Progression Raids

Introduction

There are 6 raids which are required for access to Demiplane. The first five are the "Blood" raids. Each raid gives you a point in the Curse of Blood AA which increases the effect of the AEs in the Blood raids, but all 5 are needed to enter Demiplane without a /raid in. The sixth raid, Vule, drops quest pieces to complete the Monocle of Blood which is a hard requirement for access to Demiplane.

Bloodeye
Given by Cutfang in Stoneroot Falls. Request requirements?
Matriarch Shyra
Given by Nightmoon in Stoneroot Falls. Request requirements?
Council of the Nine
Given by Brother Dark Water in Undershore. Requires completion of the Preemptive Strike mission arc.
Sendaii, the Hive Queen
Given by Boss Harrowan in Undershore. Requires indifferent faction to Free Traders of Malgrinnor.
Emperor Draygun
Given by Brother Dark Water in Undershore. Requires completion of the Preemptive Strike mission arc?
Master Vule the Silent Tear
Given by Margaret Hill in Dreadspire. Requires completion of Memories Lost quest for access to Vule's chambers, not only to request but to zone in.

Bloodeye

Quest giver - Cutfang in Stoneroot Falls
Requirements - None?
Size - 54

Upon zoning into the instance you get an AE based on how many Curse of Blood AA you have:

  1. Theft of Rage - 20 attack debuff, 2% reduction to spell damage
  2. Theft of Rage - 40 attack debuff, 4% reduction to spell damage
  3. Theft of Rage - 60 attack debuff, 6% reduction to spell damage
  4. Theft of Rage - 80 attack debuff, 8% reduction to spell damage
  5. Theft of Rage - 100 attack debuff, 10% reduction to spell damage

There is a good bit of trash to clear in the instance before making your way to Bloodeye, fortunately none of it respawns. Bloodeye is tethered to his chamber and shortly after agroing he summons two Commanders. These can be split away from Bloodeye and should be taken care of before going after the boss. Once those are dead rest up and engage Bloodeye. He hits for up to 4500 and casts two spells:

The Bloodeye's Curse can't realistically be resisted (disease -550). You have just 30 seconds to get cured (45 curse counters) or you eat a 32k Deathtouch. People are going to die, there is no way around it. Just try to do as much damage as you can as fast as you can before the DTs kill too many of the DPS.

Raid has a 5 day lockout. Bloodeye drops 2 spells (69s and 70s) and 1 of the following:

Matriarch Shyra

Quest giver - Nightmoon in Stoneroot Falls
Requirements - None?
Size - 54

Upon zoning into the instance you get an AE based on how many Curse of Blood AA you have:

  1. Blood of the Shadowmane - Decrease Strength cap by 25, 10% snare
  2. Blood of the Shadowmane - Decrease Strength cap by 50, 20% snare
  3. Blood of the Shadowmane - Decrease Strength cap by 75, 30% snare
  4. Blood of the Shadowmane - Decrease Strength cap by 100, 40% snare
  5. Blood of the Shadowmane - Decrease Strength cap by 125, 50% snare

After clearing your way through the trash you'll find Shyra and two guards. It is tricky, but you want to split them and take them out one at a time. "a protector of Shyra" hits for around 3k and casts Shyra's Protection which deals 500 damage and FDs. "an enforcer of Shyra" also hits for 3k but casts Wrath of the Mother which deals 1000 damage, 1000 dot, and 100 mana drain per tick to all on hatelist.

Once the guards are dead engage Shyra. She hits for up to 4k (rampage?) and casts two spells:

The silence checks against your average resist with no adjustment, so get them all up (or Infusion) and it should be easily resisted. Keep the tank up and Shyra isn't too hard.

Raid has a 5 day lockout. Shyra drops 2 spells (69s and 70s), chance at a Bazu Stone, and 2 of the following:

Council of the Nine

Quest giver - Brother Dark Water in Undershore
Requirements - Requires completion of the Preemptive Strike mission arc?
Size - 42

Upon zoning into the instance you get an AE based on how many Curse of Blood AA you have:

  1. Curse of the Nine - Decrease melee mitigation by 2% and caster spell level by 3
  2. Curse of the Nine - Decrease melee mitigation by 4% and caster spell level by 6
  3. Curse of the Nine - Decrease melee mitigation by 6% and caster spell level by 9
  4. Curse of the Nine - Decrease melee mitigation by 8% and caster spell level by 12
  5. Curse of the Nine - Decrease melee mitigation by 10% and caster spell level by 15

In this raid you are confronted with the Avatar of the Council and 9 The Council. At the start only the Avatar is active, hitting for up to 5k, flurries, and single target rampage. Every 10% the Avatar takes (so 90, 80, 70... 10) one of The Council will become active. No information on their melee, but they cast:

  • Will of the Council - 125 range PBAE 95% slow, 50% snare, and silence. 99 curse counters. Is blocked by Line of Sight.
When a Council is killed the Avatar weakens, reducing his dps output. Be careful not to over dps as you can have more than one Council active at a time.

The idea here is to pull the Avatar to one corner of the room along with all of your casters and healers. Have the council team set up opposite. DPS to 90 and have the council team quickly pull The Council away from the Avatar so they don't get hit with the AE, using Line of Sight to protect as many as possible. DPS switches to the Council and once it is dead get everybody cured before resuming dps on Avatar. Getting the first few down smoothly is the challenge, after that it is just a matter of avoiding the AE and maintaining control.

Raid has a 5 day lockout. Avatar drops 2 level 70 spells, chance at a Bazu Stone, and 2 of the following:

Sendaii, the Hive Queen

Quest giver - Boss Harrowan in Undershore
Requirements - Requires indifferent faction to Free Traders of Malgrinnor
Size - 54

Upon zoning into the instance you get an AE based on how many Curse of Blood AA you have:

  1. Curse of the Hivequeen - Decrease all resists and resist caps by 20
  2. Curse of the Hivequeen - Decrease all resists and resist caps by 40
  3. Curse of the Hivequeen - Decrease all resists and resist caps by 60
  4. Curse of the Hivequeen - Decrease all resists and resist caps by 80
  5. Curse of the Hivequeen - Decrease all resists and resist caps by 100

At the start of the event is "a glowing egg". Breaking the egg starts the event and locks the raid.

Phase 1
After breaking the egg you get 12 spiders hitting for up to 2200 each, a random assortment of three types:
  • a warded drone - casts wizard nukes, can be mezzed
  • a venomous drone - rampages, enrages
  • an enchanted drone - casts enchanter spells
You have 5 minutes before Phase 2 starts, so kill fast. Everybody gets an 8k mana/endurance heal.
Phase 2
At this point you get 12 drachnids hitting for up to 2300 each, an assortment of five types:
  • a devoted acolyte - healer, can be mezzed
  • a drachnid handmaiden - healer, will DA itself, can be mezzed
  • a drachnid adept - casts wizard nukes
  • a royal defender - casts necromancer dots
  • a royal guardian - will backstab and can shadowstep (emotes: a royal guardian disappears during the distraction and reappears behind their victim.)
You have 8 minutes to before the script continues. Everybody gets an 8k mana/endurance heal.
Phase 3
Queen Sendaii begins roaming the room, non-agro. She sequentially triggers 6 "a risen ancient". These mobs hit for 2800 each, can not be slowed or snared, have single target rampage, and proc a 5k mana drain. Whenever a risen is killed Drachnid Drone's Shadow goes off, an AE 1250 dd, 850 dot, 5 mana drain, and snare. It also spawns two "a vengeful ancient".

Vengeful ancients also hit 2800, flurries, can proc a 3k dd, but can be mezzed. Whenever a vengeful is killed Toxic Blast goes off, an AE 6k damage and spawns 3 "an enraged ancient".

Enraged ancients hit 2800, rampage, can be mezzed, and have 3 AEs:
  • Puncture - 25 range PBAE 2850 dd
  • Spider's Curse - 87 range PBAE debuff, reduces stats by 200 and poison resist by 300
  • Vile Web - 25 range PBAE root, 2k dd, 1750 dot.

While dealing with the infestation of drachnids, Queen Sendaii randomly selects a person (not identified who) and paths to where they were. When she reaches the spot she fires off a 50 range 11k AE. You have 45 minutes to handle this phase.

The general idea here is to quickly pick up the 6 risen and kite them. The raid peels them off one at time, kills them, locks down the vengeful. Kill one vengeful, heal the AE, lock down the enraged and kill them one at a time. Kill the other vengeful and it's enraged, then repeat the process for the other 5 risen. All while avoiding the Queen.
Phase 4
45 minutes after Phase 3, regardless of how many mobs are up, Sendaii becomes active. She hits for 5k, flurries, enrages, and has a few AEs:
  • Queen's Frontal Strike - AE 8k dd and flux, hits everything on her left (Sendaii glances to her left as she adjusts her footing.)
  • Queen's Sweeping Strike - AE 8k dd and flux, hits everything on her right (Sendaii glances to her right as she adjusts her footing.)
  • Tangled Webbing - 87 range PBAE snare
  • Venomous Fog - 125 range PBAE 1500 dd and 800 dot. 35 poison counters.


Bring her down to 75% and she respawns as 4 copies, each with the same name, but one will be lighter in color and hit harder and is the "real" Sendaii. Take the real one down to 45% and the other three will despawn. At 25% she summons 30-40 adds which respawn if killed. Burn her to the ground while knights agro the adds and enchanters lock them down with AE stun. Once Sendaii is dead AE the adds to complete the event.

If you wipe at any point and the zone is empty, the event despawns entirely and you will need to start over. This includes wiping to adds after Sendaii is dead! If it does reset it is a good idea to drop task and get a fresh one to make sure everything functions properly. Raid has a 5 day lockout. Sendaii drops 2 level 70 spells, chance at a Bazu Stone, and 3 of the following:

Emperor Draygun

Quest giver - Brother Dark Water in Undershore
Requirements - Requires completion of the Preemptive Strike mission arc?
Size - 54

Upon zoning into the instance you get an AE based on how many Curse of Blood AA you have:

  1. Draygun's Touch - 5 mana drain per tick, 10 dot
  2. Draygun's Touch - 10 mana drain per tick, 20 dot
  3. Draygun's Touch - 15 mana drain per tick, 30 dot
  4. Draygun's Touch - 20 mana drain per tick, 40 dot
  5. Draygun's Touch - 25 mana drain per tick, 50 dot

Clear your way to the south to find the undead Emperor Draygun the Lich King with the book, Shadow Spine. Draygun starts out hitting for 5500 (no rampage) and casts two spells:

  • Curse of the Lich - 125 range PBAE 2k dd, 500 dot, 250 mana and 50 endurance per tick drain. 45 curse counters. Can be blocked by line of sight.
  • Draygun's Touch - single target 5k dd.

During the fight the book will spawn "a lost soul", generally 5 every 2 and a half minutes. These mobs hit for around 1700 and need to be killed as fast as possible, if one lives too long (how long?) it will be absorbed by Draygun increasing his health and melee output.

At 85% a non-agro live version of Emperor Draygun spawns and emotes:
'Adventurers, normally I would slay you for even entering my fair city, but I see your efforts against this evil. Please, I must have your help to heal this corruption and restore health to my people.'

While he is up any damage done to the undead version will instead heal him considerably. Supposedly heals cast on it at this time will damage him, however this can be buggy. Shortly after the Live version will despawn and you resume normal dps. This happens again at 60% and 35%. Just keep killing the lost souls and dps'ing Draygun until it dies.

Raid has a 5 day lockout. Draygun drops 2 spells (either level 70 or Ancient), chance at a Bazu Stone, and 3 of the following:

Master Vule the Silent Tear

Quest giver - Margaret Hill in Dreadspire
Requirements - Completion of Memories Lost quest for access to Vule's chambers, not only to request but to zone in.
Size - 36

After getting the instance tell Margaret "funeral" to zone in. Vule's chamber is flanked by a dozen gargoyles with a contraption in the center of the room. Vule himself hits for just over 3k , single target rampage, AE rampage for less damage, and a few spells:

If at any point Vule has more than 24 people on his hate list he will punt the main tank to Stoneroot. The real difficulty for the event however is the gargoyles. The gargoyles are numbered 1-12 with 1 being just east of Vule's cubby going clockwise around the room. Throughout the event a random gargoyle will turn Red. When you click the stone in the center one of the gargoyles will have a blue light shone on them. When the proper gargoyle is lit up press the lever. If done correctly, the room shakes and life goes on. If aimed at the wrong gargoyle or taking too long the gargoyle DTs a random person on Vule's hate list. Further, if a gargoyle isn't cleansed it will stay red and keep DT'ing until it is done correctly while more gargoyles turn red. Just to make things more difficult, the person that presses the lever will get "fatigued", so has to wait before they can do another. You'll need to have 2-3 people calling out when they see a Red, 1-2 getting it aimed properly, and 4-5 dedicated to the lever taking turns to avoid fatigue.

Has a 6 day lockout? Vule drops 2 Ancient runes, 2 Vule's Eye, and 1 of the following: