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Doom-Speaker

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

Doom-Speaker

The second boss is a Doom Speaker and he is accompanied by random adds. Each type of mob will grant the Doom Speaker a buff. When you have dealt with the adds, you need to check which damage can be used against him so you don’t waste energy in vain.

  • Worldeater: +20% all damage, but can heal the boss completely
  • Darklings: Melee immunity
  • Howling Overseers: Ranged Immunity
  • Darkmaw Masters: Tactical immunit

The room has 4 runestones that can be used, all of which are lit from the beginning. It is very important that you only use one runestone at a time here as well, or you will find yourself in darkness too early. The boss has a nasty AOE attack that is connected to a corruption that can be dispelled, so keep your eyes open for corruptions and remove them. The boss will also heal himself with the help of the spawned adds, which is the reason why you don’t want the adds near the boss. You can avoid this healing by using interrupt skills when you see the green induction ring around him, if you have not dealt with the adds fast enough.

Key things to keep in mind in this fight:

  • The difficulty cannot be predicted, because of the random adds.
  • If there is sufficient stun/riddle capacity, you can keep adds stunned instead. The add(s) can’t damage you, nor heal the Doom Speaker, while stunned and will despawn after a while. Remember to keep it / them stunned, though!
  • Deal with adds in the darkness far away from the boss.
  • The boss might run away from the tank, but he will return as long as the tank stays put
  • The boss's and the adds' inductions can and should be interupted.
  • A burglar's advice is applicable here as well. However, using FM's must never come before keeping adds from reaching the boss, as they could heal him far more than any FM does damage.

doom speakers room

  1. Agree on which order you will use the 4 runestones.
  2. Wait in the light outside the room until the scream has passed.
  3. All step inside and stay in the darkness while the tank activates and gets the boss.
  4. Tank pulls the boss to ONE runestone and kites him around that until the adds are taken care of.
  5. Ranged and induction classes (Minstrel, Loremaster, Hunter) place themselves just inside the light-zone where the tanks currently kites the boss.
  6. Group deals with adds in the darkness but within range of the minstrel or use stun/riddle if possible.
  7. Group and tank whacks boss until he breaks the runestone.
  8. Tank pulls boss to the next runestone and group deals with the new wave of adds that has appeared - in the darkness.
  9. Repeat this as many times as it takes to get him down. If he breaks all 4 runestones you will have to fight him in the darkness with the obvious problems with that. It can be done with only two broken runestones if the add-types are favourable to the players.

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