Trash: The instance starts with a long path sloping down, with groups of 3-6 trash mobs. Nothing interesting here. The only thing to note are the two Orc Snitches, who patrol back and forth at certain parts of the corridor, usually alongside two Wargs. The snitch needs to be mezzed, left until all other trash for that area is clear. He is then stunned - I usually do this as Burg with a CJ starter, any stun is fine. Don't join the conjunction, just burn him down as fast as you can. Otherwise he runs and brings back a fat slob of a Troll. He can be handled, but who wants to fight something that doesn't drop loot?
First Boss: Dhar
The fight is a simple tank and spank, with some shield buffs thrown in, plus a few environmental nasties.
A: The boss puts up a shield buff at certain points as his morale drops - these must be wiped off by having him inside a lava pad, and having trash dropped on him by pulling the levers on the wall.
B: The lava pads will bubble up with lava at random intervals - this is a massive fire DOT of around 2.5-3.0k damage per tick - anyone in this lava has one chance to jump out, or likely die.
C: The boss will throw a fire puddle throughout the fight, usually at a group member far away from him - notably those pulling levers. This is a smaller fire DOT and can be stood in to pull a lever if needed (and the healer has your attention), but must be avoided where possible. Sometimes hard to see, so watch for your morale dropping and a fire debuff icon.
D: All of the walkways outside of the lava pads have steam vents aiming down them - these steam bursts will do around 2.0k damage, variable on how far you are from the wall. When possible, stay off them unless a burst has just fired off. You'll see a few puffs from the vent prior to the burst.
E: The Orc Smelters that man the control levers, if left un-attended, will pull levels, which then become un-usable.
There are a few methods for this room, this is the one I've found most reliable.
Group starts at Position X on the grid - between Lava Pads 1 & 2. Be careful in forming up on this spot, as the room aggro's alot easier since Update 5.2. As the Tank pulls the Boss to this position, one CC class will mez the Orc Smelter at Position B, and keep him mezzed until the group is ready to burn him down. At the same time, the rest of the group quickly burns down the Orc Smelter at Position A. Once the Tank has built up aggro in Position X, he/she may take the Boss into Lava Pad 1. The key is to wait for 10-15 seconds at Position X to make sure Lava Pad 1 doesn't bubble up with lava as the fight starts. Once the tank moves to Pad 1, the group will DPS the boss until he calls "The slag shall protect me!" - his shield will pop up, and one of the group needs to move to the levers at Position A, and pull the appropriate lever for the pad.
When facing the 3 levers at any position, the left hand lever will drop trash on the pad directly behind you, middle lever on the pad behind that, and right lever on the pad furthest away. So in Position A - Left Lever = Pad 1, Middle Lever = Pad 2, Right Lever = Pad 3.
Once the lever is pulled on Pad 1 and the Boss loses his shield, the Tank moves him to Pad 2. DPS until the shield pops up, pull the next lever, and move him to Pad 3. When the group gets to Pad 3, the DPS can pull the Orc Smelter which should still be perma-mezzed at Position B. After wiping the Boss's shield at Pad 3, the group then moves to the closest Pad of the next row (4, 5, 6) that has an active lever - preferably 5 or 6, to avoid fighting the Orc Smelter at Position C. It is normal to only have levers available for 4 and 6, as Lever 5 is pulled when the Entry Gate is opened - the person pulling the levers needs to be aware of this and be ready to call out which pad to move to from Pad 3. After pulling the fourth lever the Boss should be low enough to finish off.
If for any reason the group runs out of levers to pull (by mis-pulling levers or not having Orc Smelter B mezzed), the normal strategy is to tank the boss in Pad 5, and wait for a scripted trash drop from the roof. This happens with or without the presence of Orc Smelters. So long as the tank is quick, he/she can pull the boss through a pile of dropped trash before it disappears, and still wipe off the shield. Otherwise, it can be a long fight tanking in one pad waiting for trash to drop there.
Be ready to move quickly to avoid lava, fire puddles and steam - situational awareness is paramount in all boss fights in this instance.
I'll post a very brief strat with some badly drawn pictures here for the Foundry T2 Instance. Gonna reserve a couple of posts down for future posts.
This will be a work in progress over the next day or two - if anyone feels like taking the cave drawings I made and doing something a little less crayon-eater, feel free - send me an Imageshack link and i'll replace.
Last edited by AwDeOh on Sun Feb 26, 2012 10:44 pm; edited 1 time in total
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