Anguish Event: Warden Hanvar  

Quest Started By:Description:
Where:
Rating:
*****
Information:
Level:70
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Event
Quest Goal:
  • Loot
Success Lockout Timer: 108:00:00
Related Creatures:
Related Quests:
Era:Omens of War
Recommended:
Group Size:Raid
Min. # of Players:18
Max. # of Players:54
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Wed Jul 25 23:07:02 2007
Modified: Tue Dec 5 05:21:04 2023
Warden Hanvar is the fourth event encountered in the Asylum of Anguish raid expedition.

Hanvar is surrounded by five dragorns, which may be any combination of:

a seasoned guard
a veteran guard
a weathered guard
an elite guard

Dragorns will spawn in three more waves of five. These waves are timed and, upon death, allow Hanvar to be damaged another 25% health.

Hanvar hits for ~4000; single-target rampages; enrages; and casts two spells:

Chains of Anguish NPC Hatelist 0', Magic (-375)
1: Decrease Spell Haste by 70%
2: Decrease Movement by 90%
3: Decrease Attack Speed by 50%
4: Increase Curse Counter by 50
5: Limit: Combat Skills Not Allowed

Wail of Anguish NPC Hatelist 0', Disease (-475)
2: Stun(10.00 sec)

Upon his death, Warden Hanvar drops two Ancient Muramite Runes, a Seal: Mastery of All (backflag), one armor-piece item (from first list), and two items (from second list):

Lenarsk's Embossed Leather Pouch
Makyah's Axe
Muramite Cruelty Medal
Patorav's Walking Stick
Riftseeker Heart

Belt of the Stagnant
Cloak of Regretful Transgressions
Mace of Grim Tidings
Morguecaller
Ring of the Beast
Shield of the Planar Assassin
Shoulderpads of Warfare
Totem of the Chimera

An Orb of Discordant Energy spawns here after you've killed Ture and Hanvar. Even if you kill Ture AFTER Hanvar, the orb still appears here at Hanvar's spawn area. It drops a Globe of Discordant Energy for Epic 2.0 quests.
Rewards:
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An Orb Chest location
# May 27 2012 at 5:14 PM Rating: Decent
2 posts
Just killed Hanvar, Then Ture. The Orb Chest spawned in Ture's room at his spawn loc. So I believe it just spawns at whichever was killed last.
Warden Hanvar was pretty much cake.
# Jul 26 2009 at 2:06 PM Rating: Good
***
1,308 posts
My guild killed him yesterday, with 8 people.. All 4 waves of adds were dead, and he was at 45 percent, when we finally starting wailing on him real good.

Took about 28 minutes or so.

The strat is correct. Have one tank tank him, another tank offtanking the adds.
The adds were a joke. They took less than 20 seconds to kill, each, if that.

From looking at our mana/health bars, this mob was cake. We stayed constantly FM, the whole battle.

Infusion was nice. I reisted him every time. My resists are in the 450 area, and 560ish for magic. Even after it faded, I only got stunned/thrown, twice.

We had two clerics, two badass warriors, and the rest were DPS with some other tankage. Let's see. Had a wizard, a beastlord, a necro, two warriors, a ranger, and the rest I can't remember. I'd imagine we all had 500+ AA. I have 1050 something. I think one of our tanks has 2000 or something. I recall someone asking if he was even hitting her. I think she said something like, "This tickles."

Save you some trouble. Fire doesn't stick - at all. Poison sticks great. Whip out Blood of thule and all your other poison DoTs and have at it. In fact, poison is the only type of DoT I had that stuck. He reisted lifetaps, fire and disease. Also the "gloom" series of debuffs never stuck. I tried twice, then stopped wasting mana.

This is definitely a 6 pack groupable mob. By the time you're done, so is the 6 pack.

P.S. Don't forget you kill Ture after Hanvar, and THEN the orb pops where Hanvar died. Run back and claim your orb, you lucky dog.

Edited, Jul 26th 2009 6:08pm by Bonesmasher

Edited, Jul 26th 2009 6:08pm by Bonesmasher

Edited, Jan 1st 2011 8:47am by Bonesmasher
killed with 11
# Nov 01 2008 at 3:19 PM Rating: Decent
killed him with 11 today. several were bots.
Adds are timed
# Aug 16 2007 at 12:43 PM Rating: Decent
They are timed. You can not harm the Warden HPs past the % or health till the adds have spawned.

His HP got "stuck" at 75, 50 and 25 til the wave of adds spawned. It would dip to 74, 49 and 24 but regen right back up. Once the adds spawn his HP went down.

Oz
Incorrect
# Aug 05 2007 at 6:42 AM Rating: Good
*
63 posts
No the adds are not tied to his health as far as when they spawn as Silvershaft states. I have killed him many times waiting for the 4 waves to spawn, killing them all then jumping on Warden and burning him down.

Edited, Aug 5th 2007 10:44am by Adita
more
# Jul 27 2007 at 1:07 AM Rating: Decent
Once his HP reaches 74%, the next wave of guards has to start dying before he can be damaged any more. When all 5 are dead, his HP can be taken down to 49%. And then down to 24% once the next 5 die. And finally, once those are dead, he can be killed.
more
# Aug 08 2007 at 1:04 AM Rating: Decent
***
1,352 posts
his HP can be brought down while adds are up. very incorrect.
Incorrect.........
# Jul 26 2007 at 7:04 PM Rating: Decent
Scholar
***
2,607 posts
The adds are timed spawns, not every 20% as currently noted with this typing... and there are 4 waves of adds.
____________________________

Incorrect.........
# Aug 15 2007 at 10:22 PM Rating: Decent
Scholar
***
2,607 posts
They do technically spawn every 25% and they are timed spawns.

You are confusing what each wave "allows" with how each wave spawns.

Each wave allows Hanvar to be killed down by 25% (after 1st wave farthest you can kill him to is 75%, 2nd wave = 50%, 3rd wave = 25% and last wave = 0%).

My guild originally off-tanked Hanvar as we waited for and killed each wave. They spawned just fine without killing Hanvar by 25% to get the next wave to pop.


Edited, Aug 1st 2019 4:25am by GOMN
____________________________

Incorrect.........
# Jul 27 2007 at 12:57 PM Rating: Default
Actually the adds do occur every 25% of Warden Hanvars health - they are not timed.
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