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Harlinator (SuperAdmin) 12/15/2009 8:49 PM EST : CDoME Guide: Sword-hall of Dol Guldur
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This CDoME Guide was initiated by Harlinator

Here is the Table of Contents for this Guide:

[0]: Prelude
[7]: Battle Royale
[8]: Group Compositions and Instructions

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Harl - The Inklings
Ain't no mountain high enough...
Harl's guide to fishing: You sold 1,358 items for 4 silver and 30 copper.
The Complete Hobbit Breakfast: First, take one complete Hobbit...
Mis-adventure is better than no adventure at all!
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Harlinator (SuperAdmin) 2/1/2010 6:02 PM EST : Sword-hall of Dol Guldur: Prelude
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Prelude



Contributed by Silmarilos:
Prelude

Sword Halls hard mode. Epic fun! This fight can be incredibly easy all the way to impossibly challenging. A great deal of this fight is highly dependent on your group composition and positioning. I will start this guide out with info about the fight in general regardless of the group comp and then go into specific groups that I have successfully done it in and how we did it.

IN GENERAL

To start hard mode (or challenge mode, whatever) you go inside the big arena and one person lights the Braiser and it begins. You have 10 minutes from the time the enemies come out to finish the challenge or you (basically) fail. You will get about 20 adds on you and you pretty much wipe. This being said, DPS is a must for this fight! It doesn't always have to be a hunter/ RK, but the group cannot just take it slow. One method for keeping time is to eat 10 minute (superior) food and watch the timer or to read scrolls and watch that timer. Another must for this fight is some sort of interrupt (better than once every 30 seconds), which I will go over in a sec. Below this is a picture of the arena and a couple of labels:

A: The entrance to the arena. It is on the far south side.
B: The entrance for the merroval boss
C: The entrance for the troll boss
D: The entrance for the angmarim boss
E: The spot where all ranged DPS/ minis/ RKs should stand. It is just a little south of "B" right in front of the light/ lamp
F: The spot where the tank should be (ish). It is just a hair north of "B" basically right on the edge of the northern side of the gate/ door
G: The spot where the chest is after you kill em


     A couple of notes here for general success before moving onto the specific class compositions and ways to do it.
  • The bosses have corruptions that, while on them, make them take 15% more damage. This is a GOOD corruption to leave on them as you do more damage; however, if you choose to remove the corruptions, you actually get a buff of some sort for (20?) 30 seconds. The merroval gives a boost to power (about 120 power every 2 seconds for 30 seconds), the angmarim gives a boost to morale (about 120 morale every 2 seconds for 30 seconds), and the troll gives you a boost to inc damage (-10% incoming damage for 30 seconds). It is recommended to remove these corruptions from the ones you are NOT DPSing (like the troll) as they will help you being down one quicker but I also recommend removing them from the bosses when the corruption is down to about 10 seconds. These corruptions have a countdown timer that will refresh after about 2 minutes. Basically, the corruption stays on them for like 1 minute 15 seconds, is off for about 45, and goes back on them for another 1:15. I like to remove them with about 10 seconds left so you get the benefit until the next one comes up.
  • The one you will want to take down first will change with group composition, but generally it will be either the merroval or the angmarim. The angmarim guy does massive group damage with this (uninteruptable) fire attack and the merroval, though she doesn't hit hard, summons bats that screw with the healer and heals both herself and the other bosses. Regardless of whoever you take down first, the person interrupting needs to be interrupting the merroval hardcore so she cannot summon bats and cannot heal the others.
  • Every 45 (ish?) seconds the troll will run to the center of the room, pound the ground, and shoot off little tremors that move in an outwardly direction from him. Believe it or not these are super easy to avoid. If your ranged DPS/ Healer stands at point "E" the entire fight they will never get hit by it. Now, I really do mean stands there the entire fight; this means that if you get fire below you or are standing in a fire DoT, you STAY there and take the damage. It is better to get hit with that than to be hit with the tremors, tossed, and not be able to heal/ DPS. The tanking person must stay in spot "F" to avoid getting hit by them. IF the tank needs to kite, just make sure to get back to your spot asap. I recommend having someone yell "center" when the guy is running to the center of the room (he goes green and unattackable so it is hard to miss) so as to alert the tank to get back quickly.
  • The worst phase is the beginning. When you have to fight all 3 at once the damage is unbelievable and so do not be surprised if you need to pop your biggest heals and oh crap buttons in the first 2 minutes as that is normal. As soon as one of the bosses goes down, the fight gets significantly easier.
  • All guards should have the stomp cooldown traited as well as a maxed out stomp cooldown legacy to give them a 5 second interrupt. All burgs should have their addle tools with both the induction multiplier and the cooldown so they too have a 5 second cooldown on interrupts.
  • If anyone stands to the north of spot "F" they will get dread from the nazgul sitting up there. I recommend staying at or below F so that you do not get that dread.


Harl - The Inklings
Ain't no mountain high enough...
Harl's guide to fishing: You sold 1,358 items for 4 silver and 30 copper.
The Complete Hobbit Breakfast: First, take one complete Hobbit...
Mis-adventure is better than no adventure at all!
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Harlinator (SuperAdmin) 2/1/2010 6:02 PM EST : Sword-hall of Dol Guldur: Battle Royale
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Battle Royale



Contributed by Silmarilos:
Battle Royale

    You have 10-11 minutes to finish killing all 3 bosses or else... (like 18 adds come at once and you're kinda screwed). The fight begins with all 3 champions coming out at the same time. They all run towards the group so it is smart, if you have an RK in group, to lay down a stone so they aggro to that immediately. The tank will need to get aggro on them ASAP! I recommend getting the merroval and troll first since the angmarim usually puts down fire and THEN runs to the group so you have an extra moment before he starts. It is essential that the tank get aggro on all 3 before the DPS starts; if a healer or DPS gets it before the tank has aggro, it will likely wipe the group from the start.
     Once the tank has aggro the DPS can start pounding down the targets. I recommend the angmarim first most of the time as his fire hits hard. Also, make sure that you are positioned so only the tank gets AoE damage as well as not to be too close to one another as the fire dot bounces back and forth, building every time it does so, and if you are all within like 10m of each other, you will all get a 500 damage every 3 seconds DoT.
     The important thing is to kill 1 as quickly as possible so that the fight will get incredibly easier. Make sure to keep interrupts up on the Merroval so her heals do not go off (as well as bats). Below, I shall post different group comps that we have succeeded with and the strategy for each one. Please see there for the rest of the guide.



Harl - The Inklings
Ain't no mountain high enough...
Harl's guide to fishing: You sold 1,358 items for 4 silver and 30 copper.
The Complete Hobbit Breakfast: First, take one complete Hobbit...
Mis-adventure is better than no adventure at all!
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Harlinator (SuperAdmin) 2/1/2010 6:03 PM EST : Sword-hall of Dol Guldur: Group Compositions and Inst...
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Group Compositions and Instructions



Contributed by Silmarilos:
Group Compositions and Instructions

This is a selection of the different group comps I/ the kin have succeeded in beating hard mode with. I have grouped them "alphabetically" (kinda...) in that if a group has a hunter, RK, and champ, the group makeup will read "Champ, Hunter, RK". You will notice that in all of my scenarios the tanking person is holding all 3 of the enemies at once. I do not recommend splitting them up as the healing will be miserable.

Also, most of the fights here are down with 1 tank(ish) type, 1 DPS (ish) type, and 1 healer (ish) type. This can be varied to a great degree; however trying to do this with 3 RKs might be a little challenging.
As you can see, there are many different ways to do this fight. There are countless more that I have not yet done, but that does not mean they cannot be done. A few things you will notice is that the Burg and LM are not listed here in any of the fights. This does NOT mean they are not viable in a group, it simply means I personally have not grouped with one to try hard mode yet; furthermore, I do know that they have many uses in there. The LM can trait DPS and just be the DPS spot as well as primary debuffer. The Burg can be the interrupter (using addle tools), the positional DPS (trait 4-5 down the DPS line and 2-3 down the mischief maker for debuffs and make sure to be positioned behind them for epic DPS), conjunction starter on all 3 targets for heals/ power, and the debuffer (using either counter defense if a champ/ guard is in group or disable if a warden is in group). In either case, I recommend having the burg/ LM fill the DPS spot in a threesome.

There are many methods for this fight! If you have completed hard mode a different way and would like to post it here, go ahead and reply and I will copy/ paste it into this one to maintain a giant record.
  • Champ, Hunter, RK -- For this group, knock down the angmarim first, merroval second, and the troll third. The champ is the tank in this fight. He will hold aggro with his DPS and AoE hits. Do NOT sword and board it or you cannot hold aggro. Do not go into fervour stance until the first boss is dead. Hunter should be in endurance until angmarim is at about 25-30% morale. Nobody but the champ should attack for the first 15 seconds so they come to him and avoid the hunter/ RK. Champ will stand at F the entire fight and the RK/ hunter will stand at E the entire fight. RK will be full time healer on the champ (mostly). The RK will have to heal the rest of the group if the fire gets too bad. Spam heals, get word of exultation off everytime it's on cooldown, hit your group heals if things look dire. If you can manage it, try to get a do not fall to fire up once or twice as they will negate one of the hits from it. Champs should be mostly AoE dps the entire fight but keep the merroval targeted so you can interrupt her as often as possible. Her heals and bat summoning must be interrupted or the healer will dies very quickly. Hunter will switch back to endurance stance after 1 goes down in case they pull.
  • Champ, RK, RK -- More or less same as above but have 1 RK healing and the other DPS. The dps one, while obviously hitting as hard as they can, should attempt to keep tier 3 writ of cold on all targets as this slows their attack duration which will make healing easier. Read Champ, Hunter, RK strategy if you have any more questions.
  • Captain, Champ, Mini -- For this group, the targets should still go down in the order of angmarim, then merroval, then troll. Have the captain keep his strength of will/ shield brother on the champ the entire fight because the incoming healing will make life easy. Champ AoEs and hits all of em throughout the fight to maintain aggro and to DPS. The captain throws off heals occasionally, maintains banner/ buffs, and DPSs the angmarim until he is dead. Pressing attack (with 3 targets) is fun here. Champ should still be interrupt on the merroval, but the captain can use kick (I suggest a 30 second cooldown using the legacy) the angmarim to interrupt his only interruptable attack (it's the one where he puts his hands up high). Read Champ, Hunter, RK strategy if you have any more questions on positioning. 
  • Captain, Hunter, Warden -- For this group, it is a little more complicated as there is no primary healer. The warden will have to (in addition to holding aggro and saving double gambit ([12] - the boot) for interrupting the merroval) kite around so as to not get destroyed. The captain should put shield brother on the warden most of the fight and maintain strength of will for the inc healing. When to arms is up, it is recommended to switch shield brothers to the hunter, hit to arms (wait 1 second for it to actually apply), and then switch back to the warden for the inc healing. The hunter will be in endurance stance until the boss is down to about 25-30k and then strength stance and kill em. The captain will be mainly healing throughout the fight though hitting pressing attack on all 3 and hoping for a crit for rallying cry is nice too. Use oathbreakers on the first boss (angmarim) when he is down to about 25k so that you can use it again on the troll after 5 minutes. The captain should have kick available for the merroval and call out when it is up or down so as to alert the warden. The warden has a tough job for this fight so I will explain it liberally. start off with a piercing blow to the merroval, then troll, then angmarim. Get off exultation and war-cry immediately following to hit all 3 at once. The hunter can start attacking at this point. Kite while doing this and also get up shield mastery asap. Pop a conviction to start the heals and leech and pop off another exultation and war-cry (remember they do stack upon themselves for threat) and try to queue up restoration if you can. At this point you will essentially need to be doing 4 things at once for the rest of the fight: Kite around them (not in an enormous circle, I just mean weave in and out of them so that they have to move around each other to hit you and thus, reduces the damage you take), hit conviction every 15ish seconds (use double gambits to get it on the run: [23][21][Quick Recovery][32][Execute]), hit exultation of battle and war cry on all 3 when you can, and interrupt the merroval when the captain is on cooldown/ misses. I recommend using [12] for interrupts as trying to get a [1][2] off takes time. The double gambit will help a lot. If your morale it dwindling, one trick you can do it when the bats get summoned, hit resolution when there are about 5-6 bats and you will absorb about 170 morale from all the bats and bosses at the same time; of course, interrupt here asap so as to stop them, but it does help for morale. When your captain/ hunter calls "center" make sure you get back to the spot where you will not be hit by the tremors or you will screw the group over. Once the angmarim is dead, you should be able to stand still more and keep yourself up with resotration, celebration of skill, conviction, etc... and hit a dark before dawn if power is an issue.
  • Hunter, Minstrel, Warden-- This is more or less the same as a champ, hunter, RK, BUT the warden must be ready to get interrupts when they happen. I recommend getting EoB, War Cry, and a few convictions off but SAVING your double gambit (12 - the boot) for the interrupt when she does her heals. The bats need to be interrupted as well, but they are not as immediate of priority as the heal because they always take about 2-3 seconds before they start to fly over to someone. You can hit 1-2-Go and be fine with that one. The warden should also kite a little because the ST healing of a mini is not as good as an RK so kiting just a little will help with healing (try kiting while queuing up conviction via double gambits as this should not waste your 12 double gambit.
  • Hunter, RK, Warden -- This is pretty much the same as the Champ, hunter, RK one in that the warden is the tank and does not need to kite much, the hunter DPSs, and the RK heals. Read Champ, Hunter, RK strategy if you have any more questions on positioning.
  • Champ, RK, Warden -- This one is particularly easy because of the plethora of interrupts. Have the warden tank and not move much at all. The RK heals the warden full time and spam heals as much as possible. The Warden will maintain aggro (EoB, WC, Conviction, PB, etc...) while the champ will AoE and be full time intterups on the merroval. The warden can interrupt the angmarim when he has a sec as well. Once one is down, just destroy em. For positioning on this one, have the RK stand at E and the warden/ champ stand at F (on both sides of F actually) and run in together on top of F when the troll heads to the center. Also, the warden should be facing south with all the enemies facing him to the north while the champ should be behind all 3 of the enemies and facing to the north as this will help with interrupts.
  • Champ, Guardian, RK -- Exactly the same as the Champ, RK, Warden one except the guard takes the place of the warden here. The guard should trait for stomp cooldown and having the legacy is very useful as well. 
  • Guardian, Hunter, RK -- Exactly the same as the Hunter, RK, Warden combo except that the guard MUST have both stomp cooldown traited and the legacy so it is only 5 seconds. They will be the primary interrupt here on the merroval as well as hold aggro while the hunter DPSs down the angmarim first. If the guard has no cooldown legacy, it might be smart to take down the merroval first and then the angmarim so that the heals from her do not go off and heal the other two and so that she doesn't spawn a million bats.



Harl - The Inklings
Ain't no mountain high enough...
Harl's guide to fishing: You sold 1,358 items for 4 silver and 30 copper.
The Complete Hobbit Breakfast: First, take one complete Hobbit...
Mis-adventure is better than no adventure at all!
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