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Ok, here's the scoop... grabbed this page a long time ago from http://www.knightsofthecreed.com/pom/ntovresist.htm. The site is no longer up, or would just pass a link along. Info here, that all that matters.

Now, I know this is incomplete, and perhaps dated from when it was written, if it was even right in the first place. Some of it, I know is wrong, but am hesitant to go out on a limb on my notoriously bad memory. So here is original info.

For example, I kinda doubt that Fire based spells are gonna land on Dagnarn... I used poison and a DR based group health tap on him... poison did not land all the time, but it landed a good third of the time.

Eashan will be your first named on a NToV breakin... tactic is to kill the 2 static drakes at the bottom of Aary's stairs, move the raid to bottom of stairs. Send a tagger to the corner where he can look down ramp, yet be out of Eashan's AE. Then send a 'volunteer' to tag Eashan... volunteer should have about 500 points of health or so cuz he has to live thru the first AE, yet die in the first melee round (Puller should sit on incoming to ensure this happens). Feign death is not an option, because an AE from Eashan on tag will break the FD and bring all 4 of Eashans guards.

Eashan is much faster than his guards, so will reach puller well ahead of his guards... as soon as puller dies, all 5 will turn back and head to room, this is where tagger steps out and tags Eashan. Should come single as long as tagger has sneak on.

Dunno much about the Eashan fight, have always been the volunteer :p

Ikitiar is a much easier fight than Eashan, because he is pure melee... yet the pull is harder because you have him and his 2 guards plus a roamer to deal with. And oh yeah, they SK's :p Gotta love harmtouches. You can bounce split the wyverns... but this is an art form (that I suck at) so recommend you send a stalking probe eye in, get targets on Ikitiars guards, and use bard lull (he targets by assisting)... bard does the lull thing and then solo pull Ikitiar.

Note: Have not done Iki since Phantom Wind line put into game... bard may be unnecessary if have 2 monks.

Aaryonar is the hard shell of NToV that ya gotta crack to get at the soft meat... and he is a pain. He has 2 guards, but can occasionally be singled (65 puller), do not remember much about them, other than they dropped fairly fast.

If you get the guards on pull, the guards must be dropped first, or we will need like 20 fricken clerics to do this fight... cuz Aary takes a long ass time to drop.

Need the MT to simply tank Aary, and SA (and TA if necessary... get a new monk is this happens too often) to pickup a guard each and concentrate on dropping first the TA's and then the SA's targets... assuming all 3 come on pull.

Bear in mind the rules of NToV, everything is on CoV faction, and most everything is on GoV (Guardians of Veeshan -- KoS to all) faction. So even the normally non kos (to CoV) drakelings (chickens... level 45-50 mobs) will be assisting Aaryonar and his guards... and they repop fast, like 20 mins if memory serves... like a half dozen of them or so, some are statics... some are not.

Melee (except for 1 rogue... to balance Main Tank push on Aary) will have to peel off from Aary and his guards to come kill these adds at least 1 time during the fight, or you will lose your healage/nukedown. Tip: Time your chicken slaying to drop them all one right after another just before Aary pull. Did I mention this fight blows?

Ok, Aary himself... has a rather insignificant damage DoT, but over the course of a long fight, will begin to cause health problems for DPS melee. This will generate low health aggro, and Aary will turn from the MA, onto the low health person... couple ripostes later, everyone in a low health situation and the fight is as good as lost. Only solution for this is for DPS melee to leave the fight at no less than 2 bubs of health and come to clerics and ask for a heal. Sounds easy! It's not! Druids need to be the ones doing this, cuz the clerics are flat not gonna have time in their CH rotation to attend to the DPS melee.

Aary also has a AE Mana Drain type DoT (MDoT???? *shrug*). This one sucks bad.... if a caster gets hit with it, not only does it take away their current mana, but also takes away any mana they regain for the duration of the MDoT. Guess what? Your shaman is gonna get 1 (count them, 1) shot at slowing Aary and then he out of fight for duration of the MDoT (Bring a bard... 52% > 0%).... pumping him does no good, as the mana is just wasted.

Caster clickies.... if a caster is out of the AE (Hidden by a wall), he will still be affected by the MDoT... but not really. The local EQ thinks he is MDoT'd, and will show a MDoT effect on buff bar (nukes clarity, btw). But as long as caster was not in Line of Sight for the AE his mana is still there, and toggling an instaclick will refresh his mana bar with the true mana amount. Note: Even if you got a full bar of mana, but local thinks you oom, you still cannot cast... need to instaclick, then cast. Did I mention this fight sucks? The mana drain traps in SSRA act similiarly... Arch Lich area is notorious for them.

Lord Koi'Dokken has a 400ish AE and a Stun... easily resisted, he is slowable and a wimp.

Lady Nevederia has an AE Tash and a whirl till you hurl kinda spell, a pain in the ass fight.

We never successfully fought Lord Vyemm that I was there for... he is rooted and we could not figure out a positioning on him, where either the MT or the melee would not get knocked into the lava. Finally we just gave him up as not worth the trouble.

Vulak'Aerr was taken out of the game just before we finally broke into NToV. Have not done his ring.

*Note: This is a work in progress*