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  1. #1
    krlhnz's Avatar Active Member
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    Shadow Labyrinth Guide.

    Ambassador Hellmaw

    Special Abilities

    Corrosive Acid – A narrow cone attack, deals1094-1406 nature damage every 3 second, and reduced armor by 3938-5062.

    AoE Fear – Magic, everyone within 40 yards of Abassador Hellmaw run in fear for 5 seconds.

    Strategy

    As soon as we defeat the final Cabal Ritualist, Ambassador Hellmaw will begin to wander he can be engaged immediately or we can retreat to the Eastern tunnel we came in from to drink up and prepare for the fight.

    His Corrosive Acid is nasty especially when the party is fear so the first thing we want our tank to do is spin him away from the rest of us. The other thing we will worry about is his fear, if anyone avoids the fear or resists it he will agro that party member but if everyone is feared he will continue to beat on the tank, we will want everyone to be within his range so everyone gets feared. The only exception would be a hunter with their long range and feign death they can avoid the fear and agro.

    If anyone resists the fear that can remove magic the fear should be dispelled off the tank immediately to send the agro back to the tank. Finally Abassador Hellmaw can easily kill our tank when the Corrosive Acid is ticking and the whole party feared so it is important to keep the tank’s health topped off.

    Blackheart the inciter

    Special Abilities

    Incite Chaos – Mind Control effect on all party members for 15 seconds, can not be removed or resisted and Blackheart disengages for the duration. Wipes agro.

    Charge – Randomly targeted charge that deals about 300-500 physical damage.

    War Stomp – AoE knock back deals about 1000-2000 physical damage. Wipes agro.

    Strategy

    The nasty part about Blackheart is his Incite Chaos but first to avoid him getting cranky we will want our tank to back up against a wall or into a corner to avoid being thrown by Blackheart’s War Stomp, also makes it easier to build agro back up.

    There is not much to help with Incite Chaos since you will not get a warning and seems to be randomly activated, Hunter Freezing and Frost traps can help to reduce some of the damage, and also keeping pets on passive will help. Everyone should blow their cooldowns upon the engaging of Blackheart as Incite Chaos will blow them otherwise

    Grandmaster Vorpil

    Special Abilities

    Shadow Bolt Volley – AoE Shadow Bolts dealing 800-1200 shadow damage.

    Teleport Party – Teleports entire party to his location.

    Rain of Fire – About 1000 fire damage a tick, after teleporting our party casts a Rain of Fire on his location.

    Strategy

    The trick to defeating Vorpil is the 3 portals that open around him, one to the N behind him, another to the E next to him and finally SW of him. Out of these portals will come Void Travelers, they are non elite and will bee line to Vorpil but at a slow pace. With only 2000 health points they are easily taken down, the reason for wanting them to stay away from Vorpil is they heal him and deal an AoE blast for 2000 shadow damage.

    Throughout the fight Vorpil will Teleport our party and himself to his pedestal and he will cast Rain of Fire on that location, as soon as we are teleported get off his pedestal and at worse we will only be hit once by it. After his second Teleport Party, the Void Travelers will spawn quicker and move at a quicker pace.


    Murmur

    Special Abilities

    Sonic Boom – Murmur emotes, “Murmur draws energy from the air…” AoE blast around him for 5000-8500 nature damage and debuffs with, Nature damage inflicted every 3 seconds, movement speed reduced by 90%.

    Murmur’s Touch – 15 second debuff after which party member blows up for 2000-3000 AoE Nature damage and gets debuffed with Shockwave, silencing them for 5 seconds.

    Resonance – After Murmur has been agro’ed if no one is in melee range he will debuff the party with Resonance increasing Nature damage taken by 2000. He will renew this debuff every 5 seconds and the party will take damage equal to how much extra Nature damage Resonance adds.

    For example no one in melee range the party is debuffed with Resonance increasing Nature damage taken by 2000 and whole party takes 2000 nature damage. 5 seconds later Resonance now increases nature damage taken by 4000 and the whole party takes 4000 nature damage, etc.

    Strategy

    First of all Murmur’s agro range is pathetically low so we can position ourselves around him without too much to worry about. Ranged dps can spread out to avoid Murmur’s touch from hitting more then the person who gets the debuff. We will want our main healer to stand on the outer ring in front of Murmur to avoid line of sight issues.

    There are 3 important parts to this fight, first of all when someone is afflicted with Murmur’s Touch no one else should be close this will help with damage control, the silence debuff that comes after can be devastating. Second is Murmur’s Sonic Boom, when he emotes “Murmur draws energy from the air…” either A. all melee exit his circle or B. all melee except the tank exit his circle and the tank should be topped off for the massive damage they are about to take.

    The first option is dangerous because of Murmur’s Resonance, since all movement speed is reduced by 90% if the tank is hit it can be difficult to get back to Murmur in time before he gets angry he has nothing to hit. The second option is dangerous because after his Sonic Boom the tank will be low on hp and will need heals immediately, weighing the two options I would say we go with option B. keep the tank in front of Murmur and keep the tank topped off before Sonic Boom and be ready to heal after it hits.

    Finally Resonance, as long as the tank is kept up this will not be an issue but if no one is in melee range for Murmur to beat on he can quickly defeat the entire party.
    :wave:

    Shadow Labyrinth Guide.
  2. #2
    Sappe's Avatar Member
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    Re: Shadow Labyrinth Guide.

    Really nice guide. Shadow Lab isn't that hard, but for example I didn't know that on the first boss it was good ty stay near him :>

    Thanks alot!

  3. #3
    Sein's Avatar Member
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    Re: Shadow Labyrinth Guide.

    yea SL isnt hard but this will help if i get newbies in my party.

  4. #4
    krlhnz's Avatar Active Member
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    Re: Shadow Labyrinth Guide.

    Glad this helps Well anyways it can be hard in Heroic mode if you are in a noob group.
    :wave:

  5. #5
    X-Gogeta's Avatar Active Member
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    Re: Shadow Labyrinth Guide.

    SL is a real pain in the ass. It's a long, and damn annoying instance. Also, if it just goes wrong for 1 second, you'll get leavers. And then you want to search for a group, and of course like always, there isn't anyone that's willing to join.... Ah well, still a nice guide.
    --

    *sigh* 100 kb max file size :/.

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