Guard Mol'dar

Dire Maul

North: courtyard

Choose a guard clear or a tribute attempt before engaging Mol'dar. For tribute, avoid the named ogres and take the Gordok Courtyard Key from Fengus's Chest while the patrol is away. Clear the caster packs you need to pass rather than trying to move the group through their Polymorph casts.

Guard Mol'dar

Elite Humanoid

Mol'dar's charge and knockback can turn a guard fight into an entrance-pack pull unless the party clears its fighting space first.

Abilities

  • Knock Away

    Inflicts normal damage plus 30 to an enemy and knocks it back.

    Put cleared ground behind the tank so Knock Away cannot send them into another entrance pack.

  • Shield Bash

    Bashes an enemy with the caster's shield, inflicting Physical damage and interrupting the spell being cast for 8 seconds.

    Keep the healer outside Mol'dar's melee reach so Shield Bash does not interrupt the heal needed after a knockback.

  • Shield Charge

    Charges an enemy, knocking it back and inflicting normal damage plus 150.

    Choose ranged positions with a clear path back to the tank for Shield Charge, rather than standing beside an untouched mastiff pack.

  • Strike

    Strikes at an enemy, inflicting increased melee damage.

    Keep the tank healthy for Strike while Mol'dar is being brought back from a charge.

  • Enrage

    Save a defensive response for Enrage instead of using every defensive while clearing the entrance trash.

Tank
For a guard clear, remove the nearby mastiff pull first and set your back toward a cleared boundary. Recover Mol'dar after Shield Charge without advancing toward the next entrance pack.
Healer
Stay outside Shield Bash reach and inside the cleared entrance area. Be ready for Strike as Mol'dar returns to the tank and for increased pressure during Enrage.
Damage
Keep your charge position away from untouched mastiffs and let Mol'dar return to the tank before resuming full damage. On a tribute route, bypass the guard instead of starting this fight.