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?"
Description
Dâr Narbugud (Black Speech for Home of the Nameless), also known as "DN", is a level 58 multi-boss 12-person raid instance 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.
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
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 | 7,380,000 |
63 | The Mistress of Pestilence | 6 | Arch-nemesis | Nameless | +5 | 16,605,000 |
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.
- Because of the high amount of raid-wide damage in this instance, all characters should bring a variety of Morale potions.
- 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 three doorways out of the room will open and the raid can choose which boss they wish go to next based on the doorway chosen:
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: Inside this room is the colourful mushroom for the Dâr Narbugud Fungus Investigation deed. 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 40% / 5.3M 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 40% 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/heavy armour DPS or a ranged DPS with heavy AOE 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. If an off-tank/heavy armour DPS is handling crawlers for this phase, they 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). If a ranged DPS is handling the crawlers they should stay out of the center but be ready to take out the crawlers (they all need to be oneshot by an AOE to prevent them exploding on anyone). 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 with stun to everyone nearby. Spore Explosion has an uninterruptable induction so it can only be prevented 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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Trash MobsHead 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:
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. PreparationTwo 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 1From 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:
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 2From 85% to 40% / 1.3M Morale
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:
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:
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
The Blind One will also start stacking the following buff every 3 seconds:
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. DropsLoot that drops for all characters Loot that always drops
Loot that has a chance to drop Additional InformationOnce 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:
The Blind One will then be granted the following additional abilities:
Note that the loot rewards will not change and there are no deeds or other benefits granted for completing the fight in this manner. |
The Mistress of Pestilence |
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PreparationSince there's no intervening trash mobs between The Blind One and The Mistress of Pestilence, the raid can swim west directly from the pool below The Blind One's room and head down the passage to get to the next boss room. The inconsistent mushroom for the deed Dâr Narbugud Fungus Investigation can be found in this passage. Two tanks are preferred for this fight although it is possible to complete it with one. There is a lot of raid-wide damage during this fight so three healers may be required. Multiple characters capable of CCs (stuns, roots, knockdowns, slows, etc.) are needed to successfully defeat the spores in phase one. Like The Blind One, The Mistress also has the following buff which makes her 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. Note: This fight cannot be reset without everyone in the raid being defeated. Boss fight: Phase 1 (World-eater Protectors)Prior to engaging The Mistress, the four World-eater Protectors around the room must first be defeated. They must be kept apart because they will heal each other if they get in close proximity to one another. The main tank should pickup aggro on three of the World-eaters and tank or kite them off to the side (the tank will require a lot of healing if they are not kiting). Meanwhile, the offtank should aggro one World-eater and bring them to the raid who should be grouped up near the entrance. The raid should burn them down quickly since just like other World-eaters in the instance they will apply Mark: World-eater's Punishment to their top threat targets when their Morale gets low which will do massive Shadow damage if they are not defeated before it expires.After the first World-eater is defeated, the offtank should pull a single World-eater off the main tank to the group to be burned down. Repeat for the others one at a time until all four are defeated. The raid will then be out of combat for a short time while The Mistress speaks dialogue, so that is a good time to eat food and buff up. Boss fight: Phase 2From start until The Mistress reaches 50% / 8.3M Morale At the beginning of this phase The Mistress will become attackable. DPS should immediately start burning her down since she will activate the following effect on the raid:
The Mistress will also spawn a Protective Fungal Spore and a Reflective Fungal Spore every 10s during this phase. These spores apply the following effects to The Mistress while active:
DPS should be very careful when damaging The Mistress while the Reflective Swarm buff is up since they will reflect 20% of their damage back on themselves. These spores are immune to normal damage and can only be defeated by CC (stun, root, daze, or fear). Certain raid members should be designated to focus on CCing the spores while others focus DPS on The Mistress. During this phase The Mistress will also periodically do Terrifying Scream which is a massive AOE Shadow damage attack. She will also periodically apply the following to her target:
Finally the Mistress will also summon Ravenous Newborns periodically who apply the Daunting Disease debuff to their target. Boss fight: Phase 3 (Globsnaga Grunts)In this phase The Mistress becomes unattackable and all of the lights in the room will go out. At this point, three waves of 8-12 Globsnaga Grunts will swarm the raid (one wave every 15s). The Globsnaga Grunts do frontal AOE damage, so if the raid is grouped up and they are able to get close they could deliver massive damage to the raid. However, they can be CC'd so a good strategy here is to have the raid group up and then as soon as a wave gets in melee range, immediately stun them with multiple CCs and burn them down with AOE. If the raid is lacking in AOE damage then it's best to spread out and deal with each Globsnaga Grunt separately. Boss fight: Phase 4From 50% to finish After the three waves of Grunts are defeated, The Mistress will again become attackable and the main tank should again pick up her aggro while the raid groups up in tight formation. The raid should stay close to The Mistress throughout this phase since acid clouds will appear around the edge of the room that apply the following effect to any therein: Everyone in the raid will also receive the following effect throughout this phase:
Soon after the start of the phase and every 60s thereafter, three Snarling Overseer Hatchlings will appear. They will target and move to three raid members at random and stun them with an ability called Channeled Mez. This will stun the characters and apply the following affect after 10s:
All three of the Snarling Overseer Hatchlings must be defeated quickly before they complete their Channeled Mez to prevent the characters they have stunned from being defeated. Since the main tank can be affected by the Channeled Mez, the offtank should be ready to pickup The Mistress if needed. Once the Snarling Overseer Hatchlings are defeated the raid can DPS The Mistress until the next wave spawns. Offensive cooldowns should be used whenever they are up to minimize the number of Snarling Overseer Hatchling waves that spawn. The Mistress will continue to summon Ravenous Newborns who apply the Daunting Disease debuff throughout this phase. DropsLoot that drops for all characters Loot that always drops
Loot that has a chance to drop |
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 |