Sign Up! Login: Password: New User? Forgot? Support
HomeForumsVotingCalendarRosterBankChatMail
Forums

Forums : Public Guides > CDoME Guide: RAID - Ost Dunhoth
Harlinator (SuperAdmin) 4/4/2011 2:37 PM EST : CDoME Guide: RAID - Ost Dunhoth
Ex Benevolent Dictator
Harlinator
Posts: 5933
0
Like
0
Dislike

This CDoME Guide was initiated by Harlinator

Here is the Table of Contents for this Guide:

[0]: Prelude
[3]: Champion
[11]: Wound Wing T2
[14]: Disease Wing T2
[17]: Poison Wing T2
[19]: Fear Wing T1

Members and Associates can contribute to this guide here. Please read the contribution instructions first.
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!
TopBottom

Harlinator (SuperAdmin) 4/4/2011 5:18 PM EST : RAID - Ost Dunhoth: Prelude
Ex Benevolent Dictator
Harlinator
Posts: 5933
0
Like
0
Dislike

Prelude



Contributed by Harlinator:

Tier 1 Loot
MedallionBossArmor
Wound Wing
Disease Wing
Poison Wing
Fear Wing
Ivar
Gortheron


Tier 2 Loot
MedallionBossArmor
Wound Wing
Disease Wing
Poison Wing
Fear Wing
Ivar
Gortheron


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!
TopBottom

Harlinator (SuperAdmin) 4/4/2011 5:18 PM EST : RAID - Ost Dunhoth: Champion
Ex Benevolent Dictator
Harlinator
Posts: 5933
0
Like
0
Dislike

Champion



Contributed by Erandis:


The joy of playing a Champion!  To start off a Champ is ESSENTIAL in the raid for a few reasons. 



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!
TopBottom

Harlinator (SuperAdmin) 4/4/2011 8:44 PM EST : RAID - Ost Dunhoth: Wound Wing T2
Ex Benevolent Dictator
Harlinator
Posts: 5933
0
Like
0
Dislike

Wound Wing T2



Contributed by Erandis:


Wound Wing (For Champions)

1.       Gauntlet Phase.

a.       Slot and go ALL OUT DPS.  Hold nothing back.  A good Champion should be placed as either a DPS’r in the LEFT group, or as a FERVOUR tank in the MIDDLE, RIGHT groups.

b.      This is a DPS race, using blade wall at the start of every pull to hit the most mobs is essential.  As is the frequent use of Battle Frenzy, and Red Haze.

c.       Do not expect a heal!  Use Bracing Attack and Morale Pots.

2.       Multi Mammoth Phase.

a.       Immediately Rise Ire off of the healer in your group.

b.      Positioning should be in the middle of the rest of the group, wherever the raid leader designates as the “Out of Harm’s Way Zone”.

c.       Once the adds begin to emerge our priority is to AoE all UNMEZZED mobs to keep squishies safe.  First to die must be the Renewers.  They are the ones that heal the Mammoths and prolong the fight.  Wight Warden’s will usually be mezzed in the back near the gate, they will die last usually.

d.      Constant use of challenge on Renewers/Wardens is a huge plus, as is Ebbing onto the main tank if he/she is in your group.

e.      Rinse and repeat, till all Mammoths are dead, for now one at a time.

f.        Lastly you will receive 2 debuffs.  The first is a RED EYE.  This one must be potted at once, no exception, if you are on CD for a pot, call out for a salve or wound cure.  The second debuff will be a Fixate from one of the Mammoths.  That’s your cue to RUN FOREST RUN.  Kite the Mammoth around the outside of the room, with the only exception being do not kite behind the tank in case you are stomped by the Mammoths he/she is tanking.

3.       Closing.

a.       I find this wing to be the most fun and enjoyable, we are Champs, it’s a dps race, and it’s what we are made for.  Bear in mind this is still the newest raid out there.  If you have an idea or suggestion on how a Champion can perform more efficiently in his/her role her please offer it!


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!
TopBottom

Harlinator (SuperAdmin) 4/7/2011 6:08 AM EST : RAID - Ost Dunhoth: Disease Wing T2
Ex Benevolent Dictator
Harlinator
Posts: 5933
0
Like
0
Dislike

Disease Wing T2



Contributed by Harlinator:


This describes the trash pulls leading up to Disease wing boss on T2 when you only have one perma-mez class in the group.

The first pull is pretty nasty, but we found a decent way of doing it.  The 2 tanks are designated tank1 and tank2 (regardless of actual class):
  1. Everyone stays up on the steps except tank1.
  2. Tank1 body-pulls the entire group.  Tank1 will kite the bugs in the room until the first Gnawer is dead.
  3. Once tank1 gets the initial agro, have a minstrel fear one of the Gnawers and then have a burg or LM perma-mez it until everything else is dead.
  4. At the same time as the minstrel fear (after tank1 body-pulls the group), tank2 will taunt/hit the other Gnawer back to the group.  Kill this Gnawer.
  5. After first Gnawer is dead, have tank1 bring the bugs up to the group and kill the bugs next.
  6. Finally, go down and kill the last Gnawer.
The second pull is not as difficult, but YOU MUST WATCH DISEASE ICONS.  Take a disease pot if you get the disease icon.  Your LM will be spamming disease removal, but you still need to watch it.  It looks like a big eyeball (this is not an eye symbol over your head, but on your buffbar).  If you don't pot it immediately, baby worms will spawn.  They are nothing by themselves, but several of them together can wreak quite a bit of havoc in the group (doing additional dmg to tanks, interrupting minstrels, etc).  I forgot the mob make-up and will add it when I get it.

The third pull is similar to the first pull with the addition of having to WACTH YOUR DISEASE ICONS.
  1. Tank1 body-pulls group, kites bugs.
  2. Minstrel fear then burg/LM perma-mez on one Gnawer.
  3. Kill other Gnawer.
  4. Kill bugs.
  5. Kill last Gnawer.
These fights are a lot easier with 2 perma-mez classes, but that will not always be the case.



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!
TopBottom

Harlinator (SuperAdmin) 4/22/2011 6:44 PM EST : RAID - Ost Dunhoth: Poison Wing T2
Ex Benevolent Dictator
Harlinator
Posts: 5933
0
Like
0
Dislike

Poison Wing T2



Contributed by Nakni:
 Poison Wing T2

 

The First Room:

Platforms:

Every platform in this room will collapse if more than 2 people get on it or close to it.

Water:

Standing in the water does 350-425ish damage per tick
Trolls:

There are two. They have the OD Anger buff that requires two Crowd Control attempts to get them controlled again. They have a frontal AOE. They have an induction that applies a -50% Incoming Healing Debuff AOE.  They also root.
Pale-Folk:

I did not count. They do what pale-folk do. They poison and run around creating general mayhem, but are only signatures.
Lake-lords:

There are two. These guys cause the water to be so “poisoning”. They stand at the opposite end of the room. They don't move. They spawn the nemuls. Each Lake-lord spawns 2 nemuls at all times. If you kill one nemul another one spawns.
Nemuls:

I did not get much info about these, as my only experience with them was drive by taunting. They were hitting the minstrels, Toov was complaining.

Strategy:

Tank the near left troll 2 platforms straight out from the group. CC the other troll. Kill pale-folk and get the nemuls under control (on a heavy). Kill the tanked troll with ranged DPS. Kill the CC'd troll. Ranged DPS move out 2 by 2 and kill the Lake-lords and the water reduces its tick damage to about 56 per tick.

The Second Room:
Platforms:

Every platform in this room will collapse if more than 2 people get on it or close to it.

Water:

Standing in the water does 350-425ish damage per tick
Trolls:

There are four. They have the OD Anger buff that requires two Crowd Control attempts to get them controlled again. They have a frontal AOE. They have an induction that applies a -50% Incoming Healing Debuff AOE.  They also root.
Pale-Folk:

I did not count. They do what pale-folk do. They poison and run around creating general mayhem, but are only signatures.
Lake-lords:

There are two. These guys cause the water to be so “poisoning” They stand at the opposite end of the room. They don't move. They spawn the nemuls. Each Lake-lord spawns 2 nemuls at all times. If you kill one nemul another one spawns.
Nemuls:

I did not get much info about these, as my only experience with them was drive by taunting. They were hitting the minstrels, Toov was complaining.

Strategy:

Throw down tar, CC 1 troll, kite back to the first room, throw up Cracked Earth. Guardians kite un-CC'd and un-rooted trolls. Pale-folk are burned down. Trolls are burned down. We move back to the other room. Ranged DPS moves out to the Lake-lords 2 by 2 and takes them down.

The Boss Room:

Platforms:

There are 4. 1 person is allowed to stand on them, but 2 people can only stand on them for 5 seconds before the platform collapses.

Water:

Standing in the water tiers up debuffs/DOT and outgoing damage.
Frothmar:

He is the Darkthorn boss. He has a ton of morale (890k?). He has a knockback. He has a ground-pound that hits everyone who is in the water for 2,000-ish? He needs to be tanked in the middle of the room equidistant from the other platforms.
Roots:

These spawn throughout the fight and root everyone within range. They have about 5,000 morale, so they must be killed quickly, so that the water/platform switching may occur
Nemuls:

These guys have about 10,000 morale and head straight for platforms to knock them down when Frothmar calls for them. They must be destroyed immediately.

Strategy:

The platforms are numbered facing the room going clockwise 1, 2, 3, and 4. The raid is split into 4 groups of 3. Minstrels/Healing RKs are diagonal from each other, and captains are diagonal from each other. The two tanks and a captain need to share a platform. Everyone in the raid is assigned a number 1, 2, or 3, within their group of 3 for platform switches. A designated raid member is to call out the switches every 10-12 seconds so that the raid debuff/damage from the water does not tier up. The tanks and the captain with them, do their own thing for the switches. Engage is on a 1m CD, so we switch approximate every 30 seconds.

 

1 tank gets initial aggro of Frothmar, calls out when his debuff is to tier 3. The other tank comes in and Engages Frothmar. The first tank waits until the other tank has aggro of Frothmar and heads to his/her pre-determined platform. We did not discuss it, but Amindion, Grubble and I had a pretty good rotation going last night, where Amindion would sneak on the platform when we were switching aggro of Frothmar, then jump off when his debuff was off, then the non-tanking tank would jump up until his debuff was off, then jump down, and Amindion jump back up, then down, then the tank would jump back up, then down and head for a switch. This seemed to time pretty well with engage.

 

All during the switches, jumping, and calling what number is to be on the platform at any given time, roots will spawn that AOE root people near them, Frothmar calls them out by name. These need to be blown up as fast as possible so that regular switching can occur. Frothmar will also spawn the Nemuls that destroy platforms if left up too long.

 

Frothmar must be kept in the center of the room, if he gets too close to any platform he destroys it causing mayhem. You have only 10 minutes to kill Frothmar or he gets an insance buff from the water that raises his damage output by 400%, making it near impossible to succeed at that point.

 

This fight is actually very fun and has a ton of things going on at the same time. Most importantly, people need to pay attention and react quickly to things going on around them. There is no room in this fight for non-attentiveness. We had him to 120k morale when we got to the 10 minute mark. We can work on positioning him better for the ranged DPS and easily kill him the next time.



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!
TopBottom

Harlinator (SuperAdmin) 5/28/2011 2:40 AM EST : RAID - Ost Dunhoth: Fear Wing T1
Ex Benevolent Dictator
Harlinator
Posts: 5933
0
Like
0
Dislike

Fear Wing T1



Contributed by Harlinator:


On Tier 1, there are 3 trash pulls.  Not too difficult.  Mez/fear morrovals.  Kill drakelings first if present.  Kill morravals.  Kill trolls.

On Durin's Bane, he does several things.  It's ideal to have 2 guardians because he puts a debuff on main tank which drops threat and gives increase to incoming dmg and decrease to incoming healing.  So having 2 guardians switch agro when this happens is ideal.  Also, have RKs constantly spam Do Not Fall to Flame.  Then he does a 'fear punt' to someone randomly.  When you land, take a fear pot while facing AWAY from Durin's Bane.  Then he does a distributed dmg when he calls out 'Krai thupal-nûl'.  Group up for this.  Then he can do a frontal AoE with his flame sword.  This is not too bad.  Then just burn him down.  If there are 6 deaths, it's a fail.  Really not a bad fight if people are paying attention.

From Aldranath:
BTW - his debuff is

Shadow's Grasp
The swirling shadows of Durin's Bane strip your defences.

Target cannot Parry
Target cannot Evade
Target cannot Block
+50% Incoming Melee Damage
+50% Incoming Ranged Damage
+50% Incoming Tactical Damage
-50% Incoming Healing Modifier

Duration: 30s


Besides the lost Threat Generation from Guardians it doesn't actually debuff threat (Which is good and bad)



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!
TopBottom


Who's Online

There are   members online.

So-and-so has logged on!
%title%
%message%