Lady Vox Spoiler

Ok so I don't have a picture of Vox at the moment. but I did have this sexy demoness on all fours. Pretend she's white and really big or just be happy I didn't put a picture of the Peri up there instead of the dragon.

Vox Raid Spoiler

Ok, I’ll admit it none of the information here is really mine. I pulled spoilers from Allakhazam’s Magical Realm, from an EZBoard thread off of the Paladins of Norrath web and well from talking to people. I’d like to give credit to those folks because, quite honestly, they did all of the real work. All I did was hack them together in hopes that it would help us on the next Vox raid. With that little note here’s the information gathered. ~Kahlysh “Snarls at Fleas and Chewer of Shoey ™”

Lady Vox:
Monster

Class: Cleric

The Ice Dragon Herself. While Dragons and all Giant Class monsters cannot be stunned, casting a stun spell on them WILL result in interrupting their casting. While she won't stop attacking and meleeing your tanks to death, casting a stun spell on Vox can interrupt her complete heals.

Vox’s fighting techniques:
AoE dispel that will remove the first 4 buffs you have
AoE fear
AoE ice for 500 points
CH when at 30%
Summons people to her

HP: 32K the limit of all old world dragons.
Minimum Level: 55
Maximum Level:55
Known Loot: Crystalline Spear, Dragon Bone Bracelet, Kayruul’s Mystic Pouch, Mc Vaxius’ Horn of War, Runed Bolster Belt, Scimitar of the Mistwalker, Spell: Ice Comet, Staff of Forbidden Rite, Torbin’s Mystical Eye patch, Warhammer of Divine Grace, White Dragon Scales Known Habitats: Permafrost
Factions: Vox, Nagafen
Opposing Factions: Ring of Scale
Quests: White Dragonscale Cloak, The Singing Short Sword (Bard Epic) The Firey Avenger (Paladin Pre Epic)

Items for Magic and Cold Resistance
2xPlatinum Peridot Ring (AC4 CR10)
Cloak of the Icebear (AC8 HP10 CR20)
Rune Boned Fork (MR10 CR10 FR10)
Crown of the Froglok King (AC12 CR20 FR20)
Velium Round Shield (AC15 CR10)
Gnomish Environmental Suit (AC9 FR10 CR10 PR10)
Symbols of Loyalty to Vox (AC7 CR 7, non lore) drop from Ice Goblin King
CR legs (AC 8 CR 5) drop from Elite goblin guards
Summoned mage gear with cold resists
There are a wealth of other items available, especially with the addition of SoV.

How to get There
1. Closest Druid portal: SureFall Glade
2. Closest Wizard portal: SE corner of West Karana
3. Timorous Deep fire pot room (-12100, 4200). The pot in the SE corner - on the south wall - will transport you onto the docks in Halas. If you attempt this route, just be careful of dragon that occasionally appears near the pot room. This can be a very quick way to get to Halas if you are in near Timorous and have access to SoW and levitate.

The basic notes:
Vox can be a tough dragon to take down, and it is unlikely that her death won’t come about with out a few deaths of our own. Thus, in the manner of heroes (or villains with lots of panache) don’t run from death, laugh in his face and see just how hard you can kick him in the shin before he takes you out. Remember it isn’t really a WoT raid unless there’s a T.P.W.O (total party wipe out), at least once.

To expand on that I’ve noticed a few things stressed over and over again (and yes they do involve dying):
1) once the melee starts keep doing what you’re assigned to do until you die
2) if you fall into a pit stay there and die
3) Never push Vox on a wall- if you do she will start to chain CH herself then you will die
4) You must be within melee range in order to cast any spell on Vox, this means you may die
5) the mobs in Permafrost have high cold resist, thus FLAME THEM TILL THEY DIE!

Closed vs. Open

There’s a debate between closed raids and open. For an open raid the pro is there’s bound to be more people showing up. The con is they’re folks you don’t know and therefor you can’t be sure of how well they’ll jell. Personally, I’m in favor of closed groups, but then again large groups scare me. Open raids means they can be done more on the fly, while closed ones mean more planning. Outside of that, I’ve notice that there is a wee bit of variation on how to host an open raid vs. a closed one. Well, the only variation being with the open raid you’ve got to be a lot more organized mainly because with out some one getting a firm grip and some nice control on the raid then things can quickly dissolve into chaos.

On either raid you are bound to get people new to the dragon scene and they will not know what to do. This is expected. Just remember we were all new to raiding at some point in time, so be gentle. In order to host a organized raid you need a well versed raid leader who knows the tactics and the zone very well. It’s preferable if he has hosted a few dragon raids before, or at least has gone on some. If this isn’t possible either then patience is really required. Don’t rush it, we’ll all get through this together.

CR’s and Such

Now, while it isn’t absolutely necessary things can be much more efficient if a few high level clerics are in the area to help with CR’s if the raid fails. A back up pally or two with rez is also good. This basically will keep folks a little bit happier if they know that they’ve got a security blanket. While at it, add to the wish list a high level necromancer for summoning corpses. A back up Shadow Knight is also good to have about. Its amazing how angsty folks get when separated from their bodies. (This is a good time to explain that the WoT raid rules at this time: it is not official until the party dies.) If necros and Sk’s are not available then there’s always high lvl rogues who can help with pulling out bodies. (Time is of the essence here. Some folks don’t see the humor when they die and will want to be re-united with their bodies as fast as possible. So always have the CR plan up and running. Better safe than sorry.)

Final Note:

You do not need high level people to come help with the buffing aspects of the raid. As a caveat to this, however, is the feeling that with the best buffs people feel more confident. This is great for moral. A successfully raid on Vox can be done with 45-52 level people only. It will be more difficult but it is not impossible.

Ways of kicking the Dragon in the Tail

How you attempt to take out Vox will depend on what method you are looking for. There’s a couple of schools of thought here and I’ll give the basics for each. Right now I’ve found the “No mana for Vox is good for me” technique with a “Stun the Dragon” variation/addition. There’s also the “Tactical Strike” method. I’ll just list them as best I can.

“No mana for Vox is good for me”

Using this method the key classes are surprisingly not your melees. Granted, kicking the snot out of Vox is important, however Vox is a cleric with lots of Mana that likes to Complete Heal. If she manages to get this spell of a couple of times it can spell disaster for the party. That’s where the no mana bit comes in. Using this techinque the most important classes then are (in descending order) enchanter, bard then cleric. The reason for this is that with out enchanters and bards mana draining FULL time by the time Vox gets to 30% she will Completely Heal herself and this is what makes the killing of her difficult. All bards need to be playing mana drain full time as well as playing group resist song to help their group resist her deathly AoE's.

The Theory is to get her to be drained of her mana BEFORE she can use her ability to heal herself.

Vox has 32k Hp’s you don’t ever want her to heal herself as it will wear down your raid VERY fast. She will continue to AoE your raid at 500 points/fear every 15 seconds. She also melee at 200 a hit and doubles this quite fast.

~Kahly’s note: I’ve also read that while this is a very good tactic, if you don’t have chanters and bards, druids can cast Whirling Wind. While the spell will not actually stun Vox it ~will~ interrupt her casting. Provided the spell isn’t resisted. Thus the need for several casters of it. A couple of druids hitting Vox with this should keep her from Complete Healing herself. If all three classes are available then mana drain and whirling wind her. What you don’t want is Vox Complete Healing herself cuz that’s just snotty. (and that’s all for the variation)

The raid leader will only use the shout channel , everyone else needs to be in ooc or the new channels that can be established now../join and password if necessary.

While everyone is coming into permafrost mages should be handing out cold resist shoulders(can fit in back slot too) and cold resist range slot items.. EVERYONE ON RAID NEEDS 2 ITEMS FROM A MAGE!! this will give you +30 cold as each have +15 and the shoulders have +15 magic as well. (Think of this as a party favor. Welcome to the raid, have this complementary gear.) Once everyone has the resist gear groups should be made or be made while mages pass out the gear. Mages will need a bard and a clarity to do this in a decent speed as the shoulders cost a bit of mana .

Group Recipes:
You’ll need 3 tank groups for your base. 5 bards, 3 level 52 chanters, 6 clerics and 1 monk for spice. Er puller.

The main tank groups should consist of:
3 tanks
1 bard
2 clerics

The remaining 2 bards and chanters can be placed among the other folks that show up. ~I~ think there can never be enough clerics. *smiles*

Groups should be made similar to this: 3 heavy tank groups. (the 3 tanks, 1 bard 2 cleric recipe.) The tanks will bash while the bards play the resist song and the drain mana songs. Healers will keep them alive so that they can keep all of us alive.

Your MA (main assist tank group ) needs the highest lvl cleric with the best resists. Your main tank in that group will need to have the best AC/HP(unbuffed)MR and CR of your entire raid. The job of the MA is to keep Vox on him at ALL TIMES so he needs to be the best tank you have in the raid.

… add some dirt
You will need at least 5 bards(1 for each tank group and some extras never hurt) you will need at least 3 enchanters to mana sieve with the bards( Tash- and mana tap-25 mana cost and 400 mana from Vox to the enchanter). Mana tap is a lvl 51 enchanter spell and be wise to have your enchanters 51 or 52, the lower version gets resisted too much to be effective.

You will need at least 2 clerics for each tank group as well to keep em alive.. YES clerics need to be in Vox room shortly after tanks are called in. Your monk will be the puller and needs to go pull the IG's out of the prep hall just inside the doors near the king room. Pull them one at a time to keep the chaos down. Once all the IG's are killed everyone move into the gate room AND NO ONE SHOULD OPEN THE GATE! You have between 2 and 4 hours before the IG’s respawn.

Buffing
You will set up you cleric buffing station/ druid station to the left of cleric, everyone else needs to be one the left wall to make room for everyone. Once buffing station is set up all need to put up 4 junk buffs then each group will be called out successively to the buffing station to receive HP/AC buffs from the clerics and move down to the druid circle to get Circle of summer (lvl 52 spell) and resist cold buffing done.

Pre Vox Melee
In her lair is usually other IG's and a priest of Nagafen that *WILL* heal her as well.. these mobs need to all be pulled out of her lair by a monk 5 mins to the final raid call on Vox.. now with the lair cleaned and ready for your team then med/rest /heal for a few minutes, but HURRY!!

Winning
Once a group is fully buffed have them gather in a tight circle then camp out to a chat room in the server selection screen set before the raid. So each group gets buffed up then camps. This stops the buff wear time till the people log back on. JUST BE CAREFUL WITH THIS METHOD AS EVERYONE HAS SUMMONED ITEMS AND WILL DISAPPEAR AT 30 MINS LOGGED OFF. So this needs to be buffed very quickly. The leader will be buffed last then the leader will camp out to chat and tell everyone in chat to relog on and reform their groups. This is where the leader has premade shout hot buttons about the strategy to make this very fast. MA will be called in be raid leader when MA is ready…

Hot button break down
This part got kind of confusing so I broke it down as to how the flow of battle would go based on what the MA has. The parts in bold should be macros that the MA has pre-programed.

/shout MA attacking Vox
MA will tank her for a few minutes if possibly to grab the agro securely from Lady Vox. MA will shout for assist and MA clerics and all the other tanks will now rush into her lair and gather around her back side OUT OF RIPOSTE RANGE and proceed to beat her down.

/shout MA Clerics and Tanks Assist now
1 minute later clerics should be called in to heal the hurt tanks. Bards are to rush in with the MA assist call and keep their groups with resists on and mana drain Vox at same time.

Raid leader will call out health check from time to time to adjust the different rush in stages

/shout Enchanters DRAIN THAT VOX DRY!
At 80% all enchanter will rush in and TASH then proceed to mana tep/drain VOX until OOM or dead. ALL enchanters should have resist as they are almost the most important class to this raid. They need to stay alive as long as possible!

/shout 50 NUKE!!!
Raid leader will continue to call out health check and at 50% all caster will rush into her lair and proceed from melee range, to dump every ounce of mana they have on her. If you go OOM then die in your spot you have served your purpose. Granted see if you can med up for one last fireball. If you leave the lair you may be summoned by Vox back in and meleed to death anyway so you might as well go out fighting.

/shout 45 HARM TOUCH!
Right after the caster rush is called all SK’s will HT(harm touch)

/shout 40 STUN!
pallies need to chain stun and rangers jolt/chain stun as well. Druids Whirling Winds that wench.

This is the moment of truth. This is the point in time you know if you will succeed or not!

If your enchanters stayed alive and drained Vox for a few minutes as well as your bards draining her, she will not have any mana left to heal at all and she will go down with ease. If not, well then regardless of your pally/rangers chain stunning then she will probably Complete heal at least once. Buckle down and prepare yourself for a long battle. ~*~*~

Now for the other method, the Tatical Strike (left mostly unedited)

WHAT YOU NEED

1. You should be between levels 45 and 52. Clerics as low as 39 (with complete heal) are also useful.
2. An unbuffed Magic Resistance of 50 and a Cold Resistance of 100. The higher the better.
3. Bring two peridots: one for cleric and one for enchanter. These will be used for beneficial spells.
4. Check with raid leader on how loot will be distributed.

THINGS TO DO BEFORE RAID
Single biggest delay to raiding Vox: people not arriving on time. If there were 30+ of the right people ready to raid, the whole thing could be over in an hour or two. Permafrost is in a remote location, so I recommend doing the following, the day before the raid.

1. If you are a melee, get transport to NK/WK and get a bind in Halas.
2. If you are a caster, bind just inside Permafrost or just outside in Everfrost.
3. Set up hotkeys for Disciplines if you have them.
4. If you have programmed any of your hotkeys to include non-critical comments get rid of them to cut down on spam & the associated lag (e.g. "/say I am assisting %T"). Information that is critical to battle (e.g. Heal, Lay-on-Hands, Tash, slow) are fine.
5. Get your MR/CR gear ready in backpacks so that it is ready to equip quickly.
6. Check with friends if they would like to attend raid. Lining up some backups can make the difference in going ahead versus rescheduling a raid.
7. Kill Ice Giants. 3 are located outside Permafrost and others are inside the zone. All yield decent experience and loot even in the 50s.
8. Get CR bracers. The Ice Goblin King has "Symbols of Loyalty to Vox" bracers AC7 CR7. They aren't lore, so opportunists often stock up on them and sell to others before the fight.
9. Get CR leggings. Elite Goblin Guards occasionally have AC8 CR5 legs.
10. If you don't have one, get a weight reduction backpack off Goblin Archeologist.

STAGING PHASE
1. When you are in Everfrost or Permafrost, report in to the raid leader.
2. The raid leader may tell you if the raid is short of certain classes. Check with friends if asked.
3. Turn off anonymous when you show up.
4. Assemble near Goblin King for temporary groups.
5. The raid leader, pullers, and group Leaders will use Shout channel. All other communication should be on the OOC channel.
6. If you are looking for action, kill Ice Giants. These are all on random timers and yield decent exp and loot.
7. It may take a while for the raid leader to work out final groups and the attack plan, especially if the raid is short of people in critical areas (clerics, enchanters, bards, and nukers).

KILLING VOX'S GUARDS PHASE
1. Once enough people are present, final groups will be assigned.
2. Unless you are being directed to pull, stay in the King Area. Stay back, if you are close to the giant door, you could pick up Vox agro while guards are being pulled. If so, you could be summoned and killed by Vox.
3. The main and secondary assists will be named. Create a hotkey for each.
4. The raid leader and backup leader will be named. The back up leader will speak up in case the leader goes LD.
5. The pullers will begin pulling the guards from Vox's chamber to the groups. This phase is often tricky and the puller may die from inadvertent Vox agros. All these mobs are on an approximate 4 hour timer. There will be a countdown on each of the guards as they are killed (i.e., "Pulling guard 1 of 5"). When the last guard is killed, the raid leader will likely name final groups.
6. Form into final groups. Write down all members on paper for future reference (with so many people, it may be difficult to target someone with a mouse, so just use the "/target [name]" command). Never know if your group leader will go LD and someone else needs to step in. Also, when last person has joined, everyone should say their class and level.
7. The raid leader will annouce "Prepare to move".
8. The raid leader will announce "Move". All groups will move to the waiting area near the lair. If you have never been to the safe spot, DO NOT RUN AHEAD. There are invisible pit traps that will result in a quick death in the pits below. The one due East from "2" on the map above is particularly bad with 6 mobs in the pits below.
9. Nuking casters will bind on the ramp, so that in death, can mem critical spells and jump back into the fight
10. Recomend that you go through entire attack plan and buffing information at this point. The two key things to stress are: (1) NEVER PUSH VOX ON A WALL and (2) IF YOU FALL INTO PIT, STAY THERE AND DIE.

BUFFING PHASE
1. A list of casters will be named #1-14 and will correspond to the buff number.
2. Go to your graphic and filter options and turn everything off or to minimum (spell effects, level of detail, damage shield messages, etc).
3. All non-buffers will be stripped of all buffs.
4. Once stripped, all buffers & all bards will disband from the groups. Temporary buffer groups will be formed. Generally done by having 2 buff stations. Station #1 on first ramp, and station #2 on second ramp. Clarity should be kept on all buffers and teamed with bards. If there are 2 or more necros, keep chloro and bard singing mana/heal so that the necros can pump mana. Groups with necros and magicians should be done last to maximize mana feeding time.
5. The raid leader will call out a group to get buffed. This group should move to the buff groups and get all of the buffs listed in the next step. Give a peridot to the cleric and the enchanter when ready for those buffs.
6. The buffs should be done in mana/time order to maximize buff time.
#01 caster - 1 junk buff (e.g. resist fire)
#02 caster - 1 junk buff (e.g. resist poison)
#03 caster - 1 junk buff (e.g. resist disease)
#04 caster - 1 junk buff (e.g. ultravision) - rangers may want to do "call of sky" for stun proc.
#05 shaman - talisman of altuna - HP238 (250mana - 72min)
#06 shaman - stamina - STA37 (~100HP) (100 - 63min)
#07 cleric - symbol of naltron - HP525 Peridot (315mana - 54min)
#08 cleric - shield of words - AC32 (300 - 72min)
#09 cleric - heroism - AC20 HP400 (140mana - 72min)
#10 enchanter - rune IV / V - DMG620/700 Peridot (350mana - 110min)
#11 enchanter - group resist magic - MR55 (200mana - 36min)
#12 enchanter - haste / clarity - (185mana - 16min/75mana - 27min)
#13 druid - circle of summer - group CR45 (150mana - 36min)
#14 druid - chloro (200mana - 15min)
#15 open - for bard resist song


7. Note: depending on classes attending, necros can also do resist cold and druids could do resist magic.
8. Once buffed, the group should disband, OOC done, and camp out. I suggest having groups 1/2 camp at top, 3/4/enc group camp on first landing, and all other groups at bottom.
9. When back at the server selection screen, go to the chat area, and go to the server chat (Cazic-Thule in my case). Wait here until someone gets on and says everyone should log back.
10. Once everyone has been buffed, the temporary buff groups will form groups of 5, buff themselves, and recover mana.
11. Someone will camp and tell the chat room that the attack will start momentarily. Give group leaders 30 seconds head start.
12. When you log back in - turn on WALK. Vox will cast fear, and it is best to be walk mode. If you have run mode on and vox fears you, you may wind up in the pits.
13. Reform final groups, and OOC ready.
14. Any class that has a pet should summon one.

ASSAULTING VOX

1. Only the raid leader and/or backup leader will shout attack instructions. Smooth raids are ones where everyone knows what to do and follows instructions.
2. [RL: Group 1/2 to rock]. Groups 1 and 2 move up to the rock entering her chamber.
3. [RL: Prepare for attack on the count of 3]. Bards should start to play Elemental Rhythms with a drum (which should add approximately 71MR, 71CR, and 71FR).
4. [RL: Group 1/2 attack]. The main tank groups (1-2) will rush Vox, activate disciplines (if you have them), surround her on all sides, and attack. Bards will not attack with hand-to-hand (insignficant melee damage and Vox ripostes can cause significant damage). The safest place for a bard to fight will be directly below Vox's stomach near her hind legs. If lag is minimal and it is possible, twist Guardian Rythms ( 71MR and 10AC), or other buffs.
5. If Vox is in the narrow area leading to the rock, it is critical that the first tank groups push her into the center of the room. If she is in that area, it is the same as if she was stuck on a wall and will CH repeatedly.
6. Healers for the tank groups will remain near the rock entrance.
7. [RL: Group 3/4 attack. Enc group enter]Once she is in center of room and surrounded. The other tank groups can enter (groups 3/4) along with the enchanters & shaman and attack. Other groups can move to the rock entrance and wait.
8. If for any reason, you get feared and find yourself in the pits, stay there and die. Do not bring more mobs to the fight.
9. A major key to killing Vox is to not push her onto a wall. IF VOX GETS PUSHED ONTO A WALL SHE WILL STAND THERE, HEAL HERSELF, AND SUMMON PEOPLE. Those that are between Vox and the nearest wall should not taunt. If you are near the wall and are the current agro, move away from the wall.

EARLY INTO FIGHT
10. [RL: Enchanters dispell now]. Every enchanter should run to Vox and dispel two times to remove all her buffs (remember to stand within melee range). If short on enc, other classes can dispell. Vox has the old-world max of 32k hitpoints, and the dispels should remove her cleric buffs and will effectively reduce her hitpoints. Each enchanter should OOC "Dispelled" once two successful dispells are complete.
11. Once finished dispelling, enchanters should immediately begin mana sieving her, and continue to sieve until Vox is dead.
12. [RL: Debuf / Slow now]. Once all dispells are done, the debufs should come. Shamans should immediately begin to attempt to slow/debuf Vox and should OOC successes ("Slowed", "Malosied", etc). If any 53+ characters are present on the raid, they can attempt to attack/debuf/slow at this time. Bards may consider adding a debuf to twist (1 does fire resist, 1 does magic resist).
13. Necros should avoid spells that turn Vox into a skeleton. This makes it very difficult to find the mob with so many people.
14. Healers should remain near the rock until needed. If there is only a single person in the group taking damage, they should move back to the rock and get a heal. This allows the healers to stay out of Vox's breath range. If a number of people have taken damage, the healer should come to the group. The safest place for a healer to stand is behind Vox outside breath range.
15. Healers should pay particularly close attention to the bard in their group. Bard resistances are preventing an enormous amount of damage, and bards have the fewest HP of all melee/hybrids. Bards are the only class that will not come back to the rock for healing if they are the only one taking damage. Bards are keeping groups alive, keep them alive.
16. Healers/Paladins should call out in OOC any LoH or CH.
17. Necros should pump mana to clerics and enchanters.

AT 60% HEALTH:

18. [RL: Pets attack now]. Pets are called in to attack.
19. [RL: Tash now]. 1 enchanter should Tash Vox and should OOC "Tashed" if successful. If Vox agros and stays agroed on the enchanter, they should not be healed (hate will be transfered to healer and healer will die). Heal the enchanter if they live. If agroed, the enchanter can use this opportunity to pull Vox into the center of the room. The risk to enc tashing is rather low by the time Vox has reached the 60 percent mark.
20. [RL: Stun, bash, slam]. Everyone begins chain-stunning, bashing, and slamming Vox. Although, stuns will not actually stun her, it will interrupt her from casting heal spells. Continue to stun her until she is dead. Vox is a cleric AI and will attempt to Complete Heal herself. If she does get one off, it is not the end of the world, it will heal approximately 5k of hitpoints.

AT 50% HEALTH
21.[ RL: Nuke now]. Nukes and casters will be called in. Remember to get within melee range or your spell will not land. Melee classes that cannot cast stun should nuke as well. Nuke until Vox is dead.
22. [RL: Reserves Attack now]. Any melee groups held in reserve should attack
23. If a caster dies, memorize critical spells and rejoin the fight. All rezzes will be done when Vox goes down.
24. If a bard is nearly dead and cannot be healed, they can move to center of room and suicide with Denons Desperate Dirge (Vox targeted) for 300+ damage.

AT 20% HEALTH
25. [RL: Wizards Nuke now]. Wizards are called in at 20% health for nuking.
26. Continue to mana seive, interrupt, and nuke Vox until dead.

VOX DEATH
1. Vox's corpse should not decay for 30 minutes until after she dies.
2. The group leader of the killing group should inspect the body and tell the raid leader which items are present. Some raids will have a trusted member lock the corpse until the raid leader can get to the corpse.
3. No one else should inspect the body. The raid leader will loot and distribute items.
4. All resurrections will be performed at this time. Temporary groups may be assigned with clerics & bards to minimize time. Any bodies from pits will be recovered at this time as well.

THE LOOT
Ah, dragon loot. What caster wouldn't want a +15wis/+15int item? What tank doesn’t want haste? Who wouldn't want a 100% weight reduction 10-slot bag that holds XL items? Or listened to cheers as a paladin or a bard gets a critical item in their epic quest? A staff that allows anyone to resurrect - a fantastic raid item.

1. Book of Scale - paladin fiery avenger
2. Crystalline Spear - PRC 13/30 // WAR RNG BRD ROG // ALL // 6.8WT
3. Dragon Bone Bracelet - AC4 // STR+7 AGI+7 // WAR PAL RNG SHD MNK BRD ROG // ALL // 0.1WT
4. Kayruuls Mystic Pouch - 10 SLOT 100% WEIGHT REDUCTION (XL ITEMS) ALL // ALL
5. McVaxius' Horn of War - DEX+9 INT+9 CHA+5 // BRD
6. Runed Bolster Belt - AC5 // STR+10 DEX+10 STA+10 // 36% HASTE // ALL // ALL // 0.1WT
7. Scimitar of the Mistwalker - 1HS 10/25 // MISTWALKER // RNG DRU // ALL // 2.5WT
8. Staff of Forbidden Rites - 2HB 25/50 // WIS+9 HP+50 MANA+50 // 10 CHARGES RESSURECTION // SHA DRU CLE PAL // ALL // 6.5WT
9. Tobrin's Mystical Eyepatch - WIS+15 INT+15 // SEE INVISIBLE // ALL // ALL // 0.1WT
10. Warhammer of Divine Grace - 2HB 18/39 // YAULP III // CLR // ALL // 7.3WT
11. White Dragon Scale - used for bard epic & white dragonscale cloak quest.

LOOT RULES
1. Depending on the raid, loot rules can differ widely. Be sure to check before joining the raid. Some items may be claimed by the raid leader or hosting guild.
2. Typically, each class eligible for an item is assigned a number and a random is performed to award the item. If eligible, raid leaders and group leaders should state which numbers they have prior to the roll.
3. Although some items are all/all, some should be restricted to benefit the classes that could use the item the most - as opposed to being up for sale at the EC bazaar minutes after the fight ends:
a. Runed Bolster Belt: Melees / Hybrids
b. Tobrin's Mystical Eyepatch: Casters
c. White Dragon Scale: Bards (for epic quest - only alternate source for scale is Gorenaire). IF open to casters, I would suggest giving bards 5-10 numbers each, thus allowing increased odds at getting scale, but allowing everyone else a chance as well. If another class wins the role, chances are, it will be sold (for significant pp - on some servers over 100k) to a bard unable to kill Vox due to level limitations and the caster will buy a better cloak (Heirophant for 35k) and pocket the difference. Many bards hoping to see an epic someday are stuck at 52, unwilling to level, because Gorenaire is so difficult to kill. Also to note, while performing the bard epic, bards can re-spawn Trakanon, and the respawn will always drop the final epic piece + a random breastplate. Thus, allowing a bard to loot will eventually result in an extra bp at a later date. As a 52 bard myself, I am only a few items away from an epic (small guild, most items from small raids), a bard with a white scale is almost a bard with an epic.
d. Staff of Forbidden Rites: Sometimes open to all. Most people donate to guild vault and loan to monks when raiding Hate & Fear (or other difficult zones). In the event of a wipe-out, the monk can use to rez a cleric, thus avoiding redoing a full break-in. Personally, I like to limit to 50+ monk/sk, and if they have it, open to all.

MISCELLANEOUS NOTES
It is possible for a level 53+ player to directly assist in a Vox fight, but it is moderated by getting expelled by Vox (other than buffs prior to a fight). If you get placed on her hate list, you will be expelled.
1. Casting a spell on Vox will cause you to get expelled. The spell may or may not land. Spells that cause waves of damage appear to work - subsequent to the first wave.
2. Healing people fighting Vox will result in an expulsion. The heal will generally take, lower level heals (non-CH) will sometimes allow you to cast more than one prior to expulsion.
3. Getting too close to Vox may result in an expulsion. The agro radius is quite large.
4. Some groups have used CoH (Call of Heros) to heal people. Since CoH wipes a persons hate list, someone can be summoned, have CH cast on them, and return to the fight. Since the hate list was cleared with the CoH, the healer is not placed on hate list.
5. Some raids have used 53+ characters to keep any respawned ice giants from bothering the Vox group.

Email: catrinacat@hotmail.com