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World of Warcraft Shartuul Event Complete Guide: Part 1

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NameShartuul Event Complete Guide: Part 1
CategoryRaid
Since patch 2.1, Blizzard has added new stuff to do on the plateaus of Blade's Edge Mountains. One of these is the new Ogri'la faction situated at the middle of Vortex Pinnacle, the western elevated plateau of Blade's Edge Mountains. Another is the addition of an ethereal camp called Bash'ir Landing at the northern plateau. Both plateaus also have been renovated for the various quests from Ogri'la and the remote Sha'tari Skyguard outpost on Vortex Pinnacle.

In addition to these various factions that have been added, several items have also been included, specifically the Depleted items that can be obtained from the various mobs on the plateaus. These depleted items require 50 Apexis Shards to be transformed to its upgraded and fully functional form. These items are also Bind on Equip, so people can get them and will be able to sell them to other people through the trade channel or through the auction house. The depleted items are blue in quality with a couple having epic quality, and you can get a same quality item with decent stats after infusing them with the Apexis Shards. You can basically get them from any mob on the 2 elevated plateaus in Blade's Edge Mountains, but with a very low drop rate. The easiest way to get them is through the Shartuul Event, where Shartuul always drops a depleted item when he is defeated.

Just before you reach Forge Camp: Wrath at the northern Vortex Pinnacle, you'll come across with a large fel structure with 4 pole-like things surrounding it. Also, there is a patrolling Felguard Degrader around the structure that you can't attack. This whole location is called the Shartuul's Transporter, where you can do the Shartuul Event. The Shartuul Event is like a mini-game event where you control the Felguard Degrader and destroy the structure in the middle, and in the end face Shartuul and kill him with your controlled demon.

To start the event, you will need a Crystalforged Darkrune. You can get this item by exchanging a Darkrune that you can get from Kronk's Grab Bag (after completing the Banish More Demons daily quest) to Gahk in Ogri'la. This item is unique so you can only have 1 Crystalforged Darkrune at a time. The Darkrune is unique as well. Since patch 2.2, you can always get a Darkrune, or a Darkrune Fragment from Kronk's Grab Bag. You can collect 5 Darkrune Fragments then use the item to turn them into a whole Darkrune. Keep in mind that you can only have 5 Darkrune Fragments at a time. So essentially, you can have 1 Crystalforged Darkrune, 1 Darkrune, and 5 Darkrune Fragments at a time.

Additionally, while questing or killing creatures on the plateaus, you'll sometimes get a Depleted Crystal Focus. These items can be infused with 10 Apexis Shards to turn them into a Charged Crystal Focus. The Charged Crystal Focus functions like a warlock's Healthstone, where it instantly restores 2000 health upon using it. Aside from it being like a Healthstone, Charged Cystal Focii has another function, and it is related to the Shartuul Event so you better stock up on these before doing the Shartuul event.

Once you're ready to do the Shartuul event and you have the Crystalforged Darkrune with you, proceed to Shartuul's Transporter, stand inside the structure and use your Crystalforged Darkrune. You'll be able to control the patrolling Felguard Degrader afterwards.






The Shartuul's Transporter, just below Forge Camp: Wrath


The Shartuul event has a series of phases, where you control a demon for each phase, and kill the end boss of that phase before proceeding to the next phase. When you control the demon, a pet bar will appear at the top of your original skill bar (or depending on your User Interface). This is pretty similar to priest's Mind Control, where your focus is transferred to the possessed demon and you can only use its skills presented in the pet bar. Also, a barrier will start to form around the pillars. If you go beyond the 'line', you will automatically be thrown back to the middle of the 'arena'.

Phase 1 - Doomguard Punisher

As soon as you use the Crystalforged Darkrune, you will control the patrolling Felguard Degrader. This demon looks like a normal Felguard, but it moves very slowly.

Felguard Degrader Abilities:

Mortal Strike - the demon's main offensive ability. Similar to a warrior's Mortal Strike, it reduces healing effects on the target. This function can be ignored, since the mobs you'll face with the Felguard Degrader don't use any healing spells or whatsoever. This ability's main function for the event is that it can basically kill off the felhounds or imps that appear before you face the boss of phase 1 in one hit. 3 seconds cooldown.

Mighty Whirlwind - this is a channeled ability. Upon using this ability, the demon will spin in its place for the whole channeled duration, damaging anything in melee range with the demon. Use this if you are being overwhelmed with too many felhounds hitting you. 25 seconds cooldown.

Terrifying Roar - a basic AOE fear ability. This is an instant cast ability which sends all enemies surrounding you to flee in terror for 6 seconds. Use this if you are being overwhelmed with felhounds and your whirlwind ability is in cooldown. 15 seconds cooldown.

Chaos Charge - the demon's charge ability that deals a very large damage to enemies within AOE range of the target. This ability has 8-35 yard range requirement, so you need to be within range before you can use this ability. This should be your main offensive ability when more felhounds start to spawn and overwhelm you. 15 seconds cooldown.

Smash Shield - the demon's primary ability to make the boss appear. This ability makes the demon throw a hammer to the structure in the middle, damaging its shield. It deals around 15% or so to the shield with every use of the ability. You should use this ability everytime its cooldown is up. 25 seconds cooldown.

Absorb Life - the demon's special ability. This requires a Charged Crystal Focus to be used. Using this ability will make the demon consume the life of surrounding felhounds and imps to replenish its own health. Use this if your demon is at a very low health and the shield isn't blown up yet. It’s important that you have enough health before blowing up the shield because as soon as the shield blows up, the boss will appear immediately and you will still need to take him down. Warning though, this ability has no cooldown, so if you spammed this button, you might end up using all your Charged Crystal Focus. Just hit this ability once, and wait for the consuming animation to appear.

Strategy:

As soon as you take control of the demon, face the structure in the middle and hit the Smash Shield ability immediately. You will see that the Shield Remaining above your screen will decrease. Afterwards, position yourself around the southwest side of the 'arena'. This is where you should be staying for the whole first phase until the boss arrives.

After smashing the shield, Shartuul will start spawning a few felhounds and an imp on the arena. Use your Mortal Strike ability to kill these creatures off. Also take note of the spawn location of the imp, since this will be a vital location for an ability later on. Kill all the felhounds and imps that appear with Mortal Strike while smashing the shield everytime Smash Shield Ability is up. The felhounds and imp will constantly spawn, so be ready for them. After smashing the shield thrice, the number of felhounds and imp that spawn will increase. There will be more felhounds spawning now, so you can start doing some Whirlwinds when these felhounds reach you. Also, there will be 2 imps spawning now, so take note of the spawn point of the closest one to you (one spawns at the northwest, one at southwest). Make sure you are still smashing the shield every time the ability is up.

At this point where more felhounds are spawning, you should be starting to use the Chaos Charge ability to take them all out at once. Position yourself at around 5 yards away from the spawn point of the imp closest to you. Once they start spawning, let the felhounds clump up to you. While waiting for all of the hounds to collect at your location, kill off some of the felhounds near you with Mortal Strike. Wait for the imp close to you to spawn. Once it has spawned, move back immediately to around 10 yards away from it. The other imp should have spawned by then and would have moved to the other imp's location already. Once they're together, target one of the imps and use the Chaos Charge. You will charge to the imp instantly while having all the felhounds follow you, but will still be within AoE range from the imp.

As soon as Chaos Charge hits the imp, it will do an AoE explosion effect and kill off most, if not all, of the felhounds and 2 imps there. If there are any survivors, just kill them off with Mortal Strike. This should be your main strategy for killing all of the mobs instantly at this point, while still pounding on the shield with your Smash Shield ability. You can also use Whirlwind to whittle away some of the felhounds while waiting for the imps to get to position or while waiting for the Chaos Charge ability to cooldown. Just continue this tactic while beating on the shield.

If you get low on health and the shield is still around 20% and above, don't hesitate to use your special ability, just wait for the mobs to spawn before using it, so you get more health from everything around you. As soon as you get the shield down to 0%, the boss will appear from the structure, and the explosion from it will kill off any remaining felhounds and imps on the field.

Boss Strategy:

The first phase's boss is a Doomguard Punisher. This boss is fairly easy, since the only skills you'll need for him are Mortal Strike, Chaos Charge and Terrifying Roar. As soon as he appears, hit him off with a Mortal Strike. Follow it up immediately with a Terrifying Roar. As soon as he starts to run off, you need to start running yourself as far away as possible from the doomguard. After the fear wears off, he'll come to you. Wait for him to be within 20-25 yards away from you, then use your Chaos Charge on him. This ability will deal a huge damage on him, and then follow it up immediately with a Mortal Strike.

Once the Terrifying Roar is up again, use it immediately then run away from him as far away as possible again. Rinse and repeat. He'll be defeated after a while with this. Don't bother using Whirlwind on him, as it leaves you vulnerable to his attacks, especially his Fel Flames ability which can whittle down your health fast. As soon as you get him to around 10% health, the Doomguard will be defeated and you'll start transferring your soul to it.

Phase 2 - Shivan Assassin

After transferring your soul to the Doomguard Punisher, you will start to control him and phase 2 will start. This demon moves faster than the Felguard Degrader. At this phase, you'll face Gan'args and Mo'args before engaging the boss.

Doomguard Punisher Abilities:

Punishing Blow - the demon's main offensive ability. This ability has 8 yard range (basically melee range), which deals moderate melee damage and applies a debuff that weakens the victim's attacks. If the target is stunned, this ability deals triple damage. You should be using this ability every after stunning the target to deal maximum damage. 3 seconds cooldown.

Fel Flames - the demon's melee AoE offensive ability. Despite it being a 'channeled' ability, when you use it, it will complete its whole duration even if you are moving. This is effective if there are tons of Gan'args pounding on you. 15 seconds cooldown.

Throw Axe - the demon's main stun ability. This is a 5-45 yard ranged ability which deals small damage to the target and stunning it for a few seconds. You should use this very often to stun targets and make them vulnerable to Punishing Blow. 8 seconds cooldown.

Consume Essence - the demon's life restoring ability. It has a 10-40 yard range, which consumes the life of the target to restore your health. This ability is only useable on Gan'args. With a full health Gan'arg, you can consume up to 80% of its health to restore your health. Only use this on Gan'args with the most health to gain its maximum benefit. 30 seconds cooldown.

Super Jump - the demon's secondary stunning ability. This ability has 5-45 yard range. Upon using this ability, the Doomguard will stomp the ground, stunning everything in melee range, then jumps to the target's location and stomping the ground again, stunning everything within melee range of the target. You should be starting to use this ability as soon as the first Mo'arg spawns. 15 seconds cooldown.

Dive-Bomb - the demon's special ability. Requires 1 Charged Crystal Focus to use. This ability will make the Doomguard fly around the arena, bombarding anything nearby, and making the Doomguard immune to attacks during the whole duration of the ability. Also while being immune, you will reflect any attack that was done to you. Better save this special ability for when the boss shows up. 5 minutes cooldown.

Strategy:

This phase is different from phase 1. To be able to engage the boss, you need to kill the 3 Mo'arg Tormenters that will spawn throughout the phase. This whole phase requires you to move very often, and kite mobs when necessary. Most of your demon's abilities require range from the target, so you'll need to move around very often and kite mobs, so you can get the required range to use an ability. You also need to be alert on what the mobs are doing and save your stuns for those.

At the start of the phase, a few Gan'arg Underlings will spawn. Just kill them off so you'll have less Gan'arg problems later on. Several Gan'args will periodically spawn, just like how the felhunters and imps spawn in phase 1. Just kill off as many as you can, and don't waste your stun ability cooldowns since they are important abilities to prevent Gan'args from doing something. While dealing with the Gan'args, sometimes one of them will run off to a corner spot from the structure and emit a beam-like thing towards the ground. When this happens, the Gan'arg is about to summon a Fel Cannon on that location. You need to prevent that from happening and stun / kill that Gan'arg immediately. This is where Throw Axe will be useful. Throw Axe on the summoning Gan'arg, move in and deal a Punishing Blow on the Gan'arg while its stunned.

If a bunch of health is already lost from your demon, don't hesitate to use Consume Essence on a Gan'arg with a large health. After several spawns of Gan'args, a Mo'arg Tormenter with several Gan'args will finally spawn. When this happens, shift your priority to killing this Mo'arg Tormenter as fast as possible. Use your stun abilities to disrupt its abilities, especially when it starts to spew jets of poison-like liquid towards you. This can hurt, so you need to disrupt it immediately. You'll need to start using your Super Jump on them when you're in range, then delivering a Punishing Blow while being stunned.

Sometimes, a nearby Gan'arg will be channeling a red beam on the Mo'arg. This will make the Mo'arg immune to attacks, so you need to target that Gan'arg immediately and use any stun ability available on that Gan'arg. It’s advisable to use Super Jump on this situation, since the stun on this ability is AoE and it might affect the Mo'arg. When the Mo'arg gets stunned, use Punishing Blow immediately. Don't forget to kite it so you can get in range on your abilities. Once the Mo'arg dies, recuperate and target a healthy Gan'arg then use Consume Essence to heal yourself. Don't hesitate to use Fel Flames if you're being mobbed by too many.

If some Gan'args managed to summon a Fel Cannon while you were busy on that Mo'arg, just kill the cannons immediately. They'll die from a Punishing Blow usually. Just continue on killing remaining Gan'args while waiting for the next Mo'arg to spawn. When it spawns, kill it immediately like what you did earlier. Use your Consume Essence when its up on a healthy Gan'arg to replenish your health. Just repeat this until you killed the 3rd Mo'arg that spawns. After killing the last Mo'arg, just focus on healing yourself with Consume Essence from the remaining Gan'args.

Boss Strategy:

In a short while, the Shivan Assassin boss will show up from the transporter and attack you. This boss is a spellcaster, so just stunlock her and deal Punishing Blows whenever she's stunned. Use every offensive ability you have on her, and if you got enough Charged Crystal Focus, now is the time to use your demon's special ability. This will kill off remaining Gan'args and Fel Cannons in the field, and you will deal a huge damage on the Shivan Assassin with it.

If she's still alive after the bombing, just finish her off by stunlocking and dealing Punishing Blows for every stun. When you get her to a very low health, you'll transfer your soul to the Shivan Assassin just like how the Felguard transferred to the Doomguard. This is the end of phase 2.

After defeating the Shivan Assassin, you will transfer control on it and you'll have a new set of abilities for this demon. This is the last demon you'll control and you will use her to defeat Shartuul. Unlike the previous demons, her abilities are more complex because she has 3 different aspects.

Shivan Assassin Abilities:


Aspect of the Shadow

Death Blast - main offensive ability while in Shadow aspect. This ability casts a shadow bolt to the target, dealing shadow damage. In addition, if the target is afflicted with Siphon Life, the Siphon Life debuff is consumed and you gain health equal to the damage dealt when you cast this ability. This should be your main 'healing' ability. 2.5 seconds casting time.

Siphon Life - similar to a warlock's Siphon Life spell. This ability puts a debuff on the target which transfers 2600 health from the target to the caster every 2 seconds. Lasts for 1 minute and has a 30 second cooldown. This spell should be always up on the target, so you have a constant 'heal-over-time' on you.

Shadow Nova - AoE shadow spell within melee range. Deals moderate shadow damage to anything nearby, and also applies a debuff on the targets which heals you slightly for 15 seconds. 8 seconds cooldown.

Aspect of the Flame (Inherent buff: Increased movement speed)

Pyroblast - main offensive ability while in Flame aspect. This ability deals fire damage to the target. 2.5 seconds casting time.

Flame Buffet - instant fire spell which deals 4625-5375 fire damage to the target. Also puts a stackable debuff on the target which increases fire damage it takes by 5000 per stack for 1 minute. Can stack up to 10. 10 seconds cooldown.

Cleansing Flame - cleansing spell which removes a debuff from the caster. This is useful on phase 4 and on Shartuul. 8 seconds cooldown.

Aspect of the Ice

Iceblast - main offensive ability while in Ice aspect. This ability deals frost damage to the target. Additionally, if the target is frozen, this deals double damage and shatters the binding ice on the target. 2.5 seconds casting time.

Icy Leap - similar to a mage's Frost Nova, with a little improvement. This ability freezes anything nearby for 8 seconds. Right after casting this ability, the Shivan Assassin leaps backwards several yards away. 12 seconds cooldown.

Ice Block - similar to a mage's Ice Block. This ability encases the Shivan Assassin in ice for 4 seconds, preventing any actions from the caster. Also prevents any damage dealt to the caster and reflects it back. 30 seconds cooldown.

Special Ability (castable in any aspect)

Chaos Strike - the Shivan Assassin's special ability. Requires 2 Charged Crystal Focus to use. This ability inflicts a huge damage to the target, and grants you a Chaos Form buff for 30 seconds. This buff increases spell casting by 75%, melee attack by 100%, and damage by 300%. The damage dealt by this ability is affected by the various debuffs from each aspect. Flame Buffet stacks on the target affects the damage of this ability. If the target is frozen, this ability deals triple damage, and if the target is afflicted by Siphon Life, the target gains a debuff, making it more vulnerable to attacks and will be taking additional damage. This ability is costly since it uses 2 Charged Crystal Focus, and should be used only when you need a really large heal.

When you're really low on health and normal healing from Death Blast won't cut it, you can use this ability to enhance its healing effect. Make sure the target has Siphon Life debuff on him, then use Chaos Strike. This will cause you to gain a 300% damage increase buff, and the target will gain an increased damage taken debuff. During this time, switch to Shadow aspect (if you're currently on a different aspect) and cast Death Blast. Since there's Siphon Life debuff on the target, you will gain health from the Death Blast damage. And since you have a 300% damage increase buff and the target has weakened debuff from the Chaos Strike, your Death Blast will deal massive damage to the enemy, which can basically heal your Shivan Assassin to full. 15 seconds cooldown.

(To be continued.)


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