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Everquest 1 ~ Citadel of Anguish ~ Jelvan

Higamorph

New member
Joined
Feb 6, 2006
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Everquest 1
I would like access to the original Everquest section.

This post is to account for the fact as I was made aware that information about Tacvi level encounters are common place. Here is one that is more advanced and a much bigger pain.

Jelvan ~ Citadel of Anguish: The Fallen Palace.

This is a strategy to win the Jelvan event in CoA. Before the event, take time to balance the DPS of your raid and spread healing around. All 3 parts of your raid will need to have about equal dps. I suggest leaving a few of your highest DPS people out and positioning them in the middle so they can go help any side that is slower then the other two. As you can have 54 people in CoA, most people will assume that you need 18 people in each section. In all honesty, you are better having fewer people with much higher dps on the West and East sections and having more people, including most of your shamans, bards, paladins and necromancers for the more difficult southern mob. Allow paladins with Divine Hammer of Consternation to rampage tank. This allows your 3rd cleric per section to help heal the MT. Do NOT get cross agro. This fight is won or lost based on people controlling agro. Allow the paladins to pull them in to the cages that are along the bottom and get the mobs set before healing!

This is not a quick event. This event takes over 15 minutes of non-stop fighting. Pace yourselves, save disc’s as long as possible.

Now on to the individual mobs you will be facing.

Tanthi

Tamthi is the mob that will be pulled to the west. Set the main tank group first. It needs to include one warrior, one druid, one bard, two clerics, and one necromancer. That is the main tank section of this part. The rest of the people that are going to be here include one more cleric, a paladin with a Divine Hammer of Consternation. Good DPS choices would be Wizards and Magicians. Beastlords and Shadowknights are best used elsewhere. This mob is weak vs cold. He is also Unslowable, and stuns for 10 seconds as an area of effect spell every minute. Tanthi also casts Relinquish Spirit on the tank. It needs to be cured very quickly. This is where the druid comes in to play in the main tank group. The druid MUST HAVE remove greater curse.

Mob Overview​
Weak vs Cold
Rampages – have da hammer paladin as RT
Unslowable
10 second stun every minute
Casts: Relinquish Spirit
NPC Hatelist 0', Chromatic (-375)
1: Decrease Spell Haste by 100%
2: Decrease ATK by 300
3: Decrease Stats by 100
4: Increase Curse Counter by 24
5: Limit: Combat Skills Not Allowed





Tantho

This is the easiest of the 3 mobs in this event. He will be pulled to the east side. The main tank group for Tantho is one warrior, a paladin, bard, two clerics, and a necromancer. As per the mob above another group needs a paladin equipped with Divine Hammer of Consternation and a cleric as their healer. To fill out the rest of the people in this section your best choices are Enchanters, Shadowknights, Beastlords, and Rangers. Rogues, Monks, Wizards, Mages and Berserkers are better used else where. This mob is weak versus magic, and rampages yet again. He is slowable and his area of effect spell is spell damage reduction every minute, see overview for full details of AoE effect.

Mob Overview​
Weak vs magic
Rampages
Slowable
Nuke reduction every minute

Touch of Anguish
NPC Hatelist 0', Cold (-475)
1: Decrease Spell Damage by 30%
2: Decrease Movement by 90%
3: Decrease All Skills Damage Modifier by 30%
5: Increase Poison Counter by 30
6: Limit: Combat Skills Not Allowed

Tanthu

Tanthu is the hardest mob of the event. He will be pulled to the south by the rampage tank yet again. The main tank group for Tanthu is Shaman, Necromance, Warrior, Cleric, Cleric, Cleric. You need a paladin and cleric as the rampage team. Every group that will on the south side must have a shaman. The best choices to round out this group are Rogues, Monks and Berserkers. This mob is weak versus fire, and rampages and slowable.. His area of effect is a mana drain. You can cure it with group Nadox. On the tank he casts Torment of Body, detailed in the over view.

Mob Overview​
Weak vs Fire
Rampage
Slowable
Mana dot every minute, cure with group Nadox


Torment of Body
NPC Hatelist 0', Prismatic (-375)
1: Decrease HP when cast by 3000
2: Decrease Hitpoints by 300 per tick
3: Decrease Accuracy by 25%
4: Decrease Effective Casting Level by 100
5: Increase Curse Counter by 24



Now for the fight, and this is where it gets good. You start the event by talking to Jelvan. Once it starts do not use direct heals until the mobs are in position. Using divine arbaration is fine as it draws no agro. The warrior should use their furious disc while getting the mob in position. The clerics for the main tank and rampage tank should be in the cell next to the one where the warrior is fighting the mob. You should set one person in each section that calls out the percentage of the mobs health. If you let them get more then 10% apart from each other, Jelvan casts Void of Suppression. It is a silence with 24 disease counters. It is prismatic resistible with a negative 325 to the check. Or he casts Chains of Anguish. It is a magic resist with a negative 375 to the check. It decreases spell haste by 70% (ie complete healing takes 17 seconds to cast instead of 10), movement by 90%, attack speed by 50% and requires 50 curse counters removed.
If you are doing good Jelvan casts Blessing of Jelvan on each of the main tanks. It mitigates melee damage by up to 30%, up to 5000 damage absorbed. As for healing the 2 clerics in the main tanks groups should set up a minicomplete healing chain. Casting about 6 seconds after the last person to cast. The rampage cleric is able to help with quick heals, panlopy of vies and DIs on the main tank while the paladin is DA’d from proc’ing his hammer. All the mobs in this event hit around the 2000ish range.



I hope you find this very useful as it took alot of time to get this down. This event is one of the harder ones found in everquest currently, imo. Thank you for reading it and considering my application for free access. Thanks for supporting my last one Pugs. :)
 
Great write up, I have yet to particpate in this event but the explianition alone gives me a feel for it, he gets my vote.
 
This gets my vote.
We got to this strat by trial and error. This will save many a great deal of grief.
Only thing I would add is that the clerics on each tank have a da and shield rotation setup also. I would also stress to the clerics that you do not want to get agro ever!!! (Yes I am a cleric). It is amazingly easy for a cleric to get agro during this event.

Lady_Of_Old
 
No offense to Higa, since it is a good strategy. But no use in replying to a post saying "gets my vote", since Creed after all, is the deciding factor. Just post that you like it and get on with it. BTW, if I havent already beaten Jelvin I might look at it more, but the little bit that I read looked good. Hope to see you inside some time.
 
ss44 said:
No offense to Higa, since it is a good strategy. But no use in replying to a post saying "gets my vote", since Creed after all, is the deciding factor. Just post that you like it and get on with it. BTW, if I havent already beaten Jelvin I might look at it more, but the little bit that I read looked good. Hope to see you inside some time.

Actually, since Creed doesn't play EQ, he relies on the comments to decide whether it gets in or not.

P.S. I vote yes too.
 
Nice write up , remember having a bit of trouble on this event some time ago :)

He like gets my vote !
 
Nice and easy to understand, I hope to read more of your stuff soon :)
 
not a bad strat. not the best strat write up i have seen for jelvan, as a few of the facts in the strat could be cahnged to make it easier for yourselves. but with your permission i will post the additions i would make to make your strat better.

p.s i know i promised you all a je;van strat ages ago, its written just never got round to posting it. maybe this weekend, i will post you all a full strat for every mob in anguish including omm if i have the time :)
 
Good to know! Not a bad strat, I agree. We have our own completly different way of doing Jelvan.

The thing with some of these mobs is that their are soooo many different ways to handle them. We use the zerg effect. Balancing them takes some time .... so we just burn one and OT the others with a grp or two .... and deal with the AEs. At least we know we're going to get the AEs. At times when balancing them, the AEs have a way of sneaking in un expected. If we know they are coming they are easier to deal with.
 
I'd love any suggestions you have on it. I did forget something. When you are making the groups, I would also suggest that you have each of the little sections join a seperate channel so you can give direction specific instructions for each. I would also suggest assigning one person in each direction to call out the hp of the mob currently =D
Thank you to everyone that likes the write up, any other suggestions are very welcome, and Druid007.... I'd love to see omm as he's the last mob in CoA we haven't killed yet =(
 
ok, changes i would make to your strat!

mainly, what dps is on which mob. and id also used a cool healing strat for stun tanth.

Tanthi - stun mob!!

in the RT group, have a separate druid and mage combo. the mage will be over 100 range away from the druid. On teh stun, if a cleric gets stunned, he /tells the druid, and the druid fast heals, then the mage CoTHs him, this takes said druid off the agro list and means he is ready to heal again if another cleric gets stunned.

DPS on this mob = combination of caster and melee

Tantho - snare mob

Weak to ice, put caster dps on this mob... wizzies, mages, spare druids and beastlords

Tanthu - mana drain

DPS on this mob should be mainly melee, to reduce the number of people in dire need of a cure from the ae mana drain.

and only thing id change, is work to a 5% difference, that way you are sure that you will keep in teh boundries.

oh, and no MGB heals etc or ae mana songs/resist etc on this encounter due t agro transfer and you then get more than 1 of the aes!
 
This strat works by the way, its how my guild does it ;) Never occured to me how tedious it could be without having done it 200 times :(
 
have the bulk of the raid kill the stun mob, have a group or 2 tank-mez the snare mob (slowed), and have a kite group debuff/snare/root the mana drain mob.

when stun mob dead, move all healers from stun mob to assist keeping snare mob team alive. have everyone else heal/med as needed. kill snare mob.

heal/med up for mana drain mob, and kill it.

less tediousness in balancing dps, and can be done w/ minimal crew
 
That is a pretty good write-up though I did notice one error in it.

Tanthu (Southern Tormentor) casts Gaze of Anguish as his AE. You have the wrong one listed.

Gaze of Anguish
lot Description
1: Decrease HP when cast by 4000
2: Decrease Hitpoints by 300 per tick
3: Decrease Mana by 250 per tick
4: Increase Disease Counter by 30


Now for my two cents.


I'm a Shaman in game, and I have been doing Jelvan for a very long time. The only tormentor I've ever done is Tanthu. Here is how I run this part of the event:


Before the raid, I craft up a bunch of 10 Dose Kithar's Disease Treatment potions. These are helpful for curing Gaze of Anguish from Tanthu during the Jelvan event if you don't have a shaman in your group, and they're even better for when you're doing AMV since you can use those potions to cure the DT AE.

Tanthu casts Gaze of Anguish exactly every 60 seconds. What I do is start a stopwatch the moment he casts it the first time. I announce in the shaman channel and in the channel we make for our Tormentor to cast Nadox about 5 seconds before he casts it. That way the first cast of Nadox is landing just after Gaze goes off. It takes two casts of Nadox to cure.

My hotkey for when the AE is going to go off looks like this:
/1(shaman channel) CAST NADOX!! CAST NADOX!!
/2(tanthu channel) AE INC! FD NOW!

Why FD? The AE is hate list based. If the FD classes are flopped when the AE goes off, they won't get hit at all. That works really well for our guild since we typically only have two shaman on. The third group is normally full of monks/SKs/Necros/Bards to save mana on heals/cures.


Well, I hope this was useful!
 
something few people know about bard AE, they don't spread Aggro, only the bard would get the Agro, then if another were to cast on the bard they would get the Aggro that way. :mad: but I know it best to be on the safe side not to use on such events
 
What you talking about Spunge, it took your guild 4, max 5 attempts to kill this 1st time :)
 
lol, not true, it took spunges guild.. umm.. like 20 attempts to kill jelvan :)

anyway spunge, wheres my vote to get me banned for posting teh omm strat like you promised? :D
 
Zippy, your kiting/offtanking strat sounds interesting. Just 2 questions,

1. You gotta to keep 3 mobs hp within 10% or you get some mean AEs like silence. So, with your way to kill them one by one, how do your raid handle those extra AEs?

2. What classes you used for the kiting team? That pit is not big enough, I am worrying the kitting mob would aggro the main raid (at West in this case) or the offtanking team (at East).

My guild has won this event couple times, but always used 'balancing' way. Pretty boring and need heavy healing. So, it would be really cool if your strat works.

Thanks man.
 
tank the stun mob in the north stairway. offtank (no damage at all) the snare AE mob in ENE room. kite/root mana drain mob w/ ranger group (with debuffers).

the out of balance AE's only apply to the mob that is out of balance (stun mob), and only applies to those on it's agro list.

when mobs are in position, eliminate all line of sight to the mana drain mob being kited

the rest should of it shouldn't be hard

ask more questions if you want....
 
Zippy, you are my hero :p

Yeap, that answered my questions. Gotta talk my guild into this on our next run.

Thanks again!
 
Everquest 1 ~ Citadel of Anguish ~ Jelvan

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