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Introduction
"The denizens of Goblin-town have remained long in disarray after the death of the Great Goblin and their defeat at the Lonely Mountain. Whispers have travelled throughout the Misty Mountains of a new Great Goblin, a leader who return could spell doom for the Free Peoples Middle-earth."
Seat of the Great Goblin is a scalable instance available from lv20 up to the level cap.
The challenge quest is available on Tier 2 at all levels (Needs confimation), and is completable Daily (needs confirmation).
SotGG can be completed on either Tier 1 or Tier 2 difficulty. On Tier 2, mobs hit slightly harder and have more morale. The Challenge quest can only be completed when running the instance on Tier 2.
Group Composition & Roles
Group Composition
The RoE recommended group composition is as follows. Note that this is assuming a full on-level group.
- Ward/Guard/Champ - Tank
- Mins/RK/Cap - Healer
- Random - DPS
Roles
Tank
The Tank Needs to be able to hold agro on between 4-6 mobs on average during trash, although some trash pulls involving Boggarts, and the final boss, can see more adds. As such, A proper tank is recommended, or a champion to tank via DPS while quickly melting the smaller mobs to make numbers more manageable.
Healer
Since trash hits hard, Healers will need to be providing top quality healing in trash (Sorry minstrels, no War-speech here!). There are a lot of Damage-Over-Time effects in this instance, so healers will need to be aware of this.
DPS
Anything goes really for the last class. A champion is highly recommended (if not in the tankining role) for high AoE DPS, which is the key to completing the challenge mode.
Requirements & Recommendations
Requirements
There are a lot of Pottable effects in this instance, making Cure pots a necessary requirement to complet the instance efficiently.
- 20+ x (Level Appropriate) Poison Cure Pots
- 20+ x (Level Appropriate) Wound Cure Pots
- 20+ x (Level Appropriate) Fear Cure Pots
Recommendations
+Stat Food
Food buffs to increase stats like Vitality are always handy, particularly if your stats are relatively low.
+In-Combat Regen Food
Power can be an issue in long fights, so food which gives you a bit more in-combat power regen is useful. If you have a Lore-master in the group they will be power sharing to tanks/healers as a priority, everyone else will need to be fairly self-sufficient.
+Status Resist Food
Poison Resist food would be the most useful in this instance, although all 4 statuses will appear in this instance.
Mob Types
The following is the list of significant mobs (excluding bosses) that you will encounter in this instance, and a basic guide to what they do and how to manage them.
NOTE: When running the instance at low levels, the mobs may be banned from using some of their attacks in order to balance the difficulty of the instance.
Goblin-town Wound Tender
The Wound-tender is the enemy's healing class in this instance. In addition to healing spells which can be interupted by players whenever you see the green induction circle, they also cast buffs on their allies. Wound-tenders should usually therefore me killed as a high priority.
Might In Numbers:
The presence of a Wound-tender shields nearby allies from harm.
-10% Incoming Melee Damage
-10% Incoming Ranged Damage
Brittle Armour:
The light armour of the Wound-tender does little to deflect your blows.
+20% Incoming Melee Damage
Open Wounds:
The wounds you sustained have been rent anew, making your morale more difficult to restore.
-40% Incoming Healing
Duration: 8s
Goblin-town Warrior & Emaciated Warrior
The Warrior is the enemy's main melee DPS class in this instance. They also buff the movement speed of their allies. They present little threat to the fellowship, and are generally killed as one of the last mob types.
Vicious Leadership:
The presence of a Goblin-town Warrior grants improved combat prowess to nearby allies.
+10% Movement Speed
Goblin-town Archer & Emaciated Archer
The Archer is the enemy's main ranged DPS class in this instance. They also have a special attack which applies a removable poison damage-over-time effect, as well as another attack which debuffs your defenses. If you have any crowd control, it's usually a good idea to use it on the archer during pulls, to prevent its nasty attacks. Since they will be well away from the group, they will also be less likely # to have crowd control effects broken. Archers should be killed as a priority.
Sapping Arrow:
An archer's poison-tipped arrow has sapped your strength, slowing you.
750 Common Damage every 2s for 10s (at Lv85)
This effect scales depending on instance level
Pierced Armour:
A well-aimed shot has pierced your armour, granting your foes a greater ability to weaken your morale
+15% Incoming Melee Damage
+15% Incoming Ranged Damage
Duration: 10s
Goblin-town Sneak
The Sneak is another melee fighter like the warrior. It doesn't hit as hard, but has the ability to deploy Caltrops on the floor creating a damage-over-time aura for the duration of combat, as well as slowing any nearby players. It can also cause a wound on players that lasts until the end of combat.
Cruel Caltrops:
The Sneak has littered the ground with twisted caltrops.
444 Common Damage every 2s while inside the aura (at Lv85)
This effect scales depending on instance level
Caltrops:
Twisted caltrops have impaired your movement.
-40% Run Speed
Eviscerate:
The goblin-town Sneak has inflicted a grievous wound upon you. Only resting from combat can mend the wound.
325 Common Damage every 3s
This effect scales depending on instance level
Goblin-town Lookout
The Lookout is a relatively low morale enemy that when triggered, will try to run off to agro its allies. The best way to deal with these if they are alone is to use crowd control and nuke them before they can run off. In-combat, they present little threat to the group, but since they can be killed quickly, it's down to the group's discretion whether you want to take these guys out quickly or leave them until you've killed more dangerous enemies.
Cruel Caltrops:
The Sneak has littered the ground with twisted caltrops.
444 Common Damage every 2s while inside the aura (at Lv85)
This effect scales depending on instance level
Goblin-town Sapper
The sapper is your traditional goblin bomber. Besides their bomb attack, they present little threat. Like the Archer, it is preferable to use Crowd Control on them at the start of the pull to keep them out of the fight as long as possible (Although Archers are the preferable target for this).
Burning Earth:
Harsh flames burn beneath your feet.
444 Common Damage every 2s while inside the aura (at Lv85)
This effect scales depending on instance level
Trained Warg
Wargs are melee dps and debuffers. Although not being particularly dangerous damage wise, these debuffs can be dangerous if the movement speed hinders the tanks ability to grab agro on mobs, or is the increased induction/attack duration gets applied to healers and limits their healing ability.
Debilitating Bite:
A vicious bite has slowed your movements and the ability to combat your foes.
-30% Run Speed
+30% Attack Duration
+30% All Skill Inductions
Duration: 8s
Cave Bat
Cave bats are not dangerous at all, but are just a pain in the ass due to their ability to constantly disarm the group. As such, you'll probably want to kill them fast just so you can get on with the business of killing everything else.
Deafening Screech:
A piercing screech has crippled your ability to combat your foes.
Disarmed
Duration: 6s
Silenced:
Some skills requiring voice cannot be used.
Silenced
Duration: 10s
This effect can be removed using a Fear Pot of appropriate strength
Goblin Town Boggart & Boggart Followers
Each Boggart has 4 Boggart Followers. All of them are capable of applying the special attack below (which stacks!). Killing the Boggart will not cause the Followers to despawn. Fortunately, the Followers have very little morale, and both can and should be killed fast to reduce the amount of damage these guys will do to your tank.
Gathering Disease:
A Boggart's filth-tipped spear has pierced deeply.
223 Common Damage every 3s for 12s (at Lv85)
This effect scales depending on instance level
Trash - Part 1
You will start the instance in a north-bound corridor inside Goblin-town. Trash at this stage will consist of combinations of any mobs listed in the previous section, excluding Boggarts, Wargs & Sappers.
Make your way carefully north to the Throne Room ante-chamber. Make sure not to pull too much at once, and you should be fine. Also, ensure that you check the side passages on either side of this corridor. They do not go anywhere, but there may be mobs in them that you should kill just to be safe.
After 6 or so trash pulls, you'll enter the Throne Room Ante-chamber. This is a large room with a number of mobs in it (including the first Boggart pull), a large wooden gate at the far end, and two ramps heading upstairs to the left and right.
Start by pulling the two lone Warriors pathing up these ramps. Once defeated, pull the rest of the trash in the room, focusing on the small Boggarts first to give your tank some breathing room. Once everything has been killed, you can find the first Goblin Mural for the deed on the right-hand wall (East side) of this chamber. The murals aren't too obvious to spot the first time you do the instance, but look out for cave paintings and move right next to the wall and the deed should advance.
Two shortcuts will open to later parts of the instance from this chamber as you progress. For now, you want to take the left-hand ramp (West side) to go upstairs. Carefully make your way though about 5 more trash pulls, and you'll come across a ramp heading back downstairs.
Before you go down however, look behind you, as the second Goblin Mural is on the wall here (it looks like three white drawings).
There is one final - and quite large - trash pull at the bottom of the ramp. Take the wargs out first to save your tank from their debuffs, them prioritise the remaining mobs as you see fit.
If you try to cross the bridge above the pit, you'll trigger a short drama sequence which will drop you into the first boss room. At this point, the large wooden gate in the ante-chamber will open up to provide a shortcut back to the first boss.
Note: While you are protected from harm via falling damage when dropping into the boss room when he is out of combat, Trying to fall into the boss room while he is in combat will result in a death by misadventure.
Boss: Grudom, the Emaciated Troll
The first thing to be aware of when falling into the pit is Grudom's aura effect. He'll do massive damage to anyone stood near him while he is in an out-of combat state at the start of this fight. Stay away from him at all costs (he doesn't move).
The first phase of the fight will see a large number of Emaciated Warriors & Emaciated Archers enter the boss room one at a time, on a timer. You need to kill these as fast as possible, prioritising Archers as much as possible. These Emaciated enemies are identical to their regular goblin-town namesakes, however they are easier to kill. Once more mobs stop spawning, kill the remaining mobs and Grudom will enter combat. Note: This cancels his nasty aura effect.
The fight is mostly a tank and spank. Only the tank should be in front of him, due to the fact that as a large troll-type enemy he does a lot of frontal AoE damage. When Grudom stops hitting the tank, and starts waving his arms around, it means he is about to drop a puddle of filth on the ground. The tank should move to another open area ready to tank him again once he re-enters combat. This puddle & move mechanic lasts the entire duration of the fight.
The second mechanic to the fight is that at certain points Grudom will go out of combat and move to the rubbish pile in the centre of the room. While there, his morale bar will go green, and his nasty damage aura will be in effect for the duration he is in this state. He his then begin pounding the ground, and debris will fall from the ceiling, landing where the orange circles indicate. Try to avoid the circles as best as possible and survive until Grudom re-enters combat. The longer the fight goes on, the more debris will fall from the ceiling, and thus the harder it will be to avoid taking damage.
Keep on top of these two mechanics, and victory should be yours. Don't forget to loot the chest!
Trash - Part 2
From Grudom's boss room, there are two exits - North and East. The East exit is the "proper" way to go. More on that in a moment.
The North Gate leads off to Gollum's cave. Besides being quite a cool area to explore, the corridor leading to the lake features the third Goblin Mural on the walls, a rather sinister looking picture of what the Goblin's think Gollum looks like. There are also a few trash mobs in the corridor, but nothing major to worry about.
When you are ready, head out the east gate. If things look too quiet, it's because it is. Once you start walking down the corridor, a trash pull will come around the corner to ambush you, so be ready. Pay particular attention to the two archers, since if they are not killed or picked up by your tank, they might decide to kill your healer from range instead.
Once they are defeated, turn the corner into another room, where a second trash pull awaits. You'll want to kill the bat first (look up; he's hanging on the ceiling!), followed by the warg, then the rest as you prefer. Once killed, use the rope in this room to head back to the upper levels.
In the first pull upstairs, focus the small bogarts and warg first to take the sting out of the pull, then clean up. Leave the corridor, and you'll realise you are back in the Throne room, but this time on the other side of the bridge.
Clear up the two trash pulls on this side of the room, and you'll notice a ramp upstairs along the right-hand (East) wall. Remember the right-hand path in the ante-chamber? That shortcut will now bring you up and over to this point, for whenever you need to get back to the last boss quickly. Aditionally, the fourth Goblin Mural is upstairs along that path, so go pick it up if you need it.
Meanwhile, back in the Throne-room, Kill the Goblin Lickspittle's at the bottom of the ramp. There are about 5 of them, but they have trivial amounts of morale and should die almost instantly. Once defeated, kill the remaining trash pull on the far side of the room. The fifth and final Goblin Mural is on this wall.
Lastly, head back to the ramp at the bottom of the Throne. You should be able to pull down another group of Goblin Lickspittles and kill them before it's time to prepare for the final boss.
Boss: The Great Goblin
This actually isn't just one boss - It's three! More on that in a bit. What you'll need to know, is that the fight is broken down into three phases, with each phase matching the current Great Goblin. The Challenge Quest, if you have it available, is to kill All 3 bosses (it doesn't matter if any other enemies are still alive) within 4 minutes.
Phase 1: Uloga
At the start of the fight, Uloga will be immune to both damage and agro until the two warrior's are defeated. Kill the warriors, then DPS Uloga until he dies.
Phase 2: Marubh
Once Uloga is defeated, Marubh will take the crown for himself.
Marubh will summon waves of Goblin Lickspittles at set morale thresholds. Try to take them down as quickly as possible so you can maintain DPS on the boss.
The other particularly dangerous thing about this phase is that Marubh will cast an unremovable disease on players. This disease will spread to nearby allies when it expires, and can stack, leading to some pretty nasty damage. Try not to pass it to allies, as this may make things difficult for your healer to keep up with the healing required.
Ruinous Burst
1,789 Common Damage every 2s for 6s (at lv85)
Applied on expiration:
This effect will be applies to any allies within 7 meters of the infected person
Note: The damage from this effect scales with the instance level.
Phase 3: Brosh
Once Marubh is defeated, Brosh will take the crown for himself.
Brosh will tier up a buff on himself called Brosh's Fury the longer he is in combat. He will continue to stack this buff on himself until he is defeated. The good news is that while he will deal more damage with these buffs, he also takes more melee and ranged damage too (sorry tactical DPS classes, no bonuses for you!).
Brosh will also summon some wargs into the fight at specific morale thresholds. If you are trying for the challenge, you can ignore them and let your tank pick them up, while you try to kill Brosh before the timer runs out. You do not have to also kills the adds within the time limit, so you can just finish them of at leisure once the boss is dead. If however you are no trying for the challenge quest, feel free to kill the wargs as they spawn.
Brosh's Fury
+5% Melee Damage
+5% Incoming Melee Damage
+5% Incoming Ranged Damage
Lasts for the duration of combat.
Loot
Shiny Loot in this instance will only drop from the final boss (The Great Goblin).
To find out what loot drops in this instance, take a look at our Rohan Loot List.