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VoR Guide, part 1

This is mostly a guide we got in SS from US server thx to Blackminded. I will just edit a bit and present to you since i think everytime we went VoR we didnt explained carefully how the ini work.


Trash Mobs:

The only threats are the “Assasin of the Vale” monsters. They do an aoe stun, and an aoe damage skill. You can approach these by disable them (silence pull, blasting cyclone, co-ordinate multiple silences on different targets at same time, etc.).

If you struggle with certain groups of mobs, pulling them 1 by 1 or using instruments/cooldowns is advised. No shame in playing music to kill trash mobs.

B1: Lightquencher, Banebringer, Hopewrecker

This fight consists of 3 bosses, thus requiring 3 tanks, who alternate between 4 phases (phases are announced by messages on the screen every 35~ seconds). After killing any of the bosses, you have 30s to kill the remaining 2 or the first guy resapwns with a 5% stacking stat buff. You want to bring all 3 bosses hp low (5 or 10%) without killing them, then wait for an appropriate phase to kill all 3 in quick succession. Understanding how Hopewrecker’s spells work is the key to victory. When executed properly, no one tank takes a lot of damage, so your offtanks don’t need to be super well geared.

“Change Formation: Wedge!”

Occurs every 3rd phase. Each of the 3 bosses teleport to a specific location (i.e Lightquencher ALWAYS ports to the same spot every wedge phase). If any 2 of the bosses get near each other, they gain some kind of bonus. Your 3 tanks must recognize a wedge phase has started, run to their designated boss, and keep them seperated in a triangular fassion. DPS should focus the boss with the highest hp. Banebringer will cast a physical aoe which will kill and stun low hp players who are close to him. The other bosses do stuff that isn’t important.

*** This formation is one in which you can kill the bosses when all 3 are low, since you have control of their positioning. ***

“Change Formation: Lightning!”

Lightquencher will fight your party, while hope and bane port around the circular platforms. Bring light into the middle of the ring. Bane and hope will charge targets determined by where they are standing, so if a dps is out of position, they might die. One or both of the offtanks should position themselves inside the ring of platforms, but closer to the “exit” of the room, while the rest of the group is stacked in the middle — this will cause hope and bane to charge that tank. If a player moves away from the middle of the room, they might get charged and die. DPS should focus lightquencher, unless he is low hp, in which case they don’t really need to do anything but stay grouped and use ranged spells. Lightquencer cast an aoe dot spell. It’s not heavy dmg spell but can be easely silenced/interrupted to avoid sHP stress on tank and dps.

“Change Formation: Traction!”

Hopewrecker will fight your party (and this is who your dps attack), while bane and light port around the platforms. Bring hope into the middle of the ring. Bane and light will absorb damage, while casting a spell on hope, giving hopewrecker a stacking buff. When Hope’s buff reachers 10 stacks, he will use a spell called Purple Flame Blaze that does ~70% max hp to all players. This spell is interruptable but the cast bar is hidden for some reason. A macro that detects spell casting can be used to help time interrupts. Hope also casts a second raid wide aoe / dot spell. If you fail to interrupt Purple Flame Blaze when hope reaches 10 stacks, and then take damage from the second ability, people will die. A champion/mage has short enough cooldown disables to deal with all the required interrupts on this phase.

–note: by dealing sufficient damage to bane and light, you can slow down the rate at which hope gains stacks, causing fewer Purple Flame Blazes but I find interrupting hope or having beastly healers to heal through all the damage is easier.

–Due to the shields light and bane have, you CANNOT kill all 3 bosses on this phase. If hope is at 5%, the dps don’t need to do anyhting but interrupt.

The big question is when use silence/interrupt? It should be in the moment the icon with the buff at 10 disappear. Even if i noticed it is not alwyas the right moment. Sometimes the best moment is when the buff count reach 8. I think depends by how the buff is fast in building.

“Change Formation: Hammer!”

Banebringer will fight your party, while hope and light teleport to ONE SPOT and stay in those spots for the entire formation. Bring bane into the middle of the ring. Lightquencher will cast “Black Lightning Forcefield” repeatedly without any downtime, while Hopewrecker casts “Purple Gout of Flame” repeatedly with no downtime. Both of these spells deal area damage to your raid — forcefield is a lightning field in the middle of your raid, while Purple Gout of Flame creates a line of lightning spheres directed at one player.

The line of lightning spheres is the most difficult to deal with, so your interrupts should be focused on Hopewrecker. The cast time is 3seconds long. If you silence at 1second, hope will immediately begin casting again, so save your interrupts for 2+ seconds into the cast ar. A c/m can interrupt hope by itself for the entire phase, otherwise you may want multiple players interrupting hope here.

*** Since you can control where the bosses are, you can kill them on this phase. ***

The 4 phases keep repeating in random order, with every 3rd phase being a Wedge. You have approixmately 10 minutes to win the enounter, or Lightquencher will become Enraged, ccausing all damage dealt to lightquencher to be converted into healing aka you can’t kill it.

In summary: Interrupt hopewreckers spells, keep bosses seperated on Wedge phase, hit whoever is in the middle of the room, Kill bosses only on wedge or hammer, dps/healers stays grouped in mid on non-wedge phase, keep bosses roughly same health.


B2: Nex of Tasuq

This boss has a frontal aoe. The tank should remember to turn the boss away from your raid when possible. Tank the boss roughly in the middle of the room, on top of the glowy pentagram.

Every 25% hp lost, the boss will go immune and begin casting a 10-second long spell (if you do more than 25% hp before the cast as a result of a huge crit from a dps, the boss will recover some hp so you cannot skip these phases). The castbar is “Deathly Mistrust: color A or color B”, which also has an on-screen message “And? What color is that now? Color A or color b”. The6 small platforms around the main circle, will each have a color aroundthem. The entire raid needs to run to the platform corresponding to Color A from the message/cast bar. If any one player does not make it before the completion of the cast bar, the entire raid takes 99.9% max hp dmg (phyiscal, blocked by candy). Once you make it to the platform, you have the opportunity to play instruments.

During the fight, approximately every 15s, the boss will say one of 3 messages, corresponding to a 10s long debuff:

“PLayerName,let’s see who you abhor”. PlayerName will receive a green colored debuff, which functions like a time bomb. This player needs to move awayfrom the raid before the debuff expires or they will kill allies (playername takes no damage). Note that if the boss enters color phase while someone has this debuff, they can’t run to the platform (or they kill allies) until the debuff expires. This situation should be avoided at all costs by the dps ceasing their attacks when the boss is around a multple of 25%, waiting out the time bomb duration, then dealing the last 1-3% dmg to trigger the deathly mistrust spell.

“PlayerName,watch your step”. PlayerName will receive a pink debuff, which causes high damage to nearby players when they move. Note that this debuff and the “25% hp lost, run to a platform” mechanic are a deadly combination, so when this message appears all dps should check boss health, and stop attacking if boss is near a multiple of 25%, until the debuff expires.

“PlayerName, if you’re such a great hero, let’s see what you’ve got” PlayerName willbe affected by debuff TargetChange. 5 seconds after this message appears, the boss will receive a buff, which redirects some of the damage the boss takes, to PlayerName. The damage can be blocked with candy, but it is better to simply “stop attacking” until after the boss buff expires. If dps continue to attack while the boss has the buff, theaffected player will die and it will show who killed you in the combat log.

IMPORTANT: When Nex of Tasuq reachers 0 health, he will respawn with 50% hp, and perform an aoe spell and an aggro reset. Dps should back away from the boss during the time he lays on the ground, to avoid the damage and ensure the tank gets aggro.

–note: having a few players call out the boss messages (and when to stop attacking) over voice chat is recommended, so people understand who is affected by what. Since players can kill each other from the mechanics on this boss, co-ordination is needed on your first attempts.

Boss 3: Kreyen

–high hp is not needed for this boss.
The easiest boss in the instance. You can burn him for a good 30s initially, and when he calls out a player name, that person will have an ice field on top of them which deals damage. You can either heal through the damage or just move out of the ice field. He will cast a spell with Thunder in its name, we normally serenstum this but it is not necessary. He will also do a knockdown but that’s not really important.

I’m sure there was supposed to be more to this boss, but its mostly just a tank and spank, with the occassional move out of blue/white crap. We’ve taken as long as 3min to kill this boss, without worrying about anything except the first thunder cast and the ice stuff.

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