East Sacellum Dungeon Walkthrough  

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The Sacellum is an arena found in the Inevitable City, it is here that beings of this world and others come to face each other in bloody combat to honor the Gods of Chaos. Within the Dungeon, combatants are kept in check, waiting to be released into the blood stained sand of the arena. Over eager 'spectators' can go into the Dungeon, and take the fight to them.

The East Sacellum Dungeons entrance can be found on the 2nd ramp of the Sacellum itself, to the east.

Related Quest: None found so far.


BREAKDOWN

The instance is fairly simple - a long corridor that you enter from the northern end, with two holding cells on the east wall, and one holding cell at the far end. Each cell holds a boss, and there's 2 to 3 pulls worth of mobs in front of each door. The instance can be done fairly quickly, with no deaths, easily under 30 minutes.

The level range is between 14-16 for mobs.


THE PULLS

Pull 1:
2 Mobs, randomly selected mobs between Ragehorn Ungor & Gor.

You'll first zone in a lobby of a short, with a long corridor angling downward, at the bottom of the corridor you'll encounter the first pull.

Since there's only 2 mobs, this one is extremely easy. Just have your dps focus on the same one and make sure the tank builds enough threat on the off-tank target so it won't go for your healers.

Pull 2:
3 Mobs, randomly selected mobs between Ragehorn Ungor, Gor or Netter.

After killing pull 1, there'll be a door leading down to another room, Pull 2 is standing basically in the doorway and can't really be avoided. One of the 3 mobs is hidden by the doorway, but don't be fooled - there's always 3. It can be hard to figure what type the hidden one is however.

This gets a lot dicier, especially if you have 1 (or 2) netter. I personally found that it was much easier to handle with an off tank to help you out.

Pull 3:
2 Thrallkeeper

To the right of the room are two door, both leading to the first holding cell. A Thrallkeeper keeps watch on both of them. When you pull one, the other comes with. They need to be defeated for the door to open. While I didn't really notice any special tactic from them, they seemed to be pretty tricky on aggro, so a secondary tank might help here.

Holding Cell 1:
Here you fight Ghalmar Ragehorn. See boss section.

Pull 4:
3 Mobs, randomly selected mobs between Ragehorn Ungor, Gor or Netter.

At the end of the room is another 3 man pull guarding a doorway which then take you to another room, pretty much exactly like the one you just cleared.

Pull 5:
Repeat of Pull 2

Pull 6:
Repeat of Pull 3

Holding Cell 2:
Here you fight Uzhak the Betrayer. See boss section.

Pull 7:
Repeat of Pull 4

Pull 8 & 9:
3 Mobs, Randomly selected from Bloodblessed Beast and Gor.

After clearing the last of the Ragehorn, you'll enter a room with Bloodblessed Gor and Beast in it. There's two group of 3, guarding the last door.

Despite their higher level, I personally found those group easier to handle. The mob seemed a lot more 'sitcky' from an aggro point of view and even thought the Beast have some kind of debuff, those two pulls are fairly painless.

Holding Cell 3:
Here you fight Vul the Bloodchosen. See boss section.


THE MOBS

Ragehorn Gor: A pretty straightforward mob. They're champion, so they have decent amount of Hp and hit fairly hard.

Ragehorn Ungor: A weaker version of the Ungor, they go down much faster and don't hit has hard - they were easily off-tankable (assuming some healers) by a Witch Elf.

Ragehorn Netter: Possibly the trickiest mob of the entire instance and if you get a pull with 2 of those, it gets really annoying. They will throw a net at the person with the highest aggro (usually the tank), rooting him, and then they'll run directly for the second highest target (usually a healer) and whack him in the face. This is not an aggro wipe, since as soon as the net goes away (10 seconds), they will run right back to the tank. If you have your healer stay at max range, the Netter won't get to them fast enough to do serious damage before they go back to the tank, making them much easier (if still annoying) to handle.

Sacellum Thrallkeeper: Those come in pair, and they seems to have a very screwy aggro table. Or maybe I'm just bad at tanking. Point is, having an off-tank for the other one is a good idea.

Bloodblessed Gor: A buffed version of the Ragehorn Gor, didn't notice anything special.

Bloodblessed Beast: The beast go down really fast and have a howl move that buff allies and debuff enemies. Kill them first.


THE BOSSES

Ghalmar Ragehorn: Being a hero, Ghalmar has significantly more hp and hits much harder then his Champion Beastman minions. You need to be sure your healers are on top of their game and that the tank keep aggro. That being said, he's not much of a challenge and he's a pretty straightforward tank and spank. He does have an AE knockback move (which does no damage), so healers need to stand away, since one of their heal being interrupted by the knockback could cause problem. The easiest solution is simply to have the tank put his back to a wall and have the healer stands against the opposite wall. Piece of cake.

WAR reader hasn't picked up his loot table, but he does drop a level 13 Green item every time.

Uzhak the Betrayer: This guy is much more of a pain then the previous boss. He doesn't hit has hard (mostly because his mechanism would make him a nightmare if he did). He drops aggro every 10 seconds or so, and he has no warning that he'll do so. He'll simply start to move around and go hit somebody else and there's just nothing you can do about it but try and grab him back. Since we had to tanks, we'd just trade taunt and it worked fine. But it's practically a given that your healers are going to get some hits. He also has a knockback move he does on the tank, if he knocks the tank back and then decide to clear aggro and go straight for the healer, you need some quick thinking and the healers quickly running him back to the tank.

WAR reader hasn't picked up his loot table, but he does drop a level 13 Green item every time.

Vul The Bloodchosen: Vul the last boss, and has such he's got a ton more hp then everything else in here. He also has an enrage timer, and if your dps isn't strong enough, you'll definitely encounter it. Vul however, is a pretty simple tank and spank and you should know pretty soon if your tank/healer can handle his damage. We easily survived through his enrage on my first run. Periodically, Vul will throw handaxe to everybody in the group, the damage isn't really high, but healers/ranged classes do have to make sure they stay healed.

WAR reader hasn't picked up his loot table, but he does drop a level 13 Green item every time as well as level 17 green boots that are part of 'the keeper' set.


TIPS & TRICKS

For many people, this will be their first instance in Warhammer. And while it is quite simple, it can still be intimidating. I know that for one, coming from WoW, many things didn't work out the way I expected. WoW and Warhammer look a lot alike on the surface, but the deeper you dig, the more different they actually are.

So here's somethings I learned while doing the instance...

Aggro is Weird: As a tank, I'm still not used to the aggro. Something, I'll think it's solid, and then the mobs will just run away and go smack someone. The game is new, most of us have no idea what build more or less threat and how effective taunt/detaunt are. Don't get frustrated if people die due to aggro issue... it's almost to be expected in a first instance.

Healer are Aggro machine: This came to me as a shock because in WoW, healing aggro is all but non-existent. In both runs I did, Healers needed to use their Detaunt every time it was up or they'd get aggro.

2 Healer, 2 Tank, 2 DPS: Was the best composition. The off tank could grab any straggler and bring them back to me. He'd use his 2 hander during boss fight. It worked great.

Chosen are better Group tank: Aura are a good amount of aggro to several target and the chosen can use them at will. The Black Orc's 'Da Biggest!' (you get it at level 14) ability can mimic this to a degree, but it's a proc on attack ability, meaning it you have no control over it. While I was using a shield and being defensive, the Chosen off-tank had to be careful with his aura twisting, or he'd steal my mobs. It wasn't a problem on bosses/single target however.

You can cast Raise in Combat, but not during boss fights: Yup. So be smart about those raises.

This page last modified 2008-09-25 11:32:31.