Ikkinz: Chambers of Destruction

Introduction

Requirements to request: Completed Progression up to Ikkinz Raids step, Trial of Righteousness, Trial of Glorification, and Trial of Transcendence.
Requirements to join: Kod`Taz access
Raid instance giver: Sentinel of the Altar in Kod`Taz, give him your Icon of the Altar.

You will need a rogue with a decent Pick Pocket skill, a caster with a Research Kit, and a priest with a Sewing Kit to complete this raid.

Altar Wardens

Upon entering the instance you are met by the Stalwart Caretaker, a large unmoving statue blocking the first door. You need a rogue to pick pocket a Runic Inscription. Hand this back to the Custodian and the door will unlock allowing you access to the zone.

In the rooms to the east and west you will find an Altar Warden. These are tethered to their rooms, quad for 2500, and cast the following:

  • Stone Explosion - a proc that AEs a 400 dd
  • Fling - an AE flux
  • Throw - a single target 3k dd with flux
  • Bury - a single target 6k dd with feign death
They each drop a Runed Glyph, Noxit and Aexit. Make sure a caster loots these as they act as keys for doors and are used in a combine later.

Completing this step sets your lockout timer to 24 hours.

Altar Sentries

At the end of the hall use the Runed Glyphs to open the doors leading east and west. At the end of each passage is an Altar Sentry. These each hit for up to 2800 and cast:

Like the sentinels in the 3rd raid thse give an emote at low health:
  • Strength and cunning - Warrior, Rogue, Monk, Berserker
  • Combined strength and ingenuity - Paladin, Shadowknight, Ranger, Bard, Beastlord
  • Cannot stand the power of healers - Cleric, Druid, Shaman
  • The creature will perish under the strength of intelligent magic. - Wizard, Necromancer, Magician, Enchanter
If a member of the wrong class gets the kill it will respawn at full health. They each drop a Runed Glyph: Grexit and Truxit. Have your caster loot these and combine all 4 in a research kit to create Engraved Rune. This will act as a key to the next room.

Completing this step sets your lockout timer to 48 hours.

Altar Overseer

Use the Engraved Rune to open the southern door leading to the pit. In the center is the Altar Overseer, rooted in place, hitting for as high as 4k. It casts the following:

  • Bury - Procs a single target 6k dd with feign death
  • Rain of Stone - an AE 1500 dd
  • Throw - a single target 3k dd with flux
During the fight it will activate the Monuments which will attack the raid. When the Overseer is defeated they go back to being inactive, so it is best to just kite them. The Overseer will drop Overseer's Geostone and one of the following:

Completing this step sets your lockout timer to 60 hours.

Phantasmal Priest

Use the Overseer's Geostone to open the door leading to the west. Here you find the Phantasmal Priest and the Phantasmal Priest's Guardians, all non-agro. Have a priest hail the Phantasmal Priest and say "I will answer the challenge". The Priest will give you 4 Dried Segment of Flesh, combine them in a tailoring kit (no fail) to create Parchment of Flesh. Hand this to the Phantasmal Priest and it'll drone on a bit about commanding the stones. Have your priest say "north", which will teleport them to another room with a ground spawn. Pick up the Stone Fragment, clear your target, and say "return". Next tell the Priest "south" to collect another. Prepare for combat and give a Fragment to each of the Guardians. At this point the Priest despawns, both Guardians activate, and attack.

The Guardians each hit for 2600 and cast:

Expect to spend a lot of the fight flying around.

Oracle of the Altar

Through the door behind the Phantasmal Priest you will find two Curate Firetenders, these hit for 2500ish and cast

They will each drop a Glowing Chunk of Coal. Head north down the hall and in the chamber off to the west you'll find the Oracle of the Altar.

The Oracle is tethered to the room and is flanked by two Altar Sustainers. During the fight these will heal the Oracle so it is a good idea to range kill them before engaging the Oracle, using the tether to keep it from doing much. Once the sustainers are down charge in and engage. The Oracle hits for 3000, flurries, and casts

  • Kneeshatter - Proc which snares, deals damage, and drains endurance
  • Throw - a single target 3k dd with flux, cast on multiple targets
The Oracle drops a Stone Drum of Cohesion (looted by same person that has the coal) and one of the following:

Completing this step sets your lockout timer to 72 hours.

Altar Construct

Combine the two Chunks inside the Drum to create Fused Trusik Signet. This acts as a key to reach the chamber to the east. Here you find the Altar Construct, tethered to the room. It hits for around 3k and casts

In addition to the sizable area damage it also summons timed adds, 4 at a time, which hit for 1600. The adds don't despawn when the Construct dies, but they are tethered to the room so you can just run out afterward. It's death unlocks the door to the final boss

Keeper of the Altar

In the final chamber awaits the Keeper of the Altar. Rooted in place, has a boatload of hp, hits for 3000, AE rampages, and armed with an array of spells:

Furthermore it summons a ton of adds frequently, 10 Altar Assailant and 1 Altar Adherent per wave. The Assailants will eventually despawn when kited, the Adherents will not. They hit for 2k and have the same archtype style kill restrictions:
  • Strength and cunning - Warrior, Rogue, Monk, Berserker
  • Combined strength and ingenuity - Paladin, Shadowknight, Ranger, Bard, Beastlord
  • Cannot stand the power of healers - Cleric, Druid, Shaman
  • The creature will perish under the strength of intelligent magic. - Wizard, Necromancer, Magician, Enchanter
If a member of the appropriate group doesn't get the kill the Adherent respawns at full health. They do not despawn when the Keeper is killed so they must be dealt with.

The Keeper will drop four of the following:

A few piles of bones will spawn with Sliver of the High Temple, needed for access to Qvic and beyond.

Completing the raid sets your lockout timer to 96 hours.