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Pillars of Alra

Guide by: Xegony.Daldaen <Machin Shin>

Phase 1 - Phase 1 Splits - Phase 2




Unearthing Alra

Quest Giver: A shade

Requirement to Request: 81 Skill Level in Alaran, The First Pilgrimage, The Word of Anriella, The Word of Erion, The Word of Fal`Kaa, The Word of Melretia, Crisis of Faith, The Truth, The Growing Threat, The King of the Beasts (Raid), Two Sides of the Stone (Raid), Time and Tides (Raid) and Record of Fables
Requirement to Participate: None, Record of Fables to be Flagged
Request Phrase: end to this cycle
Zone In Phrase: ready
Triggering Event: say 'ready' to A shade
Task Type: Raid, 6 Minimum, 54 Maximum Players

Rewards


Achievements

  • Conqueror of Pillars of Alra
  • Alaran Hero (Raid)

Chest Loot






Walkthrough:



Phase 1

ARCANE:

an unstable coalescence - This crystal is where you zone in. It only will take damage from direct damage spells.

Also there are 2 adds:

1 x an animate constructor - Gargoyles that when mezzed they lose 7% per tic. They can be rooted but not snared. They summon at 100% HP after being moving around for about 10seconds. They cannot be cast on right when they spawn, only cast on them when they have the electric look to them. When one dies from being mezzed, 2-3 spawn in its place near the center of the room. Then about 5 seconds later they activate and need to be dealt with.

an Arcward of Melretia - NPC that is non-aggro but walks around breaking mez on the gargoyles (which gets you summoned). They are charmable and when charmed they take DMG like Gargoyles do mezzed. These spawn randomly throughout the trial.

The Gargoyles should be all CCed immediately in corners. Use either tanks using non-aggro means to pull to corners or root punts. Wiz/Mage DPS the crystal the entire time. Shadowknight/Bard pull in 1 gargoyle at a time where it should be mezzed. When it is near the crystal 1 Bard/Enchanter should mez it.

They also have a unique summon mechanic. They summon at 100% but it takes them moving a certain distance to summon. So you can chain root them and if they don't move they won't summon, but if you try to kite them around they will begin to summon.

Mezzing a gargoyle near the crystal should make it take large sums of damage. Keep them controlled on tanks/root CC. Keep tanks/root CC healed. Keep pulling a single one to the crystal and mezzing it. After about 20ish gargoyles have died they cease spawning. A certain amount may need to be killed at the crystal so that it unlocks completely.

Whenever Arcwards spawn, Bards/Enchanters need to charm it and this will kill it. While its charmed it can still run around breaking stuff but you can try to control it... sometimes it works sometimes it doesn't.

Kill all gargoyles and the crystal to win the trial.



LIGHT:

The following will be up on zone in:

1 x Herald of Erion

1 x Harbinger of Erion

At some point in time the Herald of Erion goes to a Vulnerable state, getting (Vulnerable) added to the end of his name. The boss will emote the following:

Rays of Light shine upon RAIDMEMBER1, RAIDMEMBER2, and RAIDMEMBER3 -- ONLY one of these people gets the real emote.

Two of these people get the fake emote. The two people who receive the fake emote will get Pure Reflections of Light and the one who got the real emote will get Corrupted Reflections of Light. An audio trigger to tell you you got the real is below in Red.

-Pure Reflections of Light - Single 5k a tic DoT (5 tics) + 10 Corruption counters. -- DON'T CURE --

---Horrifying Light - 76k DD + 25Mana/End Drain and SpinStun. Cast if the above is cured.

-Corrupted Reflections of Light - Single 5k a tic DoT (5 tics) + 10 Corruption counters.

---Corrupting Glow - Cast if cured. This swaps vulnerable phase to the other mini.

---Horrifying Light - 76k DD + 25Mana/End Drain and SpinStun. Cast if the above fades on its own

ONLY cure Corrupted Reflections of Light when you are near the mini that has (Vulnerable) at the end of his name.

Your skin burns with corrupted light

HUG Mini with (VULNERABLE) and get Corruption Cure

Curing yourself at the mini-bosses feet who has (Vulnerable) at the end of his name will swap the (Vulnerable) to the other mini. Always keep your DPS on the mini-boss which DOES NOT have(Vulnerable) in his name. However on occasion these adds will spawn:

2 x A blinding fragment of light - Melee adds that can blind, PEEL for them and DPS them dead. Extra Paladins can stun them so they don't blind. Peel and DPS these whenever they spawn. There is also a certain number of them that spawn. They cast:

-Blinding Fragment - Single 2 tick Blind with pushup. 45 Range

Killing both minis wins the trial.



SHADOW:

The Shade of Temperance is the boss here. He should be tanked by a shadowknight.

2 adds spawn in pairs. They spawn every 10%, starting at 90% on the Shade's HP.

1 x a reborn shade - This is to be DPSed. It casts:

-Lure of Darkness - 50% Snare + 10 Curse counters

1 x an impervious shade - This is to be kited (It takes damage from kiting... and it memblurs, so you have to backpeddle and kite it, because if you get too far away it memblurs and goes after someone else)

The goal is to DPS the Shade 10% each time, then peel and kill the reborn shade while someone else kites the impervious shade, which in turn kills it.

You CANNOT have someone tank the boss and an add otherwise the tank will get emotes and likely cannot succeed them while handling the boss, which generally leads to a wipe.

Although the boss is perma-rooted you cannot summon tank him otherwise he will randomly lash out and death touch random people in that trial.

The person tanking the Shade must be much higher on the aggro list than any other player in the trial. Roughly 30% more aggro than the 2nd most aggroed person. If you do not follow this the Shade will heal up and emote the following:

The Shade of Temperance glares angrily at YOURNAME as it draws strength from your disorganization.

Emotes

What you see is in Red.

What your raid sees is in Orange (If I don't have this one listed, what you see and what the raid see are the same).

What you need to do is in Blue.

The Shade of Temperance beckons you to draw near!

Shadowy tendrils reach out for RAIDMEMBER. the Shade of Temperance beckons them to draw closer.

HUG BOSS



The Shade of Temperance glares at you. You should move away!

??What do others see??

RUN AWAY



A halo of darkness circles over your head. You should duck!

A darkened shadow looms over RAIDMEMBER's head.

DUCK



You feel the cold stare of Pain and Suffering upon your soul. You should either escape from combat or prepare to absorb its punishment!

The ever-present eyes of Pain and Suffering turn their focus toward RAIDMEMBER. Associate with them at your own peril!

FADE or DA + Run away from raid



Coalescing darkness swirls around the room and encircles YOURNAME. The Shade of Temperance prepares to banish this intruder.

GET AWAY FROM BOSS



These 3 are casted due to failing an emote. They can instantly wipe a trial... so never fail emotes.

-Hand of Shadow - 92k AoE DD, with long range and 100 AoE Range

-Eyes of Suffering - 107k AoE DD, 75k Mana/End Drain + 8s Stun, with long range and 60 AoE Range

-Tendrils of Shade -123k Single DD, 100k Mana/End Drain + 8s Stun, with long range.



NATURE:

NO Heals with cures should be used here.

NO Multi-cure spells/AAs should be used here. ONLY cures that have a single remove. IE Cure Poison or Cure Disease (or Counteract Poison/Disease)

CURE THIS -- (Luclin era spell gems) / (Default spell gems)

DON'T CURE THIS -- (Luclin era spell gems) / (Default spell gems)

Every 60 seconds The Focus of Anriella casts Diseased Leaves and Poisonous Leaves 6 times each. So 6 players get hit with Diseased Leves and Poisonous Leaves. Only one of them needs to be cured however. There should be an ingame yellow emote saying *You have been diseased/poisoned* indicating which one needs cured. If you don't get that or you missed it, refer to the above spell icons for which to cure.

All players in this trial need a stack of Distillate of Immunization VI / Distillate of Antidote VI... or any rank should work. You *CAN* just use Cure Poison/Disease spells, but thats a waste of time and spell slots. The spells:



-Diseased Leaves - 3 Disease counter. -- CURE THIS ONE --

---Root Rot - Increase Fire DMG taken by 5000, Increase Heal Effectiveness 150%, Silence + Melee Silence, Root. 8 tic duration. Cast if the above is cured

---Taking Root - Illusion Tree + Melee Slows. 8 tic duration. Cast when the above is cast (Root Rot).



-Poisonous Leaves - 3 Poison counter. -- DON'T CURE --

---Root Rot - Increase Fire DMG taken by 5000, Increase Heal Effectiveness 150%, Silence + Melee Silence, Root. 8 tic duration. Cast if the above is cured

---Taking Root - Illusion Tree + Melee Slows. 8 tic duration. Cast when the above is cast (Root Rot).



-Diseased Leaves - 3 Disease counter. -- DON'T CURE --

---Root Rot - Increase Fire DMG taken by 5000, Increase Heal Effectiveness 150%, Silence + Melee Silence, Root. 8 tic duration. Cast if the above is cured

---Taking Root - Illusion Tree + Melee Slows. 8 tic duration. Cast when the above is cast (Root Rot).



-Poisonous Leaves - 3 Poison Counter. -- CURE THIS ONE --

---Root Rot - Increase Fire DMG taken by 5000, Increase Heal Effectiveness 150%, Silence + Melee Silence, Root. 8 tic duration. Cast if the above is cured

---Taking Root - Illusion Tree + Melee Slows. 8 tic duration. Cast when the above is cast (Root Rot).



The Focus of Anriella - He is a permarooted treant that doesn't aggro. He also has a self DS buff that increases the damage he takes from DoTs also.

-Spines of Anriella - Increase Spell DMG taken by 200% on all spells with duration over 24s (DoTs) + 300 DS. Self buff cast by mob.



Adds spawn in 3 varieties, all are snareable/rootable.:

2 x a verdant lifetender - Mini Treants, when they die they seem to split in 2-3. After killing about 5-6 no more spawn, then killing about 15 total. If you root two of these close together they break each others roots, so stick with snare.

2 x Okiina kindling - Shrubs, nuke them with fire 3 times and they should get feared for 30s. However you likely want to just entrap and kite them. These spawn in the off-shoot corridors. They will aggro anyone who enters the main room and gets close to the outer rim of the room.

2 x a naeaya syr'vitral - Big dog, they are charmable by druids, bards and enchanters. These spawn at shrines in the back of the off-shoot rooms. They are huge DPS while charmed.

A Shadowknight should kite around all of the Lifetenders while Druids/Rangers snare them, as well as the kindlings.

Lifetenders should be brought to the port in point 1 at a time, DPS them down. Every time one dies it spawns 2 or 3 more. After about 15ish die they cease spawning.

The boss himself takes double damage from DoTs, so necromancers should use discs and blow him up. He locks at 10% HP unless all lifetenders are dead. So get Necros on him from the get go, once he hits 10% then necros can help DPS Lifetenders.

When the boss and all mini-treants are dead, the trial is won.








Phase 1 Splits

Setups that have worked for us:



Light

Tank Group - 4 Paladins + 2 Clerics.

DPS Group x 2 - 1 Shaman + 1 Bard + 4 Rangers/Berserkers/Rogues

2 Paladins tank minis, other 2 paladins chain stun adds + assist in healing. Use Main Assist in this room for the adds cause they can be hard to see. Peel and DPS adds every time. Cure the corrupted light spell at the foot of the (Vulnerable) mini and DPS the vulnerable mini inbetween.



Nature

Tank Group - 1 Warrior + 1 Druid + 3 Rangers/Beastlords.

DPS Group - 1 Druid + 3 Necromancers + 1 Shadowknight

2 Druids handle charming dogs. Rangers/Druids snare all mobs except charmed dogs. Necromancers DoT up the boss + RB the Tank group + use tashan orb on dogs. Warrior picks off adds from the SK's kite ball with taunts/aggros. Shadowknight kites everything around. Rangers/Druids/Beastlords DPS the Lifetender adds



Arcane

Tank Group x 2 - 2-3 Warriors + 2 Clerics + 1 Bard/Enchanter (one group has 3 tanks, 2 for corners 1 to pull to crystal)

DPS Group x 1 - 4 Wizards/Magicians + 1 Bard + 1 Enchanter

We set up 1 tank group near zone in and 1 near the opposite side. 1 Warrior is assigned to each corner and pulls their adds into that corner without damaging them. Where a Bard/Enchanter will mez them. Caster DPS can assist in rooting the gargoyles as they spawn or just DPS the crystal from the get go (it will lock HP though).

Personally I think there are much easier/less man-power intensive ways of handling this trial but this is what we did the two times we won it...



Black

Tank Group - 2 Clerics + 3 Shadowknights + 1 Bard

DPS Group - 1 Druid + 1 Bard + Monks/Rogues

1 SK tanks the boss, 1 SK tanks the reborn, 1 SK kites the impervious. Because of the 350% DPS mod bards get in here you don't need much DPS to get this trial down. However you can likely cut DPS out of Light/Nature and definitely some tanking out of Arcane if you need to to get this trial down.

These group make-ups are NOT at ALL required. Infact we are probably the only guild that does them. The makeups will vary guild to guild based on rosters, player skill, etc. But there are some very obvious choices you want to make. Shadowknights tanking in Shadow, Paladins tanking in Light, Druids charming/healing/snaring in Nature, Enchanters mezzing in Arcane, etc.



Pillars Debuffs by class:

Spell ID - 31739 to Spell ID - 31802

This includes 64 spell effects. 16 effects per class, for each of the 4 pillars. They grant special detriments or bonuses to each class depending on which trial you place them in. Making your choice of where to put a class much more simple. Like Shadowknights getting a -45% Damage taken buff in Shadow it makes them the ideal tank so you want to dump most of your SKs in there.










Phase 2

In order to reach this phase you must score over a 50% in each trial. I *believe* all adds need to be killed and any boss in the trial must be below 50% in order. So the rooted Treant / Shade / 2 Minis in Light / Crystal must be 50% or lower to spawn a boss.

I'm unsure on the exact mechanics but the boss will gain powers depending on how well you did on each trial. There is a point system, out of 5.... each 20% on the mini-bosses HP in each trial DPSed will earn you points I think. Completing a trial gives you the base minimum power gain on the boss.

Nature Trial = Huge Regen (If you won, he gains this regen @ 15% HP) / More Rune/Mitigation effects recast every 70s

Arcane Trial = Soulpart DD (If you won, its a 50k single DD cast on 5 targets)

Light Trial = Mana Drain Totems (If you won, he only spawns 1 totem)

Shadow Trial = Aura Debuff (If you won, its only a mitigation/avoidance negator)



Vsariard, The Revelation will spawn after 4 all 4 trials have been completed to a satisfactory level. He casts the following spells (the severity is determined by how well you do in trials):

-Soulpart - Single 46-53k DD + Pushup OR 46-76k AE DD + Pushup (Cast x5 every 40s) -- Based on Arcane Trial Score

Cast all 3 every 70 seconds. Each end after the max spell/hit limit has been hit. -- Based on Nature Trial Score

-Verdant Spikes - Decrease DMG Shield 150-350. Max of 100-160 Spells

-Verdant Resonance - 1-3k Spell DMG Reduction. Max of 1000-1800 Hits

-Verdant Absorption - 100 Million Melee/Spell Rune. Max of 500-900 Hits

-Fal'Kaa's Dark Grasp - Aura which can negate DMG Foci / Mana Preservation / Critical Chance / Melee Avoidance / Melee Mitigation. (Cast every 70 seconds) -- Based on Shadow Trial Score

Also depending on how the Light trial did 1-5 giant totems will go around the island in a circle. You will always want to have your back to the totem. So the entire raid needs to always be turning away from it as it goes. If you look at it at a bad time it will cast:

-Overwhelming Light - 77k DD + 35k Mana/End Drain + Interrupt + Pushback

So, if you massively fail Arcane, you will get huge AE DDs which will almost certainly wipe your raid. If you fail to beat Light by just 1%, you will get 2 totems which mana drain, due to their nature it will be almost impossible to avoid the mana drain, meaning you will most likely wipe.

Failing Green > Black > Light > Arcane. If you do not win 100% on Arcane and Light you are better served translocating your raid out of the zone and going again.

It is very doable to win the boss encounter without beating all 4 trials 100%, but you'll likely want to beat atleast 3, with the unbeaten trial being either Nature or Black (Both just lead to a longer fight basically).




Re: Unearthing Alra By: Riou On: October 17, 2012, 05:22:39 PM

Should read-
You feel the cold stare of Pain and Suffering upon your soul. You should either escape from combat or prepare to absorb its punishment!

Fixed. Thanks :)



Re: Unearthing Alra By: Danladil On: October 17, 2012, 05:14:55 PM

Quote
You feel the cold stare of Pain and Suffering upon your soul. You must escape or prepare to absorb its punishment!

The ever-present eyes of Pain and Suffering turn their focus toward RAIDMEMBER. Associate with them at your own peril!

FADE or DA + Run away from raid

Should read-
You feel the cold stare of Pain and Suffering upon your soul. You should either escape from combat or prepare to absorb its punishment!



Unearthing Alra By: Riou On: August 17, 2012, 03:38:56 PM

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