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Venril Sathir (Triggered)

From EverQuest Legends Wiki
Kunark Era
Out of Era


Stat Block

Race: Doppleganger
Class: Warrior
Level: 55
Spawn
Zone: Karnor's Castle
Location: (-77, -553)
Respawn Time: Triggered
Stats
AC: 414
HP: 32k (21)
Damage per hit: 180 - 400
Attacks per round: 2 (83%)
Special: Deadly Lifetap, Summon, Enrages, Immune to Flee, Uncharmable, Unfearable, Unsnareable, Unmezzable, Unstunnable, See Invis , Unslowable

Known Loot

  • Pulsing Green Stone
    Pulsing Green Stone
    MAGIC ITEM LORE ITEM NO DROP

    WT: 0.2 Size: TINY
    Class: ALL
    Race: ALL

    (Always, x2) (Ranger/Druid Epic)
Image needed
Expected file:
NPC_Sathir_Venril.jpg


Description

The normally respawning Venril Sathir no longer drops Pulsing Green Stones. It has been moved to Venril Sathir (Triggered) that is spawned from a turn in to Venril Sathirs remains, this triggered spawn will now always drop two Pulsing Green Stones and nothing else. Venril Sathir and and the Venril Sathir spawned from Venril Sathir's Remains are identical mobs, with the exception of their loot table and spawn mechanics. (Ed: The spawned version of Venril Sathir also has a much lower proc rate.)

A triggered Venril Sathir will despawn after 20 minutes.

Strategy

Summons. All but immune to spells, with only wizard lures having a chance to land. Does not Death Touch. Casts Deadly Lifetap (1500 hp tap) via procs on 50% of melee hits [1] and presents the primary challenge of this fight. Besides dealing tremendous damage, the lifetaps will heal Venril, making the usual zerg tactics untenable.

Having the tank equip a 2-hander such as Rod of Lamentation or Jagged Blade of War will reduce Venril's number of ripostes, and thus fewer lifetap procs. Runes on the tank will also block the lifetap's healing effect on Venril, so multiple Enchanters casting runes in a rotation chain will simplify the fight considerably. Position melee in the back and flanks to prevent them from creating more ripostes and being lifetapped.

Venril is often pulled to the large three story room before his lair. If he is positioned under one of the catwalks, there is a bug where he may warp up onto that catwalk. After that, he may continue meleeing people within range or run to the back of the room and jump back down on the floor.


Factions

Opposing Factions

  • None



See also