Gurvand is the final boss in the the Dark Delvings, and it is necessary to defeat him on ‘hard mode’ in order to obtain one of the Radiance pieces needed for Turbine’s tedious raid progression. The fight used to be pretty easy before Book 7, but after a little dev tweaking it is now arguably the most difficult 6-man challenge in the game.
Anyway, after several attempts banging our heads against this new version of the encounter, we finally cracked it this evening. For the benefit of those still needing that damned Radiance piece, here is our strategy. It’s a slightly modified version of the one I posted on my Kinship’s forums. I will assume those reading this are already a little familiar with the encounter.
Our group:
Guardian, Minstrel, Captain, Champion, Lore-master, Burglar.
1. Everyone moves just over the bridge so that pets can be summoned (they refuse to cross the bridge!). The summoned pets sometimes trigger the fight, so be ready.
2. The Guardian picks up the boss and takes him to the right-hand runestone closest to the entrance, then postions himself with his back to the wall in preparation for Gurvand’s regular knockback (one of his induction attacks). The positioning here is key. If you are standing at the runestone and looking at the wall, the Guardian should be off to the left a bit. This should ensure that the knockback bounces the Guardian off the wall and towards the runestone, at which point they run back into position.
3. The Minstrel stays with the Guardian, standing between the wall and the runestone with their back to the runestone, and heals the Guardian throughout. Since hard mode prohibits the switching on of runestones to provide light, healing inductions will be slowed, and everyone should try to do what they can to help out and maintain their own morale. Self-heals and potions wherever possible.
4. The Burglar and Lore-master go to the right when the fight starts to clear the 2 adds on that side, then go to stand with the Minstrel and DPS the boss. The only add they have to deal with from then on is the one that spawns right next to that runestone. They should kill it quickly and get straight back to laying DPS on the boss.
5. The Champion and Captain go left at the start and clear the 2 adds there, then they just move around throughout the rest of the fight and keep killing 3 of the 4 adds at their spawn points (with Lore-master and Burglar taking the 4th as mentioned). The respawn order becomes predictable and therefore they can pretty much be engaged and killed as soon as they appear. Our Captain had traited for the archer herald for some extra DPS. Also, the adds can apply a nasty poison debuff/bleed, so you need to ready to clear this with the appropraite debuff pot.
6. With regards to Gurvand, The Lore-master and Burglar should keep him loaded with all their melee debuffs to greatly reduce his damage output and attack speed. That’s traited Disable for Burglars, and a couple of Lore-master ones that I don’t know the name of! This really helps to counter Gurvand’s nasty scream debuff, the stacking +incoming damage one. They should be DPSing like mad, only turning their attention away to deal with the single add that spawns nearby. Our Lore-master was DPS specced, and I, as the Burglar, was Mischief Maker specced, but the only must-have trait here is probably Disabling Attack.
7. If everything is going well at this point, the Minstrel should be quite comfortably staying on top of the healing, and the Burglar should be free to trigger a few FMs throughout the fight. We went all yellow for the extra DPS, and I think this helped significantly. If you don’t have a Burglar you’ll probably want a DPS class to take their place, but really, this is a rare fight where a Burglar is extremely useful for the melee debuffs and FMs.
8. At some point into the fight, Gurvand will throw up a damage reflect buff that you need to watch out for. Just stop attacking him until it expires. The Guardian should have plenty of aggro now, but can always maintain it with some non-damaging taunts.
9. Towards the end of the fight, the Guardian will be taking a lot of damage every hit due to the stacking scream debuff, so at 20k morale or so, everyone should throw the kitchen sink at him. Blow all of your nice long cooldowns! A final yellow FM to stun him for a little while and help take down that last chunk of morale is very handy.
And that’s it! I’m guessing the only absolute necessities here are the Guardian and Minstrel, although I’d want at least a Lore-master or Burglar for the melee debuffs. The key to the fight is dealing with the respawning adds, and having a couple of dedicated peeps to hunt them at their spawn points, rather than wait for them to converge on you en masse, should help to keep things relatively controlled.
Good luck!