Quests Hope Still Burns Quest Giver: Automatic Location: Dungeon Entrance Objective: Release the Prisoners 0/2, Speak with Helena Brass, Speak with Karkh Nistor, Kill Rorf, Kill Pyromaster Cortilnald, Kill Emberlord Ereetu Wash it Away Quest Giver: First Prisoner Location: Prisoner Cell Objective: Kill the Faction fanatics 0/6 Against the Odds Quest Giver: Second Prisoner Location: Prisoner Cell Objective: Use the Ethian Orbs 0/3 Boss Strategies 1. Rorf Rorf is a warrior based boss that is primarily a Beastmaster which means he has a pet as you can see from the picture above. His pet is named Scratchy that has one nasty ability that applies a DOT called Infected Wound. This ability lasts one minute and will constantly tick on the target until they are full health. Rorf himself has three abilities. The first is called Spirit Bite which is a ranged attack. The second is Feral Root, which roots the tank and then Rorf jumps backwards 10-15m and begins casting Spirit Bite from a distance. The Root lasts approximately 2-3 seconds and is dispelable. Rorf also has an ability called “Feline Mend” which is a channeled ability that heals Scratchy, it is also interruptable. The strategy for this fight is quite simple. Use an off healer in conjunction with your main healer to keep the main tank topped off as to prevent Infected Wound from doing too much damage. Kill Scratchy first and interrupt Rorf when he attempts to heal him. Once Scratchy is dead, you will only need to worry about his root and leap back abilities. A Rogue Tank is particularly good in this fight as he will be able to teleport instantly to the boss after each root. 2. Pyromaster Cortilnald Once the boss is engaged the first phase of the fight begins. In the first phase, Scaldflesh Ash and Molten Dogs will begin appearing. Attempt to round up as many of them as you can during this phase and kill them. They will persist throughout the whole fight and they will need to be killed because they will harass you the whole time. Also during the first phase, the Pyromaster will be casting Pillar of Fire which is a ground based AOE spell. So you will have to literally stay out of the fire. The second phase will begin shortly with Cortilnald appear on the floor under the ledge. He will be casting fireball and cinderburst. Fireball is a quick cast DD spell usually casted on the tank. Cinderburst is a longer cast time spell that does massive damage where he will cast this on different people. It is very important to interrupt this spell as it could cost you a wipe. Throughout this, Cortilnald will also be teleporting around the room, which is why it’s important to clear all the trash as possible. He also teleports a good distance away and begins casting spells so stay on your toes. There are a few strategies depending on your group makeup. If you have a Warrior Tank it is suggested that he use a Void Knight based tank build; then combine this with a Rogue in a Bard spec for in-combat run speed for the teleports and you’ll have a much easier time. Other combinations that work are Rogue Tanks that can teleport to the boss. All DPS should be using their ranged builds if applicable. If the DPS players can keep cinderburst interrupted then the healers should have no issue keeping up everyone. 3. Emberlord Ereetu The last boss fight of The Fall of Lantern Hook is a difficult one. It is a combination of a DPS race that will stress your healers and a movement fight. Ereetu has four abilities that can cause problems. The first is called Explosive Bolt that will randomly select a target that isn’t the tank (or lead threat person) and explode upon impact damage all other players surrounding him. The second is called Fire Claw which is a frontal cleave that is extremely fast which Ereetu often spams. The third ability is called Dark Invocation which is a fear. The last ability is called Scorching Shard which summons a red shard on top of a random target. This Shard, once summoned, casts a spell called Fire Storm which is a short ranged PBAOE that does damage. These shards do not disappear and will build up over time. This is a very difficult fight as you will have to balance healing potential with max dps. It is suggested that if you are not sure of your groups potential, or if this is your first time, that you bring a cleric healer and as well as a Chloromancer. If you don’t have a Chloromancer then an offspec hybrid bard build would suffice. The reasoning behind a Chloromancer is that they do a significant amount of DPS while healing which is very important for this fight. Also a Chloromancer will be able to heal for the short duration on the chance that your cleric is feared and can not heal. If you have a strong Cleric healer, then the hybrid Bard will want to focus on doing damage and using Cadence to heal the group. When you start the fight, the tank should begin slowly kiting Ereetu around the edges of the ledge conserving as much space as possible so the Fire Shards are clustered together. All melee dps must stay behind Ereetu at all times because Fire Claw will kill them quickly. There are two strategies you can employ for “Shard Clumping”. The first is all non-tank players stay clumped up behind Ereetu so that all shards will be concentrated in one area as the tank slowly moves around. The second strategy is all healers and DPS should stay clumped up away from the tank and move slowly on an inside track to the tank. All tanks have cooldowns to absorb damage, if the healer is feared, the tank should us their cooldowns while the offhealer picks up the slack for the short term. The fight is a DPS race before the ledge is full of Fire Shards. It is also a coordinated movement fight so that you don’t get too many shards scattered around where you run out of room to maneuver. It would not be surprising if most new players will need a few attempts in order to defeat this boss.
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