Dâr Narbugud
Dâr Narbugud | |
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Level: | 58 |
Size: | 12-person Raid |
Cluster: | Scourge of Khazad-dûm |
Region: | Moria |
Area: | Foundations of Stone |
Location: | [16.4S, 96.8W] |
"The Elves of Lórien have uncovered Dâr Narbugud, the lair of the Mistress of Pestilence, the vile creature responsible for the plague spreading among the creatures of Moria. What heroes will overthrow the queen of the nameless? Who will put an end to her plague?"
Location
Dâr Narbugud (Black Speech for Home of the Nameless), also known as DN, is a multi-boss 12-person raid featuring six boss fights with trash mobs interspersed between them, somewhat comparable to the Rift in length and difficulty. The entrance lies in the far south-eastern corner of the Foundations of Stone [16.4S, 96.8W], near the entrance to Dark Delvings.
Deeds
Click ► to expand a list of deeds found within the instance.
Quests
From Donfuin (outside the entrance to Dâr Narbugud in The Foundations of Stone):
- [60] Dâr Narbugud: A Plague Restrained
- [60] Dâr Narbugud: Bastions of Doom
- [60] Dâr Narbugud: Noxious Vapours
- Completing the 3 above quest chains unlocks:
Granted from a random drop inside the instance:
Granted from Celeborn at the end of the quest chain The Good Will of the Galadhrim
Mobs
Click ► to expand a list of mobs found within the instance.
Bosses
Level | Name | Raid Lock # | Difficulty | Species | Dread | Morale |
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61 | Blagh | 1 | Arch-nemesis | Troll | +5 | 5,544,000 |
61 | Rung | 1 | Arch-nemesis | Troll | +5 | 5,544,000 |
62 | Zholuga | 2 | Arch-nemesis | Orc | +5 | 16,592,188 |
62 | Flâgît | 3 | Arch-nemesis | Orc | +5 | 13,273,750 |
62 | Îstum | 4 | Arch-nemesis | Orc | +5 | 16,592,188 |
63 | The Blind One | 5 | Arch-nemesis | Nameless | +5 | |
63 | The Mistress of Pestilence | 6 | Arch-nemesis | Nameless | +5 |
Raid Locks
This raid has raid locks which reset three times per week:
- Monday at 6:00 a.m. server time
- Wednesday at 6:00 a.m. server time
- Friday at 6:00 a.m. server time
General Raid Preparation
- Many of the bosses in this raid deal primarily Tactical Damage. Therefore characters should focus on increasing their Tactical Mitigation as much as possible, which can be accomplished with gear, Virtues such as Fidelity, Tolerance, and Honour, and with Scrolls of Supreme Warding Lore.
- Characters should come prepared with stacks of curative potions to remove Disease, Fear, Poison, and Wound effects.
- Cooked Food, Fortifying Food, and Trail Food all provide beneficial buffs to in-Combat Morale/Power Regen, Resistance Rating, and other stats.
- All characters should bring several +5 Hope Tokens to counter the Gloom effect on bosses which applies +5 Dread.
- Many mobs in this raid do not like to be CC'd (Crowd-controlled) and will buff themselves as a result.
- Some of the bosses in this raid either have a high mitigation for or complete immunity to Common Damage. Therefore, Guardians and Wardens should bring Shield-spikes to change their shield attack damage type.
- The raid leader should designate a primary target assist for DPS to follow, since many of the boss fights will require careful targeting and quick burning of targets.
- The personal lantern (toggled on/off with Alt-F10) can be used inside this instance to increase visibility.
Walkthrough
Blagh & Rung |
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PreparationAlthough it's possible to do this fight with a single tank, two tanks provide more reliability since the damage from the two bosses can be divided between the tanks. This fight also requires a lot of healing as the bosses do a lot of damage and apply multiple high-damage ground-centered effects. Because of the unique nature of how these bosses share damage, it is recommended that the raid members detach tooltips ('H' key by default) for both bosses before the fight starts so that they can monitor their Morale throughout the fight. Everyone in the raid should have Hope Tokens to counteract the bosses' Gloom effect which applies +5 Dread. Also like most bosses in this Dâr Narbugud, Blagh and Rung have a high mitigation against Common damage, and so Guardians and Wardens should use Shield-spikes to change their shield attack damage type. Trash MobsUpon entering the raid you'll be in an alcove with a large room beyond. Inside the room the first bosses, Blagh and Rung are pathing around. There are also five groups of mobs consisting of:
Before engaging the bosses, the entire raid should stay in the alcove while the five groups of mobs are dealt with. The tank should pull each group one at a time (or multiple groups if the raid can handle it) into the alcove for the raid to take down, being careful not to pull the bosses (i.e. wait until they're on the other side of the room before pulling a group). DPS priority should be in the order listed above (trolls, then guards, then skirmishers, then goblins). An easy way to remember this is to defeat them in order of their size from big to small. The trolls have frontal AOE so they should be turned away from the raid. Boss fight: Phase 1From start until one boss reaches 40% / 2.2M Morale After the mobs are taken care of, the bosses Blagh and Rung can be engaged. The entire raid should enter the room together since a webbed door will close at the room's entrance when the fight starts, preventing exit from and re-entry to the boss room. Each tank should take one of the bosses and position them facing away from each other and the raid. These bosses should be damaged such that both of their Morale stays even throughout this phase. However, Blagh and Rung share a buff called Battle Linked which causes damage done to one to be taken by the other and vice versa. This means that DPS in this phase should target the boss with less Morale, since that will in fact damage the boss with more Morale. DPS should continually switch targets and/or AOE to keep their Morale even. During this phase the bosses will use the following abilities, neither of which is interruptible:
Boss fight: Phase 2 (burn phase)Once one boss reaches 40% / 1.1M Morale "You will taste of my rage for what you've done to my brother!" or As soon as one of the bosses reaches ~40% Morale, the other will activate the following effect:
To prevent the stacking damage buff from building too high, all DPS should target the boss with the most Morale (which will damage the other) and burn fast. DPS cooldowns should be used at this point such that one of the bosses is defeated as quickly as possible. Boss fight: Phase 3Once one boss is defeated "His death will mean your death!" As soon as one boss is defeated, the remaining boss will stop stacking the Enraged Revenge buff and will start activating the following effect:
The tank holding the remaining boss should move the boss out of the Killing Field effect so that the raid is not affected by it. All raid members should be careful not to linger in the effect as it is very damaging. Also the remaining boss will now start using the Stunning Knockback ability on the tank. DropsLoot that drops for all characters Loot that always drops
Loot that has a chance to drop Additional InformationThe smelly, red mushroom for the deed Dâr Narbugud Fungus Investigation is found in the north end of this boss room. |
The Crossroads | ||||||||||||
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Trash MobsUpon leaving the room with Blagh and Rung you will proceed down a long winding corridor past the following groups of mobs:
The strange, blue mushroom for the deed Dâr Narbugud Fungus Investigation can be found in the downward passage leading to the crossroads. The CrossroadsThe room at the bottom of the ramp is a crossroads where the corridor splits into three different corridors, each leading to different bosses. Inside the room are the following mobs:
The Snarling Overseers are particularly difficult to kill as they will debuff and silence characters nearby as well as transferring taken damage to other nearby mobs. They should be prioritized by DPS. The Lesser Fungal Fumaroles will frequently spawn Fungal Spores which explode upon reaching a character applying a stacking Run Speed, Attack Duration, and Induction debuff. They should also be prioritized by DPS (best to bring the Snarling Overseers next to the Fumaroles and AOE them all down). Once the mobs in the room are cleared, the raid can choose which boss they wish go to next based on the doorway out of the room:
Most raids clear the left and right bosses first (Zholuga, Flâgît, and Istum), and then defeat The Blind One and The Mistress of Pestilence last. If the raid does not defeat these side bosses first, then The Blind One gains extra abilities which make the fight more difficult. |
Zholuga | |||||||||||||||||||||
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Trash MobsUpon entering the left (red) doorway from the crossroads, a sloping passageway leads to a room with 3 Snarling Overseers and 2 Lesser Fungal Fumaroles. After defeating them a ramp leads to a large room with four groups of mobs that include the following: Some of these mobs have the Aura: Bloodbound buff which transfers damage dealt to the Dark-maw Masters to other nearby allies. This increases the time it takes to defeat the Dark-maw Masters unless they are separated from the rest of their group. The Dark-maw Masters also gain a stacking Incoming/Outgoing Damage buff whenever an ally is defeated nearby. In the center of room is a Greater Fungal Fumarole. The raid should remain behind in the first room up the ramp while the tank pulls one or two groups of mobs at a time from the lower room, careful not to aggro the Greater Fungal Fumarole. Once the groups of mobs are cleared, the raid should come down and engage the Greater Fungal Fumarole, which is similar to Lesser Fungal Fumaroles in that it spawns Fungal Spores, but it also has Gas Chamber, a ground-centered stacking AOE Acid DOT which delivers significant damage at high tiers, so it should be defeated quickly. PreparationOnly a single tank is needed for this fight, but if the main tank has a limited number of Taunt targets a second tank may be required to gain aggro on all of the Banes that spawn. Everyone in the raid should have Hope Tokens to counteract the bosses' Gloom effect which applies +5 Dread. Zholuga cycles through three stances throughout the fight, Blue stance, Green stance, and Red stance. The stance appears as a glowing aura around Zholuga. Each stance grants different abilities to Zholuga and debuffs to the raid. The raid can control how long Zholuga stays in each stance by clicking on runed pedestals around the edges of the room. Each time Zholuga activates a stance, one of the runed pedestals around the room will glow with that stance's colour. Clicking on it ends Zholuga's current stance and advances him to the next stance in sequence (Blue → Green → Red → back to Blue). Each runed pedestal can only be clicked on by specific classes as follows:
The raid leader should assign specific players to click runed pedestals throughout the fight as appropriate (only one player needs to be assigned for each colour). Clicking on a runed pedestal requires a 2-second induction which will be interrupted if the clicking character is attacked. Note: This fight can be reset by the entire raid running out of the room. Blue Stance"Mistress, lend me your courage!" Soon after starting the fight, Zholuga will enter Blue Stance, which activates the following effects:
Because the debuffs applied by the Banes make the fight very difficult if they stack up, most raids will want to get Zholuga quickly out of Blue Stance and into Green Stance. Note: Zholuga will continue to summon Banes continually for the rest of the right regardless of stance. Green Stance"Mistress, grant me your wisdom!" A few seconds after Zholuga is removed from Blue Stance he will enter Green Stance, which increases Zholuga's threat from healing and activates the following effects:
Because the Acid DOTs in Green Stance do a lot of damage (especially if someone with Virulent Contagion doesn't run away from the group and ends up spreading the DOT), most raids will want to get Zholuga quickly out of Green Stance and into Red Stance. Red Stance"Mistress, give me your strength!" A few seconds after Zholuga is removed from Green Stance he will enter Red Stance, which activates the following effects:
Of the three Stances, Red is generally considered to be the easiest for a raid to manage, since most of Zholuga's outgoing damage will be on the tank as long as they don't lose aggro. If no one clicks on a runed pedestal Zholuga will stay in Red Stance until the end of the fight, but if someone does click one he will begin the cycle again in Blue Stance. DropsLoot that drops for all characters Loot that always drops
Loot that has a chance to drop Additional InformationThe divergent mushroom for the deed Dâr Narbugud Fungus Investigation can be found in this boss room. |
Flâgît | |
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Trash MobsPassing through right (green) door from the crossroads, the raid will encounter a group of mobs including: The room has two exits: a ramp down to the east or a narrow passage to the south - take the south exit to get to Flâgît. This passage opens up into a large room with four groups of mobs that include the following: Some of these mobs have the Aura: Bloodbound buff which transfers damage dealt to Nameless (Dark-maw Masters or Snarling Overseers) to other nearby allies. This increases the time it takes to defeat the Nameless unless they are separated from the rest of their group. Dark-maw Masters also gain a stacking Incoming/Outgoing Damage buff whenever an ally is defeated nearby. In the center of room is a Greater Fungal Fumarole. The raid should remain behind in the previous room while the tank pulls one or two groups of mobs at a time from the large room, careful not to aggro the Greater Fungal Fumarole. Once the groups of mobs are cleared, the raid should enter the large room and engage the Greater Fungal Fumarole, which is similar to Lesser Fungal Fumaroles in that it spawns Fungal Spores, but it also has Gas Chamber, a ground-centered stacking AOE Acid DOT which delivers significant damage at high tiers, so it should be defeated quickly. PreparationOnly one tank is needed for this fight, and no adds are summoned. Everyone in the raid should have Hope Tokens to counteract the bosses' Gloom effect which applies +5 Dread. Note: This fight can be reset by the entire raid running out of the room. Impending Mark: Flâgît's Ire abilityThroughout the entire fight, Flâgît will frequently say one of the following while activating the Impending Mark: Flâgît's Ire ability:
This is a debuff that will appear as a green eye over the head of any random raid member who does not hold his aggro (i.e. not the tank). Once it activates, that raid member has 6 seconds to exit the room and stay outside the room for 2 seconds until the eye clears (making sure to cross the room threshold indicated on the map on the right). If they do not get clear of the room, the eye will turn red and promptly explode causing a large amount of damage to everyone nearby, typically wiping the raid. To efficiently handle Flâgît's Ire, the entire raid should stay close to the eastern exit of the room during the entire fight to ensure everyone can exit quickly (but make sure that everyone stays inside the room unless they get an eye). Note that it is not necessary to break line-of-sight with Flâgît to remove the eye. Flâgît's Vigour abilityBeginning in phase two, Flâgît has an ability called Vigour which periodically makes incoming damage actually heal him for 1% of his Max Morale (~33K) per hit. Therefore it is important that DPS are able to quickly stop attacking him when this ability is active. When activating this ability, Flâgît rears up and a big red aura appears around him (similar to the Burn Hot effect on a Hunter). While Vigour is active all damage heals Flâgît, including DOTs. Therefore DPS should be careful not to apply any DOTs at all, or only apply them such that they are sure to expire before he activates the next Vigour. If necessary, players should drag abilities that apply DOTs off their hotbars or reposition them so as not to hit them by accident as part of their rotation. Also players must make sure to stop auto-attacking Flâgît during Vigour. The easiest way to stop auto-attacking is to press F1 which targets themselves. Alternately, DPS can target the tank and use Skill Target Forwarding to damage Flâgît, and then when Vigour activates the tank simply needs to press F1 to target themselves and all DPS will stop attacking. Vigour can be removed by completing a successful Fellowship Manoeuvre on Flâgît. A non-damaging FM such as all green or all blue should be used to prevent Flâgît from healing. Boss fight: Phase 1From start until Flâgît reaches 85% / 11.3M Morale Throughout the entire fight Flâgît will activate the following effects on the tank:
During this phase Flâgît will also activate Weakened Foe which is a stacking Incoming Damage debuff on the tank. Flâgît takes +20% incoming ranged damage during this phase due to the Hunter's Advantage debuff. Boss fight: Phase 2From 85% to 50% / 6.6M Morale "You can not stop Her Army! I will not allow it!" Flâgît will activate Vigour immediately at the beginning of this phase and every 60 seconds thereafter. Vigour will last for 15 seconds during this phase. The raid leader should call 'DPS out' when Vigour activates, and 'DPS in' when it deactivates. During this phase healers will also periodically get Disheartened Foe which is a stacking healing debuff (stacks up to five times). Flâgît takes +20% incoming tactical damage during this phase due to the Tactician's Advantage debuff. Boss fight: Phase 3From 50% to finish "The light... it dims... what are you doing? I must protect myself!" As soon as the previous 60s Vigour timer from phase 2 expires, Flâgît will accelerate his Vigour buff, now activating it every 30 seconds (but with only a 5 second duration). He will also beging stacking the Enraged damage buff every 30s (stacks up to ten times). DPS should burn Flâgît quickly during this phase, but with care to avoid DPS while Vigour is active. Flâgît takes +20% incoming melee damage during this phase due to the Soldier's Advantage debuff. DropsLoot that drops for all characters Loot that always drops
Loot that has a chance to drop |
Îstum | |
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Trash MobsAfter defeating Flâgît, head east back towards the first room in this area and proceed down a ramp to the southeast. At the bottom of the ramp is a group of mobs consisting of: Beyond this room is a large room with three groups of mobs that include the following: Some of these mobs have the Aura: Bloodbound buff which transfers damage dealt to the Dark-maw Masters to other nearby allies. This increases the time it takes to defeat the Dark-maw Masters unless they are separated from the rest of their group. The Dark-maw Masters also gain a stacking Incoming/Outgoing Damage buff whenever an ally is defeated nearby. In the center of room is a Greater Fungal Fumarole. The raid should remain previous room while the tank pulls the closest two groups of mobs to the raid, careful not to aggro the Greater Fungal Fumarole. Once the groups of mobs are cleared, the raid should enter the large room and engage the Greater Fungal Fumarole, which is similar to Lesser Fungal Fumaroles in that it spawns Fungal Spores, but it also has Gas Chamber, a ground-centered stacking AOE Acid DOT which delivers significant damage at high tiers, so it should be defeated quickly. After defeating the Greater Fungal Fumarole, the final group of mobs can be cleared. PreparationA main tank should be designated to tank Îstum throughout this fight, while an off-tank or heavy armour DPS should be designated to handle Fungal Crawlers in phase 2. Four DPS (preferably ranged) should also be designated to handle Fungal Crawlers in phase 3. This fight is quite difficult (possibly the most difficult in the entire raid instance) because there is an extremely high amount of raid-wide damage going out almost constantly. Therefore, the raid may want to have three or more healers with plenty of in-Combat revives available. Also because a lot of the damage from the boss is delivered in melee range, having multiple ranged DPS is very helpful. Everyone in the raid should have Hope Tokens to counteract the bosses' Gloom effect which applies +5 Dread. Note: This fight can be reset by the entire raid running out of the room. Boss fight: Phase 1From start until Îstum reaches 85% / 14.1M Morale To start the fight the main tank should pick up Îstum and take him to a far corner of the room away from the center (southwest or southeast corner is best). Starting in this phase and for the whole rest of the fight the boss will activate these abilties:
DPS should damage Îstum down while staying clear of the center of the room in preparation for phase 2. Boss fight: Phase 2From 85% to 40% / 6.6M Morale "You are too strong! Too many! It is good I am here to stop you!"Starting in this phase, four Fungal Crawlers will spawn every 60 seconds in the center of the room. The off-tank or heavy armour DPS should stay in the center of the room for this entire phase in order to explode the Crawlers as soon as they spawn ("eating" the damage of the Crawlers to prevent them from affecting others in the raid). Also starting in this phase Îstum will being activating a very damaging 360° AOE attack called Whirlwind every 35 seconds and continuing to the end of the fight. The attack triggers three times in quick succession and appears as white swords shooting out from his body. If the tank quickly gets out of melee range of Îstum he will cancel the attacks. Whirlwind can also be cancelled by a knockdown (e.g. Exploit Opening or Trip from a Burglar or Smashing Stab from a Guardian). Boss fight: Phase 3 (burn phase)From 40% to finish "What is this? The Mistress ordered me not to fail! Death to all!" In the final phase, Fungal Crawlers will no longer spawn from the center of the room. Instead every 15 seconds one Fungal Crawler will spawn from each corner of the room (northeast, northwest, southeast, and southwest). At this point the four designated DPS should go to their corners and stay there in order to absorb the damage from their crawlers. Îstum will add one more ability during this phase: Spore Explosion which occurs every 45 seconds and does massive 360° AOE Acid damage to everyone in melee range. Spore Explosion is preceded by Îstum "beating his chest" for a few seconds while growling and can be interrupted during this with a knockdown. After a Spore Explosion, Îstum will drop aggro on the tank and randomly attack raid members until taunted back to the main tank with a Force Attack. Because of the massive damage going out to the entire raid during this phase, DPS should burn Îstum as quickly as possible using offensive cooldowns. DropsLoot that drops for all characters Loot that always drops
Loot that has a chance to drop |
The Blind One |
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Take your raid back to the crossroads and proceed through the middle door. You'll have a few trash mobs to clear before the fight. A lot of it you'll have seen before, but there is one new mob, the World-eater. These guys cannot be CC'ed in any way (they don't stack buffs, they're just immune), so you'll want to designate tanks to them until you are ready to kill them. Use similar tactics to the trash trolls found earlier in the dungeon. Now, these guys have two special abilities.
Once the trash is down, prepare for the Blind One (BO)! This is by far the most difficult fight of the dungeon, so get ready for it. Every single person in the raid has a job to do, and if any one person isn't doing it right you will wipe. Be sure everyone in the raid is listening hard when you explain this fight. Important! If at any point during this fight a wipe is guaranteed, have everyone still alive run to the right corner of the door you entered. The BO will reset as it attempts to hit them, leaving (hopefully) somebody with a rez still alive to get your group up.
The Blind One's room is roughly circular in shape. You will note black portals on three walls. Do not touch them, you can try, but will die instantly. Now, the most important part of the first phase is positioning. You have 12 people in your raid. You will want two of them (a Guardian and a Champion), on the center platform, where the BO stands green. The other 10 will be spaced evenly around the room. Picturing a clock face, where the door you enter is 6 o'clock and the opposite side is 12 o'clock, you will have essentially one person for each hour. I recommend placing your Minstrels at 1 and 7 and your Captains at 4 and 10. This will ensure each Minstrel can heal one Captain, each captain can heal one Minstrel, all healers can reach the two in the middle, and the other 6 people in the raid can all be reached by one Minstrel and one Captain. Also, note that the BO has a damaging aura that will hit everyone in melee range for 500 a tick throughout the fight. In addition, it will hit anyone ENTERING or LEAVING the aura range for 1k. Don't go next to him unless you are one of the two tanks, or perhaps a burglar running in briefly to apply a debuff (warn your minstrels first, burgs!) Be absolutely sure when planning positioning that everyone is as far as possible away from everyone else, except for your two tanks. Phase One lasts from his starting health to 440k. The Blind One has three special moves during this phase:
The second phase begins at 440k and lasts until 200k. During this, the special moves from phase 1 disappear, so feel free to group back up (a possible place is near the door you entered). Keep your tanks in the middle. The BO has a new battery of three specials here, and here they are:
The second phase is the easiest of the three phases, it shouldn't be any trouble if you got the first one done. At about 210k left on the BO's health, have your Burglar dash into melee range, he'll be staying there during the third phase and needs to be ready.
After Mirkwood arrived, and the lvlcap has been raised to 65, in addition to the following tactics of the final fase, it's also possible to mass-nuke the BO, IF you've got enough and well geared lvl65's in your group. Don't forget to let your Burglar start a conjunction as soon as the final fase starts. The BO should now be at 200k, everyone is still alive, and you have a Guardian, Champion, and Burglar in melee with him. There are now FOUR things to watch out for, each nastier than the last.
At anywhere during this 200k, use your two Oathbreakers for more damage (but Hunters, DON'T use merciful during the Oathbreakers unless it is your turn to remove the corruptions! Also don't burn hot, you can't expect the LM to give you power during this phase). Everyone suck down the morale and power pots when you can, as your battery is currently fighting for his life against multiple doppelgangers. Minstrels put down Fellowship's Heart at about 50-60k, Captains drop in with IHW+LS after that runs out, and hope enough of you survive to finish him off! Enjoy your well-earned leggings. Also a note, anyone stranded in the middle is still within range of the chest. And, anyone dropped through the hole that opens when he dies can find a door down there that'll teleport you back to the crossroads, from where you can run back to the chest. |
The Mistress of Pestilence |
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If you can kill The Blind One, you WILL kill The Mistress of Pestilence. The difficulty doesn't even compare. And on that note, let's be off! Drop through the hole in the Blind One's chamber that opened when he died, and follow the passage around to the Mistress. No annoying trash here to deal with. Pop your tokens and scrolls, and let's be off!
You'll see four World-eaters surrounding the Mistress. You've gotta take those down first before she activates. Now, to make it interesting they will cross-heal each other if close enough. Otherwise they're identical to trash you've seen before. So, here's the deal: Have a Guardian + Minstrel pair go occupy the two on the right, a la Thrâng. Have a Captain tank the back left one, while your Champion tanks and the raid burns down the front left one. Then move around to the back left and kill it, followed by pulling one of the two off the guard and killing it and the last one. At this point, Important! You will be out of combat for long enough to eat food immediately after the last one dies. Make use of this. Now, the Mistress activates! Have your Guardian pick her up.
From full health to half health (about 250k), the fight is really quite boring. the Mistress has a DoT aura that will do increasing damage as the fight wears on to anyone near her (also the range expands as the fight goes on). Also, she will spawn little clouds that run around as if enraged and whack people. They also add buffs to the Mistress if enough of them are alive. However, they can be killed with one application of any form of CC. The fungal spores will reflect anything that isn't a CC so careful with aoe's. Other than that, heal through and tank'n'spank. Next phase.
Once the Mistress turns green at half health, have everyone spread out. Stay away from others, but still preferably within healing range (Minstrels in the middle if possible). You will have three waves of a LOT of adds. They are all swarms, and die very quickly. However, they all use a frontal AoE attack. This is why you spread out. Burn down the three waves, it shouldn't be that bad if you got this far. An alternate method for dealing with this phase is to clump up and get into an AoE fight: your Champions versus the mobs. Your raid will take quite a bit of damage, however you should be able to burn down the mobs incredibly fast and survive. Important: You must not use any roots during this phase. If you do, another swarm will immediately come out, meaning you'll be fighting very large horde and someone is probably guaranteed to die. This is especially true if you choose the clumping method. At this point, everyone needs to get away from the edges of the room! There will be an acid cloud ringing the room as soon as the third wave of adds dies.
At this point, the Mistress will become attackable again, have your Guardian grab her once more. At the same time, you'll have three adds run in. These will each target one member of your raid and use a channeled mez on them. Important! Killing the adds is your entire raid's first priority. After about 10 seconds of being mezzed, a targeted player will have a debuff placed on them. 20 seconds after that, if that add is not killed the player will die. Simple as that, and nothing can be done about it since they are mezzed. Everyone still functional when the waves of three adds comes needs to burn down the adds ASAP, then get back on the Mistress. It helps here to have the raid bunched up so that AoE can be employed against the adds. Other than the adds, the Mistress doesn't actually have any special attacks to watch out for, other than occasional AoEs you can't do anything about. Just kill her. Enjoy your wondering if that was REALLY the end, and your chest piece. :) |
Lore
Durin’s Folk long ago came to the great caverns which are now known as Moria, the Black Pit. They delved and built the great realm of Khazad-dûm. Many great and wondrous things were made in Moria, and mithril was discovered there, but a day came when the dwarves delved too greedily and too deep and awoke the Balrog, Durin’s Bane. But even long before the Balrog had come to hide in the depths of Moria, the deepest holes and caverns were inhabited by countless evil things. Known now as the Nameless, they have arisen and seek to enslave all who walk the halls of Khazad-dûm. A vile and grotesque creature known as the Mistress of Pestilence commands the Nameless of Moria, who strive to spread her fungal plague to the outside world.
Gallery
Note: These in-game screen-shots are officially released and posted on Lotro.com
See Also
Settlements, Areas and Landmarks of The Foundations of Stone
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Areas: | The Shadowed Cave | |
Settlements: | The Shadowed Refuge | |
Landmarks: | Dalgum-ru • The Endless Stair • The Bridge-shard • Tunzelgund • Zabad-fakâk | |
Interiors: | Gwathrendath • The Crown Chamber | |
Dungeons: | — | |
Instances: | Askâd-mazal • Dark Delvings • Dâr Narbugud • Skûmfil |
Lothlórien Instances
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Small fellowship: | The Mirror-halls of Lumul-nar • The Water Wheels: Nalâ-dûm | |
Fellowship: | Halls of Crafting | |
Raid: | Dâr Narbugud |