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Original Release
-> Antonica
-> Commonlands
-> Dythra's Lair
-> Echoes of Time
-> Echanted Lands
-> Everfrost
-> Feerrott
-> Firemyst Gully
-> Icebound
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-> Nektulos Forest 3
-> Obelisk of Lost Souls
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-> Sanctum of Fear
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-> Spirits of the Lost
-> Temple of Cazic Thule
-> The Commune of K'Dal
-> The Deserted Mine
-> The Drowned Caverns
-> Vault of the Fallen
-> Zek: The Orcish Wastes
-> Cove of Decay
-> Thundering Steppes
Desert of Flames
-> Sinking Sands
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-> Living Tombs
-> Lockjaws' Lair
-> Maj'Dul
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-> Poet's Palace: The Return
Kingdom of Sky
-> > Fallen Dynasty
-> -> Cavern of the Crustaceans
-> -> Mystic Lake
-> -> Nizara, City of the Nayad
-> -> The Forsaken City
-> -> Xuxlaio's Roost
-> -> The Antechamber of Fate
-> Ascent of The Awakened
-> Halls of The Seeing
-> Laboratory of Lord Vyemm
-> Lyceum of Abhorrence
-> The Temple of Scale
-> Tenebrous Tangle
-> The Barren Sky
-> The Bonemire
-> The Trial of Leadership
-> Deathtoll
Echoes of Faydwer
-> Butcherblock Mountains
-> Castle Mistmoore
-> Clockwork Menace Factory
-> The Emerald Halls
-> Freethinkers Hideout
-> Lesser Faydark
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Rise of Kunark
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-> Kunzar Jungle
-> Shard of Hate
-> The Chamber of Destiny
-> Executioner's Throneroom
-> The Temple of Kor-Sha
-> The Tomb of Thugga
-> The Protectors Realm
-> Veeshan's Peak
-> Trakanon's Chamber
-> Venril Sathir's Lair
The Shadow Odyssey
-> Tomb of Mad Crusader
-> Palace of The Ancient One
-> Zarrakon's Abyssal Chamber
-> Ykesha's Inner Sanctum
-> Munzok's Material Bastion
-> Miragul's Planar Shard
-> Kurn's Tower (x2)
-> Ward of Elements (x2)
Sentinel's Fate
-> Lair of the Dragon Queen
-> The Abominable Laboratory
-> Palace of Roehn Theer
-> Sundered Frontier
-> Stonebrunt Highlands
-> The Hole
-> The Icy Keep: Retribution
-> The Hole: Underfoot Depths
-> The Vigilant: Final Destruction (x2)
-> Zraxth's Unseen Arcanum (x2)
Destiny of Velious
-> Eastern Wastes
-> Kraytoc's Fortress
-> Throne of Storms
-> Temple of Rallos Zek
-> Sullon's Spire
-> Tallon's Stronghold
-> Vallon's Tower
-> Plane of War
-> Tower of Frozen Shadow (x2)
-> Citadel of V'uul (x2)
Skyshrine
-> The Underdepths
-> Dracur Prime: Sevalak
-> Dracur Prime: Vyskudra
-> Dracur Prime: Contested
-> Withered Lands
-> The Sleeper's Tomb
Chains of Eternity
-> The Sleeper's Tomb: Unearthed
-> Temple of the Faceless
-> Harrow's End
-> The Dreadcutter: Pirate Kings
-> Siren's Grotto: Dissension
-> > Darkness Dawns
-> -> Pedastal of Sky: Fabled
-> -> Djinn Master's Prism: Fabled
Tears of Veeshan
-> The Accursed Sanctum
-> Temple of Veeshan: Guardian's Edifice
-> Vesspyr Isles: Draazak
-> Laboratory of Lord Vyemm: Fabled
-> High Keep
-> Kingdom of Sky Contested: Fabled
-> Temple of Veeshan: Dreadscales Maw
-> Deathtoll: Fabled
Altar of Malice
-> Zavith'Loa: The Molten Pools
-> Castle Highhold: No Quarter
-> Brokenskull Bay: Fury of the Cursed
-> Temple of Ssraeshza: Echoes of Time
-> Ossuary: Cathedral of Bones
-> Ossuary: The Altar of Malice
-> The Precipice of Power
-> Fabled: Freethinker Hideout
-> F.S. Distillery
Terrors of Thalumbra
-> The Stygian Threshold
-> Maldura
-> Kralet Penumbra
-> Thalumbra
-> Zek: The Scourge Wastes - The Siege
Kunark Ascending
-> Arcanna'se Spire: Order and Chaos
-> Ruins of Kaesora: Ancient Xalgozian Temple
-> Lost City of Torsis: Ashirian Court
-> Crypt of Dalnir: The Kly Stronghold
-> Vaedenmoor: Realm of Despair
-> Vaedenmoor: Heart of Nightmares
-> Chamber of Rejuvenation
Planes of Power
-> Torden: Storm Surge
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Notes: Heals for ~140k HP every time a player dies. He does not heal when he kills pets or dumbfire pets. To start this fight have the entire raid enter the room. Whoever received the 4 skulls from killing the skeletons needs to right-click Meldrath and hand them over. This is often the first person to enter the zone. The adventure group will start a script and all leave the room. They will put up a shield over the door so nobody can enter or leave. Finally, Doomcoil will become active. Make sure everyone is in position before giving the skulls to Meldrath. Have the tanks ready to grab doomcoil when he activates and have all healers keep heals up before it activates. We have everyone try to get at least 6k+ resists in both poison and divine. Dirge/Troub raid-wide buffs can help with this. We fight Doomcoil with 2 tanks in the far side of the room and the raid on the near side. DPS should target the mob directly and if someone takes aggro from one of the 2 tanks he or she needs to run to the tank. A dirge with magnetic note or a coercer with thought snap can get doomcoil back on the tanks if aoe's are due and he's in the middle of the raid. DPS and healers may get ported to the tanks. Reposition immediately. His autoattack damage will not hurt a tank too much but if casts an AoE on top of the raid he can beat us. Joust out on both Choking Mist and Sonic Burst. During the fight, Doomcoil will either teleport himself to the raid, or teleport the raid to himself, depending on the positioning. After the teleport, Doomcoil will root himself in place for a couple of seconds and will often target the nearest person to himself. This is not a memwipe, but is how the mechanic of hate with a rooted mob works. Repositioning immediately is extremely important
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Name of Raid Encounter
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Approx Hit Points
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