Next we have:
8 melee/ranged dps
Part 1 (Gauntlet):
greater construct bane weapons
bard damage buffs
Thefirst part of the shroud was designed to resemble the old school gameGauntlet. In this part of the shroud, there are a bunch of monstersspread throughout the area as you zone in. Once you kill off all themonsters the portals begin to spawn. There are a few different routesyou can take to take down the portals. No one way is better then anyother and most people just pick one that they can remember and run itthat way every time.
The most important thing to know here isthat each of the portals spit out "waves" of mobs. The first waveconsists of 3 troglodites. If they are not killed then it will spit outa second wave that will consist of a bezikira (cat), devil, or orthon.Finally a third wave will come which consists of the portal keepers. Ifthe portal keepers aren't killed within a certain amount of time fromwhen they are spawned (about 60 seconds) then you will lose the raid.If you have never run a caster in the shroud, or even if you have, youmay have heard the group leader talking about a roamer or roamingcaster. What this person's job consists of is running around to theother spawned portals and killing any mobs there to prevent the portalkeepers from spawning.
This image shows the location of each of the portal spawns. When portal 1 is killed portals 2(a) and 2(b) spawn. When both are killed, portals 3(a), 3(b), and 3(c) spawn. When all 3 of them are killed 4(a), 4(b), and 4(c) are spawned. Starting with the 4th spawns, each portal killed will spawn a new portal.
Part 2 (Pac Man):
fire resist/protect (Fire elemental)
crowd control (dancing balls, solid fog, heightened web)
Part2 of the shroud was designed to resemble good ole' pacman. You have abunch of mobs scattered throughout the maze that makes up the zone thatneed to be defeated before you engage the 4 commanders in the middle ofthe maze. Each person is sent to one of the 4 corners of the arearandomly. When the shroud first came out, the standard tactic was tohave the strongest group clear to each of the other corners, picking upthe people in those corners as the went along. The common tactic todayis to have everyone in all 4 corners run to the barrier that stands inthe middle of the southern wall and have them bring everything theyencounter with them. The casters set up crowd control and the grouptakes the mobs down from there. At this point, the main thing to knowis that there are 3 areas that don't generally get cleared on theinitial run. The three areas that need to be checked after everythingis dead are the areas to the north of the commanders, the west cubby,and the southern path that leads to the commanders. Usually thenorthern area will have 2 or 3 bezikira's lurking around, the westcubby can have a bezikira and 2 or 3 devils, and the southern path willpossibly have a bezikira, devil, and the tiefling.
Once all theroaming mobs have been dealt with, it's time to find out exactly whichcommanders you have to deal with. There are always 4 commanders andeach of the 4 spawns can have certain mobs. The eastern-most spawnpoint will contain either the orthon or the bezikira. The spot next toit will contain the fire or earth elementals, the next spot willcontain either the troll, the gnoll, or the devil and the final spotwill have the orc or the trog. There are various tactics for each pullthat will generally have to be learned with experience.
Generally, the order you want to kill the commanders is as follows based on walk speed:
Bezikira/Fire ElementalPart 3 (Frogger):
Patience and practice
Part3 of the shroud is supposed to resemble the old game frogger where youtried to get your frog across the street without getting pancaked by acar. In the shroud you try to navigate halls without getting sliced anddiced. None of your stats can really help you against the blades exceptfor your hit points. Also along the floor there are circular runeswhich will discharge a horrid wilting trap if stepped on that canalmost kill a caster in 1 shot. A little care and timing should allowyou to navigate the halls without too much problem.
Uponentering part 3, each player is sent to a seperate room with theexception of the room in the north that contains a 5x5 puzzle whichwill have 2 people in it. each room has a puzzle that needs to besolved in order to obtain access to 2 extra chests in the center areaunder the healing water. The puzzles come in 4 different varietieswhich are generally described by their dimensions: 3x3, 4x4, 5x5, andcircular. Each type of puzzle has a different method to solving it withthe 3x3 or circular being the hardest, the 4x4 being the easiest, andthe 5x5 being in between them as ranked in difficulty. All the puzzlesare solved by having the solver step on a tile. All tiles adjecent (notdiaginal) to the stepped on tile will then change state (lit becomesunlit, unlit becomes lit). The objective is to light all the tiles.
As of yet, I have not found any trick to these puzzles. To figure themout I just played with them in the solver and looked for patterns inhow to solve them. As you get used to doing them and understanding howthe game works you can usually play around with your puzzle until youcan get it into a configuration you recognize and have memorized thesolution to, then solve it. If you want more information on these feelfree to ask me and I will explain what I mean more in depth
These are the easiest of the puzzles. Orient yourself so that you canthink of the puzzle as having a top, bottom, and 2 sides. Look at thetop row of lights and find any that are unlit. Now, step on the tilesdirectly below the unlit tiles in the top row. once all the top rowtiles are lit, then light all the tiles in the next row. Work your waydown and when you get to the bottom, your puzzle will be solved.
These puzzles are large and look very intimidating but they reallyaren't that hard as long as you aren't too laggy and have a decentjump. You start these puzzles in the exact same way as you do the 4x4puzzles, working your way from the top down. One you get to the bottomrow you will either have your puzzle solved (this rarely happens) oryou will have one of a few patterns of unlit lights on the bottom row.Depending on the pattern, you will need to step on certain lights onthe top row and work your way back down again to solve. Think of puzzleas a grid with columns labeled A-E from left to right. These are thePossible Patterns you can have: A B C D E Solution
| X | | | | X
| | AB
| | X | | X |
| | AD
| X | X | X | |
| | B
| X | | X | X |
| | E
| | X | X | | X
| | A
| | | X | X | X
| | D
| X | X | | X | X
| | C
Tounderstand this chart I will give an example. Say you work your puzzledown and get the following bottom row with the X's being the unlittiles:
| | | X | X | X
Tosolve the puzzle, you look at the above chart and see the solition is Dso you step on the fourth tile from the left on the top row and thenwork the puzzle down. This may sound a little confusing because it'shard to explain but try it a couple of times in the solver andhopefully you will understand what I am talking about.
Practice Site/Solver:http://perfectweb.org/ddo/solver/vale_puzzle.htmlPart 4 (Pit Fiend Take 1):
Silver/holy orsilver/pure good weapons
Crowd control(heightened web, dancing ball, solid fog)
Part 4 of the shroud is the first time you come up face toface with the pit fiend. You typically want to buff up before stepping insideand make sure you have full spell points on all your casters. Also you need toset up the jobs of each of your group members and make sure everyone knows whatthey are doing when you start. It’s generally a good idea to have the clericstake turns using mass cure spells on the tanks, having one go each round untilthe pit fiend is defeated. Also make sure the sorcs/wizs know which gnolls theywill be dealing with when the time comes. Another good practice is to have thebard (if you have one) be designated with the job of making sure a haste ishanded out between each round. When entering you first have to fight off anadvanced force of devils, orthons, and bezikira. Watch the bearded devils asthey will sprout blades when killed that are the same as those seen in part 3.once you kill everything, the pit fiend will make his appearance. Beat him downuntil he leaves and starts flying then have everyone gather in the southwestcorner of the room as the meteor storms the pit fiend throws down won’t hitthat area. Once he stops flying, 4 devils will appear. Make sure to have adancing ball or some web set up to fight them in and take them out quickly.After having dealt with the devils, the pit fiend will reappear in the centerof the room and 2 gnolls will come out of each of the 4 portals to heal him.Hopefully the caster will take them down quickly and it will all start overagain. With a good group you should be able to take him down in 2-3 rounds butI’ve run raids that have taken up to 9 rounds to finish him off. Don’t worry ifpeople die, if you have a determined group then you can make up for almost anylosses you take in this part and get it done.
Part 5 (Pit Fiend Take 2):
Silver/holy orsilver/pure good weapons
So you’ve made it to the final part. This is fairly straightforward and if you made it through part 4, you shouldn’t have too much troublewith part 5. Don’t bother buffing before heading in because you are going todie off the bat. If this happens, it means you are a bad group leader andshould hang up the towel unless I need some ingredients and don’t want to leadmy own run (usually) then you should definitely give leading another go. Afteryou are all resurrected you will have to face the 4 commanders that you facedin part 2. It will be up to you to determine which order you will take down thecommanders. A good rule of thumb is to have a ranger or someone with a rangedweapon take the agro of the commanders that you are not fighting while you takethem down one at a time. Usually you want to take out the most difficult or themost damaging first. As a rule of thumb I always fight the gnoll first, thenthe fire elemental, then the devil or orthon, then whatever is left leaving thetrog or orc till the last. When the first 3 are down have the tanks block thelast commander in a corner and hold him there until all the casters have buffedthe group and regenned their sp. When the group is ready, give the order andtake down the last commander then beat on the pit fiend. I like to have thesorcs and wizzies burn down to half sp and hop in the northern pools to getback as much sp before they dry up then have them burn down, saving sp forhaste and what not. Have the clerics rotate on group heals so that the one ortwo that aren’t healing can regen sp in the south pools. Make it a point to letthe casters know that the clerics have first priority to those south pools asthe raid pretty much depends on them (no pressure). After a few minutes youshould have 1 dead pit fiend CONGRATS!