This was lifted from a French Canadian group who apparently tookit from somewhere else, who took it from somwhere else. So, it seems to be 'well seasoned' in that sense (or maybe consistently wrong).
The idea is to put something up that gives us an idea of what to expect. Reading over this, I have to say that despite the need for larger number, Helegrod strickes me as much more simplistic and straight forward than The Rift. However, from the sounds of it it is much more expensive in terms of materials needed (pots, tokens, etc).
Edit: I've begun updating this as we learn which parts are wrong. It seems a great deal has changed, or been deliberately omitted.
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Part 1: The Drums of War - DBS Verifed and Updated Strat 6/21/08
The instance begins with a pull of 4 archers, an Troll, and about 7-8 more mobs. The 4 archers are permanet deaths, but the ogre and other mobs will keep coming in waves until you kill the ones beating on the drums of war.
Unless you keep the troll alive.
Main tank(MT) will need to pick up the Troll right away and pull it into a spot far away from the group. The best location is just inside the gate, off to the side.
The tank will sit and bash on the ogre with a healer on him the entire time. The MT will need a pocket healer, but honestly the troll is pretty squishy and does little damage to a decently equipped tank. The real risk is the MT killing the troll before the full group can deal withthe drummers.
EVERYONE else will let the other tanks pick up all the mobs and damage per second(DPS) on the Main Assist(MA). NO ONE WILL DPS THE TROLL!
Once all the mobs are down except for the troll-- The fun begins.
There are 4 Drummers. The MUST DIE ALL AT ONCE OR VERY CLOSE TO IT. When you fight them they will turn green and fall down. If you do not get all 4 on the ground at once, within roughly 15-20 seconds, they get back up and at full health to boot.
The catch here is not all drummers go green at the same HP. And you can't tell which one's go at what level. So here's how to deal with them
The main group will stay up near the tank and help him stay alive.
One group of DPS and a healer will head down to the drummers with the MA. Any CCs you have (lore masters Ideally, but Burgs work) go as well. You should have roughly 8-10 people down there to pull the dummers.
The CC sleep ALL the drummers. Assign one CC per drummer. The MA will then grab ONE dummer and the group will burn him to around 7k HP. At that point, the group disengages, the CC sleeps the dummer and the MA switches to the next one. Repeat this for all 4 Drummers, sleeping and keeping them selpt at 7k HP. Once all 4 are at 7k, the ENTIRE GROUP comes down and when the MA engages a mob the all AOE as hard and heavy as they can. Everyone. The idea being to burn 7k via AOE off all 4 mobs. They should go down quickly.
Once they're dead, Drop the troll. All done.
Stage 1: First Grisgalt + Friends encounter(no loot) DBS Verifed and Updated Strat 6/21/08
There are 4 named bosses here, the MT will tank 2 of the mobs the OT will tank 2 of the mobs. The third tank or MA will have to pick up all the adds that spawn with the help of any champions. Everyone DPS's the MA targets on the adds, and then the named bosses go down 1 by 1 after the spawns are killed. Stay by the stairs and don't aggro the side camps.
Note- Kill Grisgalt First! He leaves at 100k health! Ahsen should be last--he leaves around 10k i believe.
The groupd should stay just inside the gate. Exit the gate and the whole thing resets. But go too far in and you argo all the adds in the back and sides. It's VERY important to make sure everyone is assisting the MT or MA depending on how you're set up.
All the bosses can be slept/mezzed so its best to have a CC team keeping them down while you deal with adds and each boss in turn.
Stage 2: Giant Boss: Skurovigan DBS Verifed and Updated Strat 6/21/08
There is one boss here. USE HOPE TOKENS. The MT will run in, aggro the boss for about 30 seconds, and then everyone will continue to do white(auto attack) damage to the boss. Conserve your power for the first stage of this fight! Cast a power ability, wait for it to regen, and cast it again. Eventually you will see a sign saying Skuro concentrates his attacks on XXX. Feel free to DPS hard. At 50% health, the boss will enrage and spawn adds. The MT always loses aggro here for 2 minutes. Everyone needs to stay calm and ignore when the boss is hitting you.
8 Snowbeasts spawn from the tents behind the boss. All tanks need to pick them up immediatly. The snowbeasts will continue to spawn no matter what you do. You can have one slept but more will spawn any way. In fact, they can spawn once the boss is dead and you're heading to the chest! We had two pop from the tent as we went to open it!
Stage 3--BearsDBS Verifed and Updated Strat 6/21/08
Go to the right of the opening gate(near the drums of war). Clear Bears--Kill Huge Bear. This is brain dead simple. It's all straight up fighting. You tank it and kill it. Easy as pie. You could probably do this with a small fellowship if you wanted to.
Stage 4-- The Drake Lair -- - Unconfirmed
Lesson 1--Stay off the drake eggs
Make sure you stay off the drake eggs
DO NOT GO ON THE DRAKE EGGS!
So you enter--you clear--be careful--nothing out of the ordinary.
Eventually you will come to a room with levers--dont pull them. Also--did i mention stay off the drake eggs? Clear the room where the levers are. Clear the rooms below the lever room to the north and to the south so you can get to each of the gates.
Create two side groups that contain a Guardian, A Minstrel, and a Hunter. One group goes to the south gate. Everyone else stays at the Big Gate room. Have your MT pull the South Lever-- At this time--the South gate will open--the small group of three will run in and clear the drake. At the main gate an elite master with about 4-6 drakes spawn--dps them down at the same time. The South Gate people will now see a lever--send another group--as many as you want as long as their is a minstrel guardian and dpser. The south gate will pull their lever and that will open the north gate. North Gate people run in--DPS down the drake- South gate will fight another drake and so will the main gate--Pull their lever. Main Gate Opens-- pull the south lever to release the north group, pull the north lever at the main gate to release the south group. Regroup
Move on--pulling mobs--be careful. DONT STEP ON THE EGGS.
Eventually you will enter a room full of elite master drakes. Let your MT pull them back to the ramp one at a time, sometimes a pull of two. Clear the entire room.
When you move forward here, BE REALLY FREAKING CAREFUL. Do NOT get close to the other ramp. At the bottom of the ramp their are two scouts--they run and gather more mobs. a lot more mobs...and dont step on the eggs!!
Before you attempt stunning them(which is resisted a lot!) have all your hunters lay traps but make sure they don't aggro the scouts. Have half your stunners targeted on the left scout, and the other half of your stunners targeted on the right scout. Have them all attempt to stun at the same time so they don't run. DPS them down as fast as you can without letting them get away. IF and WHEN they get away--they will aggro many mobs. Just micro manage as best you can. Stun as many as you can..use the hunter traps. They do AOE damage .. there are priests but they don't heal drastically. I recommend having your MA target the elites that AOE and get them down first. But if the scout is alive--kill him first!! If you wipe at least you won't hafta worry about the scout again.
That is probably the hardest part of this stage.
BOSS FIGHT - No need for tokens - Unconfirmed
Ok good job, pull, clear, get to the boss zone. DONT STEP ON THE EGGS.
There are 2 elite worms and 2 elite dragons--they do a lotta damage, and you can't do damage to them. EVERYONE needs to DPS as hard as they can on Grisgart. LoreMasters are clutch for this fight, they can keep the dragons stunned the entire time until Grisgart is down. Burglars can stun as well, but usually can't stun lock the entire time. Tanks do your best to keep them off the healers if they are not stunned. DPS down Grisgart, then take out each of the worms/dragons 1 by 1. Loot the Chest. Stage cleared.
Note-In case i forgot to mention it, make sure you stay off the drake eggs.
Stage 5- The Spiders - Unconfirmed
BRING POISON POTS.I recommend 5 per person.
Champions make this fight easy. Clear everything, get drops, be careful, the tighter the group can stay the faster the spiders will go down. MT should pull big spiders away from the group. Clear..Clear..Clear
Ok now you get to a room with water/ice in the middle. Your at the boss.
USE TOKENS
You fight about 4 or 5 waves of spiders that get progressively more difficult. Stay in a nice tiny circle and you won't have a problem. Champions AOE, hunters watch your DPS, and everyone will be alive for the main fight. Once the waves are done, the spider boss comes out.(Tiny down time before you fight the spider- regen as fast as you can)
DO NOT STAND UNDER HER AND DO NOT STUN HER.
Let your main tank get aggro, DPS away. If you have a poison, SCREAM AND YELL "(YOUR NAME HERE) HAS THE DEADLY POISON." It looks like an EYE-- also--IT ONLY KILLS PEOPLE WHEN THE SPIDER BOSS IS OUT--not during the waves of spiders part. Use your pots to get rid of it, and hope your burglars and elves do the rest. Remember the bomb in MC--its the same concept. You will wipe the raid if you don't get that poison off. Small waves of spiders come in--stop DPS on the boss--take out the spiders asap. Back on spider boss.
Note* Last time we still got hit by the deadly poison and lost half the raid, we were able to DPS down the boss before we all died.
Suggestions: 1:Keep your hunters on the boss the entire time, let champions and guardians handle the spawns, under 20k health focus all dps on the spider.
2: Have everyone select in Options: Social Options: View only dispellable effects: This will really help in seeing the eye.
Stage 6-Thorog - unconfirmed
BRING FEAR POTS!! Use Tokens. Summon the guy from the tomb. Main tank grab him. Everyone DPS him down asap. When adds come, extra guardians can pick them up but stay on the tombstone guy. When he dies the adds will go away. Thorog comes down. Main tank pick him up and face him away from the group. WATCH YOUR DOTS. Get rid of the eye if you have it with a pot. Much like the spider boss, you will wipe the raid if you dont get rid of the dot. Drakes come from stairs, LOS and bring them to the group. Spiders also come, Tank them and kill them...but not with your MT. your Mt has to be ready to pick yo Thorog anytime he flies away and comes back.
For conjunctions use blue blue blue green green green. You never know who will be able to contribute to the conjunction right now since there is a horrid raid bug that gives people "invalid target". At least get some power back!
BRING POT(s)! We have every member bring 20 Poison and 20 Fear Draughts. We are currently implementing Salves. (Salves can be used on other people, but it DOES put your pots on cool downs) Won't hurt if ya get it off on the guy who is on cool down themselves! We also require each member brings 2 +4 hope tokens so it isn't the same people constantly bringing them. We also require 5 Pure Pots of power and morale. Lastly we ask that everyone sends their extra beryls to our jewellers in order to make us +5 hope tokens for our MT group.
Fear Restistance + Shadow Mitigation. Start stacking!
For Fear resistance max out confidence, empathy, and idealsm! 13% Alone with those traits! Our goal is to get 40% total(i know it is a lot! but if you start storing early, you can do it, i am personally already at 31%!)
Why 40%? Captains have a 50% fear resistance buff and minstrels have a 10% resistance buff. Time it right, and you will have immunity to fear!




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