EGGuides: Sword-Hall of Dol Guldur – Part II

June 28, 2010

Dungeon Guides

So before we begin this End Game Guide I’d like to first off apologize to my readers for the stupidly long wait between part I and part II. A few personal things came into play and I was forced to take a small sabbatical from finishing this article.  So lets get down into it shall we?

First things first! This Part II will not be as numbers based or as technically versed as Part I, and there is a very good reason for that. Guides that put people on a "Track" of sorts, only giving them the information they need to complete the task at hand forces players to work almost perfectly to the guides specifications. No two groups are the same; no two players play the same way. For this reason, I’ve decided to write this in a way that will help you to understand the reasons that things are done a certain way, instead of just telling you how to do it step by step.

In Part I, we looked at each mob, the way the mobs enter the "Arena" and finally the way the mobs behave. One thing that was left out purposefully is the Corruption Removal Techniques that help you defeat bosses. Many people commented that this was extremely important, and I can’t agree more. So have no fear, I haven’t forgotten to include that in this guide.

Boss Breakdown

There are three bosses in The Sword Halls, and each of them has a little something special to offer!

Urcheron(Fire! -Elite Master)
56k Morale, 5.9k Power
Note: This boss delivers a number of heavy damage AOE Fire attacks. The most dangerous is the “Creeping Fire” that move along the ground causing massive damage. If you find yourself in this fire… MOVE! Often, most groups don’t make it past this boss due to the heavy damage he deals out.

Carchrien - (Summoner, Healer, Elite Master)
75k Morale5.9K Power
Note: This boss can both heal herself and summon up to 6 bats to attack your fellowship. The trick to this fight is correctly interrupting her heal and summoning. She cannot be stunned except by a Fellowship Maneuver. Often times, the bats will attack the healer because of the Threat Generated by healing the party. Sometimes a well places AOE attack can help to keep your healer alive! Her heal though, is the most deadly thing she has. By stalling out your company, she allows herself the time to beat you down slowly. Carefully regulate your power if you find yourself without a way to interrupt her. It is possible to fight through her heal.

Durkar (AOE Special, Elite Master)
94k Morale 8.9k Power
Note:  This boss has a very special attack that can wipe groups who are not aware of observant. The attack forces the ground all around Durkar to quake, sending lines of bone shattering damage out in every direction. In the visual Arena Reference image you can see that I is listed. This location is used by many players as a “Safe Spot” from this attack. If you are also comfortable moving around for this fight, it is possible to dodge his attack if you move quickly!


Corruptions And You

Corruptions in Sword Halls work differently than that of other bosses in that they work for your group whether or not you remove them. This means that strategically removing them can be done to help your group through tough spots. Here is the breakdown on the corruptions.


These corruptions should be removed as often as possible in most cases because they regenerate over time.

Each class has a Corruption removal skill that will work on these bosses, so remember to keep that in mind when fighting!

Situational Preparation and Proactive Compensation

Say whaah? Situational hisaroo Proact’a Compesia’whah?
In layman’s terms, this means being ready for anything and preparing for the worst!

In The Sword Hall this is quite simple. If the mobs in each phase are not defeated in a quick enough amount of time, the boss will still enter the "Arena" and begin fighting. This means that it is important to burn these mobs down quickly. If speed isn’t an issue, remember that these fights can take a few minutes to defeat in some cases. At end of the final wave of adds before a boss enters, take a few seconds to see if there are any skills or things you can do IN COMBAT to better your situation before the boss fight.

Example: Hunter’s can use Improved Strength of Earth just before the last mob is killed so at the beginning of the boss fight he has 100% power. He can then use the seconds before the boss enters to drop a campfire to boost the regeneration of the fellowship.

Skills and abilities like this can be used to better a groups situation before being re-engaged in the next fight!

Understanding Boss Behavior

As in any fight, its best to know the patterns and predictable outcomes that will take place from different actions. This is no different in The Sword Hall. A few things to remember:

  • Correctly Place yourself in combat – Staying out of AOE Attacks or Fire can be difference between life and death.
  • Remember your role – There is no I in Team… Unless you spell it wrong.
  • Be aware of changes – Watch for change in mob aggro or for Inductions.
  • Stay Focused – Don’t get distracted by flashy or separatist mob movements. Stay on your target!

With the information provided, almost any player of class composition should be able to tackle The Sword Halls and defeat it perfectly!

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About veneration

No science proves the challis of mankind. If you know me, You know about me.

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No Responses to “EGGuides: Sword-Hall of Dol Guldur – Part II”

  1. Dreadhed Says:

    Thanks, great notes on the corruptions. I knew they were there I just didn’t understand how they worked.

    A question: on the first boss, when he gets his fire off and it is moving from player to player, is it better to run from the fire or let it hit you and move on. It seems that it will travel from player to player and once it hits everyone it goes out, or times out. I have had good luck just taking the hit (on my lm and minnie), and keeping up the dps or healing to just burn the boss down as fast as possible.

    The other option I have been party to is running from the fire. But to me unless you can heal or dps on the run, this method leads to failure more often than not… Just my experience.

    Thoughts?

    Reply

    • Avatar of Azz
      Azz Says:

      I have seemed to notice that it only goes after one player. There have been times It never comes near me. I ran it last week with me (warden, a guardian and a hunter and it only ever went after the hunter.

      Reply

  2. Adam Says:

    Definately keep out of it. Ideally split up away from him when you realise you can’t interrupt his induction, whoever it chases after should kite it, if it catches you, you will get a fire DOT and it’ll go after someone else. If you kite it but keep clear eventually it goes so it seems o be on a timer.

    Reply

  3. Adam Says:

    Should also add as it is an area of poop, then its not just who it catches but everyone in it/who it touches,that gets the DOT, and also everytime it catches you, or hits you again, it tiers up the DOT, so kite it away from the others and be sure to tell the others when it looses agro from you.

    Reply

  4. Docholiday Says:

    Good information, especially about the corruptions as those make a HUGE difference.

    I will admit though, if you have a real healer (Minstrel or healing RK) you can actually just heal through the fire DoT. While not necessarily the smartest idea it can speed things up quite considerably. Certainly not an option if you’re attempting hard mode though :)

    Reply

    • Adam Says:

      Very true, we did some HM’s with a Burger, Cappy, and my Champ, first time the cappy got the fire aggro and he kited that, but the second time Burger FS move, and 3rd time we just stood there and dealt with it as his health was so low, cappy had a very nice heal emblem which helped, and sure we pumped plenty of pots and self heals, but it got done. Like you say it wasn’t the smartest way, but he died so fast with burger and champ going mad DPS it wasn’t too bad, but we made it hard work for ourselves. :D

      Reply

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