Pillars of Alra - The Growing Threat
Quest giver - a shade
Request phrase: resolve
Entry phrase: ready
Requirements: 81 Alaran, The First Pilgrimage, The Word of Melretia, The Word of Anriella, The Word of Fal`Kaa, The Word of Erion, Crisis of Faith, and The Truth
This is a 12 person mission. You will need to disrupt each of the four pillars and you can do them in any order, however you only get 5 minutes each. When the time is up you are ported back to the center to choose the next. Completing the task in the 5 minute window will make the final fight easier. Once you zone in talk to the shade and then to select a pillar approach the corresponding statue and you are ported in.
Pillar of Light
The goal here is to kill The Herald of Erion and The Harbinger of Erion. Both mobs are rooted in place and flurry. When they reach 90% hp they will lock and one of them will have (Vulnerable) added to their name. While you dps them an emote will go out with 3 player names:
Rays of light shine upon Rasper, Atlane and Eleena
Two of the three will get Pure Reflections of Light, a small 4k dot that does 75k damage and 25k mana drain if cured. The other gets Corrupted Reflections of Light, also a small 4k dot but it does the 75k damage and 25k mana drain if not cured. Both have 10 corruption counters. Whoever gets the Corrupted debuff needs to move to the boss that is (Vulnerable) and then get cured, this will unlock their health allowing them to be taken to 45% and the other will become (Vulnerable).
Repeat the process of curing under the (Vulnerable) to unlock theirs to 45%, then again at 18%. All told you'll need 6 correct cures (3 each) to defeat the bosses. Additionally at the 1 and 2 minute marks you get a single add which can cast a blind. It is said that pets can get the emote, but this may have been fixed, so use them with caution.
Pillar of Arcane
The goal here is to destroy the "an unstable coalescence", but it gets health locked. Also in the area is a gargoyle, "an animate constructor". Pull this to the coalescence and keep it mezzed. As long as it is mezzed it will continuously take damage and if it dies near the coalescence you get an emote it begins to crack meaning you can dps it lower. When the constructor dies more spawn, you need to pull them one at a time to the crystal because if the gargoyle constructors are near each other they will break mezzes. The gargoyles increase in number each spawn set, one two three and four for a total of 10 you'll need to let die from mez.
Furthermore there is a non-agro Alaran roaming around. This needs to be kept charmed for the entire event otherwise it will heal the gargoyles and crystal slowing you down too much.
Pillar of Black
The goal here is to destroy The Shade of Temperance. While engaged there will be a sequence of emotes:
- The Shade of Temperance glares angrily at Rasper as it draws strength from your disorganization
- Need to manage agro so the main tank always has roughly 30% (or higher) more than next.
- The Shade of Temperance beckons you to draw near!
- You need to move within melee range.
- A halo of darkness circles over your head. You should duck!
- You need to duck.
- The Shade of Temperance glares at you. You should move away!
- You need to move far away.
- You feel the cold stare of Pain and Suffering upon your soul. You must escape or prepare to absorb its punishment!
- You need to drop agro, or if you can't at least get far away from everybody else.
Failure to comply with an emote results in either a DT, an AE, or a heal to Shade. In addition at 90%, 45%, and 20% you get two adds. The "an impervious shade" needs to be kited, as long as it is moving it takes damage. The "a reborn shadow" must be tanked normally.
Pillar of Nature
The goal here is to kill The Focus of Anriella and 10 verdant lifetenders. The Focus is rooted in place and takes extra damage from dots. Every 30 seconds the Focus will cast on 6 people, some of those people will get yellow text saying "You are diseased/poisoned". Those people and ONLY those people need to be cured. If anybody targeted that didn't get the yellow text is cured they get turned into a tree, rooted, and silenced. If anybody that did get the yellow text doesn't get cured they get turned into a tree, rooted, and silenced.
At the start there are two verdant lifetender, they hit 9k and AE rampage. Once they are dead more spawn, and do so until 10 are killed. There are also okiina kindling, if you use enough fire spells on them they explode and deal significant damage to the lifetenders.
Lastly there are two naeya syr`vitral in the hall, these animals can be charmed and do add significant dps. They don't need to be killed to win.
Vsariard, the Precursor
After you have attempted all four pillars Vsariard, the Precursor spawns at the center. After some lore exchange the final fight starts. His damage is based on how many pillar events were completed. His melee tops out at 26k and it casts an AE every 35-40 seconds that deals from 45k to 75k. He starts the fight with three buffs, Verdant Absorbtion which blocks 500-900 melee hits, Verdant Resonance which reduces spell damage taken by 1k-3k and fades afer 1000-1800 melee hits, and Verdant Spikes which is a 150-350 point ds and fades after 100-160 melee hits.
Pour on the melee hits to knock the buffs off and get him dead before the AEs destroy you. Once it is dead a chest appears.
The chest contains one spell and one of the following: