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Destro Ch22 PQ guide??

Posted: Fri May 15, 2020 9:49 am
by emiliorv
Someone knows if there is some
-Guide for destro Ch22 PQs
-Youtube/Twich destro Ch22 PQs vids
-Any player/guild/alliance who runs destro Ch22 PQs frecuently

I searched in forum but only found some posts about patchnotes/bugs from long time ago...

Re: Destro Ch22 PQ guide??

Posted: Fri May 15, 2020 12:32 pm
by Omegus
Here's Eataine. I'll do the others when I've run them again to confirm a few minor details. Not proof read yet.

Eataine Chapter 22
Pink because elves.

Stage 1: Kill lots of NPCs
The mobs are everywhere including on the docks and behind the giant building (people often miss these) Make sure to taunt/interupt/CC the Blademasters when they spin or else they can wipe most of your warband. Be sure to finish in the middle greenery area ready for stage 2.

The Blademasters should be an indication that this is not the regular kind of hard PQ...

Stage 2: Quickly kill fewer NPCs
All of the mobs are in the "main" area, i.e. not in the docks nor behind the building. The Silentblades (could be Quietblade? I forget...) are the toughest to find. This is a very short stage so you need to be quick. One group of mobs is on the bridge that leads to the PQ and I believe these knock people vertically upwards during the fight.

Stage 3: Kill 10 tougher NPCs
The 10 mobs you need to kill are on the docks: 5 at one end of the docks, 5 at the other end. Time is short but not critical.

Stage 4: Kill 3 even tougher NPCs
The 3 dragon-riding NPC are by the main building/palace/etc and flying in the air. Taunt/attack them to drag them down and use knockdowns to dismount them. You can bring all 3 to the middle NPC's location and AOE all 3 at once if you want but the damage from fireballs can get high.

Stage 5: Kill the boss NPC
This takes place on the docks and everyone needs to turn their brain on for this one. It's not a difficult fight, but it is an accurate fight. Make one mistake and it's wipe city. You need 4 roles for this:

1) Main tank (MT). Keeps aggro on the main dude that needs killing.
2) Off tank (OT). Keeps aggro on the phoenix that spawns when the boss is low health. Off-tank sticks with the blob until the phoenix spawns.
3) Orb runner. Someone who is fast (i.e. has on-demand speed buffs. Mounts won't work as everyone has the Terror debuff during this fight) to stand at the side and run in to activate orbs at various points in the fight. NOBODY ELSE USES THE ORBS EXCEPT THIS PERSON.
4) The blob. Everyone not in 1/2/3.

On the docks there are 3 fountains with a little pillar coming out of them. One is in front of where the boss spawns to begin with, one is in the middle of the left dock over the water, and one is in the middle of the right dock over the water. At points during the fight orbs will appear at the top of the pillar and using this orb at the correct time allows the fight to progress. Using it at the wrong time causes a wipe. You have 30 minutes for a 5-6 minute boss fight because it's so easy to mess up and wipe.

Here is a 100% not to scale picture showing useful things.

Image

R = suggested runner positions for the fountain above. P = suggested phoenix tank positions. Due to the terrible scale of this diagram you will need to experiment with 1-2 wipes to find the good places for the Runner to stand.

Stage 5, Phase 0: Setup
As you're looking at the docks from the stairs leading down to them, everyone except for the runner and main tank stand on the fountain to the RIGHT. The runner stands on dry ground lined up with the stairs (R on the picture) that lead to the fountain. The MT stands closer to the boss as he needs to taunt to get aggro.

Stage 5, Phase 1: Tank and Spank
The MT will taunt the tank and then run to the right fountain where the blob is. The MT must have have his back to the fountain pillar as the boss has knockback and will send him into the sea. MT holds aggro, everyone else except the Runner remain stacked on the fountain and do heals/damage to the boss.

Stage 5, Phase 2: Rifts and Orbs
Eventually the boss will do 2 forms of CC. First he will knock people down, and then a few seconds after he will rift everyone in like an Engineer/Magus and everyone rifted will be fully disabled and knocked down. The Runner needs to be far enough away not to get rifted. You'll know if you're far enough away as you won't get rifted (this will be trial and error - make use of the 30 minutes and don't get made if everyone wipes). The moment everyone has been rifted the Runner needs to come in and click on the orb above the fountain. I can't remember if it's left or right click so do both. If you are too late everyone dies. If you are too early (i.e. do it before the rift) then it does nothing and it's on a long CD so everyone will die after being rifted. If the orb is done on time then the disable is removed from everyone and you progress to phase 3. Don't mistake the knockdown for the rift/knockdown combo.

Stage 5, Phase 3: Reposition
Congratulations you didn't wipe. Everyone then runs to the next fountain and drags the boss with them. I've been told to limit damage during this time as it causes the boss to CC (knockdowns and snares). The fountain order used will be listed further below. Once the boss is at the next fountain you repeat phase 1/2/3 on that fountain, i.e. everyone stacks up, runner gets far enough away, all dps on the boss until knockdown and them rift, once he has rifted the runner comes in and uses the orb quickly, then progress to the next fountain. Everyone's #1 priority is to get to the boss and the warband to the next fountain. THEN you can DPS. The last thing you want to do is have the boss trigger the rift while out of range of the fountain as... yep you guessed it, it wipes the warband.

The order the fountains are used are: Right, Middle, Left, Middle, Right, Middle, Left, Middle, etc. Back and forth from each end while ensuring you stop at the middle. Generally the fight should be over by the time you've completed a full rotation and got back to Right. The entire of stage 5 takes 5-6 minutes to complete.

If you're feeling dangerous, once the the Orb is used if the boss has about 10-15% health left and your DPS is performing well then rather then moving to the next fountain you can just decide to kill the boss there and then. This is risky as if he rifts before he's dead then the Orb for that fountain will still be on cooldown and everyone will wipe.

Stage 5, Phase 4: Phoenix
Phase 4 runs alongside the loop of phase 1-3 and happens when the boss is at low health (40%-50% health remaining?). A second boss will spawn in the air which is a giant phoenix which does huge AOE damage. As you can imagine, huge AOE damage when everyone is stacked up on a small spot and disabled is an issue. Once the Phoenix spawns the OT needs to get aggro and pull it away to somewhere safe. The "P" on the map are Phoenix tank spot suggestions. Move the boss as the fight progresses to remain within heal range. The rest of the group continue the phase 1-3 loop until the main boss is dead.

Usually the Phoenix spawns at some point when fighting the boss at the left fountain.

Stage 5: Troubleshooting, or "why did we wipe?"
Other than just generally being terrible the main ways you wipe on stage 5 are:

1) Somebody used the Orb too early. Turn on centre screen messages in the UI as it shows who used the orb. Usually this is someone who isn't the Orb runner who tried to be useful. Kick this person from the warband. Remember, it needs to be used after the rift. Using it straight after the initial knockdown = death. Note that the Orbs spawns early to bait you into using it early. Don't be baited.

2) Nobody used the Orb. This means either the runner got sucked in with the rift and was disabled or the runner didn't get there in time. Alter the waiting position of the runner and try again. Remember to use abilities for the extra speed boost. Choppas are good for this as they have 3 speed boosts: Charge, Flee and GTTC.

3) The Orb was on cooldown. This means you took the boss to the wrong fountain. Right - Middle - Left - Middle - Right - etc.

4) The MT went for a swim. The boss punts the main tank so make sure the MT stands with their back to the fountain so they remain in place when punted.

5) Can it be cheesed with Zealot's self res? Not really. The best use of self res is to quickly recover after a wipe. Rather than have everyone run back from the Chapter 22 camp the Zealots just stand back up and res everyone to save time. This is completely negated if one person decides to respawn at the camp. Decide in advance what your recovery strategy is and make sure everyone sticks to it.

Re: Destro Ch22 PQ guide??

Posted: Fri May 15, 2020 4:08 pm
by Wam
make 2/2/2 warband ...

Get all tanks to run menace, get them to run m2 bellows, make sure they are defensive / good evasion and know how to challenge... one main tank, and many off tanks.

dps, you will need atleast some decent aoe dps / damage dealing classes (don't take only witch elves makes it considerably harder)

Healers, any healer which knows how to heal position and detaunt is cool... dok zeal combo is nice.


Reikland, go to ch22 form up kill mobs along the way (if you have slowbie healers/dps at the back) get to the pq... kill everything outside, storm the tower ... heroes are straight forward, at the top take the portal ... then sort out your loot options if you are organised and min maxing and opting out and also if its not bugged
After loot resolved, main tank tank the lord down bottom of stairs, everyone should get off the stairs (for the Y axis issue with challenge and adds running up to healers who are just going to aoe spam heal there like noobs)
Dps kills adds... people get stunned and need to type XX (or ++) whatever system you want to use in warband chat or say chat... DPS who kill adds get a power to free them from CC. More adds spawn, needs fast challenges and M2 rotations from tanks... people can die, the lord hits pretty hard so need to keep main tank topped up.
Shoulders/gloves/boots


KV... go ch22 cross the bridge... start pulling the mobs, try to position self properly so you do not get knocked back into orvr or pulling more mobs... you want to fight ideally 2 runepriests maximum at a time... anymore and you could maybe get wiped by sheer noobishness and make things pointlessly messy. Next stage kill rangers is no problem just do it systematically from cannon to cannon, leading to the main door.
Next stage is more tricky, you will need to pull adds carefully, kill alot of champs, get your experienced tanks to pull more into your meat grinder, challenge them up... once you killed most the champs, then you get 3 heros to tank so need 3 main tanks... pull left hero first he got most distance and remember to heal that tank because he will be knocked down and take alot of dmg... bring to the middle... other heroes get pulled too... first time you do it some champs will be pulled too so you need to kill all champs... the three heroes need to be within 10% dmg of each other, if you mess this up at the start, just pull out of room after champs been killed and reset it... then go again and if you keep messing this up its your dps fault for not tab targeting and keeping them level... its very simple but people tend to mess it up for no reason ... kill the 3 runes after heroes dead and then its next stage

Next stage... you will need people to have awareness and also... the UI bugs out which makes it considerably harder, dont panic keep on fighting and be pro... you are still in your parties just healers will need to group heal ...
Main tank takes lord in corner ... very simple (compared to testing it back in the old days) you will want two parties dedicated to lord room, ideally have good aoe, and defensive morale (i.e sorc winds m2 is nice, and doks m4 is also nice) all your off tanks will be challenging adds as they spawn, and storing morale 4... some ranged dps slowly grind lord on main tank... once it gets down to 60% two portals spawn, left and right... you will want one dedicated party left, one dedicated party right... you rush to the totems (objects) to kill to destroy the summoned weapons in the lord room... meanwhile 2 parties in lord room use defensive morale and survive, so rotating morales and being smart whilst killing adds is key...

After the totems are in killed in tunnels, those parties will need to kill all the champs in those tunnels (if they dont big chance of bugging it out... so 10 each tunnel) then when its done come back to lord room and sort out loot options if you are min maxing... then you can grind the lord

so once the boss hits 60% your tanks in each party should hit morale 4, p3 left, p4 right... they should already be stacked on portal ready to go and not be confused and act like they wasnt told what to do... then second tank can rotate morale 4 also. then sorc m2 (for lord room) and dok m4 (for lord room)
chest/gloves/boots


Eataine guy above give infos... it use to be harder but they improved the time which gave it some slack and fairness to its counterpart atleast.
helm/gloves/boots

Gear is good for sorcs/doks/witch elfs/MSH
Apperance use to be good and is pretty bad look now.

Re: Destro Ch22 PQ guide??

Posted: Fri May 15, 2020 4:34 pm
by emiliorv
Awesome, lotta thx for replies. Really didnt figured that was too many tricks...
Omegus wrote: Fri May 15, 2020 12:32 pm Pink because elves.
LMAO

Re: Destro Ch22 PQ guide??

Posted: Mon May 18, 2020 12:14 pm
by emiliorv
just made some of this PQs this weekend, eataine and reikland => having this guides was really helpfull.