05 Feb 2008 at 10:51 - 4
In Rragar's HM the main obstacle consists of charr mobs that have a Prophet, Dominator, 2 Fireshielders, some warriors and necros and/or rangers. The inability to spread out henches makes the nukers very dangerous - if either of them gets lucky all your henches will wipe in seconds. The best tactic is to flag herohench in a diamond formation with henches in the rearmost vertex and do as long a pull as possible (you may want to flag H+H away first and try out how far the mob is willing to come, then break aggro and set the herohench ready). While pulling, retreat in a zig-zag motion and try to incite Fireshielders to waste their Firestorms and Meteor Showers on you on the way to the henches. Lock your BHA ranger on the prophet and verify that the arrow hits (if not, retreat and try again). While the prophet is dazed gank the dominator. After that kill the prophet, then fireshielders, then necros if any, then warriors and rangers. If at any point your defenses are starting to buckle retreat immediately to avoid a party wipe.
On the second floor be very cautious of Fleshreaver Harrowers, their Spirit Rift will rip your herohenches a new one if it hits. The Reaver boss has several of them in her mob, stay on the move and spike one at a time. All else failing feed them Pain Inverter and sacrifice herohench for instakill. You can avoid most mobs on the second level, so pick your fights wisely. Rragar and his minion are not particularly troublesome, flag squishies behind the big rock and kill Rragar first, then Hidesplitter.
In Frostmaw's try to avoid multiple aggro as much as possible. Although a seemingly trivial objective, it is made much harder by the number of popups. Best way to prepare is to do the dungeon first in NM to get feeling of the spawns. Always scout ahead with one character (with H+H usually yourself). Some hard areas that I remember are the huge incubus mob at the end of level 1 (or 2?, haven't done it for a while) and the beginning of level 3? with several patrolling mobs and hidden wurms, with a possibility of rez shrine camp. The final level is pretty trivial, go through the hidden area and once Frostmaw is triggered retreat to the entrance so that the stationary wurms can't hit you.
Both dungeons are only moderately hard to H+H since you have always the option to zerg through with enough tenacity, consumables and Pain Inverter, in contrast to something like Vloxen Excavations HM where - if you don't have what it takes - you'll be stonewalled indefinitely.