Raid Guide: The Abyss of Mordath

The Abyss of Mordath (in progress)

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  1. Preamble
  2. General Class Suggestions
  3. Shadow of Mordor
  4. Forgotten Pages
  5. Flag System
  6. Locks
  7. Meet The Trash
  8. Trash to Boss 1
  9. Boss 1 (The Twins):
  10. Trash to Boss 2
  11. Boss 2 (Sagrog):
  12. Trash to Boss 3
  13. Boss 3 (Fingar the Greedy):


In the thrilling conclusion to the story introduced in Dor Amarth, descend into the Black Pits of Mordor in pursuit of King Váskmun Greytooth and the Firehorn Dwarves. The time has come to put an end to King Greytooth’s misguided quest to reclaim the lost Dwarf-ring Manthríf and avenge the threats he levied against the Dwarves of Durin’s Folk. The followers of the Order of the Eye are also searching the Abyss, and neither group knows the true terrors that lurk in the deepest shadows there.

Find the entrance to the Abyss of Mordath in the Chamber of the Watchers in the lower levels of Barad-dur (47.2S, 26.1E).  Or, if you have already completed the Barad-Dur quests you can use the Gorgoroth Reflecting Pool (you cannot be in a group) at the Ruins of Dingarth (48.3S, 8.8E) and do the Instance:  Into the Abyss to port there (from the drop spot just head east, south, and then west and you will be at the Chambers of the Watchers).

 

 

 

 

 

 

 

 

 

 

 

 

 

Upon Entry:

The Abyss of Mordath
“Determined to wield the lost Ring of Power Manthríf once more, King Váskmun Greytooth has led his Firehorn dwarves into the Abyss of Mordath, where the sunken foundations of Barad-dûr now rest. Meanwhile, the Order of the Eye has made haste to pursue the Firehorns, eager to avenge their fallen and contest the dwarves’ claim to the greatest artifacts of the Dark Lord. Unbeknownst to any of them, greater still are the terrors Sauron hid away in the shadows of the Mordath….”

Speak to the NPC Dernaith:

 

 

 

 

 

 

 

 

 

 

 

 

 


General Class Suggestions

For the T1 version of the raid the class make-up can be just about anything; however the 1st and 3rd boss fights do not favour melee classes.  With that said, a solid Champion could be swapped in for a DPS class (and they are nice for the trash pulls).

Main Tank (1):  Guard / Warden / Beorning
Off-Tank (1):  Cappy / Warden
Healers (2):  Minis (although Boss 2 T2C a Beorning is advantageous).  Boss 2 T2C is best with 3 healers (2 minis + 1 beorning)
LM (1):
Burg (yellow) (1):
Captain (red) (2): 2 if the off tank is not a Cappy
Hunters (blue)/RKs (red) (4):

Shadow of Mordor

T1:  170 Light of Earendil is suggested (the main areas are 150 but there are debuffs that you need to account for).
T2:  220 Light of Earendil is suggested (the main areas are 200 but there are debuffs that you need to account for).

More on the Shadow/Light system HERE.

Forgotten Pages (The Lost Lore of Gorgoroth)

The majority of the pages can be obtained along the route taken from boss to boss to boss.  However, there are a few that are behind trash mobs off to the side.

First Page (right after the first boss run around up the stairs and then jump down in to the pit):

“Seven years…a mere seven years, and I heard the truth in Sauron’s words. Gil-galad had left me to die, and Sauron in His kindness wrought for me a new form and granted me a place among His greatest servants. Seven years, and He was defeated…but He will return.”

Second Page (down the steps from Dernaith and to the right):

“Long after Sauron’s fall, the Lord of the Nazgûl decreed that it was His will to gather the Seven Rings to Mordor. Sindya and Taurya had been wrested from the unworthy fingers of Dwarf-kings in the East, but none in Mordor — not even the Nazgûl — dared to seek the Ring of Durin, Angya.”

Third Page (just before the first main trash pull head left down an alcove:  Lithannon):

“Four of the Seven remained lost and hidden in the Dwarf-kingdoms of Middle-earth, and so it was that the Lord of the Nazgûl ordered one of the Gúrzyul, the Weeping Warrior, to find them.”

Fourth Page (just past the trash that you clear before jumping down to the Black Pits)

“To the East, the Nazgûl had spied the Dwarf-kingdoms in possession of the Rings Tínya and Tulcya left in ruin, but they ventured no nearer for they sensed an ancient, terrible power lurking within each of the dwarves’ broken halls.”

Fifth Page (before Boss 1; second pull with Shadowy Remnant)

“Indeed, it was Dragons that had laid claim to Tínya and Tulcya. A fire-drake, Thostír the Rank, and a cold-drake, Hrímil Frost-heart, had destroyed the Dwarf-kingdoms of the eastern mountains, and knowingly or not, they swallowed the Rings of Power as well as the Dwarf-kings who wielded them.”

Six Page (side room just before Boss 1)

“As Sauron had willed it, the Rings could not be unmade by dragon-fire. Thostír and Hrímil were soon subdued, and the Weeping Warrior dragged them beyond the Lithannon into the deepest dungeons of the Mordath. Thus, Tínya and Tulcya were returned to Mordor.”

Seventh Page (just after Boss 2 on the left) 

“With the Ring-drakes imprisoned, only Úrya and Vanya remained lost. The Lord of the Nazgûl soon revealed that a great Worm had survived the breaking of Thangorodrim. Desperate to escape the wrath of the Elves in the Elder Days, the Worm had sought shelter in the depths of the Ered Luin.”

Eighth Page (just after Boss 2 take the bridge to the right and head down the stairs)

“Long had the great Worm remained hidden in the Ered Luin, indeed long enough to be forgotten, but as the hoards of those wielding Úrya and Vanya grew, so too did his greed. Heedless of all peril, the Worm sacked the Dwarf-kingdoms and devoured the last of the Seven.”

Ninth Page (just after Boss 2 head straight and then down the steps in the Pit of Frost)

“And so, the Lord of the Nazgûl granted the Weeping Warrior the Dwarf-ring, Sindya, to draw the Worm from the Ered Luin. Powerless to resist his greed, the great Worm followed the Weeping Warrior into the East. When at last the Worm tired in his pursuit, he fell broken before the Ephel Dúath.”

Tenth Page (just before Boss 3; behind trash pulls)

“Thus, the great Worm was cast into Glurnákh, the Pit of Greed. For countless years, the Weeping Warrior brought his greatest tortures upon each of the Ring-drakes, but none yielded the Rings. Neither death nor mercy shall be granted to them, not before they surrender the Rings of Power.”

Eleventh Page (after Boss 3; by the chest)

“And thus it has been. The slaves of the Mordath mine the Ered Lithui, and stone by stone, Barad-dûr shall be rebuilt. When Sauron the Great at last returns, He shall know His servants did not forsake the Lord of the Rings!”

Map to Pages (from LOTRO Wiki)


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Flag System

Just inside the entrance (before crossing the bridge) there are two flag poles (left and right).  As you progress through the raid you set “checkpoints” whereby if you die you can use these flags to quickly port to.

Checkpoint #1:  The Black Pits (roughly half way to Boss 1)

Checkpoint #2:  The Screaming Deep (3 trash pulls away from Boss 1)

Checkpoint #3:  The Black Stairs of Durshnul (just after Boss 1)

Checkpoint #4:  The Ring Prisons (just after Boss 2)

Locks

After completing each boss you will be loot locked (cannot get loot from the same boss until locks reset) but not locked out of the instance (can run it as many times as you like).  The locks from T1 are separate from T2.  T1 locks reset 3 times per week (not sure which days) and T2 locks reset every Thursday (at 3am EST).

Meet The Trash (roughly in order of appearance)

Mordath Taskmaster

  • Cannot be CCed
  • Huge frontal AoE
  • Stackable (up to 9) Furry buff (-5% Attack Duration / +5% Run Speed).  At Tier 10:  Unstoppable Fury (+400% Melee Damage / +400% Tactical Damage / -50% Attack Duration / +50% Run Speed)
  • Does Distributed Damage (all players should stand grouped up directly behind the Taskmaster and the tank in front)
  • Mobs spawn off of them when their health hits 80% (He will say; Mordath Taskmaster says, ”To my side, Nurn-filth!”)
  • Spawned mobs die when the Taskmaster dies

Mordath Overseer

  • Cannot be CCed
  • Aura:   Imposing Presence (buffs mobs around it with -50% Incoming Damage and +25% Run Speed)
  • Puts a debuff on players (Red Eye) called Marked! whereby you are vulnerable to deadly attacks for 12s.  This cannot be potted or removed.

Mordath Slave-Culler

  • Can be CCed
  • Puts a red eye on people (Marked)
  • Puts wounds on players (can be removed)
  • Randomly zergs

Condemned Soldier

  • Can be CCed
  • Gets a stackable Reckless Buff (+20% Melee Damage / +20% Incoming Melee Damage)
  • Corruption:  Proper Motivation (makes them immune to CC)

Enslaved Nurnhoth

  • Do not become active unless they are hit or aggroed
  • Can be CCed
  • Cannot be aggroed (randomly zerg)
  • Put wounds on players (Wild Slice – 1)

Condemned Captain

  • Cannot be CCed
  • Has an Aura called Underhanded Methods that buffs all mobs within 10m with +20% positional damage.
  • Puts a debuff on players (Red Eye) called Marked! whereby you are vulnerable to deadly attacks for 12s.  This cannot be potted or removed.
  • Can stun you with an attack

Condemned Defiler

  • Can be CCed
  • Puts a green puddle on the ground called Foul Vapors that puts a debuff on you that adds +30% attack duration and +30 % skill induction
  • Puts a fear debuff (pottable) on players called Silenced; this prevents you from using most of your skills

Condemned Tracker

  • Can be CCed
  • Arrow attacks put poison debuffs on players (pottable)

Maddened Nurnhoth

  • Can be CCed
  • Put wounds on players (Wild Slice – 1)

Pit-Crawler

Bloated Pit Crawler

  • Has an effect called Acidic Secretion (puts a green cloud on the ground) that does 20% of your morale in damage every 2 seconds.

Shadowy Remnant

  • Has 50 corruptions on it and cannot be damaged.  You kill it by removing all corruptions.
  • Hits you with Drain Essence which transfers damage done to power removal (drains your power)
  • Will periodically pull players through the air toward, and over top of it.  You need to watch your positioning.
  • Does Distributed Damage (best to have all melee bunch up and all ranged bunch up)

Abyssal Maggot

 

Deathless Watcher

  • Casts an Aura called Abyssal Darkness that gives all those near it a -10 Light or Earendil debuff
  • Drops stackable puddles on the ground called Shadow of the Mordath that do 10% of your morale as damage every 2 seconds.  Players will get an eye under their stat bar and that means a puddle will drop.  If you have this, move away from the group to drop the puddle.
  • Can fear you (not pottable), causing you to turn 90 degrees from the direction you are facing and run.  CJs can interrupt this (use it when he bends over).

Devoted Ritualist

  • They get a corruption that if not removed causes them to reflect damage.  Remove it ASAP.
  • The Ritualist absorbs damage but it causes damage to the mobs around it.

Devoted Zealot

  • Will say; “You will make a fine sacrifice, [insert player name]” at which point they run at that player and start DPSing
  • When they die a Bound Spirit spawns

Bound Spirit (spawns upon death of a Devoted Zealot)

  • Get a corruption buff called Lingering Necromancy that gives them a +100% Tactical Damage buff
  • Will go through phases when they cannot be damaged (go in to the ground).  It is best to try and interrupt them and stack bleeds (DoTs).
  • They get a skill called Shadow-burst where they pulse and do damage; stay away from them when this is up (purple pulse clouds).

Conscripted Warrior

Conscripted Assassin

  • Can be CCed
  • Will say; “Not so fast [insert class name] at which point they run at that player and start DPSing
  • Gets a corruption buff that gives them +50% Melee Damage and +25% Run Speed

Firehorn Kingsguard

Firehorn Follower

Firehorn Soldier

Firehorn Axe-man

Firehorn Rune-carver


Trash to Boss 1

Pull 1:

From the entrance, head down all the stairs and stop at the last landing (before the last set of stairs). Everyone except the tank should stay on this landing with their back to the rock wall (where the flaming blue torch is). The tank should stand at the top of the last landing (facing the trash mobs).  There is a pathing Mordath Taskmaster that will come from the left; wait until he gets close and then pull him to the top of the steps (face him away from the group).  Burn him down, at x% adds will spawn; ignore them as they die as soon as the Taskmaster is dead.

Pull 2:

1 Mordath Overseer
1 Mordath Slave-Culler
2 Condemned Soldiers
3 Enslaved Nurnhoth

Lock down the Slave-Culler (LM or Burg).  Burn down the Overseer > Soldiers > Nurnhoth > Slave-culler.

Pull 3:

2 Taskmasters

Each tank pull one (and separate them).  Burn one down, burn the next one down.

Pull 4:

1 Taskmaster (sometimes you can get both; if not just repeat)

Burn down the Taskmaster(s) one at a time.

Pull 5:

1 Overseer
1 Captain
2 Slave-cullers
1 Defiler
1 Tracker
? Enslaved Nurnhoth (not active unless you hit / taunt them)

Lock down the defiler and 1 Slave-culler.  Burn down the Overseer > Captain > Slave-culler (one not locked down) > Tracker > Slave-culler (locked down) > Defiler (locked down).  Throughout the fight remove corruptions if you see them.

Pull 6:

1 Taskmaster
1 Defiler
1 Overseer
1 Captain
2 Slave-cullers
? Enslaved Nurnhoth (some not active unless you hit / taunt them)

Lock down the defiler and both Slave-cullers.  Off tank stays on the Taskmaster.  Burn down the Taskmaster > Overseer > Captain > Slave-culler (if not locked down) > Tracker > Slave-culler (locked down) > Defiler (locked down).  Throughout the fight remove corruptions /wounds if you see them.  The Slave-cullers should be slowed if possible as the Marked buff does substantial damage (7 Million in T2); Marked only lasts for 12s so the slow should allow the toon to avoid it by moving away from the Slave-culler.

Pull 7:

2 Bloated Pit Crawlers
Pit Crawler
Nurnhoth
1 Shadowy Remnant

Pull 8:

 

Pull 9:

2 Abyssal Maggots
Nurnhoth
1 Shadowy Remnant

Pull 10:

1 Deathless Watcher
1 Ritualist
2 Assassins
1 Warrior
4 Zealots

Pull 11:

1 Deathless Watcher
2 Ritualists
2 Assassins
2 Warriors
4 Zealots


Boss 1:  The Spoiled of Eye (The Twins)

Main Bosses

There are two main bosses;  The High Priest of Khokali and The High Priestess of Dauraga (affectionately called The Twins).  The two tanks must keep them separated (when they are too close they have a shield that prevents damage and they begin regenerating morale).  When you damage one, the other takes roughly equal damage.  It is best if all DPS is on one (most groups choose the Priestess).

Mini Bosses

At 75% (Gurmaush Stone-hide [rhino]) , 50% (Thornethril the Tained [spider]), and 25% (Falchranc the Hewn [ent]) there will be mini bosses that spawn.  The main tank will grab these mini bosses (they do not due a lot of damage).
Note:  The Stone-hide zergs.  Upon his death he debuffs some players with Blood Sickness) and incurable debuff that does 10% morale damage every 2 seconds and can spread to nearby players upon expiry.
Note:  When the Ent dies he buffs the twins with periodic heal bubbles that if not burned quickly results in a buff that does (???).
Note:  The Spider drops poison clouds (Tainted Bile) that do 20% of your morale in damage every 2 seconds.  As of this writing, the spider often gets trapped in the side room and thus can be ignored until you need to kill it.  Upon death the spider spawns spiderlings that root players.

On T2 they each do different buffs/mechanics when killed (more on this in the T2 section).

Devoted Supplicants

Roughly every 40 seconds a Devoted Supplicant will spawn (2 at a time on Tier 2) and take 30 seconds to reach the altar.  You can use Stuns and Slows on them but no other forms of CC; this will allow you to stagger when they sacrifice themselves so the tanks do not get hit with a double buff.  When they reach the altar they sacrifice themselves and buff the twins’ damage.

Blood-Spirits

At 70% of the bosses’ health the High Priest will say; “Sauron shall be reborn in blood.”  At this point 4 Blood-Spirits will spawn.  4 more will spawn every 75s.  The max up at anytime is 8, so don’t kill them.  These do not do much damage unless you are within 5m of them when they are inducting (have spinning red circle at their feet).  When they are inducting they do not move so they are easy to move away from.  This is why most groups wipe … not moving away from the Blood-Spirits when they induct.
Tip:  Scroll your camera way out so you can see 360 degrees around you.

Altar

Starting at 85% of the boss’s health and then roughly every 60 seconds:

The High Priest will say; “The Eye is cast upon you, [INSERT CHARACTER NAME]” and that player will be ported atop the altar (center of the room).  The healers need to get that player to full health before they can break free (by jumping off).

At the same time, the High Priestess will say, “Silence!” and everyone will be hit with a fear.  This needs to be potted or removed ASAP.

T1 Strategy

  • If Blood-Sprits are out move at least 5m away from them if they are inducting (red circle at base of their feet)
  • Stay out of green puddles (spider drops these)
  • If someone gets ported to the Altar be sure they are healed up to 100% and all others pot their fear
  • Ignore the Devoted Supplicants
  • The two tanks start the fight and separate the twins (in T1 the area where you tank is not important)
  • All DPS stacks on the Priestess until she is dead
  • All DPS burns the Priest (if it did not die with the Priestess; sometimes there is some residual morale on him)
  • Burn down the Stone-hide (if it did not die with AoE)
  • Burn down the Ent
  • Burn down the Spider

T2 Strategy

Challenge:  The Order of Death (You must kill all 3 mini bosses within the blood pools (red water) before the main bosses die)

  • The two tanks start the fight and separate the twins and then tanks them in a blood pool
  • The Devoted Supplicants should be slowed/stunned and tanks should prepare (i.e. Juggernaut, Pledge, SoD, To Arms, etc.) for the DPS buff they put on the twins.
  • If Blood-Sprits are out move at least 5m away from them if they are inducting (red circle at base of their feet)
  • Stay out of green puddles (spider drops these)
  • If someone gets ported to the Altar be sure they are healed up to 100% and all others pot their fear
  • Stun/Slow the Devoted Supplicants as they spawn and assign DPS to burn them down.
  • All DPS on the Priestess until she reaches just under 25% health (last of the 3 mini bosses spawns; the Ent)
  • 1 tank pulls the Stone-hide to the blood pool (where they are tanking) and the group DPSes the Stone-hide down.  Note:  it must die in the blood pool.  Just before it dies players should use any incoming healing debuffs they have on the boss.
  • Next the tank pulls the Ent to the blood pool (where they are tanking) and the group DPSes the Ent down.  Note:  it must die in the blood pool.  Just before it dies players should use any incoming healing debuffs they have on the boss.
  • DPS the Priestess to roughly 9% morale and then switch to the Spider.
  • Next the tank pulls the Spider to the blood pool (where they are tanking) and the group DPSes the Spider down.  Note:  it must die in the blood pool.  Just before it dies players should use any incoming healing debuffs they have on the boss.
  • Now the group switches back to the Priestess and DPSes her to zero.


Boss 2:  The Deathless Warden (Sagrog)

There is one main boss (Sagrog) and then some adds (Embittered Shadow-guards) that will spawn roughly every 60 seconds.

  • Starting at 90% of the boss’s health and then every X seconds thereafter, the boss will say; “[insert]” and he will get a corruption bubble that prevents him from being damaged (-70% incoming damage).  The group must remove 25 corruptions to remove the bubble.
  • Sagrog does an attack called Wages of Fear.  If you are not facing the boss when he does this you will be feared and he gains a positional damage advantage which will one shot most squishies.  Face the boss at all times to avoid this.
  • Sagrog puts a pottable wound debuff called Hateful Shadow on players that does 23,212 damage every 3 seconds for 18 seconds.
  • Sagrog puts a pottable wound debuff called Spiteful Javelin on players that gives them a -75% incoming healing modifier and a -75% outgoing healing effect for 12 seconds.
  • Sagrog will periodically place a debuff on the group that adds 500 shadow (roughly every 30s). This has to be removed immediately as pretty much any attack will one-shot people with this debuff. Burglar’s antidote is the best choice to remove this as it is raid-wide. Second best is muster courage.
  • Embittered Shadow-guards spawn every 60 seconds (T1 is 1 and T2 is 2).  Do not kill these as they will spawn two lights each that will randomly aggro.  When they die, they will leave puddles on the ground that do morale-based damage.
  • After the first corruption bubble is removed the Unseen Spear will spawn (only relevant for T2C).

 

 

 

 

 

 

 

 

 

 

 

 

 

T1 Strategy

  • Guards make better Off Tanks (easier single target pulls and fast corruption removal for adds) and Captains make good Main Tanks.
  • At the start the main tank will pull the boss and all DPS will hit it as the tank gets it in to position.
  • The off-tank will stay with the main tank and DPS.  When the corruption bubble comes they will help remove corruptions.
  • As soon as the Embittered Shadow-guard (ESG) spawns the Off Tank will move to the Off Tank position (be sure to always face the boss) and tank the ESG there.  Keep removing corruptions from the ESG.
  • The main group continues with a cycle of DPS (when no corruptions are on the boss) and corruption removal (when corruptions are on the boss).  It helps if one person calls out when these cycles are occurring.  Pot your wounds ASAP.
  • The Off Tank will continue to agro the ESGs as they spawn.  They need to cycle through the ESGs and remove corruptions from them.
  • You can ignore the Unseen Spear in T1.

T2 Strategy

Challenge:  A Light In The Darkness (you must heal the Unseen Spear to 100% health after Sagrog is below 1 million health and before killing Sagrog)

  • Guards make better Off Tanks (easier single target pulls and fast corruption removal for adds) and Captains make good Main Tanks.
  • At the start the main tank will pull the boss and all DPS will hit it as the tank gets it in to position.
  • The off-tank will stay with the main tank and DPS.  When the corruption bubble comes they will help remove corruptions.
  • As soon as the Embittered Shadow-guards (ESG) spawn the Off Tank will move to the Off Tank position (be sure to always face the boss) and tank the ESGs there.  Keep removing corruptions from the ESGs.
  • The main group continues with a cycle of DPS (when no corruptions are on the boss) and corruption removal (when corruptions are on the boss).  It helps if one person calls out when these cycles are occurring.  Pot your wounds ASAP.
  • The Off Tank will continue to agro the ESGs as they spawn.  They need to cycle through the ESGs and remove corruptions from them.  The Burg and/or LM can help remove corruptions on the ESGs if required.  Most groups will have between 8 ESGs on the Off Tank by the time the boss dies.  If the Off Tank gets 10 ESGs on them they should kite.
  • To get challenge The Unseen Spear (appears after the first corruption bubble is removed from Sagrog) must be healed to 100% health after Sagrog is below 1 million health and before Sagrog is killed.  Keep 1 healer on The Unseen Spear at all times; a Beorning is the best choice for this as they have skills that heal % of morale.  Minis can also be used if they wear the BB 2 piece heal set.  The other healers in the group should throw heals on the Unseen Spear whenever required.  The DPS group may need to slow down near the end.
  • Beorning tips:   Beorning should place mark of grimbeorn on the Unseen Spear as soon as he appears. Beorning should be sure to tooltip the Spear, as he goes invisible whenever corruptions are up, but can still be selected if you have him tooltipped. Beorning should basically be doing only three things in this fight – healing the Spear, putting bees and armour crush on Sagrog, and removing corruptions on Sagrog when they are up. Once the Spear is only one proc away from full heal, the beorning should remove the mark and wait until DPS is ready for the full heal. When DPS is ready, re-apply the mark and heal Spear to full.


Boss 3:  The Master of the Seven (Fingar the Greedy)

There are three phases to this fight.  You have 25 minutes to kill Fingar before he goes in to Wrath of the Great Worm (+900% damage).

Phase 1:  (100% morale to 65% morale)  Fingar the Greedy is chained down.

Phase 2:  (65% morale to 25% morale)  Fingar breaks free from the chains.  At 50% morale he starts doing a fire breath attack (he turns and faces players) that can easily be avoided.  It then occurs every 45s.  At 30% morale King Vaskmun Greytooth spawns.

Phase 3:  (25% morale to 0% morale)

T1 Strategy

Phase 1:  

  • Have a Burglar use Diversion at the very start of the fight (not sure if this is a bug or intended; until I hear otherwise I will leave it in the guide).
  • If there is no Burglar in the group, all melee classes should not engage Fingar unless it is a ranged attack.  All ranged DPS should stand as far away as they can (there is a rock on the ground you can use as your guide as to how far away to stand).
  • DPS Fingar the Greedy until he breaks free from his chains (when he reaches 65% health).
  • Ignore the Watchers of Glurnakh
  • Ignore the Devoured that spawn
  • Stay out of fire puddles

Phase 2:

  • Set up as shown in the picture below with the tank off to one side and the group bunched up.  Essentially you want Fingar’s head with the tank and the DPS will be at his hid quarter.  Be sure the tank is in heal range.
  • Fingar will get a corruption called Will of the Ring.  This should be removed ASAP; failure to do so will result in the boss getting a buff called Will of Urya.  The Will of Urya converts all incoming morale damage to incoming power removal (essentially you are not damaging the boss).
  • Fingar has 3 main attacks; Tail Lash, Flames of Angband, and Belly of the Beast.
    • The only one that you have to watch out for is the Belly of the Beast (comes every 35s) as it does distributed damage.  See the video below for the animation that will cue you that it is about to happen.  Essentially Fingar rises up on all fours and begins shaking.  He then belly flops to the ground.  As soon as he rises up on all fours everyone except the tank should bunch up.  Once everyone is knocked back they can go back to their positions and continue DPSing.
  • At 30% of the boss’s morale King Vaskmun Greytooth spawns.

 

 

 

 

 

 

 

 

 

Phase 3:

  • King Vaskum Greytooth spawns.  The tank grabs him and holds aggro.  He does minimal damage.
  • The rest continues just like Phase 2.

T2 Strategy

Phase 1:  

  • Have a Burglar use Diversion at the very start of the fight (not sure if this is a bug or intended; until I hear otherwise I will leave it in the guide).
  • If there is no Burglar in the group, all melee classes should not engage Fingar unless it is a ranged attack.  All ranged DPS should stand as far away as they can (there is a rock on the ground you can use as your guide as to how far away to stand).
  • DPS Fingar until the first set of adds spawns.  The Devoured will randomly zerg and can be dangerous when they die (they “explode” and do morale damage to those around them).  You can DPS them if they are becoming overwhelming (Bane Flare also works well).
  • DPS down all the Watchers of Glurnakh.  Once the Watchers are down the Devoured will stop spawning.
  • Return to Fingar until Phase 2.

Phase 2:

  • Set up as shown in the picture below with the tank off to one side and the group bunched up.  Essentially you want Fingar’s head with the tank and the DPS will be at his hid quarter.  Be sure the tank is in heal range.
  • Stay out of the big red circles (the ceiling will drop and do damage).
  • Fingar will get a corruption called Will of the Ring.  This should be removed ASAP; failure to do so will result in the boss getting a buff called Will of Urya.  The Will of Urya converts all incoming morale damage to incoming power removal (essentially you are not damaging the boss).
  • Fingar has 3 main attacks; Tail Lash, Flames of Angband, and Belly of the Beast.
    • The only one that you have to watch out for is the Belly of the Beast (comes every 35s) as it does distributed damage.  See the video below for the animation that will cue you that it is about to happen.  Essentially Fingar rises up on all fours and begins shaking.  He then belly flops to the ground.  As soon as he rises up on all fours everyone except the tank should bunch up.  Once everyone is knocked back they can go back to their positions and continue DPSing.
  • At 30% of the boss’s morale King Vaskmun Greytooth spawns.  If you choose to kill him he will have adds spawn at 40% of his health and at 30% of his health the damage is distributed to his soldiers.

Phase 3:

  • If you are just going for T2, finish off Fingar.  If you are going for challenge, continue with the strategy below.

Challenge:  The Power of the Dwarf Rings (kill the Watchers of Glurnakh before Fingar hits 65%, burn through his power bar within 100 seconds for Will of Urya, and defeat King Vaskmun before Fingar reaches 3%)

  • Be sure all the Watchers are dead before Fingar hits 65% morale.
  • Leave the Will of the Ring corruption on the boss and burn through his power in less than 100 seconds.
  • If you have completed the Will of Urya (power gain), at roughly 60% of the boss’s health there will be gold coins that form mini cyclones and randomly path (these remain until the end).  If you are in their path you will be thrown through the air; avoid them if possible.
  • At 30% of the boss’s morale King Vaskmun Greytooth spawns.  Adds spawn at 40% of his health and at 30% of his health the damage is distributed to his soldiers.
  • Lock down the Rune-carvers when they spawn.
  • Watch out for the Soldiers as they reflect damage (you can ignore them if you kite/remove corruptions).
  • When Fingar the Greedy is down to 5% morale, switch DPS to King Vaskmun Greytooth.  Burn him down (kite and kill).  As soon as he dies Fingar will be immune to damage for a few seconds while he does 3 fire breaths that will consume areas of the room with fire.  As soon as he is susceptible, burn him to 3% as fast as you can (at 3% the coin animation will stop).
  • Continue and kill Fingar.

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