Throne of the Dread Terror Strategies, entire Run!!
Throne of the Dread Terror Strategies, entire Run!! | |||||||||||
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Boss #1: Rakothas
T2 Challenge: Use no more than 1 Powder Keg during the boss fight. Mechanics: Method 1 (6 and 6) 2 groups of 6 stand on either side of the boss Hemorrhage tiers up on tanks, tanks swap aggro at T3 (roughly every 10 seconds) OR whenever the previous one wears off the other tank. It is essential that the tanks communicate with each other. Distributed damage, 5 toons stand on each tank (within 5m) to mitigate the damage. Adds spawn at every 20% of the boss’s health. Kill adds via AoE through the boss (champs are great for this). Method 2 (11 and 1) One tank stands alone in front of the boss and the 11 other people stack behind the boss (within 5m of the front tank). With this method the group does not get the hemorrhage debuff, just the tank standing in front of the boss. At T3 Hemorrhage the other tank runs in front, taunts, and the tanks swap places. Kill adds via AoE through the boss (champs are great for this). If the tank dies, the other runs in quickly to take their place. Get the dead tank up, swap when the other tank is at T3. Additional Info When the boss gets down to 25% health he gets an enrage buff (+100% damage). Make sure an Oathbreakers is available to burn him from 25% to dead ASAP. Powder Kegs (located at the tops of the ramps) can be used to remove the boss’s damage buffs; place them such that the two groups and the keg make a triangle equidistant from each other. This will allow for the keg to debuff the boss without damaging the group. Many cooldown skills (i.e. Do Not Fall This Day) can be used prior to starting the fight and they will immediately reset. A solid group should have the boss down in 90-120 seconds (T1) Loot Helmet Housing Items Ring Gauntlet 1 After Rathokas is dead you will make your way to the Mumaks via a gauntlet of mobs. Stay to the left side of the path and hug the rocks as you turn the corner and you will aggro less of them overall. Add Order: Warmasters > Death Chanters > Archers > The Rest Boss #2: Mumaks (Set-Akaji / Arpong-Dokh / Ku-Nerpag) T2 Challenge: No player can die before the Mumaks are down Mechanics: Method 1 (T1 only): Best suited for groups that have excellent DPS (essentially T2 ready) 3 Mumaks in play. Run to the far East side of the arena and stand near the rocks. Half the raid up on the rocks and the other half on the ground at a 90 degree angle. This leaves room for the archer circles (more later). One tank kites 2 Mumaks away from the group (out of aggro range). No heals are needed for this tank. Stay away from the Chargers, they will one hit you on contact. Chargers come at ? interval; jump on rocks to stay out of their way; or just avoid them. One tank tanks the targeted Mumak and adds. May require 2 tanks for this depending on the group. Stay out of targeted circles. Circles spawn on players (from the archers), so the tighter the group, the less the circles are spread out (but their damage is stacked). At 10% of each Mumak’s health there will be adds that spawn, the tank should pick these up. When one of the Mumak’s health gets below 55% the adds start spawning every minute in addition to each 10% of their health. Burn down one Mumak as quickly as possible then clear all adds. Rinse and repeat 2 more times. If you get a coloured eye, run to the tank that the group is DPSing. The associated Mumak should not be able to reach the group before the eye wears off. Add Order: Warmasters (they shield the other adds) > Champions > Archers > Spearmen Method 2 (T1 or T2): 3 Mumaks in play. Run to the far East side of the arena and stand near the rocks. Half the raid up on the rocks and the other half on the ground at a 90 degree angle. This leaves room for the archer circles (more later). One tank kites 2 Mumaks away from the group (out of aggro range). No heals are needed for this tank. Stay away from the Chargers, they will one hit you on contact. Chargers come at ? interval; jump on rocks to stay out of their way; or just avoid them. One tank tanks the targeted Mumak and adds. May require 2 tanks for this depending on the group and tier. At 10% of each Mumak’s health there will be adds that spawn, the tank should pick these up. When one of the Mumak’s health gets below 55% the adds start spawning every minute in addition to each 10% of their health. Burn each Mumak to 60% (70% T1 to account for DoTs) and then burn one at a time. 1 tank kite (within heal range) two Mumaks as one is being DPSed to 60% (70% T1 to account for DoTs). At 60% (70% T1 to account for DoTs) swap Mumaks until they are all at 60% (70% T1 to account for DoTs). Stay out of targeted circles. Circles spawn on players (from the archers), so the tighter the group, the less the circles are spread out (but their damage is stacked). If you get a coloured eye, run to the tank that the group is DPSing. The associated Mumak should not be able to reach the group before the eye wears off. Add Order: Warmasters (they shield the other adds) > Champions > Archers > Spearmen Known Bug: If you die during the fight do not retreat before all others have dies and the Mumaks have reset. Failure to do so can cause the wall of fire to stay in place and you will need to reset the entire raid. Loot Shoulders Housing Items Gauntlet 2 Method 1 The group must move forward together in increments; if you do not, adds will continue to spawn from behind. Target the Crushers, once they are down, move forward. Have the ranged focus on Archers as a priority as they get stacking corruptions that increase their damage. Everyone should take care to keep their backs facing away from the entrance (you can get punted and cause a wave of adds to spawn from where you just came from). Add Order: Archers > Crushers > Berserkers > The Rest Method 2 The entire group runs all the way to the end and DPSes down the adds. Add Order: Archers > Crushers > Berserkers > The Rest Known Bug: If anyone goes link dead or dies and retreats it will bug the smoke wall (stays closed) and you will not be able to enter the area for Boss 3. If you die, stay dead until the gauntlet has been cleared or be rezzed, do not retreat. If someone in the group goes LD, boot them from group and re-invite after the gauntlet has been cleared. Boss #3: Vadokhar T2 Challenge: Only kill one type of element (Fire or Gloom) Mechanics: Exuded Gloom – remove their corruptions ASAP (in T1 you can just AoE DPS them down fast instead). Without corruptions their damage is minimal. Exuded Flame – remove their corruptions ASAP (in T1 you can just AoE DPS them down fast instead). Without corruptions their damage is minimal. When the boss gets the damage immunity the tank drags him in to the MIDDLE of the puddle (fire or shadow); melee stay out. The boss will absorb it (takes a few seconds), removing the negative inc damage buff; melee can move in. However, it also puts a stackable outgoing damage buff on the boss (Flame = Melee Buff and Shadow = Tactical Buff). Interrupt the boss inductions. Gauntlet 3 Boss #4: The Unbroken One T2 Challenge: Remove all corruptions (200) from The Unbroken One before killing any of the 3 mini bosses. Mechanics (mini bosses): To activate the mini bosses you must kill the Black Númenórean Sorcerer – Gets a Spell-Shield buff (30s) that protects them from tactical skills and reflects 100% tactical back as shadow damage. He is not linked to any other mobs so can be burned down easily by the melee / ranged in the group. There are 3 mini bosses here; Neghèbh, Skelghàd, and Dhàmiz (tied together) that will not engage you until you attack them or get in proximity. Neghèbh has a healing corruption that should be removed when killing it. When it is standing near Nameless or Evil Men it will get a -20% incoming damage buff. Skelghàd gets an Ancient Defence (corruption) buff that needs to be removed when killing it. Dhàmiz gets an Ancient Dexterity (corruption) buff that needs to be removed when killing it. T1: Just burn them all down T2: A tank holds aggro on them away from the group but within heal range Mechanics (The Unbroken One): The initial 4 Binders hold The Unbroken One in place (cannot do damage); killing them will release The Unbroken One so corruptions can be removed and the fight begins. The second round of Binders should not be killed; leave them to corral and hold the boss. Each Binder also reduces his melee and tactical damage by 5%. If you kill a Binder the Unbroken One cannot be contained by them. It is best to still leave them up for the damage debuff they put on the boss. Once initially free, all classes spam corruption removals on The Unbroken One every time they are off cool down. Boss throws down a vortex on the ground periodically; move away from it (opposite direction) or it will pull you in. At “x” corruptions removed, the Unbroken One gets an Ancient Madness buff (+50% melee and tactical damage and +5% run speed). At some point the Unbroken One gets an Untamed buff (stacks with Ancient Madness) giving +100% melee and tactical damage for 20s. If you are a light class and get a red eye, stop all DPS until it disappears (gives 300% damage threat). Stay out of melee range of the Oozing Darklings. They get corruptions that stack (+150% melee damage and +30% run speed). You can opt to remove corruptions from them (T2 strategy), but doing so slows the progress on the Unbroken One. Gauntlet 4 There will be constant waves of mobs walking down the middle of the road. Avoid them, and do not agro them. On the left and right sides of the road there are small groups of mobs that need to be killed. In order to enter the area for Boss 5 you must kill all of the Half-Orc Marauders. Head down one side killing all the mobs, then cross over the road (careful of the waves) and then kill all the mobs on the other side. Once the last Half-Orc Marauder is dead the waves will stop and the Boss 5 area unlocks. Boss #5: The Woe of Khand / The High Sorcerer of Harad T2 Challenge: Kill the two bosses within 10 seconds of each other. Method 1 (T1 or T2): Mechanics: Keep the two bosses separated (pull them in to the light); you cannot damage them otherwise. One is weak to melee (High Sorcerer) and the other ranged (Woe of Khand). Split the group in to two (melee left and ranged right); with tactical split. Kill Corrupted Crawlers (purple eye on them indicates they are transforming) ASAP. Don’t step on regular crawlers, they will fear you. If you get an eye, run away from the group. Kill Spirits when they spawn (by the Sorcerer); they drain power. Method 2 (T1): Mechanics: Keep the two bosses separated (pull them in to the light); you cannot damage them otherwise. One is weak to melee (High Sorcerer) and the other ranged (Woe of Khand). One tank holds the High Sorcerer in the light. One healer stays within range of this tank. The other 10 people stack on the Woe of Khand and burn him down. Then switch to the High Sorcerer. Kill Corrupted Crawlers (purple eye on them indicates they are transforming) ASAP. Don’t step on regular crawlers, they will fear you. If you get an eye, run away from the group. Kill Spirits when they spawn (by the Sorcerer); they drain power. Loot Legs Housing Items Boss #6: Amarthiel & Mordrambor T2 Challenge: Timer? Mini Bosses: Gothmog (phase 1), Mordirith, and Dread-Beast Mechanics: Gothmog (phase 1) – Tank and spank; watch 25% reflect of common, westernesse, ancient dwarf-make, and fire. Mordirith (phase 1) – He cannot be aggroed and will likely end up on the healer; ignore and focus on Dread-Beast Dread-Beast – Tank and spank; if you get purple eye he will chase you (ignore it). Once the Dread-Beast is down you will be able to enter a portal that takes you inside a cavern. Bosses: Amarthiel & Mordrambor Mechanics: Switch to a single target build. There are 2 mini bosses for this section; Amarthiel and Mordrambor; each will become immune (90%) to damage. Split the raid in to two groups; one heavy with melee (stays on Mordrambor) and one heavy with ranged/tactical (stays on Amarthiel). One tank drag Amarthiel up the right staircase to a forge on the upper level. To do so, you must move slowly and not path over the holes in the stairs. One tank drag Mordrambor up the left staircase to a forge on the upper level. To do so, you must move slowly and not path over the holes in the stairs. Fight the bosses just in front of the forges, when they get the immunity buff, drag them in to the fire until it disappears and then move to the front of the forge again. Rinse and repeat as needed. When fighting the bosses keep your back such that if you get punted backward you will not fall down below. Amarthiel will get a buff that reflects melee for “x” seconds Mordrambor will get a buff that reflects ranged and tactical for “x” seconds Remove corruptions when you see them. Gauntlet 5 Boss #7: Mordirith (phase 2) Mechanics: There will be 50ish adds that spawn win waves during this fight. The adds are all ones you have seen before leading up to this point. AoE is a must. Sorcerer’s reflect tactical. Stay out of puddles. Interrupt the boss. Ignore Lorniel Add Order: Sorcerers > Archers > Siege-Breakers > Champions > Jarl > Lords > The Rest Gauntlet 6 Boss #8: Gothmog (phase 2) Mechanics: Tank the boss in the middle of the room at the West end. Risen Bones (2) spawn at roughly 60% of the boss’s health (7.5 million on T1). I person tank the Risen Bones (2 of them) away from the group East end. Range DPS them down. When they die they drop a green cloud that does serious damage. Stay out of puddles. At “x” time in to the fight blue flames will sweep across the room from left to right (South to North); “The fires of Mordor come for you!”. You need to stay out of the flames. You can run between the pillars and go far to the right (North) during the initial wave. Once the flames reach you, run back to the middle. The next wave of blue flames will come after 1 minute and sweep from right to left (North to South) and so on. Boss #9: Silmahtar and Calatur Mechanics: Silmahtar and Calatur both reflect common, westernesse, ancient dwarf-make, and fire at 25%. Each tank take a boss. Interrupt boss inductions. Sorcerer’s reflect tactical. Loot Chestplate
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Shaka
Member Poster's IP: Logged Posts: 7 Threads: 1 Private Posts: 0 Character(s) Shakalakaboom(85) |
This is a good start for the boss strats Eagle! However some of the info is incorrect and some can be elaborated on. So far, I have completed bosses 1,2,3 and 5 on T2C and would love to help elaborate with these strats and mechanics (via the strats we are using). Once we figure out more about boss 4 and 6 this week I will help with those as well. Also, I think breaking up the strats into seperate posts for discussion is a good idea as well so whatever boss you are currently working on you have a specific thread to refer to, like how you have started Mumak T2C thread.
One thing to keep in mind for everyone wishing to raid. This raid is extremely challenging. There will be many many nights of constant wipes, switching toons or people and making no progression. This is nothing new to raiders. It's how we react and work together that makes it super fucking fun! As always, there are different strats for each boss and it's up to us to find the one that works for US. That being said, there are specific class makeups that will be needed for different fights, (even trash) which means people may not always get to play what they want. Remember this is a TEAM effort and unfortunately running with ie: 4 hunters is not going to benefit the raids progression. It's really good to see things in the works guys!!!
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Quote by Shaka This is a good start for the boss strats Eagle! However some of the info is incorrect and some can be elaborated on. So far, I have completed bosses 1,2,3 and 5 on T2C and would love to help elaborate with these strats and mechanics (via the strats we are using). Once we figure out more about boss 4 and 6 this week I will help with those as well. Also, I think breaking up the strats into seperate posts for discussion is a good idea as well so whatever boss you are currently working on you have a specific thread to refer to, like how you have started Mumak T2C thread. One thing to keep in mind for everyone wishing to raid. This raid is extremely challenging. There will be many many nights of constant wipes, switching toons or people and making no progression. This is nothing new to raiders. It's how we react and work together that makes it super fucking fun! As always, there are different strats for each boss and it's up to us to find the one that works for US. That being said, there are specific class makeups that will be needed for different fights, (even trash) which means people may not always get to play what they want. Remember this is a TEAM effort and unfortunately running with ie: 4 hunters is not going to benefit the raids progression. It's really good to see things in the works guys!!! Thank you so much for saying something Shakka. Please feel free to edit the above guide to make it reflect the proper strategy. Want this as accurate as possible without making more reading than necessary.
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Shaka
Member Poster's IP: Logged Posts: 7 Threads: 1 Private Posts: 0 Character(s) Shakalakaboom(85) |
I have posted info on mechanics for Mumak fight on your Mumak thread for reference.
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