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TOMB OF THE VULTURE LORD

By: Vampiresbane

I've been starting to drool at the items that one can receive from killing the vulture lord so I've put together a guide for everyone to use once we're all properly geared and such.


TOMB OF THE VULTURE LORD

First off, to get inside the Tomb of the Vulture Lord, you need to finish the Public Quest in Land of the Dead "The Temple of Ulatep" which will give the Skull Glyph. Doing this will open up the doors to get inside the Tomb allowing your party leader to either start a new instance or invade an existing enemy one. Make sure everyone is greater warded or better (need to double check this-though lotd didn't require wards). Recommended group makeup is the basic one:

-Tank
-Tank
-Healer
-Healer
-Ranged Damage
-Melee Damage

Once inside the Tomb you will have a small hallway in front of you which leads to a point you will have to drop down where you can then start towards the first puzzle.

Puzzle 1: Swinging Axes


Simple enough, you must find the pattern on the swinging axes and move passed them. Just passed the axes will be three levers and a closed door. To stop the axes from swinging you will need to get three members of your party through the puzzle and pull all three levers at the same time. Doing this will also open the door allowing you through to the next part of the first area.

Public Quest I Stage I

After having shut down the axes you can move to the other side of the doorway you came into and will find a room filled with what looks to be stone carvings of soldiers. DO NOT charge through this room to get to the other side. Have one of your tanks move close to a group of the statues, which will bring a group of 3-6 of the statues alive depending on how close the tank has gotten to them. After having gotten a group of these statues brought to life the tank can now pull them with a thrown weapon or facepull depending on how close he was when they came to life.

The Order you will want to kill these mobs is:

1st. Physician - He has a large heal that will affect his nearby allies.

2nd. Veteran - Has a melee range ability that deals massive damage to all around him, when you see him begin to slowly spin BACK UP.

3rd. Augurer - A caster type mob, will put up an AoE spell that looks like oddly shaped fire, this spell hurts, stay out of it.

4th. Bowman - This mob is annoying, whoever has the highest aggro is who he will follow, but he will not follow like a normal mob does, he will be about 30-50 feet away from the aggro holder and if you attempt to move closer to him with the aggro he will move farther away.

5th. Mounted. When you kill him first, he will no longer be mounted but instead be on foot, you must then kill him again.

6th. The Militiaman, just a normal melee mob, no any special abilities.

After killing 27 of these mobs, you will be on Stage II of this "Public Quest" which is to kill our first boss.

Public Quest I Stage II

Boss. You must know what his "Stages" are!

If you lose anyone during this fight, you probably will not have the damage output to continue on, he has an enrage timer of 6 minutes I think it is.

The first stage will always be the Scorpion one, he has an attack called "Scorpion Bite" which will hit both of your tanks at once, keep them both in front of him and damage him down as quick as possible without grabbing aggro from the tanks. The following stages are not in a specific order, but will change every 25% of his health. Stage two will begin at 75%, stage three at 50%, and stage four at 25%.

Asp - This will reflect ALL ranged spells back at you for more damage than you can imagine. This stage melee gets to damage their hearts out, and ranged gets to pretend they're melee. DO NOT, and I repeat, DO NOT think it would be a good idea to shoot this mob when he is on the Asp stage with any type of ranged spell. Witch Hunter Executions will work perfectly fine without a problem (They count as a melee attack), but if you hit your thrown attack, or any type of ranged ability to damage this guy, he's probably going to one shot you.

Scarab - This one is the opposite of the Asp, but not quite as bad. Melee still gets to hit this guy, but do not feel the need to go all out, because you will take damage with every melee attack done. Ranged can get back to being ranged and damage their hearts out this go. Suggested tactic for the melee classes, get a few attacks off, get yourself to no less than 50% health from the damage, and then back up for a heal before going back in.

Carrion - This stage the mob will be stunnable. You will want to keep him stunned as much as you can. (NOTE! You can stack stuns, you don't have to wait until he stands up, but make sure you keep him stunned at all times!) If you do not keep him stunned he will be swirling around in a circle with his giant axe and anyone nearby him will take massive amounts of damage. Healers can heal the tanks through this for a short amount of time, but he MUST be stunned as much as possible! Otherwise your melee classes will die lowering your damage output and making this fight hard to complete before his enrage timer.

Killing this boss will complete the PQ awarding you with bags. Blue bags have a Silver Ankh inside them, Gold bags have a Golden Cartouche inside them. The boss himself will have loot as well. A piece to the 5 piece Jewelry set and a purple quality jewelry piece are typical boss loot.

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