All of the guides I have found for the final Dark Delving boss were written after Moria came out, ie level 60 full fellowship. I am working through the Moria instances with my wife to duo them to finish the deeds we started at level 60. My Warden and her Hunter have gotten through the rest of the instance Bosses and are now stuck on Gurvand. We don't care about challenge mode, we just want to kill him to update the last 2 deeds we have.
Every time we've tried so far, as soon as she turned on the first light, he turned it off and we died (overwhelmed or punted off the edge) before we could get to the next runestone to activate. Should we kill the adds before turning on the light, or just try to fight them in the dark? Does anyone have any advice?
I never found it easier to fight him in the light, personally. If I were doing it with warden and hunter, I'd probably have the warden on gurvand to get all the interrupts (and conviction for healing?) and have the hunter kill the adds. I'd ignore the lights and just stay in one spot the whole time (perhaps with the warden's back to a rock to avoid getting thrown off the edge).
Just a guess at a strategy that might work, but it's more or less the streamlined version of the 6-man strategy.
Activating the light is pointless, as he smashes it immediately anyway. So, challenge is absolutely the same as no challenge. All you really have to worry about is positioning: let tank ALWAYS keep back to the wall so that he doesn't get send flying down. Let Hunter nuke adds and then finish boss when none are out.
I never found it easier to fight him in the light, personally. If I were doing it with warden and hunter, I'd probably have the warden on gurvand to get all the interrupts (and conviction for healing?) and have the hunter kill the adds. I'd ignore the lights and just stay in one spot the whole time (perhaps with the warden's back to a rock to avoid getting thrown off the edge).
Just a guess at a strategy that might work, but it's more or less the streamlined version of the 6-man strategy.
Definitely do this, but keep in mind the boss does put up a damage reflection buff from time to time, so try not to kill yourselves.
most people seem to like tanking him with their back to the middle, though i've always preferred against a wall. i also in the past would have recommended NOT interrupting him, as that's time he's spending not hitting you, but I'm not sure how much damage he does comparatively to a 75 nowadays, so it may be relatively trivial for a well-geared tank so far over-level. if you choose to tank him against the wall (well, whichever way you choose to tank him, really) and to not interrupt him, you just have to be very certain of your positioning so you don't go flying off the wall at an angle and into the abyss when you get punted.
the biggest thing as mentioned above is to immediately stop attacking him (even autoattacks) when he puts his Bleeding Ears reflect buff up, or you'll likely kill yourselves (the hunter especially) with the insane increases to DPS we've seen since level 60. which actually interestingly enough may make this a difficult-ish fight again, after the cap increase just from 60 to 65 had turned it from pretty much the most difficult 6-man boss to pretty much a faceroll.
If your not going after challenge, the idea is to keep Gurvand in the dark, and yourselves in the light. Once you have positioning he won't break your light.
If he's about to do his induction punt, interrupt or run through his legs. (since if he punts you back, he'll follow and then bust your light)
As mentioning above, you have to watch for that bleeding ears effect, as that will kill you quicker than anything. During that though is a great time for the hunter to clear out the adds.
My Landroval kin found the most success with a tank that would move THROUGH, just to the other side of center, of gurvand when it would go into induction. (not too far as you will need to step backwards right away after induction completes)
If you have experience with the Moria melee mobs that continue to face the same way through induction, do this the same way. Step through the center point and it will continue the induction but the skill does not hit you.
This allows the tank more time without being hit saving you from extra damage, saves the fact of having to have interrupt ready, and if you dont get punted you dont have to try to guide yourself and keep from falling off.
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