Darkhold Run video:
http://www.youtube.com/watch?v=L8IVlmlKOk8

Class/rank requirements: Disciples of War or Magic
rank: 45 or higher (we expect you to be 50)
Party requirements: 8 members
Time limit (Earth time): 60 minutes
Waiting time for reentry: 5 minutes
Entrance location: Dragonhead, Coerthas Central Highlands
Requisite quests (any 1 city):
Into the Dark (Gridania)
Into the Dark (Limsa Lominsa)
Into the Dark (Ul'dah)

First Boss: Deepvoid Slave (Ogre)
Minions: bold textChain Bearer (Bogy)

Pointers
  • Everyone should have some sort of REVIVE skill equiped. There are times we die left and right.

  • Everyone should have some sort of cure spell on them for self heal.

  • Pay attention to where you run and the mob locations on the minimap. Time and MP is limited . Attention is basics for any endgame LS.

  • Approx. 3-4min travel time from first map starting point to 2nd map first ogre boss if wipe. (there will be no mobs except the eye)

  • Usefil tank skills

-Emulate
-Accomplice
-featherfoot
-Decoy
-Diversion

  • At the beginning of the dungeon there is a Flying Eye (Dodores cousin) that proceeds with you as you go. This flies in a loop pattern somewhere around the direction you are heading and stops to AOE randomly every few seconds. It does not aggro, so it may pass you and AOE in some other location if you are lucky. This stays with you until you reach the 2nd map. After you kill the first boss, there will be another eye circling along the way to the last boss.

  • The route up to this first boss must be speedy. This means avoiding any needless battles. The tank will lead the run and everyone following after. Tank must make sure to watch mages, they cant cure you if u run nonstop. Conjurers (or any one with sleep) will have to sleep mobs such as the moles and frogs. But all the party members must be paying attention. Keep your eyes on the minimap to see if you see your PT is starting to run through while you are hacking away on a mob. Pay attention to where you are running.

  • If there are only a few mages in the PT, and one of them dies, the melee must help to revive them. Let the PT know and disengage>revive. Because more than likely the left over mages are busy healing the others.

  • Whoever gets a revive, please dont randomly wake up if you know there are mobs that are mass AOEing around you (like the multiple moles).




Chest near Room A
Warlock's Pattens
North Chest
Bladedancer's Jackboots




First Chest
Revolutionary's Bliaud
Ogre Chest
Solid Scale Mail
Chest Room A
Warlock's Buckler
Chest Room C
Alpine War Jacket

BOSS
  • It is possible, and preferable to reach the ogre boss with more than 45+ min. left on the dungeon counter.

  • If done correctly the ogre boss would probably take about 15min. The left over time needs to be used for the last boss and traveling TO it. There are still mobs further along the way and another flying eye.

possibly a better location:


  • The bosses AOE hits about 1500+ dmg on average?

  • Minions attack/aoe hit for about 300-400+. There are about 10 minions >.> If you go near them they hit you too.

  • At start, the boss is engaged in the middle while the minions are lined along on the outer radius of the room. About 20-30sec after engaging boss, the minions will vanish (this is when you start running), and they will circle the boss in a smaller radius in the middle. The minions will start AOEing if there is anyone near, and the boss will continue to follow whoever has aggro.

  • After a while the inner minions will vanish yet again (watch). If you take the boss out to a tunnel, all the minions will follow you. If you take the boss just to the outer radius of the room, the minions will move back to their original outer position and line up around the outer part of the room again. This is when you run back to the middle. You only need 3-5 hits from the minions to die.


    Second Boss: Batraal
    Minions: Purgatory Knight (skeletons)

    Green = Tank
    White = Mage/melee
    Red = Skeleton
    Grey = Ghost



  • Everyone may skip cutscene asap

  • At the start, the tank will be in another location, closer to the boss spawn so they can pull him away. Tank will take position in pic 2

  • Melee will pull the first 3 skeletons, either 1 each or 2. Remember skele location and decide who will pull which one. Make sure you can survive alone for a while.




  • keep Skeletons clumped as possible. You want aoe on them and kill fast.

  • In order of prio:

  • Conj: AoE heal > stoneskin > nuke
    Thaum: nuke > heal > stoneskin
    Melee: aoe > heal
    Everyone Revives as nessesary - but if there are several mages up with alot of MP to spare and someone dies, leave it up to them.
    Do not bind yourself to a specific task tho. If anyone sees that someone needs heals fast, 99% of the time its good to pass them a heal to prevent wipes.
  • 3 Waves of skeletons. 3/2/3. If you have survival skills like Sentinel/Rampart/etc that can only be used once every few min., make sure to keep it for the last wave of skele.

  • Do NOT forget to step on blue circle when u can. Preferably a mage that is in passive mode with less MP

  • During skeleton offtime, Mages will DoT, Melee attack. Mages help put in a cure or two to save the tanks main healer some MP. Stoneskin/Stygean Spike also helps.




  • During the later half of the fight, 1 person will go NE to the top blue circle to erase Batraals hyper mode.

  • After skele 3 rounds are done, rest is DoT and attacks (easy cake)

  • Ghosts will still be in the way. See if you can position yourself so you arent bombarded by them. You can also crawl closer to boss during the 3sec the ghosts relocate themselves. (to put in cure/DoT/debuff/etc)



  • Total time spent should be about:
    Run to Ogre - 10min
    Ogre Fight - 15min
    Run to Batraal - 10min
    Batraal - 10min (yes batraal is actually faster due to steady enmity, few moving, and no stuns)

    Wipe run from entrance to Ogre: approx 5min
    Wipe run from entrance to Batraal: approx 8 min



    A - Chest (Defeat Batraal)
    Mitts of the Lone Knight
    Helm of the Lone Knight
    Claret Coif
    Claret Breeches

    B - Chest (Open room B and kill Orobon inside)
    Astaroth Cane
    Verdant Hora

    C - Chest (Open all blue circles)
    Canopus Shield
    Canopus Bill

    D - Chest (clear within 25min)
    Verdant Shortbow
    Templar's Falchion

    E - Chest (Open all 6 chests in dungeon)
    Verdant Scepter
    Canopus Guisarme