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Soloblast

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Joined: 25 Aug 2013
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re: Sammath Gul

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Proposed fellowship setup:
Guardian / Warden
Minstrel
DPS RK / Hunter (ranged dps)
Champion
Captain
Burglar / Loremaster

Guardian better than Warden, Burglar better than Loremaster

Trash Pulls
Briefly, the mobs you will encounter are:

BONE PILES with Spirits
These can be easily avoided if you watch your step. You need only fight one of them during the last boss fight. Moving close to the bone piles will raise a spirit which has a ranged attack as well as the ability to summon skeletons. The summoning can be interrupted by any so if you accidentaly pull one, interrupt to make killing easier.

Brutes
These mobs have the ability absorb all the damage being taken by other mobs around them, while taking very little or no direct damage done to them. This is noticed with a red buble around the Brute.
The key is to focus dps on the add(s) to kill the brute as quickly as possible, if the bubble wears off in the meantime you can switch to direct dps on him. Guardians would do well to tank them with their back to the fellowship as they have an AoE damage.

Sorcerers
Their only special attack is a stun that cannot be interrupted. Not much to worry about.

Loremasters
They do an induction knockback. It's very important that this be interrupted as they can easily toss you off the tower to your doom or they can have you landing on a bone pile, spawning a spirit and slowing you down. Any skill can interrupt the induction.

Summoners
They do an uninterruptable summon. The only way to prevent the summon is to mez, stun, fear or start a conjunction on them. If they are not stopped they will keep summoning shades to fight for them.

Brief Guide
You enter the instance and face a Brute and 2 guards. Range pull them, focus on dps;ing the guards for as long as the Brute has the red bubble on. If the bubble wears off before the Brute is dead, switch to the Brute and finish him off then kill the Guards.

Move up the stairs to the left where 3 sorcerers a Guard and a Brute are. Avoid pulling the Guard and the Brute, get the sorcerers only, mez/stun if you want and kill these 3. After that get the Brute with the Guard and follow the known process to kill them.

In the next room again leave the Brute to aggro as last, when you have dealt with any mobs except one. The reason for this is that if you have no other mobs alive, you will need to wait 1 minute for the bubble to wear off and then quickly DPS him down before then next bubble.

Soon after that you will reach a room with an altar in the middle and mobs to the left and right side. You only need to clear the left side so leave the right side mobs alone. From the first pair, stun on kill the second then kill the first. From the group of 3 stun one, fear another kill the 3rd then the feared then the stunned. You are ready for the boss pull...

Boss 1: Urchir
Remain on the floor tiles on the left side and avoid walking over the rails at all times during the fight.

The boss has 2 special attacks and a 3 phases.

First phase: The tank moves closer and activates the boss. AVOID staying on the altar or you will instantly die. Instead, move back as soon as it is activated. You start your dps normally and there are 2 attacks that the boss utilizes:
"Will you bring doom to your friends, [playername]?" will give you a green eye and you need to run away from the others, either towards the entrance or further inside at the left wall untill you loose the eye. If you fail to do so, anyone near you is stunned while suffering attacks from the boss.
"Can you handle the burn, [playername]?". This will shower the target with fire, distributed damage type. You need to group up to share the damage or you will most likely die from it. Use wound pots or the Lore-master's skill to remove the fire wound after the attack.

Loot the chest and move on. A group of 3 up ahead, it is best to stun/mez the loremaster and pull the other two back in the boss room to avoid the bone piles in the corridor. Mistakes are easily made.

A bit further, a patroling Guard and Brute are seen. Pull them and kill them. Now you get the first tricky pull: 2 summoners 1 loremaster. Stun/mez 1 summoner (both if you can) stun attacks on the second to stop his summons if you can and dps the loremaster down fast, interrupting any inductions. You better fight them with your back to the gate or wall so you dont fly out the room if the interrupt on the loremaster fails. Clearing this 3 will open the door to....

Boss 2: Alagossir
Hopefully you brought ranged dps with you.

Aggro the boss by moving close. ALL move close as he checks your range and if you are too far he warns you. After the warning you have some seconds to come closer or he one-hits you. the worst of all is that he usually roots at the start so if you dont run near him you can expect to be defeated early.

Let the tank build aggro and pull him back near the wall. He knocks back often so i you dont pull him to the wall you may again fly off the tower. Everyone except the tank stay behind the boss, he has a great AoE damage and you will be a huge burden to the healer if you dont.

After each knockback he may turn to someone else for one a bit. Dont panic, he will return to the guardian. DPS him down to 100k and you ll get to phase 2.

In phase 2 he becomes inactive and runs back. He will now only stay on that spot and will not move away from there. The best spot is to sit in the corner formed by the left lantern (brazier).
During phase two, he calls forth lightning that blasts the area for about 1700 damage in an aoe for every hit. Best to let range dps takes over and keep them primary healed up. Melees can learn the pattern for the lightning and go dps between the patterns, but the area around the boss is blasted with up to 5 lightning bolts at once (killing nearly anyone up there). During all of this, Guldor Lights will be hovering around, a few aoes will take care of them though I haven't seen them do anything special.
I recommend using ranged dps only but in case you want to go melee, here are the patterns:

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Boss 3: Gorothul
The hardest fight of the instance. Here you will need to decide if you want Hard Mode or not. HM is NOT killling any of the Fell Spirits that he spawns.

Non-HM has better chances of dropping Symbol for your crafting but the next boss wont drop the goodies (ril-mir, glass flask, gauntlets for heavy armours). You will also loose the extra meds from HM.

After you decide on this, use scrolls, food and hope to maximise efficiency. The boss fight starts with a lot of gloom and a root/mez on you. Dont waste conjuctions or special skills in the first phase, the adds are few if any and it wont be needed yet.

HM: Position the tank facing the boss and further behind the throne and move the rest behind the boss facing the entrance. The fear effect of the boss doesnt force you to run off if you are there.

The boss needs to be tanked, and interrupted (champ's main duty). When ghost sorcerers and loremasters spawn, they must be mezed/stunned/feared untill they despawn after 30-40 seconds (enemy loremasters should be first target for this and if possible the sorcerers).

The boss does knockbacks which can be interrupted by clobber, addle, etc. The boss also does a fear attack which you cant avoid and will move your character at random for 8-10 seconds though standing behind him usually removes that effect and you probably just wont be able to attack for some seconds.

Depending on the group you may need to pop fellowship's heart somewhere near the 50k or Triumphant spirit, oathbreakers, a 6-G conjuction if the healer is dead or overaggroed. Pretty much everything you can. Try shield-walling the mini (though he may need to kite a bit), champ's horn skill and item to help CC those following the mini, roots from hunters or lm's.

Non-HM: For easy mode, you MUST KILL at least ONE of the fell spirits that Gorothul spawns. Once one dies, the door to the fourth boss locks, and you'll fail hard mode. If you kill all the ancient fell spirits before they despawn, none of the bone piles will activate. A good strategy is to leave one person tanking and interrupting the boss while any adds are out. Everyone else can kill the adds as soon as they spawn. Also, in this phase of the fight you can kill any lore-masters or sorcerers that are left and they will not respawn.

After the fight and provided you have chosen to do HM you can move back out of the room. A new door has opened up to the right. I suggest you have a burg go and mez on of the summoners in the next room and return to you, while the rest waits on the stairs of the boss. This way you can avoid fighting near bone piles and the enemy's reach you with some delay, giving you time to root/stun/mez/fear as you wish.

You should encounter 2 summoners 2 loremasters and some meter further 2 guards and a brute. Finishing them clears the way to ...

Boss 4: Demafaer
You will need to pop hope here. The fight is simple. The boss is immune to damage and you will HAVE to wake up a spirit (2 piles in room - you can just wake the one to your right near the entrance) and pull the bonemen near the boss. Kill them there to weaken the boss. After the 1st bonenman is killed near the boss you can start DPS and every time you have multiple bonemen AoE DPS them near the boss.

The tricky part is to protect the mini while keeping the DPS up. You will notice green flames on the ground, spawning on the half side every time. Reposition yourself away from the flames every time as standing in them too long will reduce your max morale and a wipe will be very easy with that low morale. It goes without saying that the purple circle he puts on the ground is to be avoided as it does some damage over time while you are in it. Not much but there is no reason to strain the healer.

When the boss is dead, go finish the spirit you woke at the start. You can now loot, this instance is done.



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