Guide To Skumfil
Group Composition –
AoE and high DPS are a must, Champions, Lore-masters, and Hunters work really well here. Of course you’ll need to have healing and it’s nice to have a Guardian or Warden to hold some of the agro but at least 4 spots should be devoted to DPS classes.
Ideally you should have: 1 Minstrel or Rune-Keeper to heal1 Guardian or Warden1 Champion1 Hunter 1 Captain1 LM, Burglar, 2nd Hunter or 2nd Champion
Overview – In order to access this portion of the instance, at least one person in the group must have completed the Stinking Ward quest (not included in this walkthrough) and obtained the key. To complete hard mode and get the radiance coin you must fight your way to Hwadrim through constantly respawning spiders. This only takes about 15-20 minutes but it’s a fairly intense fight the whole way.
Into the Lair –
Before heading in, make sure to set up a DPS assist window so everyone can be working on the same target, this is very important and can mean the difference between winning and wiping. I’ve found that a Champion is an ideal assist target here, but anyone that understands target selection will be fine.
After entering the instance head straight and take a short drop off the first ledge onto the ramp there. This will avoid having to pull the Kergrim at the top of the ramp. Kill the spiders at the bottom and open the door. Inside you’ll see spiders everywhere. Make sure that you only go in far enough to see the pathing guards – no further – pulling any of the Guards here will pull everything at once. Around the corner to the right you will see a group of Tenders, once the Guards have pathed away from that area have everyone hug the wall and run into the far right hand corner, dragging any Tenders with you. The objective here is to keep moving. As you fight the Tenders you will most likely get a Guard or two that will agro as they pass by, this is ok – just keep working on Tenders until you’re down to 1 or 2 Guards/Tenders and then move to the next spot. (Personally I prefer to keep the DPS assist target as the Guard spiders and let the Champ/Hunter/LM AoE’s take out the Tenders.)
When you’re ready to move, hug the wall and advance into the next corner where you’ll have another group of Tenders. Continue hugging the wall, clearing spiders and moving when you can until you end up behind Hwadrim. At this point you should be able to move just behind her, against a tall pile of filth. This position should give you a short break from the Tenders before you pull Hwadrim. As soon as you’re out of combat, lay down a fire, eat food, etc. because you won’t have a lot of time before the next Guard comes along.
Hwadrim –
Once you’ve regained some power it’s time to start on Hwadrim. Have you’re tank run around the corner and grab agro. After she’s been pulled, any Tenders or Guards you kill will not respawn. Keep the tank on Hwadrim the entire time – everyone else should be busy keeping the adds under control. If possible, fight with your backs pointed toward an empty area – she kicks, and if you get unexpectedly tossed into a group of spiders, things could end up very badly. Once you have the adds under control, shift DPS onto Hwadrim. It’s important to note here, that if you get into trouble you can pull the Tenders to her and she’ll eat them – it restores some of her morale but it’s worth it if you’re getting behind with adds.
Once you have taken her morale down enough she will stagger away and exit combat for a minute and go into phase 2. When she comes back there will be a few minor adds with her but nothing unmanageable. At this point, and for phase 3 as well, she will occasionally drop a pool of acid below her. There’s an animation and a few seconds later a bright green cloud will appear beneath her. Make sure that you are not standing in the puddle – it will do 800-900 every tick. Simply move a few steps in one direction and continue with DPS until she does it again. She will have one more phase change when she’ll stagger back and return but the rest of the fight is pretty much a combination of keeping adds under control, dodging the acid pools and putting as much DPS on Hwadrim as you can until she is finally beaten. Once she’s down, you’re free to loot the coin!
Guide To 16th Hall
This instance can be completed with a wide variety of group compositions but I highly suggest having at least one Captain, one Hunter, and one Champion or Warden in the group.
Ideally you should have: 1 Minstrel 1 Guardian or Warden 1 Champion or Warden 1 Hunter 1 Captain 1 LM, Burglar, 2nd Hunter, 2nd Champion, or RK
Overview –
This is one of the longer instances but not necessarily the most difficult. To get the coin you need to beat The Lost One without killing any of the bugs in his chamber. Getting to The Lost One is fairly simple and straight forward but there are a few tricky pulls along the way. In the interest of keeping this guide as fluid and easy to read as possible, I’ll only be describing the tricky pulls and boss fights. The rest is up to you! Make sure that everyone has disease potions, power potions and morale potions.
Tramug –
To get to Tramug you’ll need to clear your way through a lot of Globsnaga, this will take you through a few passages and over a bridge. When you come to a large set of stairs everyone should stop halfway down while the person pulling will go to the bottom. Wait until the pathing Globsnaga is on the opposite side of the room from the staircase. Once he’s far enough away, pull the Orcs that are directly around the left corner and drag them all back up the stairs. You should only get about 4-5 here and once those are down you are free to move. Don’t worry about the rest of the Orcs in the room, hug the left wall and follow it around until you get to the guards at the hallway entrance. Run through into the hallway and drag the Globsnaga with you.
You should now be in a hall looking into Tramug’s room. It’s important to note that, if you’re careful, you’ll only need to pull the right hand side of the room here. Have everyone except for the puller stand up near the curve in the hallway. Once the roaming Curse-Shouters have reached the back of their pathing, pull the Orcs closest to the door and run them back to the group, getting them out of the room and into the hall. When you’ve taken care of the first pull, set up for the second pull the same as before with everyone in back. Once the Curse-Shouters are at their closest point to the door, pull and run them back into the hallway. After they’ve been eliminated, move into the room and stay to the right, this is where you will fight Tramug. Kill the remaining archers at the far side and get ready.
During this encounter Tramug will leave puddles on the floor that will cause AoE damage if you stand in them – if you are in one, simply step out of the puddle, but make sure not to move into agro range of the left side. Whoever is tanking will start off by dragging Tramug to the back of the room where you came in at. As Tramug drops his AoE the person tanking will need to lead him around, moving back and forth along the length of the room and staying out of the puddles. After Tramug has been pulled, everyone else will focus on his two servants until they are down and then put all dps on Tramug until he’s dead. Loot the chest and then line up directly across from the left side doorway. Wait until the pathing Orcs are all the way to the right and then run through.
Dhurz –
From here on out you’ll need to watch for Bloated Globsnaga (they spawn crawlers) and not run into them. Again, you’ll clear a path through Glabsnaga until you reach another set of stairs. Set up the same as before, everyone come down about half way and the person pulling goes to the bottom. Wait until the pathing Orc reaches the far side of the room and then root pull the first Orc at the bottom of the stairs and run back up. Again, you should get about 5 or so per pull. Clear the room out, one pull at a time, until you get to the opposite hallway. While you’re in the room, keep a look out for Crazed Globsnaga and kill them as soon as they pop up. Head into the hallway and fight the guards there.
You’ll now have two rooms, one on either side. Each one has a lever and a bunch of Globsnaga. Everyone should stand in the main hall just around the corner from the two hallways leading to the lever rooms, this will force the archers to get into melee range. Root pull one room at a time and fight them at the hallway junction. As soon as the rooms are clear, pull the levers and the door to Dhurz will open. Enter the room, hug the right wall and move to the door on the opposite side – this is where you will fight him.
When you’re ready, have whoever is tanking start him up. The tank should face the center of the room with their back to the door, which will put Dhurz facing toward the door – this is to minimize his knockback. At this point you should have your Champion or Warden concentrating on the most important job, which will be interrupting every induction possible – he has a power drain AoE disease that you do not want to go off. The rest of the group can move to the center of the room and their job will be to DPS Dhurz and keep an eye out for Crazed Globsnaga that will pop up periodically. It’s important to kill the Crazed as soon as possible – if you get both the morale drain from the Crazed and power drain disease from Dhurz it’s going to make this fight a lot more difficult then it needs to be. Once Dhurz is down, the door will open and you can start heading toward The Lost One.
The Lost One –
In order to get to The Lost One from Dhurz’s room you’ll need to clear out some bugs. It’s ok to kill these and in fact you have to clear the queens in order for the last door to open. When fighting the queens, go straight for them – don’t worry about the little bugs unless they start interrupting your minstrel, just use AoE skills whenever they’re up. Fight with your back against the wall if you’re on a ledge, they kick a lot and if you’re knocked off it can be trouble. Head down the series of ramps and once you’ve taken care of the last queen, a door will open. Drop down a tunnel and at the bottom you’ll see The Lost One.
At this point you’ll want to take off all reflective gear and remove AoE skills from your hot bar and designate everyone’s job during the fight. Killing 1 bug will lose hard mode and all the work that went into getting to this point will be for nothing. The room that you fight in is circular in shape with 4 platforms where mushrooms will spawn. There are a few different methods that can be used but I will stick with the one that has always worked for me on a consistent basis.
Everyone in the group will have a specific job to do. A tank type (Warden, Guardian, or Champion) will be tanking the boss and interrupting his large attack (when he raises and holds his left hand over his head for 2-3 seconds). A Minstrel, Warden, or Guardian can kite around the bugs (typically I have the Guardian or Warden do this). Ranged DPS such as Hunters, LMs and RKs will be on the boss most of the time – occasionally helping with mushrooms if needed. Melee DPS such as Captains, Champions, Burglars or LMs will be on mushroom duty.
The mechanics of this fight are fairly simple but everyone needs to be doing their job to be successful. Start the fight by having the person who will be kiting the bugs run followed by the person tanking the boss who will force taunt The Lost One. During the entire fight, whoever is running the bugs will only want to stop long enough to use another force taunt whenever possible or to pop conviction.
While the bugs are being kited around the room, the Hunters and RKs can start DPS on the boss. Mushroom people should be running around looking for mushrooms that pop up and killing them as soon as they appear. If at any time the DPSers or mushroom folks get agro from anything, stop what you are doing and kite the agro around.
Keep killing mushrooms, kiting bugs and interrupting The Lost One while the ranged DPS work the boss down. Once he’s dead, it’s safe to kill the bugs. Congratulations, you’ve completed 16th Hall!