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The Lost Vale: Part 0 - Middle Wing: N'Kari, Keeper Of Secrets

By: Damihdez

Proceed to the right of the portal and into the doors a the end of the path. Clear out the mobs in this room; some of them are champions, but most are normal. The cultists have apparently had plenty of time to redecorate and set up shop here.

Turn left and approach the room at the end of that hall. You will see the Everqueen surrounded by four Darkpromise Summoners (if you have to reset N'Kari later, there will only be 3 Summoners). Here is what I recommend for them: each one will drop a channeling stone which you can drop on your hotbar. Leave one of these alive and essentially undamaged so that you can try to get the stones as well as build up morale to max. It will be very difficult to get the stones, but one thing that has worked for my team is to silence the Summoner and prep everyone for it. Once silence goes off, the person trying to grab the stone should immediately go for it. Sometimes it will interrupt anyway, so just be patient. Note: if you only get 1 or 2, that should be enough. They are not super-critical. When everyone is ready, kill the last Summoner. You will still be "in combat" for the 15-20 seconds that it takes N'Kari to get there, so your morale should still be building.

In the event of a two people dying during the fight, your runner should flee all the way outside the door to rest N'Kari. She will generally not chase you, but she can drop circles under you until you get all the way outside the door.

Before we dive into the battle strategy, let's discuss N'Kari's abilities. I have read over Nublet's account and will paraphrase it here, with some corrections I've noticed

Phase 1 Abilities

Circle of Pleasure - A green glowing circle on the ground. Standing in this will cause your movement speed to be reduced, and cause your AP regeneration to be reduced by 75%.
Circle of Pain - A purple glowing circle on the ground. Standing in this will cause pretty massive DoT.
Get out of either one of these ASAP.

N'Kari has an ability which will launch a random player up in the air and they will take fall damage along with anyone underneath them when they land, this damage is Elemental based and detaunting N'Kari will reduce the fall damage. This is SUPER IMPORTANT! Detaunt as soon as you start going up in the air!

Phase 2 Abilities

Devastate - ROOM WIDE frontal cleave for 7,500 damage which is unblockable & un-mitigatable. More on dealing with this in a second.

Orbs - 3 Different color orbs spawn, 2 Red orbs, 1 Purple, 1 Blue.

These orbs spawn near the entrance to this room and your party will get a BIG movement speed buff, these orbs move around the room and you will need to grab the appropriate orb.
Red Orbs - Increase damage dealt by 100% - Have your DPS pick these up. These are extremely fun for DPSers.
Purple Orb - Increases HP by 10,000 (barring soft caps) - Have your tanks alternate between taking this; if one gets it then that same tank CANNOT get it next time. They have to trade it back and forth.
Blue Orb - Increases healing dealt by 300% - Have your healers alternate who takes this. I think the healer can actually pick this up multiple times in a row, but no sense taking chances.

Adds - Shortly after the Orbs spawn 2 adds will spawn from the entrance. Have a Tank pick these up or have your DPS use roots, slow, knockdown and take them out before going back to DPS N'Kari. A good way to deal with this is to designate a single DPSer as the add-killer. the other one can just focus on N'Kari the whole time.

Okay, here goes for the strategy. Communication is essential! Make sure your team knows what their job is at all times. The tanks should know who is tanking and who is chasing orbs, etc; DPS should know who needs to kill adds, etc.

The fight starts, and the tanks should grab N'Kari lickety split. The tank that is tanking K'Kari FIRST should guard one of MDPS, if you have one. the second tank should guard the first tank. The MDPS should pop a Morale 4 ability quick, and then the tank guarding him switches his guard to the second tank, so that the tanks are cross-guarding. This little maneuver gives the first tank a good boost on threat.

The tank should pull N'Kari to the corner and keep her facing away from the rest of the group. My team has been using one of the front corners, but Nublet suggests one of the back corners. I am going to try this next time to see how it works. During this phase, just dump on the damage and avoid the circles of pain and pleasure. Remember, if you get tossed in the air, DETAUNT.

At 80% health, N'kari will start channeling a 500 point per half second dot. Have ONE person use their summoning stone when N'kari is at 81% health, so that it will kill the DoT almost as soon as it begins. This is the indication that N'Kari is about to switch to Phase 2.

Four orbs will spawn and zoom around the room. One will flutter around right near the entrance, one will go into the central pool, and one will go up each side set of stairs. You MUST watch the orbs. The second tank should immediately go a get the Purple orb, then immediately turn N'Kari into the corner. The Purple orb causes N'Kari to target the person that grabs it instantly, so it HAS TO BE the second tank. If anyone else gets it, you will all die. Note, don't even go anywhere near it, because they have a nasty way of sucking into someone nearby even if you don't run over it.

DPS should split up and get the Red orbs quick. One of them goes back to nuking N'Kari's back, and the other hunts down the adds.

The healers should work out who will get the blue orb and switch between the two. Whoever gets the blue orb should be healing the person that gets the Purple Orb, because they will get hit for 7500 un-mitigatable pretty often.

Eventually, N'Kariwill switch back to Phase 1 and start the whole circle-and-throwing people routine again. Use your second channeling stone when needed; if you last to a third iteration of phase 2, I would be very impressed.

With some dedication and luck, you too can kill N'Kari! When she dies, talk to the Everqueen and then return to Altdorf. Ride your adrenaline high into the throne room so that the Phoenix King can sing your praises to all of elf-kind. You will also get the Seal of the Everqueen, which completes your jewelry set with a small regen ability.

Congratulations, brothers and sisters!

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