This is a wiki for a reason. Anyone can contribute. If you see something that is inaccurate or can be improved, don't ask that it be fixed--just improve it.
[ Disclaimer, Create new user --- Wiki markup help, Install P99 ]

Difference between revisions of "HOT Mobs Guide"

From Project 1999 Wiki
Jump to: navigation, search
m (Pulling)
m (Tanking)
Line 52: Line 52:
 
== Tanking ==
 
== Tanking ==
 
There are generally two spots that people like to tank mobs at camp M with different advantages to the both.<br>
 
There are generally two spots that people like to tank mobs at camp M with different advantages to the both.<br>
[[File:hot-tanking-spots.png]]
+
[[File:hot-tanking-spots.png|frame]]
  
 
'''Location 1''' - This is the more common spot as it allows you to setup everyone behind the door in the exit room when not engaged on a mob. When a mob is brought in, the tank engages and everyone can pin it against this wall without issues. You should be able to be in range of a CH chain as well as casters from behind the door.
 
'''Location 1''' - This is the more common spot as it allows you to setup everyone behind the door in the exit room when not engaged on a mob. When a mob is brought in, the tank engages and everyone can pin it against this wall without issues. You should be able to be in range of a CH chain as well as casters from behind the door.

Revision as of 01:24, 16 December 2020

The Halls of Testing (HOT) is the eastern part of Temple of Veeshan and drops pieces for Skyshrine Velious Class Armor.

Contents

Mobs

Respawn time of mobs in Halls of Testing is 72 minutes.

Picture Name Specials Strategy
An ancient frost guardian.png
an ancient frost guardian • 350 Cold Damage AE
• Casts Upheaval, Complete Heal, and Gate)
Use Druid's Circle of Summer to boost CR and Enchanters can use Mana Sieve to make it go out of mana causing it to cast less offensive spells and then it won't Complete Heal or Gate. Alternatively, you can burn it down at 20% life in a few seconds. Tank it outside of the line of sight of healers. Slow it. This mob has a huge hit box, so you can stand very far away to avoid Upheaval (except for the tank).
An ancient tigerclaw racnar.png
an ancient tigerclaw racnar • No specials Standard tank and spank. Slow it.
A burning guardian.png
a burning guardian Rain of Molten Lava - 300 Fire Damage PBAOE
Wave of Heat - 200 Fire Damage PBAOE
Use Druid's Circle of Winter to boost FR. Tank it out of line of sight of the healers. Slow it.
An elder crimson drake.png
an elder crimson drake • No specials Standard tank and spank. Slow it.
An elder shard wyvern.png
an elder shard wyvern • Rampage Have 2 tanks engage first so they can get main tank and ramp tank. Slow it.
An emerald watcher.png
an emerald watcher • Backstab Standard tank and spank. Slow it. Can backstab VERY hard, don't turn your back to it.
A fiery drake.png
a fiery drake • No specials Standard tank and spank. Slow it.
A fiery guardian.png
a fiery guardian Rain of Molten Lava - 300 Fire Damage PBAOE
Wave of Heat - 200 Fire Damage PBAOE
Use Druid's Circle of Winter to boost FR. Tank it out of line of sight of the healers. Slow it.
A glimmering emerald drake.png
a glimmering emerald drake • Backstab Standard tank and spank. Slow it. Can backstab VERY hard, don't turn your back to it.
A greater sky drake.png
a greater sky drake • Casts Complete Heal, Gate & Thunder Blast Enchanters can use Mana Sieve to make it go out of mana causing it to not be able to cast Complete Heal or Gate. Alternatively, you can burn it down at 20% life in a few seconds. Slow it. Thunder Blast will kill mana, so if you're using a Knight tank you might need to swap tanks after this mob.
Npc a greater malevolent drake.png
a greater malevolent drake • Casts Acid Jet Standard tank and spank. Slow it. Acid Jet is pretty weak - Regrowth will almost completely stop it.
Npc a malevolent drake.png
a malevolent drake • Casts Acid Jet Standard tank and spank. Slow it. Acid Jet is pretty weak - Regrowth will almost completely stop it.
A racnar.png
A racnar (Temple of Veeshan) • No specials Standard tank and spank. Slow it.
A raging wyvern.png
a raging wyvern • Unslowable
• Rampage
• Backstab
Have 2 tanks engage first so they can get main tank and ramp tank, make sure to heal enough since it's unslowable. Can backstab VERY hard, don't turn your back to it.
A shimmer drake.png
a shimmer drake • Unslowable
• AOE 4 slot dispel based on target
• Druid version will cast Winged Death, Earthquake, and Gate and Ranger will cast Flame Lick
Tank this mob far away from the casters and healers so it doesn't dispel them. It will dispel all buffs off of the tank so preferably use a Warrior tank with Defensive Discipline up. The melee potentially can avoid this dispell by being at max melee range on the opposite side of the tank. If it's a Ranger you can kill it normally, but if it's a Druid then you will want to have Enchanters cast Mana Sieve on it so it can't Gate.
An tigerclaw racnar.png
a tigerclaw racnar • No specials Standard tank and spank. Slow it.
A vehement wyvern.png
a vehement wyvern • Rampage
• Backstab
Have 2 tanks engage first so they can get main tank and ramp tank. Slow it. Can backstab VERY hard, don't turn your back to it.

Map

Map temple of veeshan HoT.gif


Pulling

Common places for people to set up camp are at M (M is done almost all of the time) and G as the cross-shaped hallway is beneficial for confirming clean or dirty pulls before tagging. There are named mobs that spawn here, but they very long respawn times so it's unlikely they will pop while you are doing HoT. The one-way wall near K is good for splitting pulls since mobs cannot see through it, but can be pulled through it.

TODO: Someone who has actually pulled HoT before please add some more detail to this.

Tanking

There are generally two spots that people like to tank mobs at camp M with different advantages to the both.

Hot-tanking-spots.png

Location 1 - This is the more common spot as it allows you to setup everyone behind the door in the exit room when not engaged on a mob. When a mob is brought in, the tank engages and everyone can pin it against this wall without issues. You should be able to be in range of a CH chain as well as casters from behind the door.

Location 2 - This area allows for easier use of pets, you pin it up against the closer wall which allows for people to camp in the same spot as #1 or you can sit just around the corner from this mob tanking spot. Pin it against the wall with push and it allows for melee to quickly go in and out of combat without having to move much. Pet classes can stand in the corner in the exit room closest to the mob and use Summon Companion to pet the pet slightly in the wall and able to attack the mob through the wall while avoiding AEs.

TODO: Someone add some more information that has actually tanked mobs in either spot.