By Calvados Armagnac, Ironbreaker, <Size Matters> of Azazel
General Information Edit
The Warpblade Tunnels are a series of abandoned and old tunnels found underneath the taverns of the city of Altdorf. They are found behind shelves in the basements of each of the four taverns. They begin as the remnants of further cellars, but quickly extend into tunnels warped by the powers of the Skaven. It is a level 40 dungeon broken up into two distinct and separate instances with their own lockout timers, the Warpblade Tunnels and the Skaven Tunnels.
The Warpblade Tunnels is found under the Blowhole Tavern and the Reikland Arms Tavern, in the northern corner of the Docks and the center of Lord’s Row, respectively. The Skaven Tunnels can be found under the Screaming Cat in the southern section of the Docks, and the Mastiff’s End Tavern, in the south of Merchant Square. Each instance is best accomplished with a balanced group of two healers, two damage characters, and two tanks. Both are also quite short, an hour to an hour and a half depending on group composition and luck, and feature trash pulls leading up to two bosses, fought one after the other with no more trash in between.
The end bosses of each wing also drop Sentinel Set pieces, Grey Seer Quol’tik of Warpblade Tunnels dropping the Helm and Warlock Peenk of Skaven Tunnels dropping the Boots. The tanks should have between four to five wards apiece, and everyone else should have as many as possible, though it is not critical. Grey Seer Quol’tik can be troublesome if everyone doesn’t have a good number of wards.
Warpblade Tunnels Edit
Warpblade Tunnels is arguably the harder of the two instances, featuring bosses with less room for error, but also featuring trash much easier than its Skaven Tunnel counterpart. This guide is based upon starting at the Blowhole Tavern, but the only information that changes is directions. Warpblade Tunnels begins with pulls of four mobs that hit relatively hard, so it is best to have both tanks take two each and keep them knocked down and under control as damage classes take each down individually. These pulls aren’t too difficult, even if a tank dies, or an extra group gets pulled, just keep them crowd controlled and burn them down.
After a few rooms and about six or so of these pulls, the tunnels open up into a more carved structure, rather than built, and after turning south down the tunnel new mob packs are featured. These are comprised of two different types of mobs, Rat Ogres and healers. The Rat Ogres are the primary target, as they hit much harder than the healers, obviously. Have one tank pull the Rat Ogres out of line of sight on the healers and burn the Ogres down. The healers aren’t difficult, even in numbers, but they take a while to kill as they heal each other constantly.
Most pulls will consist of two healers and one Rat Ogre, so just stick to this strategy. There will be the occasional four healer pull, which just consist of focus firing each target down individually. After following the tunnel for a ways killing these packs, the path meets up to the Reikland Arms path and continues southward, into a large chamber featuring the first boss of this instance, the Rat Ogre Brauk and the Master Moulder Skrot.
Brauk and the Master Moulder Skrot Edit
These two bosses are a strange pair. Brauk is a Rat Ogre who hits pretty hard, and Master Moulder Skrot is a smaller Skaven who hits hard in his own right, and heals. Both are level 43 Hero mobs. These mobs do have an enrage effect on them, which lasts for three minutes and may or may not be present before engaging. Make sure a group member checks them out and clears them before engaging, otherwise the fight will be over quick, five wards or not. While it seems logical to have tanks pick one up a piece, they actually do a substantially less amount of damage if one tank has agro on both of them. They also do an agro-resetting knockback, so it is best for the tank to tank them with their back to the wall.
In the northeast corner of their drop off is a section of wall that is more vertical than the rest. That niche is a solid place to tank both of them. As long as the tank keeps agro on both, and keeps debuffs on each and buffs on himself, the fight should go solidly. All ranged should stand on the far southern wall, but Bright Wizards can get closer in order to use Close Quarters, as there is little AOE damage. The second tank should stand next to the main tank with guard on him to mitigate some damage, but should do little in terms of attacking the mobs. If the off tank is confident they can attack without pulling agro then let them do so.
The main tank should guard the main healer to keep more agro on the bosses. Brauk is the first target, so just burn the big Rat Ogre to the ground, and then kill Master Moulder Skrot. It should be noted that if one dies and then the group wipes, the dead one won’t respawn, and the group will only have one boss to deal with afterwards. After both are dead, the group can proceed down the formerly blocked tunnel behind the bosses to Grey Seer Quol’tik.
Grey Seer Quol’tik Edit
Grey Seer Quol’tik is a boss with many abilities at his disposal. He has a moderate melee attack, a strong ranged spell attack, an attack that spawns Diseased Ground underneath his target, dealing a substantial amount of damage and snaring all players remaining and passing through it, and spawns tentacles around the room that shoot projectiles. Having lesser Wards is very important to mitigate the damage from Diseased Ground, so here is where everyone should have as many wards on as possible. A Bright Wizard with zero to three wards may die in one or two ticks of the Ground, which is very likely to happen.
The tank should slowly kite him around his room, with ranged staying as spread out as possible to avoid Diseased Ground from hitting more than one person at a time. It should also be noted that he can spawn the Diseased Ground underneath the tank, and as long as the tank jumps out and gets back in melee to avoid his casting, the fight should continue smoothly. While kiting Quol’tik around the room, you can tell when he starts to cast Disease Ground when he stops following the tank for a few seconds. Make sure you're in motion during this time. The tentacles can be ignored for the most part as they do negligible damage. They spawn as friendly units (blue name) and can be despawned if you right-click them before their name turns red. This puts an item in your inventory that prevents you from clicking another tentacle for a period of time, so one person cannot despawn them all. Grey Seer Quol’tik drops Sentinel Helms, which provide Greater Wards needed for Lost Vale and City Siege PQ bosses.
Although the above is the most common tactic, there is another one that is much simpler. Have everyone and I mean EVERYONE pile on top of Quol'tik. If no one is outside of melee range, then he won't bother casting diseased ground, thus eliminating most of the challenge. Tank and spank. - Amalisa <Seekers of Illumination>
This second method worked for us, we all stacked on top of him and he did not spawn any pits. 2009-03-14 <Rizke>
Skaven Tunnels Edit
Skaven Tunnels is the second of the dungeon pair. This guide is based upon starting at the Mastiff’s End Tavern, but the only information that changes is directions. Skaven Tunnels begins with pulls of four mobs that hit relatively hard, so it is best to have both tanks take two each and keep them knocked down and under control as damage classes take each down individually. These pulls aren’t too difficult, even if a tank dies, or an extra group gets pulled, just keep them crowd controlled and burn them down.
After a few rooms and about six or so of these pulls, the tunnels open up into a more carved structure, rather than built, and after turning south down the tunnel new mob packs are featured. These are comprised of two different types of mobs, melee rats and Skaven warlocks. The Warlocks are the primary target, as they possess an AOE attack that can devastate the group. Have the main group stand out of line of sight while the tanks pull, then burn down the warlocks as fast as possible, keeping them silenced. These pulls are pretty easy, with varying amounts of melee mobs and warlocks. Most pulls will consist of three melee mobs and one Warlock, so just stick to this strategy.
There will be the occasional four melee pull or two melee two warlock pulls, which don’t change the strategy much. After following the tunnel for a ways killing these packs, the path meets up to the Screaming Cat Tavern path and continues southward, into a large chamber featuring the first boss of this instance, a small and misleading Skaven called Skiv Redwarp.
Skiv Redwarp Edit
Skiv Redwarp is a small rat that possesses few substantially dangerous abilities. He hits rather hard, and has a 360 degree knockback and aggro wipe. Tanking him in the same place as Brauk and Skrot is the best location to prevent knockback from being troublesome. His other abilities include a random-target, ranged dagger attack that hits multiple times, and can kill someone with little to no wards. He also has an ability that disorients the tank, adding cast time to instant abilities like taunt and challenge, which can be an issue during this fight. Thankfully he rarely uses this debuff. After the small Skaven monster is dead, continue through the tunnel that is no longer barricaded in order to fight Warlock Peenk.
Warlock Peenk Edit
It is fitting the final boss of the Skaven Tunnels full of Skaven Warlocks is a Warlock. This room looks exactly like Grey Seer Quol’tik’s chamber. The room may look startling at first, as it is filled with land mines, or bombs, whatever you want to call the spiked balls of death. The best way to begin this encounter is to keep one healer back in Skiv’s room and send a few group members to engage Warlock Peenk. Their goal is not to fight the boss but instead to detonate bombs. There is a pillar in the room close to the foot of her room, directly out from the tunnel leading into the chamber. Straight from the pillar to the nearest wall, at the foot of the ramp to Warlock Peenk, are about three bombs. The group engaging her is tasked to get blown up on these bombs, in order to clear them.
After all these bombs are destroyed, the group can die and the healer can come resurrect them. If the group is well coordinated, it isn’t even necessary to wipe, just continue engaging him. The tank should pull him to the niche in the wall directly in front of the pillar, near the base of her ramp, and the rest of the group should line up with their backs securely against the pillar. Every ten seconds, Warlock Peenk drops a bomb at his feet that blows up for 2,000 damage and knocks everyone back. If they land on another bomb that one blows up for 2,000 damage too and continues to knock them back. It is therefore important to clear the bombs in the immediate area first and to keep back against a wall. This is the entirety of the fight. Every ten seconds, the tank will take a spike of 2,000 damage, so keep him topped off. After this boss dies, collect the Sentinel boots and call it a night.
Another strategy is to just fight the warlock with your backs to the wall. Peenk should be tanked at the base of his little hill while the casters/healers can position themselves near the doorway with their backs to the wall (so when Peenk knocks anyone back, they just fly against the wall and won't be bounced around the room).