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  • Location: Craglorn
  • Suggested Level: CP 160
  • Final Boss: Earthgore Amalgam

Achievements

  • Bloodroot Forge Achievements: Bloodroot Forge Challenger Complete the listed achievements for Veteran Bloodroot Forge.
  • Bloodroot Forge Achievements: Bloodroot Forge Conqueror Defeat Mathgamain, Caillaoife, Stoneheart, GalchobharGherig Bullblood and his attendants, and the Earthgore Amalgam in Veteran Bloodroot Forge.
  • Bloodroot Forge Achievements: Parched Earth Defeat Mathgamain, Caillaoife, Stoneheart, Galchobhar, Gherig Bullblood and his attendants, and the Earthgore Amalgam in Bloodroot Forge, without suffering a group member death.
  • Bloodroot Forge Achievements: Right to the Root of the Problem Defeat Mathgamain, Caillaoife, Stoneheart, Galchobhar, Gherig Bullblood and his attendants,
    and the Earthgore Amalgam in Bloodroot Forge within 20 minutes of starting the dungeon. Timer starts when players pass the first Dreadhorn campsite.
  • Bloodroot Forge Achievements: Tempered Tantrum Defeat Mathgamain, Caillaoife, Stoneheart, Galchobhar,
    Gherig Bullblood and his attendants, and the Earthgore Amalgam in Bloodroot Forge within 20 minutes of starting the dungeon. Timer starts when players pass the first Dreadhorn campsite.

Set Drop

 

Caillaoife

Boss Mechanics:
Health thresholds 75%, 50% and 25% triggers Caillaoife to summon a warded grove and spawn adds. The grove functions to immortalise the boss from attacks outside the ward, and adds from attacks within. Players that stray too close to the radius of the ward will be knocked back and stunned for 3 seconds. Players that are trapped within the grove will be able to damage the boss but not the adds, while players on the outside can damage the adds but not the boss.

Adds that spawn need to be defeated to remove the warded grove. Tank must taunt the Nirnblooded Bear, as the Heavy Attacks hit for at least 23k HP. Stranglers spawn from the 50% HP threshold onwards, placing DoTs on random players. Kill priority: Stranglers (if any) > Nirnblooded Bear > Everything else.

The boss casts a debuff on a group member (looks like an aura) and will target with attacks. Can be cleansed and dodged.

Caillaoife casts Winter’s Reach, which immobilises and roots players. This attack does a substantial amount of damage, so wards/shields and vigor is recommended. Do note that this attack moved faster than the common Winter’s Reach used by Wraiths in other instances.

Tank: Get aggro on boss, point away from group and watch health thresholds. Call out each percentage and move away before the shield knockback. Get aggro on adds and point them away from the group

DPS: Single target on boss, watching not to get close in order to avoid shield damage. AOE on the adds, focusing on the Poisonous Stranglers first, then the bears as they do the most damage.

Healer: Keeping up the tank through the add phase can be difficult. Cleanse DPS allies to keep your resources up. Healing Ward advisable to snipe-heal if tank loses taunt on mobs.

 

 

 

 

Stoneheart

Boss Mechanics:

Fire AOEs on tank.

Teleports to other side of arena

Summons Stone Atronachs that create ground knockback aoes under all players. These are very deadly!

Tank: Get aggro on boss, point away from group and watch for the teleport – be ready with a range taunt to get the Stone Atronachs on you. Call out 25% as “execution point”

DPS: Single target on boss, but absolutely switch to defeat the Stone Atronachs as soon as they spawn. After 25%, the extra adds are difficult to take on so save AOE ultimates for this part, and execute the boss as fast as possible

Healer: Heals for party members struck by the stone enemy AOEs will be necessary. Keep your healing ultimate for the last 25%, or if not necessary use a DPS ultimate to help your group execute.

 

 

 

 

Galchobhar

Boss Mechanics:

Surrounded by molten nirncrux (deadly lava) with rocks that break around it

Spawns a Fire Shalk that targets players with “Lava Ball” – you can counter this by guiding the ball to the outer lava and jumping on a rock. the follo disappears and nulifies all damage

Hits the ground and greates a Fire Geyser/Volcano – tank must plug!

Throws his weapon, forcing players to jump to the rock isles around the boss arena.

Heavy fire attacks on tank

Summons Stone Enemy that stuns and damages players with ground AOEs under them

Tank: Get aggro on boss, point away from group and wait for the Geyser. You MUST stand on this volcano to plug the damage or your party members will die. You can range-taunt the Fire Shalk, but it will put the fire ball on anyone. Make sure you are ready to exit the arena for the weapon throw

DPS: Single target on boss, then use a quick ultimate on the Fire Shalks. Be ready to jump out of the arena for the Lava Ball and Weapon Throw – and come back so before it disappears but not before the fire shield is gone. Sorcerers can streak through the fire wall – and charge ultimates from platforms. Use your ultimates to destroy Stone Atronachs as they spawn.

Healer: Heals for party members struck by the stone enemy AOEs will be necessary. The tank will take most of the heals otherwise, but you can help the DPS get rid of the adds and in the execute phase.

 

 

 

Gherig Bullblood 

Boss Mechanics:
Attendant of Fire is a minotaur that chains, stuns and one-shots two allies – interrupt him, and have the two chained people roll out of the ground aoe.

Gherig Bullblood is a Dragonknight and will chain you to him

Gherig has a strong AOE that needs to be kept away from the DPS

The attendant of blood is a healer

Tank: Get aggro on all three bosses. The healer won’t move, and Gherig has an aoe, so you will want to keep the Attendant of Blood and Gherig to the side while the DPS take on the Attendant of Fire. Be on call to interrupt the Attendant of Flame if your allies are caught

DPS: Kill order is Attendant of Flame > Attendant of Blood > Gherig. The first one must go because of his stun / one-shot kill mechanic. The Attendant of Blood is next as she has low health. Make sure to use your strong single target DPS on the minotaur and call out when people are rooted/chained. Interrupt the minotaur and roll out of the ground AOE.

Healer: Keeping the tank alive will be rather easy – so you can help with DPS on the minotaur and be on call for interrupts and revives if anyone gets killed.

 

 

 

 

 

Earthgore Amalgam

Boss Mechanics:

This is a challenging coordination-focused attempt. If you bypass hard mode, you will have some extra help and less health on the boss, which is recommended as it’s not necessary for the achivements.

Positioning for this fight: One DPS on each pillar, tank and healer in the middle towards the edge of the arena. DPS must be ranged for this to work!

Kill order: Dispatch of the adds first, but if you are not done with boss replica N.2 when N3 spawns: target that one and defeat it asap!

Mechanics:

Lava AOE: The boss does a special animation and throws a “lava pool” to any party member’ The pool goes past the member for a certain distance, and then grows to be a patch that will “volcano” fire balls to anyone around them, stunning them and damaging them. These only go away if you use the “Blood” pillar and target it to rain on the lava pool.

Stone Pounding: The boss gains a damage immunity shield and pounds the ground for a 360 AOE, which then causes pieces of the ceiling to come falling down on all party members. You must dodge all attacks, and can only interrupt this if you use the “Flame” pillar and hit the boss with it as it channels.

Adds: The boss creates two extra adds that look slightly smaller than itself, but have large health pools and will double (and triple) the lava and pounding mechanics
Monster-Set Helm

Earthgore