|Cluster:||Rise of Isengard|
'Weapons exhibiting unusual qualities have begun to appear amongst the forces sent from Isengard. Upon investigation, a great foundry is rumored to exist beneath Isengard. you seek out to find the source of these weapons.
The Foundry is a level 75, six-person instance in Nan Curunír. Players must have Instance Cluster: Isengard unlocked to enter and complete the deed Discovery: Instances of Isengard by visiting the Ox-clan Merchant Camp in northeast Nan Curunír .
Click [-] to contract a list of deeds found within the instance.
Click [-] to contract a list of quests found within the instance.
The first stage is just straight down a corridor to the first boss. There are two snitches that path up and down the corridor. If they are aggroed, they will run back to open a gate that unleashes a troll on the group. The snitch needs to be killed first or mezzed to prevent the extra troll. If the troll does get released, make sure the tank turn his back to the group and burn him down with the others. The added troll makes the first pulls difficult, especially on tier 2.
Boss Fight - Dhâr
At the end of the hallway you will see a room to the right with 9 fiery grates and the boss Dhar. When the tank engages Dhar, have dps pull the 3 smelters before they can throw a lever. The group should always stay in the grates as the rails between the grates will get blown with steam. The tank should grab Dhar and keep his back to the group. Start in the center grate. The smelters can be held by the off tank, rooted outside the entrance (root trick), or kited by the off tank
lever by 3 pulls (left to right) 3, 2, 1
lever by 4 pulls (left to right) 4, 5, 6
lever by 9 pulls (left to right) 7, 8, 9
Dps Dhar until he gets a protective shield. Once he does, someone will have to run over to the corresponding lever that Dhar is in and pull it. The lever controls work like this: The top row is activated by the top left levers, the middle row by the middle right levers, and the back row by the back left levers. At each set of three levers, the left lever activates the closest grate, the middle lever activates the middle grate, and the right lever activates the farthest grate in that row.
Once the lever puller successfully pulls the lever that corresponds to the grate Dhar is in, garbage will fall on to him and deactivate his shield. He is now attackable again. Repeat the attack, shield up, lever pull, shield deactivate series until he is dead.
During the fight 1 grate at a time will randomly flare up. Just move quickly to the next grate or it will kill you fast. Dhar will turn around and hurl a localized fire ball at someone then go back to the tank. Just move out of this as well.
Next Phase: This stage has you wind around a few hallways and fighting slightly harder mobs than the first phase. There will be a few trolls that you have to fight on this stage, just turn their backs to the group and take them down. Flamearrow mobs and trolls will be hardest mobs on the way to the boss but nothing a group can’t handle.
Once at the end of the winding halls you will see a room with a snitch in the middle and Gurbák
Strategy – Do not touch the wall at any point, it will kill any member instantly. The tank will grab the troll and tank him in the center of the room. The troll will randomly punt people into the fiery walls if he is not in the center. The tank should keep his back toward a corner of the room which will give plenty of space in case he gets knocked back. The tank should immediately move the troll back to the center of the room after he does get knocked back. The dps and healers should be on the back side of the troll and just work with the tank as he gets back into position after being punted.
To avoid being punted into the wall, move up under him if he turns to punt dps so that you have plenty of room. The distance you get knocked back by a punt can be counteracted by moving your character in the opposite direction of the punt. Other than the punting, it is a normal tank/dps fight.
This stage starts off much like the second one as you wind through a few corridors killing groups of mobs. In addition to the Flamearrows are now Fire-Callers. These guys will put an eye above someone in group and this will drop flames from below that person. Just have that person clear from the group until they eye is gone. If the tank gets the eye don’t worry as it isn't that much damage so no need for them to run around. Focus on killing the fire caller first.
After a few winding paths of mob groups, you will see a room with watery drums pounding the ground. Just move along to each mob group in the room and after they are killed you will see a lever to pull that clears a path through the drums. At the end of this space is a group with two firecallers.
After the last lever is pulled in the drum room, you run up a ramp and see a large grated room with a giant Forge in the middle
Room Layout – Room has the Forge in the middle and a grated floor all around. The best strategy is to think of this room in a clock rotation. The entry door is 6 o’clock (this helps when explaining the floor fire rotation). Ghash and Pen are both standing at the 6 o’clock side of the forge to start.
Strategy – Assign your main tank to Ghashanuz. Assign off-tank to Penrith. Once activated, each tank will grab their boss and pull them away from the forge (they are stronger when they are near the forge). Also keep the bosses away from each other (they buff each other)
Once this is set, the dps will focus on Ghashanuz. Someone needs to be responsible for checking the forge to see if it is attackable. Anytime the forge is attackable, all DPS should go to it. Priority of attacks are as follows: Forge – when attackable, then Ghashanuz, then Penrith During the fight, at certain morale levels the Forge, Ghash and Pen go unattackable (each independent of each other). When this happens, just switch to the next priority on the list. Ideally, when the Forge is ready to be destroyed you would like to have Ghash somewhere near 1/3 or less health. In order to complete Challenge Mode, the Forge must be destroyed before the others. Destroy the Forge and then dps focuses on Ghashanuz. Upon destroying the forge, both Ghashanuz and Penrith will hit a bit harder. Once Ghashanuz is killed then quickly move over to kill Penrith. During the fight, Penrith will cast an eye on someone and they will need to run clear of the others, as fire will drop from them and does damage. This lasts for 5 drops. During the fight, a floor fire will start and rotate around the room. This fire always starts in the 1 o’clock position and rotates clockwise until it gets back to 1 o’clock. This fire will kill you fast so just call it out when it starts and move the group around to keep clear of it. If the fire floor is not active, do not have anyone run near the 1 o’clock position even if they are running off the eye. People will get stunned during this fight … just don’t panic and be ready when you free up. Take advantage of the free time when one or both of the bosses goes unattackable and retreats to the forge. Get heals and power up as need. After each rotation of the fire floor, just get everyone set back up in starting positions and repeat.
Most groups will focus on Penrith first in order to avoid getting more eyes on them and to free up the off-tank if it's a Captain or Champion as they struggle more than Wardens/Guardians.
Click [+] to expand a list of mobs found within the instance.
|75||The Ring-Forge of Orthanc||Nemesis||Object||?||221,836|
|Small fellowship:||Dargnákh Unleashed • Pits of Isengard • Fangorn's Edge|
|Fellowship:||The Foundry • Roots of Fangorn|
|Raid:||Draigoch's Lair • The Tower of Orthanc|