The Foundry (-)

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Balthelion
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The Foundry (-)

Post by Balthelion » Mon Dec 12, 2011 2:43 pm

Post your tips and tricks here!
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Balthelion
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Re: The Foundry (-)

Post by Balthelion » Mon Dec 12, 2011 8:03 pm

Starter trash is straightforward. Watch out for the White Hand Snitch's - When agroes they will run off to agro other mobs which might include a nasty troll. Reach the bottom of the ramp, activate the levers, and its time for the first boss

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The boss room looks like this:
Boss1.png
Boss1.png (3.51 KiB) Viewed 4779 times
Boss1.png
Boss1.png (3.51 KiB) Viewed 4779 times
EDIT: The Square numbers on each row are actually the reverse of those in my picture above. So it should read:
321
543
987


The numbers around the edge represent the levers, the orange squares represent the smelting squares in the room. Numbers indicate which lever affects which square.

The boss ocasionally gets a shield preventing damage. At this point the smelter orcs in charge of the levers will enter combat and need to be killed. Once killed, you can use their levers. Tank/Kite the boss so that he is in a square when the matching lever is pulled. This dumps a load of scrap metal on his head, breaking the shield. Rinse Repeat.

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Trash to boss two again is pretty straitforward. Watch out for pathing trolls, as ideally you want to pull them separate to the orcs. Always turn the trolls, as they hit really hard (4k on non tanks).

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Boss 2 is the easiest one. Tank him in the middle of the room, as he will ocasionally select someone to knockback - if you get knockwed into a wall you die. Tank & spank, interupt, and he dies pretty easy.

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Trash gets a bit more complicated next. Fire Caller orcs join the selection, and they cast purple eyes which cause the bearer to drop fire puddles and take damage. In the piston room, kill the trash, pull the lever to stop some pistons, and go to the next trash pull. Rinse Repeat.

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Boss 3 is a complicated triple boss. Tier 1, you can kill them by any means necessary.

The Orc causes nasty melee damage. IF he is near the forge or the man, he prtects them from damage.

The Man causes the purple eyes which make you drop a puddle every 3-5s for a long time. He also deals ranged damage. If he is near the forge, he protects it from damage. If he is near the orc, he buffs its damage.

The Forge doesn't attack directly. Instead it has a building fire auea in the boss room (roughly 65 > 76 > 250 > 1250 damage every 5 seconds). The forge buffs the MAn and orc if they are near it.

You want to tank the orc and the man separately. DPS the man first, and he'll eventually go out of combat. DPS the orc next, and he will go out of combat. Next you want to DPS the forge (if its vulerable). Completing the burndown on the forge so it goes out of combat will reset its aura. However fire will slowly rotate around the forge for a full turn, so watch out. Rinse repeat this order. You may need to break it ocasionally, for example if you ned to dps the forge to reset the dot, or if your preferd dps target is out of combat.

Rinse repeat until all 3 are dead.
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Re: The Foundry (-)

Post by Balthelion » Mon Dec 12, 2011 9:30 pm

Squares 2 5 & 8 as above are accurate. It seems (at least) the middle row is the opposite way to how i theorised above (right to left, not left to right).

Challenge mode is to defeat the forge before it's guardians.
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Re: The Foundry (-)

Post by Aedfrith » Tue Dec 13, 2011 9:35 am

... which is surprisingly easy as long as the orc is kited.
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Re: The Foundry (-)

Post by Hal » Tue Dec 13, 2011 2:02 pm

Or you have 2 tanks

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Re: The Foundry (-)

Post by Hardist » Fri Feb 03, 2012 10:06 am

(Copied this directly from my previous kin forum, I wrote this a few weeks ago)

Hello guys and gals,

Since doing this on Tier 1 is useless (Tier 2 gives better loot and more Medallions and such) and since Tier 2 is easy enough as it is, I will only be posting a Tier 2 guide here. I have never even done this on Tier 1 yet anyway. If anyone wishes to post a Tier 1 guide, please post it and I will edit both these guides into one guide for the Foundry.

Introduction and Overview
This instance is a new instance, it came with update 5 and it's an Isengard instance. It's a 6-person instance and it basically has 3 difference stages with trash and a boss at the end of each stage.

Class Setup
- 1x Guardian (Main Tank)
- 1x Champion (Off Tank)
- 1x Mini / Rune Keeper (Healing)
- 1x Captain (Support)
- 2x DPS (Hunter / Champion / Rune Keeper / Burglar)

I prefer having a Guardian as being the main tank. Haven't done this with a warden yet, but I did tank it myself on my champ. Having a Guardian tank it, is better, easier and that means the Champion can do what it's best at, AOE DPS. Having one Hunter means faster DPS aswell, and a Captain for the buffs is good aswell as for support. There are many variations that you can use, I just find the above the best.

Starting the Instance - First Stage
These first few mobs are easy, and it's just tank and spank. The tank grabs the mobs, the rest of the group follows the RAT and burn the mobs down one by one untill they are all dead. There will be two snitches walking up and down. Best thing you can do is to root that snith and kill it, because if he get's away from the group he will free a troll. If he does get away and free the troll, just tank him away from the group and burn him down aswell.

Boss Fight - "Dhar"
At the end of the hallway you will have to pull two levers in order to open the gates so you can access the boss.

The Room Layout - There will be 9 grates with fire beneath them and on each side of the room there will be levers. On the left side of the room, on the top and bottom left side of the wall, there are each 3 levers, and on the right side of the room, on in the middle of the right wall, there are another 3 levers.

Think of the room as your keypad on your keyboard. The bottom left grate is number 1. The one to the right of it is number 2, and so on. So the one that the boss is standing on, is number 8. When the tank activates the boss, the rest of the group will DPS the smelters down. These are the adds that are on each side of the room, and they need to be taken out so they cannot pull any of the levers.

What you do is this, the tank activates the boss and pulls him to the middle of the room, on the center grate, number 5. The rest of the group kills the smelters, and the tank makes sure the boss is faced away from the group. The DPS group should always stand on one of the grates, and not in between them, because there will be steam coming from the walls which does some damage. Once the smelters have been killed, everyone focusses on Dhar, just DPS him down untill he get's a protective shield. Once he get's it, someone should start pulling the levers.

Lever Controls
How the levers work is like this. The top row of the grates is controller by the levers on the left side of the room, at the top of the left wall. These are numbers 7, 8 and 9, from left to right (your keypad, remember?). The middle row of grates, numbers 4, 5 and 6, are activated using the levers on the right side of the room, in the middle of the right wall. And the ones on the bottom, numbers 1, 2 and 3, are controlled by the levers on the left side of the room, by the levers on the bottom side of the left wall. The left lever always activates the closest grate. The middle lever always activates the middle grate (So either number 2, 5 or 8) and the right one activates the one that is the farthest away from you.

So, when the boss is standing on the middle grate, with the shield active, someone should pull one of the levers on the right side of the wall. In this case it should be the middle lever. Once pulled, something drops on the boss and it will be vulnerable to DPS again. DPS him untill his shield is back up. Remember when new adds (smelters) spawn, kill them, else they will be pulling the levers and you cannot pull them anymore.

Continue to take the boss to different grates and continue to pull the levers untill the boss is dead.

Stuff to keep in mind:

1. During the fight 1 grate at a time will randomly flare up. Just move quickly to the next grate or it will kill you fast.
2. Dhar will turn around and hurl a localized fire ball at someone then go back to the tank. Just move out of this as well.
3. Smelters respawn. If killed, they will respawn at some point. Just make sure to pull it back to group (away from levers) as soon as it respawns.
4. If all 9 levers get pulled by either the smelters or players, you will end up standing around for a long time waiting for it to reset or get lucky.

Tip:

If trash falls in a grate near you but you did not have Dhar in that grate, you can still drag him through it to release his shield.

Continuing the Instance - Second Stage
Again there will be trash to clear. These mobs will be slightly more diffucult than the trash in the first stage, but nothing you cannot handle. Just tank it well, heal it well, and DPS it well and make sure to follow the RAT. There will be a few trolls to deal with aswell, but if done as it should be done, it will be a piece of cake. Just tank the trolls away from the group, and burn them down.

Boss Fight - "Troll"
There will be a big room with walls of fire and a snitch in the middle and on the right side a troll. The troll is your boss. The walls are your enemy. At any point of the fight do not touch any of the walls as it will mean an instant death.

The tank activates the boss and makes sure the boss is turned away from the group, and tanks him in the center of the room with his back to a corner. This way, there is enough space to avoid getting knocked back into any of the fire walls. The rest of the group should always stay behind the boss in order to prevent getting knocked back into one of the walls. At some times during the fight, the boss will turn around to throw someone else away, just make sure you hit your forward key to shorten the distance to make sure you are not thrown into a wall. Continue to DPS him untill he is down. This is probably the easiest boss ever, so nothing spectacular to mention here.

Continuing the Instance - Third Stage
Again, there will be groups of trash mobs to kill, but with only one difference, and worth mentioning. There will be so called "Flame Callers", these will put an eye on someone. When you have the eye, move away from the group, since there will be puddles of flames dropping on you. Just keep moving untill all 5 or 6 puddles have been dropped and you can go back to the group to DPS.

Boss Fight - "Ghashanu - Penrith - Forge"
Once the last lever of the room has been pulled, you will walk upstairs to find two bosses and a giant forge. Just think of the room as a giant clock. You will need to move clockwise in order to avoid flames. You enter at 6 o'clock (this will help explaining the fight).

The main tank will grab Ghash and the off-tank (usually a Champion) will grab Penrith. The key here is to both keep them away from each other AND the forge. The first target is Ghash. DPS him untill the Forge is attackable. The priority to attack is as follows:

- Forge (When Attackable)
- Ghash
- Penrith

You start with attacking Ghash, untill the Forge becomes attackable. The challenge here is to DPS the Forge down first, and then Ghash and Penrith. Keep attacking Ghash untill the Forge becomes attackable (usually Ghash becomes unattackable). If both Ghash and the Forge are unattackable, move to Penrith. Make sure the Forge is down first before killing any of the bosses (Ghash or Penrith).

Stuff to keep in mind:

- Penrith will cast eyes on someone of the group. When you have the eye, fire puddles will drop down on you. Just make sure you keep moving and you stay away from the group in order to prevent puddles to drop down on the group.
- Fire will be coming from the floor and move clockwise. Just make sure you keep moving clockwise also and keep behind the fire, so it cannot catch on to you. The fire will kill you fast if you are too lazy, so keep moving.
- People will get stunned during the fight. Do not worry, the stuns won't last long and just make sure you are ready to go once the stun wears off.

Once the Forge has been DPS-ed down, kill both Ghash and Penrith. Once they are down also, you have managed to complete the Foundry on Tier 2 Challenge. Congratulations!

Any questions or stuff to add, or things that need to be changed? Let me know in a reply !
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Re: The Foundry (-)

Post by Danfast » Fri Feb 03, 2012 10:19 am

I have a different approach for foundry and we usually do it in the kin like this.
First boss: tank him at the door and wait for smelters to pull leavers (if everyone is grouped behind him we usually don't get puddles). Patience grasshopper as a shaolin monk will say.
Second boss: tank and spank.
Final fight: I usually prefer a LM for this one but when on tank I take the uruk and kite him around. Cappy or offtank on Penrith. Dps forge, dps Penrith, no dps on orc cause he does the stuns.
Kill forge, kill Penrith and then you can kill the uruk. Everyone happy :)
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Re: The Foundry (-)

Post by Aedfrith » Fri Feb 03, 2012 10:29 am

Also worth saying during boss 2 fight, if he runs towards someone who's not the tank, run THROUGH him to the other corner of the room. Also mind the steam vents in the side of the wall; they'll hit for ~2k damage and can punt you sideways into the wall. Best place for ranged initially is straight ahead of the entrance, on the other side of the room. Hunters should start in Endurance to pin aggro on the tank, then switch to Precision or Strength after 30k of damage.
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Re: The Foundry (-)

Post by Cattiwen » Sat Feb 04, 2012 3:19 pm

Aedfrith wrote:Hunters should start in Endurance to pin aggro on the tank, then switch to Precision or Strength after 30k of damage.
Well that's no fun, tanks have to earn their living too ;)
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Re: The Foundry (-)

Post by Hal » Sat Feb 04, 2012 5:03 pm

Forge is attackable as soon as the boss fight starts, so should always start with dps on the forge, then attack the forge whenever its up

We've always found that Penrith is more dangerous than Ghash, so we dps forge > penrith > ghash until the forge is back up. Ofc this is due to Penrith giving the eye puddles, but also because Ghash causes group stuns when he's out of combat. This combined with Penrith still being active and dealing out eyes often means that the off-tank (champ or cappy) can get stunned in puddles and take unnecessary damage or even die

Still its a good guide

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