Sammath Gul Guide
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Six man instanceChallenge Mode:Defeat Gorothul
While Gorthorul lives, do not defeat Ancient-Fell Spirits
This is a daily quest!
Rewards:
2000 DP
Malledhrim Rep 700
IXP
3 Medallions of DG
Entering the InstanceAs you enter the instance (seems the red carpet is where the instance is triggered, you set off a wave of Uruk guards.
Brute and His FriendsEveryone run up the stairs to the left, dragging the guards with you. At the top of the stairs, stop and eliminate all but ONE of the guards.
At this point, head to the balcony and engage the brute and his guards.
Mobs in this instance:Guldur Brutes: Immune to Mez
Immune to direct damage when Bloodpact Shield Buff is active - damage his friends to kill him.
Frontal AOE damage - if your not the tank avoid standing in front o fhim
Tip: Warden stun skill - Ambush - can interrupt the brute's shield as he is casting it, leaving him and his blood pacted buddies vulnerable to damage- still investigating if this occurs everytime or with any type of stun/interruption.Tip: Burglar trips will also interrupt the brutes shieldBone PilesStepping on any of these piles will summon an elite master spirit which will in turn summon skeletons. Thereby, do not step on the bone piles.
SorcerersEvil Sorcerers!
Cause random cowering.
Mezzable.
Lore Masters Next room is similar except a new mob appears,
evil loremasters! that's right, a loremaster in the employ of the Dark Lord. Interrupt their induction (raises arms). When they cast, it is a fiery AoE knockback; not good. Getting knocked into bones piles; even worse.
Mezzable.

Sorcerer and Guard shown with LM Tar Debuff
First Room:Guard, Brute and 3 Sorcerers.
Second Room:Brute, two sorcerers and Evil LM.
Tip: if you are sneaky, you can pull the sorcerers and LM, kill them in the hall and then sneak by the brute. First Boss Room:There are a set of mobs in all four corners of this room. You can easily pull each group and dispatch them. Some dps heavy groups will leave the groups on the right up - hoping they can burn the boss down in time before they have to move around the room to avoid fire.
1st BOSS - Urchír (Big suit of armor on Fire)Health = 197,600
Immune to RK fire damage and hunter fire oils.
Hint: RK skill - do not fall to flame can block his "burn" damage. LMs at the ready with wound cure during his "burn" damage.
Pretty simple fight, everyone should bunch up in one corner and the tank should pull the boss to the corner or fight at his platform - your call. Beware his FRONTAL AOE.
The boss has two abilities:
1.
Can you handle the Burn? Group up to distribute the damage.
Use do not fall to flame (RK), be ready to use wound cure (LM)
2.
Will you bring doom to your friends? That person will get the floating eye and needs to run away from the group otherwise its a mean AoE stun for all. Once the eye goes away, that person may return to the group and continue the fight.
In the later stages of the fight (boss health about 70-60k) fire will erupt on the floor. Since you'll be in a corner and on solid ground that won't affect you; just don't run into the fire when running with the eye. The fire will move around the room, so this fight becomes a dps race.
First Boss - LootOne medallion per person
IXP Runes
Settings
Light Armour shoes
Between the first and second boss: Ramp Landing: Summoner, Evil LM, and Brute.
Top of Ramp:Brute and Guard
At the End of the Walkway:Two Evil LM and Summoner
Hint: Champ CC - info to comeNote: beware being tossed over the railing.
You will eventually come to a balcony with the second boss.
2nd BOSS - Alagossir - (big suit of armor filled with lightning)Health = 197,600
Immune to lightning damage from RK
Weak to Westernesse and light damage


There are two phases.
Hint: RK skill - Do not fall to lightning can be very helpful
Phase 1: Everyone needs to be in melee range and DPS the boss down (try to stay behind him to avoid frontal AOE), He will warn you if you are not near him; then he shall proceed to knock you off the balcony or possibly one shot you if you do not have a ton or morale. When he is warning
You Stray To Far he is not doing any damage, so this will slow the damage done to the group.
Some adds will also spawn (glowing lights); kill them if you can to avoid being rooted by them.
Phase 2: 100K boss morale
The boss becomes immobile and bolts of lightning start falling from the sky in a predetermined pattern. The normal way to do this is to continue killing him while avoiding the lightning; thus the pattern needs to be learned. Each bolt hits for about 1.6k and they are frequent so not much room for error. Adds will still spawn so makes sure to watch for them.
Or you can bunch up in the corner next to the lamp and statue to his left while the tank is in the right corner keeping his frontal damage away from the group.**this will most likely be deemed an exploit by Turbine and they'll fix it.
Note: when there is a scorch mark next to his foot during the lightning phase – it is safe to creep out and dps.
Second Boss LootTwo medallions per person
IXP Runes
Settings
Gelydail (medum boots) 351 Armour, +22 Vit, +45 Agi, +22 Fate, +188 Max Power
Manadhringor (ring) +45 Vit, +22 Fate, +188 Max Power, +105 Max Morale
Toringor (ring) +45 Vit, +22 Might, +22 Agi, +94 Max Power, +105 Max Morale
Moving to the Third BossFrom here on forward, the mob pulls are the same as before but with greater number per pull. Also a new mob appears at some point,
the summoner, who summons up ghosties.
3rd Boss - Gorothul You can do this either on normal mode or as part of the daily challenge.
When you approach him, a scene will occur and then he'll give everyone dread (don't worry it will dissipate over time). Pop a token once the lore is done and everyone should get close to him again and proceed with DPS.
It is important that his inductions (arms over head) are interrupted, so a champion with the clobber ready is a good thing. Burg interrupt will work. Eagles can interrupt. Captain’s kick. Guardian’s stamp.
Occasionally Spirit LM and Summoners will spawn - CC them. Focus on LMs first.
Tip: Mez the spirit Lore Masters - they do the nasty knockback.
Tip: You can kill the spirit LMs/Sorcerers when the boss at140k and then they will not respawn.
Tip: Standing on the grate will prevent the forced-runaway when he fears you, but you will still be feared and unable to use skills.
Ancient fell spirits (spirit-looking spirits) will spawn when the boss says
he will teach you the meaning of fear.
If you're doing the normal mode kill them quick and don't worry about it. The challenge mode prohibits you from doing so DO NOT attack them if you're going for that; no AOE. You can to MEZ and fear them.
The key to this fight is to BURN him down; before you are overwhelmed.
When he is at 70k use Fellowships Heart and Oathbreakers and go all in on boss.
Third Boss Loot2 medallions per person
IXP Rune
Settings
Amarthloch (earring) +45 Fate, +45 Will, +94 power, +105 Max Morale
Symbol of Celebrimbor -item to make level 65 2nd age items
Cyrdail (heavy armour boots) 454 Armour, +45 Vit, +45 Agi, +22 Might, -4 Root Duration
Bregloch (earring) +22 Vit, +22 Agi, +94 Max Power, +211 Max Morale, +134 Ranged Critical Rating
Moving to the last BossThe mobs from here to the final boss are the same. Have everyone stay at the third boss, have one person aggro the LMs/summoners in the next room and run them back. This prevents the guards and brute from automatically coming into the fight. Then you can fight the guards and brute on their own.
4th BOSS - Demafaer - (Fell Spirit)The boss is in the middle of the chamber and he does not move. He is also invulnerable to all damage at the start of the fight. The only way to remove his shield is to aggro ONE bone pile in his room and let the skeletons that the spirit summons get next to him. The skeletons should then be AOE killed and his shield will soon drop. From there onward it’s pretty much a tank and spank while dealing with the skeletons and interrupting his spells, however some mobility is required for the Spirit has one more trick up its sleeve.
Green fire will erupt in the middle of the room some time into the fight and be continuous throughout the rest of the encounter. The better help with this try to break up the center of the room into four quadrants. This fire will always form in two adjacent quadrants (not diagonal) and the quadrant location will move 90 degrees clockwise. Since you can't move the boss, you have to essentially stay in the two quadrants that don't have green flames in them adjusting your position accordingly as the flames move. If you stand in the fire you get a stacking debuff that will reduce your total morale/power; at several stacks this buff becomes deadly so remember to move! Once the boss is dead, kill the bone pile spirit and that's the end of that.
Fourth Boss Loot2 medallions per person
IXP Runes
Settings
Random:
[Gloves?] +25 Hope
Glass Flask (pocket) +70 Fate [more info]
Ril-Mir – (Ring) +70 Vit, +22 Agi, +22 Might, +102 Max Morale
Class Hints and TipsRune KeeperUsing Do Not Fall to Flame/Lightning, etc is helpful throughout
The Blade will not Wound is also very helpful while dealing with mobs and bosses.
QuestsDark Deeds in Sammath GulCollect 15 blades of Necromancy
Rewards:
Malledhrim rep 900
IXP
Malledhrim Gold Star
The Brutes of Sammath GulDefeat 5 brutes in SG
Rewards:
Malledhrim rep 900
IXP
Malledhrim Gold Star
The Skulls of the DeadCollect 12 Relics of Necromancy
Rewards:
Malledhrim rep 900
IXP
Malledhrim Gold Star
The Tower of Death and RotDefeat 40 spirits in SG
Rewards:
Malledhrim rep 900
IXP
Malledhrim Gold Star