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 Post subject: Sammath Gul
PostPosted: 12/8/09 2:54 pm 
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Sammath Gul Guide
Share your hints and tips here!

Thanks Aptitude and Saedir!
Thanks Finrye!

Six man instance

Challenge 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 Instance

As 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 Friends
Everyone 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 shield

Bone Piles

Stepping 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.

Sorcerers
Evil 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.

Image Image Image
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 - Loot
One medallion per person
IXP Runes
Settings
Light Armour shoes


Image

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 come

Note: 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

Image
Image

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 Loot
Two 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 Boss
From 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 Loot
2 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 Boss
The 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 Loot
2 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 Tips

Rune Keeper
Using 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.


Quests

Dark Deeds in Sammath Gul
Collect 15 blades of Necromancy

Rewards:
Malledhrim rep 900
IXP
Malledhrim Gold Star

The Brutes of Sammath Gul
Defeat 5 brutes in SG

Rewards:
Malledhrim rep 900
IXP
Malledhrim Gold Star

The Skulls of the Dead
Collect 12 Relics of Necromancy

Rewards:
Malledhrim rep 900
IXP
Malledhrim Gold Star

The Tower of Death and Rot
Defeat 40 spirits in SG

Rewards:
Malledhrim rep 900
IXP
Malledhrim Gold Star


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 Post subject: Re: Sammath Gul - Mirkwood
PostPosted: 12/17/09 10:20 am 
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Joined: 10/6/09 7:58 pm
Posts: 4
So today I had the pleasure of running the 6-man dungeon (Sammath Gul I believe) with the smoothest PUG I have ever met. Even though only three of the people were there before, we managed to clear it with no wipes! Anyways, enough bragging, here comes the strategy:

Group Makeup was as follows:

Warden, Hunter, Minstrel, Captain, Loremaster, Champion

I would say it was a perfect combo as we had mezzes, fears, tanking, healing, buffing, and good DPS ability. There were quite a few times when mezzing and fearing really helped, so group makeup is an important part of any instance run.

As you enter the instance, your first pull will set off a wave of Uruk guards and a brute. The strategy here is to mainly DPS the guards while the tank keeps aggro on the brute: Most of the time the Brute will have a shield on which will negate all direct damage while transferring the damage you do to the guards onto himself. Consequently when you DPS the guards, they absorb it while the brute dies in the process. I believe there are small segments of time when his shield is inactive; feel free to switch to him for that duration. Anyways; not too hard, AOE the crap out of the guards and they'll all go down quickly. An important note here is once you kill the wave of guards is to keep moving, otherwise more waves spawn INFINITELY. We killed a lot of orcs before we realized that part. Go up the stairs and to the left, then up a small ramp; this will take you to a room with 3 sorcerers. On your way, depending on how fast you're moving, you'll kill multiple waves of guards with brutes. Once you're up the ramp, no more spawning should occur.

MOST IMPORTANT POINT OF THE INSTANCE:

There will be many bone piles scattered throughout the dungeon. Stepping 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 (except in a controlled manner to finish the quest to kill the skeletons and the spirit deed, detailed later). Anyways, back to the walkthrough.

The sorcerers are not a big deal, just DPS them down. When you aggro multiple ones, feel free to MEZ the adds. Next room is similar except a new mob appears, evil loremasters! that's right, a loremaster in the employ of the Dark Lord. There guys need to die first and their casting also needs to be interrupted. When they cast, it is a fiery AoE knockback; not good. Getting knocked into bones piles - even worse. After this room is the first boss room. before engaging the boss make sure to kill all the adds on both sides of the room.

1st BOSS (Big suit of armor on Fire)

Pretty simple fight, everyone should bunch up in one corner and the tank should pull the boss to the corner. People all need to be in melee range and DPS him. The boss has two abilities:

1. He will call out something about burning and then burn everyone for a fair amount of damage; no biggie just do a group heal at that point and continue.
2. He will call someone out and tell them they shall bring doom to their friends. That person will get the eye and needs to run away from the group stat otherwise its a mean AoE stun for all. Once the eye goes away, that person may return to the group and continue the fight.

At varying points some people will also get a 5s stun poison; that needs to be cured quick (in fact this poison will be present throughout most of the boss fights in the instance). I believe mainly the tank gets it. And finally, in the later stages of the fight fire will erupt in most of the room from the grates. Since you'll be in a corner and on solid ground that won't affect you; just don't run into he fire when running with the eye. I should also mention that during the boss fight all the bone piles in the room become inactive. Once he dies, loot the chest for 2 medallions for each person, a purple, and lots of runes and settings. Hooray! Moving on,

Between the first and second boss there are just a few pulls of sorcerers, loremasters, guards, and brutes I believe. Mezz the adds and kill them all. Remember, loremasters first. You will eventually come to a balcony with the second boss.

2nd BOSS (big suit of armor filled with lightning)

Now this fight is kinda tricky. When I ran it, we did it a cheap way which will probably be patched soon (It better be, otherwise the fight is a joke). The normal way can be quite hard. At any rate, thee are two phases.

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, not a pleasant way to die. Some adds will also continuously spawn (glowing lights); make sure they die fast as they root people. At half health, phase 2 shall begin.

Phase 2:
The boss becomes immobile (I think he might be immobile for phase 1 too actually) 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 hit me 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. Now apparently, if everyone goes into one corner next to the unopened gate which leads to further parts of the dungeon, they shall suffer no lightning damage. Now you can imagine how lame the fight becomes then; range just DPS him while melee literally don't do anything. He should still be attacking the tank with an occasional AOE but that's it. Depending on your ranged DPS this could take a while. I would recommend that people learn the lightning pattern as this is not a viable long-term strategy (also I felt great shame killing him that way).

Once he's dead loot the chest for another purple, 2 medallions for each person and the usual relics/runes and move on. From 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. They should replace the loremaster as the first one to die became as you can imagine they summon even more stuff. So the kill order becomes summoner, loremaster, sorceror, orcs. If you do pull a spirit off the bone pile while fighting it should be the first thing to die. Imagine summoners summoning and the spirits summoning...it gets ugly. Anyways, soon after you should arrive to a big throne room with a big group of 2 summoners, 2 sorcerers, and a loremaster (I think, may be one more). Have fun with that pull. I recommend lots of CC and swift killing of mobs. Coordination is the key and stick to the kill order. Of course, if you can perma-mez one of the summoners, you can leave him for last. Once the mobs lie dead at your feel, Gorothul, the man of Mordor shall appear by the throne. It's boss time once more.

3rd Boss

You can do this either on normal mode or as part of the daily challenge. I recommend trying the daily challenge, with good DPS it shouldn't be all that challenging. When you aggro him some lore will happen and then he'll give everyone like 10 dread (don't worry it will dissipate over time). Pop the token once the lore is done and everyone should get close to him again and proceed with DPS. It is important that all his spells are interrupted, so a champion with the clobber ready is a good thing. Occasionally spirits of men will spawn, take them out quick (keep the champ on clobber duty though). Now a pair of ancient fell spirits (spirit-looking spirits) will spawn a few times. If you're doing the normal mode kill them quick and don't worry about it. The challenge mode prohibits you from doing so so DO NOT attack them if you're going for that; no AOE. You need to MEZ and fear them and it is really important to do so for as long as possible. Eventually the said spirits will link up with Gorothul and this will summon big spirits from either one or two bone piles around the room (I think 2 at a time, not sure though, same spirits as normal bone piles). There are a total of 8 bone piles. Each time the spirits sync more will be activated. The spirits will then summon hordes of skeletons to rush at you. The key to this fight is to BURN him down; don't worry about the adds; just keep them off the healer. The longer you fight him, the more spirits will rise and eventually you will be overwhelmed. Do not try to fight these spirits just burn him down. Remember this is only for the hard mode, for normal mode the ancient fell spirits need to be killed before they sync with him. To make matters worse he will occasionally fear some people all the way to the corners of the room conveniently next to the risen bone pile spirits. The fear cannot be cured so try very hard not to die if that happens. DPS him down and the fight will be over. The chest loot is the same (2 medallions this time). Time to move on.

The mobs from here to the final boss are the same, the pulls just become larger. Don't forget to CC and use the correct kill order. When you get brutes, they will take damage from any adds next to them not just other orcs, remember that. If the tank is good at holding aggro, all these pulls should be AoE'd by the champ for maximum damage (obviously not the mezzed mobs). Eventually you will enter the chamber with he final boss.

4th BOSS (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 its 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 it's 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. The chest is in the next room and has some nice stuff in it. Ours had 25 rad teal offset gloves, 2 medallions, and the usual mix of runes/settings.

I wrote it right after the instance but I'm sure I forgot some stuff so feel free to add anything or post any questions if you need clarification. Hopefully I didn't ramble too much.

-Aptitude


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 Post subject: Re: Sammath Gul - Mirkwood
PostPosted: 12/19/09 7:49 pm 
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Found this luckily enough. Map of the lightning patterns for Boss #2.

Enjoy!

-Saedir

http://bildr.no/view/543000


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 Post subject: Re: Sammath Gul - Mirkwood
PostPosted: 8/24/10 3:50 pm 
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Joined: 1/15/09 10:49 pm
Posts: 731
Champs – battle frenzy = same timer as summoner summons so when its up, time to stun again. No one else stuns but champ, ebbing ire in 2nd boss. When there is a BRUTE - do NOT use Ferocious Strikes.

Can skip 2nd brute when brute full left pull right and he shouldn’t come (not an exploit)

Greens and blues when SORCERERS are around (very helpful)

for 2nd boss - have healer stand back out of range - the call for too far away instead of a knock back saves damage done to everyone

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 Post subject: Re: Sammath Gul
PostPosted: 12/20/13 6:27 pm 
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Location: Virdis Montis
Alagossir - Second Boss

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