|Zone:||The Temple of Kor-Sha|
|Faction:||Brood of Di'Zok|
|Difficulty:||^ ^ ^ Epic x4|
|Classifications:||Biped, Dizok, Living, Nocharm, Nodrag, Organic, Overking, Sentient, Terrestrial, Warmblooded|
a.k.a. Overking Selrach
Multi mob encounter with epic 4x add management on the pull, short leash point and eight heroic adds every 30 seconds. One joustable AE with tapered damage based on proximity. Illusionist adds stifle on initial engagement.
MT tank on Selrach, OT on adds, recovery team of 3 to neutralize stray adds. The initial fight starts on the dais (large circular platform that the Selrach and his minions start on.) After the first set of HEROIC adds are dead the Selrach is moved to the spot marked in the diagram below and we split tank the adds away from the Selrach.
Healers will start with everyone else during the initial pull MT and OT healers will move within healing range of their respective tanks to keep them standing, sanctuary should be used on the MT. All healers will move with in healing range after the first AE hits. When the first adds become active, the MT needs to be the target of an Anti-death spell. Once the first set of HEROIC adds are down the MT, and Group 1 DPS healers will move with their groups. During the move, an aoe prevention for stifle, stun and root needs to be in effect. These would include Advanced Warning, Blade Dance or Sanctuary. The OT and Group 2 DPS healers move with their respective groups.
MT and OT are in together on the pull MT on Selrach OT on epic adds. After the first set of Heroic adds are down MT will begin to move Selrach to the location marked below as “Phase 2 Selrach Tank Spot “ where they will tank Selrach with the high single target DPS group and the MT group. At 56% health on Selrach he will whip out his giant sword of wipeing the raid prior to that those near Selrach will need to begin spamming the clicky (Isydryl's Wand of Intervention, from Pawbuster) to disarm him or he will kill the whole raid.
OT during the move will reposition to the location marked as “Phase 2 Adds Tank Spot” in the diagram and be responsible for picking up the majority of the adds pathing to Selrach.
DPS will be devided into two groups group one will contain heavy AE and distance capable DPS Group two will contain heavy damage single target DPS. All DPS is to remain out on the pull to avoid the initial inferno once we have a solid timer DPS will target the MA for the initial set of adds up on the dais. Once the epic adds are down group one will focus on the MT target (Selrach) and group two will focus on OT targets (adds) Please remember no DPS on the move though. When there are no adds group 2 can use distance dps and debuffs only on Selrach. Every 48 seconds Overkings Inferno will go off 10 seconds prior DPS will joust out until the AE hits then of course joust back in when it hits.
DPS On add control should review the following information.
The Heroic adds are as follows:
2 Mentalists - Long Duration Stifle 2 Assassins - PBAE Damage on spawn 2 Warriors - Taunt 1 Evoker - Dunno... just dies 1 Diviner - Heals others in group but not enough to matter
The Mentalists are the first to die as they cast the Stifle and must be neutralized as fast as possible. Assassins will often go after healers or other non prefered characters... however will usually die in the AE if close to the Mentalists in the initial few seconds. Warriors will always die in the AE or by the person they force to target them.
Order of targets:
NOTE: To all casters, any Arcane that you see is a high priority to cure off your healer as there is a Very high chance that it is a stifle. Also, any Nox debuff you see is a high priority to cure off of the tanks followed by the melee DPSers as this is the long duration Root.
Three individuals will be tasked with add clean up duty. These folks will be with everyone else on the pull but after the move they will take up the position marked “Add Control Area” in the Diagram below. These folks sole responsibility is recovery and destruction of any and all adds that break free from the OT group. During lulls this group can change focus on Selrach for a bit of DPS and debufing but must be vigilant about not letting adds through to Selrach. After the 50% of Selrach's health heroic fire adds will begin to spawn and make their way slowly to Selrach it is of paramount importance that this team takes them out well before they reach Selrach or a massive AE will go off wiping the raid.
|Overking Encounter Diagram|
|Main Tank||Support Tank||Melee DPS||Caster DPS|
This is a long fight, semi technical in nature. Pre TSO this fight requires folks to be not only focused on their individual roles but to push their capabilities a bit to eek out that extra level of performance. Concentrate on individual roles and add control is king for this fight. Post TSO this fight is a bit easier but still requires due dilligence.
|ZAM credits Ghosts of the Jaggedpine & MMO-Strategist for the original information in this guide.|
|Rise of Kunark Raid Quest Series|
|1||The Fate of Norrath||Tairiza the Widow Mistress - Pawbuster - Imzok's Revenge|
|2||The Amulet of Drolakis||Emperor Venril - Overking Selrach|
|3||Into the Bowels of the Beast||The Leviathan|
|4||The Secret of the Stone|
Sub-quest:Taking on Trakanon
|Kluzen the Protector - Elder Ekron - Nexona - Druushk - Taskmaster Nichok - Milyex Vioren - Qunard Ashenclaw - Xygoz - Hoshkar - Travenro the Skygazer - Silverwing - Phara Dar|