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The Slave Pens - Levels 62-64

Mennu The Betrayer

Abilities

Totem Summoning: Mennu is able to summon a variety of magical totems to either buff himself or debuff the enemies.

Tainted Stoneskin Totem: Increases Mennu's resistance to physical attacks.

Tainted Earthgrab Totem: Periodically Immobilizes nearby party members.

Healing Ward: Heals Mennu

Corrupted Nova Totem: Deals high amounts of AoE damage.

Fight

Mennu is one of those nice and easy Tank n' Spank boss fights, despite the annoying totems and his large amount of HP he should pose no problem to any well prepared party. Kill off the totems before they have any large effect and this fight is a breeze.

Quagmirran

Abilities

Acid Geyser: Deals 300 or so nature damage in a cone shape effect.

Nature Bolts: Fires off a nature attack that deals around 2500 damage coupled with a DoT effect.

Cleave: Melee attack hit's multiple targets nearby main target.

Fight

Approaching Quagmirran/the water surrounding him will begin the "event" so make sure everyone knows this beforehand. Another thing, the NPC that you set free here should be kept alive, he can give you a nice buff that increases Nature Resistance by 110 and all stats by 5%.

Move the party forward, tank at the waters edge, and have the tank inch forward until the boss awakens. Allow him to come to you rather then charging him. Once engaged Quagmirran can have quite the nasty melee assaults and the Nature bolts are also somewhat of a disturbance.

Good usage of Prayer of Healing will negate the nature bolts as well as efficient poison cleansing. Have at it!

Rokmar the Crackler

Abilities

Ensnaring Moss: Attack speed/casting speed reduced by 50%, unremovable.

Water Spit: AoE attack fires off frostbolts each hitting for around 1400-2000

Grevious Wound: Bleed attack, deals 685-815 damage per 2 seconds.

Fight

Unfortunately Rokmar's AoE is non-negatable, it's a pure AoE rather then a cone affect and thus cannot be Line of Sight avoided. Keeping everyone grouped together allows PoH(Prayer of Healing) to reach the entire group and thus counter the AoE frostbolts.

Another annoyance is ensnaring moss, it's more often then not targeted at the tank as well as the Bleed attack, grevious wound, sadly the moss is unremovable but the bleeding is. Healing the bleeding target to 100% removes the debuff, so make sure to green line the tank if he's hit with this ability.

 

 

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