The Four Horsemen

Overview
Summary
 * 1) Destroy Madruk Dhuum.
 * 2) Destroy Thul Za Dhuum.
 * 3) Destroy Ghozer Dhuum.
 * 4) Destroy Kazhad Dhuum.
 * 5) Return to Reaper of the Chaos Planes for your reward.

Obtained from
 * Reaper of the Chaos Planes in The Underworld

Requirements
 * Clear the Chamber
 * Take Restoring Grenth's Monuments quest and free the Reaper of the Chaos Planes by killing the Terrorweb Dryders around Grenth's statue in the Chaos Planes

Reward
 * 10,000 XP

Dialogue
 * "Before the time of Grenth, when death was ruled by a cruel and unjust god, there stood a tower and a throne on this very plain. But Grenth rose up and destroyed the one called Dhuum and shattered down his tower, leaving only these storms of chaos as a reminder of the power that once held dominion here. My vigil over these lands was broken for a time, and I can feel a resurgence of the old taint. Four horsemen approach, riders of Dhuum. Destroy them before they can reclaim this place and throw the underworld into chaos!"

Reward Dialogue
 * "With the Dhuum riders destroyed, I will see to it that the old taint does not gain dominion over this area again. The underworld will rest safely in the hands of Grenth."

Walkthrough
Four separate groups will spawn along the northern edge of the Chaos Plains and make their way toward the Reaper of the Chaos Plains. Each group will consist of one horseman (Ghozer Dhuum, Kazhad Dhuum, Madruk Dhuum and Thul Za Dhuum) and three Terrorweb Dryders.

The two groups of Ghozer and Khazad will merge about a full radar circle to the east of the reaper, and the groups of Madruk and Thul Za will do the same about the same distance to the west. The combined two mobs will approach the reaper shortly afterwards from the east and west simultaneously.

Fighting at the reaper may not be the safest approach as the combination of the Dryder damage and the horsemen's mesmer skills will make protecting and healing the reaper a difficult task. The horsemen have enchantment removal as well as Power Block which can shut down a caster.

One strategy may be to split the party into two groups and try to hold back both sides, another would be to leave a heavily fortified tank on one side ahead of the reaper and heal that tank with distance healing (like Heal Party and Light of Deliverance) while the rest of the party takes out the other side then rush to his aid. It's important to note that spell-coverage, like Spell Breaker goes a long way in denying these hordes the ability to do damage.

Another strategy is to take 2 tanks in your group, one tank will be an elementalist with Obsidian Flesh and Glyph of Swiftness. These skills along with a +20% enchantments can allow the ele to maintain Obsidian Flesh non-stop. Along with Stoneflesh Aura, the elementalist can hold one side without any aid from a monk. Meanwhile the second tank (W/E) can tank the other side while the rest of the team take out the terrorwebs and horsemen. Care must be taken when nuking the opposite side, as the nukers must wait until all aggro settles on the warrior before nuking as to ensure aggro is not broken.

Finally, it is possible -- though difficult -- to allow the Reaper himself to tank the damage. Spell Breaker makes him impervious to all spells of the Riders and their Terrorweb minions. Once they have locked on after a few seconds of wand attack, it's possible to put more active prot spells on the Reaper and nuke the monsters.

If you are tanking as a Terra Tank in HM, its really important to attack the horsemen with a melee weapon or a staff. It was been proved that they DON'T use Signet of Humility if you are attacking. Simply attack and cast your enchantement and they won't cast Signet.

Trivia

 * The Four Horsemen may be inspired by The Four Horsemen of the Apocalypse.