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Difference between revisions of "Theurgist Iztala"

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****'''Total HP:''' ~3,000 (each)
 
****'''Total HP:''' ~3,000 (each)
 
****'''Melee Damage:''' 5 - 30
 
****'''Melee Damage:''' 5 - 30
****These elementals emit a timed AE approximately every 18 seconds that forces [[Feign Death]], {{unknown}} [[Snare]], and 250 points of unmitigable non-melee damage upon everyone; players must manually '''stand''' if they are FDed.
+
****These elementals emit a timed AE approximately every 18 seconds that forces [[Feign Death]], [[Snare]], and 250 points of unmitigable non-melee damage upon everyone; players must manually '''stand''' if they are FDed.
 
****Further testing would be necessary, but I suspect mez merely slows their spellcast, not stops it outright. It is possible to mez the last one alive indefinitely to allow for a full heal/mana regen. However, he will still pulse the AE occasionally.
 
****Further testing would be necessary, but I suspect mez merely slows their spellcast, not stops it outright. It is possible to mez the last one alive indefinitely to allow for a full heal/mana regen. However, he will still pulse the AE occasionally.
 
***Once all four earthlings are defeated, Theurgist Iztala returns.
 
***Once all four earthlings are defeated, Theurgist Iztala returns.

Latest revision as of 19:19, 8 April 2020

Adept information
Theurgist Iztala
Level 45
Max level to engage 42
Zone Lair of Paw
Location 1428, 112
Northernmost room in zone
Respawn 21 hours
Known Loot
Class Magician
Body Humanoid
Health (Ridiculous)
Mana (Hardy)
Strength (Weak)
Defense (Average)


Seen here with one of her loyal elementals, Theurgist Iztala has exceptional talent in the art of conjuration.

Group Suggestions

  1. Each group is advised to have at least one Cleric or Druid who can cast group heals during AE phases.
  2. A Paladin can aid in group healing via the Sacred Cleansing group HoT.
  3. A competent, on-level Enchanter can be vital to this fight's success, though exceptionally high DPS and organized take-down of the elementals can circumvent the need for Mez.
  4. Several DPS characters are suggested in order to burn down the adds as quickly as possible.
  5. Fairly easy fight with adept geared War/clr/bst/enc.

Strategy

The normal liodreth in her room despawn on agro. Note, however, that they will respawn on their normal schedule, including during the fight.

  • Four Phases:
    • 80% Fire Phase: Theurgist Iztala vanishes and calls upon the element of fire to assist her in battle.
      • An explosive fireling x 4 spawn
        • Total HP: ~2,700 (each)
        • Melee Damage: 20 - 55
      • If not killed fast enough, each elemental "flails its arms wildly, spreading the flames"; this spawns one a roaring flame per living fireling.
      • A roaring flame is immobile and will emit an unmitigable, small-range 500-point AE and then disappear; players should run away from these roaring flames whenever possible.
        • Mez will not prevent these adds from spawning, but it does make avoiding the AEs much easier.
      • Once all four firelings are defeated, Theurgist Iztala returns, she maintains her earlier agro table.
    • 60% Earth Phase: Theurgist Iztala vanishes and calls upon the element of earth to assist her in battle.
      • A tangled earthling x 4 spawn
        • Total HP: ~3,000 (each)
        • Melee Damage: 5 - 30
        • These elementals emit a timed AE approximately every 18 seconds that forces Feign Death, Snare, and 250 points of unmitigable non-melee damage upon everyone; players must manually stand if they are FDed.
        • Further testing would be necessary, but I suspect mez merely slows their spellcast, not stops it outright. It is possible to mez the last one alive indefinitely to allow for a full heal/mana regen. However, he will still pulse the AE occasionally.
      • Once all four earthlings are defeated, Theurgist Iztala returns.
    • 40% Theurgist Iztala targets a character via emote and shortly afterward casts a rain on them that lasts the duration of the fight. They should move away from the group until it casts, then run back. De-summon a pet if targeted by this ability to negate the mechanic entirely (she will not cast again). It does 200 base damage and seems to be un-resistable - it is still very easy to heal through if accidentally cast on the group.
    • 20% Air & Water Phase: No emote accompanies this phase.
      • A soothing waterling & a dazzling airling spawn to fight alongside Theurgist Iztala.
        • Total HP: ~2,200 (waterling) / ~1,700 (airling)
        • Melee Damage: 5 - 20
          • With slow attack speed and minuscule damage capabilities, even a caster may tank these adds with no danger.
        • The waterling increases Theurgist Iztala's regenerative abilities.
        • The airling emits an unresistable PBAE Stun which does no damage.
      • These elementals are both immune to Mez and must be burned down one at a time as quickly as possible.
      • If one or both of the elementals are alive by the time Theurgist Iztala reaches 5% health, all players will be struck down by 10,000 points of unmitigable non-melee damage, wiping the raid.
Note: An on-level Enchanter is strongly recommended to handle all mezzes throughout the fight, as Entrancing Lights can prove invaluable in swiftly locking down the fire and earth elementals. Due to the high level of the adds, a Bard will be unable to rely on Kelin's Lucid Lullaby, and the Necromancer's Screaming Terror has too long a cooldown and no resist bonus to aid it in landing.

Battle information

  • Spells:
    • Stand: Damages all players on the aggro list for 5 points of unresistable non-melee damage every 12 seconds whenever Theurgist Iztala is visible.
  • Note: This is a scripted spell and does not appear in the spell parser; its main function is to prevent the raid from camping a healer.
  • Note: This effect no longer causes PCs to stand as of 4.8.20.
  • Max Hit: 163 vs. 800 AC
    • Hit: 130

Faction effects on kill