Races: Empire & Chaos
Location: The Maw (39999, 54871)
Door Puzzle: Yes
Boss/Boss Abilities:
Graveshroud: Festering Claw (DoT, 15 sec duration, 3 sec frequency, Physical); Shrieking Stillness (PBAoE Silence, 6 sec duration, Corporeal)
Hornblade: Goring Swipe (DD with DoT, 6 sec duration, 2 sec frequency, Physical); Goring Lunge (DD with a 3 sec stun, Physical)
Offalgut the Hungry: Putrid Vomit (Channeled DoT, Physical); Excruciating Smite (DD, Physical); Ground Slam (AoE DD with 5 sec stun, Physical)
Rathrek: Multifarious Bite (Frontal Cone, Physical); Swat (DD, Physical)
Ruggog: Giant Swipe (Frontal Cone with knockback, Physical); Thundering Shock (AoE Stun, 5 sec duration, Physical); Crippling Bellow (DD, minus 50 percent attack speed debuff, 20 sec duration, Physical)
Soarmange: Wing Buffet (Frontal Cone with knockback, Physical); Crushing Bite (DD, Physical); Rip Flesh (DoT, 15 sec duration, 3 sec frequency, Physical)
Traugonaith: Wing Buffet (Frontal Cone with knockback, Physical); Gaping Maw (DD, Physical)
Warbragh: Ground Tremble (PBAoE Stun, 5 sec duration, Physical); Overhead Slash (DD, Physical)
Lair Recommendations: Bring a full six-person party, with at least two healers and two tanks.
Party Strategy
Any number of these bosses can be activated at the same time, but they are spawned as soon as the horn is blown, so anyone can then challenge and kill the boss. There are eight different bosses with the following abilities:
Graveshroud
• Festering Claw: Damage over time, 15 second duration, three second frequency. Physical damage.
This is a damage-over-time attack. Avoid getting aggro so you avoid getting DoTed. If you get low on health, either call for a heal or pop a potion. Fight from max range to avoid ever getting hit at all. Healers, make sure to keep your HoTs on the tank. In combination with the heals, the HoTs should help reduce the long-term effects of the DoT.
• Shrieking Stillness: Player-based areaof-effect silence, six second duration. Corporeal attack.
A backup healer would be a good thought for this fight. If you do bring a second healing career, regardless if they are DPSing, they need to stand as far away from the other healer as ossible. This ensures that both healers don’t get silenced at the same time. The secondary healer needs to be prepared to heal the tank if the main healer gets silenced. If you only have one healer, the tank should try to save any damage-mitigation abilities for when the healer is silenced. Heals may be unavailable for six seconds or more (silence time + heal cast time), so tanks need to have tricks left in their bag to give the healers time to react.
Hornblade
• Goring Swipe: Damage with damage over time, six second duration, two second frequency. Physical damage.
Avoid taking aggro so this ability should only hit the tank. If you do get hit, make sure you are in range of the healer to keep you alive. This ability comes fast throughout the fight, so apply maximum DPS on the boss, as soon as the tank has sufficient threat, to keep the fight is as short as possible. Healers, make sure to keep your HoTs on the tank. In combination with the heals, the HoTs should help reduce the long-term effects of the DoT.
• Goring Lunge: Direct damage with a threesecond stun. Physical damage.
The tank should be the person getting stunned. But when the tank is stunned, no new threat is being generated. Everyone needs to be aware of when the tank is stunned and back off their attacks for those three seconds. Let the tank get back in action and then engage again.
Offalgut the Hungry
• Putrid Vomit: Channeled damage over time. Physical damage.
Ideally the tank is taking this hit. If you do get the DoT, watch your health; drink a potion if needed or call for your group healer. Healers, make sure to keep your HoTs on the tank. In combination with the heals, the HoTs should help reduce the long-term effects of the DoT.
• Excruciating Smite: Direct damage. Physical damage.
The tank needs to be taking these hits. This is a direct damage (DD) attack, which means you want your tank to have sufficient aggro to have all the hits taken on him.
• Ground Slam: Area-of-effect direct damage with five-second stun. Physical damage.
Everyone should spread out. The ranged and healers should be at maximum distance and spread out. Melee should be at max weapons range and spread out as much as possible. Healers count on possibly being stunned so make sure to keep a HoT on the tank. If the tank gets stunned, everyone stop attacking until the tank is back in the fight. If melee gets critically low on health and a potion isn’t available, the melee should step out of range of the AoE until a healer can get a heal off, then reengage. If you’re melee and engaged, make sure you can take the DD hit and have enough health to survive the five-second stun to move out of range. Healers, keep HoTs on the group to reduce the amount of time melee DPS needs to stay disengaged. This will also reduce the number of direct heals to the group, thus reducing your threat. Try to save any threat reducing abilities for this moment.
Rathrek
• Multifarious Bite: Frontal cone damage. Physical damage.
This attack should only ever hit the tank. If you are the tank, position Rathrek so his back is to everyone else. Melee make sure you’re directly behind the boss, not to the side. Cone effects tend to hit people off on the boss’s flanks, so keep on the boss’s back and move only if the tank moves. Ranged and DPS should be behind him at max range.
• Swat: Direct damage. Physical damage.
The tank needs to be taking these hits. This is a direct damage (DD) attack, which means you want your tank to have sufficient aggro to have all the hits taken on him. Typically this is referred to as a “tank and spank” encounter.
Ruggog
• Giant Swipe: Frontal cone damage with knockback. Physical damage.
This attack should only ever hit the tank. If you are the tank, position Ruggog so his back is to everyone else. Melee, get to his rear and attack from there. Ranged and DPS should be behind him at max range. Tank, keep your back to a wall so that when the knockback hits, you don’t move out of range of your healer.
• Thundering Shock: Area-ofeffect physical stun, duration five seconds. Physical attack.
Everyone should spread out. The ranged and healers should be at maximum distance and spread out. Melee should be at max weapons range and spread out as much as possible. Healers count on possibly being stunned so make sure to keep a HoT on the tank. If the tank gets stunned, everyone stop attacking until the tank is back in the fight. If melee gets critically low on health and a potion isn’t available, the melee should step out of range of the AoE until a healer can get a heal off, then reengage. If you’re melee and engaged, make sure you can take the DD hit and have enough health to survive the five-second stun to move out of range. Healers, keep HoTs on the group to reduce the amount of time melee DPS needs to stay disengaged. This will also reduce the number of direct heals to the group, thus reducing your threat. Try to save any threatreducing abilities for this moment.
• Crippling Bellow: Minus 50 percent attack speed debuff, 20 second duration. Physical attack.
The tank will likely take this hit, and so is generating less threat while this is up. Slow down your attacks until the effect wears off. While the tank is affected, DPS needs to disengage for a few seconds if they land a critical strike, then reengage. This helps ensure that your threat doesn’t spike and pull aggro.
Soarmange
• Wing Buffet: Frontal cone damage with knockback. Physical damage.
This attack should only ever hit the tank. If you are the tank, position Soarmange so his back is to everyone else. Melee, make sure you’re directly behind the boss, not to the side.
Cone effects tend to hit people off on the boss’s flanks, so keep on the boss’s back and move only if the tank moves. Ranged and DPS should be behind him at max range. Tank, keep your back to a wall so when the the knockback hits, you don’t move out of range of your healer.
• Crushing Bite: Direct damage. Physical damage.
The tank needs to be taking these hits. This is a direct damage (DD) attack, which means you want your tank to have sufficient aggro to have all the hits taken on him.
• Rip Flesh: Damage over time, 15 second duration, frequency three seconds. Physical damage.
This is a damage-over-time attack. Avoid getting aggro so you avoid getting DoTed. If you get low on health, either call for a heal or pop a potion. Fight from max range to avoid ever getting hit at all. Healers, make sure to keep your HoTs on the tank. In combination with the heals, the HoTs should help reduce the long-term effects of the DoT.
Traugonaith
• Wing Buffet: Frontal cone with knockback. Physical damage.
This attack should only ever hit the tank. If you are the tank, position Traugonaith so his back is to everyone else. Melee, make sure you’re directly behind the boss, not to the side.
Cone effects tend to hit people off on the boss’s flanks, so keep on the boss’s back and move only if the tank moves. Ranged and DPS should be behind him at max range. Tank, keep your back to a wall so when the the knockback hits, you don’t move out of range of your healer.
• Gaping Maw: Direct damage. Physical damage.
The tank needs to be taking these hits. This is a direct damage (DD) attack, which means you want your tank to have sufficient aggro to have all the hits taken on him. Typically this is referred to as a “tank and spank” encounter.
Warbragh
• Ground Tremble: Player-based area-ofeffect five-second stun. Physical effect.
A backup healer would be a good thought for this fight. If you do bring a second healing career, regardless if they are DPSing, they need to stand as far away from the other healer as possible. This ensures that both healers don’t get silenced at the same time. The secondary healer needs to be prepared to heal the tank if the main healer gets silenced. If you only have one healer, the tank should try to save any damage-mitigation abilities for when the healer is silenced. Heals may be unavailable for six seconds or more (silence time + heal cast time), so tanks need to have tricks left in their bag to give the healers time to react.
• Overhead Slash: Direct damage. Physical damage.
The tank needs to be taking these hits. This is a direct damage (DD) attack, which means you want your tank to have sufficient aggro to have all the hits taken on him.