The Mark of Death

What dark forces have assisted the Black Abbot in making his unexpected return? {{Quest
 * name= The Mark of Death
 * epic= 30
 * duration= long
 * enormal= 17,328
 * ehard= 17,764
 * eelite= 18,202
 * loc= Ascension Chamber
 * npc= Hamond Byre
 * zone= The Necropolis
 * patron= The Silver Flame
 * favor= 9
 * free= no
 * extreme=

The magic users of the Silver Flame have tracked down the reawakened Black Abbot - but they warn that something even more powerful is accompanying him. Venture inside the Ascension Chamber and confront what awaits within.
 * loadingpic=L Mark of Death.jpg
 * overview=

Flagging
Complete each of the epic necropolis quests at least once and turn in the rewards. Talk to Hamond Byre. When you first enter the chamber you will first find a blue bridge spanning the deadly water surrounding the main platform - go ahead and cross this, awaiting your party members on the edge of the main circular platform (moving into the center of this platform locks the raid by triggering a blue barrier at the entrance, removing the bridge and effectively preventing others from joining the raid*)
 * Epic Desecrated Temple of Vol
 * Epic Fleshmaker's Laboratory
 * Epic Ghosts of Perdition
 * Epic Inferno of the Damned
 * obj=
 * Approach the Abbot
 * Defeat the Abbot
 * Make the Abbot mortal again
 * Defeat the Death Knights
 * traps=
 * misc=


 * This can sometimes be circumvented by stepping to the right as you enter into the small pool of water and dying, relying on a chance of being teleported to the center of the main platform - this is not a guaranteed mechanic, sometimes failing to teleport characters at all; at best providing a free completion.

Once the party is gathered on the edge of the main platform, prepare your buffs and then begin the raid by moving to the center of the platform, the Abbot will come down after a short dialogue - you will need to beat him down. He will then retreat to the statue and a single portal will appear. At this point six Vampire Knights and six Empowered Devotees will spawn on the main island. Some party members should enter the portal, there will be a Death Knight and two other spawns. Once the Death Knight is dead the sarcophagus in the room can be destroyed and a pair of "Delta Phase Goggles" will appear on the altar. One person will need to take them and the whole group should return to the main platform.

At this stage there will be more spawns which should be CC'd as before, with the Abbot returning and beginning to use his special abilities (Inferno/Encasement/Disjunction). The Abbot casts Inferno which inflames the main platform, not only harming you but also produces an over-time spell-point and hit-point draining curse which remains after the inferno has finished. You'll find that there are four positions on the edge of the platform which provide you with safe points against Inferno damage - North-East, South-East, South-West and North-West. Go behind archers spawn location if you want to be absolutely certain.

Once more beat the Abbot down to reach the next part of the raid; two portals will spawn in the South-East and North-West corners of the main chamber. There will be tile platforms that the person with the phase goggles can see to navigate to them. Again, a small group should go to these rooms (one group can be allocated to follow the goggle holder on the tiles, another group can be allocated to 'swim' to the other room) and kill the Death Knights then smash the sarcophagi in each room. If at any point there is no one alive on the main platform the Abbot will teleport all raid members to him on the main platform so some people must remain behind and control the trash.

Once these next two sarcophagi have been destroyed each room spawn an item - "Everlasting Boulders" and "Eternal Iceball Wand" respectively then on the main platform Lady Vol will join the fight and the Abbot will require beating down once more. Breaking either sarcophagus also triggers the spawning of mobs on the main platform which will include to undead beholders - once more Flesh to Stone and curse will take care of these - this is the main reason many groups often will want to smash the sarcophagi at the same time if possibel to enable easy control of mobs on the main platform.

Lady Vol will cast Manifest Zones of Dolurh - which you are given notice of by blue circles on the ground; you will have a few seconds to avoid the blue clouds which appear next. There doesn't seem to be a way to negate the effect except to move out of the zone quickly. - 'You are hit by dolurrh's manifest zone. Gravity is heavy here, and you cannot cast spells. You will take ongoing Evil damage while here, and if you stay too long you will take 20% of your maximum hit-points in Bane damage every second.'

Once the Abbot has been beaten down enough he will retreat and Lady Vol will spawn three Death Knights on the main platform. Once they are killed Lady Vol will unleash a large AoE called 'Mark Of Death' (aka: "Blue-ferno") and then the Abbot will return and can now be killed.

 Mob CC Tactics 

Killed trash-mobs will re-spawn every 45s, so a wizard can use Flesh to Stone to keep them alive but incapacitated, this also applies to Doomspheres (undead beholders); removing their anti-magic field - remember to also drop a Curse on your stoned mobs to lower their saves. These beholders should be CCer's primary target.

The vampires will be in a pack to start with and can be dealt with by using Flesh to Stone and then using Bestow Curse to drop their saving throws against this. During the Death Knight phase charming the vampires (Control Undead) can help but this breaks more frequently plus the vampiers will die during inferno when the Abbot calls it.

The Empowered Devotees are archers, every 8 seconds they get a stacking buff 'Vol's Power Rising' which adds +50% ranged power (Max 10 stacks = +500% ranged damage) and 15% fortification bypass, so the longer they are alive the more damage they can deal. Against a 220% fortification toon they have been observed to crit for 440 on Epic Normal. They can be blinded (cleric Divine Disciple's Sunburst works the best here, since it has no save) making them ineffective for the remainder of the raid and then Flesh to Stoned and cursed also for efficiency and also to avoid confusion.

Deathknights

The deathknight with tenser's increases the spell point costs of any caster who hits him, as well as decreasing the ranged attack speed of anyone who hits him with a projectile. This debuff stacks up to 19 times and increases spell point costs +10% per stack and reduces ranged attack speed -5% per stack.

The deathknight that you found in the first portal has no visual marker; however, he does have an intercession aura that will bypass the Intercession Ward given by an or an. It is recommended he is kept away from divine casters.

The deathknight with the red aura has no particular effect and is therefore the lowest priority of the three.

Each of the deathknights performs an intimidate animation, after which they are given Adrenaline. On elite, the estimated necessary fortification you should have is 180%+.


 * chest= Always contain X amount of s, number varies by difficulty

}}
 * npcreward= Standard, 20th reward contains every single item in the list
 * unique= yes
 * monsters=
 * Empowered Devotees
 * Vampire Knights (orange named)
 * Doomspheres (orange named)
 * Death Knights (red named)
 * Quells (red named)
 * Black Abbot (purple named raid boss)
 * Lady Vol (purple named raid boss)