Raid Guide: Tier 1 – The Hiddenhoard of Abnankara
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THE HIDDENHOARD OF ABANKARA – TIER 1
The Tier 1 version of this raid is meant to be accessible to players with minimal gear and raiding experience. As such, this write-up will discuss strategies and tips for groups that are at tier 1 level.
Quick Link – BOSS 1
Quick Link – BOSS 2
Quick Link – BOSS 3
“Beyond the falls of Amgaruslun in the Clovengap lies Abnankâra, the Hiddenhoard. Once an ancient treasury wrought in secret by Mótsog and the Greymauls during their rebellion against the Longbeards in the Elder Days, it has become the lair of Hrímil Frost-heart, a dreaded cold-dragon of Morgoth. Within this frozen retreat, Hrímil tends her wounds and slumbers, dreaming of vengeance upon Prince Durin and the dwarves of the Gabil’akkâ.”
Speak to Durin (should have a ring over his head) to start the quest within the Hiddenhoard. This is VERY important if you want to be able to set locks after you complete each boss and then come back later in the lock week.
THE TRASH LEADING TO BOSS 1
General Kill Order (if Seers are CCed): Ice-Giant Keeper > Ice-Giant Warrior > Ice-Giant Hunter > Ice-Giant Seer > Tamed Frost Bear
General Kill Order (if Seers are not CCed): Ice-Giant Keeper > Ice-Giant Seer > Ice-Giant Warrior > Ice-Giant Hunter > Tamed Frost Bear
Ice-Giant Keeper: They have a green bar induction skill (interruptible) called Preserving Words that heals the giants around them. They also have an orange bar induction skill (interruptible) called Spinning Blows that knocks players backward. Lastly, they can put a purple eye (Keeper’s Mark) on a player that causes the Tamed Frost Bear’s to attack them.
Ice-Giant Seer: They have frequent knockback attacks that are annoying. They will apply a debuff called Avalanche to a random player. This player will have a yellow eye over their head that will cause all those within 5m to be punted backward. The Seers can be mezzed so it is a good idea to have the LM or Burg lock them down away from the group.
Ice-Giant Hunter: There is a grey bar induction skill (not interruptible) called Heavy Hurl but it really does not do much damage and is unavoidable. However, it does cause a knockback to the targeted player.
Ice-Giant Warrior: They do a grey bar induction skill (not interruptible) called Fury. This is a distributed attack; to minimize damage, stack on top of each other. Alternatively, you can run away from the Warriors as this skill does not have a long range. They also have an orange bar induction skill (interruptible) called Spinning Blows that knocks players backward.
Tamed Frost Bear: The Ice-Giant Keeper’s “control” these bears by placing a purple eye over the head of a random player. The bears will then attack the player with the purple eye.
BOSS 1 FIGHT
IMPORTANT: In order to get locks for Boss 2 you need to continue up the path after killing the bosses and then clear the trash in the next area and then head though the portal.
Threkvegg shouts, ”It was by the will of Hrungrod that we, the heirs of Thyrstáth, sought to forge an alliance with the Dragon.”
Threkvegg shouts, ”We have sworn ourselves to the Frost-heart and offered her our finest tribute.”
Threkvegg shouts, ”In her kindness, she has promised that our home will never be stolen from us–be it by dwarves or any other wicked invaders!”
Threkvegg shouts, ”None may come unbidden to the Hiddenhoard. Our choice is made!”
Overview:
You will face three bosses during this fight; Kevthar, Threkvegg, and Armod. Each have their own unique skills discussed below. The fight itself takes place on an elevated, octagonal shaped platform that the players can be knocked off of, causing instant death. For this reason, positioning is very important. There are several strategies for positioning, the most common being that the tank(s) put their backs against the North gate (behind where the bosses start) and grab aggro. The bosses will now be facing North (the tanks) and the players stack up just behind them.
General Mechanics:
- Stay away from the edges of the arena as you will get knocked off.
- When you are punted in the air you can “air steer” with your arrow keys. Use this to try and position your landing on the platform.
- Do not stand in puddles.
Kill Order: Kevthar > Threkvegg > Armod
Yellow Eye: If you have a yellow eye (see Kevthar below for details) you should run to the Southwest gate and put your back to it. When the punt mechanic happens you will bounce off the gate and toward the center of the arena. Simply rejoin the group.
Alternatively, you can have everyone (except the tank) stack up behind the bosses and not move out of the group if you have the yellow eye. While this does punt everyone, some groups prefer this method.
Blue Eye: If you have the blue eye (see Kevthar below for details) you should run to the Southeast gate and wait to drop your puddle in that vicinity. Try to have your back facing the gate in case you also get punted (via yellow eye or Armod’s knockback skill). Once your puddle is dropped, run back to the group. The puddle will remain on the ground for 15s. Anyone standing in the puddle will lose 20% of their max morale every 5s. The puddles can stack !
Tanks: The bosses will apply a tiering bleed to the person(s) holding aggro. Kevthar (Icy-Torrent), Threkvegg (Frostbite), and Armod (Bleed). Most groups are now geared well enough to solo tank the fight and do not need to do aggro swaps.
Aggro Swap Strategy: Tank 1 grabs aggro of Kevthar and Tank 2 grabs aggro of Threkvegg and Armod to start. When Tank 1 reaches tier 3 of Icy Torrent they swap aggro with Tank 2. When the Icy Torrent bleed wears off Tank 1 they swap aggro again. This continues until Kevthar is dead. Then Tank 1 grabs aggro of Threkvegg (and Tank 2 has aggro of Armod) until they reach tier 3 of Frostbite, at which point they swap aggro. When the Frostbite bleed wears off Tank 1, they swap aggro. Rinse/repeat until Threkvegg is dead. The process continues with Armod and his Bleed. The tanks should be stacked on top of each other to help mitigate the damage from Threkvegg’s distributed attacks.
Frontal Damage (180°): The bosses deal pretty significant damage and all non-tanks should be careful to not position themselves in front of the bosses for any reason.
Frozen Wrath: When the first boss dies, the other two get a buff called Frozen Wrath that gives them +25% damage and +15% run speed. After you kill the second boss it does not apply another Frozen Wrath.
Kevthar
He is responsible for the main mechanics of this fight, and for this reason, most groups elect to kill him first. Throughout the fight Kevthar will randomly choose players to apply the skills Avalanche Target and Blizzard Target.
Avalanche Target: When hit with this skill a yellow eye will appear over your character’s head and you will see the debuff called Avalanche under your character’s skill bar. This debuff lasts for 10s. If at any point Kevthar says; “Fall!” or “Away with you!” while you have the Avalanche debuff it will punt you (and anyone within 5m of you) backward. Not paying attention to the yellow eye either greatly slows the fight down (less DPS due to punts/deaths) or results in a wipe with too many people over the edge. If you have a yellow eye you should run to the Southwest gate and put your back to it. When the punt mechanic happens you will bounce off the gate and toward the center of the arena. Simply rejoin the group.
Blizzard Target: When hit with this skill a blue eye will appear over your character’s head and you will see the debuff called Blizzard under your character’s skill bar. This debuff lasts for 10s. If at any point Kevthar says; “”Ice and wind!”, “Snow shall fall!”, or “The snows of Thyrstath upon you” while you have the Blizzard debuff, it will cause a puddle to drop at your feet. The puddle does 20% of your morale in damage every 5s if you stand in it. The puddle will despawn after 15s. You will also have a bleed (non-pottable) that you may need to self heal (or use health pots) to get through. If you have the blue eye you should run to the Southeast gate and wait to drop your puddle in that vicinity. Try to have your back facing the gate in case you also get punted (via yellow eye or Armod’s knockback skill). Once your puddle is dropped, run back to the group. The puddle will remain on the ground for 15s. Anyone standing in the puddle will lose 20% of their max morale every 5s. The puddles can stack !
Icy Torrent: Every ~10s Threkvegg will apply a tiering Icy Torrent bleed that does “X” damage every 5s for 50s to the person with his aggro. It can tier up to tier 10. At tier 10 it will fall off. You can also swap aggro to another tank and have it fall off sooner.
Threkvegg
Fury (Distributed Damage): Threkvegg does a grey bar induction skill (can’t be interrupted) called Fury that does distributed damage. Distributed damage works by applying the damage equally amongst those within range of the skill. Essentially, if you group together you all take less overall damage. Example; the boss does 500,000 damage and 10 of you are all grouped up within range you will each be hit with 50,000 damage (before mitigations etc.).
Frostbite: Every ~10s Threkvegg will apply a tiering Frostbite bleed that does “X” damage every 5s for 50s to the person with his aggro. It can tier up to tier 10. At tier 10 it will fall off. You can also swap aggro to another tank and have it fall off sooner.
Armod
Heavy Hurl: Armod does a grey bar induction skill (can’t be interrupted) called Heavy Hurl. At the end of the induction, he will punt a random player backward.
Bleed: Every ~10s Threkvegg will apply a tiering Bleed bleed that does “X” damage every 5s for 50s to the person with his aggro. It can tier up to tier 10. At tier 10 it will fall off. You can also swap aggro to another tank and have it fall off sooner.
NOTE: You must go up the ramp and kill the mobs in Part 1 of The Trash Leading To Boss 2 and then go through the portal to get the locks for Boss 2.
THE TRASH LEADING TO BOSS 2
Part 1:
You will come to an open terrace at the top of a ramp with three groups of mobs positioned to the left, right, and directly ahead.
Attack Order: Right (East) > Left (West) > Straight Ahead (North) OR Left (West) > Right (East) > Straight Ahead (North)
The Cold-Drake does have a knock-back skill that if not interrupted can send those around it flying backwards. Be sure to position yourself such that you do not get knocked back in to another group of mobs, or off the terrace.
East / West Mobs
Cold-Worm (1): The Cold-Worms have a skill (uninterruptable) that causes an aggro wipe. For this reason, it is best to kill the Cold-Worm first. They also apply a stackable (up to 3) wound (non-removable) bleed called Ravenous Jaws that does “X” damage every 3s for 18s before it falls off.
Cold-Whelplings (5): Whelplings drop puddles (Expelled Frost) when they die that cause damage over time (DOTs). The puddles do 5% of your morale every 3s and after 3s of standing in the puddle it reduces your max morale by 50%. These puddles can stack ! Even on T1, do not stand in these puddles. Their attacks are pretty harmless, but puddles can build up quickly if they are left alive too long.
Cold-Drake (1): These have a few skills that you need to look out for.
Massive Breath: This is a cone shaped frontal attack focused in the direction of the person holding aggro.
Wing Buffet: This is a grey bar induction (cannot be interrupted) skill that upon completion does a frontal knockback.
North Mobs
Have an LM or Burg CC the two Ice-Giant Seers. The tank can pull the rest off to the East or West away from the Seers. If the Seers are not locked down, it is important to position yourself in a way that you cannot get knocked back off the terrace.
Kill Order (with Seers mezzed): Cold Worms > Cold-Drake > Ice-Giant Warriors > Ice-Giant Seers
Kill Order (without Seers mezzed): Cold Worms > Ice-Giant Seers > Cold-Drake > Ice-Giant Warriors
Ice-Giant Seer (2): They have frequent knockback attacks that are annoying. They will apply a debuff called Avalanche to a random player. This player will have a yellow eye over their head that will cause all those within 5m to be punted backward. The Seers can be mezzed so it is a good idea to have the LM or Burg lock them down away from the group.
Ice-Giant Warrior (2): They do a grey bar induction skill (not interruptible) called Fury. This is a distributed attack; to minimize damage, stack on top of each other. Alternatively, you can run away from the Warriors as this skill does not have a long range. They also have an orange bar induction skill (interruptible) called Spinning Blows that knocks players backward.
Cold-Worm (1): The Cold-Worms have a skill (uninterruptable) that causes an aggro wipe. For this reason, it is best to kill the Cold-Worm first. They also apply a stackable (up to 3) wound (non-removable) bleed that does “X” damage every 3s for 18s before it falls off.
Cold-Drake (1): These have a few skills that you need to look out for.
Massive Breath: This is a cone shaped frontal attack focused in the direction of the person holding aggro.
Wing Buffet: This is a grey bar induction (cannot be interrupted) skill that upon completion does a frontal knockback.
Part 2a
Once through the portal you will now have Boss 2 locks (meaning you can leave instance and come back anytime before the locks reset (Thursdays at 12:00am PST) and jump right to the Boss 2 trash. You will not need to kill Boss 1 again.
At the top of the ramp a single Enthralled-Guardian will be pacing in a North-South direction. When he approaches the group, the tank should single taunt it in. Once dead, taunt the Warriors in, and finally the Sappers. You will be left with 2 Guardians and 2 Black Arrows. Pull each Guardian in separately and then finish off the Black Arrows.
Kill Order: Guardian (1) > Warriors (2) > Sappers (4) > Guardians (2) > Black Arrows (2)
Enthralled Guardian (3): Guardians put a protection buff on the mobs within 5m of them that gives them a – 66% Incoming Damage. Guardians must be first on the kill order. Be careful to not pull two Guardians at once or the buff compounds. Guardians also get a corruption called Battle-Trance that gives them a +10% damage and -20% melee/ranged damage buff. Remove the corruption ASAP.
Enthralled Warrior (2): They can put a damage over time (DOT) bleed (not pottable) on players called Rending Wound. This bleed can stack.
Enthralled Sapper (4): These drop fire puddles called Sapper-Fire. If you stand in these puddles they will do 10% of your max morale as damage every 2s and every 3s it subtracts 10% of your max morale. The puddles stack. It is best to pull them to one spot, let them all drop their puddles and then move them to kill them. Don’t stand in the puddles.
Enthralled Black Arrow (2): They can apply a poison debuff (pottable) called Numbing Poison that lasts 30s. It applies -20% incoming healing, +50% skill induction, and +50% attack duration.
Part 2b
Pull 1
Kill Order: Cold-Worm > Frost-Caller > Warriors
Enthralled Frost-Caller (1): These drop Hobgoblin Totems on the ground. Anyone within 10m of the totem will have a Grisly Effigy debuff on them that lowers their mits by 25% and they cannot block, parry, or evade. These stack if you are within 10m of another one !!! Be sure to be out of range of the totems, particularly if you are the tank. The totem will despawn once the Frost-Caller dies, or you can target and kill the totems.
They also have a stackable Gift of the Frost-Heart corruption that gives them a +25% tactical damage and a -25% Incoming Tactical Damage buff. Remove the corruption ASAP.
They have an orange bar induction (can be interrupted) called Clinging Frost. If you fail to interrupt it, those within range will have a Clinging Frost wound (pottable) applied to them that does “X” damage every 3s for 18s and applies a -30% run speed.
Cold-Worm (1): The Cold-Worms have a skill (uninterruptable) that causes an aggro wipe. For this reason, it is best to kill the Cold-Worm first. They also apply a stackable (up to 3) wound (non-removable) bleed that does “X” damage every 3s for 18s before it falls off.
Enthralled Warrior (2): They can put a damage over time (DOT) bleed (not pottable) on players called Rending Wound. This bleed can stack.
Cold-Whelplings (?): Whelplings drop puddles (Expelled Frost) when they die that cause damage over time (DOTs). The puddles do 5% of your morale every 3s and after 3s of standing in the puddle it reduces your max morale by 50%. These puddles can stack ! Even on T1, do not stand in these puddles. Their attacks are pretty harmless, but puddles can build up quickly if they are left alive too long.
Pull 2
Kill Order: Cold-Worm > Frost-Caller
Enthralled Frost-Caller (1): These drop Hobgoblin Totems on the ground. Anyone within 10m of the totem will have a Grisly Effigy debuff on them that lowers their mits by 25% and they cannot block, parry, or evade. These stack if you are within 10m of another one !!! Be sure to be out of range of the totems, particularly if you are the tank. The totem will despawn once the Frost-Caller dies, or you can target and kill the totems.
They also have a stackable Gift of the Frost-Heart corruption that gives them a +25% tactical damage and a -25% Incoming Tactical Damage buff. Remove the corruption ASAP.
They have an orange bar induction (can be interrupted) called Clinging Frost. If you fail to interrupt it, those within range will have a Clinging Frost wound (pottable) applied to them that does “X” damage every 3s for 18s and applies a -30% run speed.
Cold-Worm (1): The Cold-Worms have a skill (uninterruptable) that causes an aggro wipe. For this reason, it is best to kill the Cold-Worm first. They also apply a stackable (up to 3) wound (non-removable) bleed that does “X” damage every 3s for 18s before it falls off.
Pull 3
Kill Order: Col-Worm > Frost-Caller
Enthralled Frost-Caller (1): These drop Hobgoblin Totems on the ground. Anyone within 10m of the totem will have a Grisly Effigy debuff on them that lowers their mits by 25% and they cannot block, parry, or evade. These stack if you are within 10m of another one !!! Be sure to be out of range of the totems, particularly if you are the tank. The totem will despawn once the Frost-Caller dies, or you can target and kill the totems.
They also have a stackable Gift of the Frost-Heart corruption that gives them a +25% tactical damage and a -25% Incoming Tactical Damage buff. Remove the corruption ASAP.
They have an orange bar induction (can be interrupted) called Clinging Frost. If you fail to interrupt it, those within range will have a Clinging Frost wound (pottable) applied to them that does “X” damage every 3s for 18s and applies a -30% run speed.
Cold-Worm (1): The Cold-Worms have a skill (uninterruptable) that causes an aggro wipe. For this reason, it is best to kill the Cold-Worm first. They also apply a stackable (up to 3) wound (non-removable) bleed that does “X” damage every 3s for 18s before it falls off.
Pull 4
General strategy here is to have one tank pull the group and hold away from the Frost Caller totems. The other tank grabs the Guardian and the Cold-Drake and pulls to an opposite end of the arena where the can kite them.
At the start of the fight an LM can lock down one Frost Caller and a Burg can lock down the other. This will give DPS a head start on them before they have a chance to drop totems.
If the DPS and Support stay grouped together they can better manage where the Whelpling puddles drop.
Note: Many groups can easily solo tank this, just kill the Guardian first.
Kill Order (solo tank): Guardian > Cold Worms > Frost Callers > Drake > Warriors > Black Arrows > Whelplings
Kill Order (2 tanks): Frost Callers > Black Arrows > Cold Worms > Warriors > Whelplings > Guardian > Cold-Drake
Enthralled Guardian (1): Guardians put a protection buff on the mobs within 5m of them that gives them a – 66% Incoming Damage. Guardians must be first on the kill order. Be careful to not pull two Guardians at once or the buff compounds. Guardians also get a corruption called Battle-Trance that gives them a +10% damage and -20% melee/ranged damage buff. Remove the corruption ASAP.
Enthralled Frost-Caller (1): These drop Hobgoblin Totems on the ground. Anyone within 10m of the totem will have a Grisly Effigy debuff on them that lowers their mits by 25% and they cannot block, parry, or evade. These stack if you are within 10m of another one !!! Be sure to be out of range of the totems, particularly if you are the tank. The totem will despawn once the Frost-Caller dies, or you can target and kill the totems.
They also have a stackable Gift of the Frost-Heart corruption that gives them a +25% tactical damage and a -25% Incoming Tactical Damage buff. Remove the corruption ASAP.
They have an orange bar induction (can be interrupted) called Clinging Frost. If you fail to interrupt it, those within range will have a Clinging Frost wound (pottable) applied to them that does “X” damage every 3s for 18s and applies a -30% run speed.
Cold-Worm (2): The Cold-Worms have a skill (uninterruptable) that causes an aggro wipe. For this reason, it is best to kill the Cold-Worm first. They also apply a stackable (up to 3) wound (non-removable) bleed that does “X” damage every 3s for 18s before it falls off.
Enthralled Black Arrow (2): They can apply a poison debuff (pottable) called Numbing Poison that lasts 30s. It applies -20% incoming healing, +50% skill induction, and +50% attack duration.
Enthralled Warrior (2): They can put a damage over time (DOT) bleed (not pottable) on players called Rending Wound. This bleed can stack.
Cold-Drake (1): These have a few skills that you need to look out for.
Massive Breath: This is a cone shaped frontal attack focused in the direction of the person holding aggro.
Wing Buffet: This is a grey bar induction (cannot be interrupted) skill that upon completion does a frontal knockback.
Cold-Whelplings (?): Whelplings drop puddles (Expelled Frost) when they die that cause damage over time (DOTs). The puddles do 5% of your morale every 3s and after 3s of standing in the puddle it reduces your max morale by 50%. These puddles can stack ! Even on T1, do not stand in these puddles. Their attacks are pretty harmless, but puddles can build up quickly if they are left alive too long.
BOSS 2 FIGHT
NOTE: If you have Boss 1 locks you can use the goat at the entrance (travel to Ibermazal) to bypass a lot of the trash leading to Boss 2.
Thrall-lord Dushtalbúk shouts, ”Enough! You have my attention!”
Thrall-lord Dushtalbúk shouts, ”YOU!”
Thrall-lord Dushtalbúk shouts, ”You will lay down your arms and swear fealty to Hrímil Frost-heart.”
Thrall-lord Dushtalbúk shouts, ”You will serve the Frost-horde… or you will die!”
Thrall-lord Dushtalbúk shouts, ”So it has been for the Orcs. So it will be for the dwarves.”
Thrall-lord Dushtalbúk shouts, ”And when all the so-called Free Peoples have bent to her will…”
Thrall-lord Dushtalbúk shouts, ”Only the dwarf-prince will remain to oppose her…”
Thrall-lord Dushtalbúk shouts, ”And he will fail!”
Thrall-lord Dushtalbúk shouts, ”So come then… meet your fate!”
Thrall-lord Dushtalbúk shouts, ”Death to Durin! Glory to the Frost-heart!”
The Main Mechanics
Phases at 75%, 50%, 25%, and 20% of Thrall-lord Dushtalbuk’s health.
The spike walls on the East, West, and South sides will one shot kill you if you touch them (be careful of knockbacks). The gate to the North is safe to touch.
The boss does a decent frontal attack so non-tanks should be careful to stay behind him.
Wave 1 Adds (90%): “Defend the Frost-Heart! Let none escape!”
Most groups now “ignore the adds” and stay focused on the boss until the 75% mark. When the boss green bars they clean up adds.
The strat that should be practiced for progressing to T2+ is as follows:
At 92% have all non-tanks run to the center of the arena. When the adds spawn, hold their position until the Sappers run in and drop their puddles (in the middle), then run out of the puddles.
Kill Order: Black Arrows > Warriors > Sappers
Kill Order (with Black Arrows CCed): Warriors > Sappers > Black Arrows
Enthralled Black Arrow (2): They can apply a poison debuff (pottable) called Numbing Poison that lasts 30s. It applies -20% incoming healing, +50% skill induction, and +50% attack duration.
Enthralled Warrior (2): They can put a damage over time (DOT) bleed (not pottable) on players called Rending Wound. This bleed can stack.
Enthralled Sapper (4): These drop fire puddles called Sapper-Fire. If you stand in these puddles they will do 10% of your max morale as damage every 2s and every 3s it subtracts 10% of your max morale. The puddles stack. It is best to pull them to one spot, let them all drop their puddles and then move them to kill them. Don’t stand in the puddles.
Thrall-lord Dushtalbúk at 75% morale: The spike walls at the top of the East and West stairs will drop, Thrall-lord Dushtalbúk will run to the center, hold his hammer over his head, say “Flee Your Doom !” and start a grey bar induction called [INSERT NAME]. You can run to the East or West up the stairs and hide behind a column (you will see a white circle on the ground) and take no damage (you have 10s to get there). You MUST run back to the main arena before the spike walls rise up again. If you have enough morale and mitigations you may not need to run and hide. If you stay in the arena, Thrall-lord Dushtalbúk will deal damage to you and apply a fear debuff (pottable) called Silenced to you.
Wave 2 Adds (60%): “The Frost-horde will devour you!”
Most groups now “ignore the adds” and stay focused on the boss until the 50% mark. When the boss green bars they clean up adds.
The strat that should be practiced for progressing to T2+ is as follows:
At 62% have all non-tanks run to the center of the arena. When the adds spawn, hold their position until the Whelplings fly in and drop their puddles (in the middle), then run out of the puddles.
Kill Order: Frost Callers > Whelpling
Enthralled Frost-Caller (1): These drop Hobgoblin Totems on the ground. Anyone within 10m of the totem will have a Grisly Effigy debuff on them that lowers their mits by 25% and they cannot block, parry, or evade. These stack if you are within 10m of another one !!! Be sure to be out of range of the totems, particularly if you are the tank. The totem will despawn once the Frost-Caller dies, or you can target and kill the totems.
They also have a stackable Gift of the Frost-Heart corruption that gives them a +25% tactical damage and a -25% Incoming Tactical Damage buff. Remove the corruption ASAP.
They have an orange bar induction (can be interrupted) called Clinging Frost. If you fail to interrupt it, those within range will have a Clinging Frost wound (pottable) applied to them that does “X” damage every 3s for 18s and applies a -30% run speed.
Cold-Whelplings (?): Whelplings drop puddles (Expelled Frost) when they die that cause damage over time (DOTs). The puddles do 5% of your morale every 3s and after 3s of standing in the puddle it reduces your max morale by 50%. These puddles can stack ! Even on T1, do not stand in these puddles. Their attacks are pretty harmless, but puddles can build up quickly if they are left alive too long.
Thrall-lord Dushtalbúk at 50% morale: The spike walls at the top of the East and West stairs will drop, Thrall-lord Dushtalbúk will run to the center, hold his hammer over his head, say “Flee Your Doom !” and start a grey bar induction called [INSERT NAME]. You can run to the East or West up the stairs and hide behind a column (you will see a white circle on the ground) and take no damage (you have 10s to get there). You MUST run back to the main arena before the spike walls rise up again. If you have enough morale and mitigations you may not need to run and hide. If you stay in the arena, Thrall-lord Dushtalbúk will deal damage to you and apply a fear debuff (pottable) called Silenced to you.
Wave 3 Adds (30%): “Kill them or it’ll be the lash for the lot of you!”
Most groups now “ignore the adds” and stay focused on the boss until the 30% mark. When the boss green bars they clean up adds.
The strat that should be practiced for progressing to T2+ is as follows:
At 32% have all non-tanks run to the center of the arena. When the adds spawn, hold their position until the Sappers run in and drop their puddles (in the middle), then run out of the puddles.
The tank should pull the Guardian to them at the start of the wave.
Kill Order: Black Arrows > Warriors > Sappers > Guardian (pull it away from the boss if possible)
Kill Order (with Black Arrows CCed): Warriors > Sappers > Black Arrows > Guardian (pull it away from the boss if possible)
Enthralled Guardian (1): Guardians put a protection buff on the mobs within 5m of them that gives them a – 66% Incoming Damage. Guardians must be first on the kill order. Be careful to not pull two Guardians at once or the buff compounds. Guardians also get a corruption called Battle-Trance that gives them a +10% damage and -20% melee/ranged damage buff. Remove the corruption ASAP.
Enthralled Black Arrow (2): They can apply a poison debuff (pottable) called Numbing Poison that lasts 30s. It applies -20% incoming healing, +50% skill induction, and +50% attack duration.
Enthralled Warrior (2): They can put a damage over time (DOT) bleed (not pottable) on players called Rending Wound. This bleed can stack.
Enthralled Sapper (4): These drop fire puddles called Sapper-Fire. If you stand in these puddles they will do 10% of your max morale as damage every 2s and every 3s it subtracts 10% of your max morale. The puddles stack. It is best to pull them to one spot, let them all drop their puddles and then move them to kill them. Don’t stand in the puddles.
Thrall-lord Dushtalbúk at 25% morale: The spike walls at the top of the East and West stairs will drop, Thrall-lord Dushtalbúk will run to the center, hold his hammer over his head, say “Flee Your Doom !” and start a grey bar induction called [INSERT NAME]. You can run to the East or West up the stairs and hide behind a column (you will see a white circle on the ground) and take no damage (you have 10s to get there). You MUST run back to the main arena before the spike walls rise up again. If you have enough morale and mitigations you may not need to run and hide. If you stay in the arena, Thrall-lord Dushtalbúk will deal damage to you and apply a fear debuff (pottable) called Silenced to you.
Thrall-lord Dushtalbúk at 20% morale: The boss will phase to Warlord Dushtalbúk and gain a Warlord’s Wrath buff that gives him +25% Melee Damage and +15% Run Speed for the duration of the fight. Most groups are capable of killing the Warlord without any problems.
To prepare for T2+ you may want to practice using the Brittle Chains. Position the boss to the left (or right) of the East or West staircases with the tank’s back to the wall. Ranged DPS attacks the Brittle Chain hanging above his head (pan your camera up to see them [and click on the them to target]). When the Brittle Chain reaches 0 morale it drops from the ceiling. If it hits Warlord Dushtalbúk it resets the tier of the the Warlord’s Wrath buff back to tier 1. In the T1 raid this does nothing as the buff does not tier up, but this is good practice for T2+ where it does tier up. There are 4 Brittle Chains that you can make use of (on the left and right side of the East and West staircases).
Note: You must run through the to the room with Hrimil in order to get Boss 2 locks.
THE TRASH LEADING TO BOSS 3
Affectionately this section is referred to as The Gauntlet. The good news is that if you clear The Gauntlet and wipe on Boss 3, you do not need to re-clear it again. Simply retreat and run in to Hrimil Frost-Heart, it will port you to Boss 3. The bad news is that if you do not clear the boss and you come back another time/day within the same lock week you have to re-clear The Gauntlet again 🙁
Part 1:
Hrimil Frost-Heart: A preview of things to come … This form of Hrimil is very straightforward, DPS her down to 85.8% to phase the fight (she will green bar); you will be ported to the next section of The Gauntlet. Hrimil does a grey bar induction skill (cannot be interrupted) called Freezing Breath. She will face the person that has aggro and freeze in place; when the induction ends she does a frontal cone shaped frost attack. Simply be sure you are not in front of her during Freezing Breath.
It is important to note that if you die here you cannot retreat and get back in to the fight.
Part 2a:
IMPORTANT: Once you start this section of The Gauntlet you cannot retreat and rejoin the fight, and you cannot add players to your group so be sure you have all 12. Once you reach the group reaches the Boss people can retreat and join etc.
Kill Order: Condemned Defiler > Mordath Taskmaster (no AoE until Taskmaster is dead) > Condemned Tracker > Condemned Soldier
Mordath Taskmaster (1): They have a tiering buff called Fury that gives them -55 Attack Duration and +5% Run Speed per tier (up to T10). Nothing you can do about this, you just need to DPS them down quickly. They do a pretty decent frontal AoE, so non-tanks should always be behind them. They do a distributed damage attack; players should group up for this. At 80% of the Taskmaster’s health they begin spawning Enslaved Nurnhoth. If you kill the Enslaved Nurnhoth they “explode” and do damage to all those around them.
Maddened Nurnhoth: They get an Enraged buff that causes them to random aggro on players. They can put a stackable wound (not pottable) called Wild Slice on players that does “X” damage every 3s for 30s.
Enslaved Nurnhoth: When killed they “explode” and do damage to all those around them.
Condemned Defiler (1): They spawn green puddles called Foul Vapours that increase Attack Duration and Skill Inductions by 30%. They also put a Silenced debuff (pottable) on players that prevent them from using most skills. Typically this requires a pot and a skill to remove the effect. Lastly, they heal mobs around them by 5% every 3s via Invigourating Herbs.
Condemned Soldier (2): They get a corruption called Proper Motivation that prevents them from being CCed. They also get a stackable buff called Reckless that gives them +20% melee damage and +20% incoming melee damage per stack; the higher they tier the harder they hit but also the easier they are to kill.
Condemned Tracker (2): They get a corruption called Proper Motivation that prevents them from being CCed. They do attacks that put poison (pottable) on players.
Part2b:
The tank should run up the ramp and pull the mobs down to the lower level. If there are two tanks you should separate the Taskmasters.
Kill Order: Condemned Defilers > Mordath Overseer > Mordath Taskmasters > Condemned Soldiers > Condemned Trackers
Mordath Taskmaster (2): They have a tiering buff called Fury that gives them -55 Attack Duration and +5% Run Speed per tier (up to T10). Nothing you can do about this, you just need to DPS them down quickly. They do a pretty decent frontal AoE, so non-tanks should always be behind them. They do a distributed damage attack; players should group up for this. At 80% of the Taskmaster’s health they begin spawning Enslaved Nurnhoth. If you kill the Enslaved Nurnhoth they “explode” and do damage to all those around them.
Maddened Nurnhoth: They get an Enraged buff that causes them to random aggro on players. They can put a stackable wound (not pottable) called Wild Slice on players that does “X” damage every 3s for 30s.
Enslaved Nurnhoth: When killed they “explode” and do damage to all those around them.
Condemned Defiler (2): They spawn green puddles called Foul Vapours that increase Attack Duration and Skill Inductions by 30%. They also put a Silenced debuff (pottable) on players that prevent them from using most skills. Typically this requires a pot and a skill to remove the effect. Lastly, they heal mobs around them by 5% every 3s via Invigourating Herbs.
Condemned Soldier (2): They get a corruption called Proper Motivation that prevents them from being CCed. They also get a stackable buff called Reckless that gives them +20% melee damage and +20% incoming melee damage per stack; the higher they tier the harder they hit but also the easier they are to kill.
Condemned Tracker (2): They get a corruption called Proper Motivation that prevents them from being CCed. They do attacks that put poison (pottable) on players.
Mordath Overseer (1): Buffs all mobs within 5m with a -66% incoming damage debuff called Imposing Presence.
Part 2c:
Echo of Winter (1): They do massive frontal damage; non-tanks should never stand in front of them. They do a knockback skill that punts everyone backward.
Part 3:
Ice-Beast (2): Decent DPS but otherwise nothing special
Ice-Crawler (2): They have two skills that can place a poison debuff (pottable) on players. They also have a red bar induction (interruptible) called Digestive Acid.
Cold-Worm (1): The Cold-Worm has a skill (uninterruptable) that causes an aggro wipe. For this reason, it is best to kill the Cold-Worm first. They also apply a stackable (up to 3) wound (non-removable) bleed that does “X” damage every 3s for 18s before it falls off.
Frost-Bound Squall Shaper: Not too much to these.
Frost-bound Hobgoblin: Frontal AoE attacks.
Elder Cold Drake (1): Essentially the same as regular Cold Drakes but they can put a disease debuff (pottable) on you called Frost Sickness that does “x” damage every 3s for 30s.
Part 4:
Elder Cold Drake (1): Essentially the same as regular Cold Drakes but they can put a disease debuff (pottable) on you called Frost Sickness that does “x” damage every 3s for 30s.
Cold-Worm (1): The Cold-Worm has a skill (uninterruptable) that causes an aggro wipe. For this reason, it is best to kill the Cold-Worm first. They also apply a stackable (up to 3) wound (non-removable) bleed that does “X” damage every 3s for 18s before it falls off.
Frost-bound Hobgoblin (3): Frontal AoE attacks
Frost-Bound Squall Shaper (2): Not really too much to these.
Echo of Winter (1): They do massive frontal damage; non-tanks should never stand in front of them. They do a knockback skill that punts everyone backward.
Part 5:
Enthralled Frost-Caller (1): These drop Hobgoblin Totems on the ground. Anyone within 10m of the totem will have a Grisly Effigy debuff on them that lowers their mits by 25% and they cannot block, parry, or evade. These stack if you are within 10m of another one !!! Be sure to be out of range of the totems, particularly if you are the tank. The totem will despawn once the Frost-Caller dies, or you can target and kill the totems.
They also have a stackable Gift of the Frost-Heart corruption that gives them a +25% tactical damage and a -25% Incoming Tactical Damage buff. Remove the corruption ASAP.
They have an orange bar induction (can be interrupted) called Clinging Frost. If you fail to interrupt it, those within range will have a Clinging Frost wound (pottable) applied to them that does “X” damage every 3s for 18s and applies a -30% run speed.
Elder Cold Drake (1): Essentially the same as regular Cold Drakes but they can put a disease debuff (pottable) on you called Frost Sickness that does “x” damage every 3s for 30s.
Ice-Giant Warrior (2): They do a grey bar induction skill (not interruptible) called Fury. This is a distributed attack; to minimize damage, stack on top of each other. Alternatively, you can run away from the Warriors as this skill does not have a long range. They also have an orange bar induction skill (interruptible) called Spinning Blows that knocks players backward.
Cold-Whelplings (?): Whelplings drop puddles (Expelled Frost) when they die that cause damage over time (DOTs). The puddles do 5% of your morale every 3s and after 3s of standing in the puddle it reduces your max morale by 50%. These puddles can stack ! Even on T1, do not stand in these puddles. Their attacks are pretty harmless, but puddles can build up quickly if they are left alive too long.
BOSS 3 FIGHT
NOTE: If you have Boss 2 locks you can use the goat at the entrance (travel to Akrazulgibshin) to the start of The Gauntlet leading to Boss 3.
Hrímil Frost-heart shouts, ”Here you stand, Durin, before the eyes of your ancestors!”
Hrímil Frost-heart shouts, ”Let the fate of Gundabad be decided at long last!”
Durin shouts, ”You are indeed mighty, Hrímil. But I am not alone!”
Durin shouts, ”My kin and kindred! The moment is at hand!”
Durin shouts, ”Strike true!”
Adds will spawn at 90%, 70%, 50%, and 30% of Hrimil Frost-heart’s health. At 20% she will green bar and start a dialogue. When the dialogue is over she begins attacking again. At 5.2% she will green bar again and begin some dialogue; the fight is over. Players will be ported to the treasure chest area.
Note: Many groups solo tank this and have all DPS just stay on the boss until the end.
Here is the strategy you should be working on to prepare for T2+:
Hrimil Frostheart:
Hrimil does not move from her spot, but she can pivot 360 degrees. The tank should always keep her faced to the east.
Freezing Breath: She periodically does a grey bar induction skill (cannot be interrupted) called Freezing Breath. She will face the person that has aggro and freeze in place; when the induction ends she does a frontal cone shaped frost attack that one shots most people. Simply be sure you are not in front of her during Freezing Breath.
Frost-Shards: Periodically she will randomly turn and face one player and drop a puddle on them called Frost-Shards. Standing in the puddle will cause you to be damaged by 10% of your max morale every 3s. The puddles do eventually despawn.
Wing Buffet: This is a grey bar induction skill that cannot be interrupted. When the induction ends it will send anyone in front of her backward a good distance. Since everyone except the tank should be behind the boss, this is something only the tank needs to watch out for. When the induction starts they should run under Hrimil and just in front of her back legs. As soon as the Wing Buffet is finished they resume their tanking position. Be careful to not run too far under as you may cause the boss to turn and face the group.
Add Wave 1 (90%): “The orcs of Gundabad answer to me!”
Kill Order: Ice-Giant Hunters > Ice-Giant Warriors
North
None
South
None
East
Ice-Giant Warrior (2): They do a grey bar induction skill (not interruptible) called Fury. This is a distributed attack; to minimize damage, stack on top of each other. Alternatively, you can run away from the Warriors as this skill does not have a long range. They also have an orange bar induction skill (interruptible) called Spinning Blows that knocks players backward.
West
Ice-Giant Hunter (2): There is a grey bar induction skill (not interruptible) called Heavy Hurl but it really does not do much damage and is unavoidable. However, it does cause a knockback to the targeted player.
Add Wave 2 (70%): “None can withstand the Frost-horde!”
Have a burg CC one Black Arrow on the north, and then run to the south and CC another Black Arrow (the one the LM does not get). Have an LM go to the south and CC a Black Arrow. Keep the south side Black Arrows locked down until their kill turn.
Kill Order: Mez South Black Arrows > North Black Arrows > Warriors > Kill South Black Arrows
North
Enthralled Black Arrow (2): They can apply a poison debuff (pottable) called Numbing Poison that lasts 30s. It applies -20% incoming healing, +50% skill induction, and +50% attack duration.
Enthralled Warrior (2): They can put a damage over time (DOT) bleed (not pottable) on players called Rending Wound. This bleed can stack.
South
Enthralled Black Arrow (2): They can apply a poison debuff (pottable) called Numbing Poison that lasts 30s. It applies -20% incoming healing, +50% skill induction, and +50% attack duration.
Enthralled Warrior (2): They can put a damage over time (DOT) bleed (not pottable) on players called Rending Wound. This bleed can stack.
East
None
West
None
Add Wave 3 (50%): “Feast, my children!”
Kill Order: Cold-Whelplings
North
Cold-Whelplings (5?): Whelplings drop puddles (Expelled Frost) when they die that cause damage over time (DOTs). The puddles do 5% of your morale every 3s and after 3s of standing in the puddle it reduces your max morale by 50%. These puddles can stack ! Even on T1, do not stand in these puddles. Their attacks are pretty harmless, but puddles can build up quickly if they are left alive too long.
South
Cold-Whelplings (5?): Whelplings drop puddles (Expelled Frost) when they die that cause damage over time (DOTs). The puddles do 5% of your morale every 3s and after 3s of standing in the puddle it reduces your max morale by 50%. These puddles can stack ! Even on T1, do not stand in these puddles. Their attacks are pretty harmless, but puddles can build up quickly if they are left alive too long.
East
None
West
None
Add Wave 4 (30%): “You are nothing before the might of the Frost-horde!”
Kill Order: Mez South Black Arrows > North Black Arrows > Ice-Giant Hunters > Ice-Giant Warriors > Warriors > Kill South Black Arrows
North
Enthralled Black Arrow (2): They can apply a poison debuff (pottable) called Numbing Poison that lasts 30s. It applies -20% incoming healing, +50% skill induction, and +50% attack duration.
Enthralled Warrior (2): They can put a damage over time (DOT) bleed (not pottable) on players called Rending Wound. This bleed can stack.
Cold-Whelplings (5?): Whelplings drop puddles (Expelled Frost) when they die that cause damage over time (DOTs). The puddles do 5% of your morale every 3s and after 3s of standing in the puddle it reduces your max morale by 50%. These puddles can stack ! Even on T1, do not stand in these puddles. Their attacks are pretty harmless, but puddles can build up quickly if they are left alive too long.
South
Enthralled Black Arrow (2): They can apply a poison debuff (pottable) called Numbing Poison that lasts 30s. It applies -20% incoming healing, +50% skill induction, and +50% attack duration.
Enthralled Warrior (2): They can put a damage over time (DOT) bleed (not pottable) on players called Rending Wound. This bleed can stack.
Cold-Whelplings (5?): Whelplings drop puddles (Expelled Frost) when they die that cause damage over time (DOTs). The puddles do 5% of your morale every 3s and after 3s of standing in the puddle it reduces your max morale by 50%. These puddles can stack ! Even on T1, do not stand in these puddles. Their attacks are pretty harmless, but puddles can build up quickly if they are left alive too long.
East
Ice-Giant Warrior (2): They do a grey bar induction skill (not interruptible) called Fury. This is a distributed attack; to minimize damage, stack on top of each other. Alternatively, you can run away from the Warriors as this skill does not have a long range. They also have an orange bar induction skill (interruptible) called Spinning Blows that knocks players backward.
West
Ice-Giant Hunter (2): There is a grey bar induction skill (not interruptible) called Heavy Hurl but it really does not do much damage and is unavoidable. However, it does cause a knockback to the targeted player.
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