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Gurvand

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

Gurvand

Welcome to Gurvand's room. Number one rule here is that no runestones can be used if you want to manage it in hard-mode. The second rule is to always think of where you are standing - don't stand in front of Gurvand if you aren't the tank! He has a frontal-AOE kick, which will throw you down into the abyss below if you are standing in the wrong place.

The room itself consists of a platform with four arms extending from it. On every arm there is a runestone, and the runestones also act as a respawn point for Howling Overseers. As mentioned in the mob-list, Howling Overseers have a ranged attack and, on top of that, a rooting capability. Initially Gurvand stands in the middle of the platform and will speak a bit once he is started, which will give you a little time to kill some adds. The drawbridge will retract once he is activated.

gurvand room layout

Key things to keep in mind in this fight:bleeding ears debuff

  • Since you will be fighting in the darkness, all actions take twice as long.
  • "Gurvand's Challenge" scream is unavoidable in here, and the longer the fight takes the harder both Gurvand and the adds will hit you
  • The Howling Overseers cause you much pain, hence they must be killed off fast. They will also respawn from time to time.
  • Don't use roots and such on Howling Overseers - they are ranged and you will want them to come near you.
  • Don't use offensive screams towards any mob in this room. It will make Gurvand mad at you and cause you much harm (Bleeding Ears).
  • Minstrels will need to spawn heals on the tank all the time. Captain will need to backup on heals as well. Due to the time it takes to perform actions heals must take place even before the tank is hit.
  • Every so often Gurvand will place a reflect buff on himself called "Bleeding Ears". Do NOT hit him when it is active - it will kill you pretty quick, especially if you have some levels of "Gurvand's Challenge" on you as well. The tank should call out to the group to keep them informed of if it is active or not.
  • The kicks have an induction and they can be interrupted.
  • If you fall down, you are lost for the fight since you cannot be rezzed from the bottom of the pit.
  • If you have Oathbreakers, use it when Bleeding Ears has just worn off, and preferably when there are no adds.

A burglars advice concering FM's: Because of FM immunities it might be a good idea to decide using adds for healing/power-FMs and keep the FMs on Gurvand yellow (when not Bleeding Ears or if the group is close to a wipe).

  1. Agree on which two arms you will play ping-pong.
  2. Wait in the light outside until the next scream has passed.
  3. Buff up and eat the best food you have while you wait for the follow-up scream-text
  4. All go inside and take just one small step up on the platform after the drawbridge. If you take two, Gurvand will activate and the drawbridge will retract.
  5. Tank activates Gurvand and the others begin to kill off adds while he is talking. Don’t kill all at the same time, because then they will respawn at the same time.
  6. Tank moves Gurvand to one of the two chosen arms (in my picture we used arm 1 and 3) about 30% out on it and turns him around so that the tank has the middle of the platform and the opposite arm in his back.
    Note: Give the tank enough time to build threat; it will take longer since shouts are not available in here.
  7. We used a burglar and a captain as prime backstabbers and they position themselves behind Gurvand. The Burglar can trigger some welcome FM's, and the Captain's position means that the backup heal is close to the tank. The backstabber-group also has the responsibility of killing the add that respawns at the arm where Gurvand currently stands.
  8. The add-control group positions themselves in the middle of the platform, and so does the minstrel. This group's prime task is to kill off adds from arms 2 and 4. The secondary task is Gurvand (when reflect is off) and eventually the add where Gurvand is not standing if it should appear too early.
  9. If Gurvand manages to get a kick off, the tank will fly across the middle of the platform and land near the opposite arm. There the tank waits for Gurvand to come, move him out about 30% and turns him around so that their back is against the previous arm.
  10. Backstabber-group follows after and carefully moves behind him (Watch out for the kick induction).
  11. The rest of the fight continues the same way. Move Gurvand, turn him, DPS like heck when Bleeding Ears is off, all the time killing off respawned adds ASAP.

gurvand room layout 2

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