Didn't see a guide for this, so thought I would build one. Please feel free to reply with any inaccuracies.
This is a guide for the Sea of Moving Ice skirmish Svardborg (referred to as "nSVA" for the normal version, and "eSVA" or "mSVA" for the Master version).
Entry:
To enter nSVA, you must have 28% everfrost resistance (only needed for entry, not required once inside), 2800 item level and have the instance unlocked in the Storm King's Thunder campaign.
To enter mSVA, you must have the normal requirements, 3100 item level and you must have completed Fangbreaker's Island.
Differences:
The only difference in difficulty between the 2 levels of the skirmish beyond the requirements above is that in the master version, you can not rejoin the fight if you die. In the normal version, you can re-enter any time.
Loot:
As far as loot goes, Master has a chance to drop Legendary Marks rarely, but drops Rare and Epic Marks consistently. Normal drops Blue Marks only. Both have a chance to drop new epic. Legendary rings can drop in Master (confirmation required please?)
The marks and Rp that is dropped specifically relate to the new weapons that need to be restored and leveled. They can be leveled with normal RP, but NOT normal marks. It takes 5 of each type of mark to upgrade each weapon (so you will ultimately need 10 of each blue mark, 10 of each epic mark and 0 of each legendary mark, to fully upgrade the weapons.
Chests: There are 3 chests available when you win, each tied to a Sea of Moving Ice reputation. If you have 1 point of rep, you can open the corresponding chest. Currently, you can peek and not take, but this will likely go away soon. You may also use legendary keys if you don't have the reputation.
Encounter:
The encounter consists of several phases. You will have a chance to prepare before entering the battle.
All Phase Notes
(Note this is more based on the way the devs likely intended things to be done. if you have overleveled the instance, or have specific group members with abilities that reduce damage, your tactics may vary greatly).
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TIME This instance is timed, similiar to Tiamat. If you don't defeat the boss before the timer reaches 0, you lose. Period. It is largely a DPS race, so everything you do should be to the benefit of raising the groups DPS total. If in normal, it is likely better to release instantly when you die than to wait for a rez. In Master, staying alive is critical so watching your health is important.
- - (add from
@urabask) The timed part of this instance just means that you can't restart it without re-queuing. If you're in the fight while the timer runs out you go into overtime and have to defeat the boss or you fail the trial. (
@oldbaldyone I need confirmation on this, as this has not been my experience)
- If you get a large red circle under you, run away from the group. The boss is targeting you for an attack that will hurt you and everyone around you. You can survive it, but since the instance is timed, it is best to move out of the way till it clears. (add from
@urabask) This puts an AOE with ice spikes on the ground that has DoT that does something like 50k ticks. It will wipe your tanks even.
- If you are targeted with large arrows pointing toward you, you are about to take a lot of damage. If you have abilities to heal or absorb damage, get ready. (add from
@urabask) This is hypothermia. It's the same mechanic from FBI. If you get targeted and stand next to a group of players the damage is distributed among them. So the best bet is to jump on your teammates and have your healers heal the whole group that gets hit. If you're not going to make it do not jump on one or two players that aren't aware as you can just end up killing them. DPS should be paying attention to this because if they're running all over the place during the first phase and they get Hypothermia they can ruin a run all by themselves Ideally you get everyone in the group on Voip and at the very least have a few players are making calls for the various mechanics. Permafrost, Hypothermia, and getting the Ice AOE off the boss should be what you prioritize calling.
- Permafrost - if you are hit with permafrost, you are frozen until someone releases you by attacking you. If you see someone frozen, try to release them as soon as possible. (
@urabask) If someone gets killed with permafrost they will lose their companion. The workaround for this is while they're down they can go to their companion window and dismiss+resummon their companion before they're resurrected. Just a few players losing their companions to this can turn a six minute run into a 10-20 minute run.
- (add from
@mercedesman)Clerics seam to get iced more often so they should be on the side of the dps. If they are on the side of the tanks and get iced, then dps players have to move to get them out as most tanks will not be able to accomplish that and handle the boss.
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@mercedesman)For speedy runs, construct you team carefully utilizing as much bugging/debuffing as you can. Paly's and clerics share lots of good stuff with the team, but try also to include a Master of Flame CW in the mix for their buffs as this has shaved more than a minute off of our runs. (sub 7 minute runs)
Phase 1
The first phase involves defeating the boss's army. Kill everything you can and pay attention to the attacks targeting you. This phase is relatively easy, but again it is a timed instance so the faster you can clear this the better.
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@urabask) The best way to do this is to fight on the rug and have players marked with the Ice AOE to move it away from the areas where the parties will fight. So in the first phase as long as you keep it away from the area near the stairs there shouldn't be any ice AOEs on the boss when you start phase two. Fighting on the rug means that all the mobs come to you and your healers have a much easier time dealing with hypothermia and players are freed from permafrost more easily. It also means that proximity buffs like Weapons of Light, paladin auras etc. are hitting your DPS.
Phase 2
Once the army is defeated, the boss will join the frey. IMMEDIATELY hide behind the pillars on the left and right side of the instance (when looking at the boss's steps). If you do not, you will die. Stay behind the pillars till the attack clears, and then engage the boss.
- During this fight, the boss will call on the ring of winter, and Runes will appear on the floor that have swirls going toward him. Ranged characters should stand on these runes to lessen the impact of the impending attack. The more runes are uncovered, the more damage is done. Once the attack is done, go back to attacking as normal.
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@urabask) The damage reduction from runes isn't linear so you only need to cover three runes in order to survive. If you have less than three players on runes the players standing on the runes will also take increased damage that will likely one shot them.
- (add from
@mercedesman)I would like to add that the tanks should move the boss a couple steps out from the steps and then be between the boss and the steps during the boss fights. DPS and clerics should be on his back side facing the steps. This will help minimize the damage done to the main DPS units. If this is not what you want to do, at least get tanks on one side and dps/clerics on the other.
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@urabask) The only thing I think you missed is the root that the boss has for tanks. I'm not too clear on the mechanics but it can one hit tanks and that's part of why you have to two tanks to split the effect. AA can mitigate this problem so timing it for when you see arrows on the tanks can make your tanks' job a lot easier. Although honestly AA can let you ignore virtually all the mechanics aside from the Ice AOE because it's broken and OP.
Phase 2.25, 2.50. and 2.75
- At 75%, 50% and 25%, 2 Manticores will be called to the center of the instance to fight you. Best bet is to focus down one of them at a time. They seem to have a knockdown attack but overall, the biggest threat during this phase is the close quarters (you are locked to the middle area), and the boss's attacks. This is timed separately and they will leave at the end of the timer or when they die. If they both die, I believe they both respawn the next time with little health (confirm?)
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@mercedesman)if two tanks are running, decide up front which Manticore you will take and focus on that one. Try to keep them in the center of the area as it is easier for the dps players to get to them.
Phase 3
After the 3rd Manticore phase, another giant will come and prompt you to enter the middle of the instance for protection from a major attack. If you aren't in the circle, you die (even if you are dead already and in the starting area. She then sends you on your way to finish it.
The remainder of the fight is a DPS race. If you defeated the manticores, they won't be a factor. If either lived, they assist in the last phase. (confirm?)
(Please feel free to reply to add suggestions or confirm points, or add info. Thanks!)
TY to
@mercedesman and
@urabask for contributions.
Comments
I would like to add that the tanks should move the boss a couple steps out from the steps and then be between the boss and the steps during the boss fights. DPS and clerics should be on his back side facing the steps. This will help minimize the damage done to the main DPS units. If this is not what you want to do, at least get tanks on one side and dps/clerics on the other.
Clerics seam to get iced more often so they should be on the side of the dps. If they are on the side of the tanks and get iced, then dps players have to move to get them out as most tanks will not be able to accomplish that and handle the boss. if two tanks are running, decide up front which Manticore you will take and focus on that one. Try to keep them in the center of the area as it is easier for the dps players to get to them.
This all seams basic.. I know.. but I have run well over 300 mSVA's with BIS player from many of the best guilds in the game and you would be surprised how often what would be a good run turns bad because someone doesn't pay attention.
For speedy runs, construct you team carefully utilizing as much bugging/debuffing as you can. Paly's and clerics share lots of good stuff with the team, but try also to include a Master of Flame CW in the mix for their buffs as this has shaved more than a minute off of our runs. (sub 7 minute runs)
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Fighting on the rug means that all the mobs come to you and your healers have a much easier time dealing with hypothermia and players are freed from permafrost more easily. It also means that proximity buffs like Weapons of Light, paladin auras etc. are hitting your DPS. The timed part of this instance just means that you can't restart it without re-queuing. If you're in the fight while the timer runs out you go into overtime and have to defeat the boss or you fail the trial. The damage reduction from runes isn't linear so you only need to cover three runes in order to survive. If you have less than three players on runes the players standing on the runes will also take increased damage that will likely one shot them. This is hypothermia. It's the same mechanic from FBI. If you get targeted and stand next to a group of players the damage is distributed among them. So the best bet is to jump on your teammates and have your healers heal the whole group that gets hit. If you're not going to make it do not jump on one or two players that aren't aware as you can just end up killing them. DPS should be paying attention to this because if they're running all over the place during the first phase and they get Hypothermia they can ruin a run all by themselves
Ideally you get everyone in the group on Voip and at the very least have a few players are making calls for the various mechanics. Permafrost, Hypothermia, and getting the Ice AOE off the boss should be what you prioritize calling. This puts an AOE with ice spikes on the ground that has DoT that does something like 50k ticks. It will wipe your tanks even. If someone gets killed with permafrost they will lose their companion. The workaround for this is while they're down they can go to their companion window and dismiss+resummon their companion before they're resurrected. Just a few players losing their companions to this can turn a six minute run into a 10-20 minute run.
Thanks for the contributions.
As this attack builds up, the edges of your screen will have ice form on them (like an overlay). If you are an OP - Templars, Binding Oath, and Sanctuary should block the next 360 degree attack that he is charging (but feel free to move back slightly the second the root effect lets go). For GF - you'll want to raise your shield/block and also hold down the S key to move back. At the last second before he swings, the root lets go, the further away you are the less damage you take.
Also - tanks - you will never get the Red Circle or the permafrost - the above root attack is to make up for that. Healers will always get the permafrost (usually one heal and one dps). Hypo will target all players picked at random.
As mentioned - when someone is targeted with the Red circle, they need to move away from the party (side if the arena is the best). The jagged ice it leaves will last 10-15 secs, anyone standing on it is going to suffer a world of pain. When these appear in the last section (when you are in the whirlwind fighting the Jarl), it is recommended that you try to overlap them. This way you put them all together rather than each one taking up your precious space.
Out of the hundreds of runs I've led with everyone from Guildies to first time 3k Pugs.. there are a few key points everyone needs to understand and these are the few things I bother to stress or say anymore in que chat.
-Fight on the Rug. I do believe I was one of the first to suggest this. It allows your healers to heal the whole group. It allows all of the party's AOE to be focused. I allows the PermaFrost Shard Trap to be nuked fast by being in the kill zone. It allows for players who are targetted with Ice AoE to run away from the rug to proc and run back to the action very quickly. Treat this like the troll waves in FBI in between Hati and the Dragon Turtle.
All of the mobs come to the players.. so if you are all in the middle, all of the mobs will end up there.
-Timing. 7 minutes of AWARENESS and FOCUS. This is a fast zone, so drink some coffee. Sleepy people are no help in here.
-You get 20+ mins to do something that takes on average 7mins to do. Be patient. The real game in this encounter is survival.
Try to live. Try to NOT kill others. So.. Break ICE ASAP. PAY ATTN AT ALL TIMES to the ground and Run away with AoE ASAP. Respect the tank, the tanks position etc..
This is not a Paingiver Instance. It is a Survival Instance. If you focus on living, helping others live, the mobs will die as a secondary effect. It is never a dps problem.. well rarely.. usually it is that the tanks are gone, dcs are gone or a large chunk of dps has died. So let's focus on the ROOT PROBLEM. Live. The game even rewards you for doing so. (Svard Title).
-So once people "get" that it isn't about paingiver, they start playing cooperatively and all of a sudden you have:
-Faster runs.
-Few, if any, deaths.
-Happy Clerics.
-Happy Tanks.
-Happy HDPS.
This makes farming these Superior Marks far more enjoyable.
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Does anyone know what the deal is with the green buff that the Jarl gets from time to time? I thought it was from the runes charging, but I've seen it up on him even when the runes weren't active (although that might be a visual bug).
Someone in one of the zerg runs told me that it's caused by deploying the AoE DoT fields on the boss (they buff him) but I don't think that's it either (doesn't apply consistently). I think this was mentioned, but the other difference is that if you run out of time in the normal one, the instance ends. If you run out of time in master, you get to keep going "overtime" until you either wipe or kill the bad man. I've gotten legendary rings in Master (similar drops to FBI I think). Useless ones, but what would you expect XD A couple notes on this: the marks are BtA, so you can give overflow marks to alts for wep unlocks one day. Also, the RP that drops specific to the weps can also be "restored" to make it worth even more RP points. I don't do this, as the ingredients are often better sold on the AH, but if you are swimming in spare mats from treasure hunting and are itching to level your weps, some of them are viable for upgrading. I think it's important to emphasize that, unlike the FBI fight with Droopfy, the Permafrost cast by Svargdbarglard CANNOT BE AVOIDED. It doesn't have a red circle underneath and you can't dodge out of it. It's not someone's fault that they got hit with a shard (I've seen some ignorant folks say "geez, just dodge it L2P"). Also true in my experience. DCs also seem to attract the AoE DoT circles too, but at least we have a sexy dodge to slide it away from the group and then slide back into the fray. Also agree here. If you have a solid core of DPS, you're better off adding support classes if you're aiming for the fastest run. OPs, DCs, HRs (longstrider), MoF CW, and possibly bufflocks are all capable of bringing more value to a 10man raid than adding another dps. I also really like that you said you should bring as much bugging/debuffing as you can... seems legit
Bonus: If you haven't already, make sure to visit the icy throne after a successful win
I don't mean that sarcastically, it's actually a compliment; you saved me time hemming and hawing over whether getting to the min everfrost resist to do this will be worth it. I'm kind of doing the minimum I can to keep going in the SKT main campaign lines but won't be chasing after gear or other voninblod thingies.
It's a shame, I've been pining for viable skirmish alternatives to Throne/Prophecy for a while now, but to me this isn't going to be it...
Frozen, he's referring to the "Duumverate" attack, when the boss says "You will die alone" and then the tank is rooted. You're supposed to get another tank to split the damage, but sometimes, I've teamed with a GWF or adventuerous DC to split the damage.
I've tried using Steel Defense to cheese it; either my timing is horrible, or I suspect that you can't cheese the attack with Steel Defense.
Of course, AA cheeses everything at the moment, so you can pop that on your tank if you know Duumverate is coming.