Normal Spindleclutch 2

This is the 4th video and guide of my Dungeon Walkthrough series for the Elder Scrolls Online! The dungeon covered in this video and written guide is Spindleclutch 2.  This guide will cover everything you could want to know about the dungeon, such as notable gear sets, boss mechanics, and more!

  • Dungeon Name: Spindleclutch 2
  • Zone: Glenumbra
  • Difficulty: Normal
  • Party Composition: 4 (1 tank, 1 healer, 2 dps)
  • Quests: Blood Relations
  • Level Unlocked: 45
  • Gear Sets: Prayer Shawl, Spelunker, Knightmare
  • Other (Achievements, Other points of note): Achievement for completing – Spindleclutch 2 Vanquisher
  • Story: The storyline continues from the events of Spindleclutch 1. In this version, Guardian Sud-Hareem needs help finding his son, who he believes has been captured by vampires within the cave.
  • Bosses and Mechanics
    • Mad Mortine
      • The boss has 7 bloodfiends surrounding him. These should be dealt with first.
      • Mad Mortine uses several heavy attacks throughout the fight. These should be blocked.
    • Blood Spawn
      • Boss occasionally uses a ground-pound attack that deals damage in a large circle around him. He hits the ground ~3 times dealing damage each time. You want to avoid this.
      • Besides that, the fight is simply tank and spank.
    • Praxin Douare
      • He summons adds in 4 total waves. These adds need to be killed before he can take any meaningful damage. So do all four waves first then attacks Praxin himself.
      • Add Waves
        • Wave 1: Spiders
        • Wave 2: Spiders and Swarm Mother. Kill little spiders first.
        • Wave 3: 2 groups of humanoid adds, each with a healer. Kill the healers first.
        • Wave 4: Summons a whisperer nightmare and 2 healers. Kill the healers and then the whisperer.
      • Once the add waves are done, you can fight the boss himself. He has three main mechanics.
        • Stamina/Magicka drain.
        • Frontal attack with 3 beams, avoid these to avoid taking heavy damage.
        • Puts a circle on a random group member that deals heavy damage and stuns after a time interval. The person with the circle should run away from the group. If you catch a teammate in the circle with you, there’s a high probability that that teammate will die.
    • Flesh Atronach Trio
      • Heavy attacks which should be blocked.
      • Focus down one atronach at a time. When one dies, the other two get healed. Focusing one at a time means that heal ends up being an overheal, effectively not really doing anything.
    • Urvan Veleth
      • Urvan has 4 adds near him that deal an AoE attack; kill them first.
      • Uses an unavoidable attack (can’t dodge or hide behind environment) on each group member. This can be blocked.
      • Siphons health from one of the NPCs hanging on the crosses around the room, healing himself. When he does this, kill the NPC he is siphoning from to stop the healing.
    • Vorenor Winterbourne
      • Has an AoE attack that deals heavy DOT damage; avoid standing in this.
      • He has an unavoidable and (I believe) undodgeable attack where he rushes to each member of the group dealing damage. This attack can be blocked though.
      • Throughout the fight he will try and siphon health from some of the NPCs on the crosses around the room in order to regenerate health.  You want to kill these NPCs in order to stop the health regeneration.