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Harlinator (SuperAdmin) 2/26/2010 5:23 PM EST : CDoME Guide: RAID - The Vile Maw
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This CDoME Guide was initiated by Harlinator

Here is the Table of Contents for this Guide:

[0]: Prelude
[1]: Burglar
[5]: Hunter
[8]: Rune-keeper
[9]: Warden
[10]: Scream (Phase 1)
[11]: Deep Water and Large Tentacles (Phase 2)
[12]: Transition and 12 tentacles (Phase 2.5)
[13]: The Watcher

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!
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Harlinator (SuperAdmin) 2/26/2010 5:39 PM EST : RAID - The Vile Maw: Prelude
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Prelude



Contributed by Silmarilos:


A key note for the watcher, DO NOT contribute to Conjunctions (fellowship maneuvers) until phase 3 and then, when you do contribute, make sure it is green or blue to help with the healing. you DO NOT want to go reds or you might kill the tentacle and it will cause serious problems.



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) 2/26/2010 5:39 PM EST : RAID - The Vile Maw: Burglar
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Burglar



Contributed by Silmarilos:


Keeping tricks up and reveal weakness is the name of the game on the burg.

Going full mischief maker with a small snag on a 30 second cooldown is the best for this fight as your tricks will last longer and you will be able to maintain small snag (+3% damage) for nearly the entire fight.

As far as which tricks to use, I like using improved counter defense on the shaking tentacles (phase 3) do help with DPS and depending on your tank, either Disable or counter defense on the watcher. If your tank is tough and can take it, counter defense is nice but if they are getting destroyed, disable is the way to go.

Make sure to maintain reveal weakness up at all times (I like to switch between the tentacles/ watcher but you can leave it on the watcher full time as well) and make sure to maintain small snag on as many targets as possible for the increase to damage.

Only intentionally pop CJs in phase 3 when the group needs heals/ power and you are on time/ track. Popping a CJ on the watcher is also nice as it can give the tank some extra time without getting hit. Do not intentionally pop CJs before then as it can cause problems. If your heals are not great, a burg can pop a CJ on the big tentacle in phase 2 right before the switch so that the champ/ group will have a nice heal on them while entering.




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) 2/26/2010 5:39 PM EST : RAID - The Vile Maw: Hunter
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Hunter



Contributed by Silmarilos:


If you are the Tanking hunter make sure to slot 3-4 down the bowmaster line so that your DPS and threat in strength stance is very effective. DO NOT have a bow with threat down ranked up at all as this will severely hinder your abilities to hold aggro. You will also want to trait for decreased ranged damage (IE Charity, patience, using a painted vane, using runes with ranged defense, etc...).

If you are a DPS hunter in this fight, slot however you choose (not in trapper of fail obviously) but make sure to have the barbed arrow bleed pulses slotted. You will be just DPSing on the Raid Assist target the entire fight and if you can, keep up barbed arrow on the watcher full time (once every 20 seconds). Your most important job, should a problem arise, is to kill the ranged crushing/ strangling tentacles that other classes may not be able to reach (IE if the tank gets tossed).

I like to fight most of the fight in endurance, but some argue for precision. Personally, I like to go endurance and switch back and forth between strength when I have a lot of power to burn.



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) 2/26/2010 5:39 PM EST : RAID - The Vile Maw: Rune-keeper
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Rune-keeper



Contributed by Silmarilos:


As an RK you will either be DPSing this fight or Healing this fight. If you are healing, you should slot 4 healing traits, both linnods, and a 7th one (though I recommend overwhelming confidence). You will be healing a large number of people in the fight however your primary focus should be on keeping the tank up. You can keep writ of health (tier 3) up on 3 diff targets without much difficulty and those target should usually be the tank, the tanking hunter, and a mini. RK healing is especially useful in the transition phase (2.5) because ST healing on a champ is an RKs specialty. Other than that, make sure to use word of exultation everytime it is up and heal like crazy.

As a DPS RK you can go a couple different ways. I personally am partial to slotting 4 fire, both linnods, and a random 7th one while traiting mystifying flame. The My logic behind this is so you can keep up your fire DoTs on the watcher nearly the entire fight and it will greatly speed things up. During phase 3 where you are getting into the DPS rhythm you should be maintaining a tier 3 writ of fire, essence of flame (when it is up), and mystifying flame on the watcher at all times. It is essential to keep mystifying flame up because you will likely pull aggro if you do not. If you have the power pool/ ICPR, I recommend maintaining a tier 3 writ of cold on the watcher as well as this will help 2 ways. 1) it will make his attack duration longer which will help with the overall healing, and 2) it will make his inductions longer as well which gives the melee/ tank more time to get out of the way when he shakes with anger.



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) 2/26/2010 5:39 PM EST : RAID - The Vile Maw: Warden
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Warden



Contributed by Silmarilos:


Most of the time you will be DPS/ corruption removal, but occasionally wardens will tank it as well.

If you are the usual DPS/ Corruption removal I recommend you trait 4 DPS and the 3 masteries with the DPS capstone. Your job will be the same as many others in the fight, however, in phase 3 you will NOT be attacking the shaking tentacles. You will be on the watcher the entire fight both removing corruptions and DPSing him down all the time. Since you will be in AoE melee range, you will need to get out of the way as soon as you see the "Shakes with anger" AoE coming.

If you are tanking instead of corruption/ DPS, I recommend slotting 4 Healing and the 3 masteries with the Healing capstone. You will take the place of the tank and do all their normal duties. The only time that can be problematic is when the watcher pops up initially in phase 3. You will need to grab aggro RIGHT away without an AoE force taunt. My advice is to put on your DPS weapon, cue up Spear of Virtue with the masteries, and hit him with it the second he is targetable. this should grab the initial aggro for about 5 seconds, which will give you enough time to hit precise blow about 10 times to establish darn good agrro. Once established, work on a rotation of Shield Mastery, Restoration (to help the healers), precise blow x2-4, and throw in a corruption removal if you can. Your primary focus should be to hold aggro and run (swim) back to the bridge once the watcher does his AoE so you can avoid 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) 2/26/2010 5:39 PM EST : RAID - The Vile Maw: Scream (Phase 1)
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Scream (Phase 1)



Contributed by Silmarilos:


In the beginning of the fight, everyone groups on the LEFT side of the room near the small rock outcropping that gets near the water. Once everyone has popped hope, read scrolls, eaten food, popped clickies, and bought destiny hope (if they need it), the tank runs straight out towards the watcher and then once they see the words, "The Watcher Shakes with Anger" pan across the screen, they turn a sharp right and run across the shallow water) to the opposing side of the rock outcropping they started on. While the tank is running out to start the fight, everyone else remains still until they also see the words "The Watcher Shakes with Anger" pan across the screen and then they too will run to the right side, through the shallow water.

Once the watcher has done his "Scream", everyone lines up to fight the first tentacle on the right. You want the "line" to be all 12 people in a straight line that runs through the tentacle you are on and the watcher himself; essentially you will be looking straight ahead and seeing the tentacle in front of you and directly behind it, the watcher. Kill this tentacle as quickly as possible (strength stance, oathbreakers if needed, etc...). Once the tentacle dies, DO NOT MOVE AN INCH. stay still and range DPS the tentacle to your left. Once you see the text, "The Watcher Shakes with Anger" pan across the screen, RUN to the left side of the room with the group. Once the scream passes the group, same deal; line up in a straight line and down the left tentacle with all possible haste. If for some reason he prepares to scream once more and the tentacle is not yet dead, run to the right side and just kill it quickly.



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) 2/26/2010 5:39 PM EST : RAID - The Vile Maw: Deep Water and Large Tentacles (...
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Deep Water and Large Tentacles (Phase 2)



Contributed by Silmarilos:


After both tentacles are dead the watcher will appear and bring down the bridge thingy causing about 1,000 damage to everyone in group. At this point every single person (who is not rooted) needs to get into the deep water immediately. Once you are swimming, ranged DPS needs to turn around and kill the tentacles that spawned where they just were ASAP because the longer they stay alive, the more adds they spawn. The tanks and melee should swim all the way to the bridge and start killing the massive tentacles. The tank should go to the right one to grab aggro and the melee should just be on the left one. Once the tentacles in the back are dead the ranged DPS and the healers should all move onto the fallen bridge and stand at the mid section on top of one another.

Strangling tentacles will start to appear here. Stranglers hang you upside down, immobilizing you, and causing damage over time. No matter what you are doing, strangling tentacles ALWAYS take priority and should die first. If someone is getting strangled they need to call it out right away to alert the group.

Kill the left tentacle and once it is dead, move on to the right, but literally, move over there as well. The tank should spin the tentacle around so it is facing away from the group (frontal AoE) while the rest of the group bundles up into a very tight zerg ball; you want to be literally on top of one another. Bring the tentacle down to about 15k and wait for the next strangling tentacle to come. Kill that strangling and once it is dead, have the tank spin the tentacle into the group and immediately down the giant tentacle. THE SECOND you kill it, move out of the way to where you were in the center of the bridge platform. If you have a warden in group, pop conviction the second those tentacles go down and run.


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) 2/26/2010 5:39 PM EST : RAID - The Vile Maw: Transition and 12 tentacles (Pha...
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Transition and 12 tentacles (Phase 2.5)



Contributed by Silmarilos:


12 Tentacles will spawn where your group just was. Your Deathstorm traited champ will pop deathstorm and beat the crap out of all 12 of those tentacles. Healers should be spamming heals on that person non stop and I recommend a captain (in group with the champ) pop in harms way/ last stand. The group may or may not have a random tentacle in out of the champ's AoE range, if so, kill it quickly ranged DPS. The rest of the group at this point should be helping the champ AoE the tentacles down WITHOUT getting in the middle of it. Once dead, phase 3 will begin.

The groups should move to their final positions: [http://lorebook.lotro.com/wiki/File:WatcherTransition.jpg] <-- The purple is the tank, the red is the rest of the group


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) 2/26/2010 5:39 PM EST : RAID - The Vile Maw: The Watcher
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The Watcher



Contributed by Silmarilos:


A Few Key notes about Phase 3
1) When the "Watcher shakes with anger" in this phase it is an AoE attack that can cause enormous problems and wipe the group. If you are within melee range of the watcher you need to move away asap. A safe marker on all sides is the bridge surrounding him. If you can make it to the bridge you will be fine. The Tank who has the watcher aggro MUST run away from the watcher and out of the AoE range or else they will get hit hard and tossed into the back of the room, causing many liittle tentacles to spawn, and likely wiping the group. If for some reason the tank cannot get out of the way in time and gets thrown, they need to call it out IMMEDIATELY so the group can handle it. The hunters will need to spin around the side of the watcher and shoot the little tentacles from a distance and then getting back into formation asap.
2) The "Sharks" that spin around the outer perimeter (IE tentacles that go around the outer area of the bridge) should be avoided at all costs as being hit with one of those will most likely one shot ya.
3) The Strangling tentacles should ALWAYS take priority when they pop up. They should be killed immediately and all DPS (except the tank) should switch to them and kill them no matter what they were doing
4) Melee corruptions will spawn on the Watcher every 15 seconds or so. Someone should remove them when they come up (a warden is ideal, but whatevs) and ranged corruptions build as well; however, they are un-removable so do not worry about them.
5) Never, under any circumstances, should both shaking tentacles be dead as this can cause you to start from scratch if he gets a heal off. When a Shaking tentacle stays alive long enough it heals him for 25,000 morale every (second?) so it is pretty tough to out DPS that. The reason you down them one at a time in the order I have listed below is so those heals do not occur. If you kill both tentacles then they will both spawn at the same time and healing will be likely. Make sure to always leave one alive at 15k morale.

The final, and lengthiest portion of the fight. Once the 12 little tentacles go down 2 "Shaking" tentacles will come up. It is extremely important that your tanking hunter grab aggro on both of them asap. The rest of the group save the tank should be helping to DPS a tentacle (say the left one first) down. The watcher will finally show itself at this point and the tank (who should already be in position across from the group in the deep water within the giant square of bridge facing towards the entrance of the instance) should grab aggro immediately but without an AoE force taunt (IE: challenge the darkness, Defiant challenge...) because it will cause many problems. (Wardens I recommend cueing up spear of virtue for the immediate hit and then precise blow afterward). The healing on the tank must start to ramp up here.

Once aggro is established by the tank and guard, the rhythm can begin. You will down the left tentacle completely. Move on to the right tentacle (being constantly wary of the AoE big hit...) and bring it down to about 15k morale. Switch to the Watcher and DPS him until you see the words, "More tentacles emerge from the depths". Once you see that message, kill the one you brought down to 15k and switch to the other tentacle. Bring it down to 15k and switch to the watcher. etc... etc..

The Tanking hunter will have a fairly simply job here. Slotted Bowmaster and in strength stance, the hunter's job is to hold aggro on both of the shaking tentacles at all times. How they will do this is hitting the tentacles with a few good hits (swift bow-penetrating) and then switching to the other one. Once the rhythm has started and one tentacle is down to 15k and you are on the watcher, a new one will pop up. While everyone else kills the old 15k tentacle, you will need to grab aggro on the new one while ignoring the other one altogether. That is the role of a tanking hunter in there.

This process will continue until the watcher is dead.

And that is the fight!



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


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