Not too good considering the difficulty of this encounter, probably why nobody ever kills him. Heres my writeup on the encounter:
(Note, no real strategy included in this information, due to the fact that we got our asses handed to us on a silver platter and never went back)
Your first target mob to complete the named cycle is "The Bullyrag Bat". Not "a bullyrag bat" (which is just a named bat). After entering the bat cave and killing him, "The Painwrack Hobgoblin" will spawn in the next cave down the hall. the Painwrack Hobgoblin is lvl 65, hits for 700ish, shaman class mob who will be buffed/hasted and will gate. After killing him, "The Fearsome Hobgoblin" spawns in the next cave down the hall. This is a level 65 Shadowknight mob, melee for 700ish, HT, etc. Only drop we recieved from him were some junk arms. Now, killing "The Fearsome Hobgoblin" will spawn the final mob, "The Hobgoblin Anguish Lord". This mob is located in the final cave in this section of the tunnels, heres his info (as much as we have been able to determine)
The Hobgoblin Anguish Lord
Level 68-70?
SK Class
Melee for 1200+
Quads
Flurry?
AE Knockback (note, this knockback is apparently unresistable and packs quite a punch. I was shot back from the Anguish lord clear out of the cave and was promptly beat down by 2 reapers.)
His HP seem to be fairly low. my best guess would be anywhere from 60k to 80k HP.
The anguish lord also spawns with 2 guards, level 65. One of them, a mephit, has a 1500pt unresistable(?) AE. the other guard, a level 65 Bat is apparently 100% melee.
Both guards also melee for 656.
Now, the logical way to kill these guys would be to clear the cave, split the guards and kill them off one by one. Theres a slight problem with that. All 3 mobs are PERM ROOTED. The anguish lord will summon, the guards may not (undetermined). If I had to dream up a strat, I would say put everyone between the wall of the cave and the Lord, so when the knockback goes off, you arent flung into the 12 other hobgoblins in the cave. Use fast heals only on your tanks to avoid having a critical cheal interrupted by the knockback. Put a tank on each of the mobs and kill the lord before the 2 guards.
Heres a nice trick to use against knockback mobs (or any perm rooted mob for that matter).
Enchanter should tash the mob 100 times before the people move in. MA goes first and Area Taunts, this will put his level of aggro 1 point above the enchanters. This solves any problems you may have with tanks losing aggro. Also, the MA will be summoned immediately after being knocked back. Theoretically, you could have the MA with his back to the cave (with the now respawned hobgoblins). The lord would summon him as soon as he gets knocked back out of melee range, before he aggros the other mobs in the cave. This strat is also very effective against The Itaer Vius.