Fall of Lantern Hook Guide by Gjohny



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
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

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

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

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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