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(Wrong abbreviation.)
 
 
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{{Npcbox
−
{{for|the mob in [[Uldaman]]|Stone Keeper}}
 
  +
|name = Void Reaver
−
[[Image:Archeras.jpg|frame]]
 
  +
|image = Voidreaver.jpg
  +
|race = Fel reaver
  +
|creature = [[Mechanical]]
  +
|level = ??
  +
|type = Boss
  +
|location = [[Eye (Tempest Keep)|The Eye]]
  +
|health = ~ 4,500,000
  +
|mana = ~ 3,387
  +
|status = Killable
  +
|instance = The Eye
  +
|faction= Combat
  +
}}
   
  +
'''Void Reaver''' is the second [[boss]] in [[Eye (Tempest Keep)|the Eye]] of [[Tempest Keep]]. It is a [[Fel Reaver]] guardian. Since it is a rather simple fight (probably easier than [[High King Maulgar]] or [[Prince Malchezaar]]), it has earned the nickname "Loot Reaver." The only pre-condition is that the raid's total DPS be high enough to kill it prior to its enrage (after 10 minutes).
−
A '''stone keeper''' appears to be an animated stone statue. A stone keeper has a humanoid body, although it is otherwise nearly featureless. It is made from a smooth, grey marble alien to Azeroth. It stands 7 feet tall and weighs 1,300 pounds. Stone keepers have relatively plain features, as though their creators could not be bothered with the details of appearance. They are functional, and nothing more. Only a few colored crystals embedded in its left forearm are particularly distinguished.
 
   
 
==Lore==
−
The titans created stone keepers to be servants and assistants. These constructs were granted an almost sapient intelligence, though little of the brute strength of the [[stone watcher]]. While stone
 
  +
Void Reaver is a fel reaver built by the [[Burning Legion]] and taken by [[Kael'thas Sunstrider]] as a guardian for his palace. He now resides in [[The Eye]], awaiting the daring adventurers who are brave (or foolish) enough to enter the realm of the blood elves.
−
watchers served as guardians of the titans’ property, stone keepers often served as companions; one might even think as pets. Stone keepers possess a programmed intelligence so sophisticated that observers have a difficult time distinguishing one from a sentient being. A stone keeper is able to communicate in the ancient language of the titans. However, few creatures (if any) are alive who understand this language. Not all is lost. The constructs can use powerful magic to analyze languages, and are able to communicate with any intelligent being capable of speech.
 
   
  +
== Abilities ==
−
A stone keeper is generally not programmed to fight, but is usually programmed to defend itself. Stone keepers tactics often include simple frontal assaults, but some employ tactics when necessary. A stone keeper can manipulate the crystals on its forearm to generate any number of spell-like abilities, such as tongues. Further, a stone keeper can activate its crystals to retrieve archived information. Most of the stone keeper's knowledge tends to be millennia out of date. A transmute rock to mud spell slows a stone keeper, while transmute mud to rock heals it completely. A stone to flesh spell does not actually change the keeper's structure.
 
  +
* '''Melee''': 3000-4000 on tanks.
  +
* '''Pounding''': 18 yard AoE around the Void Reaver, 3 sec channel, 1350-2250 arcane damage per sec (resistible), and 12 sec. cooldown.
  +
* '''Arcane Orb''': 7000+ AoE with 6 sec silence, (resistible, [[Binary spell|binary]]), and 3 sec cooldown. Arcane Orb is fired at a random raid member at least 18 yards away from the Void Reaver and takes a few seconds to reach the place where the player was standing. Orbs may be fired at people below the minimum range if there are no other valid targets.
  +
* '''Knock Away''': Single Target knock back vs. the highest aggro target, reduces aggro, and 30 sec cooldown. Can miss, be dodged, or parried to avoid the threat reduction.
  +
* '''Enrage''': Wipes the raid after 10 minutes.
  +
*Cannot be taunted.
  +
*Immune to health-draining effects (e.g. Drain Life, Siphon Life, and Death Coil).
  +
*Immune to poisons and mana drain.
  +
*Not immune to bleed effects.
   
  +
== Positioning ==
−
The secrets of constructing a stone keeper were lost long ago with the titans. Today, those who have located and studied stone keepers may try to replicate these masterpieces; but they succeed only in replicating basic traits, not its programmed intelligence.<ref>''[[Magic & Mayhem]]'', pg. 204-205</ref>
 
  +
The melee group fights in the center of the room.
   
  +
Ranged and healers stay in a wide circle around the boss, at the maximum range of their abilities, in order to maximize available space and travel time for the Arcane Orbs. Well-geared Resto Shaman can consider staying with the melee group - this means that they take Pounding damage too, but never have to interrupt their [[Chain Heal]] spam to evade Arcane Orbs. This tactic also works with a decently geared priest in the melee, as Prayer of Healing easily heals through the damage while conserving mana.
==Types==
 
−
*[[Stone watcher]]
 
   
−
==Gallery==
+
== Combat ==
  +
The encounter does not have different stages and is exactly the same from 100% to 0%. All raid members should be kept as close to full HP as possible, to increase their chance to survive an Arcane Orb or Pounding.
−
<gallery>
 
−
Image:Stone Keeper.jpg|Stone Keeper
 
−
Image:Archaedas.png|Stonekeeper (model).
 
−
</gallery>
 
   
  +
Due to the aggro reduction caused by Knockback, the main tank eventually loses aggro, and a tank rotation should be set up to counter this. Three tanks are necessary, and four are sometimes used. Void Reaver is not tauntable.
−
== Known stone keepers ==
 
−
*{{RaceIconExt|StoneKeeper|Small}} [[Archeras the Custodian]]
 
−
*{{RaceIconExt|StoneKeeper|Small}} [[Stone Keeper]]
 
−
*{{RaceIconExt|StoneKeeper|Small}} [[Ancient Stone Keeper]]
 
−
*{{RaceIconExt|StoneKeeper|Small}} [[The Etymidian]]
 
−
*{{RaceIconExt|StoneKeeper|Small}} [[Lore Keeper of Norgannon]]
 
−
*{{RaceIconExt|StoneKeeper|Small}} [[Creteus]]
 
   
  +
If three, or even two tanks are unable to stay at the top of the threat list, or if you need more dps, one tank with a high level of avoidance (dodge and/or parry), in combination with hunter misdrects can essentially solo tank this fight. The aggro drop from knockback is roughly 10k to 12k threat, with a few misdirects and a extremely well geared tank, it can be done. Items like Moroes' Lucky Pocketwatch can aid in this.
−
''Note: The model used for [[Archaedas]] (a [[stone watcher]] and [[stone guardian]]<ref>Monster Guide, </ref>), [[Stone Watcher of Norgannon]] (a stone watcher), [[Lore Keeper of Norgannon]] (a stone watcher<ref>{{quest|The Platinum Discs (Neutral)}}</ref>), and the [[The Etymidian]] is called 'Stonekeeper' in the files. The described as a stone watcher, the Lore Keeper of Norgannon does share the name "keeper" connected to its model.''
 
   
−
== References ==
+
=== Arcane Orb ===
  +
The Arcane Orbs should be avoided by running away. Ranged players should never run towards the melee, as this may cause an Orb to hit the melee. The room is large, and the orbs move relatively slow. Healers can stand with their backs to the Reaver, so that they can start running as soon as they see an incoming orb. Ranged dps should be spread out as much as possible for the entire fight, and at or near their maximum attack range.
−
{{reflist}}
 
   
  +
Ranged dps should use their Maximum Camera Distance setting and look more up into the sky than usual. Early accurate recognition of the threatening Orbs is important for this fight. Ranged dps may want to use, "strafe moving" to make it easier to watch for new Orbs while running from an existing Orb. Some ranged DPSers may want to equip their [[Violet Badge]] which gives a 13.5% chance to fully [[resist]] the Orb's [[binary spell]] damage. All players should have the buff, Mark of the Wild. Mage's Ice Block appears to effectively cancel an Orb's damage.
−
{{Titans}}
 
  +
[[Category:Stone keepers| ]]
 
  +
Note (1-28-2008): Currently the graphics do not match the explosion. The explosion will go off before the graphic "hits". It is best to begin moving within the first second, so as to be well out of range.
[[Category:Manual of Monsters]]
 
  +
  +
Starting with [[Patch 2.4.0]] the Void Reaver stopped targeting a player before casting an Arcane Orb, so [[Add Ons]] such as [[Deadly Boss Mods]] or [[BigWigs]] did not warn players of incoming Orbs.<ref>{{ref web |url=http://forums.worldofwarcraft.com/thread.html?topicId=5575687557&sid=1#12 |author=Hortus |authorlink=Hortus |date=03/26/2008 |title=Re: Bug or VR changes in 2.4 |accessdate=03/26/2008}}</ref>
  +
  +
As of [[Patch 2.4.3]] there's now a combat log entry for cast orbs, the warnings from [[BigWigs]] work, and as of July 2008, Deadly Boss Mods was giving targeted players a warning.
  +
  +
=== Pounding ===
  +
[[File:Void Reaver in combat.jpg|thumb|Void Reaver in combat.]]
  +
The easiest solution is to have the melee group eat the Pounding damage and heal through it. Circle of Healing is very effective, however if you do not have a priest with this then a shaman with chain heal can sometimes fulfil this role. In order to make [[Chain Heal]] as effective as possible, the melee group should stay close together in this case. Rogues can use Cloak of Shadows right before VR starts Pounding to resist the arcane damage.
  +
  +
If the healers are not up to that challenge, it's possible to avoid the Pounding damage by running out of it. The Void Reavers hit box is nearly as large as the Pounding's AoE, stepping out of the damage doesn't cost that much DPS. The bigger problem is that they may be targeted by an Arcane Orb while outside the Pounding range. Therefore, the melee group should disperse when this tactic is used.
  +
  +
=== Aggro ===
  +
Since the fight is on a 10 minute timer, all DPS classes need to maximize their damage output while paying attention to their aggro. Threat-reducing abilities such as [[Vanish]], [[Soulshatter]], [[Blessing of Salvation]], [[Cower (Druid)|Cower]], [[Feign Death]] or [[Invisibility]] are invaluable. If Shamans are present in DPS groups, they should consider whether to drop a damage increasing Air Totem (like [[Windfury Totem]], or [[Wrath of Air Totem]]), or a threat reducing [[Tranquil Air Totem]]. Shadow priests should refrain from using [[Vampiric Embrace]] to avoid healing based threat. This fight is like [[Broodlord]] - the more tanks the higher the threat that can be generated as every tank takes fewer knockbacks.
  +
  +
== Alternate Tactic ==
  +
If the ranged DPS/Healers are having issues with avoiding the orbs, an alternate tactic is possible. It can done with 1 non-CoH Priest, 2 CoH Priests, 1 Resto Shaman, 2 Paladins and 1 Resto Druid, but it's easier with one more CoH-Priest or Resto Shaman. You also need at least 1, but preferably 2, classes that have an easy time moving at range.
  +
  +
The basic idea is that everyone, except the Hunters, run to the middle and park themselves under Void Reaver. The Hunters will stay at range and proceed to avoid Orbs like normal, though not really caring much about their DPS. When the Pounding hits the group, all AoE healers take care of the group while the Paladins heal the tanks, tossing other people heals should it be needed. This makes the fight even simpler, assuming people make sure they move if a Tank gets knocked back and VR follows and that tank and the Hunters/kiters don't get too close to melee, which will instantly lead to a wipe.
  +
  +
The advantages of this method are; DPSers don't have to move and can just continue nuking, and healers don't risk being out of range of the tanks. The cons are; Everyone takes more damage (though not terribly hard to heal through, especially not if everyone brings their [[Violet Badge]]) and if an orb for any reason hits the raid, it's likely to cause a wipe.
  +
  +
== Notes ==
  +
*A hunters pet with maxed arcane resistance can stay on the boss all the time and easily be healed with mend pet.
  +
*The fight can be reset by running out of the room.
  +
*About 8k DPS is required from the whole raid. Assuming 15 damage dealers this means each damage dealer needs to sustain 530 DPS over the whole fight.
  +
* Using the <code>/script SetCVar ("cameraDistancemax" ,50)</code> maximizes your camera distance beyond that of the default limit making the orbs much easier to see.
  +
  +
==Loot==
  +
{{Lootbox|[[Tier 5]] shoulder tokens
  +
|Pauldrons of the Vanquished Champion
  +
|Pauldrons of the Vanquished Defender
  +
|Pauldrons of the Vanquished Hero}}
  +
  +
{{Lootbox|Void Reaver Loot
  +
|Cowl of the Grand Engineer
  +
|Fel Reaver's Piston
  +
|Fel-Steel Warhelm
  +
|Girdle of Zaetar
  +
|Void Reaver Greaves
  +
|Warp-Spring Coil
  +
|Wristguards of Determination}}
  +
  +
==Quotes==
  +
Aggro:
  +
*Alert! You are marked for Extermination!
  +
Pound:
  +
*Alternative measure commencing...
  +
*Calculating force parameters...
  +
Killing a player:
  +
*Invasive lifeform no longer functional.
  +
*Extermination successful.
  +
*Threat neutralized.
  +
Death:
  +
*Systems... shutting... d-o-w-n...
  +
  +
=== Sound Files ===
  +
See ''[[PlaySoundFile_macros_-_Outland_instance_sounds#.C2.A0Void_Reaver|Sound files of Tempest Keep: Void reaver]]''
  +
  +
==First kills==
  +
{{AlsoSee|[[The Burning Crusade: Guild Progression]]}}
  +
  +
==Movies==
  +
{{elink|type=video|site=3iob vs Void Reaver (Suramar US)|link=http://www.warcraftmovies.com/movieview.php?id=49112|desc=Rogue PoV}}
  +
{{elink|type=video|site=Trial by Fire (Eonar US)|link=http://www.stage6.com/user/Evilsithgirl/video/2196568/TBF-vs--Void-Reaver|desc=Druid PoV}}
  +
{{Elink|type=video|site=Shadow Syndicate (Mug'Thol)|link=http://wow.warcry.com/news/view/73147-Instance-Video-TK-Void-Reaver|desc=Shadow Priest PoV}}
  +
{{Elink|type=video|site=Void Reaver 3D Strategy|link=http://www.youtube.com/watch?v=rx7iR6gGklw#GU5U2spHI_4|desc=Easy to follow 3D Animation}}
  +
{{Elink|type=video|site=Asterick (Azjol-Nerub)|link=http://www.youtube.com/watch?v=pa_dOo9vO3o|desc= Mage PoV}}
  +
  +
==External links==
  +
<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
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Links that do not conform to the rules will be DELETED.
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Repeat violations may result in a BAN.
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Have a nice day. :) -->
  +
{{elinks-NPC|19516|armory=1}}
  +
{{elink|icon=worldofraids|site=WorldOfRaids.com|link=http://www.worldofraids.com/burning_crusade/raids/the-eye/void-reaver.shtml|desc=Void Reaver Detailed Guide}}
  +
* [http://www.worldofstrats.com/VoidReaver/tabid/62/Default.aspx Void Reaver tactics and videos] WorldofStrats.com
  +
*[http://www.wowinn.net/2007/11/07/void-reaver/ Void Reaver Strategy Guide] WoWInn.net
  +
  +
==References==
  +
<references/>
  +
[[Category:Bosses]]
 
[[Category:Fel reavers]]
 
[[Category:The Eye mobs]]

Revision as of 22:40, 24 July 2011

MobVoid Reaver
Image of Void Reaver
Race Fel reaver (Mechanical)
Level ?? Boss
Location The Eye
Status Killable
The Eye

Template:The Eye

Void Reaver is the second boss in the Eye of Tempest Keep. It is a Fel Reaver guardian. Since it is a rather simple fight (probably easier than High King Maulgar or Prince Malchezaar), it has earned the nickname "Loot Reaver." The only pre-condition is that the raid's total DPS be high enough to kill it prior to its enrage (after 10 minutes).

Lore

Void Reaver is a fel reaver built by the Burning Legion and taken by Kael'thas Sunstrider as a guardian for his palace. He now resides in The Eye, awaiting the daring adventurers who are brave (or foolish) enough to enter the realm of the blood elves.

Abilities

  • Melee: 3000-4000 on tanks.
  • Pounding: 18 yard AoE around the Void Reaver, 3 sec channel, 1350-2250 arcane damage per sec (resistible), and 12 sec. cooldown.
  • Arcane Orb: 7000+ AoE with 6 sec silence, (resistible, binary), and 3 sec cooldown. Arcane Orb is fired at a random raid member at least 18 yards away from the Void Reaver and takes a few seconds to reach the place where the player was standing. Orbs may be fired at people below the minimum range if there are no other valid targets.
  • Knock Away: Single Target knock back vs. the highest aggro target, reduces aggro, and 30 sec cooldown. Can miss, be dodged, or parried to avoid the threat reduction.
  • Enrage: Wipes the raid after 10 minutes.
  • Cannot be taunted.
  • Immune to health-draining effects (e.g. Drain Life, Siphon Life, and Death Coil).
  • Immune to poisons and mana drain.
  • Not immune to bleed effects.

Positioning

The melee group fights in the center of the room.

Ranged and healers stay in a wide circle around the boss, at the maximum range of their abilities, in order to maximize available space and travel time for the Arcane Orbs. Well-geared Resto Shaman can consider staying with the melee group - this means that they take Pounding damage too, but never have to interrupt their Spell nature healingwavegreater [Chain Heal] spam to evade Arcane Orbs. This tactic also works with a decently geared priest in the melee, as Prayer of Healing easily heals through the damage while conserving mana.

Combat

The encounter does not have different stages and is exactly the same from 100% to 0%. All raid members should be kept as close to full HP as possible, to increase their chance to survive an Arcane Orb or Pounding.

Due to the aggro reduction caused by Knockback, the main tank eventually loses aggro, and a tank rotation should be set up to counter this. Three tanks are necessary, and four are sometimes used. Void Reaver is not tauntable.

If three, or even two tanks are unable to stay at the top of the threat list, or if you need more dps, one tank with a high level of avoidance (dodge and/or parry), in combination with hunter misdrects can essentially solo tank this fight. The aggro drop from knockback is roughly 10k to 12k threat, with a few misdirects and a extremely well geared tank, it can be done. Items like Moroes' Lucky Pocketwatch can aid in this.

Arcane Orb

The Arcane Orbs should be avoided by running away. Ranged players should never run towards the melee, as this may cause an Orb to hit the melee. The room is large, and the orbs move relatively slow. Healers can stand with their backs to the Reaver, so that they can start running as soon as they see an incoming orb. Ranged dps should be spread out as much as possible for the entire fight, and at or near their maximum attack range.

Ranged dps should use their Maximum Camera Distance setting and look more up into the sky than usual. Early accurate recognition of the threatening Orbs is important for this fight. Ranged dps may want to use, "strafe moving" to make it easier to watch for new Orbs while running from an existing Orb. Some ranged DPSers may want to equip their Spell holy mindsooth [Violet Badge] which gives a 13.5% chance to fully resist the Orb's binary spell damage. All players should have the buff, Mark of the Wild. Mage's Ice Block appears to effectively cancel an Orb's damage.

Note (1-28-2008): Currently the graphics do not match the explosion. The explosion will go off before the graphic "hits". It is best to begin moving within the first second, so as to be well out of range.

Starting with Patch 2.4.0 the Void Reaver stopped targeting a player before casting an Arcane Orb, so Add Ons such as Deadly Boss Mods or BigWigs did not warn players of incoming Orbs.[1]

As of Patch 2.4.3 there's now a combat log entry for cast orbs, the warnings from BigWigs work, and as of July 2008, Deadly Boss Mods was giving targeted players a warning.

Pounding

Void Reaver in combat

Void Reaver in combat.

The easiest solution is to have the melee group eat the Pounding damage and heal through it. Circle of Healing is very effective, however if you do not have a priest with this then a shaman with chain heal can sometimes fulfil this role. In order to make Spell nature healingwavegreater [Chain Heal] as effective as possible, the melee group should stay close together in this case. Rogues can use Cloak of Shadows right before VR starts Pounding to resist the arcane damage.

If the healers are not up to that challenge, it's possible to avoid the Pounding damage by running out of it. The Void Reavers hit box is nearly as large as the Pounding's AoE, stepping out of the damage doesn't cost that much DPS. The bigger problem is that they may be targeted by an Arcane Orb while outside the Pounding range. Therefore, the melee group should disperse when this tactic is used.

Aggro

Since the fight is on a 10 minute timer, all DPS classes need to maximize their damage output while paying attention to their aggro. Threat-reducing abilities such as Ability vanish [Vanish], Spell arcane arcane01 [Soulshatter], Spell holy sealofsalvation [Blessing of Salvation], Cower, Ability rogue feigndeath [Feign Death] or Ability mage invisibility [Invisibility] are invaluable. If Shamans are present in DPS groups, they should consider whether to drop a damage increasing Air Totem (like Spell nature windfury [Windfury Totem], or Spell nature slowingtotem [Wrath of Air Totem]), or a threat reducing Ability shaman tranquilmindtotem [Tranquil Air Totem]. Shadow priests should refrain from using Spell shadow unsummonbuilding [Vampiric Embrace] to avoid healing based threat. This fight is like Broodlord - the more tanks the higher the threat that can be generated as every tank takes fewer knockbacks.

Alternate Tactic

If the ranged DPS/Healers are having issues with avoiding the orbs, an alternate tactic is possible. It can done with 1 non-CoH Priest, 2 CoH Priests, 1 Resto Shaman, 2 Paladins and 1 Resto Druid, but it's easier with one more CoH-Priest or Resto Shaman. You also need at least 1, but preferably 2, classes that have an easy time moving at range.

The basic idea is that everyone, except the Hunters, run to the middle and park themselves under Void Reaver. The Hunters will stay at range and proceed to avoid Orbs like normal, though not really caring much about their DPS. When the Pounding hits the group, all AoE healers take care of the group while the Paladins heal the tanks, tossing other people heals should it be needed. This makes the fight even simpler, assuming people make sure they move if a Tank gets knocked back and VR follows and that tank and the Hunters/kiters don't get too close to melee, which will instantly lead to a wipe.

The advantages of this method are; DPSers don't have to move and can just continue nuking, and healers don't risk being out of range of the tanks. The cons are; Everyone takes more damage (though not terribly hard to heal through, especially not if everyone brings their Spell holy mindsooth [Violet Badge]) and if an orb for any reason hits the raid, it's likely to cause a wipe.

Notes

  • A hunters pet with maxed arcane resistance can stay on the boss all the time and easily be healed with mend pet.
  • The fight can be reset by running out of the room.
  • About 8k DPS is required from the whole raid. Assuming 15 damage dealers this means each damage dealer needs to sustain 530 DPS over the whole fight.
  • Using the /script SetCVar ("cameraDistancemax" ,50) maximizes your camera distance beyond that of the default limit making the orbs much easier to see.

Loot

Tier 5 shoulder tokens
Void Reaver Loot

Quotes

Aggro:

  • Alert! You are marked for Extermination!

Pound:

  • Alternative measure commencing...
  • Calculating force parameters...

Killing a player:

  • Invasive lifeform no longer functional.
  • Extermination successful.
  • Threat neutralized.

Death:

  • Systems... shutting... d-o-w-n...

Sound Files

See Sound files of Tempest Keep: Void reaver

First kills

 

shortcut iconSee also: The Burning Crusade: Guild Progression

Movies

External links

References

  1. ^ Hortus 2008-03-26. Re: Bug or VR changes in 2.4. Retrieved on 2008-03-26.