summons short duration rat adds
Brinda is not your target though. Even if you kill her she just respawns. She can, however, be rooted! Bury her in a corner, keep her rooted, and try to keep the raid as far from the AEs as possible. There will be non-hostile oil slicks casting a debuff that lowers fire resist and triples fire damage, so those AEs are going to really hurt.
When you initiate the event you get 10 M.E.G.s Enforcer's. They have varying roman numerals in their name but all that really matters is the one's digit. Each of the Enforcers drop a Memory Fragment and there are 20 different possible versions:
- Array
- Binary
- Core
- Driveshaft
- Error
- Ferralitic
- Graphite
- Hologram
- Indeterminate
- Juxtapose
- Killswitch
- Luminescent
- Mechanotus
- Nevermind
- Omniscient
- Pinion
- Quietus
- Retry
- System
- Tautology
No data on Enforcers' melee output. Pretty sure they can be mezzed. In addition to taking too long, saying the wrong password also triggers a reset. This can be useful if a wipe is happening and you want to get it over.
The chest contains 2 Gyro Cores (Head), 2 runes (77/78 or rarely 79/80), a chance for a Prismatic Faycite, and 2 of the following:
Krond the Longhorn
Krond starts the event asleep. DPS him to 95% and he finally wakes up and attacks. He hits for up to 13k and there are three mechanics to the fight:
- Slavers
- Periodically a non-hostile Slaver will come in and charm a player. If left alone it will path out of the room for a ways, break charm, and kill them. Alternatively you can agro the Slaver, hits around 5k, and kill it. Or use dispel on the charmed person. If you wish to go the dispel route have everybody put up 2-3 junk buffs before buffing for the fight then click them off when you start. This ensures you get the charm with one dispel.
- Henchotaurs
- Krond will emote Henchotaurs charge these pests, trample them beneath your hooves, gore them with your horns, revel in their slaughter . At this point the non-hostile Henchontaurs in the corner will start to path to the center. You need to physically get in their way to block their pathing, which triggers a 5k dd and stun on one person. Failure to block them results in Hoof Stomp going off, a 4k AE and 1 minute silence!
- Weapon Swaps
-
Randomly Krond will stop attacking and move to one of the four weapon racks and change his setup. The main tank MUST change theirs to counter:
- Far West - Krond equips Swords - Tank needs a 1HB + 1HS
- Center West - Krond equips Axes - Tank need a 2HS
- Center East - Krond equips Gears - Tank needs 1HS + 1HS
- Far East - Krond equips Spears - Tank needs 1H and Shield
If the tank doesn't use the right setup (or someone pulls agro with a wrong setup!!) Krond will insult your weapon choice and begin to Flurry nearly every round. The timing on weapon changes is entirely random.
The chest contains 2 Gyro Cores (Arms), 2 runes (77/78 or rarely 79/80), a chance for a Prismatic Faycite, and 2 of the following:
Bargangle Tinkerson
The event starts with Assistant Fudindle. Shortly after engaging he will flee into the room and a brief dialog will happen between Fudindle and Geartop. Kill off Fudindle (he's nothing special) and then turn to Geartop. He hits for up to 8k, flurries, and procs a 6k dd with 1k dot. Every so often he spawns "tiny top" adds, these don't hit hard at first and can be mezzed, but the longer they live the stronger they get, scaling up to 6k so it is best to keep them cleaned up.
When Geartop reaches 80% he calls for one of the Autonomic Battle System to activate. It hits for 8k, single rampage, and has a good chunk of hp. When it is dead clean up any extra tiny tops and dps Geartop to 60% at which point he activates the other ABS. This one is meaner, hitting 8k and AE ramp and procs a 5k dd, stun, a 5k dot. Once it is dead finish off Geartop. Be sure to get everybody rezzed before it dies as a 10k heal and mana refresh goes off!
After Geartop a non-hostile brownie named Patch spawns and Seneschal Bargangle Tinkerson paths into the room. Bargangle hits for 14k, AE rampages, has a few low level wizard AEs (firestorm, lightning bolt, etc) which are kinda just for show, and some serious spells:
- Face Slam - Proc 2k dd, 2k dot, blind
- Belch of Fire - Frontal AE 18k
- Steam Burst - targeted AE 12k
At low health Bargangle begins to overheat and gains a 200 damage shield, and then it ups to 350 damage shield. It is possible that Cold nukes can counter, unconfirmed. When Bargangle dies a 15K AE, a 6k AE, and a 10k mana drain go off as it explodes.
While dealing with Bargangle, Patch will periodically activate the steamsuits around the room. There are 4 types:
- a steamwork firestorm - Level 80, mezzable, stunable. Casts a 10k dd, 2k dot, 6k mana drain, and 1300 mana dot! Either mez them till fight is over or stun lock them while you kill.
- uncontrollable firestorm - Same as above but immune to mez. Kill ASAP!!
- a steamwork geargrinder - Level 85, snare/rootable. No AE.
- uncontrollable geargrinder - Same as above but immune to root and can flurry.
When Bargangle dies a chest spawns but adds don't despawn so it is up to your guild if you burn him and then clean up or kill Patch and keep it contained.
The chest contains 2 Gyro Cores (Legs), 2 runes (77/78 or rarely 79/80), a chance for a Prismatic Faycite, and 2 of the following:
Meldrath the Malignant
Once you've defeated the other 5 events the path to Meldrath opens up. It starts with Sixton, hits for just 6500, AE rampages, and a short range PBAE 5k with stun. Split him away from Meldrath, kill him, and then the event begins in earnest.
Meldrath is tethered to the east side of the room, hits for 11k, and can summon at full health. He casts Meldrath's Malaise, a 150 range AE spell slow, melee slow, and 2k dot. At random he will target a priest and cast Spite of Meldrath (AT - You feel Meldrath's hatred course through you.). This has 16 corruption counters and if not cured in 30 seconds a 15k AE goes off on the priest.
While dealing with Meldrath a steady stream of adds spawn. Your initial target is a tombstone like thing. You need to bring this to 0 health asap because while it has health it is going to spawn skeletons. It will regen so be sure to keep it "dead" to prevent the adds. I've found info about this in only one location and haven't verified it yet.
Next are "patchwork obliterators", these clockworks hit for about 5k and are mezzable but can quickly add up.
Then there are "tick tocks". These non-hostile mobs will give an emote
Target acquired! Physical translation to location of target Rasper in progress. Termination of explosive dutieseminent.
This is your warning that a series of explosions are going to happen at Rasper's location so Rasper needs to run away from the raid.
There are "emergency repair mechanics". These pop in the room to the south and path to Meldrath, if they reach him them will heal him for about 20%.
Whenever a player dies a "tormented revenant" spawns. These hit for up to 7k each and can very quickly snowball a raid, however when the dead player is rezed the add instantly dies. As such it is paramount you rez as fast as you can to avoid these adds.
While dealing with all the adds bring Meldrath down to 40% health and he despawns. A massive dot aura fills the room so get ouut quick and then clean up any remaining adds. You can med up safely and then head east when ready. The second half will trigger when you get close, so keep the antsy bards on a tight leash.
In the second phase Meldrath is now in a steamsuit and non-hostile, flanked by two very hostile Elite Troopers. These hit for up to 8k each but otherwise unremarkable. Meldrath has reainmated 4 of the bosses you've killed and now you get to face them again.
- Breakneck the Broken
- Hits for 9k, has the hoists an arm back emote from before requiring you to duck.
- Longhorn Krond the Unliving
- Hits for 9k and has a 100 range AE silence, so tank him far away. Mezzable if you are high enough level.
- Brinda, Tinker of the Dead
- Hits for 9k. At 80% health will run and jump into a steamsuit. No info on any special abilities.
- Bargangle the Reanimated
- Hits for 9k. At 80% health will run and jump into a steamsuit. No info on any special abilities.
After defeating the bosses again Meldrath attacks. He now hits for 15k, still uses the Malaise and Priest debuff, and gains a 40% mitigation to spell damage. There are 6 Support Units around the room as well. These adds spawn in order, starting with Steam when Meldrath goes active. Most units have a targeted AE that follows an emote Support Unit turns to face you. If you get this emote move away from the raid so that nobody else gets blasted. DPS them to 30% or so to make them deactivate then back on Meldrath.
- Steam Support Unit - Corrosive Steam Blast - 10k dd and 2k dot
- Grease Support Unit - Clinging Grease - Spell and Melee slow
-
Acoustical Support Unit - Raucous Clangor - Silence
Oil Support Unit - Burning Oil - Snare, fire resist debuff, and increase damage from fire spells (activates with Acoustical) - Projectile Support Unit - Scatter Shot - 5k dd and stun, cast on 4 people but not an AE
- Flame Support Unit - Jet of Flame - Frontal 18k dd AE
At 15% Meldrath tries to run away as a bunch of "steamwork buzzkill" spawn and attack. These hit for up to 4500 and can be mezzed. Contain them as best you can and kill Meldrath to spawn the chest, then clean up the adds.
The chest contains 12 Oil Stained Crystal for progression, 2 Gyro Cores (Chest), 2 runes (77/78 or rarely 79/80), a chance for a Prismatic Faycite, and 2 of the following: