Thikil-Gundu, The Steel Keep (6 Man)
Thikil-gundu, The Steel Keep
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This is a 1 or 6 man instance that was released with U23: Where Dragon’s Dwell. There are three difficulty levels; T1, T2, T3. This guide focuses on the 6 man version.
NOTE: All loot is fellowship bound for 60 minutes and can be traded within the fellow. When the timer expires it becomes bound to account. However, you MUST be online when the timer expires for it to be bound to account. If you are not online when the timer expires it will be bound to your character. The other alternative if it is a slotted piece is to slot an essence in it as this will make it instantly bound to account (you will need to use an essence reclamation scroll to remove it if it is not the essence you wanted). SSG, PLEASE FIX THIS !!!
- Suggested Class Makeup
- Chest Locks
- Rust-Stained Writings
- Trash Mobs to Boss 1
- Boss 1: Karkasht Crow-Feeder
- Trash Mobs to Boss 2
- Boss 2: Fror the Lost
- Trash Mobs to Boss 3
- Boss 3: Athramoth
- Trash Mobs to Boss 4
- Boss 4: Karazgar, The Weeping Warrior
As always, there are many ways to complete any instance. These are my suggestions for group makeups.
T1: Tank (Guard, Captain, Warden, Champ), Healer (Mini, Beorning, RK, Cappy), LM (or Burg) for CC and Debuffs, and DPS (any)
T2: Tank (Guard, Captain, Warden), Healer (Mini, Beorning, RK, maybe Cappy), LM (or Burg) for CC and Debuffs, and DPS (RK, Hunter, Champ, Warden combo)
T3: Tank (Guard or Captain), Healer (Mini, Beorning, RK), LM (or Burg) for CC and Debuffs, and DPS (RK, Hunter, Champ, Warden combo). For certain fights it is advantageous to have 2 tanks and thus one DPS spot could be taken by a Red Captain that can swap to Yellow.
Starting with the release of U23, SSG has implemented a new loot lock system. You can get Favoured Loot (better and higher drop rate) and Regular Loot from the chests.
T1: Favoured Loot (Silver Chest) is allowed 5 times per week per chest and Regular “x” times (resets at 3am EST on Thursdays)
T2: Favoured Loot is allowed 2 times per week per chest and Regular (Golden Chest) 18 times (resets at 3am EST on Thursdays)
T3: Favoured Loot is allowed 1 time per week per chest and Regular (Mithril Chest) 10 times (resets at 3am EST on Thursdays)
You can open the Social Panel (O key by default) and check the Group Stage Info tab (and then the Chest Lock tab) or you can type /raid locks in the chat bar to see how many of each type of Loot you have remaining before the reset.
There are 14 scattered throughout The Steel Keep. Collecting all the pages completes the quest Lost Lore of the Dwarf-Holds: Thikil-Gundu and gives; Rep with Grey Mountains Expedition, Lost Lore: Karazgar (housing book), Copy of the Lost Lore: Thikil-Gundu, and 5 Marks of the Longbeards.
See the map [in progress] for page locations (yellow squares)
NOTE: In many areas of this dungeon there are mobs frozen in icicles. If you get too close to the icicle they break free and attack. The exception is the second mechanism that you need to use to head on to Boss 1; it will break all mobs free and you need to kill them.
Generally the order should be: Captain/Armoured (they are never in the same pull) > Orc-Smith > Archer > Warrior > Wight > Fell-Spirit.
On T3 it is sometimes better to: Orc-Smith > Captain/Armoured (they are never in the same pull) > Archer > Warrior > Wight > Fell-Spirit.
This assumes that there is a good amount of AoE DPS in the group to kill the Fell-Spirits and that people break the trances of the Fell-Spirits. Otherwise the safest approach is to kill the Captain/Armoured and then kill the Fell-Spirit; kill the next mob and then its Fell-Spirit, and so on.
Icicles:
In many areas of this instance there are mobs frozen in what look like ice formations. If you get too close to them the mobs break free (often they are grouped, so you get all of them).
TIP: If they are wielding a one-handed weapon then they are Dwarf-Wights. If they are wielding a two-handed then they are Armoured Drawf-Wights.
Armoured Dwarf-Wight:
- They shield nearby mobs making them more difficult to kill (adds -50% incoming damage)
- Causes nearby mobs to get a +10% melee damage buff (Mindless Fury)
- Can fear you causing you to run away 180 degrees from where you were facing. This is particularly dangerous as it could cause you to run in to icicles that would then free more mobs to fight. Position yourself so that if you are feared 180 degrees you run in to a wall or away from icicles.
- When they die a Fell-spirit spawns
Gundabad Captain:
- Interrupt their inductions as they heal nearby mobs if you don’t
- When there are 2 of these, be sure to assign someone to interrupt each one
- Give a +20% Melee/Ranged/Tactical buff (Might of the Frost-Horde) to nearby mobs
- Give a +20% Frost Mitigation buff (Might of the Frost-Horde) to nearby mobs
- Cannot be CCed
Gundabad Archer:
- Remove their corruptions (you will also see a red eye over their head); called Intense Focus. It gives them +100% Ranged Damage. This is stackable !
- Put wounds on players called Flaming Arrow that does fire damage every 3s for 12s unless removed
Gundabad Orc-Smith:
- Can put a Balanced Axe debuff on you that causes -50% run speed
- Stuns players
Gundabad Warrior:
- Stuns players
Dwarf-Wight:
- Mindless Fury buff (stackable) +10% melee damage and -10% incoming damage
- Randomly zergs (runs and attacks a player)
- When they die a Fell-spirit spawns
Fell-Spirit:
- These have a special attack (Chilling Wind) that causes one player to be caught in a trance. The player cannot break free unless the spirit is killed, or interrupted by a fellowship maneuver. It does “x” (depends on tier) shadow damage every 4s.
- If you are too close to one they debuff you with Essence of Death that does 10% morale damage as shadow damage every 3s and subtracts 10% of max morale every 3s. These can stack.
- Does big frontal AoE damage
- Tiers 2 and 3: Every “x” seconds the boss tiers up a Cold-Blooded buff that gives +10% Melee/Tactical Damage and +5% Run Speed per tier. This stacks to 5, and then at the “6th” he enrages (+900% damage).
- Every “y” seconds he get a Touch of Winter buff that reduces incoming damage by 50%. This does not stack.
- Using the Bellows spawns a Fire-Grim. When the Fire-Grim dies within 5m of the boss it removes the boss’s Cold-Blooded buff and the Touch of Winter buff. Ideally the LM or Burg in the group works the bellows.
- He randomly zergs (runs at one player and does a big attack
- Interrupt his inductions or he will punt you and apply damage
- Don’t stand in the forge (lava) as it subtracts 15% of your max morale every 3s and does fire damage.
Strategy (T1-T3):
- The tank stands at the forge on one side of the bellow and the LM/Burg stands on the other side.
- The rest of the group stands facing the boss, but far enough away that when he runs to the tank they do not take frontal AoE.
- If there is an LM in the group they start the fight by hitting the boss with Fire-lore. As the boss runs to the LM, the tank hits Fray the Edge and pulls the boss to them.
- If there is no LM in the group the tank can start the fight with their bow or Fray the Edge.
- Once the boss is at the forge and facing the tank all other fellow members should stack right behind the boss. This prevents the boss from running too far away when he zergs and allows for AoE on the Boss and Grim at the same time.
- When to use the bellows really depends on the tier … the safest way to complete the fight is to use the bellows is immediately when the fight starts, and then immediately again after the Fire-Grim is dead. The better the group, the less Fire-Grims you will need to spawn. There are only 5 bellows (and 5 forges) that can be used.
- When a Fire-Grim is up you should focus on killing it (AoE is OK) and then return to the boss.
On the way to Boss 2 be careful not to get too close to icicles or you will spawn unnecessary mobs.
Generally the order should be: Captain/Armoured (they are never in the same pull) > Orc-Smith > Archer > Warrior > Wight > Fell-Spirit.
On T3 it is sometimes better to: Orc-Smith > Captain/Armoured (they are never in the same pull) > Archer > Warrior > Wight > Fell-Spirit.
A lot of the same Trash Mobs from 1 and:
Decaying Dwarf-Wight:
- They have an Aura called Death & Decay that drops green puddles that put a -50% incoming healing and -50% outgoing healing debuff on you.
Tier 1: You get 2 mini bosses (random)
Tier 2: You get 3 mini bosses (random)
Tier 3: You get all 4 mini bosses
Kill Order: Otam > Gorin > Mattug > Dugri
Otam:
- Can be CCed once per type, and then learns
- Heals the mini bosses to full health roughly every 10s; (this can be interrupted)
Gorin:
- Can be CCed once per type, and then learns
- Does a skill called Bash that causes the tank to lose all aggro until the tank regains it (re-taunt etc.).
- He stuns
- When he dies he gives Fror the ability to put up a corruption (Deathless Resolve) that heals 5% of his max morale every 3s
Mattug:
- Can be CCed once per type, and then learns
- Has a corruption that causes him to randomly attack players
- – 50% Incoming Healing Aura while in range
- – 50% Outgoing Healing Aura while in range
- When he dies he gives Fror the ability to induct and causes fears
Dugri:
- Can be CCed once per type, and then learns
- Ranged damage
- Drops fire puddles
- When he dies he spawns Fell-Spirits
Fror the Lost (main boss):
- He cannot be damaged until all the mini bosses are dead
- He cannot be CCed
- He does wicked frontal AoE
- Interrupt Fror’s inductions or he fears everyone (only happens if Mattug was killed)
- Remove corruptions from Fror (only happens if Gorin was killed); if you do not remove the corruption he heals
- Does shadow damage
- If Dugri was killed, Fell-Spirits spawn every 15 seconds for the remainder of the fight. These Fell-Spirits do not move, but they do explode causing damage to those within 10m of them (a purple bubble will engulf them). If everyone stands 10m apart, there is no need to move away as the damage will be minimal. NOTE: If you stun one of these they remain for the entire fight; don’t do this.
- Has a proximity damage called Essence of Death that does 10% morale damage as shadow damage every 3s and subtracts 10% of max morale every 3s.
Strategy T1-T3:
- Remember: The #of mini bosses is determined by the tier of the instance
- CC skills and order of use should be discussed BEFORE the fight; once you have used one type of CC on a mini boss they are immune to the same time again
- Stay out of puddles
- When the tank first runs in they will get hit hard; use CD skills before entering (i.e. Warriors Heart), debuffs, and stacked healing.
- All debuffs that can reduce damage should be applied to the boss
- Focus all DPS on Otam (AoE is encouraged); be sure to interrupt his inductions until he is dead
- Focus all DPS on Gorin until he is dead (AoE is encouraged)
- Focus all DPS on Mattug until he is dead (AoE is encouraged)
- Focus all DPS on Dugri until he is dead
- Ranged should stand at least 10m apart to mitigate spirit damage (assuming Dugri was killed)
On the way to Boss 3 be careful not to get too close to icicles or nests with eggs or you will spawn unnecessary mobs.
A lot of the same Trash Mobs from 1/2 and:
Cold-Drake:
- Breath of Winter (frontal frost damage). On T3 this will likely one shot Light and Medium classes; move out of its path.
- Puts a stackable Wrath of the Dragons buff (+20% damage) on itself and nearby mobs
Cold-Worm:
- Frost-Breath (frontal frost damage).
- On T3 this will likely one shot Light and Medium classes; move out of its path.
Drakeling:
- Upon death they drop Lingering Frost puddles that do
- Does Frost Breath (rears up on hind legs, has a blue cloud at its feet, and turns to face a player) every 30 seconds starting at 95% of the boss’s morale. When this happens you must immediately run behind the boss (unless the tank gets it). Don’t run too far as you will need to immediately run back once the FB animation has started.
- Spawns Drakelings at 85%, 65%, 45% and 25% of the boss’s morale, These drop stackable Lingering Frost puddles.
- Boss has an Aura called Mother of the Frost-Horde that increases its damage by 5% for every Drakeling nearby and decreases incoming damage by 10% for every Drakeling nearby. It is imperative that the Drakelings are AoEd down.
- Wounds come every 70 seconds starting at 95% of the boss’s morale. Flies up in the air; when he lands you get a wound called Frozen that roots you. You must remove this wound ASAP.
- Does an induction that punts if not interrupted ?
- Do not stand within 5m of the large icicles in the room; they have a Lingering Frost puddle under them. Note: On Tier 3 they one shot you.
T3 Strategy:
- Only the tank ever faces the boss
- When the boss turns to face the group (frost breath) run under him. As soon as the FB animation starts; run under him again. If the Frost Breath is aimed at the tank they will run to the DPS side (and then back again).
- When the boss does an induction; interrupt it
- When the boss flies up in the air be ready to remove wounds ASAP
- When the Drakelings spawn the tank needs to aggro them. Every DPS class should try to target a different Drakeling and DPS it down.
- When the Lingering Frost Puddles (from the Drakelings) start pooling the tank should back up to reposition the boss so people are not standing in the puddles. If you move through puddles quickly they do not do damage; the tank can actually shuffle back and forth
- Stay away from the large icicles in the room; they one shot you on Tier 3
T1 / T2 Strategy:
- Same as above except the DPS can likely just focus on the boss and the AoEs will kill the Drakelings (if not, target them and burn them down)
A lot of the same Trash Mobs from 1/2/3 and:
Tamed Cold-Drake
Boss 4: Karazgar, The Weeping Warrior
- He will run to the “corners” at 90%, 75%, 65%, and 55% and puts up a damage preventing bubble called Veil of Rust for 21s. As soon as the bubble expires he must be interrupted or he gets a +25% damage buff. He also spawns Drakelings during each induction (while he is protected by the bubble).
- At 55% of morale he spawns a Tamed Cold-Drake that puts a stackable Wrath of the Dragons buff (+20% damage) on itself and Karazgar if he is within 5m of him (these remain for the rest of the fight). You need to try and keep them separated; and then DPS the Drake down (as the Drake also makes Karazgar immune for 3 mins [or until he is killed] with a Master of the Frost-Horde buff).
- At 50% the boss starts going invisible every “x” seconds and when he re-appears he single targets a player with an Exsanguinate wound that cannot be removed. On T2 this does 49,009 common damage every 3 seconds (healer needs to stack heals on this player). TIP: Put a mark above his head so you can see where he is running.
- Tamed Drakelings spawn each time he runs to the corner and begins inducting. When they are killed they drop puddles. The boss can also put a corruption on the Drakelings called Consumed by Rust that drains their health and gives it to the boss; remove these if possible.
- At 30% of his morale the boss goes invincible and surrenders. The Drakelings should also die at this point.
- Tier 3 only: At 50% he can drop an AoE wound on all players. It drains your morale and give it to the boss; remove this wound ASAP. Note: the wound will show up on LM and Cappy Pets … dismiss them immediately and then re-summon.
Corrosion Puddles:
- Spawned by boss (T1-T3) as part of his massive frontal attack (Cleave?)
- -40% Physical Mitigation
- Cannot Block, Parry, or Evade
Lingering Frost Puddles:
- Spawned by the death of a Drakeling
- Stackable
- 20% morale damage as frost every 3 seconds
- Every 2 seconds -10% max morale
-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.
Every Bit Helps Keep The Site Going