Kulin Vat Clorix

General issues.
Delin
Posts: 68

Kulin Vat Clorix

Post#1 » Sat May 22, 2021 9:46 pm

So question to anyone regarding this NPC in Vex Thal.

This is the boss which spawns several skeletons throughout the fight which give off an emote which gives you information on how to control them. If they are not controlled they heal the boss and eventually you timer fail as a result.

Most people we have spoken to about this that have completed this encounter seem to just brute force dps it and kill it, ignoring the mechanics. However we do not have enough dps to do this. We control the first two adds np, however we cant figure out how the final 2 adds seem to work.

The 3rd gives off emotes that suggest stuns to control it, however after trying almost every stun we can find havent found a way to get this to work successfully.

The 4th gives off an emote that suggests it is fear to control it, however there are no fear spells high enough level to land on the skeleton according to what we could find both in game and on the allaclone.

My question being has anyone done this fight correctly mechanics wise to confirm the 3rd / 4th skeletons are controllable? Im mostly trying to figure out if we are just dumb, or if the mechanics on it are not working properly.

Shylar
Posts: 33

Re: Kulin Vat Clorix

Post#2 » Tue Jun 01, 2021 3:08 pm

Still looking for any information for the 3rd and 4th skeletons.

rmm10
Posts: 357

Re: Kulin Vat Clorix

Post#3 » Tue Jun 01, 2021 7:49 pm

I will guess that most of the users who get to that point in Vex Thal where they can challenge bosses, have done so using either donored toons that can brute force, or have such a large raiding force that they too can brute force.

I noticed that Kulin Vat Clorix has no wiki info for the fight, so...congratulations to you on being the guinea pig for the fight writeup. 8-)

When you do figure this stuff out, send me a msg or post the info here and I will add it to the wiki. Or if I happen to catch you, I can go with you.

PKinternet
Posts: 277

Re: Kulin Vat Clorix

Post#4 » Tue Jun 01, 2021 11:19 pm

It's been forever since I have done this fight, but you are right. We could never figure out how to shut them all down. We would get I think one or two and that was enough to burn it down.

The first couple of times when our DPS was lower, we needed 32 toons to take it down.

But do like most everyone nowadays and just skip it. =) Don't have to kill them and the only real thing you may want from phase 1 is the augs, which any of the bosses can drop.
D. B. A. Galdace

PKinternet
Posts: 277

Re: Kulin Vat Clorix

Post#5 » Tue Jun 01, 2021 11:24 pm

Oh, found this in our guild forum.

forget how to hide in forums....... **Spoiler Alert**

























Event overview:

Attack NPC to start event.

[Phase 1]
*Boss is vulnerable.
*Boss does an AOE silence that penetrates through walls. Cannot be cured. Refreshes every ~45 seconds. Gives time to debuff in between.
*Boss does a single target debuff/DoT on tank. Can be cured.
[Phase 2]
*Boss hits 10% health, heals to full, and spawns 'a dark priest' NPC.
*Every 30 seconds, 'a dark priest' heals the boss for approx 5%.
*Phase 2 repeats with a maximum of 3x 'a dark priest' active, healing approx 15% of the boss every 30 seconds together.

*'a dark priest' immune to all damage.
"a dark priest begins a chant that can only be broken with a powerful catatonic state"
> Euphoric Bliss Rk. III: webtools/spell.php?id=9655

"...powerful earthly attack"
>Lucid Ring of Immobilization: webtools/spell.php?id=4494
>Chaotic Roots

"...powerful stun attack"
> ?? no working stuns yet

"...a terrifying attack"
> ?? no working fears yet
D. B. A. Galdace

rmm10
Posts: 357

Re: Kulin Vat Clorix

Post#6 » Thu Jun 03, 2021 9:22 am

I'm trying to put together both Delin's and PKinternet's posts so as to have a fight write up.

1) The skel adds that Delin mention's and the dark priests that PKinternet's guild mentions...are they the same?

2) Delin says there are four adds but PKinternet's posts says "maximum of 3x dark priest active". Is this a miscount, or will an add die when the right spell is cast on them? Or maybe these are different groups of adds from different phases of the fight?

3) The skels/dark priests/adds...do they fight your toons or do they just stand there and throw boss heals?

4) The later entries in PKinternet's guild notes seem to be the emotes that Delin mentions. Soo...can anyone verify that Euphoric Bliss III is indeed the stopper (killer?) for the first dark priest? And that both the spell Chaotic Root and the Lucid Ring of Immobilization clicky spell (Geotension) work on the second dark priest?

Also, seeing those guild notes gave me the idea of a tricksy thing that is very common in these games in that the answer to a fight-puzzle is a drop or quested item that comes from the same zone. Examples would be the the Vampire Bane Earring from dsk1, or the wooden stake in dsk2.

After clicking on the loot list of a couple of the listed VT bosses, I noticed that their armor loot lists form a sorta pattern...all of them have an armor list of 27 items (begins with Lucid Helmet of Shadow), some of them have a second armor list of 16 items (begins with Avine the Fragmented Star) and one has a third list of 12 items (begins with Lucid Ring of Blood). So I clicked on all those items to see what I could find.

Lucid Gauntlets of View, Lucid Band of Energy and Ithulin Jewel of Marr all have clicky stuns.

Raizyul Necklace of Druzzil has the clicky Euphoric Bliss III.

PKinternet's guild post mentioned the Lucid Ring of Immobilization and its root clicky.

So that covers three of the four (assuming that any of those stuns do indeed work). But I could not find a clicky fear in VT, so if it IS a fear spell that is needed then we are left with the highest fear spells. I think the Enchanter's highest is Anxiety Attack (L67), the cleric's is Deistic Howl (L68), the bard's is Angstlich Wail of Panic (L67), the shadowknight's is Shadow Howl (L67) and the necro's is Unholy Howl (L67) . If the adds are skels then don't forget to try the undead fear spells...Revulsion of Death (cleric L66), Eidolon Howl (necro L66) and Soulless Terror (sk L66). I have not listed the lower spells, nor the Druid fear spells (dru spells only affect animals).

I guess its also possible that the aforementioned "terrifying attack" does not allude to fear but simply to a powerful attack. There are several VT clickies that make a toon's attack more powerful but I don't recall any that did so by casting a spell on the boss.

Anyone else have any ideas? 8-)

PKinternet
Posts: 277

Re: Kulin Vat Clorix

Post#7 » Thu Jun 03, 2021 2:10 pm

The 4 Skelley's pop in the 4 corners of the room throughout the fight. The spells/clickies don't kill them it just shuts them down for a bit. The effect will wear off and will need to be reapplied.
D. B. A. Galdace

Delin
Posts: 68

Re: Kulin Vat Clorix

Post#8 » Thu Jun 03, 2021 7:47 pm

Yea first skeleton is euphoric bliss III, has to be rank 3 otherwise not high enough level. Chaotic Roots works on the second skeleton.

3rd implies heavily by text that its a stun, I have tried a lot with none successfully working... but maybe its something I am missing? based off what everyone else has said it seems like it simply doesn't work honestly since nobody seems to have a solution. Part of the reason stuns are weird is the first two require their respective debuff to be applied otherwise they will start healing again. Stuns don't exactly apply any form of debuff for it to functional similarly.

4th heavily implies a fear attack, however it is a level 70 mob and there are no fear spells that exist currently that go up to level 70 that I have found. I have tried using all fear spells on bard, nec, enc, clr, etc regardless of level restrictions and they do not seem to work. Again it is possible that it is something other than a fear, but again seems a lot like the third skeleton where nobody seems to have found a solution to it and it is likely just not functional.

The fight mechanics wise seemingly is entirely cast x spell to interrupt y skeleton to prevent the boss from being healed and kill before timer. Interrupting the skeletons prevents their heal to channel. Bringing the boss down to around 10% causes the boss to heal to full and spawn a skeleton until all 4 are up. However nobody I have spoken to seems to know of a spell that works for skeleton 3 and 4, though its possible they do exist? Every successful kill on it that I know of has been to bring enough DPS to ignore mechanic and kill it.

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