I'm surprised that no one's mentioned that only a maximum of six bearers can be up at any one time, not twelve (other posts seem misleading). Which bearers you get seem to be random.
The Great kingfoo gave some great information on this fight and helped me the first time I did it, so I've decided to complete the notes as best I can.
First of all, the mob at its base (with no bearer modification) hits for about 2388 on a rogue with maxed UF defenses (33 in both CS and CA) with 5024 ac during the fight. It also doesn't ramp in any form or flurry. HPs according to the log were right around 2.5 million however there was a good amount of regen involved so I'd estimate 2-2.25 million total excluding that.
After the bearers are added he becomes a force to be reckoned with (at least if you don't bring an overkill force).
The bearer effects are as followed (adding to kingfoo's list) Listed in order in which I would kill them as a 40k hp rogue (galla + self buffs) with a T5 cleric merc (no number means I wouldn't kill them).
--- 1. Nascency - mini-cragbeast adds, one about every 10-15 seconds (stack up quick) --- 2. Intensification - ability to punch through defensives (seemed like almost twice the incoming damage, max hit on me raised to 2900) --- 3. Mending - increases regen rate greatly (estimate over 750 h/sec) --- 4. Shielding - Adds a huge DS: Bristling armament (200 dmg) --- 5. Anger - single target ramp (max ramp was 494 generally 294 as well) ---- 6. Rage - wild ramp (max wild ramp was 400 but generally 294) --- 7. Absorption - roughly 75% melee damage absorption --- 8. Projection - AE effect Devouring conflagration (3000 dmg -350 fire) --- 9. Haste - Adds flurries --- Quickening - seemed to be a haste effect of sorts, I'd guess 30-50% haste. --- Reflection - spell reflect chance buff (low amount of reflect %) --- Resistance - nearly immune to spells (only about 10% of rogue damage poisons made it through, lifetaps resisted about 99%) ---
The most effective strategy I've found is to sneak in and to the side to kill the mastruq mobs first as they won't respawn on you later unlike the bearers which will respawn through out the fight (why it's best to leave some alive). You can set up the entire area before the fight without agroing the matriarch if you're not careless. Once the mastruqs are dead look around and see which bearers need to die and kill them one by one (don't disc or you'll regret it later). Once they are dead gank the matriarch and burn her as best you can. If you don't have enough dps (like 5-7k dps) then you'll get respawns on bearers midway through. Even if you have to get into a summon-fest it's still worth taking out some of the major bearers. After that it's simply rinse and repeat, killing any of the deadly bearers that pop and going back to dpsing the named till you win.
It drops two items and the wand harness, I've killed it 10 times so far and no bard drum for me =(.
Hope this has helped someone out there. Here's the raw parse data for my 10th attempt at the drum.
85 Pal, 85 Zerk, 81 Shambot. Pal was 1500aa ~25k, 4k or so. Zerk 750aa with evolving 2/5 gold token weap. Sham 650aa, mostly for Cougar procs and Spotheals/HoTs.
1 85 t2 tank merc (for Ramp), 1 85 t1 heal merc (balanced), 1 81 t2 healmerc (balanced). Mercs were lom pretty quick, prolly by 70%; Set one to efficient at that point.
Used the sham to keep the Merc tank (Ramp tank) and main tank up. Steady burn, prolly around 15-20min fight. Shammy kept the group goin between merc heals np. Longest part was setting up the bearers appropriately beforehand.
Ok, as a bard, I saw that there are only two HoS clickies in game, the other coming from an LDoN raid. Since (I'm assuming) you can't use mercs on an LDoN raid, I decided to try this.
My setup: -84 Warrior 25/28 on both CA and CS, around 22000hp/3890ac unbuffed with a t4 healer merc on Reactive -85 Bard 18/28 CA and CS, 23500/3300, t3 healer merc on Efficient, rk3 regen aura, rk2 regen song, rk2 veshma (75)
Ok so from trial and error, here's what the bearers do (asterisk means I verified they do it):
*Absorption - Big Vie, non-buff slot, huge mitigation effect *Anger - Target Rampage Haste - Don't know (assumed attack speed, could be Flurry) Intensification - Don't know (maybe ATK increase, maybe flurry, maybe intensify all effects) Mending - Heals/Regens ACM (assumed, and seemed that way) *Nascency - Swarm Pets *Projection - AE spell: Devouring Conflagration Quickening - Don't know (initially thought Flurry, but verified not Flurry) *Rage - Wild Rampage Reflection - Reflect spells cast on her, buff slot Resistance - Resistance to spells (assumed, don't know if makes immune) *Shielding - Damage Shield: Bristling Armament
Ok so I did this four times and on my initial attempt I found that when low dps attempting this, you have to set the 6 Bearers you want up, kill until what you want is up, then re-kill the Mastruqs, and engage ACM. Bearers respawn after 5min, Mastruqs respawn after 30min. ACM respawns after approx. 3 days. Note that her attack range is longer than her aggro range, so you can run around the room carefully killing Mastruqs and Bearers without her starting on you, but if you do aggro her, the effects go live (pets, AE) even if she isn't damaged.
Merc healers are tedious. With just a couple simple swapouts of Bearers they can either maintain FM throughout the fight, or be oom by 70%. What does this is the AEs/Pets. So even though the AE spell doesn't hit for a lot, you really don't want it up. Same goes for AE ramp. Also if you use a target ramp setup, you don't want your merc on ramp. She's permarooted, so setting ramp is cake. Also to note, with an otherwise winning setup, merc mana was falling until I started singing Pulse of Rodcet on top of normal regen aura + regen song + veshma.
Setup 1 - Anger, Haste, Quickening, Reflection, Resistance, Shielding win, mercs 50m at the end, about 20min Setup 2 - Absorption, Anger, Haste, Mending, Quickening, Reflection loss, couldn't get her below 98 with my dps Setup 3 - Intensification, Haste, Quickening, Rage, Reflection, Resistance loss, AE ramp ran mercs oom by 70% Setup 4 - Haste, Intensification, Quickening, Reflection, Resistance, Shielding win, mercs 80m at the end, 20min Setup 5 - Anger, Haste, Intensification, Reflection, Resistance, Shielding win, mercs 90m at the end, 20min
Other things to note, the Reflect and DS buffs take slots, so I dispelled them. They recast exactly every 30 seconds. I did not attempt to slow the ACM with Resistance bearer up, but was not able to land a slow with Tash (Orb of Tishan) and Harmony of sound (15x3) on with no Resistance bearer.
Generally the fight takes 20min with this setup on a win, and you know prior to if you're going to lose. Setting it up can take anywhere between 30min to 90min. Obviously if you can zerg the fight with more than what I had, you don't have to be so careful in your setup. For this setup I had ACM at 2mill hp, 1100dps on the warrior, 125dps on the ramp, Min hit 452, max hit 4000, while my two characters did about 1700 dps. The tank did get spiked close to 0 once total in all the fights, so it is possible to simply get unlucky and fail. I got the drum on my fourth kill.
good info, but a little misleading about the swarm pets. These are infact waves of adds. Swarm pets disappear on their own, these dont even when ACM is dead.
Despawning without aggro is a completely different mechanic than how swarm pets work during a fight. Just like in the Ukun fight, eventually after the mob is dead, the adds WILL despawn. But in no way would you consider those mobs to be swarm pets. Swarm pets have a set time to live, usually around a minute. Knowing this is only helpful to anyone that has killed the mob, yet didn't survive the adds, to let them know that eventually they can safely run in and loot.
The point I wanted to make was, don't make the mistake and assume these actually are swarm pets based on his post. Thinking that a few adds show and they disappear shortly after like all the Ixt mobs in various GoD zones.
Yeah, this event is in Txevu. The Matriarch resides in Txevu.
As of today's date, there is only two mobs that have been seen in Tacvi. The first is a golem guarding a door, the second is an Ixt type named mob that hasn't been beaten yet.
#REDACTED,
Posted:Jul 08 2004 at 1:35 AM, Rating: Sub-Default, (Expand Post) well from what archover seers website shows looks like its in this zone to well thats what i think since they wrote it after they got in tacvi