NOTE: This strat has been updated with some of my kin's learning experiences as well as some contributions from posters on this page. If you've got helpful comments or suggestions to make by all means contribute.
BG requires 2 good tanks (for Uruks), an off-tank (for boss 1 adds), at least 3 ranged DPS (for Uruk DPS), 2 main healers and a captain minimally (preferably 2). The remaining 3 slots I'd suggest a lore-master with the other 2 being DPS-capable at least. Our RK mentions that fire doesn't work well in this instance.
Entrance
The first two undead elite masters, flame and shadow, respawn every 2 hours or so. The flame undead will explode when he dies for ~4000 so probably a good idea for tank and melee to run away at 2-3k and let ranged finish him off. We've been assigning a tank each and burning down flame undead first.
Gauntlet
We have a forward and rear tank. Forward tank picks up first Uruk and tanks him away from group (they have 3.5k+ melee AoE). Ranged DPS kills the Uruks, while melee DPS other mobs. Rear tank helps with DPS and is ready to pick up Uruks appearing from the rear. It's essential that the forward tank stays alert for timed spawns.. it's ok to help clean up the trash but you need to be fast to pick up any incoming Uruk - and keep moving the group forward but don't lose line of sight of the group. One extra note for the rear tank: we got two Uruks from the front tonight so it might be worth staying with the group and watching for rear attacking Uruk but also listen out for the forward tank calling out 2 forward Uruks.
Uruks are fixed spawn locations as well as on a timer, so this is a DPS race too. As soon the Uruks are down and there is only 2-3 adds left, we move the group up until we spawn the next group. We don't move forward until all Uruks are down, though if you kill too slowly you'll get another wave.
Rinse/repeat until you get to the top of the stairs in front of the two undead masters.
Key success factors:
1) picking up Uruks quickly, moving them away from the group, and ranged DPS'ing them down first. DPS let the tanks position them before you attack.
2) forward and rear tanks picking up their Uruks quickly and moving them away from the group - ok to help clean up the trash but priority #1 is watching for Uruks, intercept and tank them away from the group
3) Bring poison and wound pots and have someone call out names/debuff so that pots are used when needed
Stairs before Durchest room
We stop on the ramp before this area to clean up the remaining Gauntlet mobs. At this point the respawns are non-Uruk so it's a good chance to heal up and go in for these next two elite masters. These ones appear identical and we do the same thing as the entrance ones: assign a tank each, burn down one then burn down the other.
Durchest (Boss 1)
Durchest has 4 abilities of note:
1) Lowering Threat. He applies a threat debuff every 10 seconds to a maximum of 3 people in front of him, excluding his main threat target. It begins 10% and tiers up to 210%.
2) Great Cleave. This is a distributed damage attack that hits a maximum of 3 people who have the lowering threat debuff on them.
3) Corruptions. They stack quite rapidly but according to some posters don't make a big difference. However, my kin uses corruption removals when they are up to keep them off him.
4) Heals. Every time someone dies he gets a heal icon. These stack on him, and he uses them one by one to heal himself for 200k morale when he gets under 100k morale.
We start the fight by tanking the boss against the wall with our two tanks. Everyone else stands in the middle of the room and begins DPS as well after 5 seconds or so (melee obviously need to run in).
Whenever an add appears, the tanks kite the boss around the room while the group brings the add to them and they burn it down.
Rinse and repeat for the 5 adds. During this time, constant corruption removal spamming is going on, and tanks are juggling threat when not kiting.
When the last add goes down the race is on to burn the boss down fast. We get our RK's to switch to healing to help with healing and even melee will range to avoid the 4k cleave AoE's he will be doing. Tanks will sprint when possible to distance themselves from Durchest and Engage swap aggro if hounding fear is getting the aggro'ed tank hit too much. We're going to try different methods of slowing him down to not only save the tank but also handle accidental aggro swap to a ranged DPS.
Key success factors:
1) spamming corruption removal on the boss when not kiting him
2) keep people alive. Each time someone dies he gets a one time heal ability per person
Hope this helps.
P.S. There is a way to prevent the Gauntlet from respawning after the boss fight but I'm not going to post it here for now (you can find threads on that elsewhere). If Turbine is reading this, please consider turning off the Gauntlet respawn once it's cleared or at least reduce it to patrols only: this content will never be seen by 80% of players as it stands (like DN and Helegrod)... add the time sink and 800s+ repair bills for tanks and frankly it's a waste of development time that would be better spent adding new zones, abilities, classes or skirmishes. Skirmishes... need better raid rewards... another topic
