The Elder Scrolls Online: Dungeons – Glenumbra – Spindleclutch
The Ayleid ruins of Dwynnarth that grin down from the bluffs above Hag Fen were plundered and emptied out generations ago. But it seems there are forgotten mine tunnels beneath the lowest levels of Dwynnarth that might not be quite so empty.
Spindleclutch is a group dungeon found in northern Glenumbra. The cave is infested with spiders, although something more sinister lurks within. In the normal version, Praxin Douare wants your help clearing the cave of spiders and other possible threats.
In the veteran version, Guardian Sud-Hareem needs help finding his son, who he believes has been captured by vampires within Spindleclutch.
- Various corrupted infantry
- Spindlekin, a giant spider
- Cerise the Widow-Maker, a Breton rogue
- Big Rabbu, a corrupted knight in heavy armor
- The Swarm Mother, a spider queen responsible for the spider infestation
- The Whisperer, a Spider Daedra responsible for driving the Fighters Guild members insane
Normal Spindleclutch Guide
by: Tamriel Journal
– Spindlekin –
Every now and then Spindlekin creates a pool of web/poison which snares everyone in the area of effect. It’s annoying but does no damage. You can ignore it.
The boss periodically Summons spiders beneath her. They don’t pose a threat and can be AoE’d down easily.
When the first spider she has summoned dies, Spindlekin will run to its location and Devour it, healing herself up in the process. The only way to prevent this is to not kill her adds. The heal isn’t a big deal though, and will only slightly delay her death.
– The Swarm Mother –
The tank needs to look out for her power attack and prepare to block it. It has a pretty clear visual cue. Not blocking it will cause a knockdown and heavy physical damage, but is not lethal.
The Swarm Mother periodically charges random distant targets with her Arachnid Leap ability. The charge does quite a bit of damage, but again, is not lethal. As long as your health is hovering above 70%, you should be fine.
The Swarm Mother sometimes pulls distant targets to her.
The boss summons a couple of spider hatclings every now and then. They have very low Health and can be taken down quickly.
– Cerise the Widow-Maker –
Cerise casts Agony on the tank, dealing magic damage and stunning him.
Cerise has a physical damage over time ability called Blood Craze, which just needs to be mitigated and healed through.
At around 50% health Cerise seems to run rampant in the cave, not responding to taunts. Just deal with it!
– Big Rabbu –
Rabbu’s most powerful weapon is his Charge ability. He’ll charge right over his main target in a straight line, knocking everything down on his way and dealing physical damage. The charge path is marked with a red rectangle – just step out of it.
Big Rabbu also casts Low Slash on the tank which is a snare. It will make getting out of his charge’s way a bit more difficult, but apart from that is only an annoyance.
– The Whisperer –
The most deadly ability The Whisperer has is called Daedric Explosion. Prior to the Explosion she pulls targets in front of her with the ability Grappling Web, and then lays a red circle of doom on the ground which quickly expands in size. If you fail to get out of it in time, you’ll take massive magic damage. It could be lethal.
The Whisperer also has a high-damage ranged knockback ability called Arachnophobia which seems to prefer distant targets. You get disoriented for a few seconds first, then knocked back.
- Various vampires
- Various infantry
- Flesh Atronachs
- Mad Mortine, a bloodfiend
- Flesh Atronach Trio, a group of three powerful atronachs who must be defeated together
- Urvan Veleth, a Dunmer vampire
- Blood Spawn, a gargoyle
- Praxin Douare, the wraith of a former Fighters Guild member
- Vorenor Winterbourne, a Nord vampire lord
Veteran Spindleclutch Guide
by: Deltias Gaming
– Mad Mortine –
Crowd of adds. Heavy attacks from boss.
Really simple fight this. AoE the adds while tank taunts boss and blocks the scary attacks. That’s all there is to it. If you struggle with all the adds, Volcanic Rune or other CC AoEs may be useful.
– Blood Spawn –
Pounds the ground for large AoE radius, rocks fall round edge of room each time, shrinking available space to avoid the AoE. The damage of the pound increases as it goes on.
If healer is experienced, just stack up on boss and heal through the ground pound.
If a fairly new/inexperienced healer, you may find it best to roll out of the AoE when the boss ground pounds – if doing so make sure you only go as far as the edge of the red circle to avoid being squashed by falling rocks. Be aware that you will run out of space to get out of the AoE as the fight goes on.
After approximately 2 minutes, the boss will constantly ground pound for heavy AoE and fast shrinking room.
A group with decent DPS will kill before this. A group with weaker DPS will be in a race to try kill boss before the rocks fall in or the AoE out damages the heals. Best advice to give is to be sure everyone has an Execute skill on one of their bars – including the tank.
– Praxin Douare –
4 Waves of adds spawn prior to actually fighting the boss. (They spawn at back of room opposite the boss who stands on a slightly raised platform).
1st wave is lots of small spiders. Stack up, AoE them down. Keep your block up and make sure healer is keeping up the heals.
2nd Wave is small spiders and a large one. Tank taunt the large one, stay stacked, AoE.
3rd Wave has 2 packs spawn, and two powerful humanoid mobs that tank must aggro (they are slightly larger than the rest). Each pack has a healer in it, easiest thing to do is AoE them all down while interrupting the healer, then move to the other healer and do the same. Then finish off the two more powerful mobs if they still live.
4th Wave big Daedra spider (Whisperer Nightmare) and a healer and evoker. Tank grabs spider, DPS interrupt and kill healer, then evoker, then kill spider.
Boss now turns into a lich. Frontal attack with 3 beams.
Tank to turn boss away from the group so they do not have to worry about it.
Tank should fight at max melee range to maximise chance of avoiding one or two of the beams so that you take less damage.
Boss spawns a circle of Doom round a player.
Random player gets a circle form around them. Player must stay still in the centre until it fully forms, then slowly move with it – being careful not to touch the edge! Touching the edge will kill you, trying to roll out when the circle forms, will kill you.
Other players to pay attention to where the circle moves because if its edge touches anyone, they are dead.
Keep potions at the ready as your resources will always be low. Though you may find you do not really need them.
– Flesh Atronach Trio –
When each Atronach dies, the remaining are healed somewhat and get angry.
No real strategy for this. They can hit hard so keep block at the ready. May prefer to single target each one down especially as a death heals the others, but usually we just AoE.
– Urvan Veleth –
Boss with adds. He will occasionally disappear and a red ground AoE will chase you around.
Tank aggro the boss, DPS focus on killing adds then work on boss.
As long as tank has aggro on boss, when he turns into the mean redbubble, he will chase the tank, so just run away until he appears again, DPS light a cigarette or go for a quick pee break. If tank does not have aggro, someone else will have job of kiting.
– Vorenor Winterbourne –
Boss raises hand bended then creates red circle AoE on floor.
As soon as hand is raised, get ready to move. The AoE does high damage so you want to get out of it fast.
Raises hand high and straight, then does random attacks on players.
Healer try ensure everyone is topped up in health, the hit is hard and blocking does not seem to do much to reduce it, so be high health when he starts and healer be quick to keep healing people up – for Templar just BoL, for other, make sure group is close to enjoy constant Healing Springs.
Siphons health from NPCs hung on crosses. Only one the first time, second time it will be another NPC AND the first one (if first is not killed) and so on.
The easy way is to go and kill the NPC being siphoned. If you do this each time, he should never be siphoning from more than one NPC at a time, this means he gains less health and is easier to kill.
The ‘hard’ (or lazy) way is to ignore the siphoning and DPS through it. This earns the Undaunted achievement. You need decent DPS to be able to out damage the healing he takes from siphoning – especially as by the third time he will be healing from three NPCs.
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