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PvE - Tombs Guide
In Land of the Dead, there are four tombs, of the Stars, Sun, Moon and Sky.
Successful completion will always yield a Silver Ankh for each player and possible loot, with a chance for the four famed pocket items and very nice weaponry.
Requirements
lesser wards, level40 is not a must, so (almost) full anni is enough.
Entering
You can enter those tombs you have the appropriate glyphs for. Actually it's a buit bugged, so only the leader in the group has to carry all the glyphs for the group to enter.
Glyphs: Reed, Vulture, Horse
Group Setup: This tomb is well doable with one halfsolid tank and one healer knowing how to remove curses
Strategy:
First you have to manage getting to the Lord's chamber. On entering you'll face a closed door with a lever nearby. Once opening it by using the lever you move forward through a tunnel, it's a one-way, you've got a slow but steady Swarm mob on your back which is not attackable oneshotting everyone left behind. In addition you will get rooted, other players can free the rooted. You can unroot players with a gained ability called 'Help Friend', using it will remove the root (similar to Rune Priest or Standard buffs).
When atleast one made it through this tunnel to the Lord's chamber, rezzing the dead left behind is possible when the door to it will reopen after the swarm made it's way till the end of the tunnel
Boss Abilities
The has a couple of tricks: he will spawn scarabs that aid him and he will curse one player every 30 seconds, and ofcourse if not killed in time he will enrage oneshotting everone. And he will spawn the Swarm at the closed door.
Scarabs: once they pop, kill them, as they heal the Boss and might make the dpsrace impossible to win.
Curse: when he curses, he will call it out via an on screen message 'Player X has been infused by a scarab infusion'. The chosen player gets a stack of 5 curses, which has to be all removed in the 30secs till he calls out another one. If not the Swarm will slowly move towards the party. Selfcures like the BW got work too.
Summary: Remove roots on friendly in the hallway, fight in one of the corners, Healers cure (vital!), DPS take down scarabs once they pop
Glyphs: Scroll, Ankhra, Scorpion
Group setupOne solid tank, 2 healers prefered
Strategy:
coming soon
Glyphs: Riverbarge, Skull
Group setup: One solid and good tank, range dps and 2 healers recommended
Strategy:
He is situated in a chamber with many islandlike blocks, the ground is covered with dust. When the encounter is running, everyone in the dust will get hit for 1.5k unmitigatable damage, so avoid this one and stand on the pillars around the room
This is a rdps heavy jump'n'run like encounter, much warping and thus jumping around required, it is possible to bug him somehow preventing the warps, if bugged it's an extremely easy one with enough ranged power (not 100% clear about how to reliably bug him tho
)
Boss abilites: Knockbacks, PB Lifetap (~1k radius!), Warps and AE Doom Bolts, no adds
Doom Bolts: Those hit for some nasty damage, and he will chaincast them when not engaged in melee by one player atleast, might be outhealed by 2 good healers tho.
Knockbacks: He casts some purple entities with the doombolts (iirc) if you run in those you get knocked back. Not sure if anything triggers them, but position wisely to not get knocked in the dust repeatedly
Life tap: He does those from time to time, you can spot the lifetap by him spinning his staff. Melee has to disengage range immediately then, if not, he will heal himself of it, which makes success impossible (it's a tight dpsrace afterall)
Warp: After his lifetap he will warp to another position, so get back to him and continue the race. So far i seen him fight in 4-5 different locations only
Summary: Stay on safe ground (pillars and such), get out of lifetap range when he spins his staff and get in melee range asap after a warp, if he's bugged .... wtg
Glyphs: Scarab, Vase
Group setup: Two good tanks
Strategy:
coming soon