U18: SPOILER ALERT

THE SILENT STREET (6 Man)

[T1 / T2 / T2C]

This 6 man instance was released with U18: The Battle of the Pelennor Fields and is scalable from 75 to 105. It is available in 3 difficulty levels; T1, T2, and T2C. There are 3 boss fights leading up to the final boss fight (The Gloom of Nurn). The instance is broken down in to 5 phases.

Map of the Instance

Phase 1: Start to End of Boss 1 (Lintanar)

Boss 1 (Lintanar Strategy)

Phase 2: End of Boss 1 (Lintanar) to End of Boss 2 (Boromir or Telemnar)

Boss 2a (Boromir Strategy)

Boss 2b (Telemnar Strategy)

Phase 3: End of Boss 2 (Boromir or Telemnar) to the End of Boss 3 (Tarannon Falastur or Atanatar II)

Boss 3a (Tarannon Falastur Strategy)

Boss 3b (Atanatar II Strategy)

Phase 4: The Gloom-Spirits

Phase 5: Final Boss Fight (The Gloom of Nurn)

Final Boss (Strategy): The Gloom of Nurn

Video: Lintanar Fight

Video: Boromir Fight

Video: Telemnar Fight

Video: Tarannon Falastur Fight

Video: Atanatar II Fight

Video: Final Boss Fight – The Gloom of Nurn

MAP (click to enlarge)





PHASE 1: START TO END OF BOSS #1

The Trash Mobs

Kill Priority: Strong-Arm > Doom-Speaker > Conspirator

Withered Tree Strong-Arm

BUFFS

Fist-Fighter

Heavy Blows (stackable)

This is a stackable buff that grants +100% melee damage and / +20% attack duration per stack.

Fanaticism (from Doom-Speakers)

This gives the mob +20% melee damage / +20% ranged damage / +15% run speed

Easy Target (interruptible)

You will have a red eye over your head indicating that you are the target.

Fight On

Immune to all disabling effects for 10s.

Temporary State Immunity

The mob cannot be stunned, knocked down, or knocked out for 10s.

DEBUFFS

Coward’s Fate (stackable “x” times)

The target receives a debuff in a multiple of active stacks. -10% (x) target run speed / reduced outgoing healing by 5 (x) %.

SPECIAL ATTACK

Haymaker (interruptible)

He will say; “Let’s see if your armour is thick enough!” or “Hold still, [insert race]” an induction based attack (can be interrupted) that does X damage within Y range.

Withered Tree Doom-Speaker

BUFFS

Fanaticism

Rallies his nearby allies into a greater fervour (adds a fervour buff called Fanaticism).

Temporary State Immunity

Cannot be stunned, knocked down, or knocked out for 10s.

Temporary Fellowship Skill Immunity

Immune to fellowship maneuvers (CJs) for 1 min.

DEBUFFS

Beneath Attention (interruptible)

If you do not interrupt this induction it will put a red eye over someone’s head and give them a -50% perceived threat debuff for 10s.

Puncture (pottable – wound)

Withered Tree Conspirator

BUFFS

Frenzy

+30% Melee Damage / +20% Incoming Melee Damage / +20% Incoming Ranged Damage for 30s.

DEBUFFS

Boss #1: Lintanar

Lintanar says, ”Let them pass!”

Lintanar says, ”What do you know of this devilry, [insert class]?”

Lintanar says, ”This smoke is as stone and none of us can pass! Is this the handiwork of Mithrandir or a trick of the Steward’s own design?”

Lintanar says, ”If you tell us how to pass through the smoke, I will allow you to leave unharmed.”

Lintanar says, ”I expected as much. There are always other ways to force you to speak!”

BUFFS

Permanent State Immunity

Cannot be stunned, dazed, rooted, or feared.

DEBUFFS

Wither

When the boss says; “Feel your hope wither” someone in the group will get a red eye over their head. This is a non-potable debuff called Wither that puts a -60% Incoming Healing Modifier on you for 12s.



BOSS FIGHT STRATEGY: LINTANAR

Since adds spawn at set percentages of Lintanar’s health, the general pattern for this fight is;

Initial adds > Boss > Adds 1 > Boss > Adds 2 > Boss > Adds 3 > Boss > Adds 4 (AoE now OK) > Boss

No AoE until spawn # 4 as this will damage the boss and there is the chance you will spawn additional adds before the last wave has been killed. However, you can do this quicker by allowing one person to AoE and the group focuses on burning down the Strong-Arms and Doom-Speakers via single target.

Spawns:

At 85% of the boss’s morale adds spawn from the left (west) door.

At 70% of the boss’s morale adds spawn from the right (east) door.

At 50% of the boss’s morale adds spawn from the right (east) door.

At 30% of the boss’s morale adds spawn from the left (west) door.

The Withered Tree Strong-Arms have a special attack that needs to be interrupted. If interrupts are on CD, back away from the mob when it is inducting and you can avoid being hit.

The Withered Tree Doom-Speakers have a special attack that needs to be interrupted. If interrupts are on CD, back away from the mob when it is inducting and you can avoid getting the debuff.

As the last member of the Withered Tree falls, you feel a wave of dread pass over you…

The Gloom of Nurn says, ”You have already lost this battle, Tyrlas.”

The Gloom of Nurn says, ”I have known it since I first looked upon you outside the gates of Dol Guldur.”

The Gloom of Nurn says, ”Eärnur returns garbed in the mantle of the Dread Terror – his rule shall be endless and sworn forever to my Master’s whim.”

The Gloom of Nurn says, ”None shall defy the returned King! Long has his crown laid amongst the Dead, but no longer!”

The Gloom of Nurn says, ”None can defy his claim! Not even the Dead!”

VIDEO OF THE LINTANAR FIGHT (Single Target Approach)





VIDEO OF THE LINTANAR FIGHT (Selective AoE Approach)

PHASE 2: AFTER BOSS #1 TO END OF BOSS #2 (right side – either Boromir or Telemnar)

The Trash Mobs

Kill Priority: Defiled Nobleman/woman > Risen Stone-Worker > Disturbed Warrior > Disturbed Captain (watch AoE if shields are up)

Do Not Kill Dínen-Lights

It is a good idea to have 2 target assists and split the fellow up; 2 DPS on one target and 2 DPS on another. The tank chooses a 3rd target. This way the group can maximize corruption removals and interrupts. Stay single target DPS and there is no fear of killing the Dínen-Lights by accident or move the mobs to an area where there are no lights.

Disturbed Captain

BUFFS

Exhaustive Defence Induction Animation

Exhaustive Defence (yellow aura around mob)

If you do not interrupt his induction, the Exhaustive Defence buff will apply (you will see a yellow aura around the mob – see above).

Influence

This is applied by Defiled Nobleman (woman) – +15% Melee / Ranged damage for 20s (stackable or just applied in succession?).

Permanent State Immunity

Immune to Stun, Daze, Fear, and Root

Temporary Fellowship Skill Immunity

Immune to coordinated attacks (CJs) for 1 min.

DEBUFFS

Coward’s Fate (tiers “x” times)

The target receives a debuff in a multiple of active stacks. -10% (x) target run speed / reduced outgoing healing by 5 (x) %.

Tainted Shadow

4,024 shadow damage every 3 seconds for 9 seconds.

Grim Haze

+20% miss chance for 10a.

Disturbed Warrior

[INSERT PIC]

BUFFS

Maddened (corruption)

Target cannot be controlled. Target cannot be forced into attacking another target.

Vengeful Spirit (corruption)

+20% Melee, Ranged, and Tactical damage.

Unbroken Resolve (corruption)

Heals 2% health every 2 seconds until removed.

Influence

This is applied by Defiled Nobleman (woman) – +15% Melee / Ranged damage for 20s (stackable or just applied in succession?).

Temporary State Immunity

Immune to Stun, Daze, Fear, and Root

DEBUFFS

SPECIAL ATTACKS

Enraged

This is the result of not removing the Maddened corruption. The mob will now randomly attack members of the fellow. It cannot be aggroed.

Risen Stone-Worker

BUFFS

Maddened (corruption)

Target cannot be controlled. Target cannot be forced into attacking another target.

Vengeful Spirit (corruption)

+20% Melee / Ranged / Tactical damage

Unbroken Resolve (corruption)

Heals 2% health every 2 seconds until removed.

Influence

This is applied by Defiled Nobleman (woman) – +15% Melee / Ranged damage for 20s (stackable or just applied in succession?).

Temporary State Immunity

Immune to Stun, Daze, Fear, and Root

Temporary Fellowship Skill Immunity

Immune to coordinated attacks (CJs) for 1 min.

DEBUFFS

SPECIAL ATTACKS

Enraged

This is the result of not removing the Maddened corruption. The mob will now randomly attack members of the fellow. It cannot be aggroed.

Defiled Nobleman

[INSERT PIC]

BUFFS

Maddened (corruption)

Target cannot be controlled. Target cannot be forced into attacking another target.

Vengeful Spirit (corruption)

+20% Melee / Ranged / Tactical damage

Influence

This is applied by Defiled Nobleman (woman) – +15% Melee / Ranged damage for 20s (stackable or just applied in succession?).

Temporary State Immunity

Immune to Stun, Daze, Fear, and Root

Temporary Fellowship Skill Immunity

Immune to coordinated attacks (CJs) for 1 min.

DEBUFFS

Lethargy

Your screen will go yellowish around the edges and you will have +30% Attack Duration / +30% All Skill Induction / -30% Run Speed for 8s.

SPECIAL ATTACKS

Enraged

This is the result of not removing the Maddened corruption. The mob will now randomly attack members of the fellow. It cannot be aggroed.

Defiled Noblewoman

[INSERT PIC]

Exactly the same as the Defiled Nobleman.

Dínen-Light

These mobs are here to throw a monkey wrench in to your AoE. Killing a Dínen-Light will start a chain of debuffs (which cannot be resisted) on all members of the fellowship standing near the spot where the Dínen-Light is killed (puddle).

DEBUFFS

Dread-Lights

Your screen will have an orange tinge to it while this is active. When it expires your will be stunned for 3 seconds and then you will turn approximately 15 degrees to your left and start running in fear for 4s. This sets off a chain of debuffs; Stunned > Feared.

Stunned (automatic after Dread-Lights)

You are frozen in place and cannot use your skills. You can use pots, morale, power.

Feared (automatic after Stunned)

You turn approximately 15 degrees to the left and start running in a straight line for 4s or until you are hit. Since you know when this is coming (after Dread-Lights) you can position yourself to ensure your will run in to a wall instead of a group of adds.

Boss #2: Boromir or Telemnar

They spawn in one of two locations on the right side (north) of the main fountain area (see map above).

Boromir

[PIC]

BUFFS

Vile Renewal (corruption)

[PIC]

Heals 5% health every 2 seconds until removed.

Permanent State Immunity

Immune to Stun, Daze, Fear, and Root

DEBUFFS

Morgul-Blight

If you are facing Boromir while this is active you lose 5% morale every 3 seconds. This debuff is active for 30s.

Bite of the Morgul-Blade

Deals 300% morale damage over 90s. Unmitigated?

Coward’s Fate (tiers)

Reduces your run speed by 10% per tier and your outgoing damage by 5% per tier.



BOSS STRATEGY: BOROMIR

Essentially this is a tank and spank style fight with the biggest things to look for being the Vile Renewal corruption that needs removed and the positioning of the tank to ensure the fellowship does not all get Morgul-Blight. As with any fight, the tank should have the boss facing them and the rest of the fellowship is behind the boss. If you happen to see the Morgul-Blight icon (purple) below Boromir’s stat bar, turn away from him and wait.



VIDEO OF THE BOROMIR FIGHT

Telemnar

BUFFS

Aura of Malaise (corruption)

While the corruption is active players within range of Telemnar will have the Malaise debuff (see below).

Stagger

Roots you for 2s.

Permanent State Immunity

Immune to Stun, Daze, Fear, and Root

DEBUFFS

Malaise

This debuff is the result of not removing the Aura of Malaise from Telemnar (see above). Your run speed is decreased by 50%. This is particularly troublesome if there are a lot of puddles on the ground and you are trying to get out of them.

Spreading Plague (pottable – disease)

This disease must be potted immediately. Failing to do so will spread the Dark Plague debuff (see below) to all fellow members within range.

SPECIAL ATTACK

Dark Plague (puddle)

The boss will say several sayings before dropping a Dark Plague puddle on the ground. If you are standing in the puddle you will take 10% of your morale in damage every 2 seconds. The outer fringe of your screen will also have a yellow aura alerting you to move.

Plague-Rat

[pic]

BUFFS

Rage

Gives a buff of +10% Melee damage while also debuffing the rat by adding +10% incoming Melee damage.

DEBUFFS

BOSS STRATEGY: TELEMNAR

There are two main things to be quick about during this fight; pot your diseases and do not stand in the green puddles. Essentially the rest is a tank and spank fight. Stay on the boss and ignore the rats. If you kill a rat, another will spawn; they are more of a distraction than anything else.



VIDEO OF THE TELEMNAR FIGHT

PHASE 3: AFTER BOSS #2 TO END OF BOSS #3

The Trash Mobs

These are exactly the same as Phase 2 (see above).

Boss #3: Tarannon Falastur or Atanatar II

They spawn in one of two places on the left (south) side of the main fountain (see map above).

Tarannon Falastur

[PIC]

Kill Priority: Spying Cats > Tarannon Falastur

BUFFS

Might of the Ship-King (corruption)

Gains +50% Melee/Ranged/Tactical damage

Watchful Spies (from Spying Cats)

On any damage, reflect 50% for 6s.

Permanent State Immunity

Immune to Stun, Daze, Fear, and Root

Temporary Fellowship Skill Immunity

Immune to coordinated attacks (CJs) for 1 min.

DEBUFFS

Drowning

5,504 shadow damage every 2 seconds for 10 seconds. Upon expiry you get a 3s stun.

Silenced (pottable – fear)

This is a pottable fear effect. Failing to pot it in time will result in you being silenced for 10s. During this time, any of your skills requiring voice will be unusable.

Spying Cat

[PIC]

BUFFS

Watchful Spies (places on boss, not self)

Causes a reflect of 50% of damage for 6s.

DEBUFFS

BOSS STRATEGY: TARANNON FALASTUR

Take out the Spying Cats first to minimize the chance of the boss getting the Watchful Spies buff. The boss itself is another tank and spank style fight with a couple of things to note; watch for the Might of the Ship King corruption that needs removed and the Watchful Spies buff that reflects 50% of incoming damage. When you have the Drowning debuff on you it will cause decent damage so the healer has to be on their toes; especially if it gets combined with the reflect and outgoing damage buff.



VIDEO OF THE TARANNON FALASTUR BOSS FIGHT

Atanatar II

BUFFS

Grim Advance (corruption)

+15% run speed while the corruption is active.

DEBUFFS

Become As Stone (tiered)

You get the Become As Stone debuff (see below) and at the same time your run speed begins decreasing by 20% per tier applied to you (mas is 80%).

Become As Stone (damage)

I am still trying to work out the exact mechanics of this. It says it subtracts 100% morale to anyone within 5m when it expires. However, you yourself survive? Perhaps it is 100% unmitigated damage?

SPECIAL ATTACKS

BOSS STRATEGY: ATANATAR II

This is essentially a tank and spank. If you have the Become As Stone debuff, call it out to the group and run away from them.

VIDEO OF THE ATANATAR II BOSS FIGHT

PHASE 4: GLOOM-SPIRITS

Due west of the area that you initially entered from is a set of stairs leading to an upper area with a large number of Gloom-Spirits (see map). You need to clear all of these out in controlled pulls.

Gloom-Spirit

BUFFS

Absorbed Gloom (from the death of another Gloom) [stackable]

Health increased by 10% and all damage (Melee/Ranged/Tactical) increased by 10%. This is stackable !

Temporary State Immunity

Immune to Stun, Daze, Fear, and Root

DEBUFFS

Twisted Defence (works against them)

OR

Creature suffers +50% incoming Ranged/Tactical damage OR +50% incoming Melee damage.

Chilled Heart

Temporarily (15s) removed 30% of your morale.

SPECIAL ATTACK

Distributed Damage

Gloom-spirit says, ”Stand together or die!”

The group should be balled up on top of each other to minimize the individual damage taken.

Fear (interruptible)

Gloom-Spirit says, “Away with you!”

Gloom-spirit says, ”Run, coward!”

Gloom-spirit says, ”Flee!”

Gloom-spirit says, ”Begone!”

The Gloom-Spirit begins inducting with “Away with you!”. If you do not interrupt the induction, uou will turn approx. 135% to the left or right and then run in a straight line for 10s.

STRATEGY

Since the Gloom-Spirits do some pretty substantial distributed damage, the tank should grab aggro, and then the entire group (including ranged) pile up directly behind them. This will allow the group members to take the least amount of damage. It is recommended that during the initial pull of the first Gloom-Spirits (top of stairs) that the tank pop Warrior’s Heart (first hit is substantial) and then position them on the middle of the stairs. This way the group will be well away from the Dínen-Lights that spawn on the main level and the chance of accidental AoE is minimized. Once the first group of Gloom-Spirits are down the group can move farther in to the room; rinse and repeat pulling only the minimal number of Glooms possible (2 / 2 / 3 / 5) until they are all dead [if need be, CC will work on them]. If you die during this fight, retreat (the spawn spot is at the base of the stairs coming in to this area).

PHASE 5: FINAL BOSS FIGHT

Once the Gloom-Spirits have been cleared from the room you are ready to proceed to the final boss fight. Head up the far back stairs and the boss will spawn. You can go back down the stairs and he will remain inactive until you go back up again.

This portion of the guide is all based on the limited time I had in Beta to run this. Much of this will become more clear once it hits live. I also think that some of the sayings from the boss are not matching the actions.

Kill Priority T1 / T2: Gloom of the Nurn (until 3.52M) > Gloom-Spirit > Boss (until 2.7M) > Mardil Voronwë > Gloom-Spirit > Gloom of the Nurn

Do Not Kill Corrupted Dínen-Lights

Kill Priority T2C: Gloom of the Nurn (until 3.52M) > Gloom-Spirit > Boss (until 2.7M) > Lock Down Gloom-Spirit > Mardil Voronwë > Eärnil II > Gloom-Spirit > Gloom of the Nurn

Do Not Kill Corrupted Dínen -Lights

Main Boss: The Gloom of Nurn

The Gloom of Nurn says, ”You will go no further, Dadi.”

The Gloom of Nurn says, ”Gothmog ordered you to be spared and brought before him, but he bears no authority over me.”

The Gloom of Nurn says, ”I heed only my Master’s call, and my hatred for you and your ilk pales in comparison to His own.”

The Gloom of Nurn says, ”Let this be finished at long last, and let your fate be cast asunder!”

The Gloom of Nurn says, ”Darkness surrounds you!”

BUFFS

Bathed In Shadow (tiered) (corruption)

The Gloom of Nurn says, ”Empower me, my Master!” (first one)

The Gloom of Nurn says, “The Dark Lord favours me!” (subsequent)

[PIC]

At 1,511,474 morale (35%?) the boss begins getting a stackable corruption. It comes again periodically throughout the fight.

-95% incoming damage and +10% run speed (per tier) while the corruption is active.

DEBUFFS

Coward’s Fate (tiered)

-10%(x) Target run speed. Reduces out-going damage by 5(x)%

SPECIAL ATTACKS

Darkness (stackable)

[PIC]

The Gloom of Nurn says, ”Darkness surrounds you!”

The Gloom of Nurn says, ”The Gloom surrounds you …”

When the Gloom of Nurn says this a black cloud drops at his feet (it will be outlined by a red square). For each person within range he drops an additional cloud, therefore, melee classes must back away quickly when they hear these words. The cloud does 20% of your morale as damage every 2 seconds if you are standing in it. The puddles do stack damage.

None Can Stand Before Me !

The Gloom of Nurn says, ”None can stand before me!”

He does a Hammer of the Gloom attack and all those in front of the boss (180 degrees) take large shadow damage.

Your Sight Fails You, [insert character name]!

Your screen goes black so you cannot see the mobs or your fellows.

Death Comes (interruptible)

The Gloom of Nurn says, ”Death comes…”

The Gloom of Nurn says, ”Only Shadows shall remain…”

He begins inducting with an orange cloud at his feet (you should interrupt it).

Face Me, [insert character name]! (interruptible)

Failing to interrupt this induction will cause you to fly through the air toward The Gloom of Nurn and land just behind him.

You Cannot Flee! (interruptible)

Generates an eye?

There is No Escape For You, [insert character name]! (interruptible)

Generates an eye?

Purple Eye (T2 Only)

[PIC]

The Gloom of Nurn says, “Only Shadows shall remain..”

The Gloom of Nurn says, “Feel your fears rush forth!”

Someone will get a purple eye over their head (don’t think it can be resisted?). You have “x” seconds before it disappears and a puddle drops at your feet. This puddle does 20% of your morale in damage every 2 seconds while you are standing in it. The puddle damage does stack.

If you have a purple eye and you drop it where someone else is standing they will get an eye (essentially it spreads).

Gloom-Spirit

The Gloom of Nurn says, ”Rise, and serve once more!”

This means that a Gloom-Spirit is spawning.

The first one spawns at 85% of the boss’s health and then every minute thereafter.

BUFFS

Absorbed Gloom (from the death of another Gloom) [stackable]

Health increased by 10% and all damage (Melee/Ranged/Tactical) increased by 10%. This is stackable !

Temporary State Immunity

Immune to Stun, Daze, Fear, and Root

DEBUFFS

Weakness to Shadow

[PIC]

When a shadow in within proximity it gives you -3,223.5 shadow mitigation for 30s.

Twisted Defence (works against them)

OR

Creature suffers +50% incoming Ranged/Tactical damage OR +50% incoming Melee damage.

SPECIAL ATTACK

Distributed Damage

Gloom-spirit says, ”Stand together or die!”

The group should be balled up on top of each other to minimize the individual damage taken.

Fear (interruptible)

Gloom-spirit says, ”Run, coward!”

Gloom-spirit says, ”Flee!”

Gloom-spirit says, ”Begone!”

You will turn approx. 135% to the left or right and then run in a straight line.

Corrupted Dínen-Light

[PIC]

Spawn at 75%, 50%, and 25% of the boss’s health.

BUFFS

DEBUFFS

SPECIAL ATTACKS

Expiring Burst

[PIC]

Side Boss A: Mardil Voronwë

[PIC]

This boss spawns roughly when the main boss’s health hits 65% from the north (see map above).

BUFFS

Might of the First Steward (puts on Eärnil II)

He puts this buff on Eärnil II. It heals him by 5% morale every 2 seconds.

Eärnil‘s Might (active from Eärnil II)

This is active from Eärnil II and buffs outgoing damage by +20% and run speed by 10%.

DEBUFFS

Mardil’s Rebuke

Mardil Voronwë says, “Stop this madness [insert character name]” (interruptible)

Mardil Voronwë says, “Your plans are ill-laid” (interruptible)

[PIC]

Target cannot Block, Parry, or Evade for 10s.

Fall to Blades (his self debuff)

+50% incoming Melee and Ranged damage (his weakness).

Side Boss B: Eärnil II

[PIC]

This boss spawns roughly when the main boss’s health hits 65% from the south (see map above).

BUFFS

Might of the First Steward (active when Mardil Voronwë is alive)

Heals 5% health every 2 seconds.

Might of the Fallen Father

[PIC]

Bolsters the offense of the Dead that stand at his side. It provides the Eärnil’s Might buff.

DEBUFFS

Inevitable Defeat (Blue Eye) (pottable – fear)

[PIC]

You will get a blue eye over your head (pottable fear).

Fall to Sorcery (his self debuff)

+50% incoming Tactical damage (his weakness).

SPECIAL ATTACKS

Cleave

Does heavy common damage.

Side Boss C: Meneldil

[PIC]

He spawns from the back of the room (see map above) when the Gloom of Nurn is down to 40% health (1,646,000).

The Gloom of Nurn says, “Rise, Meneldil! Heed my Master’s call.”

BUFFS

Bound to the Gloom

[PIC]

Cannot be harmed by Melee, Ranged, or Tactical damage.

Immune to Aggro?

It appears as though you cannot aggro him. He randomly attacks people?

DEBUFFS

BOSS FIGHT STRATEGY: THE GLOOM OF NURN

This fight has a lot of moving parts. Success of this at a T2C level will come down to four things; Positioning, Interrupts, Staying on Target Assist, and Understanding How To Play Your Class.

THE MAP (click to enlarge)

T2C STRATEGY

(need to kill Eärnil II and Mardil Voronwë in under 2 minutes)

[see below for T1 strategy]

Ideal Group: Tank, Mini, Captain, Rune-keeper, Hunter, and LM

There are many other group combos that will also be successful. I write this guild on what I have seen to be the most effective.

Phase A: Boss Health 100% to 85% (3.2M)

When ready, everyone runs in to position 1 to start the fight. The Gloom of Nurn will talk for a bit. When he says;

The Gloom of Nurn says, ”Let this be finished at long last, and let your fate be cast asunder!”

The Gloom of Nurn says, ”Darkness surrounds you!”

The RK and LM both be ready to interrupt his induction (in case one is resisted), and start the fight. The tank hits Fray the Edge and the boss moves to position 1 (see map). The tank keeps the boss facing the door at the back, and the group stands together behind the boss as far back as they can (and be in range to do damage). The Cappy can drop Oathbreakers and a damage banner, but stay with the ranged group; this facilitates a shorter run to drop the eye if they get it.

When the boss or the tank drops a puddle at their feet, the tank will move the boss forward 50% of the red square toward position 2. The group backs up accordingly to be far away but in damage range. The tank will be standing in a puddle but the group will not. The tank then continues this process toward position 3, then 4, etc.

When someone in the group gets a PURPLE EYE ; IMMEDIATELY STOP WHAT YOU ARE DOING (including healing), and run to the farthest lettered square to the sides (see map) to drop a puddle. Drop the puddle in the farthest position you can reach. Try not to run through existing puddles. If the healer has the eye, call it out, and have the Cappy or LM do some spot healing until they get back.

; (including healing), and run to the farthest lettered square to the sides (see map) to drop a puddle. Drop the puddle in the farthest position you can reach. Try not to run through existing puddles. If the healer has the eye, call it out, and have the Cappy or LM do some spot healing until they get back. Set an interrupt order in pairs. The Tank and RK, then Tank and LM, then Tank and Hunter. This way there are always two people doing an interrupt for each induction to prevent issues with CD or resists.

Stop DPS at 85% of the boss’s health. Be ready for the 1st Gloom-Spirit to spawn (3.52M of Boss’s Health). The LM can drop a CC to stop the first major burst damage. As with other Gloom-Spirit fights, be balled up in a group to minimize distributed damage and burn him down. Use interrupts when he inducts, drop temporary stuns (RK stone, LM, etc.) to break attacks and take less damage. The tank stays put on the boss and does interrupts when needed.

Phase B: Boss Health 85% to 70%

The Gloom-Spirit is dead and the group shifts back to the Gloom of Nurn (same as Phase A). By this point the tank probably has the boss positioned somewhere between spots #4 and 6 (see the map).

At 70% of the boss’s health, stop DPS. If there are Gloom-Spirits, finish them off.

Check that all major cool-downs are reset (at 65% the side bosses spawn and the timer begins).

The Cappy switches Blade Brother off the RK and on to the highest DPS melee or ranged toon.

If you have all cds reset and you are ready, continue DPS until 65% health (his stat bars will turn green and you cannot damage him). The tank is likely now between positions #8 and 9.

The tank is ready with Fray the Edge.

The group moves to the position DPS position ( orange pentagon on map ).

). The LM drops Sticky Tar in front of the green dot on the map.

on the map. The LM gets ready to lock down any Gloom-Spirits that spawn.

Phase C: Boss Health 65% (side boss spawns) – 2 minute challenge timer starts as soon as the side bosses activate (T2C).

The two side bosses; Eärnil II and Mardil Voronwë will spawn at the pink dot and green dot respectively (see map).

and respectively (see map). As soon as they activate the tank Frays Eärnil II. They will tank The Gloom of Nurn and Eärnil II.

As soon as they activate all Debuffs (Telling Mark, Wind Lore, etc.) go on Mardil Voronwë.

As soon as they activate the group all out DPSes Mardil Voronwë with everything they have. Use interrupts when he inducts.

Cappy drops Oathies on Mardil Voronwë 2-3 seconds after he activates to allow the group to tier up their damage.

The moment Mardil Voronwë is down, switch Blade Brother to the RK.

The group activates all Debuffs (Telling Mark, Wind Lore, etc.) on Eärnil II.

The group all out DPSes Eärnil II. Use interrupts when he inducts.

Phase D: Boss Health between 65% and 40% and Eärnil II / Mardil Voronwë are both dead.

Kill the Gloom-Spirit that the LM had locked down, remember to stay balled up.

DPS the Gloom of Nurn until another Gloom-Spirit spawns.

Switch to the Gloom-Spirit.

Keep the target order Gloom-Spirits > Gloom of the Nurn.

At 40% of the boss’s health another side boss will spawn (Meneldil) at the red dot on the map.

Phase E: Boss Health between 40% and 0%

Meneldil cannot be aggroed, he randomly runs around and hits people.

Keep the target order Gloom-Spirits > Gloom of the Nurn.

Depending on the puddle situation you may want to move to one of the side wings.

VIDEO OF THE GLOOM OF NURN FIGHT

*Note: This video was taken during Beta (I will upload one on live). It was a video of us learning the mechanics; several first timers in the group. The fight was not carried out as per the strategy listed above. Warrior’s Heart was also bugged and providing too much morale (bug submitted).

T1 STRATEGY

Essentially the same as T2C except there are no purple eyes and it is not essential to kill Eärnil II and Mardil Voronwë.

Ideal Group: Tank, Healer, Off-tank, and 3 more (preferably a mix of melee/ranged and tactical).

Phase A: Boss Health 100% to 85%

When ready, everyone runs in to position 1 to start the fight. The Gloom of Nurn will talk for a bit. When he says;

The Gloom of Nurn says, ”Let this be finished at long last, and let your fate be cast asunder!”

The Gloom of Nurn says, ”Darkness surrounds you!”

The RK and LM both be ready to interrupt his induction (in case one is resisted), and start the fight. The tank force taunts the boss to position 1 (see map). The tank keeps the boss facing the door at the back, and the group stands together behind the boss as far back as they can (and be in range to do damage).

When the boss or the tank drops a puddle at their feet, the tank will move the boss forward 50% of the red square toward position 2. The group backs up accordingly to be far away but in damage range. The tank will be standing in a puddle but the group will not. The tank then continues this process toward position 3, then 4, etc.

Set an interrupt order in pairs. The Tank and RK, then Tank and LM, then Tank and Hunter. This way there are always two people doing an interrupt for each induction to prevent issues with CD or resists.

Stop DPS at 85% of the boss’s health. Be ready for the 1st Gloom-Spirit to spawn. As with other Gloom-Spirit fights, be balled up in a group to minimize distributed damage and burn him down. Use interrupts when he inducts, drop temporary stuns (RK stone, LM, etc.) to break attacks and take less damage. The tank stays put on the boss and does interrupts when needed.

Phase B: Boss Health 85% to 70%

The Gloom-Spirit is dead and the group shifts back to the Gloom of Nurn (same as Phase A). By this point the tank probably has the boss positioned somewhere between spots #4 and 6 (see the map).

At 70% of the boss’s health, stop DPS. If there are Gloom-Spirits, finish them off.

Check that all major cool-downs are reset (at 65% the side bosses spawn and the timer begins).

If you have all cds reset and you are ready, continue DPS until 65% health (his stat bars will turn green and you cannot damage him). The tank is likely now between positions #8 and 9.

The tank is ready with a forced taunt.

The group moves to the position DPS position ( orange pentagon on map )

Phase C: Boss Health 65% (side bosses spawns)

The two side bosses; Eärnil II and Mardil Voronwë will spawn at the pink dot and green dot respectively (see map).

and respectively (see map). As soon as they activate the tank taunts Eärnil II. They will tank The Gloom of Nurn and Eärnil II.

As soon as they activate all Debuffs (Telling Mark, Wind Lore, etc.) go on Mardil Voronwë.

The off-tank grabs Mardil Voronwë and tanks him near where he spawns.

As soon as they activate the group all out DPSes Mardil Voronwë with everything they have. Use interrupts when he inducts.

The group activates all Debuffs (Telling Mark, Wind Lore, etc.) on Eärnil II.

The group all out DPSes the Gloom-Spirit and then Eärnil II. Use interrupts when he inducts.

Phase D: Boss Health between 65% and 40% and Eärnil II / Mardil Voronwë are both dead.

DPS the Gloom of Nurn until another Gloom-Spirit spawns.

Switch to the Gloom-Spirit.

Keep the target order Gloom-Spirits > Gloom of the Nurn.

At 40% of the boss’s health another side boss will spawn (Meneldil) at the red dot on the map.

Phase E: Boss Health between 40% and 0%

Meneldil cannot be aggroed, he randomly runs around and hits people.

Keep the target order Gloom-Spirits > Gloom of the Nurn.

Depending on the puddle situation you may want to move to one of the side wings.

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