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Instance information

Written by Anaeth, published monday the 12th of october 2009 in Moria Instance Guides

Instance information

Regarding the damage type

The mobs in the Dark Delving deal shadow damage, so shadow mitigation (Fidelity, armour, etc) is a big plus. A loremaster should consider flying the raven, as this gives an additional shadow mitigation buff.

Regarding the light and darkness

The darkness and the runestones are really important to keep in mind as long as you are inside. If you fight in darkness, all your actions will take twice as long to perform, and the mobs will be twice as fast in their actions as well. By placing yourself within a light-zone you will avoid the penalties, and in addition the mobs operate at half their speed. Keep in mind though that certain restrictions apply when fighting the bosses, especially Gurvand.

Regarding the scripted scream

After the instance has been activated, you will encounter a scream called "Gurvand's Challenge", which occurs at a decreasing interval. When Gurvand has been activated, this interval will change to a static interval of about 1-2 minutes. This makes a reset of the instance pointless if you fail to kill Gurvand - simply run in again and be real careful not to be caught in the darkness while you get to the last point you were at.

The scream itself is divided in two parts. The first is a warning, and the second puts a debuff on every player that hasn't reached the safety of a light-zone. This is the reason why you want to scrunch up to a light when you see the text "Gurvand screams loudly and the darkness shrinks in" and stay there until the text "A gust of vile wind sweeps through the tunnels, only the runestones are unaffected" is displayed. If you fail this once you will get the first level of the debuff, two failures will result in the second level and and so on.

  1. +20% damage for 1 min
  2. +40% damage for 2 min
  3. +60% damage for 3 min
  4. +80% damage for 5 min
  5. +100% damage for 10 min

Also note that when you fight Gurvand himself, the debuff is unavoidable, since you have to fight him in complete darkness; but if you face him with debuffs already built up, the fight will be a lot harder. The debuff will be there until the timer has run out, but will only reset to zero when you die.

Regarding the mobs

Due to the mobs different abilities, we have found that they should be taken care of in a specific order. With some genius crowd control, this shouldn't present any problem. The mobs are listed here in the recommended kill order, together with some of their abilities. On the mobs, look out for corruptions all the time and remove them ASAP, else they will be nasty on your hineys.

  • Darklings (3k) are small and slow creatures that have the ability to heal their comrades in arms, as well as drain you. Kill these off as fast as possible.
  • Dark-Maw Masters (17k) has a nasty frontal melee AOE and the ability to summon a howling overseer.
  • Howling Overseers (7k) uses a nasty ranged attack and has the ability to root. When meeting them together with Gurvand this rooting becomes a real problem. You can use riddle/stun on these and focus on the Snarlings first if you prefer.
  • Snarling Overseers (7k) use AOE melee attacks.
  • Dark Worldeaters (38k) do single-target melee attacks and AOE knockbacks.
  • Glow Worms (3k) are gooey creatures with the ability to root and slow (which applies to combat skills as well). These worms drop down everytime you run into the goo that hangs from the ceiling.

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