Post by Deleted on Jan 13, 2014 11:18:50 GMT -5
General Info:
Helegrod is a series of 4 raids found in the Misty Mountains. To acquire this raid your character must be level 50 or higher and your account must have a lifetime membership, be VIP subscribed, or own the Misty Mountains quest pack.
The Dragon wing of Helegrod will be locked (greyed out) for any character that has not completed the Drake wing, Giant wing, and Spider wing raids. Each wing will be covered in greater detail below. Each wing is scalable, meaning you can set the level of the raid from level 50 to the level cap.
This guide, it is my hope to detail how to complete them in a "on level" situation. I will cover as much detail as possible for each wing, including maps of the raids themselves. When the kin runs these raids for those new to this raid, we will run them at the minimum level (50) so you can learn raid structure, setup, and tactics for each of the raids, before you attempt to join an on level run. This will also take care of getting you flagged for the Dragon raid as well.
First Things First
There are 5 quests pertaining to the Helegrod raid cluster you can get before you enter the raid. These quests are part of the "Stirrings Within Helegrod" quest chain. This chain begins with Anornaneth [28.9S, 5.6W] in Rivendell and is level 45. There will be a bit of travel involved in this quest chain, spanning from Misty Mountains, Trollshaws, Bree-land, to North Downs.
Five quests you will end up having and rewards:
This quest chain is completely optional, but it is also the only way you can get the titles listed above. If you are a completionist, like me, I recommend having them in your quest log before entering Helegrod.
Helegrod -- Drake Wing
Raid Size: 12 players
Level: Scales from 50~Level Cap
Deed Details:
Walkthrough:
Room 1: The locked gates
Clear all drakes, worms, and ice hatchlings in the room prior to engaging the angmarim and drakes guarding the center gate. At the center gate clear the ice hatchlings, drakes and the angmarim. You will see 2 levers on each side of the gate (L1 and L2). 2 players will need to stay on the platforms and wait (ideally a LM and tank), while the rest of the raid proceeds to the gate on the south end of the room.
Once the raid reaches the South Gate, the center levers will need to be pulled to open it. The second tank (or melee class) only will enter the room with the drake and remain in the room alone after the drake is killed (L3). While this is going on there will be respawns at the center gate. The 2 players will need to clear the center area without leaving their platforms.
The raid members left will move now to the north gate room. when they are in position the player in the south room will need to pull their lever to open the North gate. If the drake respawns in the south room it will need to be killed without the player leaving the platform. Players in the north room will kill the drake there, to open the center gate with the lever located in the room (L4).
Once the center gate is opened the raid party can all get back together and proceed clearing the halls to the next room.
Room 2: The Angmarim
The next large room the raid will enter will have a entry ramp the party will come down and an exit ramp straight ahead. Clear this room of all drakes, worms, ice hatchlings, and the 2 angmarim in the center. Do not engage the 2 angmarim archers by the exit ramp until the raid is ready for them (A).
Once the room is cleared, you are ready for the angmarim. You can have CC members of raid stun or slow the archers if you want to kill the angmarim in small groups. If the archers reach the top of the stairs a large group of angmarim will come at once. Just make sure all raid members are ready before engaging the angmarim archers and understand how you plan on killing the angmarim.
Once you finish the angmarim, continue clearing the halls on the way to the final room.
Room 3: Grisgart's Chamber
For the purpose of this guide I will detail how to complete the challenge quest of the raid. We will try to run this raid in this fashion when possible so that the challenge is well known by our members and little explanation will be needed.
Your group should have two tanks and two CC classes for this fight. At the beginning of the fight, have everyone run up to the platform and behind Grisgart (G) while the two CCers run up to the drakes (D) and put them to sleep as soon as they activate. The drakes need to be kept down constantly or they'll use a huge fire breath attack. Have the tank pull Grisgart and the two worms (W) far enough away that no AoEs will break the mezzes on the drakes, and the rest of the group come in behind and DPS Grisgart.
Once enough damage has been done to Grisgart for him to drop his protection from the worms, switch to them and take them out. Continue DPSing Grisgart until he drops his protection from the drakes, then stop hitting him and take the drakes out one at a time.
At some point before Grisgart dies, the DPS and the other tank need to go around to each egg to spawn and kill all the hatchlings (E). This can be done while the adds are alive, but it's easier on the main tank's healer and the CCers to not have to worry about the adds. The tank for the hatchlings should have as many AoE targets as possible on their LIs, since the hatchlings spawn in large groups and they like to beeline for the healers. The challenge quest will complete as soon as all the hatchlings have been cleared out.
Helegrod -- Giant Wing
Raid Size: 12 players
Level: Scales from 50~Level Cap
Deed Details:
Walkthrough:
Part 1: Climbing the Mountain
A winding path leads high into the mountains, through many Giants (encounters marked with E on map) that can hurl boulders for great distances and also knock unwary players off the edge of a cliff. When engaging the giants be wary of the sabretooths and mammoths, the main tank should use area of effect taunts to pull them away from ranged dps and healers. After the first bend, the group will be stuck in combat with a group of boulder-throwing Giants up on a cliff. Ranged classes should keep aggro off of the healers while the rest of the group fights its way up to the Giants. The rest of the pulls are straightforward, and the path eventually leads to Storvâgûn, the leader of the Giants.
Part 2: Storvâgûn
Have the main tank stand with their back to the cliff, about halfway between the two trees (marked on map by green dot). Everyone else should be standing behind the boss. He has a 360 degree AoE swipe, so ranged classes shouldn't stand right behind him, but keep a safe distance from the overhangs. His induction attack is a powerful knockback that can easily cause the group to fail challenge if a player gets punted in the wrong direction.
At about 90% morale, Storvâgûn will summon the first wave of adds (Stone-giant Warriors Frenzied Sabre-tooths, and Primal Sabre-tooths) from the buildings on the opposite side of the room. Have the second tank pick them up and turn them away from the group. The DPS should focus on getting these adds down before Storvâgûn hits 50% morale.
At 50% morale, Storvâgûn will go inactive temporarily and summon a second wave of adds (Ancient Snow-beasts). The second tank should again pick these up and pull them out of frontal AoE range of the rest of the group, again keeping a safe distance from the overhangs. These will respawn if killed, so the DPS should ignore them and remain on the boss, who will reactivate in an Enraged state and randomly switch targets. The group can spread out a bit more during this phase to avoid all getting hit by AoEs at once, but be sure to keep interrupting his inductions to avoid knockback.
Helegrod -- Spider Wing
Raid Size: 12 players
Level: Scales from 50~Level Cap
Deed Details:
Walkthrough:
Part 1: Combing the Halls
Proceed cautiously at all times as there are many invisible spiders in this raid, as well as spiders that come from the ceiling, and holes in the walls along the way. When you approach Spider-queens be aware that pulling them before killing all other spiders in the room will aggro all spiders in the area. Once rooms are cleared use the torches at campfires to burn down the webs blocking your path.
Part 2: Breosal
After a fight with 3 spider-lings, giant spiders, and an Angmarim, you will find yourself facing Breosal. At a certain morale threshold she will run off to the frozen lake that forms the boss room. You cannot kill her, so break off attacks as soon as she goes inactive and runs off.
Part 3: Zaudru
Your group should have two hunters and enough CC to keep 4 mobs permanently mezzed. An off-tank is helpful to pick up adds since they spawn from multiple locations. Have the group stand near the entrance at the edge of the pool while the tank runs up to Breosal to start the fight, then back to the group.
During the first phase, Breosal and Zaudru remain inactive while Angmarim Silkspinners attack in waves (1, 2, 3, and finally 4 Silkspinners at once). Each wave also contains spiders and Corcurs, but the next wave will go active as soon as the Silkspinners are dead. To avoid getting overwhelmed, keep at least one of them mezzed; preferably all of them since they can summon more spiders and they all need to be kept alive during the final wave until Zaudru goes active. Staying near the entrance to the room gives the group more time to react to the Silkspinners as they run over. The cave to the left will spawn a handful of spiders at the start of each wave, so when the last Silkspinner is about to die, the tank or off-tank should stand in front of the cave to quickly pick up the adds before they start attacking healers.
As soon as the wave with 4 Silkspinners goes active, torches will appear at the bonfires. None of these Silkspinners can be killed before the cocoons are lit, so keep them all mezzed. As the group is finishing off the rest of the adds in the wave, one player needs to run over to the torches and light the nearby cocoons on fire. After the final cocoon is lit, Zaudru will enter the fight.
In the final phase, adds will continually spawn from all sides, so to prevent the healers from getting picked off by ranged attacks, the group should run to the back of the room (where Zaudru started) and behind the rock there. Zaudru can also inflict an AoE poison (eye icon) that's instant death if not cured, so save milkthistle pots for the eyes and have the hunters focus on curing them first. Use the Only Show Dispellable Effects filter under Social Options to make them more visible. AoEs are helpful to reduce the number of adds, but focus DPS primarily on Zaudru to stop any more from spawning, then worry about cleaning up what's left.
Map <to be added>
Helegrod -- Dragon Wing
Raid Size: 12~24 players
Level: Scales from 50~Level Cap
Flag Deed Details:
The "flag" deed must be completed before entry to the Dragon Wing is allowed. After completion of the Dragon Wing you will be granted another deed. The only requirement for the deed is to defeat Thorog, the wight-dragon awakened at the end of Vol. 1 Book 5 of the epic story. You will gain the title: <name>, De-animator of Thorog.
There is also a quest for this raid that comes from Greip at the dwarf campsite at [19.1S, 2.9W] in Misty Mountains. This quest is part of the Stirrings Within Helegrod quest chain and cannot be taken until your character is flagged for Dragon Wing. Completing this quest will reward the title: <name>, Doom of Thorog Reborn. This quest is also required to be completed for the Saviour of Eriador meta deed, which rewards the Dunedain War-steed.
Walkthrough:
Part 1: Coldbear (optional)
From the entrance, go down the hill leads through numerous pulls of elite bears up to Coldbear. Although it is not necessary to do this encounter in order to progress, he gives additional marks. The fight is very easy, and once he is down head back and proceed to the gates in the east.
Part 2: Gorthorog
Pulling the guards at the gate activates the encounter. Defeat all mobs except for one (such as the Gorthorog, who can easily be distinguished from the others and pulled away). Keep a tank and Minstrel on the Gorthorog to prevent more waves of mobs from spawning. The rest of the raid should run through the gate and up to the drums in order to defeat the four Krahjarn Drummers. The Drummers need to be defeated at approximately the same time, or they will revive each other. Once they are down, finish off any remaining mobs.
Part 3: Drugoth
Going past the drums leads up to a large stairwell with a gate at the top. The gate will open, revealing three torches. Light the torches to begin the fight with Drugoth the Death-monger.
Drugoth hits fairly hard against non-tanks, and he will split into clones to make the battle more difficult. He splits at 600k health, 400k, and 200k and both the "real" Drugoth, and each of his clones split. When this happens, you will lose your targeting lock on him and he will reappear along with his clone. To keep track of the "real" Drugoth, create a tooltip at the start of the fight when he rises from his coffin by hovering over his body with your mouse until a box appears, then press H. Click this tooltip every time Drugoth splits to re-select the correct one. Each time he splits, he procs a powerful AOE attack that stuns, so the group should spread out at each interval. One tank can try to pick up the clones and kite them. They can also be CCed, or divided up among heavies. Either way, burn down Drugoth as quickly as possible.
Part 4: Thorog at last!
Once Drugoth is nearly dead, he will retreat and summon Thorog. You will have a short respite to quickly revive dead members and eat before Thorog descends. There should be enough time for at least one revive per healer.
When the fight begins, the tank should stand on one side of Thorog while the rest of the group spreads out in a semicircle on the other side. Constantly interrupt any inductions which includes an AoE knockback, and quickly kill the Servants of Thorog that spawn. The Servants will constantly heal Thorog if not CCed or killed. Once Thorog reaches around half his health, a Frost Grim called the Spirit of Helegrod will move in a circle around the area and will cause massive damage to anyone in its path; avoid this at all costs. Thorog also inflicts Baleful Eye, a removable Fear debuff that will cause Thorog to instantly kill the player and anyone around him/her if it is not removed in time, so bring fear pots in case the Captains can't clear it in time.
Map <to be added>
Helegrod is a series of 4 raids found in the Misty Mountains. To acquire this raid your character must be level 50 or higher and your account must have a lifetime membership, be VIP subscribed, or own the Misty Mountains quest pack.
The Dragon wing of Helegrod will be locked (greyed out) for any character that has not completed the Drake wing, Giant wing, and Spider wing raids. Each wing will be covered in greater detail below. Each wing is scalable, meaning you can set the level of the raid from level 50 to the level cap.
This guide, it is my hope to detail how to complete them in a "on level" situation. I will cover as much detail as possible for each wing, including maps of the raids themselves. When the kin runs these raids for those new to this raid, we will run them at the minimum level (50) so you can learn raid structure, setup, and tactics for each of the raids, before you attempt to join an on level run. This will also take care of getting you flagged for the Dragon raid as well.
First Things First
There are 5 quests pertaining to the Helegrod raid cluster you can get before you enter the raid. These quests are part of the "Stirrings Within Helegrod" quest chain. This chain begins with Anornaneth [28.9S, 5.6W] in Rivendell and is level 45. There will be a bit of travel involved in this quest chain, spanning from Misty Mountains, Trollshaws, Bree-land, to North Downs.
Five quests you will end up having and rewards:
- A New Queen for Deepest Helegrod -- title <name>, Dispatcher of Zaudru
- Servants of Angmar -- title <name>, Slayer of Servants Three
- Reclaiming Eregion's Gift -- title <name>, Reclaimer of Mírdanant
- The Corcur of Helegrod -- title <name>, Enemy of the Corcur
- Storvâgûn the Traitor -- title <name>, Storvâgûn's End
This quest chain is completely optional, but it is also the only way you can get the titles listed above. If you are a completionist, like me, I recommend having them in your quest log before entering Helegrod.
Helegrod -- Drake Wing
Raid Size: 12 players
Level: Scales from 50~Level Cap
Deed Details:
- Complete quest: Keep Them From Hatching - Defeat 90 Ice Hatchlings (they spawn from the eggs)
- Complete quest: Fangs for Nothing - Collect 15 Cruel Helegrod Fangs (drop from drakes and worms)
- Complete quest: Drake-wrangler - Defeat Grisgart and his drake brood
- Complete challenge: Grisgart - must be completed at level cap (details below)
- Deed Reward: title <name>, Drake-dropper
Walkthrough:
Room 1: The locked gates
Clear all drakes, worms, and ice hatchlings in the room prior to engaging the angmarim and drakes guarding the center gate. At the center gate clear the ice hatchlings, drakes and the angmarim. You will see 2 levers on each side of the gate (L1 and L2). 2 players will need to stay on the platforms and wait (ideally a LM and tank), while the rest of the raid proceeds to the gate on the south end of the room.
Once the raid reaches the South Gate, the center levers will need to be pulled to open it. The second tank (or melee class) only will enter the room with the drake and remain in the room alone after the drake is killed (L3). While this is going on there will be respawns at the center gate. The 2 players will need to clear the center area without leaving their platforms.
The raid members left will move now to the north gate room. when they are in position the player in the south room will need to pull their lever to open the North gate. If the drake respawns in the south room it will need to be killed without the player leaving the platform. Players in the north room will kill the drake there, to open the center gate with the lever located in the room (L4).
Once the center gate is opened the raid party can all get back together and proceed clearing the halls to the next room.
Room 2: The Angmarim
The next large room the raid will enter will have a entry ramp the party will come down and an exit ramp straight ahead. Clear this room of all drakes, worms, ice hatchlings, and the 2 angmarim in the center. Do not engage the 2 angmarim archers by the exit ramp until the raid is ready for them (A).
Once the room is cleared, you are ready for the angmarim. You can have CC members of raid stun or slow the archers if you want to kill the angmarim in small groups. If the archers reach the top of the stairs a large group of angmarim will come at once. Just make sure all raid members are ready before engaging the angmarim archers and understand how you plan on killing the angmarim.
Once you finish the angmarim, continue clearing the halls on the way to the final room.
Room 3: Grisgart's Chamber
For the purpose of this guide I will detail how to complete the challenge quest of the raid. We will try to run this raid in this fashion when possible so that the challenge is well known by our members and little explanation will be needed.
Your group should have two tanks and two CC classes for this fight. At the beginning of the fight, have everyone run up to the platform and behind Grisgart (G) while the two CCers run up to the drakes (D) and put them to sleep as soon as they activate. The drakes need to be kept down constantly or they'll use a huge fire breath attack. Have the tank pull Grisgart and the two worms (W) far enough away that no AoEs will break the mezzes on the drakes, and the rest of the group come in behind and DPS Grisgart.
Once enough damage has been done to Grisgart for him to drop his protection from the worms, switch to them and take them out. Continue DPSing Grisgart until he drops his protection from the drakes, then stop hitting him and take the drakes out one at a time.
At some point before Grisgart dies, the DPS and the other tank need to go around to each egg to spawn and kill all the hatchlings (E). This can be done while the adds are alive, but it's easier on the main tank's healer and the CCers to not have to worry about the adds. The tank for the hatchlings should have as many AoE targets as possible on their LIs, since the hatchlings spawn in large groups and they like to beeline for the healers. The challenge quest will complete as soon as all the hatchlings have been cleared out.
Helegrod -- Giant Wing
Raid Size: 12 players
Level: Scales from 50~Level Cap
Deed Details:
- Complete quest: Giants in the Service of Angmar - Collect 5 Helegrod Barter-sticks (drop from giants)
- Complete quest: Giant-slayer - Defeat Storvagun
- Complete quest: Beasts of Snow - Defeat 15 Ancient Snow-beasts (only spawn during Storvagun fight)
- Complete challenge: Storvâgûn - must be completed at level cap (details below)
- Deed Reward: title <name>, Diminisher of Giants
Walkthrough:
Part 1: Climbing the Mountain
A winding path leads high into the mountains, through many Giants (encounters marked with E on map) that can hurl boulders for great distances and also knock unwary players off the edge of a cliff. When engaging the giants be wary of the sabretooths and mammoths, the main tank should use area of effect taunts to pull them away from ranged dps and healers. After the first bend, the group will be stuck in combat with a group of boulder-throwing Giants up on a cliff. Ranged classes should keep aggro off of the healers while the rest of the group fights its way up to the Giants. The rest of the pulls are straightforward, and the path eventually leads to Storvâgûn, the leader of the Giants.
Part 2: Storvâgûn
Have the main tank stand with their back to the cliff, about halfway between the two trees (marked on map by green dot). Everyone else should be standing behind the boss. He has a 360 degree AoE swipe, so ranged classes shouldn't stand right behind him, but keep a safe distance from the overhangs. His induction attack is a powerful knockback that can easily cause the group to fail challenge if a player gets punted in the wrong direction.
At about 90% morale, Storvâgûn will summon the first wave of adds (Stone-giant Warriors Frenzied Sabre-tooths, and Primal Sabre-tooths) from the buildings on the opposite side of the room. Have the second tank pick them up and turn them away from the group. The DPS should focus on getting these adds down before Storvâgûn hits 50% morale.
At 50% morale, Storvâgûn will go inactive temporarily and summon a second wave of adds (Ancient Snow-beasts). The second tank should again pick these up and pull them out of frontal AoE range of the rest of the group, again keeping a safe distance from the overhangs. These will respawn if killed, so the DPS should ignore them and remain on the boss, who will reactivate in an Enraged state and randomly switch targets. The group can spread out a bit more during this phase to avoid all getting hit by AoEs at once, but be sure to keep interrupting his inductions to avoid knockback.
Helegrod -- Spider Wing
Raid Size: 12 players
Level: Scales from 50~Level Cap
Deed Details:
- Complete quest: An Evil Place Crawling With Spiders - Collect 15 Helegrod Shadow-brood Venom (drop from Spiders)
- Complete quest: Zaudru's Brood - Defeat 100 Shadow-brood Hatchlings
- Complete quest: Spider Squasher - Defeat Zaudru and her brood
- Complete challenge: Zaudru - must be completed at level cap (details below)
- Deed Reward: title <name>, Spider Spooker
Walkthrough:
Part 1: Combing the Halls
Proceed cautiously at all times as there are many invisible spiders in this raid, as well as spiders that come from the ceiling, and holes in the walls along the way. When you approach Spider-queens be aware that pulling them before killing all other spiders in the room will aggro all spiders in the area. Once rooms are cleared use the torches at campfires to burn down the webs blocking your path.
Part 2: Breosal
After a fight with 3 spider-lings, giant spiders, and an Angmarim, you will find yourself facing Breosal. At a certain morale threshold she will run off to the frozen lake that forms the boss room. You cannot kill her, so break off attacks as soon as she goes inactive and runs off.
Part 3: Zaudru
Your group should have two hunters and enough CC to keep 4 mobs permanently mezzed. An off-tank is helpful to pick up adds since they spawn from multiple locations. Have the group stand near the entrance at the edge of the pool while the tank runs up to Breosal to start the fight, then back to the group.
During the first phase, Breosal and Zaudru remain inactive while Angmarim Silkspinners attack in waves (1, 2, 3, and finally 4 Silkspinners at once). Each wave also contains spiders and Corcurs, but the next wave will go active as soon as the Silkspinners are dead. To avoid getting overwhelmed, keep at least one of them mezzed; preferably all of them since they can summon more spiders and they all need to be kept alive during the final wave until Zaudru goes active. Staying near the entrance to the room gives the group more time to react to the Silkspinners as they run over. The cave to the left will spawn a handful of spiders at the start of each wave, so when the last Silkspinner is about to die, the tank or off-tank should stand in front of the cave to quickly pick up the adds before they start attacking healers.
As soon as the wave with 4 Silkspinners goes active, torches will appear at the bonfires. None of these Silkspinners can be killed before the cocoons are lit, so keep them all mezzed. As the group is finishing off the rest of the adds in the wave, one player needs to run over to the torches and light the nearby cocoons on fire. After the final cocoon is lit, Zaudru will enter the fight.
In the final phase, adds will continually spawn from all sides, so to prevent the healers from getting picked off by ranged attacks, the group should run to the back of the room (where Zaudru started) and behind the rock there. Zaudru can also inflict an AoE poison (eye icon) that's instant death if not cured, so save milkthistle pots for the eyes and have the hunters focus on curing them first. Use the Only Show Dispellable Effects filter under Social Options to make them more visible. AoEs are helpful to reduce the number of adds, but focus DPS primarily on Zaudru to stop any more from spawning, then worry about cleaning up what's left.
Map <to be added>
Helegrod -- Dragon Wing
Raid Size: 12~24 players
Level: Scales from 50~Level Cap
Flag Deed Details:
- Defeat Storvagun and claim the Giant Wing
- Defeat Zaudru and claim the Spider Wing
- Defeat Gisgart and claim the Drake Wing
- Deed Reward: title <name>, Challenger of Thorog
The "flag" deed must be completed before entry to the Dragon Wing is allowed. After completion of the Dragon Wing you will be granted another deed. The only requirement for the deed is to defeat Thorog, the wight-dragon awakened at the end of Vol. 1 Book 5 of the epic story. You will gain the title: <name>, De-animator of Thorog.
There is also a quest for this raid that comes from Greip at the dwarf campsite at [19.1S, 2.9W] in Misty Mountains. This quest is part of the Stirrings Within Helegrod quest chain and cannot be taken until your character is flagged for Dragon Wing. Completing this quest will reward the title: <name>, Doom of Thorog Reborn. This quest is also required to be completed for the Saviour of Eriador meta deed, which rewards the Dunedain War-steed.
Walkthrough:
Part 1: Coldbear (optional)
From the entrance, go down the hill leads through numerous pulls of elite bears up to Coldbear. Although it is not necessary to do this encounter in order to progress, he gives additional marks. The fight is very easy, and once he is down head back and proceed to the gates in the east.
Part 2: Gorthorog
Pulling the guards at the gate activates the encounter. Defeat all mobs except for one (such as the Gorthorog, who can easily be distinguished from the others and pulled away). Keep a tank and Minstrel on the Gorthorog to prevent more waves of mobs from spawning. The rest of the raid should run through the gate and up to the drums in order to defeat the four Krahjarn Drummers. The Drummers need to be defeated at approximately the same time, or they will revive each other. Once they are down, finish off any remaining mobs.
Part 3: Drugoth
Going past the drums leads up to a large stairwell with a gate at the top. The gate will open, revealing three torches. Light the torches to begin the fight with Drugoth the Death-monger.
Drugoth hits fairly hard against non-tanks, and he will split into clones to make the battle more difficult. He splits at 600k health, 400k, and 200k and both the "real" Drugoth, and each of his clones split. When this happens, you will lose your targeting lock on him and he will reappear along with his clone. To keep track of the "real" Drugoth, create a tooltip at the start of the fight when he rises from his coffin by hovering over his body with your mouse until a box appears, then press H. Click this tooltip every time Drugoth splits to re-select the correct one. Each time he splits, he procs a powerful AOE attack that stuns, so the group should spread out at each interval. One tank can try to pick up the clones and kite them. They can also be CCed, or divided up among heavies. Either way, burn down Drugoth as quickly as possible.
Part 4: Thorog at last!
Once Drugoth is nearly dead, he will retreat and summon Thorog. You will have a short respite to quickly revive dead members and eat before Thorog descends. There should be enough time for at least one revive per healer.
When the fight begins, the tank should stand on one side of Thorog while the rest of the group spreads out in a semicircle on the other side. Constantly interrupt any inductions which includes an AoE knockback, and quickly kill the Servants of Thorog that spawn. The Servants will constantly heal Thorog if not CCed or killed. Once Thorog reaches around half his health, a Frost Grim called the Spirit of Helegrod will move in a circle around the area and will cause massive damage to anyone in its path; avoid this at all costs. Thorog also inflicts Baleful Eye, a removable Fear debuff that will cause Thorog to instantly kill the player and anyone around him/her if it is not removed in time, so bring fear pots in case the Captains can't clear it in time.
Map <to be added>