Dâr Narbugud/Guide: The Blind One
Trash Mobs
Head back to the Crossroads and pass through the middle (purple) door. Ahead will be a group of mobs consisting of:
In the next room there will be another group of mobs consisting of:
World-eaters will periodically target a random raid member (usually someone at far range) and put a cloud of shadowy tentacles under their feet which has the following effects:
- Suppressing Shadows (Incoming/Outgoing Healing and Tactical Damage debuff)
- Suffocating Shadows (strong Shadow damage DOT
- Petrifying Shadows (periodic root)
Anyone caught in these shadowy tentacles should move out of them immediately since they effectively cannot heal or be healed. Note also that World-eaters are immune to CC and therefore must be tanked.
Up a ramp to the right is a group of mobs consisting of:
Finally before the boss room will be a group of mobs consisting of:
Because the World-eaters cannot be CC'd, the best way to handle this pull is to CC both Dark-maw Masters simultaneously while having one tank pick up one World-eater and an offtank pick up the other World-eater, pulling them away from the CC'd Dark-maw Masters and burning them down one-at-a-time quickly.
Preparation
Two tanks are required for this fight to share aggro. Multiple ranged DPS is also very helpful in this fight due to the spreading DOTs in phase one and the fact that he applies the following Acid DOT to all characters in melee range:
Melee DPS will need to be careful to balance their time spent damaging The Blind One with periodically getting out of melee range from him to heal up if their Morale gets low.
The Blind One also has the following buff which makes him immune to Common damage:
Therefore, Guardians and Wardens should apply Shield-spikes to change their shield attack damage type.
Everyone in the raid should have Hope Tokens to counteract the bosses' Gloom effect which applies +5 Dread.
Inside the room players will notice three huge glowy portals at the north, east, and south edges of the room. Characters must never come into contact with these portals as they will be oneshot.
Note: In order to reset this fight, everyone in the raid must tuck into the left corner of the door at the entrance to the room.'
Boss fight: Phase 1
From start until The Blind One reaches 85% / 6.3M Morale
Before beginning the fight, everyone but the tanks should position themselves in a large spread-out circle around the room (see map at right - red dots indicate positions for non-tanks). This can be done prior to starting the fight if everyone is careful to hug the outside walls and avoid the webbing on the floor and the glowy portals. Characters should try to be equidistant from those to their left and right with at least 10m between everyone in the raid (i.e. imagine the room as a clock face with the characters at the numbers). Healers should be distributed evenly around the circle so that they can heal both the tanks and the raid members to their left and right.
Once the rest of the raid is in position, the tanks should run to The Blind One's platform in the center which will start the fight. Once he finishes his dialogue the main tank should immediately get aggro and the raid can begin slight ranged DPS only (melee DPS will need to stay put). No one in the raid should move from their position in this phase except for the tanks, and the tanks should try to keep The Blind One in position on his platform for the entire phase. Ranged DPS must not pull aggro during this phase or risk bringing The Blind One towards the raid where his Acid DOT aura will affect non-tanks.
Periodically The Blind One will execute Shadow Charge, a huge Shadow attack with knockback that drops threat on his current target. As soon as that happens the other tank should immediately pick up his aggro so he stays on the platform.
During this phase two different eyes will appear above random raid members' heads:
- Virulent Contagion (green eye; 4s Acid DOT)
- Paralyzing Contagion (red eye; 4s root with strong Shadow damage on expiration)
Both of these eyes will spread to raid members within 10m on expiration (similar to the green eyes applied by Zholuga in Green stance). This is why all raid members have to remain spread out in a circle for all of phase one. Anyone who gets either of these eyes should stay put and not move and wait for their eye to expire. This will prevent any eyes from being spread. If the tank or offtank gets one of these eyes they should each back up about 5m from the platform so they are not close to each other, which should provide sufficient distance so that the eye does not spread to each other or the raid.
Boss fight: Phase 2
From 85% to 40% / 1.3M Morale
- "Darklings, arise!"
Upon reaching this phase, The Blind One will no longer apply eyes to the raid, so everyone is now free to reposition. Tanks should bring The Blind One to the alcove on the west side of the room just north of the door, with their backs to the wall and The Blind One facing away from the raid. Healers and ranged DPS should stay well away from The Blind One so as not to be affected by his Aura: Acidic Cloud. Melee DPS can get into melee range but should get out as necessary to heal up.
Starting in this phase, three Unstable Darklings will spawn every 30s either near The Blind One or from the glowy portals. Each will target and move toward a random raid member and upon reaching them, apply this effect on them:
- Shadow Vortex (character disappears for 10s)
While in a Shadow Vortex, a character cannot take any action (i.e. like being stunned), but they can still be damaged and healed. Their aggro is also ignored while in the Vortex, so if a tank goes into one the other tank must make sure they pick up aggro. In the unlikely event that both tanks go into Vortexes, someone else in the raid must try to hold aggro until they pop out 10s later.
One or more ranged DPS should be designated to burn down the Unstable Darklings before they reach the raid. However, if one or two do manage to get to the raid generally the impact isn't huge unless multiple healers get put into Shadow Vortexes at the same time.
Also starting in this phase and for the rest of the fight, The Blind One will activate Withering Strike, a massive AOE Shadow damage attack, every 30s. This attack must be interrupted every time, and one or more interrupters should be designated to handle it.
Finally, for the rest of the fight The Blind One will also start placing shadowy tentacles on the ground under random raid members, often healers (just like World-eaters do), which will apply the following effect to anyone inside:
- Suppressing Shadows (Incoming/Outgoing Healing and Tactical Damage debuff)
Anyone caught in these shadowy tentacles should move out of them immediately since they effectively cannot heal or be healed.
Boss fight: Phase 3 (burn phase)
From 40% to finish
- "I gather the shadows!"
Starting in the last phase, The Blind One will continue doing Withering Strike but now every 15s, so interrupts must come more frequently and every one must be interrupted.
The Blind One will also start stacking the following buff every 3 seconds:
- Corrupting Strength (damage buff stacking up to 10 times; removable corruption)
Make sure that this corruption is being removed constantly such that it never stacks up or else the tanks could get oneshot.
Also in this phase The Blind One will stop spawning Unstable Darklings but will instead begin spawning copies of himself called Blind One's Shadows. One will appear immediately and then every 45s after from one of the glowy portals. Although they have 7.3M Morale just like The Blind One, they do not need to be burned down since instead they can be CC'd (stun, root, etc.). One or more characters with CC should be designated to handle the Shadows in this phase. They can either be perma-stunned and kept out of the fight, or CC can be used to defeat them (each CC reduces their Morale by about 25% such that 4-5 CCs should defeat them). Another alternative strategy is to have the offtank aggro the Shadows and kite them around the room.
Save offensive cooldowns for this phase to burn The Blind One down quickly before too many Shadows spawn or the Corrupting Strength corruption stacks too high.
Drops
Loot that drops for all characters
Loot that always drops
- Greater Elf-stone of Resolve (tradeable for DN armour set legs)
Loot that has a chance to drop
Additional Information
Once The Blind One is defeated, the webbing around his platform will dissolve and anyone standing on it will fall through the floor to the pool below. By swimming northwest in the pool the raid can move on to the next boss room (The Mistress of Pestilence). However, if someone needs to return to loot The Blind One's chest, they can instead swim south which will take them through a portal back to the crossroads.
"Hard Mode"
If the side bosses Zholuga, Flâgît, and Îstum are not defeated prior to engaging The Blind One, his fight will become more difficult in that he will take on one ability from each of those bosses. When beginning the fight, he will say the following depending on which bosses were skipped:
- "Zholuga, bend to my will."
- "Flagit, I take your strength"
- "Istum, your power is mine."
The Blind One will then be granted the following additional abilities:
- Aura: Acidic Cloud will periodically apply Disintegration
- Summon Spores (summons groups of Caster's Banes, Defender's Banes, and Fighter's Banes throughout the whole fight)
- Vigour (in phase 2 only, activates every 90s, lasts for 15s)
Note that the loot rewards will not change and there are no deeds or other benefits granted for completing the fight in this manner.