
For every dungeon you encounter during your journey to the level cap, there is a second, more difficult, version for players at level 50. These dungeons are called “Expert” Dungeons. Ten in all, they are divided into two tiers; the first tier is aimed at players who have just recently hit level 50 and the second tier is geared towards those who have spent time in Tier 1 Expert Dungeons.
For the purpose of this guide, Realm of the Fae is considered a Tier 1 Expert Dungeon. General requirements for all Tier 1 dungeons include a Tank with at least 50 Toughness, a credible healer and an off-healer. The Tank will generally be a Warrior due to the lack of Rogue Tank gear available at the onset of Tier 1 Dungeons. Healers will consist of Clerics mostly where your best off healer will be a Chlormancer. This does not mean you will not be able to use a Bard or Justicar as an off-healer or a Chloromancer as a main healer.

All expert dungeons offer new challenges, more bosses and sometimes additional areas to explore. In Realm of the Fae you will find two additional bosses, but the dungeon itself is not expanded. This guide will go over each boss fight and what to expect during each encounter.
For a list of all T1 Dungeon Boss Loot Tables use this link.
Trickster Maelow
This fight is very is the same as it’s normal version counterpart except for one twist. Each one of Maelow’s helpers periodically shields themselves and reflects damage to everyone around them at a pretty large range. Start off the fight targeting one of the helpers and concentrate on one of them. When the shield is up target the other add. When the shield on the first goes down, switch back.
It is extremely important that you don’t put any dots on the shielded helpers and users control their pets during this fight. Dots and pets will wipe the group. If you can manage the switch you will win the fight. As usual, Maelow will polymorph random targets.
Luggodhan
This fight is the same as the normal version except he does more damage. If your group can stay out of the purple poison ground effects and keep everyone healed since the random DD poison spells do much more damage, you should easily win this fight.
If you’re not familiar with the fight, Luggodhan casts purple AOE ground effects that do damage over time and slow you. Tanks should be constantly be aware and move out of these effects. Luggodhan will also randomly cast poison DD spells on people that also poison them.
Grand Apiarist Orban
Orban is the first of two new bosses added to this dungeon. The strategy to kill him is easy, but might take some time to learn. You will need a tank with good AOE aggro tools. When you first happen upon Orban he is standing between two hives. Periodically during the fight he will call for help and bees will swarm out of the hives and attack the group. The tank will have to use his aggro abilities to keep these bees grouped up and off of the rest of the group.
The strategy is quite simple. Set up the group behind one of the hives without aggro’ing Orban. Initiate the fight and have all the dps focus down and destroy the hive. Once destroyed, kill any bees that are left standing. Everyone will now have to move to the next hive. It’s important the tank move with the group so he is in position to grab all the additional bees coming from the second hive. It is extremely important that all players are aware that Orban cleaves, so during this transition stay away from his front.
Destroy the second hive, kill the remaining bees, kill Orban while keeping him faced away from the group.
Battlemaster Atrophinius
The drunk Satyr, Atrophinius is now a much more difficult fight. His abilities remain the same, charging, stunning and knocking back random players, but his two satyr friends now do something. Each of these satyrs are bards that cast cadence which damage their target and heals the boss. It is very important that you kill these quickly.
The best strategy is to tank Atrophinius against a wall so the tank doesn’t get knocked back and have the rest of the group focus down each of the satyrs. To make things easier on the group, have a player interrupt the satyrs when casting and put a healing debuff on them. Once they are dead, Atrophinius is the same fight as normal mode.
Chillblains Winterfrost
The other addition to the dungeon is Chillblains and he is pretty easy to miss. Once you walk up the snowy slope into the winter region he is on your right hand side up a jutting slope. The fight is pretty simple but it’s made difficult by the snowy effects. Chillblains will randomly target someone and place a debuff on them. Once the debuff expires a swirling air elemental like item will be placed where that player is standing. This item will then begin to pulse AOE damage. This debuff occurs often.
Two things must occur; the tank must be aware of these AOE items and constantly move of their range and everyone else must be aware of when they get the debuff. If you are aware you are then able to run away from the group and strategically place these air elementals out of the way of the fight. These air elementals also expire after a period of time as well.
This boss also resets if you run up the mountain opposite him or down the path. So if you get into trouble, reset him and start over.
Lord Twyl
This boss fight is exactly the same as the normal version of the fight, except for during the Twyl phase, there are more criss crossing green lights on the ground.
For those that don’t know there are four phases of the fight. You will have to through three avatars before Twyl spawns. The first is a satyr that stuns random players. The second is a fire elemental that splits in half and those halves split again twice over. The third is a treant that summons adds like Orban.
There is a trick that may or may not be intentional that makes the Twyl phase easy. If the group stands on the rocks surrounding the ledge the green criss-crossing lights can not hit you. Else, those lights will do a lot of damage to you and your group. If you do it without standing on the rocks you will constantly be moving around to avoid them as Twyl attempts to freeze you in place.
Once you are finished a portal will open allowing you to exit the dungeon.




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