Many thanks for all the Huva feedback folks, most helpful!
Originally Posted by mrfigglesworth
make sure also that the champ is using blood rage to quickly recover from stuns and clobber.
Unfortunately Huva's stun is a full immobilise, so Blood Rage doesn't work 8-(
Originally Posted by swordmonkey
Alrighty, what I say here may sound harsh but its warranted I think...
Not harsh at all, this is exactly what I asked for, thanks! 8-)
Gear-wise, we're a little stuck as none of us Raid (can't stand it, sorry!). We just do the three-char content. Thus we're in Crafting-Guild teal gear, with Third-Age items. We were hoping to do the new three-char instances to save up Seals to get the four bits from the Adventurers Quartermaster 8-)
The Tank's Vitality is 1300, but Might is very low (400). Very few of the crafted bits with high Vitality and +Morale come with Might 8-( I figured as her main job was to absorb the damage, it would do (she also has +20% Incoming Healing, +35% 50% of the time). I actually wasn't going to get the Adventure Trader bits for her, as while they would all be a huge Might boost, each would also be a big Vitality and +Morale loss, and I'm always the tank for our group, never DPS. Overall, I'd gain 366 Might (so 764 total), but lose 185 Vitality, 302 +Morale and 1011 Incoming Healing (also gain some +Phy Mast at the expense of +Crit).
With the Hunter, she went for the highest Agility bits she could get her hands on (mostly crafted, a couple of quest bits), with Vitality and ICPR as the next priority. Short of the Adventure Trader bits (which would all be huge Agility boosts), not sure she can get hold of anything to boost her Physical Mastery any higher?
The Minstrel just about breaks 1k Will (1079), and has +30% Outgoing Healing from Tactical Mastery, plus 10% to H&M, BC and RtS on her Songbook, and +8% to IF. Again, she's just in teal Crafted gear (and a couple of Quest bits which had higher +Will), and trying to work towards the four Adventure Trader bits.
As a group, we sail through Skirmishes easily (in fact, it's our favourite content 8-) ), so if all else fails we can just save up Medallions to get the Adventure Trader gear (well, the other two can 8-) ), but I'll be a little sad if three-char content needs Raid gear to complete 8-)
The Crafted stuff is better than the bits from the Skirmish Armour Traders, but are there other (non-Raid) sets we've overlooked?
Sorry to sound like a n00b, but we definately fall into the 'casual player' category (even though we've played since the original beta 8-) ).
Originally Posted by shazbaat
For Huva, you need to avoid damaging him enough to get 2 sets of adds at once. The adds are triggered based on his morale, so once you get one set of adds, do as little damage to him as you need to
That's the odd thing... as soon as we got the adds, we switched to killing them (the Hunter targetted through me to make sure we were on the same one), but by the time we had the first add down to 50% more turned up, and before we'd killed him two more again. Happened a couple of times, and we made sure the second time that no-one touched Huva.
We figured it was timed and we were just too slow, but perhaps we stood in the wrong place and triggered a bug? Next time we'll stand somewhere else 8-)
Originally Posted by mravo
There is a nice trick to defeating huva too.
[snip]
It may take a bit longer, but that would be the safe way to do it
hehe Thanks, this is the sort of tip-for-dummies that I was after, we'll give that a go 8-)
Ran this last night on T2C with Guard/RK/RK and really enjoyed it. The last part with Dargnakh himself was the easiest for us. Both RKs went to heal-mode, but one of them got caught in the first Ground Pound and was defeated. The other one was able to keep me alive for the rest of the battle so we essentially 2-manned him. It got a little dicey on the 3rd corner, but I popped all my survival skills for the 4th one and it went very smooth. Next time I'll probably use Pledge + WH on 3rd corner and then Deep Breathe to reset them for the 4th.
Huva was a very slow and annoying fight. I have 5s Stamp which helped greatly, but none of us apparently had enough ICPR because we were power-starved the whole battle. My priority became keeping Fray the Edge maxed on our target and praying for FMs to restore power. Still, they weren't really doing that much damage to me and I never really felt like we could lose the fight beyond just getting bored to tears.
The hardest part of the whole instance was the second part with the torches and powderkegs. We all died several times on this. We just couldn't keep things under control here.
I felt this whole instance was crying out for a LM. It would have helped tremendously with mez's on the first two parts of the instance, power on Huva and stun immunity for Dargnakh. A burg would be almost as good.
We killed him in tier 1 without bringing down any of the ceiling braces at all - tank him in the middle, and just dps him down to zero. It was pretty slow, but since he never got the light buff it was also pretty straightforward. This was with hunter, warden, and minstrel.
Does this mean that if you keep him away from the braces that he will not do his ground pound thingie?
We did Dragnakh on tier 1 last night to try to get the deed done, but it didn't give us credit. We let him destroy the support and turn to stone even though there was no challenge mode in tier 1. Does anyone know, do you have to actually kill him to get the tier 1 deed, or is it just bugged? We /bugged it anyway.
Same problem for us yesterday - doing T1 with Guard, Burg and RK (me).
We killed D with the Scaffolding method and the deed didn't proceed for any of us although we got the loot box. Looks like a bug to me because it isn't mentioned in the description how D is supposed to die.
Nonetheless, fun fight. Was very helpful in the final fight when the Burg (who stayed way back most of the time) just gave 45 and 60s warnings after the ground-pounding to help tank and healer to prepare for the next one with bubble, HoTs etc. The pounding appears to be on a 70s timer.
Let champion clobber the hell outta em, thats important.
Damage boss, kill adds, damage boss, kill adds, damage boss, kill adds, damage boss.
Take your loot
The only weak place is champion's low morale pool (its high for a champ but 60% lower than guards have), so be ready to fast-heal after crits and champ should not forget about his bubble
Yup this is exactly how we did it. We tried first to just stay on the boss and that ended in a group wipe. It worked for us to take out the adds as they popped up. And do your best to keep everything off of the healer if you have one.
Yeah I noticed this too. How would a hunter help a healer/tank out tho? It seems fairly idiotic to make a 3-man boss fight where the 3rd person is completely useless if a certain class. Yeah some classes can debuff/heal/back up tank if the first tank dies somehow...but what would a hunter bring to the fight?
Yeah, that's what I'm worrying about with my Hunter character. So far, I've tried this twice, both times with non-ideal groups. It seems to me that one ideal group would be a Tank, Captain and RK. That way, the Captain could heal earlier on with the RK DPSing, and the RK could switch to heals for the last fight to make it much easier with 2 healers. Perhaps swap an LM for the Captain for the CC and Stun Immunity. But Hunters have very few options for this final battle.
As far as Huva, we eventually figured it out like it was mentioned earlier -treat it like the lass boss in Trouble in Tuckborough where you focus on the adds first. Oh, and since the adds are finite, it's no big deal to let them heal Huva -they won't respawn if you take him back to the morale thresholds again. Much better to interrupt his attacks than theirs. His stupid cower effect is ridiculous, though.
Hmm, did it on T1 with some pain. None of us were geared up well really. But I notice as minstrel that with 25m range for heals that I'm really skirting that line of being in his pounding AoE range. So tank gets stunned and trying to keep him healed was tricky. I was defeated twice as the third support fell, and I'm not sure why as I felt I was out of range and it happened too quick. Does the AoE radius increase over time with each collapse? I think his damage goes up over time too as the warden was down fast at the end in a blink, luckily troll was just in the right place and time to start pounding last support before he defeated anyone else.
It's a pretty rough T1. I definitely see why people are flocking to Fangorn instead. But that's how these instances always seem when newly released. T1 is rough I think because Beta (and probably Palantir) players all get raid gear and so it seems balanced. Then after being on live with actual squishies they get toned down a bit. Same problem as other 3 person instances in that some group makeup are vastly more suited than others. Hunter at the end was useless unless we decided to just DPS him down (probably could have tried), and warden is just way squishy if stunned while troll is pounding (no b/p/e). I do like the idea of T1 still requiring thinking though and these new instances definitely are more fun than a lot of them (*cough* library/school *cough*).
It's a terrific instance, really innovative. I enjoy it having tanked it on both CMP and GRD. Any CMP tanking here needs to gear and trait for it, not just pop Glory and hope for the best. I have pretty much 2 complete sets of gear - dps and tanking - plus a tanking rune.
The sorcerer fight is very tough. I think the spammed fear debuffs are a little excessive. The number of inductions is a little excessive. The fear dot he puts on you if you move too far away is a little excessive. But only a little.
The last fight is rough. My kin LMs have become my new best friends - SI and boss debuffs ftw. HNT (or indeed a non-tanking CMP) is a complete spectator on T2/Challenge. Pretty much the only contribution a HNT could make would be to use Light Oil and auto-attack.
Tier 1 is surprisingly tough. You actually have to kill him, not use the beams/sun. That means a couple more poundings and a longer fight.
Finally managed to beat this on T1 with a Warden and Minstrel, myself as DPS traited LM.
On the last fight we went for the quicker but tougher option(turning him to stone), where I spent most of my time either casting SI on the tank or passing power to the healer.
But my God it felt great to actually bring Dargnkah down.
Tier 1 is surprisingly tough. You actually have to kill him, not use the beams/sun. That means a couple more poundings and a longer fight.
Originally Posted by Lohi
No, you can collapse the roof in T1 too.
I don't know for sure what Tarmas meant, but you don't get credit for the T1 deed if you collapse the roof. I haven't got the tier 1 deed on my burglar yet, and it seems like this will be a pain in the neck. My burglar is pretty sturdy, but those AoE's can still kill me if I get caught. That means I'll need to be relatively conservative on how long I dps between AoE's.
I'm thinking that champ tanking in CBR might be the best way to kill this guy on T1. I still need the T1 deed on one of my champs, and I'm planning on trying it.
Helen - Lv 85 champ, Helenrk - Lv 85 RK, Stiiv - Lv 85 Burg, Evilhelen - Lv 75 Champion
Cle - Lv 85 Captain, Unplugged - Lv 75 Minstrel
The Force of Middle Earth, Silverlode
I don't know for sure what Tarmas meant, but you don't get credit for the T1 deed if you collapse the roof.
^^ exactly that. You need to actually kill him via DPS to get the tier 1 deed (and thus the instance meta deed) completed. This is arguably harder than T2, even though he doesn't hit as hard, because you will inevitably have more poundings to deal with.
Been reading most of it now.. Thanks for the T1 deed info.. in T1 ive always done same as T2 challenge, and yet to get the damn deed.. Okay tank n spank, RLy fast, i can do that.
T2 however.. i usually run this with a warden, cappy, and myself on hunter (thats the main and well geared)
I find hunters to be obsolete on T2 Challenge.. the only thing i can do, is sit with a stop watch, count the seconds (78) until his next pounding starts. If i die by the random range attack, so be it. This is one fight that i honestly cant see any use for a hunter, when you get there on T2, its all up to the tank and the healer. since he will die from the ceiling collapsing on him, no need to dps him, hunter can do nothing more, cause he is ofc CC immune.
I do enjoy the rest of the instance, but sadly ive had to give up my spot on the last fight to a secondary healer cause tank died again, and again, and ..... unless tanky/healer can keep them selves alive, hunter is no use, and they quickly want a second healer/offtank.
Anyway, good instance, but shame hunters are utterly useless in T2 HM, last fight.
Did this the other day on T2 with 2 RKs (me traited fire, and the other rk heals traited) and a warden.
We wiped once on Huva, but we ended up "turtling" him down. We actually just let the adds keep coming
, and I kept up the 100% power cost and -30% incoming healing debuff on everyone while burning them all down with fire.
It took some time, and we were definitely power starved, but managed to get him down.
Similar to others, on the last fight, we both went heals, and kept our warden buddy alive.
I actually really enjoyed this instance!
Yeah I noticed this too. How would a hunter help a healer/tank out tho? It seems fairly idiotic to make a 3-man boss fight where the 3rd person is completely useless if a certain class. Yeah some classes can debuff/heal/back up tank if the first tank dies somehow...but what would a hunter bring to the fight?
I switch off auto-attacks, go in Endurance, -threat book, apply some light oil and pew-pew with quick shot to get the 10% miss chance debuff without getting aggro.
I switch off auto-attacks, go in Endurance, -threat book, apply some light oil and pew-pew with quick shot to get the 10% miss chance debuff without getting aggro.
Yeah I noticed this too. How would a hunter help a healer/tank out tho? It seems fairly idiotic to make a 3-man boss fight where the 3rd person is completely useless if a certain class. Yeah some classes can debuff/heal/back up tank if the first tank dies somehow...but what would a hunter bring to the fight?
Best thing a hunter can do is use light oil and add miss chance to dargnakh lol, (or tank of course get a cappy/healer or LM/healer should be np with some morale gear)
1 hour ago we have reached the final fight easily since we had a lvl85 champ, lvl77 guard, and lvl85 LM(myself). Unfortunately, guards' gear wasn't good at all and he had only 8500 Morale, so he would die at first rampage. After a few wipes, we decided to leave it for when the tank would have more than 10k Morale. So one alted and the other left the place. Then i got the idea to take revenge. So i got in with Faroumel(my pet bear) in the beginning i was trying to lure him by calling my bear back while i stood in the corner, but i almost died there. So i took him to the center. Well from that point on it was a matter of time. After 27 minutes the fight ended with me victorious. Or was it my bear.... I don't recall of landing a single blow on Dargnakh.
The fight ended with me missing only 500 morale and my bear at max morale(not a single point down).
The damage from the pounding effect appears to be higher than it should(first time I've tried it since RoR).
On my 85 Guard with >20k morale and 70% physical mitigation, I was getting taken out in 3 seconds by the AoE.
Made it as far as the 2nd roof support and the damage was scaling up.
During the first rampage, the first hit was >7k, then 2 hits of >4k(managed to get out of range after that). 2nd rampage the first hit was >8k followed by 2 hits of >5k.
hmmmm. i dont recall saying i did it on T2c. The difference between soloing it on T1 and T2 is not the last fight but the inbetweens. The thing is that dargnakh has knockback skill(which is negated if u trait noble savage for ur pet) and if he uses it on me he will come closer to pillar and do his rage thingy and ill die since its messed up. I tried it with my vit gear(almost 16k morale) but the dmg taken from each pulse is huge so i die from second pulse. But wardys with 28k morale should have no prob doin it even at T2c
edit: If u dont have a pet tank then ud better be a warden^^
Last edited by Pithrandir; Mar 01 2013 at 04:13 PM.
After a lot of wipes, we finally made the challenge last night!
Guard, mini and hunter. We tried to run close to timer, but tank always got whacked.
We tried mostly every single solution we could come up with, and last try we said we would just wing it. So when the timer were at approx 55s the tank started kiting the boss around. We got no stuns, no giant insane dmg from his rage, and every single time we got him to be angry at the right column. At the last pillar the tank died of Darg´s rage, but no worries. Challenge done and we stood there, stumped at our luck. It can be done, but omg its tricky and he hits like a truck.
It used to be a lot easier. Tank still takes insane amounts of damage no matter how well geared he is.