Nengon is the boss of 
Glinghant in the gardens of 
Annuminas. He's a nasty little 
darkwater that likes to summon friends. The challenge of this encounter is keeping the mini alive. There are many strategies on how to do this. Prior to book 14's release the gardens were the most difficult of the three 
Annuminas dungeons. After book 14 they 
nerfed it up a bit with the 
dev's claiming it should have been the easiest of the three. It's not a solid fellowship encounter. Here's the 
strat on 
Nengon that I use.
Ideal fellowship configuration:
Guardian
Minstrel
Champion
Champion
Lore-master
Burglar
This configuration is ideal but not the only one that can succeed. The reason for this configuration will be made clear in the 
strat below.
Fellowship: Make sure to pop a brilliant or better token before the fight. Battle and warding scrolls are nice. Everyone should have a tart and some mash handy.
Minis: The tale is up to you. I can make a case for any of the three tales to use in this fight so whatever seems best. Do not have war-speech on. It is best that you 
equip Fellowship's Heart and 
Ralley! for this encounter. Fellowship's Heart adds a 50% bonus to victory in this minstrels opinion.
Captains: Make sure you put out as much morale as you can to your fellow.
Champions: Don't bother bringing a shield. Be ready to 
AE your hearts out (I know music to your ears).
Hunters: 
Nengon is weakest against Fire damage.
Guards: Just hold 
agro and taunt when adds get in range.
Burgs: Keep 
debuffing the boss and popping the conjunctions. All go yellow.
Lore-masters: Keep the mini, hunter, guardian (in that order of importance) filled up with power. Also you are the eyes for the fellowship. If you see Draining 
darkwaters sound the alarm. Also stay close enough to the boss that you can quickly be there to hit yellow on a conjunction.
Some 
strats have the mini standing as far away from 
Nengon as possible most 
likly having the mini stand on the stone bridge over the water directly opposite from him. This strategy is not recommended by me. Instead, have the entire fellowship save any Lore-masters or Hunters you may have be in melee range 
Nengon. The reason for this is based on his summoning of 
darkwaters to his side. They can come from any of the three waterfalls in his room and will go directly for the mini. By standing in melee range your tank and other melee classes will be able to grab their 
agro away from the mini. Otherwise it's a battle to keep the 
agro off the mini and unless you have the proper crowd control and a good deal of luck the mini will be in for a world of hurt. The goal is to burn 
Nengon down as fast as you can preferably before right as he's summoning his 
thrid wave of 
darkwaters.
Nengon has a pretty good sized 
AE ability that will knock the fellowship back about half the length of his room. I have found that standing at a 4-5 o'clock position to 
Nengon (means facing him and 
slightly to his left your right) grants the mini a 75% chance to not get knocked back. I base the 75% off of my attempts at this 
strat.
If at anytime draining 
darkwaters spawn immediately leave the room. Once 
Nengon hits the gate the encounter resets. This is not optional. The moment a draining 
darkwater appears bolt for the gate. Well run fellowships should have their fellowship leader make the call but that person should make that call the moment someone sees a draining. Since the boss encounter can be reset there is no reason to not do this.
Fight 
Nengon in one spot in the water where he stands. He's a pain in the ass to get to move so don't bother. The guardian should be holding his 
agro and when the waves of 
darkwaters make their way to the mini he should be taunting them off. The champs should be 
AE'ing as often as they can. This should have the first wave of 
darkwaters down by the time the third one is called by 
Nengon. The burg should walk into the boss encounter with all four of his conjunctions ready to go. The burg should immediately pop one and an all yellow conjunction should be unleashed. The burg needs to wait until the bleeding effects are finished and then hit him again with a conjunction. If possible save one conjunction for the end. When 
Nengon falls there may be a lot of 
darkwaters to deal with and a 
GGGBBB conjunctions would be very nice to have. However getting 
Nengon dead is key so don't be afraid to bust your last conjunction on an all yellow if needed. The Lore-master should be filling the mini, hunter and guardian with power, 
DPS'ing, using BF when it's up on the 
darkwaters near the fellowship to stun them (even if only for a second it helps) and being the eyes for the fellowship on if draining 
darkwaters appear. Hunters simply DPS 
Nengon don't hold back either let it fly.
Assuming 
Nengon doesn't call any draining 
darkwaters to him your fellowship should have the first wave of 
darkwaters dead from the champs 
AE's and the hunters 
dps by the time the third wave is called. Once the third wave is called 
Nengon should be about finished. End him then clean up the remaining 
darkwaters. They do not 
despawn after 
Nengon is dead.
The mini needs to keep everyone healed during this fight just like any other. However, this is a not-so-normal encounter for us because we must be in melee range of the boss and his adds. So, it gets tricky. Do not use inspire fellows the moment it refreshes. This is one of the biggest 
agro magnets that you have. Use it sparingly and only when you need to heal the 
LM, hunter and burg at the same time and fear you will not be able to one by one in enough time while keeping the plate guys happy. Use your song of soothing often and 
definitely when you get 
agroed by the 
darkwaters it will get them off you. If your guardian or champs take 
agro and begin to go down fast the combo to use is: Bolster Courage, Chord of Salvation then another Bolster Courage. If you won't be able to get a BC off in time use the 
CoS followed by 2-3 
BC's. The 
CoS is a fast heal for a good amount of morale but your 
rockstar mini wants to pose a bit after. You can try and move the moment you finish casting but there is a delay after the effects of that heal take hold. When 
Nengon is at half health start thinking about using your Fellowship's Heart. At this point your fellowship may be in trouble if you don't have enough champs 
AE'ing the adds down around 
Nengon. At some point between half health and 10k pop your fellowships heart. This will all but ensure victory if you do this properly. If you can hold out until 10-15k then do it. It will be difficult to fail if you pop that skill off at 10-15k. The DPS should be enough to take him down during the next 30 seconds even if the DPS is low. If you pop it prior to 15k it may indeed be the right move but the chances of success get reduced. Do not be afraid to pop it though. You're the healer you know when you won't be able to keep people alive so use it when needed.
That's the 
strat. In short summary burn down 
Nengon, 
AE's all adds, run out if 
drainings come EVEN IF THEY COME RIGHT BEFORE HE DIES leave the room and start over (if you wipe while cleaning them up you probably won't be able to clear the room after a 
respawn and you lose), and make sure to pop fellowship's heart between 10-15k of 
Nengon's health.
Win.