Lost City of the Tol'vir (85)
saedo — Wed, 11/24/2010 - 15:23
This place is at Uldum, southeast part, mouth of the river.
General Husam
- Bad Intentions - A charge that damages all in his path
- Hammer Fist - Attack inflicts 75% weapond damage instantly
- Shockwave - Cracks ground beneath him inflicting 25K physical damage to all enemies within 4 yards, 5 sec cast
- Mystic Trap - Drops traps under players, explodes for 35K fire damage and knocks back.
Notes:
- Run from shockwave, it radiates from 4 points in a line away from him
- Run from glowing traps
Lockjaw
- Dust Flail - Smashes ground with tail
- Scent of Blood - Marks random player, does 1387 to 1612 bleeding damage every 2 seconds, crococile adds target that player
Notes:
- Avoid the tail
- Heal the marked target a bit more and AoE the adds
Heroic
Augh
- Whirlwind - 14137 to 15862 physical damage per second but slows movement speed by 35%
- Paralytic Blow Dart - Shoots dart at enemy for 10221 to 11878 damage then 4300 every 2 sec and reducing haste by 40%
- Frenzy - Attack speed and damage increases by 60%
Notes:
- Augh joins in so you tank him or kite him depending on if he Whirlwinds.
High Prophet Barim
- Fifty Lashings - Next 10 attacks gains Five Lashings - increasing normal damage done by 5000
- Plague of Ages - Does ~8000 damage to a player with additional 4000 damage every 2 sec for 9 seconds, jumps to nearby player when expires or cleansed
- Heaven's Fury - Summons it to do about 15K damage to all within 12 yards of it
- Repentence - Pulls players to him and stuns them, initiating next phase with...
- Hallowed Ground - Deals 8K damage to players that stand in it
Harbringer of Darkness
- Soul Sever - Rips fragment of your soul, summoning a weak add
- Wail of Darkness - 5K damage to a player
- Wail of Darkness (diff version) - Does 20K damage to all players when killed, ending phase
Notes:
Phase 1:
- Prepare for some tank spike damage
- Spread out to minimize plague jumping
- Stay away from glowing pillars of fire
- Phase ends at 50%, and you're ported to spiritual realm
Phase 2:
- Tank pick up Harbringer ASAP (purple phoniex)
- Barim is immune to damage and is standing on a big void zone you shouldn't stand on
- Kill Harbringer to end phase, repeat Phase 1
Siamat
- Deflecting Winds - Spell deflection increased by 90%, damage taken decreased by 90%
- Absorb Storms - gathers energy from storms for Gathered Storms - deals 2K nature damage to enemies every 2 seconds
- Storm Bolt - Inflicts 9K nature damage to an enemy, 2.18 sec cast
- Wailing Winds - Knocks enemies into the air dealing 3K damage per second, slows movement
- Storm Clouds - Does Cloud Burst dealing 18K nature damage to enemies within 5 yards knocks back
- Minion of Siamat - Does Chain Lightning up to 5 targets, increasing with each jump. Minion disappates over time
- Servant of Siamat - Does Lightning Nova - pulse of energy that deals 11500 nature damage to enemies within 10 yards. And Thunder Crash - charges up to release a 25K nature damage attack to an enemy
Notes:
- Storm Clouds rotate around Siamat, avoid them
- Will eventually put up Deflecting Winds and stand in the center shooting Storm Bolts
- So go deal with adds, focus on Servants since Minions will despawn on their own
- After Deflecting Winds, focus on boss again, aoe damage will ramp up with Wailing Winds and Absorb Storms.


The video walkthrough.
saedo — Wed, 11/24/2010 - 15:24The video walkthrough.