
-AUTHOR AND YOUTUBER-
Miloa Scape
Remmorchant
"Far beneath the Ephel Dùath, in the deepest caverns of Torech Ungol, lies the Remmorchant, the Net of Darkness. There, wreathed in webs of shadow only the Light of Eärendil might hope to penetrate, lies the lair of Ungwetàri, last child of Ungoliant."
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Welcome to...

Remmorchant aka Remm has a total of 4 main Bosses and 3 side Bosses. This guide contains the mechanics of all bosses and tiers 1-3.
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Boss 2 - Thossulun the Massive
Boss 3 - Rûkhor the Pale Heralad
Boss 4 - Shelob the Great, Last Child of Ungoliant
Side Boss 1 - Gragarag of the Queensbrood
Side Boss 2 - Guruthang of the Queensbrood
Side Boss 3 - Gamnagol of the Queensbrood
Trash Mobs
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Phases
This boss typically will have two phases. These two phases will change every week when the instance resets on Thursday 3am server time.
Lightning - Poison
Lightning - Fire
Poison - Lightning
Poison - Fire
Fire - Lightning
Fire - Poison
To find out what the phases are for this week Click Here.
Boss 1 - Bratha Tasakh
Fire Phase
Starting Position
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Position along the left wall in the order shown on the diagram.
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T - Tank | B - Boss | R - Raid
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Tank will grab the boss and drag her to the indicated position.
Mecahnics
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Cascading Heat - Players get tiering debuff that does damage every 3 seconds for 30 seconds. Can be removed by Smouldering wrath.
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Smouldering wrath - Does damage every 5 seconds for 15 seconds. When it expires will remove Cascading Heat to all in the area.
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Fiery Combustion - Drops a massive damage puddle that knock back and can kill. Must drop this puddle outside of group in the indicated drop zone. You will have 15 seconds from the time it appears to when it drops. Groups usually wipe when this is placed poorly. If tank gets it, they should just turn towards the wall so that it doesn't knock them away.
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Spiderlings - At x time spiderlings spawn in the back of the room in a long line and marches towards the entrance. The first spiderling nearest the wall must be killed quickly. Spiderlings will one shot if you are in range. So hug the wall. Ranged DPS needed to take out the spiderlings.
Tactics:
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Raid needs to stay grouped up at all times.
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Only run out of group when you get combustion. Take note of where the spiderlings are so you don't run into them.
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Kill the left spiderling quick before it reaches group.
Lightning Phase
Starting Position
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You will fight the boss exactly where she spawns and starts.
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T - Tank | B - Boss | R - Raid
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Tank will grab agro on the boss and turn her so that her back is facing the raid. This is to avoid frontal damage hitting the raid.
Mecahnics
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Surging Charge - Does a massive distributed damage when the buff expires. Therefore, stay grouped up in melee range at ALL Times.
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Static Charge - Typically on the tank. The static charge will tier up in the amount of lightning damage it does every 3 seconds for 30 seconds before it tiers up again. Can be solo tanked on T1-3, but higher tiers will require 2 tanks to pass charge back and forth.
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Arcing Lightning - Subtracts 20% of maximum morale every 5 seconds. Will appear randomly on one player. The player will have a blue glowing orb all around them. The player MUST run out of group. Wait for the debuff to expire... the blue halo will disappear after a flash of lightning. If debuff is NOT dropped out of group, it will spread to everyone nearby. Then EVERYONE must run away. You will need to spread out and be 10 meters away from the nearest player. Failure to get rid of Arcing lightning can WIPE a group. Thus, everyone needs to pay attention.
Tactics:
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Raid needs to stay grouped up at all times behind the boss.
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Only run out of group when you get Arcing Lightning. Wait till Arcing Lightning drops off, then run back into group.
Poison Phase
Starting Position
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T - Tank | B - Boss | R - Raid
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The ranged dps and healers will position themselves in the center of the room.
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Tank will pick up the boss and kite the boss in a circle around the ranged dps.
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The melee dps will run behind the boss and deal as much damage as they can.
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LM will be positioned where the add spawns. If the add catches you its a one shot, so the LM will run around in the Poison Drop Zone and drop poisons as they kite the add. The add will self-destruct and the LM will return to its position and await the next add spawn.
Mecahnics
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Clinging Acid - Tank will get a tiering debuff; -70% Acid mitigation. T1-3 can be solo tanked. T3+ need a 2nd tank to swap out because of the debuff.
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Dripping Ichor - Poison puddles will randomly drop underneath players. Most players can survive 3 puddles with average mits. Stay INSIDE your puddle. Poison puddles do the most damage when you leave and enter the puddles. For this reason the kiting tank needs to avoid running through puddles. LM needs to kite the spider, and will continuously drop poison puddles. That is why there is a designated poison drop zone for the LM.
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Fixated - The boss summons a spider that fixates on one player. If the spider reaches the player its a one shot. If the LM is position correctly the add will fixate on the LM. The LM then kites. If you die while kiting, the add will also die and disappear. If you have DNF on you, it's vital that you do not accept the DNF until the caster is out of a poison puddle, or you'll die instantly a second time. If anyone besides the LM gets the add, they need to run to the poison drop zone and kite the add there. Remember, do not run through puddles though.
Tactics:
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Ranged and Healers will stay grouped up in the center.
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Hunters need to put slows on the boss. Have a Quick Shot LI legacy that will slow down the boss, giving the tank enough speed to stay ahead.
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From time to time, the tank may ask for speed run buffs from Cappies to help get away from and stay ahead of the boss.
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Tank will need to weave through any poison puddles on the ground. For the most part the tank needs to pay attention to keep a tight circle around the ranged dps while avoiding puddles. This is so that the tank can receive maximum heals, and the ranged can focus fully on killing the boss.
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If the add is fixated on you, you must kite the add in the poison drop zone.
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If poison puddles drop on you while you are stationary, then stay put. Don't run in and out of poison puddles without reason.
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RKs, if you have DNF on someone and they go down, you must get out of your poison puddle before they accept the rez.
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Rezzers: Make sure that there is a rez order so players know who is responsible for bringing the LM up.
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Note: If the ADD gets into group, it is MUCH SAFER for the player with fixated debuff to take the death, than it is for that player to spread poison puddles throughout the entire room.












Boss 2 - Thossulun the Massive
Phase 1








Thossulun has a total of 3 phases with a ton of mechanics going on, so everyone needs to be aware of where they are standing and have situational awareness.
Starting Position
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The Mommy (M) Boss does NOT move during phase 1. However, the Tank needs to stay within melee range of the Mommy (M) at all times or she will release acrid Gas on a random player and kill them in seconds.
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The Daugther (D) spawns seconds after the tank agros the mom. Tank needs to turn and drag the Daughter towards the mom. However, their auras should NOT overlap at the beginning of the fight.
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Tank should be positioned on the edge of the island as indicated in the diagram.
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The Raid will stay behind the daughter at all times, so as to avoid frontal damage called Jaw Cleave plus all adds will come to the group if they stay grouped up, and AoE DPS can go to town.
Mechanics
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Mommy has a bubble around her, and can only take damage if a daughter dies on top of her.
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Acrid Gas - Will do 50k + damage every 3 seconds for 30 seconds, and thus can kill players in seconds. Acrid Gas will be put on players if the Tank leaves the melee range. Thus.... Tank DO NOT leave Mommy's melee range.
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Thossulun's pheromones - Tank MUST have this. It protects the tank against damage from the Daughter. Will be placed on player that holds their agro.
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Daughter's pheromones - Tank MUST have this too. It protects the tank against damage from the Mommy. Will be placed on player that holds their agro.
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Matron of the Hives: Gredbyg enspires adds to do 75% melee damage; 75% tactiacl damage; 75% ranged damaged. Thus the tank must have BOTH pheromones to avoid the massive damage from the Gredbyg buff.
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Venomous Sting: Does 60k+ damage every 3 seconds for 30 seconds. Winged Grodbog will enter the arena and put this dot on people. Need to burn them down quick.
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Building Volatility: Beetles arrive at 1:15 min and then every 60 seconds. Beetles volatility grows until tier 5 at which point they explode killing everyone around them. If you can kill the daughter before the 1:15 min mark then the beetles do not spawn.
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Acidic Bombardment: Does 20k damage every 3 seconds. It's a puddle on the ground. On T2, 1min after the daughter spawns the spitter spawns. The spitter will do an induction that puts a green eye over someones head and then they'll do a large acid puddle. You will need a Burg to do a CJ (fellowship maneuver) during the induction. This will stop the spitter from putting down the puddle.
Tactics:
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As you can see there is a TON of stuff going on in this phase.
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Tank: Needs to stay in one location during phase 1, and make sure to keep agro on mother and daughter. If Tank goes down too quick, get a second tank to pick up the daughter (useful for T3+).
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Tank: When the daughter gets down to 10% health, drag the daughter underneath the mommy.
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Burg: Must keep an eye out for the spitter. As soon as the spitter starts the induction, Burg needs to CJ the Spitter.
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Raid: Burn order priority is super important... Spitter -> Beetles -> Winged Grodbog - Daughter.
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Healer: Do NOT start healing until the tank has the mother and daughter in position. If you start healing too early, you will get the pheromones instead of the tank.