The Weeping City of Mhach
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
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. 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 will 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 Actions
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 target 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" 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
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 debuffs die.
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 use AoE heals to keep everyone alive after Hell Wind is cast. This is a room-wide damage that’s unavoidable and will deplete 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 Actions
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
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
- Sphere form: Ozma begins in sphere form, which is the "safe" form. During this form he will cast delayed Meteor spells that display their AoE in a purple circle, marking players - players should try to spread out the damage from these as much as possible to avoid party members being hit by multiple meteors. Multiple meteors overlapping their blast radius will deal immense damage. Usually these are placed to the back of the rectangular platform, and to the round part on your left.
- Pyramid form: In pyramid form Ozma will cast a single high-damage AoE on the long rectangular platforms when he finishes transforming, so players should move to the circular sections. During this phase Acceleration Bomb can be applied to players, and deals heavy AoE damage to players that move or act when it expires. Additionally, members are randomly hit by a weak AoE that places a powerful stacking DoT on all members hit. Healers should cleanse these.
- Cube form: At the beginning of cube form, Ozma will cast a large donut shaped AoE, causing moderate damage to anyone not standing close to him on the rectangular platform and apply Vulnerability stacks. Damaging orbs will orbit the platform, and cleaving laser blasts will target the tanks. When he casts the tornado, make sure the alliance is standing on one corner to Ozma and the tank on the other one. DPS and healers should stand on the rectangular platforms out of the path of the orbs, while tanks move to the circular sections to soak lasers and orbs. During this phase, he will also cast Holy, which deals a moderate amount of damage and knocks players a small distance away from Ozma. It is best to stand on the edge of the platform close to him to dodge the spheres and not fall off. Acceleration Bomb can also be applied during this phase.
- After taking some damage, Ozma will cast Black Hole and suck the party into him. There are two phases to this part of the fight. First, the parties will be separated into three platforms with Atomos enemies on them, which should be focused down immediately. Each party will have to stand in a circle that makes another party's Atomos vulnerable to damage (the same as the Atomos fight in Labyrinth of the Ancients). After the Atomos enemies are defeated, finish off the last of the adds and jump down to fight Ozma's shadow. During this phase, face away from the boss when he casts Assimilation, and if you are marked with a meteor run to a corner to avoid unnecessary raid damage. It's worth noting that this entire phase is a moderate DPS check - if players are inside Ozma for too long, Doomsday will finish casting, wiping the raid.
- After defeating the shadow, a portal will open that returns you to the main platform. The meteor effect from sphere form will return, but with more AoEs; one possible strategy is to have two people from each alliance stand in the back corners of the rectangular platforms, with the remaining players placing their AoE's anywhere that doesn't threaten other alliances.
Rinse and repeat.
General Notes:
- You can fall off so be careful
- Meteors (Black AOEs) - move these away from the group and don't stack them
- Place one Meteor in the back of your platform, the other on the ring to your left
- Singularity Fragment adds spawn where they land
- Acceleration Bomb - As the debuff runs out, a die will appear above your head and count down. If you are in the middle of any actions (including walking) when the debuff wears off, the bomb explodes for high damage and a short stun as you're launched into the air.
Ozma's Forms:
- Sphere - safest form - he casts Meteor in this form
- Pyramid - he opens with a high damage attack on the long platform, move to the ring when he transforms to avoid this
- He'll apply Bleed to people, spread out to keep it from spreading
- Cube - stick close to him to avoid knockback, tanks and healers soak orbs
Black Hole:
- When you're sucked in, stand on the platform and burn Atmos
- Adds cast Paralyze III - stun this
- Face away from the Ozma's Shade when he casts Assimilation
- If you take too long you'll wipe to Doomsday
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Example | Example | Example |
Example | Example | Example |
Example | Example | Example |
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.