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1

Thursday, June 4th 2009, 11:19pm

Ice Dwarf Kingdom Guide

The link is for a word document boss guide that I wrote earlier. It contains a fairly decent guide for getting through the trash pull and first four bosses (I haven't done 5, 6 yet due to time constraints). On that note: Zarth or Koyu or Sniperbob: I'd love it if you one of you guys could finish up this guide when you get a chance :) I'm posting this to help all the people out there who are scared to attempt this place to realize that it is a very doable instance. Just go in with a group of your buddies and enjoy it!

Anyways, here's a link for the guide

http://www.mediafire.com/file/jjmzzdnzfu…ss%20Guide.docx

Any additions are more than welcome. Good luck. Go get your epix!
<3 Ahrk [Isoleeted].

2

Friday, June 5th 2009, 12:13am

tyvm for that
could u make a copy with old word document type (.doc)
Cuz some ppl like me don't have office 2007
thank you : P

3

Saturday, June 6th 2009, 12:58pm

Bumping up this great post. I'll be more than happy to add some stuff to it as time progresses, but not immediately, since most of the fun of the dwarf instance is figuring out the little things by yourself :p

4

Saturday, June 6th 2009, 1:16pm

Quoted from "linxinkai;107025"

tyvm for that
could u make a copy with old word document type (.doc)
Cuz some ppl like me don't have office 2007
thank you : P


There is a compatibility pack that you can download from microsoft...

I need to read this guide, but I doubt I'll be doing the instance any time soon. :p

5

Saturday, June 6th 2009, 2:14pm

any tip on how to avoid the 51k aoe on last boss please?

6

Saturday, June 6th 2009, 10:09pm

Didn't work for us.

rshokes

Beginner

Posts: 3

Location: Orlando

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7

Saturday, June 6th 2009, 10:54pm

Hi,

After a recent incidence with an add on that had some mischievous files attached and broached some accountants I am a little leary of downloading anything with a link to it in a forum.

Any reason the guide could not be cut, copied and pasted without risking the chance of adverse subroutines underlying.

Would love to read but not about to download from an unsecure site.

Good Day

8

Monday, June 8th 2009, 2:36am

I understand your concern :) Sorry but the guide is 2 pages long single spaced and I can't fit it into a post :\

9

Saturday, June 13th 2009, 8:22am

Quoted from "DStrick31487;108268"

I understand your concern :) Sorry but the guide is 2 pages long single spaced and I can't fit it into a post :\


so cut it up and double, triple or quadriple post to get it to fit

how about 6 posts one post for each boss?

Quoted from "Icarii"

Thread closed.
Long story short, it was banned lol.

Quoted from "Me"

When I understand the validity of your argument, I will dignify it with a response.



K-Dub Spamable Macro's

Priest Macros

Artimis Server:

Sirenian 55K/51W
Draknir 42P/34S
Seronis 52P/49M - Retired

10

Thursday, December 3rd 2009, 6:48pm

Part 1

Ruins of the Ice Dwarf Kingdom Guide: It isn&#8217;t bugged&#8230; it&#8217;s scripted!
General Recommendations and Gear:
You should be okay with 8k hp for non tanks and a 12k-14k hp tank. It is crucial to having two members in the group that can disable two separate mobs for at least 5 seconds on some trash pulls when encountering pulls with 2 Envoys. This place has a lot of mobs but is not &#8220;zerg&#8221; friendly. This isn&#8217;t Cyclops where your mages can thunderstorm everything down without thinking.
You should be able to complete up through the first four bosses with gear equivalent to Cyclops. I had 8k hp, 1100 strength, 3100 phys attack, t6 epee as a warrior and was comfortable with the pulls. Requirements aren&#8217;t as stringent as TT from what I understand.
Reasons to go? How about guaranteed epic weapons? This is probably the most relatively easy, consistent way to get your group epic weapons available in ROM. Check out the Al-Lanja weapons on romdata.getbuffed.com

11

Thursday, December 3rd 2009, 6:49pm

Trash pulls:

  • The Envoys need to be CC&#8217;ed: preferably silenced. They do a 10 second AoEfreeze that will wipe your party as the other dwarfs hit you. I&#8217;d suggest silencing these and having your single target dps wipe these out immediately.
  • The Treadersdo a nasty AoE cleave. If you plan on CC&#8217;ing them just bind them and let ranged nuke them. If you have 8k hp they won&#8217;t destroy you but make sure the squishies stay back. These guys are more of a problem when the Envoys freeze your party.
  • Blue moles will single target freeze for 15 seconds. No terrible adds when they&#8217;re around though so it&#8217;s a non-issue
  • The Earth Giants will use Quake. It is interruptable: so you may as well interrupt it. It&#8217;s a slow cast and damages your whole group.

12

Thursday, December 3rd 2009, 6:49pm

Bosses 1-4: (Haven&#8217;t don&#8217;t 5,6 yet).

1. Mole King
The Mole King is more or less a simple &#8220;tank and spank&#8221;. He will occasionally burrow and pop back up at different locations within a few feet of your group. He also spawns a few adds that can be dealt with hastily. Nothing special in this fight.

2. The Cook: There are a few main attacks to be aware of with the cook: Triple Cut and his 10 minute freeze. Have your tank position the cook at the top of the short stairs leading into his kitchen. Have your casters at about 150m from this position. To handle Triple Cut: it is not instacast: simply have your melee back up a few paces (or run backwards like a pansy until cast is up- either works!). Freeze debuff: Simply assign two people to be the &#8220;dethaw crew&#8221;. I recommend one dps the offtank. Have one person be the &#8220;primary de-thawer&#8221;. The secondary &#8220;dethawer&#8221; only worries if the primary gets frozen. He should be receiving he heal every time he runs back to dethaw someone as it is a full-time job during this fight and this individual will be taking about 2-3k damage every time he touches the oven. To dethaw a target simply run to the oven, get burned (should deal about 2k damage to you) and run over to the frozen teammate. Rinse and repeat.

3. Icebound Guardian:
This is the fun one. There are two main attacks to be concerned about here: Rune Strike and an AoE attack. The AoE occurs when a &#8220;Warning&#8221; message appears in the chat log talking about &#8220;power unstable, etc&#8221;. The Rune Strike is dodge in the same manner as the cook&#8217;s triple cut: backstep. The AoE phase involves you running counter-clockwise into little blue runic circles. You pick up a 5 second buff that makes you immune to the AoE as you run to the next circles. These circles disappear though on a timer so you need to get in sync with their rotation: think Mega Man 2 and the little floating blocks. Below: IBG= keep the guardian where he spawns so he doesn&#8217;t hinder your view of the circles. Blue circles = the runic circle locations.

4. The Nails: Dwarf King This fight just involves killing three dwarves 1 at a time each with their own little debuffs. Nothing here too nasty. Just a few tips: I&#8217;d suggest using your cds at the start of the first guy to take out the massive amount of adds that spawn. It&#8217;s essential to keep your top aoe dpsers up in this part. Once you get through the first part, it isn&#8217;t terribly challenging.


I&#8217;ll finish the guide when I get a chance to do the last two bosses.

13

Thursday, December 3rd 2009, 9:11pm

Well, it's a good start but I have a few things to add. I'll start with the trash mobs.

Envoy of Elements: As has been mentioned, these guys will periodically cast a freeze spell that will freeze everyone in the party for about 10 seconds. It's important to recognize these guys and kill them ASAP. Prior to the tank pulling you should have players with CC/stun spells targeting the envoy of elements. The DPS should lock down/stun and promptly kill them so that you don't need to worry about the party being frozen and someone getting hacked down and killed before it wears off.

Earth Giant Guards: You will find these guys further in the instance. I believe you first start seeing them on the way to Pangkor. The Earth Giant Soldiers will use a spell called quake, if interrupted they drop easy and no harm done. These guys on the other hand will start casting a spell as soon as they are aggroed. When they get a ways through the cast everyone in their LoS will be locked down and start taking around 2-2.5k per tick for around 4-5 ticks. You cannot stun them so don't bother trying. There are two methods for dealing with these guys, they are as follows.

Method 1: Have everyone "bum-rush" them and take them down ASAP, before they can start dealing damage with their AoE. This works wonders but only if you have adequate DPS. If not then method 2 is the way to go.

Method 2: Move everyone behind a thick wall that is out of the Earth Giant's LoS. Next have a single person with ranged attacks aggro it and then run back out of it's LoS. Then you just wait until he finishes casting his spell. If done properly the giant will cast its spell and nobody will take damage. It will finish casting it's spell and then run toward the group, at which point you kill it ASAP so as to avoid another spell-cast.

For much of the instance with adequate DPS this can be done using method 1. However, a few places have two of these guys and you really have no choice but to employ method 2.

Fire Giant Captains: These guys are hands down the hardest trash mob you'll find pre-hoto, provided you don't fight them properly. They are in the room that Thynos is inside and you need to kill all of them before engaging Thynos. What you need to watch for is when they start glowing. When they do this they will promptly summon a miniature fire-elemental looking thing called a Fierce Soldier. These little guys will run at the party and explode on impact (think it's the furthest target away but not certain on that), dealing around 7-9k to everyone that is near the explosion. The best way to avoid this is to assign someone to "stun-duty". This person will focus on waiting for the Fierce Soldiers to appear and then promptly stun them. If stunned the Fierce Soldier will not explode and it will just sit there smacking whoever it has aggro on. The Captain will summon one near the start of the fight and then continue to summon another every 10-15 seconds. So it's important to kill the Captain ASAP.

14

Thursday, December 3rd 2009, 9:15pm

The Cook: A lot of people say this boss is hard. I tend to disagree, if fought right he is cake. As has been mentioned, you need one person assigned to the fire. It's best to have one person and have one back-up in case that person gets frozen. The tank basically kite tanks for most of the fight, while avoiding triple-cut. He will periodically freeze a player and then the person on fire duty needs to run to the fire, take damage and then run back to the frozen person to remove it. The only other important tidbit is to make sure you stay away from the fire in between people being frozen. If you are frozen while you are near the fire, then you take damage from the fire, you will explode and die (makes sense right?). The bright side is he isn't really hard to tank, provided you kite tank him properly and avoid triple-cut.

15

Thursday, December 3rd 2009, 9:25pm

Icebound Guardian: Again, if you fight this boss properly he is cake. When he is first aggroed you will notice a bunch of glowing circles appearing around the room. There should be six places that circles spawn. The best way to fight this boss is to have the entire party stay on ONE side of the room. If you stay on one side you will notice there is a pattern to the circles. The top circle (closest to the "back" or boss side of the room) will appear and then disappear after around 5 seconds. Next, a "middle" circle will appear a bit further from the boss and then disappear after around 5 seconds. Finally, a bottom circle will appear (closest to entrance of the room) and again, disappear after around 5 seconds. After that final circle appears the process will start repeating itself. The important part is that the circles appear in static positions and they appear in a pattern. It works this way on both sides of the room (for a total of 6 rune circles).

The circles give you a buff that makes you immune to the AoE of the guardian, which results in instant-death if it hits you when you aren't buffed. The trick is to get into that first circle, pick up the buff and then move to the next circle. You should always have the buff up and always be moving for most of this fight. The only time you stop moving and stay inside the circle is when the guardian falls down and you get the "power unstable" message. He does this periodically and when he does it just get into your circle and stay there (if it disappears get to the next one asap). When he gets back up a repair bot will spawn and you need to kill it asap.

If all goes well you should be able to kill him with zero deaths. The problem is this boss takes practice so expect to wipe a few times if you've never done him before.

16

Thursday, December 3rd 2009, 9:33pm

Pangkor: Before fighting this guy you need to clear the room of the six Earth Giant Guards. You basically kill them one at a time until all six are dead. Again, either bum rush and kill each one ASAP or aggro and drop LoS until they finish casting.

This boss is pretty easy. The only things you need to watch for are the adds that he summons. He will periodically make 2-3 earth elementals that need to be killed. It's best to either have a mage or two to AoE them down or have your DPS drop off the boss and kill them before focusing back on the boss. He also AoEs in front of him (think it's cone shape) so group healing is going to be required to keep single-target DPS up.

The only other thing you need to know for him is that he applies a stackable debuff to the party that lowers your attack/casting speed. Either you can just deal with it and continue fighting until it's gone or rotate party members. Basically, you have 1-2 people run away and drop out of combat and then re-enter combat. When you drop from combat the buff goes away. When they get back you have 1-2 more people do the same thing. Truth be told, the debuff is more of an annoyance than anything. So it really depends on the gear level of the party as to whether you try and remove it or ignore it completely.

17

Thursday, December 3rd 2009, 9:44pm

Thynos: Hands down the hardest boss in the instance. However, if fought properly he really isn't that terribly hard. First of all, this boss does not move from his initial starting spot. He will turn to face whoever has aggro but he isn't going to do any chasing. Having said that, the most important part of this boss is to make sure that you stay inside the lava. If you don't do this and you step out of it for more than about half a second he casts burnout and does around 50k flat-damage to everyone.

The best way to fight him is to have the tank run in and pick up aggro and then get behind him. This way the rest of the party is facing his back and they won't get hit by his cone-shaped frontal AoE's.

The second most important thing is that he is going to periodically place a 6 second debuff on random party members. It makes you look like a mini-fire elemental when it is up. When this debuff wears off a mini-fire elemental will spawn in the spot you were at and you will return to normal. The problem is that this mini-fire elemental that spawns where you were when the debuff went off does around 10-15 pct HP damage per tick to anyone that gets too close to it. It ticks very fast so if you stand in it for 3-4 seconds you're probably going to die. The best way to deal with this problem is to have people that get the debuff to move toward the edge of the big lava pool, wait until it wears off and then move back to the middle of the pool ASAP. The hard part is making sure that everyone is coordinated enough and paying attention such that none of these "mini's" end up spawning right in the middle of the lava.

The only other issue is that he will intermittently cast AoE fear. It's important to know where the mini's are so that you can be ready to move in the right direction when the fear wears off. It's also important to try and spread your mini fire ele's out so that you don't end up getting feared into 2-3 of them (you're going to die if this happens). All of that aside the boss is tank/spank.

The hard part is DPSing him down before too many mini's are placed around the lava, giving you nowhere to move when you get feared. Granted, the mini's disappear after a minute or two.

jsalemi

Trainee

Posts: 133

Location: VA, USA

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18

Friday, December 4th 2009, 1:30am

Additional notes:

Fire Giant Captains: You don't really need to fight these guys. If you run down the middle of the room and go directly after Thynos, they never aggro and don't get involved in the fight. At most, you may need to take down the one in the front right by the door so that folks can get the key in the box by him if they have the dwarf quest. Just pull him towards the door, and you won't aggro any of the others. If no one has the quest and you're just farming for purples, you can safely ignore them.

Pangkor: Again, no need to kill all of the Earth Giant Guards. Just kill the ones on one side of the room (the right side facing Pangkor is easiest), and keep Pangkor towards that side. Also, you can avoid having the party get any debuffs or get hit by the AoE by having the tank keep him facing away from the party, and have the party attack him from close behind, almost underneath him. The strongest mage or warrior can keep the adds away from the party and just AoE them.

19

Friday, December 4th 2009, 1:48am

Nice guide, Thanks :)

20

Saturday, December 5th 2009, 4:00am

Quoted from "jsalemi;195324"

Additional notes:

Fire Giant Captains: You don't really need to fight these guys. If you run down the middle of the room and go directly after Thynos, they never aggro and don't get involved in the fight. At most, you may need to take down the one in the front right by the door so that folks can get the key in the box by him if they have the dwarf quest. Just pull him towards the door, and you won't aggro any of the others. If no one has the quest and you're just farming for purples, you can safely ignore them.

Pangkor: Again, no need to kill all of the Earth Giant Guards. Just kill the ones on one side of the room (the right side facing Pangkor is easiest), and keep Pangkor towards that side. Also, you can avoid having the party get any debuffs or get hit by the AoE by having the tank keep him facing away from the party, and have the party attack him from close behind, almost underneath him. The strongest mage or warrior can keep the adds away from the party and just AoE them.


Interesting, I was not aware that you could simply skip those mobs. It's probably more a result of simply never trying than anything. Useful info to know, much appreciated.