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Contents

Wound Wing

Fight Mechanics

The first part of the fight is separated into three corridors. You will need to split up into three groups and go down each corridor separately.

There are two levers and two gates in each corridor. When a lever is activated, it will open a gate in one of the other wings allowing one of the other groups to progress. The map to the right shows the location of the levers/gates and mobs in each corridors (note that the corridors run above/below each other, but never overlap). For all levers except lever C, the nearby mobs need to be killed before the lever can be activated.

A mammoth will follow each group down each corridor. All three groups need to progress quickly, or a mammoth will catch up to one of the groups and instantly kill everyone who is caught in their path. If even one group dies, the other two will not be able to proceed and the whole raid will wipe. Once the end of a corridor is reached, the mammoth will activate and each group will need to do around 15,000 damage to their mammoth, at which point it will break through the wall into the final room.

Once in the final room, the mammoths will hit harder. They will also begin occasionally giving out eyes. When a player receives an eye, the mammoth will target that player (instead of the person who has aggro), so they will need to get away from it to avoid taking large amounts of damage.

Each mammoth will summon three waves of adds, when its health reaches roughly 60%, 40%, and 20%. The first wave spawns one warden at the green location (see map). The second wave spawns one renewer at the aqua location. The third wave spawns a warden and a renewer at the orange locations. In addition, a number of wights and blights are spawned around the room with each wave.

Types of Mobs

Wights: Will interrupt your healers if not killed quickly.

Blights: Do a moderate damage frontal aoe with a bleed. Will drop puddles that greatly reduce your attack duration (one interruptable version, and another version that can only be interrupted via a stun/daze). Also occasionally give an incurable disarm.

Wolves: Immediately activate a corruption that increases damage done and damage taken. Apply (wound-type) bleeds. Wolves only appear in the corridors, usually by levers.

Renewers: Immediately (and roughly every minute) activate a corruption giving all nearby mobs +100% damage done. Will do very large heals on a nearby mob (often a mammoth) if not interrupted. Apply wounds that will stun all nearby players if not cured in a 6 seconds.

Wardens: Immediately (and roughly every minute) activates a corruption giving all nearby mobs -90% damage taken. Also summons more mobs (often summons a renewer) if not interrupted. If left alive for long, will sometimes command mobs (potentially renewers) to sacrifice themselves which can be beneficial.

Level: 67 (65) Dungarth
Genus: ? Species: ?
Alignment: Evil Type: Elite Master
Combat Effectives:
Melee Defense: ???
Tactical Defense: ???
Ranged Defense: ???
Conjunctions: ???
Stun/Mez: ???
Root: ???
Resistances
Cry: ???
Song: ???
Tactical: ???
Physical: ???
Max Morale:
Max Power:
Mitigation:
Common: ???
Fire: ???
Frost: ???
Shadow: ???
Light: ???
Ligntning: ???
AncientDwarf: ???
Beleriand: ???
Westernesse: ???
Level: 67 (65) Kaveran
Genus: ? Species: ?
Alignment: Evil Type: Elite Master
Combat Effectives:
Melee Defense: ???
Tactical Defense: ???
Ranged Defense: ???
Conjunctions: ???
Stun/Mez: ???
Root: ???
Resistances
Cry: ???
Song: ???
Tactical: ???
Physical: ???
Max Morale:
Max Power:
Mitigation:
Common: ???
Fire: ???
Frost: ???
Shadow: ???
Light: ???
Ligntning: ???
AncientDwarf: ???
Beleriand: ???
Westernesse: ???
Level: 67 (65) Vark
Genus: ? Species: ?
Alignment: Evil Type: Elite Master
Combat Effectives:
Melee Defense: ???
Tactical Defense: ???
Ranged Defense: ???
Conjunctions: ???
Stun/Mez: ???
Root: ???
Resistances
Cry: ???
Song: ???
Tactical: ???
Physical: ???
Max Morale:
Max Power:
Mitigation:
Common: ???
Fire: ???
Frost: ???
Shadow: ???
Light: ???
Ligntning: ???
AncientDwarf: ???
Beleriand: ???
Westernesse: ???

Mammoths: Deal significant damage. Deal large frontal AoE damage. If pathing nearby a non-aggroed player, will stop to do an attack. Apply (wound-type) bleeds. Give out eye debuffs that temporarily change change who has aggro (see above). Occasionally root the player with aggro if they get too far away.


Important
  • ENSURE all renewer and warden corruptions are removed promptly.
  • ENSURE all renewers and wardens are interrupted when they induct.
  • CURE your wounds.
  • DO NOT remain standing in puddles (you take unnecessary damage, and your damage output is drastically reduced).
  • KILL the small adds (wights and blights) quickly to prevent healers getting interrupted and puddles being dropped.
  • RUN AWAY from the group, and from the relevant mammoth when you get an eye.



Tier 2 Guide

Coming soon.


Tier 2 Challenge Guide

Coming soon.


Fear Wing

Coming soon.


Disease Wing

Coming soon.


Poison Wing

Coming soon.


Ivar

Coming soon.


Gortheron

Coming soon.



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