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Tythus Tinzok unlocks the third portal in the Palace of the Ancient one once defeated. This fight is a bit different especially if you don't have a completely geared raid force with a minimum of 40% critical mitigation on their gear. Getting the critical mitigation gear into the raid has been a challenge with The Shadow Odyssey expansion, being that the critical mitigation gear is not smart loot enabled. This became a bit more achievable with the latest patch and the introduction of the 3rd tier shard armor. Now its a matter as always of paying attention and of course having the right strategy and tactics.
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This fight is a healer centric fight with three detrimental effects that must be cured, one physical, one magic based and one elemental based. You will need high resistances in Magic and Fire as well as hight base mitigation on all raiders and at least 40% critical mitigation on all raid members. This is a split tank encounter one on add management one on Tythus. The single largest difference in this fight is the amount of healers this strategy requires. Normally I don't put a great deal of emphasis on the roster set up but this fight is the exception. This will remain true, at least until your raid gets the timing down. The last bit of critical info is have a monk along it makes set up and running up the spiral stair case of monotony mush less frustrating more on this later in the strategy This fight requires a great deal of preparation work for each individual raider so crack that whip or dangle the loot table in front of your raiders.
| Cloak of Negative Energy | |
| Translocation | |
| Voidslide | |
| Dark Flames of the Void | |
| Dark Energy Flow | |
The pull for Tythus begins with the raid force set up as seen in the diagram below. the whole raid force can get in place prior to the pull with out Aggroing Tythus or his endless stream of void beasties. Once every one is in place have a feign death class out of raid but with an invite at the ready pull Tythus and feign then very quickly re-join the raid. This resets the encounter so any void beasts that have been summoned and are hanging out at the bottom of the stair case de-spawn. The MT should pull Tythus the micro second that he re-spawns. If your super lucky you will get no adds from the portal on the pull but in most cases you get one.
It is very important that you get a solid timer call on Void Slide so that your raid force can get their backs up against the spike that juts out on the dais in the center of the room to ensure that they do not get knocked across the room or worse yet down the stairs.
The MT pulls Tythus off to the spot in the diagram and does their best to hold Tythus still. We have our Bruiser pull the portal add off to the DPS spot to get burned down by AE damage. The OT should be at the ready to grab the first add which spawns very shortly after the MT gets Tythus in place. These will re-spawn on a constant interval through the whole fight and need to be pulled instantly by the OT and die as fast as possible.
There are three critical detrimental effects that must be mitigated during this fight they are Void Slide, Dark Flames of the Void, and XXXXXX these of course are detailed above. Which is why if you look at the raid line up for this fight there are many more healers to help with this. You must have a healer that can cure arcane and elemental in every group. Potions are not a guarantee during this fight because of the stun effect that comes with Void Slide.
Happy healthy healers are critical for this fight. The MT healers should be set up at the bottom of the dais with their backs to it to help minimize the knock back effect from Void Slide. The DPS Healers should be set up with the DPS group up under the top spike on the middle dais. Each group is responsible for curing the detrimental effects from Void Slide, Dark Flames of the Void and XXXXX if any are left to tick off you will loose a whole group instantly.
The tanking strategy on this fight is a minor variation on the the split tank with adds theme. The Main Tank will get in place and pull Tythus to the location shown in the diagram below and do his best to keep him in place. This can be tough with the knock back from Void Slide but it is achievable. Off Tank should be moving down in front of the MT healers to intercept the adds that will spawn and pulling them up to the top spike while tanking them. OT should pay close attention to the Void Slide timer because while it is in the reuse phase they should get the DPS group the adds back for positional attacks and when it is about to hit they need to be under the spike to mitigate the knock back. The only other tanking concern to sort out is if you get the one portal add it needs to be picked up by a brigand or monk / bruiser to get it back to the Off Tank and the DPS group.
DPS is pretty standard ALL DPS should concentrate on the adds when they are up and then range Tythus when no add is present. When the raid leader has solid timers on the AE effects and there is time between Void Slides DPS can joust in for some additional damage on Tythus. It is very important to get the adds down fast so they do not get backed up if they do its pretty much a wipe cause it is very hard to get caught up. On some occasions timers will line up and DPS needs to be sure to cure the arcane because if it ticks more than once they will die.
The only special team strategy here is the feign death class that sits out of raid and manages the adds that spawn by resetting Tythus long enough to get the raid up the stairs and to the East side of the dais to get set up. Then just prior to the pull that person needs to aggro Tythus to get a reset to happen and then re-join the raid for the pull. We tries this with out this tactic and its just not feasible the stairs are bad enough with no adds barreling down them as it is.
The running joke in the guild is that SOE needs tell the developer who created these stairs that he is not allowed to use an elevator at Fan Faire this year at all. Hopefully this is not the same developer that created all the clicky items last expansion =D.
| Tythus Tinzok Encounter Diagram | |
NOTE: All of our strategies are written up with the group setups we used to beat these encounters and while the specific classes used are not required the general roles that they fill are.
| Main Tank | Off Tank | DPS One | DPS Two |
| Berserker | Shadow knight | Bruiser | Swashbuckler |
| Dirge | Dirge | Brigand | Illusionist |
| Coercer | Coercer | Illusionist | Warlock |
| Warden | Ranger | Assassin | Troubador |
| Templar | Inquisitor | Templar | Inquisitor |
| Defiler | Mystic | Warden | Mystic |
![]() | ZAM credits Ghosts of the Jaggedpine & MMO-Strategist for the original information in this guide. | ![]() |
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