Difference between revisions of "The Weeping City of Mhach"
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'''''Note''''': This area has no walls so make sure you don’t fall off to your death! | '''''Note''''': This area has no walls so make sure you don’t fall off to your death! | ||
==== Phase 1 ==== | ==== <big>Phase 1</big> ==== | ||
The boss changes into three different forms throughout the fight that use different skills and actions in each form: | The boss changes into three different forms throughout the fight that use different skills and actions in each form: | ||
* Sphere form | * Sphere form | ||
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This is the default form, which is the "safe" form. During this phase, it targets one person from each party with a red-black spread marker. Marked players should go to the left side of the ring by default. | This is the default form, which is the "safe" form. During this phase, it targets one person from each party with a red-black spread marker. Marked players should go to the left side of the ring by default. | ||
These markers place proximity markers where the target players stand, and Singularity Fragments spawn at these marker locations. Make sure the black circles aren’t overlapping too much. If Singularity Fragments spawn too close to each other, they explode, hitting everyone with Debris Burst, an unavoidable, room-wide damage, and gives the Damage Down debuff. Debris Burst is also proximity based so any parties close to the explosion receive high damage and even death. | These markers place proximity markers where the target players stand, and Singularity Fragments spawn at these marker locations. Make sure the black circles aren’t overlapping too much. If Singularity Fragments spawn too close to each other, they explode, hitting everyone with Debris Burst, an unavoidable, room-wide damage, and gives the Damage Down debuff. Debris Burst is also proximity based so any parties close to the explosion receive high damage and even death. | ||
Kill the adds when they spawn and avoid their AoEs when they cast Tornado. | Kill the adds when they spawn and avoid their AoEs when they cast ''Tornado''. | ||
===== Pyramid Form ===== | ===== Pyramid Form ===== | ||
Once the boss changes to pyramid form, immediately go to the ring section to the left and right of the rectangular platform. It shoots a large, line AoE across the rectangular platforms and gives you the Poison and Timer debuff. It can also shrink you for 12 seconds with the Minimum debuff. Healers can use Esuna to remove Poison and Timer but not Minimum. | Once the boss changes to pyramid form, immediately go to the ring section to the left and right of the rectangular platform. It shoots a large, line AoE across the rectangular platforms and gives you the Poison and Timer debuff. It can also shrink you for 12 seconds with the Minimum debuff. Healers can use Esuna to remove Poison and Timer but not Minimum. | ||
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Once the boss changes to cube form, immediately stand right next to the boss. It casts a large, donut AoE on the ring platform. Anyone caught in the AoE gets a [[Vulnerability Up]] stack. | Once the boss changes to cube form, immediately stand right next to the boss. It casts a large, donut AoE on the ring platform. Anyone caught in the AoE gets a [[Vulnerability Up]] stack. | ||
==== Phase 2: Ozmashade ==== | ==== <big>Phase 2: Ozmashade</big> ==== | ||
The boss casts Black Hole and swallows everyone inside it. This phase is a DPS check, so everyone must destroy Ozmashade to create a portal before the Doomsday timer is finished, which wipes the raid. There are two parts to this phase. | The boss casts Black Hole and swallows everyone inside it. This phase is a DPS check, so everyone must destroy Ozmashade to create a portal before the Doomsday timer is finished, which wipes the raid. There are two parts to this phase. | ||
===== Phase 2a ===== | ===== Phase 2a ===== | ||
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NOTE: If players aren’t standing on the circle, the other parties can’t kill their Echo. It’s the same strategy used in [[The Labyrinth of the Ancients]] when attacking [[Atomos]]. | NOTE: If players aren’t standing on the circle, the other parties can’t kill their Echo. It’s the same strategy used in [[The Labyrinth of the Ancients]] when attacking [[Atomos]]. | ||
===== Phase 2b ===== | ===== Phase 2b ===== | ||
Quickly destroy Ozmashade before the Doomsday timer runs out. | Quickly destroy Ozmashade before the ''Doomsday'' timer runs out. | ||
When Ozmashade casts Assimilation, look away. If you didn’t and got the Assimilation debuff, turn your character away until the debuff is gone or you get trapped in a | When Ozmashade casts ''Assimilation'', look away. If you didn’t and got the Assimilation debuff, turn your character away until the debuff is gone or you get trapped in a Singularity Goal. Other players have to destroy the goal to free you. | ||
Ozmashade also marks random players with red spread markers. Run to a corner away from everyone to place the proximity marker. | Ozmashade also marks random players with red spread markers. Run to a corner away from everyone to place the proximity marker. | ||
After destroying Ozmashade, go to the center where the portal takes you back to the main platform. | After destroying Ozmashade, go to the center where the portal takes you back to the main platform. | ||
If you don’t destroy Ozmashade before the Doomsday timer runs out, it casts Doomsday and wipes the raid. | If you don’t destroy Ozmashade before the ''Doomsday'' timer runs out, it casts ''Doomsday'' and wipes the raid. | ||
==== Phase 3 ==== | ==== <big>Phase 3</big> ==== | ||
This phase is the same as Phase 1, but more mechanics are introduced for each form. | This phase is the same as Phase 1, but more mechanics are introduced for each form. | ||
===== Sphere Form ===== | ===== Sphere Form ===== | ||
In this phase, | In this phase, the boss targets two players in each party so spread out by going to the left side of the ring and the back of the rectangular platform. If there aren’t many players alive, it targets random players across all parties so a party may even end up with four targeted players. | ||
'''''Note''''': If a targeted player falls off the platform, the marker is placed in the back of the rectangular platform where the players spawn points are located. This could potentially cause Debris Burst, if another targeted player places their marker in the back, which ends up with two markers placed right next to each other. | '''''Note''''': If a targeted player falls off the platform, the marker is placed in the back of the rectangular platform where the players spawn points are located. This could potentially cause Debris Burst, if another targeted player places their marker in the back, which ends up with two markers placed right next to each other. | ||
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'''''Note''''': If you take too long to kill the boss, it can target another player with the stack marker. The alliance can’t survive more than one Meteor attack so it’s very important to kill the boss quickly. | '''''Note''''': If you take too long to kill the boss, it can target another player with the stack marker. The alliance can’t survive more than one Meteor attack so it’s very important to kill the boss quickly. | ||
===== Pyramid Form ===== | ===== Pyramid Form ===== | ||
In the last phase, the boss can cast Acceleration Bomb on random players giving them the Acceleration debuff. Starting at three, a dice marker is placed on top of the player and counts down. Sheathe your weapon immediately and stop moving before the countdown ends. Movement and using any skills including auto-attack by the time the countdown ends can cause high damage and even death. Sheathing your weapon should stop all attacks and skills. | In the last phase, the boss can cast ''Acceleration Bomb'' on random players giving them the Acceleration debuff. Starting at three, a dice marker is placed on top of the player and counts down. Sheathe your weapon immediately and stop moving before the countdown ends. Movement and using any skills including auto-attack by the time the countdown ends can cause high damage and even death. Sheathing your weapon should stop all attacks and skills. | ||
Note: The default key is Z to sheathe your weapon. | '''''Note''''': The default key is Z to sheathe your weapon. | ||
It also randomly hits players with Bleeding that gives [[Bleed]]. Bleed splashes to nearby players and can stack, so [[Healer]]s should heal and remove [[Bleed]] with [[Esuna]]. | It also randomly hits players with Bleeding that gives [[Bleed]]. Bleed splashes to nearby players and can stack, so [[Healer]]s should heal and remove [[Bleed]] with [[Esuna]]. | ||
===== Cube Form ===== | ===== Cube Form ===== | ||
In the last phase, tanks must separate from the party right after the AoE attack as the boss targets and shoots lasers at the tanks. The lasers cleave anyone caught in its path. Meanwhile, tanks should soak the orbs called Ozmasphere that float around the ring and everyone else should be in the back or front of the rectangular platform. When soaked, Ozmaspheres explode with high damage to you and anyone nearby so [[Healer]]s should pay attention to both tanks and anyone absorbing the orbs. If you leave the Ozmaspheres alone, they randomly attack you. | In the last phase, tanks must separate from the party right after the AoE attack as the boss targets and shoots lasers at the tanks. The lasers cleave anyone caught in its path. Meanwhile, tanks should soak the orbs called Ozmasphere that float around the ring and everyone else should be in the back or front of the rectangular platform. When soaked, Ozmaspheres explode with high damage to you and anyone nearby so [[Healer]]s should pay attention to both tanks and anyone absorbing the orbs. If you leave the Ozmaspheres alone, they randomly attack you. | ||
The boss also casts Holy, which deals a moderate amount of damage and knocks players back a bit. Make sure to stand close to the boss on the rectangular platform to not fall off. | The boss also casts ''Holy'', which deals a moderate amount of damage and knocks players back a bit. Make sure to stand close to the boss on the rectangular platform to not fall off. | ||
===== <big>Overview of Skills and Ability</big> ===== | |||
===== Overview of Skills and Ability ===== | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ |
Revision as of 01:45, 29 March 2022
The Weeping City of Mhach
- Level
- 60 (Sync: 60)
- Item Level
- 205
- Difficulty
- Normal
- Party size
- Alliance
24 man • 3 6 15 - Unsyncing
- Allowed
- Time limit
- 120 minutes
- Roulette
- Alliance Raids
- Tomestones
- 100
- Req. quest
- The Weeping City
- Patch
- 3.3
“Deep in the Yafaem Saltmoor lie the ruins of the fabled city of Mhach─a civilization of the Fifth Astral Era whose prosperity was built upon unparalleled magicks of destruction. It is to this ancient edifice, and its vaults of occult secrets, that you and the Redbills plan your next foray.
You expect to encounter voidsent─the same terrible beings that grounded Radlia and her crew─but on your path to retrieve a relic of incalculable power, can you prevail over the unfettered miseries of the Weeping City itself?— In-game description
The Weeping City of Mhach is a level 60 raid introduced in patch 3.3 with Heavensward.
General Information
The Weeping City of Mhach is the second 24-player raid of Heavensward expansion. The Weeping City of Mhach requires the players to have item levels of 205 or higher. The raid composition is 3 tanks, 6 healers and 15 DPS (1:2:5 ratio).
Unlock
- Quest: The Weeping City
- Quest-giver Location: Stacia - The Sea of Clouds (x6.2,y5.8)
- Prerequisite Quest: To Rule the Skies
Objectives
- Clear the peat bogs
- Defeat Arachne Eve
- Clear the Shalotto Memorial
- Defeat Forgall
- Clear the security corridor
- Defeat Ozma
- Defeat Calofisteri
Bosses
Arachne Eve
Phase 1
Throughout this phase, the boss casts Dark Spike, a tankbuster, and Silken Spray, a tail swipe which knocks you back and gives you the Heavy debuff. Heavy can be removed with Esuna. Later, it randomly selects three players with orange target markers that places webs at their location. At this phase, it doesn't matter where the webs are located. Next, random players are targeted with green spread markers. Anyone caught in the ring gets tethered with the Seized debuff and other players have to walk into the tether to break you free.
The boss burrows to the ground and a series of ring AoEs appear starting from the center. Right after the last ring AoE, a proximity marker appears, which is where the boss pops up. Sometimes right after, some players are marked with the green spread markers.
Phase 2: Web
In this phase, the boss pulls everyone up to her web.
One group must find and kill a small spider, Spitting Spider, to make a hole in the web and drop down to the ground below. Then destroy the pillars called Keyknot, that surround the arena and kill any adds.
NOTE: A random player on the ground level may get targeted and tethered that brings them back up to the upper web level.
Meanwhile, the others on the web must absorb the blue orbs and destroy the purple orbs, Deep Earth Aether, to avoid buffing the boss. Make sure to avoid the yellow webs on the ground. They give you the Digestive Fluid debuff that slows you down and small damage over time. During this phase, the boss continuously casts Implosion, which is an unavoidable room-wide damage. After all the pillars are destroyed, the boss and everyone on the web will fall to ground level.
Phase 3
This phase is similar to the first phase, but more mechanics are introduced. Stack when the boss casts Shadow Burst. If you are marked, stand within melee distance so people can stack with you. Later, it will cast Fond Affeared, which is a Gaze mechanic. Look away or you get Hysteria.
This time, if you are targeted with the orange marker, you must go to the outer arena to place the webs away from the center. The boss burrows in the ground and casts a room-wide, tornado-like AoE called Widow’s Kiss. The AoE sucks everyone to the center and will kill anyone at the center or close to the center where the boss comes back up. Get on a sticky web to avoid getting sucked in.
NOTE: Anyone standing on a web close to the center can also receive high damage or die.
After this, the boss repeats each phase until it’s killed.
Overview of Skills and Abilities
Skill/Action* | Description | Amt of Damage | AOE? |
---|---|---|---|
Dark Spike | Tankbuster | Med-High | |
Silken Spray | Tailswipe | Medium | X |
orange target marker | Go to outer arena to place sticky web | Small | |
burrows & comes up | Avoid ring AoEs, then proximity marker | Small-High | X |
green/yellow spread marker | - Avoid standing in the circle - If anyone is tethered, run through the tether to free them |
Small | X |
Implosion | Unavoidable room-wide damage | Medium | |
orange "hourglass" target marker | Brings you back up to web level | ||
Fond Affeared | Gaze - look away | Medium | |
Shadow Burst | Stack | Medium-Death | |
Widow's Kiss, Pitfall |
Get on web to avoid getting sucked to center | High-Death |
*Italicized words are names of casts that are shown in the cast bar.
Forgall
Phase 1
The boss summons adds called, Shriveled Talon. Kill the adds before Necropurge is done casting. After Necropurge is casted, green puddles appear under random players. Avoid the puddle so you don’t get the Gradual Zombification debuff. If you get more than one, then you gain Zombification and become a zombie. Later, the boss casts Punishing Ray that has multiple purple towers throughout the arena. Each tower needs one person standing on it, which gives you Bleed, a minor damage. Sometimes, the boss casts Megiddo Flame, while the towers are still out. If the column AoE is overlapping the tower, wait for the column AoE to pass first before stepping onto the tower puddle.
When Brand of the Fallen is cast, stack with others who have the same marker to avoid damage and the Toad debuff. Evil Mist gives unavoidable room-wide damage and spawns Poison Mists throughout the arena. Avoid the mists because they eventually turn into green puddles.
Phase 2: Adds
The boss summons three adds:
- Summoned Succubus
- Summoned Haagenti
- Summoned Dahak
Kill the Succubus first and stun the succubus when it casts Beguiling Mist. Beguiling Mist gives you Seduce which mind controls and leads you to death. The Haagenti also casts Mortal Ray. Look away or you will get Doom. Healers can use Esuna to remove Doom if anyone doesn’t look away. After the ads are killed, the boss finishes casting Mana Explosion, an unavoidable room-wide damage.
Phase 3
This phase is similar to the first but with some new mechanics, especially Mega Death.
After the boss casts Necropurge, stand on the green puddles to gain the Gradual Zombification debuff. You need this debuff to survive Mega Death. After the boss casts Mega Death, tall black wine cups pop up throughout the arena and anyone without the debuff diea.
NOTE: Turning into a zombie also avoids death.
The boss can cast Dark Eruption which targets random players that drop fire puddles. Dump these puddles away from everyone while avoiding them. Just like with Punishing Ray, Megiddo Flame can also appear at the same time as Dark Eruption. Make sure to avoid these columns while placing the puddles away from everyone. Later, Healers need to quickly mass heal everyone after Hell Wind is cast. This is a room-wide damage that’s unavoidable and depletea everyone’s HP to extreme lows.
This time, when the boss casts Evil Mist, stand next to a Poison Mist to get Gradual Zombification. The boss will start casting Mega Death, and the mists turn into green puddles when they cast Necropurge.
NOTE: There isn’t much time to reach the puddle once it appears because the mist’s cast time for Necropurge isn’t long. Make sure to stand next to the mists right when they appear so you can get the debuff on time.
Overview of Skills and Abilities
Skill/Action* | Description | Amt of Damage | AOE? |
---|---|---|---|
Necropurge | Avoid standing in green puddles unless boss is casting Mega Death | Small | |
Megiddo Flame | Multiple column AoEs | High-Death | X |
Punishing Ray | One person stands on each red pillar | Small-Death | |
Evil Mist | Unavoidable room-wide damage and avoid mists unless boss is cast Mega Death | Medium | |
Void Call | Summons three adds; Kill succubus first | ||
Brand of the Fallen | Marked players group together | Low-High | |
Hell Wind | Unavoidable room-wide damage | High | X |
Dark Eruption | - Orange target marker - Dump the fire puddles away from everyone |
Medium | |
Mega Death | Immediately stand on green puddle to avoid death or stand next to an orb | Death |
*Italicized words are names of casts that are shown in the cast bar.
Headstone
This is a mini-boss. Each alliance should split between the three main platforms. When Void Fire spawns on both ends, the parties on both sides must kill the fire quickly before it finishes casting Big Burst. Then kill the add, Parthenope. Each side will get cut off with a wall until all Parthenopes are killed. When the mini boss starts casting Flaring Epigraph, the red circle on each side and the middle needs to be stepped on to create a shield in the middle platform. Everyone should get in the shield to avoid death.
Ozma
For alliance locations:
- Alliance A: Go to the left rectangular platform when you land.
- Alliance B: Stay on the rectangular platform that you landed on.
- Alliance C: Go to the right rectangular platform when you land.
Note: This area has no walls so make sure you don’t fall off to your death!
Phase 1
The boss changes into three different forms throughout the fight that use different skills and actions in each form:
- Sphere form
- Pyramid form
- Cube form
Note: You must pay attention to each form because this boss doesn’t provide any AoE markers and cast bars for any of its AoE attacks. For the first phase, the boss attacks in sphere form then changes to a pyramid or cube form. When it changes to either pyramid or cube form, it only performs the AoE attack and changes back to the sphere form.
Sphere Form
This is the default form, which is the "safe" form. During this phase, it targets one person from each party with a red-black spread marker. Marked players should go to the left side of the ring by default. These markers place proximity markers where the target players stand, and Singularity Fragments spawn at these marker locations. Make sure the black circles aren’t overlapping too much. If Singularity Fragments spawn too close to each other, they explode, hitting everyone with Debris Burst, an unavoidable, room-wide damage, and gives the Damage Down debuff. Debris Burst is also proximity based so any parties close to the explosion receive high damage and even death. Kill the adds when they spawn and avoid their AoEs when they cast Tornado.
Pyramid Form
Once the boss changes to pyramid form, immediately go to the ring section to the left and right of the rectangular platform. It shoots a large, line AoE across the rectangular platforms and gives you the Poison and Timer debuff. It can also shrink you for 12 seconds with the Minimum debuff. Healers can use Esuna to remove Poison and Timer but not Minimum.
Cube Form
Once the boss changes to cube form, immediately stand right next to the boss. It casts a large, donut AoE on the ring platform. Anyone caught in the AoE gets a Vulnerability Up stack.
Phase 2: Ozmashade
The boss casts Black Hole and swallows everyone inside it. This phase is a DPS check, so everyone must destroy Ozmashade to create a portal before the Doomsday timer is finished, which wipes the raid. There are two parts to this phase.
Phase 2a
Each party is separated into three platforms with a Singularity Echo. At least one player must stand on the circle and the party must kill the Echo quickly and any spawned adds. After the Echos and the adds are killed, jump down to fight Ozmashade. NOTE: If players aren’t standing on the circle, the other parties can’t kill their Echo. It’s the same strategy used in The Labyrinth of the Ancients when attacking Atomos.
Phase 2b
Quickly destroy Ozmashade before the Doomsday timer runs out. When Ozmashade casts Assimilation, look away. If you didn’t and got the Assimilation debuff, turn your character away until the debuff is gone or you get trapped in a Singularity Goal. Other players have to destroy the goal to free you. Ozmashade also marks random players with red spread markers. Run to a corner away from everyone to place the proximity marker. After destroying Ozmashade, go to the center where the portal takes you back to the main platform. If you don’t destroy Ozmashade before the Doomsday timer runs out, it casts Doomsday and wipes the raid.
Phase 3
This phase is the same as Phase 1, but more mechanics are introduced for each form.
Sphere Form
In this phase, the boss targets two players in each party so spread out by going to the left side of the ring and the back of the rectangular platform. If there aren’t many players alive, it targets random players across all parties so a party may even end up with four targeted players. Note: If a targeted player falls off the platform, the marker is placed in the back of the rectangular platform where the players spawn points are located. This could potentially cause Debris Burst, if another targeted player places their marker in the back, which ends up with two markers placed right next to each other.
The boss also randomly targets a player with a stack marker that gives Magic Vulnerability Up. Note: If you take too long to kill the boss, it can target another player with the stack marker. The alliance can’t survive more than one Meteor attack so it’s very important to kill the boss quickly.
Pyramid Form
In the last phase, the boss can cast Acceleration Bomb on random players giving them the Acceleration debuff. Starting at three, a dice marker is placed on top of the player and counts down. Sheathe your weapon immediately and stop moving before the countdown ends. Movement and using any skills including auto-attack by the time the countdown ends can cause high damage and even death. Sheathing your weapon should stop all attacks and skills. Note: The default key is Z to sheathe your weapon.
It also randomly hits players with Bleeding that gives Bleed. Bleed splashes to nearby players and can stack, so Healers should heal and remove Bleed with Esuna.
Cube Form
In the last phase, tanks must separate from the party right after the AoE attack as the boss targets and shoots lasers at the tanks. The lasers cleave anyone caught in its path. Meanwhile, tanks should soak the orbs called Ozmasphere that float around the ring and everyone else should be in the back or front of the rectangular platform. When soaked, Ozmaspheres explode with high damage to you and anyone nearby so Healers should pay attention to both tanks and anyone absorbing the orbs. If you leave the Ozmaspheres alone, they randomly attack you. The boss also casts Holy, which deals a moderate amount of damage and knocks players back a bit. Make sure to stand close to the boss on the rectangular platform to not fall off.
Overview of Skills and Ability
Skill/Action* | Details | Amt of Damage | AoE? | Esuna? |
---|---|---|---|---|
Red spread marker | Place at the back of the rectangular platform or left side of ring. Don’t overlap! |
Small-High | ||
Black Hole | Sucks all players inside. | None | ||
Pyramid form (Execration) |
Move to the ring. | Medium | X | X |
Acceleration Bomb | - Countdown marker - Sheathe your weapon and stop moving until countdown is over. |
High-Death | ||
Bleeding | Randomly gives Bleed that splashes to nearby players. | Small DoT | X | |
Cube form (Flare Star) |
- Stand right next to the boss. - Tank and party separate to avoid cleave. |
Medium | X | |
Orbs (Ozmasphere) |
Tanks should soak. | High | ||
Holy | Room-wide damage and small knockback. | Small | ||
Assimilation | Gaze — look away. | Example | ||
Doomsday | Must kill before finish casting. | Death | ||
Stack marker (Meteor) |
Stack but party can't survive more than one. | High |
*Italicized words are names of casts that are shown in the cast bar.
Calofisteri
Haircut is always where her hair's blade is visually represented on her model (bleed can be cleansed. Strong bleed). The boss' main attacks cause a cleave on the side of her blade. Move far away from extension telegraphs as they pull you in even when you're not standing on them. If the adds spawning from extension are not killed in time, the person trapped inside will die, and it will suck another person in and repeat. Focus these ASAP.
There will be a phase where she summons multiple Bijous and Small Bijous. Focus the Small Bijous down first as they finish their Energize cast sooner, and then burn the Bijous. Every Energize cast powers up her next raidwide AoE and will wipe if she has too much damage.
When the axe and bulb flowers spawn, look for the axe flower and stay near them to avoid their donut AoE. The bulbs will cause for a damage and knockup under and around them. Depth Charge will make the boss charge towards the wall, usually follows with Haircut. Make sure to watch where her blade is and dodge Depth charge on her safe side. Reposition the boss afterwards.
Penetration will pull you towards the center if you're looking at the boss, and will push you away if you're not. Bulb flowers will spawn and you will be pushed into them if you don't stand on an open spot. Try to position yourself to be pushed towards the empty spots of the arena to avoid these. When 2 blade flowers spawn just move away from the center. Red markers on players is just like the Cloud of Darkness marker, periodically raining damaging blasts down upon the player's location, so just run away from everybody and keep running to dodge these.
Try to keep the boss around the middle of the arena, as it will often pick a side and do a huge AOE (the whole half of the area she is facing) that usually kill anyone caught in it. Don't tank her on the edge, as you might have just a tiny safe spot and will most likely result in a wipe.
When she stops and looks toward a direction get away from her front side and move to the middle, as after dealing damage straight ahead of her she'll do one of her deadly AOE.
Loot
Arachne Eve
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Yafaemi Boots of Aiming | Feet | 230 | Blue | 1 |
Yafaemi Boots of Casting | Feet | 230 | Blue | 1 |
Yafaemi Boots of Healing | Feet | 230 | Blue | 1 |
Yafaemi Circlet of Fending | Head | 230 | Blue | 1 |
Yafaemi Circlet of Maiming | Head | 230 | Blue | 1 |
Yafaemi Circlet of Scouting | Head | 230 | Blue | 1 |
Yafaemi Circlet of Striking | Head | 230 | Blue | 1 |
Yafaemi Hat of Casting | Head | 230 | Blue | 1 |
Yafaemi Hat of Healing | Head | 230 | Blue | 1 |
Yafaemi Sabatons of Fending | Feet | 230 | Blue | 1 |
Yafaemi Sabatons of Maiming | Feet | 230 | Blue | 1 |
Yafaemi Sandals of Scouting | Feet | 230 | Blue | 1 |
Yafaemi Sandals of Striking | Feet | 230 | Blue | 1 |
Yafaemi Turban of Aiming | Head | 230 | Blue | 1 |
Forgall
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Yafaemi Brais of Aiming | Legs | 230 | Blue | 1 |
Yafaemi Chain Hose of Fending | Legs | 230 | Blue | 1 |
Yafaemi Chain Hose of Maiming | Legs | 230 | Blue | 1 |
Yafaemi Gaskins of Scouting | Legs | 230 | Blue | 1 |
Yafaemi Gaskins of Striking | Legs | 230 | Blue | 1 |
Yafaemi Gauntlets of Fending | Hands | 230 | Blue | 1 |
Yafaemi Gauntlets of Maiming | Hands | 230 | Blue | 1 |
Yafaemi Gloves of Scouting | Hands | 230 | Blue | 1 |
Yafaemi Gloves of Striking | Hands | 230 | Blue | 1 |
Yafaemi Halfgloves of Aiming | Hands | 230 | Blue | 1 |
Yafaemi Halfgloves of Casting | Hands | 230 | Blue | 1 |
Yafaemi Halfgloves of Healing | Hands | 230 | Blue | 1 |
Yafaemi Trousers of Casting | Legs | 230 | Blue | 1 |
Yafaemi Trousers of Healing | Legs | 230 | Blue | 1 |
Ozma
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Yafaemi Boots of Aiming | Feet | 230 | Blue | 1 |
Yafaemi Boots of Casting | Feet | 230 | Blue | 1 |
Yafaemi Boots of Healing | Feet | 230 | Blue | 1 |
Yafaemi Cyclas of Scouting | Body | 230 | Blue | 1 |
Yafaemi Cyclas of Striking | Body | 230 | Blue | 1 |
Yafaemi Jacket of Casting | Body | 230 | Blue | 1 |
Yafaemi Jacket of Healing | Body | 230 | Blue | 1 |
Yafaemi Mail of Fending | Body | 230 | Blue | 1 |
Yafaemi Mail of Maiming | Body | 230 | Blue | 1 |
Yafaemi Sabatons of Fending | Feet | 230 | Blue | 1 |
Yafaemi Sabatons of Maiming | Feet | 230 | Blue | 1 |
Yafaemi Sandals of Scouting | Feet | 230 | Blue | 1 |
Yafaemi Sandals of Striking | Feet | 230 | Blue | 1 |
Yafaemi Tabard of Aiming | Body | 230 | Blue | 1 |
Calofisteri
Name | Type | Item Level | Rarity | Quantity |
---|---|---|---|---|
Coffin Lid | Material | N/A | Basic | 1 |
Wind-up Calofisteri | Minion | N/A | Basic | 1 |
Calofisteri Card | Triple Triad Card | N/A | 1 |
Rewards
When originally released, players could receive only one reward item per week for completing duties in The Weeping City of Mhach. Weekly limits were lifted in patch 3.4.
Each party in the alliance will receive its own treasure chest, the contents of which will be identical regardless of the route taken.
- Players cannot open a treasure chest belonging to another party.
Images
Gear Images
Raid Images
- The weeping city of mhach1.png
- The weeping city of mhach2.png
- The weeping city of mhach3.png
- The weeping city of mhach4.png
- The weeping city of mhach5.png
- The weeping city of mhach6.png
Lore
Deep in the Yafaem Saltmoor lie the ruins of the fabled city of Mhach─a civilization of the Fifth Astral Era whose prosperity was built upon unparalleled magicks of destruction. It is to this ancient edifice, and its vaults of occult secrets, that you and the Redbills plan your next foray.