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Forums : The Great Hall - Alliance Chat > Sammath Gul Walkthrough
Vraethir 1/12/2010 10:05 PM : Sammath Gul Walkthrough
Pirate Leftenant

Vraethir
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This walkthrough has most of the info in it correct. It was formed from memory, looking at logs and talking with others who run it. They may be some errors in it and there are always more methods to fighting than the ones presented.

Group Makeup: This is one makeup that works well
Healer: Minstrel/RK
CC: Ancient Master LM/Burglar (LMs want to use your tiger on non boss fights and bear on boss fights with shatter arms, eagle can be handy for the 2nd boss for the power regen)
Kiter: Warden/Captain
Ranged: RK/Hunter
Melee: Guard/Champion
Open Slot: Captain if a warden is the kiter else someone else handy. Champions are handy for their melee aoe and clobbers.

One ideal group is Warden, Mini, LM, RK/Hunter, Guard/Champ, Captain.
Another group: RK, Hunter, Champ, Guard, Burg, LM
Another group: Warden, Mini, LM, RK, Guard, Champ

Before getting into the walkthrough there are a few things to know about some of the mobs in this area. The ones to know about are as follows.

Brutes - These are orcs that will put up an aura around themselves that reduces the direct damage done to them by over a factor of 10. While this aura is up all damage done to any other mobs within the area of affect will be redirected at the Brute. So what you do is everone selects another foe and uses all their skills on that foe instead of the brute, aoes are very good in this instance if there are many foes protected by the brute. Then when the aura is off everyone switch to the brute and kill it. You do not want to kill the foes around the brute entirley until the brute is dead. If the brute is the only foe you have while the aura is up only use auto attacks. Brutes also havea  frontal aoe attack that does some good damage to anyone they are facing.

Sorcerors - These are men who cast shadows upon you and will give a fear affect onto someone forcing them to cower. The shadows have range from direct damage type looking a lot like an oathbreaker to a shadowed root. There is no trick to killing him.

Loremasters - These foes are just plain anoying. They have a very nasty aoe knockback that they cast. Half of the time that these are encountered you are in a ramp/stairway so if you are kicked back down it you will break your legs. This knockback is interuptable while they are casting it via clobbers, stormlore etc. To prevent this put your back to the wall and jam yourself next to the pillar making it so you can't be kicked down the ramp. The other half of the time that these are encountered you are in an area where one side of the area is a giant fence. If you get knocked over this fence you will plummet to your death. So you fight in an alcove with your back to the wall. It is best to keep these loremasters mezed while fighting the others unless there are Summoners present.

Summoners - These are relatively weak but they summon spirits that are pretty strong. Its best to have these mezed instead of the loremasters.

Fellspirits - These are summoned by stepping on or near the bonepiles. They have a ton of morale making it so at least 3 people are needed to kill them. While they are alive they will constantly summon skeletons to come after you. This includes if you all wipe while one is up it will keep summoning them sending them after you. If you get a FM on these go all yellow.

Upon entering the instance there are two routes to take stairs on the left and right. It doesn't matter which you take. I typically take the left option. Upon getting close enough a wave of mobs will be triggered, it is good to fight just at the base of the stairs. In this group will be a brute. Fight as described above in the brute explination. Once you are down to about one foe someone should run up top and pull the last group of mobs and bring them back down to you.

Next you go up the stairs and around on tables will be skulls that anyone with the 'first time through' quest will be able to get. Now you go up to the top of the ramp to the left. In this room you will have a brute and 3 summoners. It is possible to pull the brute without any of the summoners coming. You kill the brute and summoners and this room is pretty much set. You will start to encounter bonepiles in this room. These when stepped on or near will summon a fell spirit ONCE. For more explination on that see above. There are times you will want to trigger a bonepile but for the most part stay away from them they are annoying. At the base of the next ramp will be a bonepile you will want to trigger on the off chance you are knocked down.

At the top of the next ramp you will have two groups of foes and a brute who walks around. The brute can be pulled w/o either group being pulled if done right. In the right group will be a Loremaster and a Summoner. I don't recall who is in the left group I think its only summoners. Keep the LM mezed and kill the summoner then kill the lm. This room has many bone piles so watch out.

Again at the base of the next stair will be a bone pile you want to trigger and take out. Up this ramp is the first boss's chamber. You want to fight on the ramp, if you go to far into the room you will trigger the boss which you don't want to do till all the other foes in the room are dead. There are four groups of mobs the closest group on the left and right will have a Loremaster and Summoner the second group on the left and right furtherest away will have a Loremaster, Summoner and a Brute. Again take these one at a time mezing the LM and burning the rest.

Now you are upto the boss fight. Firstly stay off the metal grates entirely including the medtal outline of it. There is fire that periodically shoots up out of it and will kill you like in the Hall of Crafting. The boss has two things that he will do. First is he choses one member of the group and says 'Will you bring doom to your friends <insert name>!' and he will place a green eye on top of your head. Whoever he choses has to RUN AWAY FAST. If you are close to your group after about 3 or 4 seconds everyone in range will be dazed for 5 seconds or so. If you get dazed more than about 2 maybe 3 times the group will wipe. Someone with voicechat needs to be on eye duty to call it out as you see it in addition to people watching themselves The second thing he said is 'Can you handle the burn' at this point everyone needs to be in melee range and the Loremaster has to wait about 5 seconds and then start casting leechcraft. The boss casta a massive aoe fire attack that puts a nasty dot on everyone so the faster it is off the better, the timing takes a bit to get used to. The fight itself is a DPS race as as you fight the room will start to be engulfed in flames, these flames are an instant kill if you touch them. Most of the time the best place to fight is in the squre to the left of the first grate when you walk into the room, sometimes though the fire works differently so keep an eye out.  That is the first fight. It is possible to kill him and get wiped by the flame. That is the first fight the chest is in the hallway beyond this room. There is nothing major of value in it so most groups will roll/pass it.

Next you have a bonepile then a ramp, at the top of the ramp is a Loremaster, Brute, Sorceror combo. Noone move past the bone pile. This pile you want to trigger and take out. Next you mez the lm and burn the rest. At the top of the next ramp you will pull a Brute and a Guard. Fight as usual getting the brute down first. Now you are in the room where one side is a high fence and the other is a wall. At the far side of the room are a Summoner, 2 Loremasters I believe and a Sorceror. Everyone but the loremaster will be fighting in the 'cubby' to the left out of sight of the gate where the mobs are. The loremaster is on permamez duty on the Summoner and if he can one of the Loremasters. (for the Ancient Master Loremaster how you duo mez, blinding flash first mob, select 2nd mob and rising dawn it, keep its attention till blinding flash is useable again then mez that target, now each time blinding flash is useable you have to use it immediately on your next target to keep them down.)The mezer wants to stand away from all of the fighting so he doesn't get any knockbacks, ideal spot is hidden away from the fighting by the gate where the npcs are.

2nd boss fight room. Skirt along the left side until you get to the locked gate. This is where the first stage of this fight will take place. During the first phase the boss will say "Do not stray too far from me (name)" at this point you want to be in melee range which isn't a problem in this phase as everyone is right on top of him at the gate, There is no floating text or voice or eye, its only in the chat log. At 130k the loremaster will want to start to drain power because at 100k he goes into a drama mode where you can't attack him moving back to his alter where he stays for the rest of the fight. Everyone wants to conserve power at 130k aswell. There are two methods for the second phase of the fight first is melee second is ranged. In this phase there is lightning that will constantly rain down upon field in a pattern of sorts. If you get a direct hit its 4-5k dmg, splash dmg around it is about 1k. At the start of this phase he will do one more callout so whever he calls out if you can run upto him reguardless of what method you are using. The melee method is you run up to the boss dancing around the lightning going where it just hit basically staying out of the areas that aren't cracked on the ground. The method I currently prefer is the ranged method. In this method everyone stands at one specific spot, this spot when standing at the gate for phase 1 facing the alter is the 2nd lamp to the left. From here everyone who can range will constantly range the boss. During this phase bog lights will also spawn so everyone who isn't ranging will be taking care of them keeping them off the healer, these bog lights also root people. This chest you will want to master loot as there is jewelry that some people like.

Next trigger the bone pile near you and any in the alcove you want to fight in and burn them down. This next group has 2 summoners, brute and 2 loremasters. Cycle mez the summoners as explained earlier and everyone else fight the loremasters in the alcove with your backs to the wall. Loremaster this time there is a bone pile in the area you like to stand in so you will need to stand almost on top of where the mobs are while chain mezing.

Next is you enter a room that leads into a large hall that holds the 3rd boss. you want to fight in the small room not the hall. This group has about 6 mobs in it. 2 summoners that the lm chain mezes, summoners, maybe a loremaster, not sure about the others. everyone but the lm stays and fights in the small room before the chamber. The reason for this is in the chamber along the sides are a ton of bonepiles that you never want to touch or approach. Once all of these are down you are the third boss.

This is the hardest boss in the instance. At the top of the stairs you want to do all of your buffs, scrolls etc, short term food can wait as it can be eating in a min. once you approach the boss he will go into a drama where he stuns you and talks with Sauron for 20 seconds or so. While you are stunned you can eat your food. There are two ways to do this fight only one of which I've done. To start everyone is on the boss and they want to be between him and the throne where he first came from. This is because this boss has the lm knockback skill so you want to be knocked up hill instead of downhill, as with the lms this knockback can be prevented by a clobber or other daze. Gorothul the boss also has a fear that he casts that will force someone to cower. This boss is a two phase fight. The first phase goes until you reach 145k. During phase one you have the boss and the spawning and despanwing Loremasters and Sorcerors. If the loremaster/sorcerors are despawned at the 145k mark they will not respawn again, reguardless after the 145k mark you can kill them and they will not respawn. Throughout this fight blue spirit versions of the sorceror and loremaster will randomly spawn and then after a bit despawn and then respawn later. Sometimes its 1 and 1 sometimes its 2 of one of them. If a loremaster spawn our loremaster wants to mez this spirit. You typically don't need to hit him more than once with a mez because by the time your mez is up he will have despawned and you want your blinding flash up to use on a respawn. You need to be on top of this as its a major annoyance to the fight. Once 145k is reached this is when the Ancient Fell Spirits and Skeletons will start to spawn. The Ancient Fell Spirits once spawned will attack you for a bit and then head to Gorothul and despawn. Once they despawn Gorothul will do a group wide cower, this is able to be prevented by a conjunction if you have a burg with you. A minstrel anti-fear circle may help prevent but I'm not positive. Potions do not work to remove this fear. You want to save all yoru big attacks for the second phase because the longer phase 2 goes on the more skeletons that will be spawned. If a conjunction is ever gotten on the boss go all yellow ignore any others. guards want to keep the skill stacked on the boss that increases the % of a fm. Skeletons will also start spawning on a timer from the bone piles around the room. You must not kill the ancient fell spirits if you want to keep the Hard/Challenge mode. So the main method is to then have the warden/captain start kiting the skeletons and spirits around the room 16th hall style once they become overwhelming. These Ancient Fell Spirits have about 4.7k so they can be hit a few times just be careful with aoes around them. From here on its a matter of keeping the kiter up pulling the ads off everyone who is taking down the boss. Keeping the kiter and everyone else alive, dpsing the boss and mezing any loremasters that pop up. Its handy to put stun immunity on the kiter if you can. There is a second method to deal with the skeletons and that is to have one of the melees tank them doing massive aoes on them.

This chest tends to have good loot on it and it has a chance to spawn the symbol needed to craft lvl 65 reforged 2nd age legendary items. Now you have a ramp that goes down into another chamber. You want to fight at the top of the ramp. There will be 2 summoners and 2 LMs. the summoners get chain mezed and the lms get burned FAST. The longer this fight goes there is a timer where guards and a brute will come from below so this needs to be all killed as fast as possible, the main focus are the LMs and summoners once they are down the brute/guard ads will stop coming. Avoid all the bone piles in this room once the mobs are down. go down the ramp and step just inside the room careful not to get close to the bone pile on the right. resummon pets once inside the room to be sure they aren't trapped outside.

Now we are on the final boss. First we trigger the bone pile on the right and then leave it alone. Next everyone will run to the boss and straight up tank and spank him. There is one trick with this fight. As the fight progresses a green flame will encompass 1/4 of the room and then work its way around as 1/4 for a while then increase to 1/2 of the room and keep working around. If you go into this flame you will have your max morale reduced so stay out of it! That's the only trick to this fight once he is down go and kill the fell spirit at the bone pile. This final chest has a chance of dropping the symbol needed for LIs as well.

Characters: Crichton Vraemis Vraethir
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Banaticus 1/13/2010 6:56 PM : RE: Sammath Gul Walkthrough
Pirate Leftenant

Banaticus
Posts: 141
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I posted the following in the members area of this forum a few weeks ago.  You'll notice that I was originally wrong about the origin of the Ancient Fell Spirits and where they came from.
[quote]The following is my original take.  However, a somewhat better version can be found here:
http://lorebook.lotro.com/wiki/Guide_to_Dol_Guldur_Instance_Cluster

Ok.  Sammath Gul, a six person instance.  When you first run in, there's going to be a few mobs.  You probably won't notice this, but there's going to be this guy staring down at you from a ledge and laughing.  This guy isn't even a boss, but he's the first tough thing you'll face.  Why?  Because he's going to keep sending mobs at you and he's (sooner or later) going to put a buff on the mobs that make them immune to damage (instead, all damage will be redirected to him).  There are two staircases in front of you and you can go up either one to get to his wide balcony.

Now, if you go in to the left, pull a small group, then the small group, then slowly fight your way up the stairs there, you won't get much aggro.  Perhaps no more than 6 guys at once?  Or, you go rush to the boss and fight a monster truck load of guys all at once.  I'm actually not sure where that huge load of guys came from, but you don't have to fight everyone all at once.

So, after this guy, you're now free to move on to the rest of the instance.  Here and there, there are little bone piles that, if you walk over them will spawn a spirit (like in Fornost, but all the spirits are evil wicked spirits).  Make a note of these guys, because when you fight Gorothul hard mode is to not kill those bone-pile spirits if you spawn any.  You can tell the difference because right now they're called Guldur Spirits and in the Gorothul fight they're called Ancient Fell Spirits.

So, there are going to be a few more small sets of guys, basically three people, like in the Grand Stairs instance, but one of them will throw up that "untouchable" buff on the others (so attack them to damage him).  There's also a patrolling guard and brute that, after about half an hour or so, will respawn, so watch out for them both initially and if someone is running back through the instance later.  Also, watch out for the bone piles.  And the odd loremasters, they're a royal pain -- I'll talk about them in the next big room, the first boss.  Also, watch out for the sorcerers.

The First Boss
There are four groups in this room.  DO NOT GO IN.  Brutes, Guards, and something new, Loremasters (well, newish).  They have this fire thing where they punt you back and throw down flame near them (the beer-brawl is great training for this sort of thing -- it's so helpful to have some good experience in turning around in mid air and guiding where you're going to land).  Try to mez them somehow and take them down last.  Believe me, you don't want them to get that untouchable buff on them (or, if they do, you want it to happen while they're safely mezzed away).  Once you finish mezz-pulling or whatever (riddling?), you're ready for the boss.  You might not have noticed him because he's laying down on the central pillar.  Start to fight him.  He can throw out one of two effects -- one has a gren eye, the other doesn't (he also says different things for each effect which I'll explain in turn).  It's very important that people are watching out for what's happening -- you cannot go afk in this fight or multi box (not that I've ever had anyone do that yet, but still I've been in weirder groups in the past).

1 green eye means you have to run the heck away from everyone -- go far, far away, because this spreading fire is about to go off and it'll spread from person to person and back to the original person and stun you all.  Do not mess with it, do not back away, turn and run like Freddy Kruger is after you.  After it goes off, feel free to come back.  Pull the camera back above your head, the eye really doesn't last long and then you can run back.

When he says something about feeling the burn, you have to group up tightly.  It's going to put out some damage and drop some fire -- the damage will be shared amongst everyone and the fire will harmlessly pass away.  If you're not close, the wave of fire will hit you and rebound and everyone will die.

You must have situational awareness (or be listening to someone with situational awareness, as you cannot mess around with this).

Once you get him down to around 28-30k, he stops with the eyes and fire starts erupting from the grates in the floor, just like the 2nd Hall of Crafting boss.  Pull him to a front corner by the door you came in by corner before this and when you see the fire, go to the opposite corner of the room.  Watch to see which way the fire is moving, then start running in the opposite direction as the fire will start to sweep around the room (like in the Forges).  After this, he dies and the chest is yours.  Everyone should loot it to get their Medallion of Mirkwood.  Don't go Master Looter -- most of the stuff is just ixp relics and runes.  With only one item, go read it, click roll or pass, then click roll on everything else.

Some more mobs like the first ones you fought, watch out for the bone piles, then the second boss's room.

The Second Boss
You'll notice that this boss's room is open to the sky.  The first fight is pretty traditional.  He has a good frontal AoE attack, so everyone should be behind him and he can punt people in front of him, so tank him with your back to the high solid cement wall in the middle, so you don't get knocked over the wall around this area.  It's basically just like the final Caerog fight in the Water-wheel instance, but the boss mob is smaller size and he doesn't run away to heal, but it's about the same as every time he punts someone, he's going to wipe his aggro and go attack whoever he wants.  Hold your damage at that point for a moment, if you have a tank, then once aggro is on whoever it's supposed to be on, go to town.  That's the first part of the fight.  Then the second part starts and things start to get tough.  He's going to call lightning down in four waves.  Ranged damage is key here.  You do get a brief moment to melee him between sets of waves and during the first wave and FM's can safely be triggered at this point.  But it's mostly going to be ranged damage.  The lightning attacks will all be vertical strikes from the heavens and being near where they hit ground will hurt.  A lot.

The first attack will be a diamond attack -- from him, basically, to the big jar over by the far door, to the cement thing in the back, to the jar by the near door, to him.  Stand in the middle.
The second attack will be a fan attack.  It'll all hit in front of him, so anyone meleeing him (possibly everyone if you're doing a RRRYYY Tramp of Doom conjuction or YYYY, depending on how many people are alive) had better be somewhere else or they're going to suddenly take a lot of damage.  Stand right by the big jar by the door you came in by.
The third attack will be a triangle attack.  Down the middle, across, then back up to him.  Stand by that jar, then move to the middle of the room when it's safe.  Then get the heck out of there because...
The fourth attack is a heart attack (heh).  Down the sides, wrapping around, then crossing in the middle.  Stand in the middle of the top part of the heart.

Here's a picture.  I drew a blue circle for where I reccomend to stand.

So, after that you're good.  You cannot loot the next chest yet, though, you have a small group to go through.  Be very, very careful looting the chest, there's another double group after this.  Again, everyone should loot the chest.  So, then we get to the third boss.

The Third Boss
Gorothul is a man.  The gate to this "room" is actually at the top of the first set of stairs that lead up to him, so don't stand back by the door when he's triggered.  The bone piles in this room won't spawn spirits until his fight is triggered.  Once he's triggered, if you don't want hard mode, feel free to trigger and kill the spirits.  Gorothul has two ghost loremasters on a timer.  You can kill them or cc them and wait for them to despawn -- after a couple minutes they'll come back.  If you kill them you'll have a bit longer until they respawn, but there will be less dps on the boss.

The boss fears people, which might cause a person to summon an ancient fell spirit by running over the pile, the boss can also punt people.  Every person I talk with who has beaten this says that constant never ending interrupts are the key to stopping these.  However, all of our interrupts have been nerfed.  Champions are longer now, Wardens can only interrupt on Wall of Steel and Onslaught if the first attack in the series doesn't miss and all of our interrupts do jack all for damage.  Also, some of his animations are short, so you need a couple people just spamming interrupts on him.  Faster than an interrupt every 3-4 seconds.  You can interrupt everything but his fears.  However, when feared, spam /follow.  Type: /shortcut ## /follow (where ## is the hotbar slot), then click-spam it while feared, you won't run as far and it's not like you have anything else to do.

Then there's a second stage of the fight, where adds will come and healing generates more aggro.  So you basically need someone like the 16th Hall to kite the adds (cough*warden*cough, although a captain does an ok job of this, since your warden may be busy tanking and/or interrupting -- I tried this and without a loremaster or captain I just ran out of power too darn fast and as soon as I stopped interrupting he started nonstop punting).  Or tank them all, leach morale.  A champs AoE is great for burning these mobs down if they're all around Gorothul.  You can also have a guardian shield wall the healer, then have the healer pour morale into the guardian and ignore the rest of the party (which may or may not be good) while the guard tanks Gorothul and the adds.  There's a number of different strategies for this.  Good luck.  This is where the minstrel has to run up by Gorothul, as it's just too difficult to find someone.

Then there's a couple more bone piles, a room with some adds in it, then the last boss (who's easy, so I hear).

The final boss
This one is a giant green spirit.  He does all shadow damage and he has two pits in his room.  If you fall in a pit, you die from misadventure.  Other than that, burn him down.[/quote]

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