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Forums : Raid Walkthroughs > Summoners Hall Walk Through
skiesthe 11/24/2006 2:21 PM : Summoners Hall Walk Through

skiesthe
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Summoner's Hall
Location:  Within RvR dungeon of Passage of Conflict
Requirements: Access to New Frontiers
What you need: 2-3 groups.
Group Setup Suggustion: 2-3 Sheild tanks, 2-3 Assisting tanks, 2-3 healing/buff, 2-3 casters


Zilistiphe

Tip: Can by pass this boss by running straight to the other side of her and zone into Summoner's Hall.

Support set up on ramp, if things get hairy they can zone and rez.
Casters set up in hallway. NO one with a "power bar" goes in where Zilistiphe is due to she drains power.

MA sheild tank...Engage Zilistiphe...All tanks on shades that spawn around her.

Once shades are out of "shade" form...All tanks and casters kill the shades...

Zerg! Zilistiphle soon as her Shades are dead.

Note: This boss has alot of bugged issues and has lots of hit points.

Aidon the Archwizard

Easy zerg down.
He splits into four.

Summoner Roesia

Summoner Roesia does not move from the center of the room.

Kill all "Nodes" that are along the walls around Summoner Roesia.

Melee Summoner Roesia down; once all orbs are down.

Note: If orbs don't go down they caste a forceful zepher putting raid members in floating clouds.

Tip Pass by Summoner Canovinda in front of Great Summoner.

Summoner Lossren

Summoer Lossren summon's "tortured soul's" {yellow/orange con to a level 50}. Casters can easily take these out. All melee on Summoner Lossren.


Summoner Convinda

Summoner Convinda loves to throw raid members taking 90% of their health.
Pile all Melee/Pets on Summoner Convinda.
Summoner Convinda self heals herself.
Support be ready to Rez/Heal/Buff as quick as possible.

Note: This Summoner is known to teleport raid members to their last bind point.

Port into Grand Summoner Hall behind Summoner Convinda
{Reason why you by passed Summoner Convinda}


Grand Summoner

Have one Shield tank and Endo (shamen/bard/pally) Engaged The Grand Summoner.

Rest of raid party take out Orbs/Nodes around the Grand Summoner Hall.

Order in which to take out Orbs/Nodes.

Back orbs/nodes first
Right than left side
Kill Summoner {this will take some time lots of hit points have all members on him}











 




S
uccess is the ability to go from failure to failure without losing your enthusiasm

About me:
http://www.myspace.com/skylyrc

Characters: skiesthe
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skiesthe 5/16/2007 4:04 AM : RE: Summoners Hall Walk Through

skiesthe
Posts: 370
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Zilistiphe

Tip: Can by pass this boss by running straight to the other side of her and zone into Summoner's Hall.

Support set up on ramp, if things get hairy they can zone and rez.
Casters set up in hallway. NO one with a "power bar" goes in where Zilistiphe is due to she drains power.

MA sheild tank...Engage Zilistiphe...All tanks on shades that spawn around her.  

Once shades are out of "shade" form...All tanks and casters kill the shades...

Zerg! Zilistiphle soon as her Shades are dead.

Note: This boss has alot of bugged issues and has lots of hit points.


Update:

2nd Method:

Have All tanks on Zilistiphle until health drops to 75% at that time one of the "shades" around her will drop "shade form".  Have all but main tank kill the "shade" than return to Zilistiphle. Rinse and Repeat until all "shades" are down. Kill Zilistiphle.

Tip: have casters kill any aggro/adds that Zilistphle sends. Also may help to have 1 or 2 tanks stand back to help with adds/aggro, if you can spare any.
 




S
uccess is the ability to go from failure to failure without losing your enthusiasm

About me:
http://www.myspace.com/skylyrc

Characters: skiesthe
Top | Bottom

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