Raid Guide: Throne of the Dread Terror

Last edited January 15, 2017.

Disclaimer: There is always more than one way to complete content in LOTRO. My guides do not make use of exploits.

Map

Throne-of-the-Dread-Terror-

 

Boss #1: Rakothas

T2 Challenge: Use no more than 1 Powder Keg during the boss fight.

Mechanics:

Method 1 (6 and 6)

  • 2 groups of 6 stand on either side of the boss
  • Hemorrhage tiers up on tanks, tanks swap aggro at T3 (roughly every 10 seconds) OR whenever the previous one wears off the other tank. It is essential that the tanks communicate with each other.
  • Distributed damage, 5 toons stand on each tank (within 5m) to mitigate the damage.
  • Adds spawn at every 20% of the boss’s health starting at the 60% mark. Kill adds via AoE through the boss (champs are great for this).

Method 2 (11 and 1)

  • One tank stands alone in front of the boss and the 11 other people stack behind the boss (within 5m of the front tank). With this method the group does not get the hemorrhage debuff, just the tank standing in front of the boss.
  • At T3 Hemorrhage the other tank runs in front, taunts, and the tanks swap places.
  • Kill adds via AoE through the boss (champs are great for this).
  • If the tank dies, the other runs in quickly to take their place. Get the dead tank up, swap when the other tank is at T3.

Method 3 (combo of 6/6 and 11/1) – T2C Tactic

  • Keep the groups split 6/6 until the boss reaches 30% morale. 5 players (not tank) switch to the other side at roughly 28%. It is crucial that the tank on the side you are switching to has the aggro (and hemorrhage debuff) so if need be, wait for it.
  • Cappy works well as the lone tank after the switch because they can use Last Stand (keep DNF on them too).
  • Use one Powder Keg at 30% of the boss’s morale.
  • Ranged DPS stays on the adds that spawn at 60% as a priority and then focus on the boss for the rest of the fight.  AoE and stuns are encouraged.
  • LM/Burg keeps adds at the end locked down, Cappy kites the boss (if need be).

Additional Info

  • When the boss gets down to 25% health he gets an enraged buff (+100% damage). Make sure an Oathbreakers is available to burn him from 25% to dead ASAP.
  • Powder Kegs (located at the tops of the ramps) can be used to remove the boss’s damage buffs; place them such that the two groups and the keg make a triangle equidistant from each other. This will allow for the keg to debuff the boss without damaging the group. In T2C you can only use one keg; best to do it at 30% of the boss’s morale.
  • Many cooldown skills (i.e. Do Not Fall This Day) can be used prior to starting the fight and they will immediately reset.
  • A solid group should have the boss down in 90-120 seconds (T1)

Loot

Gauntlet 1

After Rathokas is dead you will make your way to the Mumaks via a gauntlet of mobs. Stay to the left side of the path and hug the rocks as you turn the corner and you will aggro less of them overall.

Add Order: Warmasters > Death Chanters > Archers > The Rest

Boss #2: Mumaks (Set-Akaji / Arpong-Dokh / Ku-Nerpag)

T2 Challenge: Complete the fight without a single player being killed by the Mumaks.

Mechanics:

Method 1 (T1 only): Best suited for groups that have excellent DPS (essentially T2 ready)

  • 3 Mumaks in play.
  • Run to the far East side of the arena and stand near the rocks. All ranged classes should spread out 5m from each other. This leaves room for the archer circles (more later) to not stack.
  • One tank kites 2 Mumaks away from the group (out of aggro range). No heals are needed for this tank (if needed swing by the group and get a top up). Stay away from the Chargers, they will one hit you on contact.
  • Chargers come at ? interval; jump on rocks to stay out of their way; or just avoid them (there are many safe spots).
  • One tank tanks the targeted Mumak and adds. May require 2 tanks for this depending on the group.
  • Stay out of targeted circles. Circles spawn on players (from the archers atop the Mumaks), so the tighter the group, the less the circles are spread out (but their damage is stacked). An alternative to players standing on top of each other is to spread out by at least 5m (diameter of each circle) thus ensuring that there is no stacking damage. The Mumak will raise his front left paw roughly 3s before the circles appear.
  • At 10% of each Mumak’s health there will be adds that spawn, the tank should pick these up.
  • When one of the Mumak’s health gets below 55% the adds start spawning every minute in addition to each 10% of their health.
  • Burn down one Mumak as quickly as possible then clear all adds. Rinse and repeat 2 more times.
  • If you get a coloured eye, run to the tank that the group is DPSing. The associated Mumak should not be able to reach the group before the eye wears off.
  • Add Order: Warmasters (they shield the other adds) > Champions > Archers > Spearmen

Method 2 (T1 or T2):

  • 3 Mumaks in play.
  • Run to the far East side of the arena and stand near the rocks. All ranged classes should spread out 5m from each other. This leaves room for the archer circles (more later) to not stack.
  • One tank kites 2 Mumaks away from the group (out of aggro range). No heals are needed for this tank (if needed swing by the group and get a top up). Stay away from the Chargers, they will one hit you on contact.
  • Chargers come at ? interval; jump on rocks to stay out of their way; or just avoid them (there are many safe spots).
  • One tank tanks the targeted Mumak and adds.
  • At starting at 70% and then at 10% of each Mumak’s health there will be adds that spawn, the tank should pick these up.
  • When one of the Mumak’s health gets below 55% the adds start spawning every minute in addition to each 10% of their health. Burn each Mumak to 60% (70% T1 to account for DoTs) and then burn one at a time. 1 tank kite (within heal range) two Mumaks as one is being DPSed to 60% (70% T1 to account for DoTs). At 60% (70% T1 to account for DoTs) swap Mumaks until they are all at 60% (70% T1 to account for DoTs).
  • Stay out of targeted circles. Circles spawn on players (from the archers atop the Mumaks), so the tighter the group, the less the circles are spread out (but their damage is stacked). An alternative to players standing on top of each other is to spread out by at least 5m (diameter of each circle) thus ensuring that there is no stacking damage. The Mumak will raise his front left paw roughly 3s before the circles appear.
  • If you get a coloured eye, run to the tank that the group is DPSing. The associated Mumak should not be able to reach the group before the eye wears off.
  • Add Order: Warmasters (they shield the other adds) > Champions > Archers > Spearmen

Known Bug: If you die during the fight do not retreat before all others have dies and the Mumaks have reset. Failure to do so can cause the wall of fire to stay in place and you will need to reset the entire raid.

Loot

Gauntlet 2

Method 1

The group must move forward together in increments; if you do not, adds will continue to spawn from behind. Target the Crushers, once they are down, move forward. Have the ranged focus on Archers as a priority as they get stacking corruptions that increase their damage (remove these). Everyone should take care to keep their backs facing away from the entrance (you can get punted and cause a wave of adds to spawn from where you just came from).

Add Order: Archers > Crushers > Berserkers > The Rest

Method 2 (T1 only)

The entire group runs all the way to the end and DPSes down the adds.

Add Order: Archers > Crushers > Berserkers > The Rest

Known Bug: If anyone goes link dead or dies and retreats it will bug the smoke wall (stays closed) and you will not be able to enter the area for Boss 3. If you die, stay dead until the gauntlet has been cleared or be rezzed, do not retreat. If someone in the group goes LD, boot them from group and re-invite after the gauntlet has been cleared.

Boss #3: Vadokhar

T2 Challenge: Only allow the boss to absorb one type of element (Fire or Gloom) and do not let the opposite Gloom get off an induction.

Mechanics:

  • Tank grabs the boss and all adds that spawn. Keep them together and the group can AoE DPS.
  • When the boss gets to 50%+ damage immunity (goes up in 25% increments) the tank drags him in to the MIDDLE of the puddle (fire or shadow); melee stay out. The boss will absorb it (takes a couple of seconds), removing the negative inc damage buff; melee can move in. However, it also puts a stackable outgoing damage buff on the boss (Flame = Melee Buff and Shadow = Tactical Buff).
  • Interrupt the boss inductions. These can be hard to see, especially if there is an LM using fire. Scroll your camera out and overhead to give yourself a better shot at seeing it (red swirling circles at the boss’s feet).
  • If you get punted you will get a wound, remove it ASAP.
  • Do not stand in front of the boss (unless you are the tank), he does big frontal AoE.
  • At 40% of the boss’s health he will begin randomly hitting players with a Vessel of Flame debuff. The icon looks like the flame puddle icon but it has a clock on it. When the debuff expires it does damage to all players within 5m. If you get this debuff, move away from the group and yell it out so people stay away from you and the healer can focus on you.

Loot:

Gauntlet 3

 

Boss #4: The Unbroken One

T2 Challenge: Remove all corruptions (200) from The Unbroken One before killing any of the 3 mini bosses.

Mechanics (mini bosses):

  • To activate the mini bosses you must kill the Black Númenórean Sorcerer – Gets a Spell-Shield buff (30s) that protects them from tactical skills and reflects 100% tactical back as shadow damage. He is not linked to any other mobs so can be burned down easily by the melee / ranged in the group.
  • There are 3 mini bosses here; Neghèbh, Skelghàd, and Dhàmiz (tied together) that will not engage you until you attack them or get in proximity.
  • Neghèbh has a healing corruption that should be removed when killing it. When it is standing near Nameless or Evil Men it will get a -20% incoming damage buff.
  • Skelghàd gets an Ancient Defence (corruption) buff that needs to be removed when killing it.
  • Dhàmiz gets an Ancient Dexterity (corruption) buff that needs to be removed when killing it.

T1: Just burn them all down
T2: 2 tanks hold aggro on the mini bosses away from the group but within heal range

Loot:

  • Worn Boots of the Pelennor Fields
  • Battle-damaged Equipment of the Pelennor Fields
  • Ancient Ithil-coin
  • Tome of the Loyal Swan Night (T2)

Mechanics (The Unbroken One):

  • The initial 4 Binders hold The Unbroken One in place (cannot do damage); killing them will release The Unbroken One so corruptions can be removed and the fight begins.
  • Once initially free, all classes spam corruption removals on The Unbroken One every time they are off cool down.
  • Boss throws down a vortex on the ground periodically; move away from it (opposite direction) or it will pull you in; each vortex has 3 waves.
  • At “x” corruptions removed, the Unbroken One gets an Ancient Madness buff (+50% melee and tactical damage and +5% run speed).
  • At some point the Unbroken One gets an Untamed buff (stacks with Ancient Madness) giving +100% melee and tactical damage for 20s.
  • Red eye gives 300% damage threat.
  • Stay out of melee range of the Oozing Darklings. They get corruptions that stack (+150% melee damage and +30% run speed). You can opt to remove corruptions from them, but doing so slows the progress on the Unbroken One. Ranged should focus DPS on them.
  • On T2 the Binders (once fight starts) reflect tactical.

Gauntlet 4

There will be constant waves of mobs walking down the middle of the road. Avoid them, and do not agro them. On the left and right sides of the road there are small groups of mobs that need to be killed. In order to enter the area for Boss 5 you must kill all of the Half-Orc Marauders.

The entire group waits at the entrance to the gauntlet. The tank heads in (put DNF on them) and pulls one group of mobs at a time back to the group of players. DPS them down, rinse and repeat. There will be Sellswords in 2 (or 3?) of the groups. The Jarl in the group will put a melee reflect buff on the Sellswords; best to go single target.

Once the 6 groups of adds are down, the group can head down the right side, taking care not to aggro the straggling parade of mobs down the center. Do not get too close to the Boss #5 area or you will end up in combat; unable to eat food or switch gear. Form up well back from the Boss# 5 area.

Boss #5: The Woe of Khand / The High Sorcerer of Harad

T2 Challenge: Kill the two bosses within 10 seconds of each other.

T2 Method T2:

Mechanics:

  • Keep the two bosses separated (pull them in to the light); you cannot damage them otherwise. One is weak to melee (High Sorcerer) and the other ranged/tactical (Woe of Khand).
  • DPS the High Sorcerer of Harad to 8% (RKs stop Writs at 20%).  Switch to the Woe of Khand.  Burn the Woe down.  Switch back to the Sorcerer and burn fast.
  • CC the Corrupted Crawlers ASAP (usually the Burg).
  • 1 Tank will aggro and kite Corrupted Crawlers ASAP.  Woe of Khand will say; “…and you serve your purpose.” just before they spawn.
  • Ranged classes will stack until eyes start.  Once it is determined who has the eyes (same people will get them over and over) they move at least 5m away from everyone.  Anyone else with an eye must move 5m away from anyone else.
  • Kill Spirits (Rangers > Warriors) when they spawn (by the Sorcerer); they drain power. Note: On T2 they do not keep re-spawning.
  • If melee classes engage the High Sorcerer of Harad it will cause people to be feared.  You cannot come within melee range of this boss.

T1 Method:

Mechanics:

  • Keep the two bosses separated (pull them in to the light); you cannot damage them otherwise. One is weak to melee (High Sorcerer) and the other ranged (Woe of Khand).
  • One tank holds the High Sorcerer in the light. One healer stays within range of this tank. The other 10 people stack on the Woe of Khand and burn him down. Then switch to the High Sorcerer.
  • Kill Corrupted Crawlers (purple eye on them indicates they are transforming) ASAP.
  • Ranged classes will stack until eyes start.  Once it is determined who has the eyes (same people will get them over and over) they move at least 5m away from everyone.  Anyone else with an eye must move 5m away from anyone else.
  • Kill Spirits (Rangers > Warriors) when they spawn (by the Sorcerer); they drain power.  At the very least, remove corruptions.
  • If melee classes engage the High Sorcerer of Harad it will cause people to be feared.  You cannot come within melee range of this boss.

Loot

  • Worn Legguards of the Pelennor Fields
  • Housing Items

Boss #6: Death of 1st Gothmog to Death of 2nd Gothmog

T2 Challenge: 20 minute Timer from the death of 1st Gothmog to death of 2nd Gothmog (port in to cage).

Mini Bosses: Gothmog (phase 1), Mordirith, and Dread-Beast

Mechanics:

  • Gothmog (phase 1) – Tank and spank; watch 25% reflect of common, westernesse, ancient dwarf-make, and fire.
  • Mordirith (phase 1) – He cannot be aggroed and will likely end up on the healer; ignore and focus on Dread-Beast
  • Dread-Beast – Tank and spank; if you get purple eye he will chase you (ignore it).

Once the Dread-Beast is down you will be able to enter a portal that takes you inside a cavern.

Bosses: Amarthiel & Mordrambor

Mechanics:

  • Switch to a single target build.
  • There are 2 mini bosses for this section; Amarthiel and Mordrambor; each will become immune (90%) to damage.
  • Split the raid in to two groups; one heavy with melee (stays on Mordrambor) and one heavy with ranged/tactical (stays on Amarthiel).
  • One tank drag Amarthiel up the right staircase to a forge on the upper level. To do so, you must move slowly and not path over the holes in the stairs.
  • One tank drag Mordrambor up the left staircase to a forge on the upper level. To do so, you must move slowly and not path over the holes in the stairs.
  • Fight the bosses just in front of the forges, when they get the immunity buff, drag them in to the fire until it disappears and then move to the front of the forge again. Rinse and repeat as needed.
  • When fighting the bosses keep your back such that if you get punted backward you will not fall down below.
  • Amarthiel will get a buff that reflects melee for “x” seconds
  • Mordrambor will get a buff that reflects ranged and tactical for “x” seconds
  • Remove corruptions when you see them.

Gauntlet 5

Boss: Mordirith (phase 2)

Mechanics:

  • There will be 50ish adds that spawn win waves during this fight. The adds are all ones you have seen before leading up to this point. AoE is a must.
  • Sorcerer’s reflect tactical.
  • Stay out of puddles.
  • Interrupt the boss.
  • Kill Lorniel quickly every time she spawns.
  • Keep the NPC alive (you can heal him)

Add Order: Sorcerers > Archers > Siege-Breakers > Champions > Jarl > Lords > The Rest

Gauntlet 6

Boss: Gothmog (phase 2)

Mechanics:

  • Tank the boss in the middle of the room at the West end.
  • Risen Bones (2) spawn at roughly 60% of the boss’s health (7.5 million on T1).
  • I person tank the Risen Bones (2 of them) away from the group East end. Range DPS them down. When they die they drop a green cloud that does serious damage.
  • Stay out of puddles.
  • At “x” time in to the fight blue flames will sweep across the room from left to right (South to North); “The fires of Mordor come for you!”. You need to stay out of the flames. You can run between the pillars and go far to the right (North) during the initial wave. Once the flames reach you, run back to the middle.
  • The next wave of blue flames will come after 1 minute and sweep from right to left (North to South) and so on.

Boss: Silmahtar and Calatur

Mechanics:

  • Silmahtar and Calatur both reflect common, westernesse, ancient dwarf-make, and fire at 25%.
  • Each tank take a boss.
  • Interrupt boss inductions.
  • Sorcerer’s reflect tactical.

Loot

  • Chestplate
  • Pocket Item
  • 2 Ancient Ithil-coins
  • Tarnished Earring of the Pelennor Fields
  • Tarnished Necklace of the Pelennor Fields

————————————————————-

If you have found this information to be helpful please consider making a small donation to buy me a coffee (or beer) by clicking the button below.

3 thoughts on “Raid Guide: Throne of the Dread Terror

Leave a Reply

%d bloggers like this: