Solteris, the Throne of Ro

Information

Quest Giver - None, click the yellow orb to get instance and zone in
Requirements to join: Completed all steps of the access quest
Requirements to request: Same as above
Raid Size: 54

Trash throughout the zone drop Phosphite, a tradable currency which is used to purchase Translucent Powersources. When the first two events are locked out, a fresh instance will not have trash on the first island. Likewise for subsequent islands making it easier to come back later to finish the zone.

 

 

 

 

 

 

Mayong's Mistresses

The first event in the zone is a dps test. To begin the event everybody needs to be standing on the dial and then say "help" to any of the three sisters. The moment you do a 5 minute clock starts and if you aren't done with the first phase the event resets, but can be retriggered with no delay. Along the dial are 9 platforms, clicking a platform summons a specific guardian outlined below. Each guardian drops a specific artifact, you need to kill all 9 guardians, loot all 9 artifacts, and give 3 to each sister in the 5 minute window. The guardians can be activated in any order and you can have more than one up at a time if you want:

Guardian of the First Prime
Drachnid model. Flurries and has a 35 range AE 12,500 dd and feign death.
Guardian of the Second Prime
Drachnid model. Flurries and has a frontal AE 12,500 dd, but it can turn to cast.
Guardian of the Third Prime
Werewolf model. No special abilities.
Guardian of the Fourth Prime
Werewolf model. Casts Splash of Swirling Toxins on someone, 5k dot with 36 poison counters. This MUST be cured asap or it will spread virally infecting the entire raid in short order.
Guardian of the Fifth Prime
Vampire model. Completely immune to Magic and Poison, also mitigates Slashing damage.
Guardian of the Sixth Prime
Vampire model. Completely immune to all spells.
Guardian of the Seventh Prime
Gargoyle model. Mitigates Slashing and Piercing damage.
Guardian of the Eighth Prime
Orc model. Single and AE rampage, casts a 5k dot, silence, amnesia (melee disc silence) on tank.
Guardian of the Ninth Prime
Gargoyle model. Shadowsteps and casts a 5k dot, silence, amnesia (melee disc silence) on tank.

The basic idea is to have targets up for all of your dps to have something to hit, like having 6 and 8 so your melee kill 6 while casters kill 8 from outside AE ramp. The exact order and timing to trigger depends on your guild's strengths and weaknesses.

Each Guardian drops a specific item which is given to a sister. After handing them all in the sisters will fight each other and the outcome of those battles is determined by which sister gets which items. In the end the remaining sister attacks you, augmented by the powers of the Guardians whose items they were given.

  1. Valen Ak-Daal - One shot kill another sister, unless she has buckler.
  2. Stave of Stinging Soot - One shot kill another sister, unless she has shawl or shroud.
  3. Serpentine Ornate Backstabber - ?
  4. Phial of Swirling Toxins - ?
  5. Buckler of Mistmoore - Protects from Valen blade.
  6. Vermilion Batfur Shawl - Protects from Stinging Soot.
  7. Finsternacht Cuirass - ?
  8. Lightning-Scored Greaves - Gets to strike first
  9. Shroud of Purest Shade - Protects from Stinging Soot.

There are many many many ways to distribute the items. If you give one sister a bad combination (like immunity to spells and mitigation to slash/pierc) and they win, the final fight becomes Much more difficult. Be warned though, it is possible to set it up so that two sisters survive and you need to fight both at once!

The event unlocks Wrists, yields 200 Phosphene, and two of the following:

Aprosis, the Fourth Confidant

The event starts with the orc, Ur-Floxiz Lochmaul, rooted in place. He hits for up to 8k, flurries, and casts 4 spells:

From the moment you agro him the timer starts. Every 110 seconds you get 10 adds which are a random assortment of the following:

  • Vampires - Some heal, some AE rampage. Can't be mezzed
  • Drachnids - Can't be mezzed
  • Werewolves - Cast single target charm and an AE snare. Can be mezzed
  • Gargoyles - Cast nukes. Can be mezzed

When Ur-Fluxxed dies, Aprosis goes active. He hits for up to 9k, single target rampage, and has two timed mechanics. Every 40 seconds he casts a 100 range AE blind and silence. Every 100 seconds he emotes and you have 9-10 seconds to nuke him 3 times with the appropriate element or he banishes one person to Katta Castrum:

  • Aprosis gathers together a ball of arcane energy and prepares to hurl it at his enemies - Need 3 Magic nukes
  • Aprosis gathers together a ball of blazing energy and prepares to hurl it at his enemies - Need 3 Fire nukes
  • Aprosis gathers together a ball of freezing energy and prepares to hurl it at his enemies - Need 3 Cold nukes
There doesn't appear to be any issue with using other nukes at the same time.

The add timer from Lochmaul keeps going until Aprosis hits 73%. At that point it is a good idea to clean up non-mezzables that were being kited. You get 10 more adds around 30% and a last wave at 10%. All adds despawn when Aprosis dies.

The event unlocks Gloves, yields 200 Phosphene, two Corrupted Drop of Focused Sunlight (for upgrading ring), a chance at a Faceted Sunshard, and two of the following:

Rear Guard Captain Balreth

This is the dreaded Balance event. It begins with a single large golem. DPS it down to 20% and it splits into two golems. These must be taken down to 20% and never be more than 5% different in health. When both reach 20% they split again and now you have 4 golems. Again they must be taken to 20% and never more than 5% between highest and lowest. At 20% they split again and there are 8 golems. Once more balance them down to 20% staying within a 5% range. They split once more into 16 golems, but these have no restrictions and most can be mezzed, just assist and kill them. If at any point you fail a balance check an Uncontrollable Golem spawns for every two people in the zone, these hit over 6k each and just obliterate everybody. This fail mechanic has been updated, if you can destroy all of the adds it still counts as a win allowing those that are Much higher level to simply burn the event.

While balancing the golems dervish adds spawn. Not a lot of hp but they will cast big AE damage if not killed. Additionally every 100 seconds a 6k AE dd goes off hitting everybody in the zone.

Once the last of the 16 split dies the chest spawns with loot, but dervish adds won't despawn.

The event unlocks Feet, yields 400 Phosphene, a chance at a Faceted Sunshard, and two of the following:

Astire, the Lunar Eclipse

In this event you face Astire and his four Guardians:

Guardian of the Sword
Vampire model. Mitigates slash damage. Hits up to 5k, casts a single target 1500 dd and stun, a single target mez, and a short range dot and mana drain. At 50% it summons a wave of vampire bat adds. Summons vampire adds can not be mezzed.
Guardian of the Spear
Drachnid model. Mitigates piercing damage. Hits up to 5k, casts an AE dot and an AE snare/spell slow. Summons drachnid adds which can not be mezzed.
Guardian of the Staff
Gargoyle model. Mitigates blunt damage. Hits up to 5k, casts a 1200 dd, the gargoyle illlusion DT, and a short range AE root with dot and mana drain. Summons gargoyle adds which can be mezzed.
Guardian of the Fist
Orc model. Mitigates hand to hand damage. Hits for around 5k, casts a 1k dd and stun. Summons orc adds which can be mezzed.

The adds summoned by the Guardians spawn inside the building one at a time at a reasonable rate (need confirmation on timing). If a Guardian is killed the melee mitigation is passed on to Astire, so the choice is to either deal with the Guardian (they can be pulled out and rooted) and the adds it summons or deal with Astire having the mitigation. You can kill any, all, or none of the Guardians.

Astire himself hits for up to 10k and throughout the event casts:

If anybody has this on them Astire's strength increases so it needs to be cured ASAP (good idea to avoid any werewolf illusions to avoid confusion). Astire casts this more frequently the lower in health he gets. When Astire reaches 30% he starts to emote:
  • Astire goes into a berserk frenzy - He will AE rampage every other round
  • Astire takes note of the burning spells being used against him - Stop using fire spells (or what?)
  • Astire takes note of the magic spells being used against him - Stop using magic spells (or what?)

Around 15% health he starts to cast:

  • Fog of Night - 50 range PBAE 6k dd, 2k dot, melee and spell slow. 18 second duration.

Adds do NOT despawn when Astire dies so be prepared for clean up.

The event unlocks Heads, yields 400 Phosphene, two Impure Drop of Focused Sunlight (for upgrading ring), a chance at a Faceted Sunshard, and two of the following:

Irissa the Seer

At the start of the event you face Irissa, a giant drachnid, and 4 sets of mobs outside the portal. Each set of mobs consists of 1 "a trueborn summoner" and 4 "a portal attendant" which are non-agro to start. Irissa hits for up to 10k, flurries, and casts a spell:

  • The Seer's Touch - A single target 2k dd, 2k dot, and silence which also changes your view. Shortly after being hit by this an AE goes off on the target which will blind, shadowstep, and deal 15k damage to all within 50 range.
  • The Seer's Guard - Unremovable 1k spell ds.

When Irissa reaches 98% one of the Summoners will become active (which is random) and walk to the portal. You need to kill the summoner quickly or it will summon a large orc. Once the Summoner is killed the four Attendants will attack, nothing more than zone trash. Once they are either handled (can they be mezzed?) take Irissa to 96% and another Summoner will repeat the process. The third activates at 94% and the last at 92%. It is important to get this phase completed quickly as the longer you take the stronger Irissa gets. If any summoner is not killed it will become untargetable (but not heal) and return to its spawn point. This continues every 2% until you manage to kill all 4. For as long as summoners are up occasional trash will spawn from the portal, these can be mezzed.

The second phase starts at 90%. Lore wise, Irissa travels in time. At 75% it despawns as it travels to the past, so at 90% you will get a second Irissa to appear at 75% health. Mechanically, all that matters is that at various health levels it despawns and can respawn with one or two additional copies. Each despawn/respawn also removes all agro and debuffs. The copies that are at different health levels only need to take 2-5% damage before they despawn:

  • 90% - A 75% version spawns.
  • 85% - despawn briefly.
  • 75% - despawn briefly.
  • 70% - A 60% version spawns.
  • 60% - Main despawns briefly and a 85% and 50% spawn.
  • 50% - despawn briefly.
  • 45% - despawn briefly.
  • 40% - Irissa can AE rampage now and a 20% verson spawns.
  • 30% - despawn briefly.
  • 20% - despawn briefly.
  • 15% - despawn briefly.
  • 10% - A 30% and 45% version spawn
  • 0% - Main dies and shortly after a 15% spawns
The Seer's Touch continues to go off throughout the fight so whoever gets it needs to run far away or risk wiping the raid.

The event unlocks Arms, yields 800 Phosphene, a chance at a Faceted Sunshard, and two of the following:

Commodus, Solar Construct

At the start of the event you'll see Commodus and 8 Aspects (giants). To begin with only four of the Aspects are active:

  • Aspect of Temperence - Hits for 2000
  • Aspect of Justice - Hits for 3500 and AE rampage
  • Aspect of Wisdom - Hits for 4000 and single rampage
  • Aspect of Fortitude - Hits for 4000 and flurries

The four Aspects need to be balanced within 5-8% health or they will gain in power considerably. When one reaches 50% the other four Aspects awaken:

  • Aspect of Courage - Hits for 2000
  • Aspect of Devotion - Hits for 3500 and AE rampage
  • Aspect of Ambition - Hits for 4000 and single rampage
  • Aspect of Resourcefulness - Hits for 4000 and flurries

All 8 need to be balanced or again they will power up. To mess with the balance every 60-90 seconds you get an emote An Aspect of Commodus shakes violently as its life-force is siphoned followed by one of the Aspects gaining 5% health and another losing 5%. You have a short window before the emote Commodus, Solar Construct begins to feel his Aspects' life-force again to get them back into balance or they will power up.

While dealing with balancing the Aspects, Liquid Magma will spawn two at a time. These can be mezzed and will eventually stop spawning once 30 or so are up. There are also 2 spells going off during the entire event:

  • Ground Strike - AE 4k dd, spell and melee slow, and flux. 24 seconds, no counters.
  • Solar Strike - single target 10k dd with 16 corruption counters. Must be cured in 30 sec or get a 32k dot. Hits 5 players per cast.

Starting around 45% health 4 or 5 "Convergence of the Sun" spawn and begin moving towards targets. You have to hit each with a Magic, Fire, And Cold spell to destroy them, failure to do so results in a 40 range AE 6 second stun. These continue to spawn for the remainder of the event.

After balancing all 8 Aspects to 0, Commodus himself finally attacks (Magma, Convergences, and AEs still go off). He hits for 10k, rampages, and periodically memblurs. When he is killed the chest spawns but Magma stays up so you'll need to clear them.

The event unlocks Legs, yields 800 Phosphene, two Purified Drop of Focused Sunlight (for upgrading ring), a chance at a Faceted Sunshard, and two of the following:

The Two Gods

Trash leading to Solusek's throne room will drop Shard of Eternal Light, which will be used during the event. As you approach you will see both Solusek Ro and Mayong Mistmoore, upon trigger Solusek despawns and you deal with Mayong's first form. He hits for around 6k, single and AE rampage (only for 1k), and casts Wrath of a New God, a frontal AE 12k dd, 1k mana/end drain, and flux. At regular intervals he will emote about gathering shadows, despawn briefly, and spawn two dozen bats with very low health which can AE rampage. Mayong respawns elsewhere slightly healed and resumes fighting. Between waves people can click the Shard of Eternal Light to extend the time before the next bat spawn. Only 5 can extend between bat spawns so only use a few each time. The Shard has a 20 minute cooldown, so each person can only use it once per attempt. When Mayong is "killed" the event moves to the next phase.

In phase 2 Solusek respawns and begins to attack. He hits for 8500, single target ramp, and casts Deadly Solar Winds, a tagreted AE centered on the tank dealing 3000 damage three times. At regular intervals he summons up to two dozen dervish model "a living flame". These can put out serious AE damage and dots but have very low health. He will also emote Solusek Ro gazes at Rasper in anger and prepares a massive torrent of energy. The target needs to run or get hit by a massive nuke. At 75% the third phase starts.

Mayong respawns, this time hitting for up to 8k, still casts his frontal AE, and has the bat spawn (which is still prolonged by Shard clicks). At 50% Mayong gains his "Raises his sword" emote from Demiplane, shortly after anybody near except tank is killed. The two gods need to be kept balanced within 5-8% or the healthier of the two will gain a 50% boost to melee damage. It is suggested to keep Mayong lower since he regenerates when he does the bat trick. Keep them balanced, handle the adds, and kill them both to spawn two chests (one per god). Alternatively you can burn one of the two dead at which point the remaing one goes back to normal.

The event unlocks Chests, yields 2000 Phosphene, two Pristine Drop of Focused Sunlight (for upgrading ring), a chance at 1 or 2 Faceted Sunshard, one of the following:

and one of the following: