PvE Zones/Instances
Introduction!
PvE Zones/Instances Below So Far:
Tier 1 - Hunters Vale
Tier 2 - Sewers
Tier 3 - Mount Gunbad
Tier 4 - Bastion Stairs
Lost Vale
08/28 - Added Mount Gunbad & Bastion Stairs
09/03 - Added Hunter's Vale
09/04 - Added Sewers
10/12 - Added Lost Vale
10/09 - Started working on ToVL
NOTE: There are NO walk-throughs here!
I always felt step-by-step walkthroughs remove the
excitement of the unknown, and eventually a good
deal of the sense of accomplishment.
This is designed to give you a place to go to to learn
what you can without being spoon fed steps! If a
step has a particularly hidden aspect that imo lessens
the fun or full appreciation of the redeeming qualities of
the fight, I might give a hint or two.
In my opinion this is the level of event introduction and
hand holding most adventurers seek :).
WAR is all about RvR (Realm vs. Realm .. team PvP), however,
of course there are a whole bunch of PvE instances throughout
the realms that range in quality from taking out the trash to some
of the finest zones in any mmo! Ah suggest visiting all of them
at least once.
We will not be covering any of the many single "boss lairs" out
there hidden across the lands.
This article will be a work in progress for some time to come.
Tier 1 - Hunters Vale ("HV")
Hunter's Vale was part of a very popular live event and was
turned into a Tier 1 (levels 1-11) 6-man instance. It's a very
pretty instance set in a forest/ravine setting. You get to it
from a portal on the road heading north from Nordland order
war camp otw to Norsca.
There is a time commitment here, join expecting to commit
for a while.
The main thing to know here is that tanks and healers are
best here at lvl 8+ and dps best at 6-7+.
Avoid killing any of the forest innocents like deer and rabbits,
this may displease the forest protectors.
As this is a T1 instance now it is simpler and easier than
the HV found in the yearly "Wild Hunt" Live Event.
Be sure to have your visuals set to "Ooh Shiny!" to get the best
look of the the forest and ravine!
The challenges here do not warrant hints, have fun in the forest!
Tier 2 - Sewers
There are 3 sewer instances in Altdorf, you can find them by
mousing over the black tower symbols on the map. You will
find them all somewhat near the port running north to south.
The reward most sought after in the sewers in addition to the
usual exp and the grouping experience is the keepers armor
set which have some interesting statistics.
The instances are designed not to be too big to make taking
out each instance an affair that only requires bite-sized
chunks of time, so you don't have to have a big time
commitment for these. It also makes repeating so
everyone has a shot at the keeper armor less onerous.
The various levels of the sewers also allows moving up and
down in difficulty as you gain and lose people.
For sure T2-T4 can join in the sewers, I'm not sure about T1.
Good pull practice for new tanks as the northernmost and
southernmost sewer instances will swarm your groups without
careful pulls. Good focus fire practice for new players too as
you'll want to focus on the shamen first. Yes this is a classic
noobie dungeon crawl :).
The three sewer instances breakdown as follows:
Northernmost
Middle one
Southernmost
Mostly level 15-16 champs
Mostly level 17-18 champs in groups of 3
Hero is level 19
Mostly level 13-14 champs
Tier 3 - Mount Gunbad
Deep in Badlands, a tier 3 dwarf zone, lies the great goblin
underground caves of Mount Gunbad. Guilds of high enough level
have scrolls you can buy from the sigmar tavern quartermaster
that can poof you right there. Otherwise set aside some time to
get there (5-30 minutes depending on level and familiarity with
zone).
Hint: If you are able to, buy the scrolls to poof there in advance
in case your Mount Gunbad event happens during a city
seige when you can't get to Sigmar's Tavern.
Mount Gunbad has 3 wings from the entrance, the final one
being straight ahead down the middle bridge from the entrance.
Feel free to throw up to a warband down there, this isn't a 6-man
instance. However, often 10-12 peeps with at least 1-2 very
strong players per group will do for the tougher content.
If possible I suggest taking the time to form 2 individually strong
groups in advance. The reason is that each wing of Gunbad
has a 6-man instance for each group to go into so be prepared
group-wise within the warband accordingly.
Folks under lvl20 can join Mount Gunbad but cannot fight
in the 6-man instance events at the end of each wing, nor of
course, the final instance fight with the final boss. If there is
room, though, those PQs in all the wings and the heros of the first
two wings are all there for everyone.
Can't miss scene: The goblin city with huts on the cave walls
in the final middle wing.
Home to the redeye armor set and many other PQ armor and
weapons, Mount Gunbad is a rest from RvR worth at least one
trip through it all. To get through it all in one run set aside 4-5
hours, but you can break it up into wings (yay Mythic for doing
that:).
Note: One of the rewards for a quest at the entrance is for a
+3 AP regen talisman. For some classes this might be very
interesting.
As you progress through each wing you progress through PQs
until you arrive at each wing's hero. I think only the first two
wings (not the middle one straight ahead from entrance) have
a hero, not sure. Each wing's heros have some serious nukage
for the level and you'll need decent group healing to overcome the
burst nukage.
After each wing's hero there is a 6-man instance consisting
of a single event each. If you go in as a warband you will be split
up by your groups so be sure to adjust your groups around
accordingly before going in.
Wing #1 6-Man Instance: Gunbad Nursery
Wing #2 6-Man Instance: Gunbad Nursery (another)
Wing #3 6-Man Instance: Gunbad Barracks (see below)
I'm tempted to give hints for these fights but the tricks are pretty
simple to uncover on these so not going to ruin the challenge.
Expect to die the first time on each one if not an uber group and
get it when you strategize to overcome each instance's challenge.
Important note about Wing #3. After getting through giants
and then some spiders you come to a BIG cave with a castle feel.
One of the bridges, the one that is broken, has a dead dwarf on it,
EVERYONE select him for the Hidden Depths quest. The
quest has a few easy steps and you need this to fight the final
overall Mount Gunbad boss later after your wing #3 instance.
After the wing #3 6-Man instance it is easy to think it's over and
portal back to the entrance. This happens all the time. However,
up another hill from the courtyard nearby is another instance ..
the final fight with the overall Mount Gunbad Boss.
The final fight, a 6-man instance, is with the over all Mount Gunbad
boss, a giant 2-faced squig. Higher level T3 peeps are often
interested in getting to this battle for the rewards.
Have fun! No need to pack sun tan lotion on this adventure.
Tier 4 - Bastion Stairs
At the extreme SE of Chaos Wastes is the Bastion Stairs zone.
High enough guilds have a scroll sold by the quartermaster in
guild hall that takes you there, otherwise set aside the time to
get through chaos wastes.
Hint: It is little known that you can summon people to just
outside the portal to Bastian Stairs in Chaos Wastes.
Most people come here for the crit weapons for all classes in
the middle "wing" PQ. There is no minimum level for the middle
wing though the content and challenge is 29+. Go up either
stairs to get to the middle wing, there is no portal to get there.
You can have as many people as you wish in the middle wing.
For the boss challenge in the middle wing PQ it is critical that
you have one very strong MT tank, and very helpful to have
enough dps to take down the statues before they reach the
boss. Enough healers to chain rez when necessary is also
helpful, as always.
The usual MT tricks of kiting the boss away from boss support
and exposing the boss's back to dps are all relevant here.
Hint: For the middle wing PQ you want to kill the boss as fast
as possible and let as few statues get to him as possible
to maximize your rewards.
Rumor: Malpain, the wandering very tough champion, may have
some connection with the number and type of rewards
in the final boss challenge of the middle PQ. Have fun
testing this and let me know what you uncover!
I like the everyone-has-their-task teamwork aspect of the middle
wing PQ final boss conflict.
The left and right wings are lower level challenges, though still
very upper T3 and lower T4 in content. These two wings are home
to the bloodlord armor set, an alternative to the Annihilator armor
set as the bloodlord also has lesser wards. If wards are unfamiliar
to you see the article in the sidebar on them. Frankly, to me,
though the art is interesting in the more open areas, these two
wings are very "take out the trash" repetitive.
Enjoy those crit weapons!
Tier 4 - Lost Vale (LV)
Lost Vale is the prettiest PvE dungeon crawl in the game and the
gameplay is right up there with some of the best mmo dungeons.
It is a instance for a team of 6 lvl40's, all with Greater Ward.
You'll want your MT to have 5/5 greater ward (and hopefully your OT, too),
your dps should have 4+/5 greater ward, and you'll want your healers to
have 3+/5 greater ward fragments.
If you don't quite get wards yet there is an article on them in the sidebar!
Before doing the first (left) wing you'll want to get the quest Pure of Heart
from the NPC just inside Altdorf temple. Without completing this quest
in Lost Vale you will not be able to move on to the other two wings.
Left Wing
Boss 1 - Ahzranok (lvl43), a 100'+ long great lizard, is an easy kill for any
but the weakest teams.
Boss 2 - Malghor Greathorn (lvl44) will take some experience for the team
to kill. Once you get a feel for a little strategy he is an easy kill
with a decent tank. Watch were you step.
Boss 3 - Horgulul (lvl44) is the ugliest boss in the game and an easy kill.
Boss 4 - Dralel The Whitefire Matron (lvl44), better known as the Boss
spidie is one of the toughest boss events in the game without a
strong team and experience with this event. It is tough for all the
right reasons, leading and positioning of the boss, positioning
of the ranged dps and healers, etc.
It is critical for this event that you have AoE dps available and
preferably ranged. An SW can do this just as easily as a bw.
Going into this event without a decent MT (main tank) is a waste
of time. As usual for high level PvE bosses, minimizing crits
against the MT is key here.
It is also critical that everyone have earned their quest torch
from earlier in the left wing, as without them you will be stuck
in webs and unable to help. I suggest hotbarring the torch.
If you are on the Pure of Heart quest, after killing the spidie,
head back to the beach to get your Worldbearer Branch so
you can go to the other wings in the future.
It's tempting to give more hints, but let's leave some room for
tactics and strategy!
Right Wing
You will need the World Bearer Branch to continue into the right wing.
This comes from the successful completion of the left wing with that
quest involving talking to the everqueen at every boss encounter.
Boss 1 - Chul Earthkeeper (lvl44) is usually an easy kill. You'll need to
take the usual precautions when fighting on a cliff face, though
you might consider MTing on the cliff face so those healers
and ranged dps tossed off still have los.
Boss 2 - Larg the Devourer (lvl44) is possibly the easiest boss in LV,
assuming the most basic level of tankage skill.
Event - Before getting to Gutbeater there is a minievent with three
sets of stairs. Take out the George-Maw scouts before they
get help if you can! The event starts when you reach the stairs.
Boss 3 - Butcher Gutbeater (lvl45) is a very tough event without
understanding what is going on. Rather than tell you how to
do this I'm going to tell you what is going on and leave strategy
to yer team.
Butcher has a little buddy named Gnobbler who will respawn
after being killed each time Butcher drops to a given level of hit
points. Butcher gets really upset each time you kill his little
buddy. His little buddy, for his part, gets much more powerful
the longer he is up each time.
As you can see an OT (off tank) can be fairly useful here and
this is the event teams have in mind when they are looking for
off tanks for right wing Lost Vale.
If there is no possible way you are getting an off tank you can
try to position the maintank in a way to intercept the two of
them, but this is tricky. If you meet an MT doing this well,
be sure to tip well :).
Boss 4 - Gorak the Ancient (lvl45) is one of the toughest bosses in the
game since it was upgraded. For a tough, simple boss event,
however, it is a fun challenge imo. Even with a strong,
experienced team, expect wipeouts here.
The damage done by the lightning is mitigated if you don't
stand close to each other. Positioning is critical here.
You should keep him detaunted, of course, if you are a healer
or ranged dps. Best to detaunt just before each lightning strike
round.
Defense against the lightning attacks include higher elemental
defense, perhaps a set of high elem defense jewelry to swap in,
and more likely hiding, yes hiding out of LOS. To keep up heals
and damage while hiding if you choose to do that, you will want
to use AoE during that period usually.
One caveat to hiding is, try to take a position that is still within
big heal range of your healers, preferably within 100' and in los
of them. Obviously same applies when not hiding.
One trick usable in many encounters out in the wilds of Lost
Vale that may prove particularly handy here is to prep partly
by keeping a sprite attacking a party member to get the
morale up from the get go.
Boss 5 - Sarthain the Worldbearer is a great tree that lays rooted on an
island. This event is a complicated affair and near impossible
to beat until you learn its tricks, and then it is somewhat easy.
The nature of this event is to succeed you usually have to
break up the team, and this makes positioning of dps and
healers critical. To the North, West, and East of Sarthain's
island you will want to ready team strike groups to take out
the corruptors, twisted druids, who in 45 seconds will heal
Sarathain if you cannot take them down. All hands should
be helping dps.
During one of it's phases it grows thorns along it's base and
any dps to it is visited upon his attackers.
Healers should prep hex removal as necessary to unroot their
teammates when necessary.
One reward for this kill is a jewelry item with high elemental
defense.
Middle Wing
Boss 1 - Zaar Painseeker is an easy fight, however, be ready to dps those
cages down fast if one teammate gets thrown in one. Only AoE
heals can help those in a cage.
Boss 2 - Darkpromise Beast is a worm with a nasty cumulative DoT. This
is an easy fight but you'll need to all stick within 100' of each
other for group heals to adjust for the big DoT.
Boss 3 - Sechar the Darkpromise Chieftan is easy once you get experience
with him. One of the special effects of this fight is pretty neat. As
usual with frontal cleave bosses, you know which way the MT
needs to get him to face.
Both of his AoE auras do elemental damage.
"Aura of Pain" does more damage to those closer to him.
"Aura of Pleasure" does more damage depending on how
spread out the party is. Everyone runs near each other,
though staying out of the frontal cleave.
Boss 4 - N'Kari, Keeper of Secrets is the end boss of Lost Vale, the
prize being the darkpromise tunic.
The Darkpromise Summoners you first meet have the
channeling stones which you will use to stop N'Kari's
torment channelling which will damage the party for 500
damage every half a second.
Her frontal cleave is 7,500 and unmitigatable so position
accordingly.
When adds appear N'Kari is able to use her Devastate effect
so don't tarry taking care of them.
Green circles you step in will slow you down.
Purple circles you step in will reduce AP Regen by 75%.
When N'Kari throws you into the air, the fall damage to you
AND those below you is elemental damage. Detaunts and
heals is how to get through all the tossing in the air.
When the 3 orbs show up, grab the right ones to give you an
edge:
RED - Doubles the damage you do (DPS)
PURPLE - Increases hitpoints by 10,000 (Main and Off Tanks)
BLUE - Quadruples your healing!
Tier 4 - Tomb of the Vulture Lord (ToVL)
Deep in LoTD (Land of the Dead zone) there lies the great Tomb of
the Vulture Lord with 8 bosses and several Tomb Raider style
puzzles. This is a very nice PvE experience, right up there among
the best dungeon crawls in any mmo.
This dungeon requires Greater Ward but no glyphs. It is the other
four little tombs that require the glyph pairs through the LoTD PQs.
The first few bosses are doable by any strong inexperienced team
with patience. After that you need a very strong team with either
experience or a ton of patience. With a very strong team with a
lot of experience all ToVL can be done in 3.5-5.5 hours.
Several endgame level jewelry pieces and Tyrant armor are
available from ToVL. Boss 8 leads to tokens of a sort called funerary
masks which can be traded in for more end game gear at the LoTD
warcamp.
You can win Golden Cartouches in the first easy bosses which
has a nice reward to trade in for, as well.
In theory when the zone flips the enemy can come to your ToVL
instance and try to purge you! This used to happen a lot but not
so much any more.
Boss 1 -
Boss 2 -
Boss 3 -
Boss 4 -
Boss 5 -
Boss 6 -
Boss 7 -
Boss 8 - Stay off the carpet. During the "light show" go behind the
columns (but still off the carpet) for protection. Cleansing
is critical here. When rezzing don't go beyond the coffin
or you will start the event prematurely. I'm not sure how
teams are expected to know these things before they kill
you so I chose to drop those hints. I'm leaving the biggest
surprise a surprise :).
If you have additional info to add about PvE
zones/instances, let me know! See "Contact
Dwooid" on the sidebar for contact info.
Best Regahds,
Dwooid of Caledor