Raid Guides

Remmorchant – The Net Of Darkness (Boss 1)

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SETTINGS

I highly recommend that you make use of the Induction Bar Display (in your settings under UI Settings.  You will also need Floating Names activated; by default you can toggle them on and off with the N key.


You may find that the floating names of everyone in the raid is distracting.  You can deselect these from displaying within the UI Settings.

This will allow you to see when the boss is calling Minions (spiderlings) during the fire phase.  It is also VERY useful for seeing skills that can be interrupted or when to use a Fellowship Maneuver (FM) later on in the raid.

Example of Pounce channelling from Side Boss 2:


RAID LOCKS (LOOT ONLY)

T1 – Resets every Saturday, Monday, and Thursday at 3am server time
T2+ – Resets every Thursday at 3am server time

RAID DIFFICULTY

T1 – 2/3 Phases
T4+ – 2/3 Phases (adds leading up to the boss fight can have Scions)

BRATHA TASAKH – LADY OF MANY VENOMS – BOSS 1

“Far beneath the Ephel Dúath, in the deepest caverns of Torech Ungol, lies the Remmorchant, the Net of Darkness. There, wreathed in webs of shadow only the Light of Eärendil might hope to penetrate, lies the lair of Ungwetári, last child of Ungoliant.”

Legolas shouts, ”That is their leader! She has been changed by Rûkhor’s foul sorceries!”
Celeborn shouts, ”Hear me, Ungoledain! We will spare your lives if you lay down your arms and allow us to pass.”
Bratha Tasakh, Lady of Many Venoms shouts, ”I hear you, Elf Lord, but I will not listen.”
Bratha Tasakh, Lady of Many Venoms shouts, ”You were fools to come here.”
Bratha Tasakh, Lady of Many Venoms shouts, ”We have finally found Mam Murgwid… and I will defend her to my last breath!”
Bratha Tasakh, Lady of Many Venoms shouts, ”And you, Dadi!”
Bratha Tasakh, Lady of Many Venoms shouts, ”Unforgivable, what you did to Felgúr! Filled his head with lies!”
Bratha Tasakh, Lady of Many Venoms shouts, ”Mam Murgwid will not accept weakness!”
Bratha Tasakh, Lady of Many Venoms shouts, ”She will not accept traitors!”
Bratha Tasakh, Lady of Many Venoms shouts, ”The Pale Herald has shown me the way….”
Bratha Tasakh, Lady of Many Venoms shouts, ”…and you will go no further!”


There are three possible phases to this boss; Lightning, Fire, and Acid.  Each week there will be two of the three phases in play and they come in this order:

LIGHTNING ACID
LIGHTNING FIRE
ACID LIGHTNING
ACID FIRE
FIRE LIGHTNING
FIRE ACID

Rem Phases By Date (click)  

FIRE PHASE

Perhaps the toughest of the three phases.  It will require strong ranged DPS, coordinated tanking, and a keen eye for debuffs.

The group should position itself along one of the side walls near the entrance.  I prefer the South wall.  Tank the boss tight against the wall with the tank facing east and the group facing west.  See below:


Throughout the fight players will get a tiering Cascading Heat debuff that does fire damage every 3 seconds for 30 seconds (more each tier it gains).  It can only be removed by a Smouldering Wrath debuff (more on that later).


Smouldering Wrath at first glance looks ominous, but can easily be healed (T4/T5 you may want to drop this outside of the group).  The bonus is that once it expires, it drops a puddle and removes all Cascading Heat debuffs from all players within range.


For this reason, it is important for all players to stay grouped up behind the boss for the entire fight, with the exception of killing spiders (more on that later) or running out of the group to drop Fiery Combustion (more on that later).

Fiery Combustion is a killer … The damage it does is not too bad, however it causes a knockback and this is deadly, especially when he spiders are incoming (more later).  If you have the Fiery Combustion debuff (look for it under your character bar) you must move more than 5m away from the group, let it expire, the puddle will drop, and then you come back to the group (this includes the tank).  Where you drop the puddle will depend on where the spiderlings are (see below).  If they are still at the back of the room, drop the puddle just to the side of the group.  If the spiders are near, run along the wall toward the back of the room and drop it there.  You have 15s from the time the debuff appears until the puddle drops, plenty of time so let it get down to 5s or so then leave.

When groups wipe, it is usually due to poor placement of the puddles (i.e. dropping them in the group).

NOTE:  TFor T3+ the Fiery Combustion is always going to appear on the player with aggro (likely the tank).





At “X” time interval a wall off spiders will spawn at the back of the room and start slowly walking toward the front of the room.  If they touch you, you will die instantly.  This is why the group is all at the front, it takes longer for the spiders to get to you.  As soon as they spawn, send 2-3 ranged DPS (more if needed) to kill the spider on the far left (south) side of the spider wall.  For T3+ it is recommended for a Warden to slow the second spider in, this cancels the next spider wave and allows for more time to be spent DPSing the boss.

It is now imperative that the entire group hug the wall.  When the spider wall comes there will be a gap in it (due to the spiderling they just killed) and the group will be safe.  Note, there is a bit of a an AoE radius around the spider so even if it is not right touching you it can still kill you.

ACID PHASE

If Acid is the first phase it is recommended to tank the boss in the far back right of the arena (NE).  This allows some space for the Fire or Lightning phases without acid puddles all over the ground. 

Two main mechanics here.  The boss will drop acid puddles under players.  At “X” intervals the boss will randomly place an eye over a player’s head and summon a spider.  The spider will then chase the person with the eye, and as they are running, drop puddles along the way.  The boss does a distributed damage attack from time to time too. 

The person with aggro (hopefully the tank) will get a tiering debuff.  For T1/T2 difficulty this can be solo tanked.  For T3+ difficulty the debuff does too much damage for one tank, so they will need to swap aggro, let it wear off, and swap back.  Alternatively, for T3+ the tank can kite the boss in circles around the arena and negate the debuff/distributed damage. 

The Clinging Acid debuff cannot be removed, you have to ride it out.  Hope you have decent mits !


Dripping Ichor is the puddle that drops (under a player and from the spider add).  You can stack these and stand in them.  If you leave a puddle and re-enter it will do damage.  The more puddles stacked, the greater the damage.  If you have decent mits you can likely leave a stack of 3 puddles and re-enter, beyond that is risky.

The best strategy is to have all the melee and support classes in one group right behind the boss, and another group with all the ranged DPS back far enough that their puddles will not stack on the DPS group.  Each group stays put in their puddles.  By creating two groups you lessen the amount of puddles that stack, but can still mitigate the distributed damage attacks the boss does.


At “X” intervals the boss will summon a spider and a person will get the Fixated debuff (red eye over their head).  The spider will chase this person for 50s or until they die (spider catches you).  When you are kiting the spider will drop puddles along the way.  If Acid is the first phase, it is best to stay at the back of the room or along the North side of the instance.  This way you have room for the next phase (either Fire or Lightning) without puddles.  You can run through puddles that are on the ground, but avoid larger stacks.  If at any point you die while kiting the spider will despawn.  It is VERY important that if you have a DNF (Do Not Fall This Day) to not accept it until the person that cast it is out of the puddle stack that they are standing in.

LIGHTNING PHASE

Surging Charge is a debuff the boss will randomly put on people.  It does distributed damage when the debuff expires.  For this reason, it is recommended that the group all stay within melee range of the boss.  This will greatly mitigate the damage.


The person with aggro (hopefully the tank) will get a tiering debuff called Static Charge.  For T1/T2 difficulty this can be solo tanked.  For T3+ difficulty the debuff does too much damage for one tank, so they will need to swap aggro, let it wear off, and swap back. Alternatively, you can solo tank T3+ by kiting in circles around the room 

Arching Lightning is the debuff that most often causes groups to fail this phase.  If you get an Arching Lightning debuff (you will have a blue aura [bubble] around your character) you need to move out of the group … 10m is good enough.  Let it expire, and then come back to the group.  If you fail to move away, it will arch to all nearby players and they too will now have the debuff. NOTE: Pets and RK stones can get Arching Lightning so you can either not use them for this phase, or be aware and dismiss them if they get it.  

 

Donations:

If you have found this information to be helpful, please consider an in game donation to Dadi (on Arkenstone) or better yet a couple of dollars to buy me a beer.

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